80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.
Unfortunately it forces Herald + Glint
Base Rev should have a +25% speed trait.And? Any class that wants a permanent speed boost is forced to run a certain trait or utility that could be used for something else. Even your suggestion of a 25% trait would force a revenant to run that trait for the speed boost (and a lesser speed boost at that, in a place that is much harder to hotswap in/out).
None of which requires you to pay for an expansion to do so.
I find it hilarious that Roy HATED the Elementalist and then he recreated the Elementalist in almost every respect:
Pigion holed into a couple of lines that only have a few decent choices.
Nerfed because of the role it has become pigeon holed into.
Only one real weapon choice.
The Irony, Roy … the irony.
Just give it a 300 range and a 600 shadowstep.
The target gets pulled 900 and you move 600.
However the shadowstep should go off regardless if it hits or not.
You keep quoting abilities you have zero understanding of. I google webMD, that doesn’t make me a doctor. Just because you can wiki some abilities and theorycraft doesn’t make you a Revenant. It doesn’t work like any of that in application.
You also keep making the stupid argument that if the Rev in competent then he could match a Necro. Sure, unless the Necro is equally competent in which case the Revenant is now not very likely to stand a chance outside of a narrow scope of encounters.
Troll on, Sheobix
I’m not one of those people who immediately goes running for the forums to whine every time I loose a fight. But bloody hell hammer 2 is dumb, it hits way way to hard for the cool down and lack of ways to stop it.
Example:
https://i.gyazo.com/626e84adcf17dd95c6f9a754e51f3dc1.pngThat hit is on my engie with 3200 armor…
I’m all for doing epic damage while in full zerk, I mained zerk necro for years and loved the big numbers. I also know that vs someone with allot of armor my damage is gonna go to kitten, an issue that rev hammer apparently doesn’t have. Not only does it do silly damage and seem to ignore armor, unlike other 1200 range skills that will ruin you given half a chance (Kill shot, Rapid Fire, Lich form and others) its not a projectile, so many of the ways of avoiding being rekt at range are useless.I understand it has a bug that stops it on uneven ground which should be fixed (like scorpion wire lol) but good grief it needs some balancing. Either crank up the energy cost, increase the cool down, nerf the damage or do some of everything but please do something.
Only way for this to happen is if the stars aligned.
1. You had a high stack of vulnerability.
2. You were under 50% health.
3. You blocked the previous attack.
4. The Rev was a glass pure DPS build.
All these have to be true in order for that to happen. Unless you were already down in which case you are considered to have 0 armor.
seriously.. stop going toe to toe with a necro and freaking kite us. We have staff 2, 3, and scepter auto as our main condition damage out of shroud, and it hits like a noodle. It’s something like 3k bleed, 2.5k chill, and 500dmg bleed every 2.5 seconds from scepter auto. 100% of the time, that damage is mitigated with a cleanse/convert/transfer halfway through and that damage alone represents half of our damage output toolset out of shroud.
stop trying to touch necros while they’re shrouding. you can let them reaper charge you, then double dodge, and then walk in a circle. you’re welcome. you win. kiting necros 101.
Well that doesn’t help when you are trying to defend or capture a point, now does it? Also doesn’t help a melee class to constantly stay at range. Hammer doesn’t play very well in sPvP.
It’s the same mechanic that procs the might each attack as well. I’ll live with the confusion.
It’s quite obvious that the new soul will be “Eir Stegalkin” and the weapon will be the LongBow. :p
You can’t throw a stone in sPvP and not hit a Tempest. I usually have 1 to 2 of them on my team. This is what allows me to forsake Herald in the first place. It just isn’t that useful with all the boons being thrown around.
And I am saying it doesn’t matter at all. It doesn’t matter how you get the buffs if you always have those buffs anyway. Be it from a class full time on demand or from a proc chance of a rune that gives it for very short durations with long cooldowns.
You do know that Tempests give perm AoE protection as a class ability combo, right?
Elemental Shielding + Heat Sync + Unstable Conduit
Should Tempests be deleted or changed too?
Passives Runes vs Multiple Skills/traits that require you to be in range as well
Also, didn’t hear sync get changed to only copy certain boons(and people run Warhorn now?)?
How is that any different than Facet of Nature + Envoy of Sustenance? And it doesn’t require the stars to align where you have all 5 of your players on top of each other and proc the abilitiy all within range of all 5. I mean, seriously, how far are you going to stretch this?
