Jalis review

Jalis review

in Revenant

Posted by: Burtnik.5218

Burtnik.5218

So after playing about 40h with Jalis since launch here is my short review about him and i believe i finally got the right ideas to improve him. I really wish i could play Shiro/Jalis but in current state thats impossible, i feel really underpowered. Jalis deserves better.

  • Soothing stone

Should receive block like shelter. Baseline rev lack oh kitten buttons and i think its a good spot to give him some love here. As it stands now the cast is too long and the healing value too small compared to well timed Glint heal. One absord to heal, one would blocks to prevent incoming damage. Both rewarding in their own way.

  • Inspiring reinforcement

That road has to go. Its useless – applying stability far too slow and require you to sit in one place. Cant tell how often i was knocked off the road before the stab was applied to me. On top of that 10cd.. My rework is simple.

First off, remove cd. Make it a stunbreak ability. Instead of forcing us to stay in the road, get rid of it. Make it instead pulse stability for allies and weakness around revenant (240 radius). Both would pulse with 1sec duration. That alone will improve Jalis by A LOT.

  • Forced engagement

I like the taunt. Its helpful. But i like the slow effect even more. Nothing hurts dps as much as slow. The problem howered is that it miss a lot due to slow projectile and can be deflected/reflected. Its also body blocked often by clones/pets/minions. Unblockable would make it over the top so instead it should be changed a bit.

The chain itself shouldnt be a projectile anymore and instead it should become a projectile beam – like mesmer gs 1 or our Mallyx banish. The chain would come with 2 effects. First one is to apply pulsing slow. Second would be to taunt. How it would look in practice?

You release a chain, assuming you landed it you tether your foe to yourself in a similiar fashion to dh f1. While they are tethered you apply pulsing slow (1sec/1pulse) for 4sec duration overall (dh f1 burns). You get additional effect to use within 2 seconds of the chain which would be taunt – (dh f1 pulls). To prevent it from being op the cooldown will start counting down once the chain is broken. That means you can taunt right away to get your cd faster for another chain or keep it to pulse slow in which case the cd will be longer as it will start 4second later since the ability was casted (so 9cd)

  • Vengeful hammers

There is one problem..but in reality theres more than one. We all know it doesnt function at all near walls/uneven terrain etc. That can be fixed easily by not counting hammers as projectile. No big deal. Theres different problem tho – retal. You have some damage on them, you have some healing on them and you have your enemy with retal up that will wreck you – 700+ dmg/sec per foe just from hammers. Now you could say to not use my skill when foe has retal..fine. But thats prevents me from using my defensive skill. How can i gain dmg reduction when theres some guard with retal near me? I cant. If i try i will take more damage than i would reduce.

I think this skill should be reworked. Both hammers and rite wants to do the same thing – reduce damage. I think i am missing the point here but why we need 2 abilities that does nearly the same? Its the same story as with anguish leap and embrance the darkness. One superior to another one and both basically do the same.

I think this ability would make more sense to work in a similiar fashion to retal. Rather than upkeep ability we would cast effect on yourself with hammers being as visual indicator olny to reflect 10% of incoming damage back to it source. How it would look like;

Summon vengeful hammers to reflect incoming damage back to it source.
0.25 casttime
5sec duration
25 energy cost
Radius; 180
Damage reflected; 10%

  • Rite of the dwarf

Doesnt work as stunbreak ability due to awful casttime. Inst all that much better than protection either (i cant tell the difference at all). Cost too much and last too short. Meanwhile i always had feeling like it should be upkeep ability since the start. And thats what i would do. Make it self upkeep ability with -8 cost and 2 second casttime.

If not then at least energy should be reduced to 40 and duration increased to 7 seconds.

Salt, salt, moar salt. So salty like fries from McDonald!
Playing Smite since mid s2, f broken gw2.

(edited by Burtnik.5218)

Jalis review

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Posted by: Misguided.5139

Misguided.5139

Burtnik, you mean Soothing Stone, not Soothing Bastion.

IR would be ok if stability began to pulse immediately and pulse duration was bumped to 2 seconds.

Like the FE suggestion a lot.

Rite as an upkeep skill would be fantastic. While I’m glad you realize that means making Hammers non-upkeep, not entirely sold on your version of a reworked hammers. I’d suggest a block if we didn’t have so many blocks/evades already. How about this, which I have suggested before: make the hammers apply weakness in an area (move it from IR, it never made a ton of sense there and will make even less if the animation is taken away).

(edited by Misguided.5139)

Jalis review

in Revenant

Posted by: Potato Slayer.3107

Potato Slayer.3107

So after playing about 40h with Jalis since launch here is my short review about him and i believe i finally got the right ideas to improve him. I really wish i could play Shiro/Jalis but in current state thats impossible, i feel really underpowered. Jalis deserves better.

