(edited by Adrianicus Shield.6803)
Showing Posts For Adrianicus Shield.6803:
Alright so this is what I’ve been thinking of for a while. I was originally just going to make my own post but I’ll just add it to yours.
New rev spec: Channeler
I wanted to make this spec focus on boon stripping and support. It would be a callback to the ritualists from Gw1.
The new mechanic would be channeling the legends that you have equipped. Sort of like a combination between tempest’s overload and mesmers’ mantras. While you have a legend equipped you can channel that legend with f2 to give you a very powerful one time use skill. This would be balanced through a really high cast time, 5-6s. So it would be hard to use in the middle of a battle, sorta like urns and spirits were for gw1. People would have to think ahead of time of what they’re going to do. Once channeled, the skill would be saved on the f2 and be able to be casted on the run.
I really liked some of the spirits that Dadnir.5038 mentioned so I’m going to shamelessly rip him off lol.
For Shiro’s channel you would get a Shiro’ken that would follow and teleport to a target and do heavy damage to just one target.
For Ventari’s channel you would get an AoE rezz and large heal or condi clense.
For Mallyx you’d get a large darkness field that pulses resistance for allies and corrupts boons on foes.
For Jalis you’d get an aoe 3s taunt to foes around you in a 6ooR area, also it would give weakness to enemies and protection/retaliation to allies. Also make it a stun break, because why not.
Glint doesnt get anything.
Which brings me to the next legend! I’m not really sure who would go best here. I was really between Razah and Togo for the ritualist feel. Togo would give us another human legend and honestly he was really annoying in gw1 so people probably wouldnt like him. But Razah wasnt really as big of an inpact in GW lore as shiro/glint/ventari/etc. so he would seem out of place. Although it would be cool to have a Shiro/Togo dialogue. But i digress, either one of them would be a good choice for the flavor of the channeler. Another option that I came up with was to leave it as a PC’s ancestor. Legendary Ancestor.
From now on I’ll be regarding the new legend as Razah.
Legendary Hero Razah:
Channelling razah will give you an AoE lighting attack that would give vulnerability to foes and remove boons while dealing heavy damage. Reminiscent of “Destructive was Glaive”
Heal: Perservation, you heal yourself (not a high heal, maybe between 4-5k) and summon a static spirit that grants regeneration and vigor to allies around it, after a while it detonates and gives and aoe heal for 3-4k with a blast finisher. You can also detonate it earlier. This will give rev a lesser alternative to ventari heals and glint boons. KInda how ritualists in gw1 were able to support others through heals but were never as good as monks.
Utility 1: Disenchantment, this would be your upkeep skill. It summons a spirit of disenchantment that follows you around like gyros follow scrappers and attacks your target while you’re attacking. Its attacks do some damage but also remove a boon per attack.
Utility 2: Pure was Li Ming, Just a stun break with condi removal. For each condi removed give 1s of vigor to allies around you.
Utility 3: Earthbound, Summon a spirit to chase down an enemy and if it catches them knocks them down and immobs them. I like the idea of adds that dont have any decisions to make. Kind of like the witch doctor from diablo 3.
Elite Skill: Vengeful Weapon, works like a venom share thief’s skill. Grants allies affected by it 3-4 unblockable attacks that steal health. Also gives fury.
The new weapon for the spec should be a quick ranged condi alternative to the mace and hammer, the pistol would fit perfectly. AA would be a stack of torment or poison, whichever would be better for balance. Skill 2 should be a charged up spirit gun(Yu Yu Hakusho!!), sorta like DH’s longbow 2 skill, but with shorter reach, less damage, and the ability to strip boons. While the third skill should be a short range, 600units maybe, smoke field that turns into a teleport skill that burns foes around you. This would give Shiro competition on mobility while not making them so mobile that they would replace thieves. Plus a smoke field would give revs a lot of utility that they currently dont have.
(edited by Adrianicus Shield.6803)
For the first one I would recommend using the hammer. Paired with impossible odds AND field of the mists, hammer does a kitten load of damage.
Hmm…it depends.
Hammer is nice on WvW, but rather hopeless in actual PvP. It’s main source of damage scales with range, #5 is too slow for PvP and once someone enters point blank range and starts running back and forth through your character’s model, he will cancel most of your AAs and you’re forced to swap.
Staff on the other hand has an amazing block on low CD, condi cleanse/heal, evade with CC and good damage, weakness and a daze. Plus pretty good AA with nicely scalling healing.
As for the OP – I would consider replacing OH Sword with OH Axe. Look at those energy costs on sword, eugh.
Yeah you’re right about #5 being too slow for pvp, last bw I used it mostly on downed bodies to prevent resses, and just to bait dodges in the middle of nodes. Hammer beats staff in pure dps though, and its a ranged weapon. Also with hammer 3 being an evade now it might add more survivability than before. So for pure dps go with hammer, and for utility go with staff.