1. I didn’t stretch anything.
2. FoN + Envoy does not passively proc resistance and Protection while also supplying +20% boon duration and a bunch of stats. I have no idea where you’re going with this really. If anything, FoN + Envoy just makes it much worse.
Tempest procs AoE protection on just about everything the Tempest does.
This stupid little run does it for 1.9 seconds of Resistance with Facet and Envoy and 5.7 seconds with protection 25% of the time when hit with a 20s cooldown.
You are trying to say that if everyone stands in a little circle and all procs it together that you could have it up passively full time which is just ridiculous. If that isn’t a stretch (of reality) I don’t know what is.
AoE buff procs exist in the game already and classes like Tempest can actually do them full time buffs on demand. Trying to construed this rune as some sort of outlier is mind boggling silly.
You do know that Tempests give perm AoE protection as a class ability combo, right?
Elemental Shielding + Heat Sync + Unstable Conduit
Should Tempests be deleted or changed too?
Passives Runes vs Multiple Skills/traits that require you to be in range as well
Also, didn’t hear sync get changed to only copy certain boons(and people run Warhorn now?)?
How is that any different than Facet of Nature + Envoy of Sustenance? And it doesn’t require the stars to align where you have all 5 of your players on top of each other and proc the abilitiy all within range of all 5. I mean, seriously, how far are you going to stretch this?
You do know that Tempests give perm AoE protection as a class ability combo, right?
Elemental Shielding + Heat Sync + Unstable Conduit
Should Tempests be deleted or changed too?
Durability runes are being used on majority of current PvP fotm specs for a reason. Look at last EU ESL. It’s not just Viper Revenants – it’s also Druid, Scrapper, Chrono. Even some Tempests are using it. That permanent, passive activation Protection on everyone hurts Power builds.
They stack well, because passive Prot+Regen proc is AoE, are bugged so they give +25% boon duration and have amazing defensive stats on top. Each of these effects on their own isn’t overpowered, but all three on one runeset give best value by far. They don’t have to go completly, but they need to be brought back in line with others.
It’s a bug that it is adding an extra 5% boon bonus … but the rest of it is normal. It isn’t the only AoE boon proc. Rune of the Pack is an AoE that grants Fury, Might, and Swiftness for 10 seconds vs Durabilities 3 seconds. That is over three times the duration and yet I don’t hear anyone complaining about permanent, passive activation +20% Crit rate, swiftness, and might stacks that boosts all builds.
The class isn’t going to be “nerfed” for quite some time. The vast majority of the issues are L2P ones because of ignorance of how the Revenant works. The Rev has some major issues due to half baked last minute refactors before launch that would need to be addressed before anything is “brought into line” with other classes abilities.
Why can’t things settle down so we can sort L2P issues from things that are truly unbalanced. This sort of posts are not beneficial to anyone, let alone the game.
Removing Durability Runes because of Herald? How is a 1.9 second resistance every 20 seconds supposedly over powered? And the boon duration exists on many runes. I don’t get your argument at all.
Because those little 1.9 seconds don’t happen every 20 seconds, they can be stacked to achieve 27-30 seconds of straight resistance. Take shiro/mally and invest in herald traits without using glint as a legend. Mace/axe-sword/shield and you’ll see what I mean. That is why what the OP is saying is sensible. better to have players suggest the nerf then let anet nerf. We all saw what happened to warrior and thief when the community got their hair about them. Now they barely usable in PvE, let alone PvP.
Is that a bug? because how can it proc for 27sec of continuous resistance?
If its a bug then def should be fixed. Tooltip is proc once every 20s.
Demonic Defiance has no ICD and gives you 2s of Resistance each time you use Mallyx skill.
That high uptime on Resistance is only achieveable in teamfights with multiple targets present + with Boon Duration increases, like FoN active, due to scalling nature of Pain Absorption.
So because Elementalist Tempests can spam auras and have a trait with no cooldown that when they apply an aura can generate Protection … all runes that grant as little as 1 second of protection for any reason are too powerful and should be removed.
This thinking is upside down and backwards.
As long as the rune ability itself is properly functioning with its ICD then it is fine. If not, then its a bug that needs to be fixed. Asking for the removal because it provides something that is already abundant is asinine … that argument could be made to the point where all runes that provide a buff should be removed as one class or another can do this with one buff or another.
Soo…
The skill that REALLY! needs a nerf ( in wvw)
gets a Bug Fix what is in reality a buff?wow gg anet
Or, perhaps … Arena Net, like the majority of us, know it doesn’t need a nerf?
