Showing Posts For Potato Slayer.3107:
sPvP focus.
Problem: Crazy amounts of condition cleanse/output stability uptime and blocks.
List I have been compiling. Probably will be downvoted to the Underworld. Tried to keep to warrior theme, focus on more synergy and usability between weapons/traits/utilities.
//////////////////Fast-Hands baseline./////////////////
Weapons
- Mace
>Problem: Long recharge times and wind ups on auto
>Fix: Traits, faster auto, shorter cooldowns.
- Axe
>Problem: Pure dps no utility (engage/cc/defense)
>Fix: Traits, axe throw pulls (similar to path of scars, one target)
- Sword
>Give evade during flurry (you are rooted) or allow movement during flurry burst (similar to primal sword burst)
- Hammer
>Problem: auto attack weak and no utility
>Fix: Traits, 3rd hit in chain should small knockback (90) to weakened foes
Utilities
- Mending
>Classify as physical skill
- Signet of Might
>Immune to blind for duration.
- Dolyak Signet
>Problem: Worse option than Last Stand
>Fix: Activation: Pulse 2 stacks of stability every 3 seconds for 12 seconds.
- Signet of Stamina
>Recharge 30 seconds.
- Throw Bolas
>Pulls up to three foes on return like path of scars.
- Kick
>Blocks attacks (1/2 second)
- Shake it off
>Removes 2 conditions (be like bear)
- On my mark
>25 stacks of vulnerability for 10 seconds. Cripple target for 5 seconds.
- Banner of Tactics
>Provide 20% boon duration
Talents
- Discipline
>Problem: Fast Hands not baseline, competes with every other traitline
>Warrior’s sprint: removes cripple, immobilize, and chill (or up to one of on leap)
>Vengeful Return: 20% increased damage while downed and during Revenge. 100% chance to revive on kill.
>Inspiring battle standard: Banners also grant protection (6s) when summoned.
>Merciless Hammer: Hammer smash also knocksback (90 radius) weakened foes.
>Fix: Fast Hands baseline
- Berserker
>Problem: No survivability
>Dead or Alive: Upon taking fatal damage, cannot be reduced below 1 health while berserking for X amount of time (90 second recharge). Enter berserk mode and activate dead or alive when activating revenge.
>Savage Instinct: Activate berserk breaks stun and removes conditions. Remove conditions while in berserk (1 at 3 second intervals)
>Eternal Champion: Pulse stability (3 seconds) AND might (3 stacks for 10 seconds) while in berserk mode (allows better might stacking with phalanx strength outside of strength trait line with other weapons)
- Tactics
>Problem: I’m only here to use Phalanx Strength!
>Quick breathing: Warhorn skills recharge faster. Warhorn skills convert conditions (1) into boons. Warhorn skills are blast finishers.
>Leg specialist: Cripple also causes immobilize (2 seconds 10 second recharge). Immobilize causes damage over time ((approx 0.255 * Condition Damage) + 202/similar to deathly chill). Switch places with Powerful Synergy.
>Shrug it off: Use shake it off automatically at condition threshold (2). Shake it off converts conditions into boons.
>Powerful Synergy: Remove. For reals. Replace with…
>Powerful Banners: Banners cause damage and pull foes in the area when summoned (slightly similar to that one chrono elite well). Banners recharge faster.
- Defense
>Problem: I need this trait line for survivability.
>Armored attack: Power converted to toughness. Toughness converted to power. 10%
>Sundering mace: Mace skills cause vulnerability (2 stacks for 10 seconds). Mace skills recharge faster. Mace skills that disable are unblockable (don’t kill me)
>Last Stand: Activate balanced stance when blah blah. Stances recharge faster.
>Cleansing Ire: Remove condition for each bar of adrenaline SPENT.
- Strength
>Problem: Problem child. So much competition between traits!
>Restorative strength: Using a heal skill grants might (3 stacks for 10 seconds).
>Peak performance: Physical skills grant adrenaline on hit (5). Physical skills recharge 10/20/30% faster and are more 10/20/30% more EFFECTIVE based on adrenaline.
>Body Blow: Disables inflict weakness, bleeding, and cripple (2 seconds).
