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.
Playing Smite since mid s2, f broken gw2.
(edited by Burtnik.5218)