So … 14k dmg aoe / 1200 Range / 2 seconds cd is ok ? we talk wvw here.
(not include roaming here this is not wvw)
If it hit you for 14k dmg it means that …
1. You stood at max range of the ability and didn’t dodge the obvious red wave.
2. You are glass cannon and should know better than complain about damage done to you.
Think of it as an intelligence test, if you get hit for it for that much, you failed.
Soo…
The skill that REALLY! needs a nerf ( in wvw)
gets a Bug Fix what is in reality a buff?wow gg anet
Or, perhaps … Arena Net, like the majority of us, know it doesn’t need a nerf?
Why can’t things settle down so we can sort L2P issues from things that are truly unbalanced. This sort of posts are not beneficial to anyone, let alone the game.
Removing Durability Runes because of Herald? How is a 1.9 second resistance every 20 seconds supposedly over powered? And the boon duration exists on many runes. I don’t get your argument at all.
And when that happen, you might have missed you chance to get a big hit in.. and he might be standing in melee range taking nearly no dmg.
also if it is a mesmer, he wil evade, guardian will block and thief dodge..So getting hit by such spell might also show that you are not the most skilled player.. granted range vs range it is very good.. but rangers outrange it. And only when the trait trigger will it bdeal these sick number.. but guess ppl forgot all about DH and moved on to the next nerf-thing..
that said 5 energy is way too low.. make it 25-35.
that said I would like to see removal of CD and increased upkeep through traits.Um, no. This is an attack, not a utility skill. No weapon attack has an energy cost greater than 15.
That said, I have been hit just as hard by fellow full Zerker classes since release. You are complete glass cannon and easily countered. This is a L2P issue. Being full Zerker has a built in counter.
You are missing the point here. Nothing to do whether it is utility or not. As Stated through out many post, I want to see removal of CD and major increase in energy cost.. alot like thief, where you decide if you want to spam an attack three time or maybe save some for evade or the like.
No, I really think you are missing the point. We get at max, 5 energy per second and have utilities that eat energy. Something thieves do NOT have.
Thieves big weapon abilities are what, 4 initiative? They have a pool of 12 to 15 initiative. They gain initiative at a base rate of 1 per second and have traits that generate it while in stealth, when you evade, stealing, swapping weapons, ect. Their utilities do not diminish their initiative pool at all.
Revenant has NOTHING that grants bonus energy and utilities that diminish or completely remove our ability to regain it at all. Your suggestion would be the worst thing that could happen to the class as we would never be able to use our utilities and elites just to be able to power our weapon attacks.
Sorry, let me state it better then.. You are missing MY point.
I think hight cost is better. We got more energy than they got initiative points.
We got no way to increase that enery or upkeep, but other people have suggested that this should be given to us, so we might get a 7 energy upkeep.
We get 50 energy just from changing legends.
And if CoR is ruining the game, I see no prob in increasing its energy cost, especially not if we can increase our upkeep. That would still make it good and we would not be able to mindless spam it, since we would be left without utilities.. Thief can do this, well guess what we are not thief.
And the only profession with a stunbreak that do not have a direct CD.
Your incorrect about initiative/energy.
You get 12 to 15 initiative automatically as a thief. Big attacks are 4 initiative, so you could use 4 of them before running out and takes 4 seconds to regain.
You want a high energy cost on weapon attacks. 25 energy cost on a big attack would mean we could use it 4 times and would take 5 seconds to regain.
Seems similar, but it is NOT. Thief regains initiative from stealth, steal, evade, weapon swap, signet, ect based on spec/build. Revenant doesn’t regain energy by any means other than time and swapping of a legend every 10 seconds.
Thief has no initiative cost on any heal, utility, or elite which they can use freely while waiting on initiative. Revenant is completely shut down from doing anything while waiting on energy. No weapon attacks outside of AA, no utilities, no elite, and NO HEAL.
Thief can have a stun break in each of their utility slots if they wanted and can be used any time regardless of their initiative at the time. Revenant without energy can’t and the cooldown doesn’t matter when it takes 30 energy to use which is a built in 5 second cooldown doing nothing else but waiting on the energy to do so.
Again, your idea would be horrible as the Revenant would have to choose between doing their weapon attacks -or- heal -or- use a utility -or- use an elite. It would be the most restrictive class in the entire game.
