Please fix Jalis
I have been playing mostly PvP and have found the following about Jalis, in my opinion:
-taunt is useful when dealing with a ranged opponent if you don’t have Shiro or hammer equipped, but still very costly. I think reducing it to 40 energy would be a good start
-elite is often not worth it. Even if you break stun, you’re vulnerable for more than 1 sec while you cast, and the resulting damage reduction provides no protection from conditions or CCs. I found the elite to have very limited uses.
-agree with the hammers bug (collision with walls), though the new hammers are very helpful at providing tankiness and, when paired with devastation, they trigger life siphoning on vulnerable foes which almost doubles their damage output…
-Inspiring reinforcement seems very slow to put out it’s first application of stability. This coupled with the short duration and the increased energy cost means I generally only used it to secure a stomp. It has been generally worthless anytime that I am moving.
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Astaxanthas (Revenant), Hepaticus (Engineer), Eosinophus (Thief)
Elite is still a bit slow but definitely usable.
Taunt sucks. It’s just kitten.
Inspiring Reinforcement is just not worth using. Not anymore.
Vengeful Hammers are fine.
Heal is fine.
When I use Jalis I just go: RotGD, hammers for a few seconds and then heal if I need it and then swap out. I never use the taunt or the road.
VH heal vs many monsters it’s insanely good even for berserk rev. Due to speed and # if targets it heals really fast. Lots of targets + hammers + sword 3 for evade and watch your health speed up ????
Vengeful Hammers are fine.
Sure, if the ground is perfectly plane and has no holes or rocks. Otherwise they just disappear.
As I said, they fall of bridges if it is narrow (like 99% of the bridges in VB)
Jalis hammers are still bugged and useless on bridges or near map obstacles.
Also Elite skill got a nice buff, but the strunbreaker there is kind of luckluster, since it has a huge cost.And I’m not even bothering using the taunt one. It costs too much. At the moment the only reason to use Jalis is the healing skill, so it’s a wasted legend slot.
I wouldn’t call it a wasted slot, but I agree Jalis still needs a little love
Taunt skill needs a buff to add some kind of useful element to this. Perhaps make it deal heavy damage and transfer damage you take, back to the target, sort of like a buffed up ret boon.
The Elite would be nice if it had a negative effect on enemies nearby as well, such as a AoE Fear or AoE root or something. Maybe make it generates health or make immune to crits or something along with the damage reduction.
Taunt skill needs a buff to add some kind of useful element to this. Perhaps make it deal heavy damage and transfer damage you take, back to the target, sort of like a buffed up ret boon.
Even then I’d want the cost cut in half.
Jalis hammers are still bugged and useless on bridges or near map obstacles.
Also Elite skill got a nice buff, but the strunbreaker there is kind of luckluster, since it has a huge cost.And I’m not even bothering using the taunt one. It costs too much. At the moment the only reason to use Jalis is the healing skill, so it’s a wasted legend slot.
I wouldn’t call it a wasted slot, but I agree Jalis still needs a little love
People in GW2 usually tend to be overly negative on subpar performance stuff, and I 100% agree with Kidel, need CC? Shiro has JW and you have Knockdowns on Staff, plus a well timed Sword 4 is an Immob, the Hammer terrain problem needs to be worked on since the depth of PvE maps is intended and sometimes chokepoints in PvP make the Hammers disappear, you have heal and condi cleanse on Staff, sure the one in the Dwarf stance is better but I’d rather have better utility than 3 condi cleanse each 30 seconds with average heals and you have better active defense on staff than on a whole utility skillset. The stance does need a heavy revamp because as it is, every other option makes it just not worth picking in any game mode outside of the heal skill and elite.
How about stun break on Dwarf Heal?
Its one of the two things i like about dwarf. Heal and Hammers…
How about stun break on Dwarf Heal?
