User blog comment:Lykrast/Sinmarek, the faithful zealot/@comment-5686533-20130609083311/@comment-1330314-20130609091625

Usually, it's damage>mobility>utility, so in Sinmarek's case I'd max Q, then W, then E (and obviously pick R whenever it comes up).

Your passive's very good, and fits the bill of a support well. I only see two problems: first, the death timer reduction might be a little too big, and secondly the passive could encourage suicidal play (i.e. "I'll feed the enemy team so that my carry can get a shot at dealing massive damage").

Offering is a little too selfish for a support ability, especially as by weakening you it lessens your chance of helping your team. By having the health cost scale with AP you're also creating a conflict, as supports would avoid AP specifically to not kill themselves while casting this. As Andreagate mentioned, the initial damage is way too high, even though you'll practically kill yourself by casting it.

Holy Shrine's main effect is a little bland, so you may want to add a more active effect to it (i.e. make it give more than just stats). The bonus upon destruction doesn't work, as the enemy team receives no reward from killing the shrine and just ends up buffing your teammates, so they'll ignore it.

Shift is alright, but perhaps not as balanced as it looks. For a pull ability the cooldown's too low, and with the freedom of manipulation you could easily move the carry into a trap without any form of counterplay.

Your R is excellent; I really like the idea of marking an enemy for death like that. However, you should probably consider incrementing the shatter effect, instead of having it reduce armor and MR to 0 (25%/50%/75% reduction would work better, for example).