Showing Posts Upvoted By Roy.3862:
I like the idea of facets seen as a visual effect in the ground, and the dragon motif in the middle circle, but maybe this middle circle should be transparent instead of a gaudy purple/blue/red/whatever, seems a little annoying for the user and other players…
Thoughts?
Hi everyone. I wanted to really dig into the Jalis legend today. While there are other things that need to be addressed as far as Revenant goes, there are plenty of threads for those issues, but not as much attention on poor Jalis, which could still use a little love.
Roy described Jalis as a “tanky brawler”. This legend offers stability, loads of protection, a strong heal, condition clear, and debuffs like weaken and slow. The emphasis is much more on damage mitigation (aka tanky) than offense. Here are my thoughts and couple of suggestions for Jalis from a PvE perspective.
Soothing Stone
This is a great skill as is. I wouldn’t mind a slight reduction in cast time, but aside from that, it’s perfect.
Inspiring Reinforcement
I get that this utility was overpowered before, but it isn’t worth using now, except for the weakness, since the stability is gone the moment you step off of it and even with Facet of Nature on, you will only have a single stack most of the time. While I think the animation is very cool, it doesn’t keep up with player movement, so it doesn’t function well on the move either. I would like to see this ability function like the stability version of Shadow Refuge, so a party could stack up on it and get 8-10 seconds worth of stability. Increase the cooldown if necessary or make it an upkeep skill that pulses stability. It absolutely needs something different than what we currently have.
Forced Engagement
First things first, cut the energy cost to 20 or 25. Beyond that, I’d like to address the distinct lack of mobility in this legend by adding a pull. Increase cooldown as necessary to compensate for the addition of the pull. Beyond the added utility, I think this change solidifies a role for Forced Engagement as a tool for depleting breakbars. Another possibility to give the skill added functionality would be to move the stun break here from Rite.
Vengeful Hammers
This ability was changed from the previous BWE to give Jalis more of a tanky feel and the result is phenomenal. While you wouldn’t think that the small, incremental heals would be worth much, combined with the damage reduction, it’s actually fairly effective against multiple minor enemies, particularly combined with the Devastation trait line. The damage is likewise modest but adds up, and the energy cost feels right.
(Edit) It was pointed out that the cost is a bit high compared to Glint’s skills. Moving the weakness from Inspiring Reinforcement to here (1/2-1s per hammer hit or something similar) would make this a legend-defining ability and justify the upkeep cost, in my opinion. While that sounds pretty strong, range is limited and you can’t run it indefinitely.
The only issue with this ability is that the hammers get destroyed next to walls, on bridges, or anywhere a valid walking path doesn’t exist (e.g. edge of cliffs). This limits the use of the ability to open spaces and needs a fix.
Rite of the Great Dwarf
I didn’t really know what to think of this skill at first. It sounds powerful, but it is expensive and has a lengthy channel (especially in the previous beta). With the shorter duration that it now has and no cooldown, this feels like it is in a pretty good spot as a powerful defensive buff for you and your party. Note that the damage reduction from Rite stacks with Vengeful Hammers for a total of 60% damage reduction 1-(100*.5*(1-.2)). (Edit: Terra makes a good point below that with the long cast time on this ability, it is rather strange as a stun break, since by the time the cast is finished, most stuns would have ended).
I’ve really enjoyed using this legend, both from range and in melee. I believe that a bit of a reversion on Inspiring Reinforcement and the added utility on Forced Engagement, along with the bug fix to Vengeful Hammers will make this a legend that people will strongly consider when taking on tougher content.
Thanks for reading and I look forward to your thoughts.
(edited by Misguided.5139)
As just about anyone with a male Sylvari would know, armors often have a horrible skirt effect on them. Despite being roughly the same size as humans, male Sylvari are apparently incapable of wearing the same clothes without jacket/longcoat bottoms hanging a bloody foot away from the character’s hindquarters. This RUINS a number of excellent chest armors that would otherwise look great, including the new medium ascended.
Basically, what’s the issue here. Is it really that impossible to tailor armors to fit these near-human models? The problem has lasted long enough.
For the love of all that is holy, it looks like we’re constantly breaking wind when we wear one of these things.
(edited by Duke Blackrose.4981)
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Guild & Fansite Relations; In-Game Events
ArenaNet
(edited by Gaile Gray.6029)
I was looking forward to obtaining this armour after seeing it on a lot of NPCs in Kryta, but after previewing it the other day I’m extremely dissapointed. Even with all graphical settings maxed it looks like a low resolution, detailless mess compared to the NPC’s version (Even with silver dye). I really don’t understand why they didn’t use the same texture as the NPC armour.
I’m definitely in favour of Anet giving this armour the texture it deserves rather than the appalling excuse for one it uses currently.
So the heavy armour reward for Caudecus Manor explorable is the Noble armour set. If you preview it, it looks pretty tatty and battle-scarred.
http://wiki.guildwars2.com/images/1/16/Norn-NoblemansSet-Heavy-Female.jpg
But the vendor who sells it is wearing the same armour in pristine condition.
http://wiki.guildwars2.com/images/2/25/Seraph_Outfitter_Eva.jpg
What gives? Is there any way to obtain this shiny (and much better looking IMO) version?
[Spoilers] ArenaNet "confirms" the fan theories about Elder Dragons?
in Lore
Posted by: Acidicore.3264
I always thought the sixth was the inquests attempt to form a new type of draconic energy, using their studies from the others, a form in which they can control.
I’m not sure if it’s been posted in a previous art thread, but it’s been a long standing issue. If you attempt to transmute the starting head piece of an Elementalist (in my case, the Flame Eye) onto another head item it becomes invisible, as in, you see no head piece at all as if you have it unchecked. Oddly enough, it DOES show up on the character selection screen, but not in the game. Also odd is that it does not say “transmuted” as do other items that have been transmuted do.
Picture #1 shows the Flame Eye visible on the character select screen.
Picture #2 shows that despite being checked it’s not showing on the costume screen, and the description shows that despite having been transmuted (evidenced by the stats) it does not say so.
Picture #3 shows that it’s also not showing in regular gameplay.