For the first one I would recommend using the hammer. Paired with impossible odds AND field of the mists, hammer does a kitten load of damage. Also IMO assassin’s annihilation is better than invigorating flow since it can proc once per sec instead of once per 5s, and it deals extra damage.
Why is this not a projectile finisher??!?!
So I played rev for five hours straight in pvp and I would like to share with the devs and anyone that cares some of the stuff that I noticed.
Bad damage all around, but everyone’s been repeating that so I’ll just keep my complaining about that to a minimum.
The Legends
Mallyx was great during team fights, and keeping resistance on while also keeping an eye on my energy felt challenging in a good way. I felt that most of the utilities skills on this were well balanced. Although I cant see any build that runs mallyx not run the Demonic Defiance trait, I would suggest to make this trait baseline since no one will probably even look at the two other traits. Empowering misery would sometimes take my hp from 5% to 80% and that was pretty great. Pain absorption is the bread and butter of mallyx, and saved my time a lot of times going against engineers. Going against necromancers and using pain absorption is suicide. It could use a lower energy cost since its such a risky move IMO but its still good as is. Banish Enchantment good skill, not worth using unless you meet the condi requirements, since most of the time everyone has a million boons anyways. Always better to wait for that stability to strip too. Unyeilding Anguish GREAT for rezzes, not so good for preventing rezzes. It will just teleport the downed enemy and the rezzer to the same spot without interrupting. I’m not sure if this is a bug of if it is meant to be like that. 3 stacks of torment are negligible but 6 stacks start hurting. Makes a good combo with axe 5. Embrace the Darkness I can’t say if this is good or not, I did not see a lot of my conditions be copied to others, if anything i only got to see 1 or 2 condis copied over. The extra 10% stat boost was OK but the cost is too high IMO the energy runs out fast and as of now the rev doesnt have any condi burst or regular burst to take advantage of the extra stats.
Jalis The skills have a really high cost. Soothing Stone works well enough. The condi removal make it a good alternate legend to Malix, and the retaliation synergizes well with the trait line. If the rev didn’t have two heal skills the cooldown would be too much. Inspiring Reinforcement the best utility that Jalis has. Stability for stomping and weakness to keep you alive. It would have been nice if the weakness pulses with the field instead of just on application. Lightning field for group swiftness and stunning leaps. Probably the best utility for Jalis. Forced Engagement the cast time is too long to interrupt anything reliably. Works on preventing stomps though. The energy cost is also way too high for the tiny amount of taunt. Hopefully either they will lower the energy cost or highten the taunt duration, because it’s horrible at its current state. Vengeful Hammers the damage is low and it’s slow, the redeeming quality is that it’s unblockable. The activation time is also too high. It would be good for cleaving downed bodies and rezzers, but won’t do too much in team fights where everyone is running circles around you. Rite of the Great Dwarf is pretty bad. 3s cast time and 50 energy cost is too high to make the 5s worth it. But casting it while on your way to join a team fight and switching to your other legend is doable.
Ventari is straight healing. I personally prefer preventative measures to mitigate damage. Blinds, blocks, dodging, teleporting, invisibility etc etc. The fact that you have to stop attacking to direct the itablet really sucks. I can’t see it work very well in pvp. Maybe in the new mode to take care of the door breakers.
What about dragonhunter ?
Hey anet, skyhammer is not well liked.
Going to miss you bro, good luck in college
This is very unintuitive, I also need to set apart slots in my backpack to carry around multiple weapons i never use in pve but that i need in pvp.
As the forums are well aware, next patch is bringing free dragon to all! That’s all well and cool because the current rank/reward system is a pile of crap. As a player who’s rank 71 now, I’m alright with not being able to show off my finisher and all that jazz. I’m even alright with being rank 80 4x over.
The one thing that’s really been bugging me though is the fact that I am going to be punished for being higher ranked than 55 at this point. It simply boggles my mind.
I hate to be the one to play the victim card, but no matter how you cut it anyone who has spent a second in pvp over rank 55 before they added chests is getting screwed. Those who are super high rank, like myself, are just getting the D even harder.
I mean, I partook in the system you created more than most of your playerbase. In PvE and WvW that means something. But because I’ve PvPd I’m now going to receive less rewards than those who didn’t. Honestly it doesn’t matter too much. It’s more symbolic than anything…
Could I at least get an apology? “Sorry for kittening you for playing our game” would be fine :P
Edit: What I mean is that chests are not going to be retroactive. A player who is currently rank 55 will receive chests all the way up to dragon rank, 35 or 36 according to Evan. Because I am rank 71 I will receive 9 or 10 chests…
I’m sorry. I’m not a dev, and I didn’t change the rank system, but I’m still sorry.
