Kalla legend improvements

Kalla legend improvements

in Revenant

Posted by: Selfaron.4273

Selfaron.4273

I was thinking today how to change Kalla skills to make it more usable in competitive environment without affecting it’s pve perfomance so here is my idea for it – change all summons to spiritual infusions/possessions with same (almost) effects! This post is more about design change rather than balance, so i won’t touch numbers or energy costs, which are another needed improvements.

How it will work:
You press the button, charr spirit appears (not npc, just animation), infuses player with their special power, play salute animation, disappear. We are left with it’s special buff.

More details on each skill:
Breakrazor’s Bastion:
Renegade summons Breakrazor, she heals him for initial heal and infuses him with Breakrazor’ Bastion, pulsing area heal with condition damage reduction, for 10 seconds. Area moves with renegade and affect him and his allies. And move the stunbreak from here to somewhere else, it was a terrible idea.

Razorclaw’s Rage:
Renegade summons Razorclaw, he empowers renegade with Razorclaw’s Rage, aura that affect player and allies near him (area same as current summon has) for 10 seconds. Razorclaw’s Rage causes each attack to inflict bleed with icd of 1 second for each player, basically same as it is now but centered at revenant.

Soulcleave’s Summit:
Same as two above, Soulcleave empowers revenant with lifestealing aura that affect him and allies nearby, last as long as maintained.

Now, with 2 other utilities things get more interesting, here i decided to move attacks to character himself, rather than spirits, might as well add some boons on activation (fury and stability are my preference).

Darkrazor’s Daring:
Renegade summons Darkrazor, he empowers player with Darkrazor’s Daring for 6 seconds, Darkrazor’s Daring causes each revenant attack to daze (1/4 seconds) his target as well as enemies around it, icd 1 second. Same cc, same icd, now revenant inflicts daze instead of spirit.

Icerazor’s Ire:
Renegade summons Icerazor, he empowers player with Icerazor’s Ire for 6 seconds, Icerazor’s Ire adds small amount of damage (scales with power) to each attack, as well as inflicting vulnurability and cripple (or chill instead of both, since his name is Icerazor), no icd. This utility is damage utility, power more so, good synergy with both sword 2, 3 and staff 5 since they are a lot of hits, can also benefit condition if it is chill.

What i think this changes achieve:

  • Overall better flow of combat without constant need of standing in circles
  • Better synergy with shortbow, since is is 900 range and spirits are 600 and not moving
  • No more wasted energy because your utility is dead, running away in fear or is launched from cliff
  • Can actually control whom to daze, whom to cripple and whom to buff
  • Not much changed from PvE side of things, still good offensive support
  • Since we are 1 month till the expansion i think this changes are more realistic to implement than complete redesign

What i think are the downsides of this changes:

  • If you are a big fan of charrs and/or summons, you will see warbands spirits for a little shorter time than before, but i think it is for the better.
  • You can no longer jump on downed enemy while your spirits finish it, you need to do everything by yourself.

Thanks everyone for reading, i hope you liked my ideas, and sorry for any possible mistakes, english is not my first language.

Kalla legend improvements

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Posted by: Kidel.2057

Kidel.2057

I would remove the charr phantom completely. I mean Glint has Facets but we don’t see Glint’s spirit on every skill.

We can simply channel the warband from inside, BEING the warband. There is no need for external dancing phantoms with slow animations that nobody would see anyway because those kind of animations are disabled coming from other players.

Having the spirits do stuff for the Revenant makes no sense with the lore.

Kalla legend improvements

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Posted by: Selfaron.4273

Selfaron.4273

I would remove the charr phantom completely. I mean Glint has Facets but we don’t see Glint’s spirit on every skill.

We can simply channel the warband from inside, BEING the warband. There is no need for external dancing phantoms with slow animations that nobody would see anyway because those kind of animations are disabled coming from other players.

Having the spirits do stuff for the Revenant makes no sense with the lore.

I personally don’t really care about them either, it is just a flashy thing we won’t notice after 2 weeks of play, but after watching guild chat again i noticed, that devs speak about warband a lot, like it is now set in stone feature and it is not going anywhere. Besides, there is that video on PoF site that straight up says that you are going to summon spirits of Kalla’s warband, that are two reasons i included them.

Kalla legend improvements

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Posted by: Kidel.2057

Kidel.2057

They could have just used the theme of the warband for the names and the effects of the skills. The animations with the dancing charrs make no sense.

Kalla legend improvements

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Posted by: AddledAngel.5049

AddledAngel.5049

Honestly I think the biggest issue with renegade is that Khala’s fervor is too easy to maintain, and it makes the spec boring.

Kalla legend improvements

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Posted by: Kidel.2057

Kidel.2057

Honestly I think the biggest issue with renegade is that Khala’s fervor is too easy to maintain, and it makes the spec boring.

That’s nowhere close to being “the biggest issue”

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Posted by: ScottBroChill.3254

ScottBroChill.3254

stationary spirits sucked in gw1 because of combat never staying in the same spot, and now gw2 is an even more mobile game and idk why they thought immobile spirits in this game would perform any better. Idk how turrets perform for engi, but I’d imagine they are really only used in pvp for bunkering if at all, but Kalla is a pve spec so I just don’t get it.

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Posted by: Kidel.2057

Kidel.2057

Turrets have no energy cost and the healing from turrets is actually good. Plus they get utility belt skills that usually compensate for that.
Engi can spam 4-7 turrets in 1 second and also get them back to reduce CD. We can basically use 1 warband mamber and we have barely any Energy left for a second one only if we AA all the time.

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Posted by: lmaogg.7325

lmaogg.7325

just change them to followers like guardian’s spirit weapons.

Kalla legend improvements

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Posted by: otto.5684

otto.5684

The utilities cost is way too high to be used effectively. In addition to that they are area limited they can also be destroyed.. The elite offers no stab, no condi cleanse, no sustainability and no mobility.

Renegade is currently the worst of the legends. It was also the weakest elite spec that I have tested. It had good damage on golem though, so I guess that counts for something!

Improvements: Not sure, but to substitute herald/glint:

- It needs mobility.
- It needs some major sustain. Yes there is a protection on utility use, but that is no where near to what glint and shield offer.
- Offer something more for power build beside ferocity. Yes 450 ferocity is surely good, but I am already sacrificing 2% damage per boon.
- CC break not tied to heal.
- Stronger heal.
- This goes to to both Kalla and Jalis, the utilities cost is way too high to be used efficiently.
- The F1-F3 skills felt out of place and context. The bombardment was good AOE damage, but at 40 energy cost.. The other two where okay if they had no energy cost, but they do..

(edited by otto.5684)