(edited by Jack Skywalker.5674)
Legendary Dwarf Stance rework suggestions
Inspiring Presence/Threatening roar – with an upkeep of -7, 1/4 cast time + no energy cost on cast, the Inspiring Presence skill applies stability in a radius of 360 for 1 second. It’s counter part Threatening roar cancels the effect of Inspiring Presence and applies weakness for 6 seconds in a 360 radius and features a cast time of 1/4, recharge of 20.
I actually really like this. Maybe not the Weakness component, as that’s kind of getting a bit too much into what Glint does. I’d probably leave it at the Stability. -7 Energy, 1 stack of Stability in 360 Radius for 1 second.
This would require them to rework the Stability on Dodge trait though, otherwise this would make Revenant’s far too immune to CC.
For the replacement of Vengeful Hammer I actually have 2 suggestions
1)Vengeful Hammers – spawn 2 spectral hammers which mimic all your weapon abilities. The duration is 20 sec, recharge is 45, energy cost is 35 and cast time is 1,1/2.
This is simply too strong. 2x Unrelenting Assault, Surge of the Mists, Precision Strike, Coalescence of Ruin, Drop the Hammer, etc is far, far too powerful.
2) Vengeful Hammering – this skill places a combo field lighting on the ground and deals damage in 3 stages on the area in which the combo field is. The first stage deals damage, the second stage deals more damage and the third stage deals damage and blasts the combo field.
Of important note is that the combo field is the same as the one from Inspiring Reinforcement,but every time a pulse happens a hammer appears and slams the road unto each pulse,from the side (first hammer from left,second one from right) with 2 hammers appearing on the final pulse for the blast,hammering the road from both sides.
This would require too much visual work and is a little too similar to Elemental Blast, minus the final Blast finisher.
Rite of the Great Dwarf – by default reduces incoming condition damage. Cast time reduced to 1.
Versed in Stone makes it so that you heal based on a % of damage taken.
Reduce the cast time yes. Condition Damage & Versed in Stone, probably not.
All round some decent suggestions. Jalis could honestly go multiple ways with it’s up-keep. You could have RotG, Inspiring Reinforcement or Vengeful Hammers as an Upkeep. I think if you kept Vengeful Hammers, that would be best (though they need a collision rework).
I think changing Inspiring Reinforcement to your second idea, the Weakness/Shout thing would be best, but include a few stacks of Stability for Allies. Essentially 3 stacks of Stab for 5 seconds on allies and Weakness on Enemies for 5 seconds. Make it a stunbreak, remove the stunbreak from RotG.
How about this for a replacement for Vengefull Hammers….I just realized things could have been this simple →create a combo field lighting where enemies dumb enough not to get out of it take damage and get the weakness debuff. Cast time 1/4, 30 energy cost, a recharge of 10.
Also I do have to apologize as it seems that I did not express myself properly when I wrote the description properly, that Inspiring Reinforcement skill….it gives stability to both caster and allies for the upkeep of -7.
I want to keep the combo lighting field on a short cd so that during leveling and roaming people can spam combo field lightings into Echoing Eruption. Also I agree with your ideea of moving the stunbreak from Rite of the Great Dwarf to Inspiring Reinforcement…because RotG is the kind of elite you cast in combat when you have at least 5 stacks of stab on you while under Protective Solace.
Vengeful Hammers – No longer a damaging projectile but keep the animation and damage mitigation and pulse stability for you and allies and taunt if enemies within spinning hammer range.
(edited by SicCorona.8942)
Vengeful Hammers – No longer a damaging projectile but keep the animation and damage mitigation and pulse stability for you and allies and taunt if enemies within spinning hammer range.
Based on the post here, I doubt they will ever make Vengeful Hammers no longer a projectile ( https://forum-en.gw2archive.eu/forum/professions/revenant/please-patch-vengeful-hammers ). So I decided not to bother suggesting it and instead suggest the devs they give us new upkeep skill for Jallis.
>Soothing Stone
No change.
>Vengeful Hammers
No longer a projectile but an AoE field much like Embrace the Darkness. Retains current effects of Damage/Condi mitigation.
