More utilities per legend - suggestions

More utilities per legend - suggestions

in Revenant

Posted by: fluidmonolith.3584

fluidmonolith.3584

The objective of this thread is to present additional utilities for each Revenant legend (some exceptions, see below). The rationale includes:

-Revenant launched with 4 heals and 4 elite skills (without elite spec) just like other professions. However, they only have access to 12 normal utility skills, whereas other professions have 20.

-Many Revenant utilities are very specialized and will result in dead action slots on the utility bar in some content. For example, Shiro’s Phase Traversal may be useless in some content, while Mallyx’ Banish Enchantment may be useless in others.

-Revenant lacks build versatility, in part due to few weapon options and in part due to rigidity of utility skill packages (Legends). Additional build versatility can come from adding more utilities to each legend, and can even help to make up for the weak weapon selection.

Next, a few comments about what this proposal will and will not do:

-I am not generally addressing bug fixes to existing utilities or re-balancing of existing legends. I am not altering traits, even ones that affect utilities. There may be some exceptions.
-I am addressing stun breaks – I believe each legend should have access to a stun break, and that feature is being added here.
-I am not adding new heal skills or elite skills, only regular utilities. I am not adding any utilities that should be considered ‘mandatory’, e.g. ones which would be required to use in all builds and all content.

The idea of adding new utilities to Revenant legends has been around for a while, but with a new expansion in the works, this would be a good time to develop and implement them.


Mallyx
I have given Mallyx a ranged condition damage utility to provide some ranged pressure with the mace/X set. I have also added another skill which does not apply damaging conditions to make Mallyx more versatile in non-condi builds.

Summoning Shadows – Summons shadows in an area that randomly move towards enemies within range and explode, applying chill (1s), torment (1 stack 4s), and confusion (1 stack 4s).
Channeled (can’t move while casting), cast time = 3.5 seconds
Shadows summoned – 1 (per pulse), 8 total
Pulses – 8 (once at start of cast and then every 0.5 seconds)
Energy – 40
Range – 1200
Radius – 300
number of targets per shadow – 3
damage per explosion – 92 (0.25)
shadow explosion radius – 180
*Shadows are treated as projectiles here. They cannot be damaged or CC’ed, but they can be blocked, reflected, or obstructed by obstacles. If there are no enemies in range when a shadow spawns, it will move in a random direction to the outside of the radius and explode there.

Pain Absorption – now also breaks stun

Misery – Pull foes toward you and apply chill (2s) and slow (2s)
Cast time – 3/4s
Energy – 35
Radius – 300
Targets – 5
unblockable


Jalis
*I have given Jalis more defenses against ranged attacks and more direct damage capabilities. I have kept Jalis focused as a melee fighter for thematic reasons, so I purposefully did not add ranged attacks or lots of mobility.

Stonewall – Erect a stone wall in front of you that reflects projectiles.
Cast time – 1/2s
Energy cost – 35
Duration – 3s
*this is a wall similar to Field of the Mists (hammer #4) or Shield of Courage (Dragonhunter virtue)

Vengeful Hammers – rename to Righteous Hammers. New text is ‘Invoke hammers to circle around you, protecting you and damaging foes’.

Vengeful Hammers (new, upkeep skill) – Invoke hammers to circle around you, giving retaliation and damaging foes.
Cast time – 0s
Energy – 5
upkeep – 7
Damage – 120 (0.45)
Number of Hammers – 2
Radius – 180
unblockable
Retaliation (self) – 1s
Interval – 1s
Release Hammers – ends vengeful hammers
*this skill is an offense-focused version of the current Vengeful Hammers. It deals 3x as much damage but does not provide healing or self damage reduction. The retaliation on self provides synergy with unused Retribution traits (primarily Empowering Vengeance).

Rite of the Great Dwarf – reduce energy cost to 40. Add 5 second cooldown.
*the energy cost is reduced to make it more functional as a stun break


Shiro
*for Shiro I have added some multi-target damage capacity. I have tried to keep the focus on a very aggressive playstyle.

Meditation of the Reaper (upkeep skill)
cast time – 1/2s
energy – 10
upkeep – 10
Pulses stacking ‘Meditation’ charges and aegis to the user.
Aegis – 3s
Interval – 3s
flip-over skill, becomes…

Cancel Meditation – consumes ‘Meditation’ charges to damage nearby foes.
cast time – 1/2s
energy cost – 10
Damage – (per stack of ‘Meditation’) – 180 (0.45)
radius – 300
*this allows Meditation of the Reaper to do heavy damage to multiple foes in AoE if it’s maintained for a while. If you pool to 100 energy and maintain it as long as possible, it will do damage similar to Coalescence of Ruin at max range. If Meditation of the Reaper ends due to switching legends or running out of energy, the damage will not occur.

Imbued Jade – Your next attack causes a jade explosion which causes life siphon and chill. (1s)
cast time – 1/2s
energy cost – 25
radius – 180
life siphon damage – 194 (.067)
life siphon healing – 245 (0.08)
Number of targets – 5
*this skill can visually show a jade crystal over the player, similar to Enchanted Daggers.


Ventari
*Ventari needed some skills which are applicable in builds other than a healing build. It should still, however, be support oriented (e.g. no damage skills) to fit the theme.

Hesitation – Blind foes near the tablet (5s). Daze foes who are using a skill (1/2s).
Energy cost – 25
Radius – 240
Cooldown – 5s

Liberate – Breaks stun and remove movement impairing conditions for allies near the tablet.
Energy – 40
Radius – 240
Targets: 5
Removes immobilize, cripple, chill.