Its one of the two things i like about dwarf. Heal and Hammers…
I’d rather have it on something with a shorter CD and not be forced to burn a heal for stun break if the heal isn’t needed. A stun break somewhere would be nice, though. Inspiring reinforcement would make sense and it needs a major buff anyway.
Stunbreaks are not really a big issue since we have many (even on legendswap).
Big problems with Jalis are:
- Vengeful Hammers: bugged. Can’t be used on bridges, close to walls or if ground is not perfectly horizontal. Sometimes they disappear when you use the skill while on a road that is just a little bit below the margins (like a soft U shape). Can’t be used in almost every boss strategy (not even Spider in AC, because of the statue in the middle and the stairs). Same can be said about Sword#3 and sometimes even Hammer #3 (mainly when target is below you).
- Forced Engagement: huge energy cost on something that can be easily avoided and has an effect that is nice but not worth the cost. Also: https://forum-en.gw2archive.eu/forum/game/hot/Taunt-bugs-in-pve
Edit: can also be reflected, right? With the easy access on magnetic aura it’s not good.
- Inspiring Reinforcement: was the best Jalis skill, now it’s meh.
Rite got a nice buff, however I don’t see it as impactful as the other elites. May be better if Salvation is traited, but you have to give up a whole spec to make it worth.
Healing is solid. Currently the only reason to pick Jalis at all, wich is a waste.
Still better then Mallyx. I mean, Mallyx is good overall, but it’s the only legend that you can’t swap in fast and just use with whatever build. It requires Corruption spec to get resistance on every skill (otherwise you basically consume all your energy spamming pain absorbtion and then exploding).
(edited by Kidel.2057)
the new hammers are very helpful at providing tankiness and, when paired with devastation, they trigger life siphoning on vulnerable foes which almost doubles their damage output…
I can’t find any evidence of this in the combat log (is neither the damage nor the heal listed?). You sure you weren’t seeing the healing the hammers provide now?
the new hammers are very helpful at providing tankiness and, when paired with devastation, they trigger life siphoning on vulnerable foes which almost doubles their damage output…
I can’t find any evidence of this in the combat log (is neither the damage nor the heal listed?). You sure you weren’t seeing the healing the hammers provide now?
My bad, I have always been running Devastation, so I have have been misinterpreting the hammers’ base heal and damage for life siphon, since the numbers are similar. I’ll check it out later tonight in more detail and see what I can find, but you are probably correct.
Astaxanthas (Revenant), Hepaticus (Engineer), Eosinophus (Thief)
He is correct. The hammers double/triple siphon per hit. It’s a fantastic tank build, if only the hammers didn’t randomly disappear when they hit anything cept mobs…
He is correct. The hammers double/triple siphon per hit. It’s a fantastic tank build, if only the hammers didn’t randomly disappear when they hit anything cept mobs…
Clarify please. I tried applying vulnerability and couldn’t find indication that either of the siphons from devastation were working. We’re you looking on screen or in the log?
He is correct. The hammers double/triple siphon per hit. It’s a fantastic tank build, if only the hammers didn’t randomly disappear when they hit anything cept mobs…
Clarify please. I tried applying vulnerability and couldn’t find indication that either of the siphons from devastation were working. We’re you looking on screen or in the log?
Yeah, I don’t see it in the combat log either, but in heart of the mists on target golems it certainly seems to be triggering life siphoning. Vengeful hammers with about 2k power is hitting for about 97-98 on heavy golem. When I trait Devastation, the golem starts getting vuln stacks and the damage instantly jumps up to 104 or more (7% damage bonus against vuln targets). I also see damage numbers of 63 pop up, which is the listed siphon health damage in the Devastation tooltip. These hits are occurring once per hammer strike. But it’s not showing up in the combat log.
Astaxanthas (Revenant), Hepaticus (Engineer), Eosinophus (Thief)
Huh. Interesting. Thanks.
Edit: you’re absolutely right. I was so focused on the combat log before I didn’t notice. But I am definitely seeing the hits from both the major and minor traits in devastation.
(edited by Misguided.5139)