1 Adrianicus Geargrin
2 8:30-midnight almost daily
3 guardian/engineer can run anything
4 1465 tourny matches played accross all proffs. 385 as guard, 258 as engi
How about a trait in the master line of zeal that applies 2-3 stacks of vulnerability each time you set fire to a foe. That’ll give condition guardians an automatic cover for their fire applications, it will give a good bonus to power guardians, since they are setting things on fire anyways from VoJ, it would also fit in very well with the new kindled zeal for a hybrid guardian.
Its a good thought but honestly I don’t think this would address the major issue I have with Burn damage the way its currently implemented. You have to understand, if I am full Condition Damage as a Guard, and anyone else applies a burn to a target I’m about to attack, and then I apply a burn, my burn only adds in duration to the existing one but the other person’s burn damage is set.
For example; get a friend who is a Guard, go trait, gear up for full condition damage, have him apply a burn to a target then you apply a burn directly after. If he is not full condition damage and his burn ticks for say 200 when yours would tick for 700ish, you will see only his burn damage and the one you applied just added the duration to his.
I thought that as soon as his fire is over, then your fire begins.
http://wiki.guildwars2.com/wiki/Effect_stacking
Or is this bugged?
Applying vulnerability on fire would also work as group support, since an aoe flame blast, or fire field, would increase the dmg of the team by 2-3% ea. (Some of the master tier traits are being reworked for the engineers, hopefully one of the devs notices this suggestion for the guardian as well.)
How about a trait in the master line of zeal that applies 2-3 stacks of vulnerability each time you set fire to a foe. That’ll give condition guardians an automatic cover for their fire applications, it will give a good bonus to power guardians, since they are setting things on fire anyways from VoJ, it would also fit in very well with the new kindled zeal for a hybrid guardian.
How about a trait in the master line of zeal that applies 2-3 stacks of vulnerability each time you set fire to a foe. That’ll give condition guardians an automatic cover for their fire applications, it will give a good bonus to power guardians, since they are setting things on fire anyways from VoJ, it would also fit in very well with the new kindled zeal for a hybrid guardian.
Question: If the silvary worship Ventari’s tablet why are they hostile towards centaur? In game I was doing the “choose your order” part of the personal story, when the order of secrets silvary rep. wanted to get the orrian minions to fight the centaurs so that both would destroy each other. IIRC centaurs aren’t completely evil, and just fight humans for their land, they don’t attack silvary specifically. So why the centaur hate? Also, why do the silvary favor humans when the major part of their culture comes straight from a centaur?
I for one really like the change. I have 3 stacks of tournament win chests just laying around, because I already filled up most of the pvp mats, theres nothing i can really make with them either so they’re just taking up space in my inventory. At least now i can sell the rewards and make some gold, even though its only about 12s/win. Hopefully later we can get better rewards for wins. It’s a small step in the right direction. Although we should still get pvp skins.
Seeing how the rest of the ranger forums are about people being upset with the state of the ranger, I would like to give my biggest complain about them. Why dont our pets keep their nicknames? Seriously its been almost a year now, I dont want to have to change the nickname of my drakehound every time i equip him.
Going back to OP’s main point though, the lack of power, and especially burst, that the engineer has, leads to using conditions as our direct damage. Conditions take a while to kill the enemy so we must be able to outlast them, thus we need higher toughness to do this. Even with direct damage, we’re still going to be fighting for longer periods of time, which gives thieves and warriors and eles more chance to perform their bursts.
tl;dr Our lack of burst damage causes us to be in longer fights, therefore we need more toughness to survive multiple bursts.
I think they have their own place apart from other classes, some of our utilities still need work, as do some of our trait lines. Overall, engis have found a good niche on each aspect of gw2, wvw they have aoe dps/condis with grenades, and in tpvp/spvp, they are great point defenders, and point harassers with their CC. I havent played pve with an engineer though, but i can’t imagining them facerolling like guardians and warriors. I think what they most lack (but can easily make up for) is good power choices, most of our kits have conditions as a main dps, and rifle is lackluster in damage.
My conclusion is that there isn’t one thing engi’s shine in, more than other professions; condi damage is done by necro’s 3 times better. Other damage by power and crit damage; mesmers, thiefs, wars and eles do this better, survivability is higher with guardians, mesmers, necro’s and eles… What’s left besides that..?
I think you’re underselling the engineer. The main thing that they bring to a fight that no one else can match is utility. On the Ft we have a cc on a 15s cooldown that also acts as a missle reflector, a very long lasting fire field, and an aoe blind for stomps. Bombs give fire fields and smoke fields, as well as a really big CC on a pontential low cooldown as well. Rifle has a snare, and a knockback CC, shield has 2 cc’s. lol we have a lot of cc and fields/finishers that we can abuse in a team fight.
IGN: Adrianicus Shield
Main Profession: Guardian
Alternate Profession:Ranger/Mesmer
Account name: Adrianicus Shield.6803
Practice availability: Weekdays 8-12pm
Current PVP Rank: 37
Level of Desire: Active/Serious Tournament play
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