And when that happen, you might have missed you chance to get a big hit in.. and he might be standing in melee range taking nearly no dmg.
also if it is a mesmer, he wil evade, guardian will block and thief dodge..So getting hit by such spell might also show that you are not the most skilled player.. granted range vs range it is very good.. but rangers outrange it. And only when the trait trigger will it bdeal these sick number.. but guess ppl forgot all about DH and moved on to the next nerf-thing..
that said 5 energy is way too low.. make it 25-35.
that said I would like to see removal of CD and increased upkeep through traits.Um, no. This is an attack, not a utility skill. No weapon attack has an energy cost greater than 15.
That said, I have been hit just as hard by fellow full Zerker classes since release. You are complete glass cannon and easily countered. This is a L2P issue. Being full Zerker has a built in counter.
You are missing the point here. Nothing to do whether it is utility or not. As Stated through out many post, I want to see removal of CD and major increase in energy cost.. alot like thief, where you decide if you want to spam an attack three time or maybe save some for evade or the like.
No, I really think you are missing the point. We get at max, 5 energy per second and have utilities that eat energy. Something thieves do NOT have.
Thieves big weapon abilities are what, 4 initiative? They have a pool of 12 to 15 initiative. They gain initiative at a base rate of 1 per second and have traits that generate it while in stealth, when you evade, stealing, swapping weapons, ect. Their utilities do not diminish their initiative pool at all.
Revenant has NOTHING that grants bonus energy and utilities that diminish or completely remove our ability to regain it at all. Your suggestion would be the worst thing that could happen to the class as we would never be able to use our utilities and elites just to be able to power our weapon attacks.
And when that happen, you might have missed you chance to get a big hit in.. and he might be standing in melee range taking nearly no dmg.
also if it is a mesmer, he wil evade, guardian will block and thief dodge..So getting hit by such spell might also show that you are not the most skilled player.. granted range vs range it is very good.. but rangers outrange it. And only when the trait trigger will it bdeal these sick number.. but guess ppl forgot all about DH and moved on to the next nerf-thing..
that said 5 energy is way too low.. make it 25-35.
that said I would like to see removal of CD and increased upkeep through traits.
Um, no. This is an attack, not a utility skill. No weapon attack has an energy cost greater than 15.
That said, I have been hit just as hard by fellow full Zerker classes since release. You are complete glass cannon and easily countered. This is a L2P issue. Being full Zerker has a built in counter.
(edited by Taldren.7523)
My preferred WvW build
I liked the idea of your build, criting constantly and all, though I’ve always liked having 2,6k-2,8k armor on heavy professions(not including guard).
Also, since I’ve always planned on going mostly on the offense, this one I made works just perfectly, of course you change traits to your own personal liking, but for me, this just works fine, highest crit I’ve done in wvw so far is 7,9k AA, not including food/utlity, this was just with 25 might stacks alone, and stacking might isn’t hard at all, takes little to no effort.
With the +40 toughness per energy being used … I hit those numbers anyway. The 240% crit damage with a 90% crit rate really adds up with the +20% damage for under 50%, 7% damage for having vulnerability, ect.
Sword #4 The block is fine, but Shackling Wave ’s range (300) is too short. Needs to be increased to 400 to be practical. (Based on my play as Ele D/D)
Sword #5: Grasping Shadow needs to be redesigned. It should shadow step you back regardless of if the attack succeeds or not. The range of the attack itself needs to be increased from 130 to 300.
The maximum distance you would move is 600. – This is less than or equal to thief shadow steps.
The maximum distance the target would move is 900. – This is less than or equal to pulls of other classes like Engineer and Necromancer.
My preferred WvW build
Seeing as I gain conditions AE or otherwise while immune to all damage in mist form on my elementalist, this seems normal to me.
It would be great if we could filter failure messages such as “Not enough health.” from our combat logs.
How about the bug in which you can’t reach the portals because they are off the map.
When I saw the thread title … I thought I was going to see a video of the original Mallyx in action.
This is all that has worked for me so far:
http://gw2skills.net/editor/?vlAQNAS8unvN2gS6JvQRVlbosryPUYW5IKYs8ElFNFiNMnpNtFIANwugJ8hA-TZBFwACeAAl2fgwFBoaZAAHBAA
Only variant is to swap Mallyx for Shiro vs boon bomb groups. Revenant is currently one dimensional and glass cannon is all that has a chance to be relevant in PvP play.
