Passive Node Ideas - Sentinel

The Descend node on smite right now applies it’s steep mana cost even when triggered by others skills like judgement. Would it be possible to add a requirement for it to have to be cast directly in order for the cost to apply? that way you wouldn’t have to choose between the two nodes.

Holy Aura:

Passive node:
Guardian Angel;
a guardian angel blesses you with an holy (protective) bubble.
When enemies hit you it heals you for an amount and it does spell physical damage towards the attacker.
(the damage scales with spell damage, physical damage and increased healing to make it more interesting to scale)
(the heal part scales with health regen)

4 sec cooldown.
4 second duration

3 points
5% chance to receive a holy bubble per point

Than the next Points you can get for this one after getting the nodes of guardian angel.

2 passive nodes:
Touch of light
10% chance to blind attackers that attack you while being affected by the holy bubble.
“Dare attacking the angels blessing and they will blind you with the light”

Follow up node:

1 Passive node.
Angels touch (the attackers angered the angel)
30% chance to get Angels touch buff for 3 seconds when damage leaves you to low life, you receive Holy bubble. If you already had holy bubble you deal 5% more damage and refresh the duration of holy bubble.

Node option bubble reflects for … amount of damage while active and heals the amount reflected.
Also optional if needed is longer duration or duration nodes to make it more like a main skill or a support damage heal skill mechanic.

If something like this would be added it would really make me feel like a holy paladin :wink:
It would be nice if the healing will get some (hybrid) options to do damage instead of healing only or partly in my opinion.

Sigils of Hope - Proposed skill point change
Last Wish - 6% chance to summon a sigil on kill

I personally feel this is slightly lack luster and I find myself losing all charges frequently. Also this is a dead skill point anytime you fight most bosses. Personally I propose the following to give the skill a little more help in a wider variety of situations:

Last Wish
Chance to gain a sigil on boss hit: 3%
Chance to gain a Sigil on Kill: 6%
Chance to gain a Sigil on Blue Monster Kill : 12%
Chance to gain a Sigil on Rare Monster Kill : 24%

This would give it a little more viability in some situations. Especially when you happen to get those monolith maps that are pretty much all rare and magic monsters. And it would give it at least some viability on bosses. Also being able to generate sigils more consistently, would make other skill points more attractive such as “Faith” and “Fervor”