Glint
*Due to the theme of Glint’s facets (as boon-providing upkeep skills which also have a different active skill) and the fact that Glint utilities are generally all useful in most content, I do not think it is necessary to add more utilities to Glint.

Maguuma
Astaxanthas (Revenant), Hepaticus (Engineer), Eosinophus (Thief)

More utilities per legend - suggestions

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Posted by: Jack Skywalker.5674

Jack Skywalker.5674

If we didn’t have legend swaping and Ventari as base I think the stuff for Malyx and Jallis would be doable.

More utilities per legend - suggestions

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Posted by: fluidmonolith.3584

fluidmonolith.3584

If we didn’t have legend swaping and Ventari as base I think the stuff for Malyx and Jallis would be doable.

Thank you for your feedback. If I interpret correctly, you think the changes could be useful for Mallyx and Jalis but not as much for Ventari and Shiro, is that correct?

Why do you think more skills may not be useful for Ventari or Shiro? IMO, Ventari skills are very focused on group support at the expense of personal support, leaving the user very vulnerable. They are also only useful in a build with lots of healing power. The changes here are intended to give it more versatility and thus make it functional in a greater variety of builds.

You also mentioned that these changes may not be necessary since we can swap legends. Do you think that having a stun break on each legend is unnecessary?

I think Shiro already has a pretty solid package so I had a bit more trouble coming up with new skills to add here. I decided to go with more skills that focused on multi-target damage rather than single-target, but I am not completely convinced yet that this is the best way to add more skills for Shiro. Please let me know if anyone has some alternative suggestions here.

Maguuma
Astaxanthas (Revenant), Hepaticus (Engineer), Eosinophus (Thief)

More utilities per legend - suggestions

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Posted by: Burtnik.5218

Burtnik.5218

They wont add more utility skills. They cant even fix the bugs, mistakes o their kitten desing decisions and you want them to add new skills. Gl hf

Each legend should have 5 utility skills like engi (per category) but meh..

Salt, salt, moar salt. So salty like fries from McDonald!
Playing Smite since mid s2, f broken gw2.

More utilities per legend - suggestions

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Posted by: Jack Skywalker.5674

Jack Skywalker.5674

If we didn’t have legend swaping and Ventari as base I think the stuff for Malyx and Jallis would be doable.

Thank you for your feedback. If I interpret correctly, you think the changes could be useful for Mallyx and Jalis but not as much for Ventari and Shiro, is that correct?

No….I just meant that your suggestions for the extra utilities on Malyx and Jallis fit the legends better than your suggestions for Ventari and Shiro.

Aegis and Shiro simply don’t mix at all in my eyes and regardless of how much I want a stun break on Ventari I feel it will never happen because Ventari is designed to be vulnerable to cc.

As for the concept of having more choices for utilities as a whole…..it’s something I would like to see.

More utilities per legend - suggestions

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Posted by: fluidmonolith.3584

fluidmonolith.3584

If we didn’t have legend swaping and Ventari as base I think the stuff for Malyx and Jallis would be doable.

Thank you for your feedback. If I interpret correctly, you think the changes could be useful for Mallyx and Jalis but not as much for Ventari and Shiro, is that correct?

No….I just meant that your suggestions for the extra utilities on Malyx and Jallis fit the legends better than your suggestions for Ventari and Shiro.

Aegis and Shiro simply don’t mix at all in my eyes and regardless of how much I want a stun break on Ventari I feel it will never happen because Ventari is designed to be vulnerable to cc.

As for the concept of having more choices for utilities as a whole…..it’s something I would like to see.

Ah, I understand. I certainly agree that Shiro’s extra utilities could be improved, but I’m not sure where to go with them. Regarding Ventari being necessarily vulnerable to CC … is that true? In order to take the stun break, a user would either need to give up the condi removal, the projectile wall, or the spammable-ish heal. In a support-oriented build, giving up any of these can be a significant cost. Further, the stun break only works in the area of the tablet (like all other Ventari utilities) so it’s still a little time-consuming to use. If you’re not standing on the tablet, you’ll need to move it to yourself before you can break stuns on yourself, leaving you more vulnerable than with other stun breaks.

They wont add more utility skills. They cant even fix the bugs, mistakes o their kitten desing decisions and you want them to add new skills. Gl hf

Each legend should have 5 utility skills like engi (per category) but meh..

I agree that ANet may have their hands full with the next expansion if they’re releasing a new profession. In this case, they may not significantly revise Revenant. And if they’re not releasing a new profession, players may be disappointed.

Nonetheless, I think it’s important to point out problems with Rev, even if they likely won’t be addressed.

Maguuma
Astaxanthas (Revenant), Hepaticus (Engineer), Eosinophus (Thief)

More utilities per legend - suggestions

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Posted by: Spartacus.3192

Spartacus.3192

I do think we should have more utility skills to choose from. Every rev is the same since if you know what legend hes using you know whats on his skill bar.

Your typical average gamer -
“Buff my main class, nerf everything else. "

More utilities per legend - suggestions

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Posted by: Pumpkin.5169

Pumpkin.5169

I also wish we had more utility skills options for each legend and even suggested the same during the beta. They didn’t bother.
Now it’s too late. Revenant is done by their eyes. Even when the class still looks like it is still in beta.

Pumpkin – Mag