Edit: Made a quick video for you to show off the build. https://youtu.be/d9YLD08ervk
Not my best video work, but it does the job.
(edited by Taldren.7523)
Well….I’ve been playing only herald sense HoT launch.
The only thing I truly feel needs changed is sword 2. Needs a longer chill time. Hammer 2. Cooldown really should be 4 or 5 seconds.
Many complain about UA because it’s new and scary but fine in my opinion.
Overall besides understeer combat I find this class to be very balanced. Just a revenant though needs a lot of buffs, I truly feel herald is needed to play the class which is a bit of a shame
Herald is basically the equivalent to Arcane for Elementalists. As much as Roy has stated his hate for the Ele … he basically made all the same mistakes.
Do I just live in a bizzaro world or something? Dragon Hunters, Reapers, Chronomancers, and well played Daredevils have everything they need to completely shutdown a Revenant.
Hell, even the Go4GW2 streamers have commented on how weak the Revenant is for group PvP play.
Could this skill be adjusted so that it doesn’t root, or at least change Soothing Bastion trait so that it does something else?
Unwilling root is not good.
Then don’t choose the trait. It’s a very good trait, IMO, and I wouldn’t want it changed.
Sure, if unblockable CC wasn’t handed out like candy with HOT … but in the real game (not on paper) it sucks hardcore. Any unblockable CC and you get no healing or mitigation out of it. Instead you make it so you can’t dodge the incoming CC and guarantee the enemy the advantage.
Reapers, Daredevils, DragonHunters, and Chronomancers.
Unblockable pulls, pushes, and fears make Crystal Hibernation 100% risk with 0 reward. Especially when that pull is into dragon hunter traps, wells, ect.
Bugs bugs everywhere. I noticed that sometimes my reveal fails on engi actually, will check out some stuff you mentioned.
As for stability – just like any dodge its supposed to take effect when you finish it. You dont see ranger proccing protection during dodge, but right as it finish and that apply to all classes. I know it sux but that how it is.
To be fair, that Ranger trait did originally proc at the beginning of the dodge, and people had to remind Anet of how silly that was. Hopefully Roy is still looking in here and will take notice of this.
Well im up for that as it would be QoL change if not straight buff/nerf. Right now i get interrupted so i can gain stab which is silly with that change i would be able to simply dodge out of all hard cc. Downside howered is that i will have shorter duration on stab out of dodge.
If stab was raised by 1sec and applied at the start of dodge..yeah that would be win/win.
You need to be able to move to start a dodge. You can’t dodge out of hard CC … what this would allow you to do is dodge through a wall our a trap that applies CC as you try and cross it. If the stability is added when the dodge starts we would be able to pass through the wall or trap and the stability would be consumed.
Bugged thread is bugged.
Bug 1: Gaze of Darkness does not work on Engineer potion stealth.
Bug 2: Phase Smash, Phase Traversal, Riposting Shadows, and Frigid Blitz will interact with Wall spells and traps. You can not use any of those abilities to remove yourself from inside a trap or guardian barrier. Roy explained these were like Shadow Step, but that you travel through the mists rather than shadow. Shadow Step doesn’t interact with the aforementioned abilities.
Bug 3: Stability is being added post dodge rather than at the start of the dodge. This causes the same issue as above where we can not dodge out of a guardian barrier or trap.
Shield 5 is worthless. The block is easily bypassed by necormancers, dragon hunters and chronomancers in addition to more rare setups of other classes. If bypassed by CC (which all listed classes have unblockable version of) it is completely negated which ends all healing and since the heal pulse is delayed you could actually end up with 0 healing. Yay for 100% drawback.
As for the comparison … Chrono shield does damage, slows attackers, provides alacrity, and doesn’t impede movement. If the shield is bypassed they can immediately recall the shield with Deja Vu.
Shield 4 is just really bad design for the class. Really think it should have been basically the Glint version of Magnetic_Surge
oh and dodging stability doesn’t seem to activate at the start of the dodge … I keep getting CCed mid dodge roll by traps and walls.
Is phase travel supposed to be blocked by dragon hunter traps and walls? I thought it was supposed to be a shadow step teleport.
Same with Phase Smash. I keep getting knocked around if these abilities line over them.
RE 1: I always have issues trying to deactivate Facet of Nature due to its 1/4s casting time. There is usually so much CC being throw around that it ends up being interrupted and completely locks me out of Impossible Odds.
RE 2: No more so than Warriors going immune I would imagine.