>Forceful Greatsword: Gain might ON critical hit. Greatsword skills recharge faster.
>Great Fortitude: Power converted to vitality. Vitality converted to power. 10%.
>Distracting Strikes: Critical hits daze your foe (1/4 second 15 second recharge). Interrupting your foe causes confusion.
>Axe Mastery: Fury grants ferocity. Axe skills recharge faster. Whirl finishers also pull/reflect
- Arms
>Berserker’s Fury: Gain fury when you strike a foe (5 seconds 15 second recharge). Gain adrenaline while in combat (3 second interval).
>Signet Mastery: Signets grant stacking precision buff and recharge faster. Cast signet of might when one of your attacks is negated.
>Opportunist: Gain fury (10 seconds) and might (3 stacks 10 seconds) when you immobilize a foe. (15 second recharge)
>Unsuspecting foe: Increased damage against stunned/disabled foes 20%
>Dual Wielding: Gain ferocity while wielding an axe/mace/sword in offhand and offhand abilities grant quickness (3 seconds).
Fixes
- Charge skills hitting
>Bull’s charge
>Rush
- Mace burst should be a leap finisher for more reliable hits (similar to its primal)
- Blocks should not be affected by quickness or slow
- Charge kill ranges should not be affected by quickness or slow
- Burst mastery damage fix
(edited by Potato Slayer.3107)
Warriors are more a “necessary evil” than an actual desired class. Their damage is pretty low and they are only brought for might stacks and party buff. A lot of groups are only running 1 in raids now. Pvp they are aren’t the bottom of the barrel they are the dirt the barrel sits on. So unless you really want to play warrior, I would recommend a different class.
Yep, bottom of the barrel.
Said bluntly, Warrior is the worst PvP class in the game. .
Clearly the worst.
(edited by Potato Slayer.3107)
Pure condi revenant is still horrid in pve and subpar in spvp.
All I have seen is celestial/durability bunker with mallyx/glint or mallyx/shiro.
That would make Mallyx more OP than he already is.
He is trash in PvE. In Spvp, he is used for high resistance uptime and easy boon stripping (so 2 of his 5 utilities), granted your resistance is not stripped.
The purpose of the post is to discuss the disconnect in both playstyle/function and effectiveness of beta-Mallyx and the half-worked release with HoT.
Yes, the legend and traitline still performs well in the same aspects (boon strip/resistance uptime), but condition damage itself outside of Mace/Glint took a huge drop to what it was before.
The whole concept around spvp right now is bunker… so you will see mostly everyone running around with celestial/durability to min/max stats to allow maximum bunkerage
Banish Enchantment needs to corrupt boons and apply 4 confusion.
We need access to Bleeds.
Unyielding Anguish needs to remove cripple, chill and immobilise and should be a Poison field.
Embrace The Darkness needs to be a 15% Stat increase
Pain Absorption should include conditions already on you, possibly transfer 2.
Frigid Precision should be AoE and a 3s duration
Increase Mace power damage ~33%
Mallyx stronk
Banish enchantment used to apply bonus confusion. I feel mace is in a good spot skill wise, but it is weak on the power side and is the only weapon revenant has access to to apply condition damage.
This this thread pains me to read.
+1+1+1+1+1+1+1+1+1
The worst part is, Nike ruined the reputation of the guild forevermore
What are warriors? Is that a new class?
Immobilize and stun hurts a lot when running mallyx and herald together.
Makes me feel helpless.
That’s because you’re not traited to get resistance per mallyx ability you use.
You still get stunned/cc locked every 0.5 seconds.
TBH, I find both the sound and ground texture of herald super annoying.
floating orbs of various colors might of been cool
Until they rework Ventari, your healing support will be very negligible. The best thing revs have right now is boon support/upkeep, so boon duration is your best bet with glint.
Realistically, I guess what we want to have is Herald, Devastation, and Invocation. I just hope Roy steps in and saves the Corruption trait line… but, sadly, they are too worried about their precious PvP and esports crap to make much-needed fixes like that. So I have kinda lost hope for Revenant being useful and mostly play my Necro and Thief at this point. This class was released too soon and is severely incomplete… but they wanted their precious deadline and did not want to look bad pushing it back to put out completed work…
Hopefully they make some changes. All the elites are trash except shiro and jalis. The no recharge deal is supposed to be made to use them on demand, but the energy cost is so high you either never have enough because you are always burning it or there are better uses of your energy (which is why its always burned). If anything, I believe the elites should be free and on a recharge timer like every other class, and leave the rest of the skills to energy management. Right now they get no play.