>Inspiring Reinforcements
No longer a road. Stunbreaks and gives allies within a 600 radius 1 Stack of stability for 3 seconds.
>RotGD
No longer a Stunbreak. Retains the same effect of Damage/Condi-mitigation
>Forced Engagement
Tethers and taunts a target. If it successfully connects, also taunts up to 3 other enemies within a 240 radius around the primary target.
>Versed in Stone
Changed. Grants additional effects for Legendary Dwarf skills:
-Forced Engagement inflicts Weakness on targets you inflict Taunt upon
-Inspiring Reinforcements breaks stun for allies when used
Or allies affected by CC gain protection
-Vengeful Hammers applies Retaliation (2s) every 5 seconds
-RotGD works as usual with this trait regarding Condition Damage duration.
Health Threshold version moved to Steadfast Rejuvenation. It triggers at the 50% HP threshold instead of being random.
-Soothing Stone grants Regeneration
(edited by Euthymias.7984)
This is your favourite stance, yet you want to change almost everything about it… This is kinda strange.
May I say that by modifying vengeful hammer you actually ruin the legend for PvE? This damaging AoE upkeep is the most usefull asset of Jalis in both openworld and group content.
- Openworld : because in openworld this is tag war and a moving AE is invaluable
- Group content : Because this is a great source of additionnal DPS that outclass every Shiro stuff because you already gain boons from your teammate.
I understand that in PvP you want a lot of stability but if the developpers don’t give tons of stability to every profession it’s not just for show, it’s for balance sake. Player complain pretty quickly when they got a hard time locking on a target that is almost immune to CC which is what your suggestion lead to.
This is your favourite stance, yet you want to change almost everything about it… This is kinda strange.
May I say that by modifying vengeful hammer you actually ruin the legend for PvE? This damaging AoE upkeep is the most usefull asset of Jalis in both openworld and group content.
- Openworld : because in openworld this is tag war and a moving AE is invaluable
- Group content : Because this is a great source of additionnal DPS that outclass every Shiro stuff because you already gain boons from your teammate.I understand that in PvP you want a lot of stability but if the developpers don’t give tons of stability to every profession it’s not just for show, it’s for balance sake. Player complain pretty quickly when they got a hard time locking on a target that is almost immune to CC which is what your suggestion lead to.
When I redesigned Vengefull Hammers and Inspiring Reinforcement I thought to myself that by trading the sustained dps from hammers to a channeled stab generator the legend would still retain it’s primary function for fighting in the fron line…but the way users of Jallis would fight into the fray would be more a kin to Guardians and Herald….because PvE wise Jallis is a tanking spec.
Also the immunity to CC is conditioned by the fact that we are screwing over our resources. My perspective is this: Revenant is a more defensive class than Guardian is supposed to be, because he has 1 resource for both weapon skills and utilities, meaning that whenever he commits to defense he has very little resources left to go on to the offensive and vice versa.
Legendary Dwarf Stance is indeed the exception to this rule – with him you pop up your utilities to be able to go on the offensive, problem is his offensive tactics are nieche because if you don’t fight on open land (no trees,no rubble,no slopes, no walls) then the hammers actualy die from hiting those environment elements. This makes things very frustrating for fighting in caves and huts – especialy when you are low level and can not slot out Jallis for something else.
I was never good with proposing numbers for rework on skills…because I am not a numbers person, so I rely on feedback to help improve my ideeas, if -7 is too little for a stab fountain,we can always up the upkeep to -10. I will now take this chance to promote some alternative skills for the Jallis kit…for the purpose of helping out the devs find more ideeas on how to make Jallis,viable for multiple game modes.
Threatening Pressence: A modal skill with an upkeep of -7 (or more,not sure on the upkeep cost), deals (lighting) damage in a 180 radious and pulses weakness every 6 seconds (the condition pulsed lasts only for 3). This goes in the place of Vengefull Hammers and with this skill in the kit we simplify Inspiring Pressence – you either toggle it on for stab or you toggle it off and nothing happens. Thank you Dadnir for inspiring me to make this skill.