Mace: what to do?
Running apothecary gear or similar you can make a pretty resilient condi spec if you take staff on your second set. That’s all I can think of with the current weapons. I thought mace would work similar to necro sceper and apply torment at range as well but then it wouldn’t cleave, so I dont really know
We already have good Mallyx/Glint Hybrid.
What we need is a Condition build. And this will require new weapon.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
I suggested this a while back, but as it is directly relevant to this conversation I’ll repost. In short, since we don’t have a ranged option that works well with condies at all (hammer is nice, but has no synergy with condi build), I propose that the mace be given a similar treatment as the underwater spear for Revenant.
Proposed Solution: give the mace the same treatment as the underwater spear received
- This would put good use to the amazing mechanic that has become available recently and applied to spear. It seems a shame not to use this new mechanic more
- The mace is a good condi weapon, but sometimes range is just needed and this would allow more seamless weapon usage as (mentioned above) the hammer just feels out of place in that type of build
- This would encourage smart placement and more interesting battle presence since you get different results depending on range
Proposed change for AA (though would love to see other ideas here):
- 0-160 range – slightly more direct damage than current and slightly less condi duration applied
- 161-600 range- Less direct damage than current, about the same condi duration applied
- 601-900 range – Very little direct damage, add poison to the second attack, slightly increase torment duration
I haven’t been able to play rev yet — I was testing druid during the beta weekends as I currently main ranger (though depending how things go that may very quickly change). As far as condi builds go, I think rev actually is quite well established. I was planning to be a condi bunker type using mace / axe and hammer with mally and the dwarf one. Likely rabid or settlers for the amulet, maybe carrion idk. Would need to test a few. I don’t think I had a firm decision on runes yet either.
Link: http://de.gw2skills.net/editor/?vlAQNApXinfNWNSuJrJRHl/kskygS4S5QJorcrkFUFhNZzqqX6UKNwhGA-TpgZQA99HAlBAA
I also had theory’d into heraldry as well but as I haven’t had the opportunity to physically play any of this I don’t know how it is in practice. I would say a fairly large issue with the condi’s rev has is it’s almost exclusively torment, which is a great condition, but having so few makes it very easy to be cleared. Thought I’d go ahead and throw it out there as I wouldn’t mind hearing feedback from people who have actually been able to play the class itself.
Echoing Eruption ( mace 3 ) should need evade.
Rifle,as a shotgun,because i like rifle.
close range: large-scale condition damage
midrange range: movement-impeding conditions
(edited by SinDynasty.7541)
I am really hesitant to make changes to the mace. It is really just about perfect atm imo. Any of these changes would come with balance adjustments that would likely make it weaker and less fun to play.
The lack of a ranged condition applying weapon is a huge oversight, but I think the best thing is for us to just to suck it up until one is added. I’m not sure how this got overlooked in a class that is designed pretty well in most other aspects.
I guess you could maybe do something like add an on-land version of the spear if that could be a quick solution.
instead of the poison on 3rd auto attack we need burning