As far as the rework goes, I think everyone is on break after release and prepping for raids. If you look at the berserker update when warriors were calling for a warrior fix, all they did was buff the elite spec with damage modifiers, they did not touch the underlying problems of the warrior as a whole.
In order to fix the corruption trait line, they are going to have to look at retribution, salvation, mallyx, jalis, and ventari as whole, and play with how each trait line can synergize with each other (like glint) and allow mixed play between all legends. Right now, the other legends are so individualized that it allows for only one build (Shiro/Glint) in all forms of the game PvE/Dungeon/Fractal/sPvP/WvW.
Anyone having luck with it? Ive been tempted…
revenant does not scale well off of healing power, unless you go into the ventari trait line. even then, it is subpar to the support a druid can bring. I would suggest not speccing into any healing power and going with soldiers/knights if you want toughness. Revenant has enough blocks/evades to usually avoid damage alltogether.
If this trait was reworked to apply berserker stance when x number of conditions were applied to you, would it help to spec out of defense so Zerk/Disc/X???
EDIT: Right now dead or alive is also very weak, reworked to apply blood reckoning when struct under 50% health? I feel these changes would help with the zerk sustain while keeping the theme of the special.
(edited by Potato Slayer.3107)
Windler.4815:
Mallyx got destroyed. Just put the nail in the coffin and go shiro/glint power like everyone else. This has been a repeated topic over and over again. Dev doesn’t care and certainly isn’t listening.Which makes me think that a change is coming. It might not be Mallyx, it might be Jalis or the horse. But I don’t think they designed a toon with five legends to play two.
Then again…fast hands makes sure no warrior goes Berserker.
Don’t have play to much warrior but i don’t think fast hand is the solution to the problem. The new melee meta with elite specs have throw warriors away, the are now outclassed by melee classes much more mobile than they are (daredevil, revenant shiro, range guardian…). They no mobility, berserker don’t offer enough to be played in pvp too. Needing to stop using burst skill for having the 30 adrenaline for berserk mode is really a lost of dps. Berserker mod it’s a burst mode yes, but with all those mobile classes, warrior can"t even make big dammages coz the mode only last 15 seconds, with near all classes you can tempo 15 seconds, and warrior are outclassed in mobility to hit them. They don’t need just fast hand, they just need heavy changes to be competitive again. Until then we just are going to see dragonhunter, revenant and scrapper in spvp.
But we’re not here for speaking warrior but Mallyx legend.
People take the DISC on warrior primarily for the fast hands trait and reduced adrenaline and increased damage to bursts. It gives them quicker more reliable access to skills on their bar, effectively twice as much as other professions.
tl;dr:
If you want unique… go play a Chronomancer… they are the only ones that have Alacrity.
what
I think you must have just been looking to tell me I was wrong rather than reading my post, because:
1. I very clearly indicated that I am only using rage because I can’t afford Strength. (mentioned twice and only recommended as a budget option)
EDIT: Rage runes cost like 1g each, less than every other optimal rune that has been suggested. Hence why I mentioned it. Although after checking the price I’ll probably be getting ogre runes as it looks like the price has come down.
2. I also clearly said that runes of rage are better than the OP’s list, because ferocity and 5% is better than no offensive stats, NOT that it was better than Strength or even hoelbrak.
3. Lastly, I clearly indicated that the benefit of strength was NOT in its might duration, but in its power and flat benefit, which you agree with in the post following this one – despite your intital assertion that “If that was true then might as well take berserker runes. The thing is, might duration lets you upkeep extra stacks of might while in Glint.” Which you posted in response to my whole post, not the tiniest portion of it which you now say was what you were talking about.
You should read more carefully before you blast off on people to make sure you understand what is being said, because immediately after “correcting” me, you agree with the vast majority of what I said.
Cheers.
Your post was long rant just like this one.