  • Soothing bastion

Should receive block like shelter. Baseline rev lack oh kitten buttons and i think its a good spot to give him some love here. As it stands now the cast is too long and the healing value too small compared to well timed Glint heal. One absord to heal, one would blocks to prevent incoming damage. Both rewarding in their own way.

  • Inspiring reinforcement

That road has to go. Its useless – applying stability far too slow and require you to sit in one place. Cant tell how often i was knocked off the road before the stab was applied to me. On top of that 10cd.. My rework is simple.

First off, remove cd. Make it a stunbreak ability. Instead of forcing us to stay in the road, get rid of it. Make it instead pulse stability for allies and weakness around revenant (240 radius). Both would pulse with 1sec duration. That alone will improve Jalis by A LOT.

  • Forced engagement

I like the taunt. Its helpful. But i like the slow effect even more. Nothing hurts dps as much as slow. The problem howered is that it miss a lot due to slow projectile and can be deflected/reflected. Its also body blocked often by clones/pets/minions. Unblockable would make it over the top so instead it should be changed a bit.

The chain itself shouldnt be a projectile anymore and instead it should become a projectile beam – like mesmer gs 1 or our Mallyx banish. The chain would come with 2 effects. First one is to apply pulsing slow. Second would be to taunt. How it would look in practice?

You release a chain, assuming you landed it you tether your foe to yourself in a similiar fashion to dh f1. While they are tethered you apply pulsing slow (1sec/1pulse) for 4sec duration overall (dh f1 burns). You get additional effect to use within 2 seconds of the chain which would be taunt – (dh f1 pulls). To prevent it from being op the cooldown will start counting down once the chain is broken. That means you can taunt right away to get your cd faster for another chain or keep it to pulse slow in which case the cd will be longer as it will start 4second later since the ability was casted (so 9cd)

  • Vengeful hammers

There is one problem..but in reality theres more than one. We all know it doesnt function at all near walls/uneven terrain etc. That can be fixed easily by not counting hammers as projectile. No big deal. Theres different problem tho – retal. You have some damage on them, you have some healing on them and you have your enemy with retal up that will wreck you – 700+ dmg/sec per foe just from hammers. Now you could say to not use my skill when foe has retal..fine. But thats prevents me from using my defensive skill. How can i gain dmg reduction when theres some guard with retal near me? I cant. If i try i will take more damage than i would reduce.

I think this skill should be reworked. Both hammers and rite wants to do the same thing – reduce damage. I think i am missing the point here but why we need 2 abilities that does nearly the same? Its the same story as with anguish leap and embrance the darkness. One superior to another one and both basically do the same.

I think this ability would make more sense to work in a similiar fashion to retal. Rather than upkeep ability we would cast effect on yourself with hammers being as visual indicator olny to reflect 10% of incoming damage back to it source. How it would look like;

Summon vengeful hammers to reflect incoming damage back to it source.
0.25 casttime
5sec duration
25 energy cost
Radius; 180
Damage reflected; 10%

  • Rite of the dwarf

Doesnt work as stunbreak ability due to awful casttime. Inst all that much better than protection either (i cant tell the difference at all). Cost too much and last too short. Meanwhile i always had feeling like it should be upkeep ability since the start. And thats what i would do. Make it self upkeep ability with -8 cost and 2 second casttime.

If not then at least energy should be reduced to 40 and duration increased to 7 seconds.

Did you play revenant spvp, wvw or pve if I may ask?

Also check this thread like many others have already been posted

Jalis review

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Posted by: gannondorf.7628

gannondorf.7628

Well i admit i like the vengefull hammers how they are now. It’s pretty usefull in pve for aoe attack and it make you tanky. ROTGD need something yep, but i rather think myself instant cas and maybe a bit more duration.
I like suggestion for others things, especially inspiring reinforcment, i was sugesting myself in another thread to make it something like “infuse terror” of reaper shroud, pulsing stability. Even if the idea of soothing stone blocking incomming attacks is not illogical i think we need a heal, and the three condi removal are really nice. But yeah, Glint heal (who is not designed to tank) is more rewarding than Jalis heal.

(edited by gannondorf.7628)

Jalis review

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Posted by: Misguided.5139

Misguided.5139

But yeah, Glint heal (who is not designed to tank) is more rewarding than Jalis heal.

I use both and love having both for different reasons. Jalis is a bacon-saver if you get a bunch of conditions dumped on you or if Glint heal is on cooldown or you time a Glint heal poorly. Comparing the two directly and saying Glint has higher healing potential does not make the Jalis heal bad. Of course Glint heal is more rewarding. It should be, because it requires timing to use properly. Btw, Burtnik was suggesting Soothing Stone block AND heal (which is simply not going to happen because we have too many blocks/evades/invuln skills as it is—which is why three block skills were changed, the change to Glint heal had zero to do with healing potential and everything to do with uptime on these skills).

(edited by Misguided.5139)

Jalis review

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Posted by: Kronos.2560

Kronos.2560

Vengeful hammers are useful in pve i agree. As long as the terrain is completely flat and there are no knockdowns/knockbacks/jumping/moving (if camera faces up/down at all the hammers hit the ground). So yea as long as all those conditions are met its good.

