This has been bothering me, and a lot of people, since playing Rev in the first stress test, and even more so since the start of this beta. The lack of in combat distance versatility is harsh. Especially given we only have one ranged weapon at the moment, being hammer, which imo is extremely clunky and slow in terms of worth while dmg.
So I was thinking of maybe a conjure utility per legend. This would allow for a second weapon set per legend. Now this will not be like the Elementalists conjures, in which you get one and one drops for an ally and both have a set amount of uses. These conjures would work more like kits in which you get one for yourself and it stays until you release it. However the difference being that these conjures would have effects that benefit the legend in which you are invoking.
So are my thoughts:
Mallyx’s Claw(s). (Daggers or Staff) (Ranged alternative)
Starting off with Mallyx as he was one of my favorites from GW1. And he is Condi based, which since the patch has been my go to (love all them numbers cluttering my screen).
Given his theme is “corruption” (Like Necromances utility type) I figured this conjure would follow this theme. Every skill on the weapon would apply a self condition as well as applying conditions to the enemy. This works two fold given the condis applied to ones self are transferred with traits like Pulsating Pestilence and skills such as, well, Mallyx’s elite, Embrace the Darkness, which is lackluster given how little use it has, in general, in PvE.
Mallyx’s Claw(s): Summon a Staff/Daggers made from the claw of Mallyx. While wielding this weapon you will periodically be inflicted with torment. (Every 2 seconds; Reduced dmg with higher condition dmg).
Wild Smash: (1200: 5 targets) Mallyx strikes target and surrounding foes (130), inflicting torment and confusion. (or just torment) Self: Torment.
Consume Torment: (1200: 5 energy: single target) For each stack of torment on you deal x dmg to target foe and transfer half the stack to that foe. Self: Weakness
Banishing Enchantment: (1200: 15 energy: 5 targets) Remove boons from foes in target area (130). For each boon removed this way inflict vulnerability and deal x dmg. Self: Bleeding
Shadow Smash: (1200: 20 energy: 5 targets) Displace (240) foes around target area inflicting poison. Self: Poison
Summoning Shadows: (1200: 20 energy: 5 targets) Pull in (240) and daze foes in target area inflicting confusion. Self: Chill
These just seem like they would fit real nice with the theme of Mallyx. Hex the wielder so they can spread the corruption. The more condis on ones self the more damage they will be able to do to their foes.
I might try to do some up for Jalis and Ventari later. But at the moment I can’t really place them how I would like without making them TOO op in their respective fields.
Anyways. Open for suggestions, approval, denial, what have you. Just please keep it civil and constructive.
(edited by Vyriis.6258)