1. OP was clearly going for boon duration, which you blasted in your first post.
2. You suggest a whole expense of runes (Power/%), then advise alternatively suggesting fury.
3. Power > % dmg. (and btw Pack actually gives 2 offensive stats)
4. It is not that I am blasting you or trying to prove you are wrong, no need for the high horse. You made a blanket statement which wasn’t entirely true, and contradicted yourself.
you guys are focusing a bit too much on the boon duration portion of the rune sets…
People aren’t saying to run strength for the might duration, that’s a bonus. The primary reason is a flat damage
Back to OP.
Runes:
(Power/Boon Duration) Surge
(Power/%) Scholar, Ogre, Berserker, Flame Legion (w/burning)
(Power/%/might duration) Strength
(Power/Precision/swift duration) Pack (w/might/fury/swift generation)
I would not suggest traveler/leadership, unless you are going for a hybrid build. But even then, there are better options.
flat damage increase while under the effects of might, and the increase to power.
Flat damage, and increase to power. Berserker does fill both those roles. As does scholar, strength. Runes of the flame legion can even fit that role if someone keeps up burning on the target. Revenant does not need a bonus duration to fury when you run herald.
If that was true then might as well take berserker runes. The thing is, might duration lets you upkeep extra stacks of might while in Glint.
No, because those runes are condition stats, not power. And if you look at the top recommended dps rune set for every power build its scholars, not strength, strength is the alternative for everybody except the PS war.
I stand by my previous statement, the might duration is a bonus, not the goal. At least when in a group. And I’ll allow that the might duration is a big bonus, but the herald’s primary job is not to stack the party to 25 might, only to contribute to those stacks. Hell look at Obal’s guide, even he agrees with what I’m saying and only recommends strength runes when solo or in a pug that doesn’t stack might.
Berserker does give str, albeit less, but this was to your original suggestion of runes of rage, THAT GIVE NO POWER, a huge dps loss. Yes Scholar is #1 because it gives a whopping 10% modifier AND power. But if you are saying runes of rage are just as good as strength due to the 5%, you are dead wrong.
For boon duration, the best alternative right now is rune of surging, due to the +power and boon duration combo. The shocking aura is nice, tho kind of niche may help in wvw or spvp.
Hoelbrak and strength are both nice, but if you want a cheap option you could also go with Rage, which also nets you another damage bonus when under fury.
I think you guys are focusing a bit too much on the boon duration portion of the rune sets… People aren’t saying to run strength for the might duration, that’s a bonus. The primary reason is a flat damage increase while under the effects of might, and the increase to power. Hoelbrak is for the power and reduced condi duration, and people only recommend that as an ALTERNATIVE to strength. Same reason I am running Rage, its not for the fury duration, its for the bonus ferocity and damage bonus (and cause strength runes are super expensive.).
If you are going for “boon duration” there are better choices than the ones you all listed tbh, ESPECIALLY if you are doing it for swiftness up time. Both Runes of the Pack and Centaur would provide you good swiftness increases, while still giving you offensive stats.
That said. OP never said what game mode. Unless its for WvW or solely for open world content then tanking your dps for movement speed by using any of the sets in the OP just doesn’t make sense. At the very least runes of the Pack would be a better choice, and even those are sub par to say Strength, Scholar, Ogre, and Rage. Reason being is that the four I just listed give offensive stats, AND a damage bonus.
My 2 cents.
If that was true then might as well take berserker runes. The thing is, might duration lets you upkeep extra stacks of might while in Glint.
“Honestly without herald revenant is trash tier. Not really much better than a warrior.”
Agree with this last sentence. The thing i’m afraid off is that dev don’t seems to have any attention to warriors, being stuck in 3 traitline since basically the start. I admit i’m afraid that we have the same fate…
I don’t know if i can actually wait three years for changes, being stuck in Shiro/Glint. Pretty sure not.
I find the constant swap with glint/shiro not activating facets annoying. Don’t think that is what the devs had in mine when creating the active abilities of the facets, but as it is there is no point to use them. I would rather swap legends to adapt to the situation, not for energy min/maxing dps.
EDIT: seems he deleted his post.