RE 3: I have been in games where I am spamming trying to turn it off and my abilities are constantly being interrupted and a blocked from being activated or de-activated. Druids and Chronomancers usually.
I find the Revenant rather clunky. My impressions and some suggestions…
1. Impossible Odds is blocked while Facet of Nature is active.
Solution: Impossible Odds deactivates Facet of Nature upon activation and places it on cooldown.
2. Soothing Bastion interrupts everything and roots you randomly. Usually right after I use Infuse Light (Glint Heal) or when I am in the middle of downing someone.
Solution: Have Soothing Bastion trigger Infuse Light for 3 seconds instead of Crystal Hibernation. Increase Soothing Bastion cooldown to 60 seconds. (Equivalent to Warriors Defy Pain which is only a Master ability and lasts 4 seconds).
3. Impossible Odds will not deactivate when stunned, dazed, or knocked down meaning you are chewing through your energy without any benefit.
Solution: Have Impossible Odds deactivate when stunned, dazed, ect.
4. Our ShadowStep abilities are activating traps and triggering walls. If you use Frigid Blitz, Phase Travel, or Phase Smash they will activate and trap you inside traps or bounce of walls. I don’t remember Thief shadow step ever doing this.
5. Our stability on dodge activates at the conclusion of the dodge and not at the start. When I attempt to dodge out of a DH trap things go really bad even though I should have stability to do it.
(edited by Taldren.7523)
Guys, guys, guys …
1. The 20s cooldown on Venom Enhancement and the 25s cooldown on Spontaneous Destruction make these traits nonsensical for any PvP build. Long cooldowns are ok on defensive traits, but not really for offense.
2. The 10s cooldown on Frigid Precision is borderline.
3. Pulsating Pestilence is broken and doesn’t work.
All these combined mean that you are practically pigeonholed into the spec of:
Demonic Defiance + Bolstered Anguish (or Frigid Precision for pure Condi) + Diabolic Inferno.
If I’m wrong I’d love it if you could convince me.
You balance by adjusting energy cost or actually tweaking the values of the ability … you do not add a second mechanic on top of the first.
An increased energy cost would nerf this skill in all scenarios. Likewise, toned down effects would nerf this skill in all scenarios. The CD reduction, however, only nerfs this skill in some specific situations (when you would want to use it two times or more in a row) while keeping it as strong as it always has been in any other situation.
This is EXACTLY why you add a second mechanic to balance a skill. The more tools anet has to balance each skill, the easier it is for them to target and nerf some problematic scenarios without having to affect their usefulness in other, non-problematic situations. With more variables to balance around, it’s easier to target and fix problems without destroying the whole thing.
It’s nerfed in the only situation that counts, PvP/WvW combat where you can’t reach the person you are attacking and are being kited because they shed our one chill like water off a ducks back.
The ability IS DESTROYED for us (PvP/WvW players) AS IS with this stupid second mechanic.
Been playing M/G since release and then swapped to S/G power build last night.
Power > Condi, unfortunately … Mostly because Mallyx doesn’t synergize well with other trait lines and doesn’t give you everything you need within the trait line itself to compete.
Mallyx also is suffering from an incomplete and hurried last minute redesign that has left it in bad shape compared to all the other trait lines.
Any chance this trait can be changed to:
Copy all current conditions on you to nearby foes every 5 seconds while using Embrace the Darkness.
The problem with the current Pulsating Pestilence is that the class is designed to avoid being hit through evade. Makes an ability that has a chance to activate on being hit less desirable. It also isn’t controllable so there is no strategy to its use and it can proc when you have nothing to share meaning its on cooldown often when you would like to use it.
They just need to make Mallyx better at it. The whole point of that soul is to punish condi classes when there is one around and it doesn’t do it well atm.
The biggest issue I am having in sPvP is that I can not keep anyone in melee range. They all can basically walk away from me, due to the Phase Traversal nerf.
Precision Strike doesn’t do the job with all the -Condition Duration and Cleansing in PvP/WvW builds.
So in lieu of ANet coming to their senses and reversing the Phase Traversal death sentence … My suggestion is to change Swift Gale to the following:
Gain Super Speed for 3 seconds when you when hitting a foe from behind or the side. (3 Second Cooldown)
That way if the enemy is running away I may actually be able to keep up with them.
Glint / Shiro is already going down hill. Players are L2Ping and Glint heal is starting to become the worst of the bunch instead of Shiro.
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