- Soothing stone – buff healing by 18% (which result in 6490), reduce casttime to 3/4sec. Tbh i wouldnt be against adding some short block to this ability instead as base rev lack oh kitten buttons. Howered i doubt that ever going to happen so lets forget that one.
- Inspiring Reinforcement – Should also provide stability on cast and become a stunbreak. Road could pulse slow. This skill wasnt all that great with it delayed stab by 2 seconds and the triple nerf simply destroyed this ability. Im not sure why that even happened but for sure it a problematic skill. Here how it would look like in my suggestion;
Initial 3 stack stability; 3 seconds
Pulsing stability; 1 second
Pulsing slow; 1 second
Road Pulses; 3
Road Duration; 3
Stunbreak
40 energy cost, no cd
- Forced Engagement – Problem with this ability is that its projectile is too slow and most of them time its simply result in being strafed above 600 range. It also can be reflected. With upcoming projectile hate to HoT it wont fare too well.
At this point i think it should become unblockable ability to prevent deflection/reflection (unless you have some work around it?) with increased projectile speed by x%. After all it single target ability which honestly doesnt even fit aoe nature of Jalis.
- Vengeful Hammers – While this animation is cool and skill utility on it own is also decent now it has it problem with projectile part. I do not think that any skill should be canceled just because we stepped on small stone (you know what i mean). That ability with be espesially useless in new HoT maps.
The question is..why they cant simply make it a 180 radius ability pulsing damage and healing every 0.5sec if it hit (no change from current way it behaves) with floating hammers around you as a indicator of this upkeep ability? Hammers being counted as projectiles simply wont work in this game. Other than that i think cost could go down to -6 from -7 as it feels a bit too high.
- Rite of the Great Dwarf – The cast reduction was nice and helpful, but the ability on it own still doesnt fare too well as stunbreak and last too short amount for the energy cost.
I wish to see this ability to actually become an upkeep one with the same cost as impossible odds – 10 for activation, -10 to keep it up and removed stunbreak portion as it would be placed in road which makes much more sense. The propsoed change by Roy to reduce condition damage by -50% should be baseline. It makes no sense to add “Jalis trait” which olny affect 1 ability. After all Jalis was supposed to be tanky.
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Howered when it comes to tankiness, playing both as Shiro/Glint and Shiro/Jalis in last beta i wasnt feeling tanky during Jalis. Glint had much tankier feeling due to it healing ability converting all incoming damage to healing, high protection uptime while also offering offensive abilities. Jalis in current state is outperformed by Glint and i dont see any reason to choose Jalis over Glint in current state.
Please give some love to Jalis and base rev in general and dont force us into taking Herald&Glint as mandatory stuff. I dont think anyone would disagree with me that base rev was feeling inferior compared to Herald Glint/x, espesially when we look at build thread where everyone link up builds with Herald traitline for obvious reasons. We even have invocation line to increase fury effect to 40% but without Glint it doesnt fuction too well either. It simply feels too mandatory while elite spec was supposed to give alternative style, not to feel superior to base spec.
I also have few traits in mind;
- Improved Aggression – as it stands now it worthless trait. 4 things i have in mind about that one
1 – Allow us to dodge in and remove immobilize (hello DD). Getting rid of immobilize is simply impossible outside of Shiro
2. Enhance retaliation to increase it damage it causes to foes by 30%
3. Reduce incoming condition duration by 20% under retaliation.
4. 10% damage reduction udner cripple, chill, immobilize
Something of these could also be used to Retaliatory Evasion as well.
- Empowering Vengeance (Jalis trait) – gain 2 second of retaliation by using Jalis abilities. Gain might when struck under the effect of retaliation (same as now).
Other than that theres few other ideas which are not related to Jalis;
- Nefarious Momentum – rather than gaining might it could provide fury instead. Base rev lack sources of fury. 2/3 seconds of fury wouldnt make it over the top i guess.
- Ferocious Strikes – this trait placement doesnt make any logical sense anymore. Either merge it with vicious lacerations or buff it to 150 ferocity per sword (300 if dualwield sword) and move it to GM replacing weak dismantle fortifications
- Jade Echo – cd is too high. 60 would be the sweet spot
- Equilibrium – please remove the healing part. Its weak, scales poorly and the damage portion doesnt not worth swapping above 50% energy.
- Precision Strike – increase range to 600
- Shackling Wave – 10 energy is too much for what it does. I never used it even once. I would change my mind if the cost was reduced to 5 as current cost is not justiced for what it does.
- Grasping Shadow – Awful ability, unreliable and ahrd to land. At least make it unblockable
- Sword Autochain; mesmer sword animations plz! Current chain looks awful. Projectile on brutal blade has to go for many reasons (covered in another thread)
- Drop the hammer – reduce casttime to 3/4 seconds, make it function like Orbital Strike. 3/4 sec to summon hammer from the mist which will land on foes with 1 second later.
- Enhanced daggers – Increased duration to 20 seconds. Its really hard to proc them with hammer as it doesnt benefit from reduced interval. I also had feeling that it was mostly carried by UA last beta.
- Impossible odds – could also pulse resistance.
Thanks for reading and i hope my proposed changes arent over the top.
Playing Smite since mid s2, f broken gw2.
(edited by Burtnik.5218)