You don’t need to lose any of that if you take discipline, which you still should. berserker/discipline/defense works much better than people think if you get a substantial amount of crit dmg. so forget pack/hoelbrak runes. You can get pretty much perma fury with only rage runes and without even using arcing slice (since fatal frenzy gives you 6 seconds that become 7.8 seconds with runes of rage). I’m running 230% passive crit dmg and 240% inn zerk mode and my primal bursts hit like effing trucks when they crit, I also cleanse condis A LOT more often since I essentially get the equivalent of a lv 3 cleansing Ire every 2.5sec…
you lose 20% dmg boost from not taking strength, AND taking runes of rage you lose alot of power from both might stacking and the runes themselves, thus making your crits hit for even less
What berserker gives spvp is near perma stability, immediate access to quickness and fury, stun breaks, and some burns. Warriors already had a multitude of stun breaks/stability through balanced stance/dolyak signet, lots of innate fury generation with greatsword, so all you get out of it is quickness (which some people got from grandmaster disc) and some mediocre burns compared to guardian. What you lose is ALOT of options in ways of condition cleanse, fast hands, free endure pain/balanced stance etc… which are all necessary in spvp right now.
runes of the flame legion bro. does both
needs more sources of retaliation. that grandmaster trait tho
So after playing about 40h with Jalis since launch here is my short review about him and i believe i finally got the right ideas to improve him. I really wish i could play Shiro/Jalis but in current state thats impossible, i feel really underpowered. Jalis deserves better.
- Soothing bastion
Should receive block like shelter. Baseline rev lack oh kitten buttons and i think its a good spot to give him some love here. As it stands now the cast is too long and the healing value too small compared to well timed Glint heal. One absord to heal, one would blocks to prevent incoming damage. Both rewarding in their own way.
- Inspiring reinforcement
That road has to go. Its useless – applying stability far too slow and require you to sit in one place. Cant tell how often i was knocked off the road before the stab was applied to me. On top of that 10cd.. My rework is simple.
First off, remove cd. Make it a stunbreak ability. Instead of forcing us to stay in the road, get rid of it. Make it instead pulse stability for allies and weakness around revenant (240 radius). Both would pulse with 1sec duration. That alone will improve Jalis by A LOT.
- Forced engagement
I like the taunt. Its helpful. But i like the slow effect even more. Nothing hurts dps as much as slow. The problem howered is that it miss a lot due to slow projectile and can be deflected/reflected. Its also body blocked often by clones/pets/minions. Unblockable would make it over the top so instead it should be changed a bit.
The chain itself shouldnt be a projectile anymore and instead it should become a projectile beam – like mesmer gs 1 or our Mallyx banish. The chain would come with 2 effects. First one is to apply pulsing slow. Second would be to taunt. How it would look in practice?
You release a chain, assuming you landed it you tether your foe to yourself in a similiar fashion to dh f1. While they are tethered you apply pulsing slow (1sec/1pulse) for 4sec duration overall (dh f1 burns). You get additional effect to use within 2 seconds of the chain which would be taunt – (dh f1 pulls). To prevent it from being op the cooldown will start counting down once the chain is broken. That means you can taunt right away to get your cd faster for another chain or keep it to pulse slow in which case the cd will be longer as it will start 4second later since the ability was casted (so 9cd)
- Vengeful hammers
There is one problem..but in reality theres more than one. We all know it doesnt function at all near walls/uneven terrain etc. That can be fixed easily by not counting hammers as projectile. No big deal. Theres different problem tho – retal. You have some damage on them, you have some healing on them and you have your enemy with retal up that will wreck you – 700+ dmg/sec per foe just from hammers. Now you could say to not use my skill when foe has retal..fine. But thats prevents me from using my defensive skill. How can i gain dmg reduction when theres some guard with retal near me? I cant. If i try i will take more damage than i would reduce.
I think this skill should be reworked. Both hammers and rite wants to do the same thing – reduce damage. I think i am missing the point here but why we need 2 abilities that does nearly the same? Its the same story as with anguish leap and embrance the darkness. One superior to another one and both basically do the same.
