Legendary Renegade
- AI should not have any health bars unless they can chase after enemy targets. Note: (No health bar for AI’s means can’t be killed.)
- Instead of “Stances” It would be better suited if these skills were “Wells” considering that they apply area effects, or applications based upon the “Renegade Spirits” themselves. Personally, these skills make absolutely no sense to even be considered stances.
- The AI are more beneficial if they do not apply damage but stick to area effects that would benefit the player(s) within them even when an enemy is not.
- Cast times/energy cost stays the same for skills.
- Conditions: Vulnerability, Blindness, Chill, and Slow that are “not solely dependent” upon stats such as: Power, Ferocity, Condition damage, Toughness, Healing Power, and etc would allow for more universal builds from among the other traits panels “Legendary Assassin’s (Shiro), Legendary Demon’s (Mallyx), Legendary Centaur’s (Ventari), and Legendary Dwarf’s (Jalis).”
———————————————————————————-
PERSONAL NOTE
I have no knowledge about how to determine the calculations used to value out the "pulses, intervals, seconds, and etc for skills therefore consider the cast times for the conditions and etc with “grain of salt.” The main factor to consider for the recommendations are:
- To make the Renegade more beneficial in WvW, PvE, and PvP. I understand that a lot of these combinations are OP, but the current "In Game skills” are not even close to being viable in PvP nor WvW at all.
* Skills that would benefit the Renegade player whether a foe is within the radius area of skills, or not. - Skills that would benefit the Renegade player for staying within the radius of entities.
- Apply conditions that are not solely dependent on a single “trait line” nor “stat” to create more diverse game-play between other Legends and trait lines.
- Weapon skills become more prominent for Dps while the other five skills are more for survival purposes.
Breakrazor’s Bastion (In-game)
- Pulsing Area Heal: 267
- Initial Self Heal: 3,179
- Breakrazor’s Bastion (10s): -33% Incoming Condition Damage
- Number of Allied Targets: 5
- Pulses: 10
- Interval: 1s
- Radius: 360
- Breaks Stun
- Range:
The healing skill is very underwhelming especially for “clutch” situations. Pulsing area heals does nothing to negate dps. Break stun isn’t instant (in my opinion). Breakrazor’s Bastion isn’t beneficial for the player to negate conditions.
Breakrazor’s Bastion (Recommendations) (No Health bar for AI)
- Pulsing Area Heal: 310-380 (Applies Healing to Allies)
- Initial Barrier: 3,579-4200 (Applies Barrier to allies)
- Breakrazor’s Bastion (10s): Conditions Converted to boons: 1-2, Interval: 5s
- Boon Conversion: Fury (4s)
- Boon Conversion: Stability ( Retaliation, Aegis, or Vigor) (4s)
- Number of Allied Targets: 5
- Pulses: 10
- Radius: 360
- Daze: ½s (initial cast only)
- Breaks Stun
- Range: 600
- Combo field: Water
Skill based off of: “Sand Flare” + “Healing Spring” + “Lunar Impact + “Signet of Vampirism ”
Reason for these recommendations:
- The In-game version of the skill doesn’t provide any initiative protections against burst damage.
- The Daze will synergize with the break stun to ward enemy players/Npcs and avoid initial burst dps.
- Barrier will provide protection to the Renegade player/Allies and would provide the player to stay within the radius “just” long enough to obtain the pulse healing.
- Breakeazor can convert conditions into Fury which will keep the Renegade player engaged and enable them to bunker and kit hits for a short duration of time.
(edited by Agile Sound.7516)