2 Smite Charges Should Equal 2 Unique Purposes
With the addition of a second Smite charge I've been wondering if Smite should have dual purpose, one for farming and one for team fights. Since farming focused Smites tend to have little impact on the late game and duel-based Smites offer no additional help in early game jungle clears, why not provide Smite with value in and out of jungle? I know the new patch notes allow for exchanging enchantments, I think this only applies to warrior, magus, juggernaut and devourer enchantments. While I recognize this idea may be OP as *@#$%, here are my suggestions:
-
Get rid of Stalker's blade and put Chilling Smite on Poacher's Knife and Ranger's Trailblazer. Since Poacher's Knife only gives the movement speed bonus after the monster is killed, this would allow for easier escapes prior to killing the intended monster. Also, this gives the jungler the option of using one charge in the jungle for clears and one for team fights throughout the entire game.
-
Skirmisher's Sabre should have some additional benefit in the jungle, but giving it Scavenging or Blasting smite mechanics seems a little broken. How about a smite that helps with taking down dragon or baron? For example:
Big Game Smite: When smite is used on Dragon or Baron Nashor you are granted a 20% dmg reduction aura from monster attacks for the next 5 seconds. This would give junglers a risk/reward option of using smite early in the fight or at the end to secure the kill.
or
Next Challenger Smite: Using smite on a large monster gives a temporary speed boost upon death. This boost could be used to get to your next camp or team fight just a little faster and fit in with Skirmisher's focus on dueling.