I think this ability would make more sense to work in a similiar fashion to retal. Rather than upkeep ability we would cast effect on yourself with hammers being as visual indicator olny to reflect 10% of incoming damage back to it source. How it would look like;
Summon vengeful hammers to reflect incoming damage back to it source.
0.25 casttime
5sec duration
25 energy cost
Radius; 180
Damage reflected; 10%
- Rite of the dwarf
Doesnt work as stunbreak ability due to awful casttime. Inst all that much better than protection either (i cant tell the difference at all). Cost too much and last too short. Meanwhile i always had feeling like it should be upkeep ability since the start. And thats what i would do. Make it self upkeep ability with -8 cost and 2 second casttime.
If not then at least energy should be reduced to 40 and duration increased to 7 seconds.
Did you play revenant spvp, wvw or pve if I may ask?
Also check this thread like many others have already been posted
I really feel RotgD should be an upkeep skill thus reducing the initial energy cost making available in emergencies (then you could use it as an emergency/stunbreak then cancel it, putting it on cooldown) , making it the opposite of impossible odds.
Forced engagement NEEDS something else. Like a stun or a daze if the target manages to hit you WHILE taunted by this skill. As it is, as said above, its a minor annoyance in spvp at best. This condition would make it rewarding to be in close quarters and using this skill on an enemy.
They seem determined to limit the stances to one upkeep, outside Glint. I had suggested a pull for FE, but haven’t gotten much response.
Hot kitten , if I could scorpion pull with FE chain that would be sweet.
I agree with most of this, though if RotGD gets a significant cast time decrease then it will be much more useful in an emergency, in which case it would no longer need a duration increase IMO.
I don’t agree with decreasing the cast time on Jalis’ heal though – most other heals have a cast time around 1 second, and I don’t see why Jalis’ should be much better.Agreed on Rite. I don’t think we will get both and the cast time reduction is more important.
Jalis heal feels like it takes forever, but if I had to chose between shortening it or Rite, I’d go with Rite. Keep in mind, though, that our heal skills are reduced in effect because we get two, making that one second on the long side for what it does.
The reduced cast time is really needed for the stunbreak. I really feel RotgD should be an upkeep skill thus reducing the initial energy cost making available in emergencies (then you could use it as an emergency/stunbreak then cancel it, putting it on cooldown) , making it the opposite of impossible odds.
Forced engagement NEEDS something else. Like a stun or a daze if the target manages to hit you WHILE taunted by this skill. As it is, as said above, its a minor annoyance in spvp at best. This condition would make it rewarding to be in close quarters and using this skill on an enemy.
The road needs to cascade faster, and apply stability quicker. The problem with the beta version of this skill was that multiple revenants could stack stability with multiple roads, people complained, and now look where we are…
I do not really care what everyone says about their stupid power builds… I play for fun and Mallyx, albeit horribly broken and I agree with OP on several changes, is really fun. As I have said in other posts, you can get to 25-30 torment stacks and keep it there, and then kite mobs to do more damage with torment than you do with the amount of burning you can apply.
But then… I never listed to these silly optimal/meta build people insist on so… you can ignore my goal of having fun in a game >.>
I actually had not noticed/considered the duplicate boon-stripping traits… and the lack of a mace trait… that is fairly abnormal considering all other builds on all other classes that generally have at least one trait for a weapon. Hopefully they can rework the Mallyx line to better align with the others and how trait lines generally work. I am still hoping Roy gets that torment damage increase trait to go through
Conditions are fun, but its not much different gameplay wise and much worse than a condi reaper as they can pump conditions out faster with much greater control as well.
Maniacal Persistence is the only useful grandmaster in malyx. It’s best use is when paired with Invocation to give substantial crit chance to carrion or valyrkie builds.
I find the elite the worst part of the stance, it’s radius is too small and you paradoxically have to stop people from moving to apply more torment.
The other parts of the stance are fine, they accomplish what they are intended for. The stances was clearly balanced between all the game modes.
The other parts of the stances have traits that perform their function better, at no cost, with the only utility left Unyielding Anguish which also does the elites job better.
Many of the grandmaster traits need to be looked at to be more in line with other classes.
Provide examples instead of blanket statement. IMO there is only one grandmaster trait that could be looked at in all of the trees. Revenants are more than in line with other classes, if not way better.