Honestly I really do enjoy this skill a lot but i find it still draining energy but there are no hammers all the time… Either fix it or change it… even with how much I enjoy the skill it has come to this…

Jalis review

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Posted by: Blaine Tog.8304

Blaine Tog.8304

I’m still a Rev noob but a lot of what you’re saying makes sense to me.

So after playing about 40h with Jalis since launch here is my short review about him and i believe i finally got the right ideas to improve him. I really wish i could play Shiro/Jalis but in current state thats impossible, i feel really underpowered. Jalis deserves better.

I’m running Jalis/Glint at the moment strictly because I find base Revenant’s lack of permaswiftness intolerable and the Jalis skills are a lot more fun for me than Shiro (even though Shiro’s DPS is obviously bananas). While I am enjoying it, I’ll admit that Jalis feels a bit… lacking.

  • Soothing bastion

Should receive block like shelter. Baseline rev lack oh kitten buttons and i think its a good spot to give him some love here. As it stands now the cast is too long and the healing value too small compared to well timed Glint heal. One absord to heal, one would blocks to prevent incoming damage. Both rewarding in their own way.

I dunno, the Jalis heal has seemed perfectly fine to me, especially since it’s the Rev’s one source of reliable condi removal other than swapping Legends. It could stand to have its cooldown reduced a little but I don’t know that I’d want too much additional power placed here rather than somewhere else.

  • Inspiring reinforcement

That road has to go. Its useless – applying stability far too slow and require you to sit in one place. Cant tell how often i was knocked off the road before the stab was applied to me. On top of that 10cd.. My rework is simple.

First off, remove cd. Make it a stunbreak ability. Instead of forcing us to stay in the road, get rid of it. Make it instead pulse stability for allies and weakness around revenant (240 radius). Both would pulse with 1sec duration. That alone will improve Jalis by A LOT.

I actually really like the road, at least in concept. The idea of making a given area a safe zone for your allies is really interesting, and the way this does it is quite fun and flavorful.

The animation badly needs to be sped up, though. It’s so unbelievably slow, both to start and to fully create itself. If it instantly applied a stack of Stability to the Revenant and created the road in half or a quarter the time it takes now, it would be a really solid skill. A stunbreaker would be nice but I’m not holding my breath; Anet tends to dish out buffs pretty conservatively.

I main Ele and Necro, though I have an alt of each profession at level 80.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.

Jalis review

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Posted by: Burtnik.5218

Burtnik.5218

.

15h for spvp, 15h for wvw and 10 for pve in new maps (basically dropped Jalis as i unlocked Glint a bit).

  • Soothing stone – In pvp/wvw (frontline) often getting intterupted due to lack of stab. Pve wise heals for next to nothing but vengeful somewhat makes up for it (Shiro/Jalis has really poor sustain so you gotta play 3x harder than herald with shield and glint)
  • Ins reinf – useless in all 3 game modes.

Wvw is too mobile so youll be lucky to get 2 stacks of stab while following your zerg.
In spvp the point gets aoed so trying to stand in it is a suicide, its also useless for stomp as i been knocked off every single time i tried to stomp someone as road was still building up.
In pve mobs are too mobile as well to make any real use of it

  • Forced engagement – In wvw that thing is pointless and will be even with my suggestion due to it single target nature. In spvp i found it uses to intterupt someone stomp or apply slow to screw peoople over like revenants – by the time they performed UA ini animation i was usually out of range for them
  • Vengeful hammers

Wvw good for tagging assuming zerg doesnt have retal. It has no target limit so in a middle of a zerg it can result in insta rekt.

Spvp wise healing is far too low to make it somewhat useful, damage reduction too small to save anyone from a burst and on top of that mentioned retal. In fact i dindt used this a lot as it wasnt helpful at all

Pve wise – thats where it shine as long the terrain is flat. In a group of mobs healing is amazing and its also useful for mob tagging. Too bad earth inst flat so it often cancel itself.

  • Rite – as i said i dont really see any difference between rite and protection. Casting it always resulted in a wasted energy. I tried to use it as stunbreak ability and its laughable. Its diffucult to find enough energy to actually use it and when i actually managed to cast it i had to interrupt it and dodge incoming burst.

I tried to use it as “save me facetank tool” before the burst – sometimes i managed to do that but it dindt stopped anyone to take so much hp out of me that i was basically as good as dead (once a mesmer shattered me for 10k under rite.). Everything still hits hard, its really olny good vs autos and such. Pve wise its also just better to use vengeful hammers – they heal, they reduce a bit of damage and last for a while – over time they provide far better damage reduction than rite will ever do.

Rite is useful vs condi tho. Its really helping survive condi burst..assuming you wont get it interrupted.

Salt, salt, moar salt. So salty like fries from McDonald!
Playing Smite since mid s2, f broken gw2.