Obv have not played Mallyx, as one their traits is completely bugged and does NOTHING atm. But that is cool with your blanket statements in response.
I mainly wanted to comment on one thing and that is the serious disparagity of the weapon traits. Currently it’s clear that only a few of the weapons are supported through traits, and i think this is really annoying – particularly with sword, which has a trait to make it the default Power dps weapon without question, as if it wasn’t stacked already. To me this is a really poor design choice. Either have none of those traits (would work great for Revenant, likely the route I’d choose) or have some for each. Let the weapons speak for themselves instead.
In terms of the feedback, I agree with some things but I do for example think there is no issue with legends to pair with Mallyx. Glint works, Shiro works… Jalis and Ventari perhaps less, but i feel that is more on them than on Mallyx. I feel like what needs to be changed with Mallyx isn’t to replace any skills or so, it’s more some traits are confused as to which Mallyx version went retail, and some skills could have something extra. For example the Elite – you could add an Enhanced Torment feature to it where Torment always deals full damage while it’s active, or let it increase your defenses.
I agree with you on most parts. It is mostly that Glint and Shiro work well with Mallyx, Mallyx is the swap used for the Embrace stat buff and nothing else…
The weapon traits seem back and forth. I just wanted to compare frigid precision with glacial heart and the other weapon traits in the revenant line and other classes.
The problem with Mallyx right now is the lack of synergy, which leads to weak utility, and the lack of defenses, no stun break or hard cc.
I exclusively play Mallyx/Glint, and I devastate groups in both WvW, sPvP, and PvE.
I don’t understand the Mallyx hate at the moment. Unyielding Anguish keeps is superior for running people down, or keeping them in range, as well as creating distance for yourself and allowing Searing Fissure to do it’s work. Hell, Elemental Blast, Searing Fissure, and Unyielding Anguish are staples in my rotation.
The only ability I don’t really ever use is Pain Absorption, because I already have Demonic Defiance.
Also who cares that mallyx doesn’t have a stun break when Glint does? Every legend can’t do everything.
In Mallyx you use one skill of the other 3 utilities. Traits do the same or do it better, and all the condition damage is put on the weapon set and traits NOT on the actual legends itself. The utility of Mallyx is just subpar compared to other legends. But yes Unyielding Anguish is good but also the only thing that is ever used.
Go4gw had 0 berserkers in play. Every other elite specialization was at least used (even daredevil)
Key points: Berserk bursts are over 50% weaker than their non berserk counterparts. Not much condition counterplay, rev and dragonhunter fulfills the role better than warrior.
I like the sprint. It is much more reactive, and quicker to target, what we needed in spvp. Just turn the normal camera back on for jumping puzzles.
Mallyx couples beautifully with Glint. I dont see how you could think otherwise. Mallyx traits allow me to completely ignore conditions, which is great for the current condi meta in wvw and pvp. Pairing with Glint it becomes a great combination. I like the fact that Mallyx can still be used on a power revenant and be really useful. I do miss being able to copy conditions with his ult, but I think the 10% to stats and pulsing torment is a fair enough tradeoff, if the GM trait was changed to 50% chance instead of 25%.
Corruption traitline is also great atm. Revenants dont really need any buffing or major changes.
Everything you said talks power build with glint. I am particularly talking about condition damage viability with builds using Mallyx. Mallyx is used, but for OTHER reasons aside from condition builds right now, which is not what it was designed to be from the start.
Mallyx was great beta test 1. I did craft sinister as well, but feel forced into a hybrid glint build. Jalis and Ventari feel unfinished legends as well, but that is a whole ’nother post in which people have already highlighted.
Swapped to rev unfortunatly
The overall silence is very disturbing.
Many of the grandmaster traits need to be looked at to be more in line with other classes.
I will try to make this short. TLDR: Mallyx still needs work.
Mallyx was once a polished, great legend (due to revolving around self inflicted conditions and pulsating pestilence effect being incorporated on Embrace the Darkness) but is now a shell of what it once was due to it being reworked for being conflicted in roles with that other profession that pulls/self inflicts conditions. I have seen Mallyx mainly used for the Embrace the Darkness effect of plus 10% stats on POWER builds in conjunction with Shiro, in between impossible odds/legend swaps for energy.
As a condition focused legend, this is not right.
Unfortunately, Mallyx does not couple well with other legends (aside from Glint’s facet of elements). So here is a breakdown of some of the shortcomings I have personally encountered using Mallyx and maybe how they can be improved, in comparison to the other legends that I feel are fully fleshed out.
Weapons:
Mace is the only revenant weapon to inflict damaging conditions. Other weapons revolve around power builds (axe works with both). This forces you to stay on mace in order to reliably apply condition damage. In addition, there is no trait for mace or axe (or hammer to throw that in), in comparison to sword vicious lacerations , staff tranquil benediction , and shield soothing bastion.
Minor Traits:
These are in a good place, revolve around torment application, tho opportune extraction is redundant with spontaneous destruction and should be merged (leaving room for maybe a weapon trait?)
Adept Traits:
Venom enhancement is also in a good spot, a solid dps increase.
Replenishing despair is almost useless with the cooldown, and should be reworked without cooldown smaller numbers or merged all together with Demonic defiance because it is hands down the superior choice in dealing with conditions (as both contend for the same purpose). This further causes problems with pain absorption (energy cost) which will be discussed later.
Master Traits:
Bolstered Anguish problems with pain absorption and the lack of self inflicted conditions Mallyx once had.
Frigid Precision is just a copy of Glacial heart with an added cooldown and no weapon support. May see some use in spvp or wvw but the cooldown is too long and spontaneous destruction is almost always the better choice.
Spontaneous destruction see above.
Grandmaster Traits:
diabolic inferno the cooldown and the high cost of other elites in legends makes this skill ridiculous to try and reliably use. The burn is small/too low and it does not work well with other legends. An easy fix for this would be to change this skill to cause periodic burning (3 second interval?) while you have an upkeep skill channeled (or negative energy/going below 50 energy to prevent Glint abuse). This would cope well with other legends as they all have upkeep skills that could then more easily utilize this trait.
Maniacal Persistance at the most this trait gives you 10-20% crit while you are consistently hitting things in combat. If anything, this trait should change to be similar to warrior Furious to better support condition damage.
Pulsating Pestilence frankly, this is just leftovers from what Mallyx used to be. As it is (it is bugged and does not work) the cooldown is too high and the %chance is too low to be reliable. This doesn’t work anymore without the self inflicted conditions. Something simple such as adding poison to Embrace the Darkness effect would work, or adding back Embrace the Darkness original effect (inflict torment, self inflict torment, copy conditions).
Skills:
Pain absorption cost too much, is useless compared to demonic defiance which is a better option to deal with being conditioned bombed as bonus resistance is not applied to yourself for conditions already on you (only those pulled). This skill needs to be reworked, only really seen it use with Glint and Facet of Nature in very situational instances to GIVE resistance to others. There is almost always a better use of your energy.
Banish enchantment this can hit multiple foes (pierce beam) not sure if intended, but taking the trait again makes this skill redundant and a misuse of energy unless facing heavy boon setups (used to apply bonus confusion, now sadly does not and the damage is very mediocre).
Unyielding Anguish is good what usually everyone uses energy on (does pulsing critable dmg, applying bonus torment). More energy efficient than Embrace the Darkness for condition damage, and it creates a dark field.
Embrace the Darkness this use to be great. You use to feel like demon running around using this. The state of decay is appalling. This is superior to unyielding anguish if you are running around constantly having to move (even tho unyielding anguish is arguably a leap). This could be changed to create a mobile poison field/dark field to give it some utility comparable to unyielding anguish, the main contender for energy use. The plus stats mostly supports power builds which is not part of this discussion.
I feel like the rework was shoveled in under the other legends and was not addressed before release. What are your experiences and opinions of using Mallyx?
(edited by Potato Slayer.3107)
Still having issue also.
Same as above
plz change it so that players that have blocked you cant talk too you either
I personally ran into you doing this in Arenas. You are just a toxic person that instigates this behavior from others, even resorting to sending badly worded mail. Very unsportmanship. Losing does happen, get over it, no need to spam in map chat about your team or how anyone didn’t deserve the win.
Makes me feel helpless.

