[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Heh, nice necro
Agree on Mace. This weapon still kinda falls behind others. Mostly because it supports playstyle that is very heavily limited on Revenant and got no such buffs like Sword or Hammer.
I disagree on making all fragments/orbs into regular heals. They just need better indicators for allies. Green glow or “+” above them would help everyone with understanding what these do instead of ignoring or even avoiding these, because non-Revenants don’t know what they do.
Fragments need to have longer duration if we’re supposed to be about “sustain”. Making them last 10 or 12-15s and maybe ge affected by Tranquil Benediction trait for better synergy + visual clues described above would fix the problem and let us keep interesting playstyle.
Finally, I like your suggestion on Phase Traversal. I myself suggested bumping the range to 1500 and adding 2s CD, but your suggestion flows better I think.
A decent condition necromancer should melt Glint/Shiro Revenant. They have very little ability to deal with conditions.
I admit i don’t understand this. I don’t feel particulary squishy to condition with a revenant. No more than a mesmer or engineer. Particulary if you use lyssa runes. The only problem is burning coz it’s pretty op but that’s for all classes.
With glint heal, evades, shield you already have toon of sustain and ways to evade conditions. It’s really a false weakness for me.It is harder for a revenant to deal with conditions than it is to deal with direct dmg (because of the damage reduction modifiers and the protection combined with the free toughness from hardening persistence). But because the herald was so strong this weekend, you were usually even able to defeat condition builds without even needing a single condition cleanse, as condition builds have no way to prevent the glint heal from doing work.
Did you not fight any Reapers who knew what they were doing the entire weekend? (Seriously, I’m not being facetious). I would expect chill to be a huge problem in and of itself. Let’s not forget the have plenty of access to poison to reduce healing.
Going to use an elite to convert conditions to boons to get rid of the chill? Expect to hear the Necromancer cackling with glee as you play right into their hands. Same goes for shield 5, as I would expect soul marks to become more prevalent.
I really think a well-played necro is going to be a nightmare for glint/Shiro, which would be a good thing (to have something that hard counters the build many people are saying is op).
Chill isn’t that big of a problem if you run Shiro, since Riposting cleanses it.
I’d say that Revenant has it much harder against standard Necromancer than Reaper even, especially if you run Hammer. On WvW you can just kite Reaper with it almost forever and he has little chance to catch up aside from using cooldowns. The only thing you have to watch out is use of Staff, really.
Now, regular Necromancer I found more dangerous. Instant Fear, unblockable 1200 gapcloser you can secure and long pressure with bleeds is devastating.
If Condition Necromancer lands Path+Grasping+Feast and maybe two marks on you and you have no Infuse Light up, it’s pretty much after the game for Power Rev. Staff #4 might save you, but most of the times the bleed and new Torment burst totally wreck you.
Not to mention that tasty Stability after every dodge many people run. Basically free Fear.
Now put decent Condition Necromancer against it and it melts like ice in my drink.
Out of all classes, I would indeed think that necromancer stands the best chance against the revenant, and I would love to have some scrims with you once the revenant enters the live game, as I’m very curious to see how a revenant would fare against a good necromancer.
I think it’s a bit like putting a cele ele (that’s how the rev feels at the moment) against a necromancer, and necromancer would probably be the smartest option to try to fight a cele ele.
I’m very curious to see how it would go.
It also can’t do kitten against good Condition Engineer, especially one with Bombs. If he runs Bombs and you run full melee Shiro/Glint, you may as well leave the point.
Not even mentioning the cancer Condi Mesmer.
Activating the Protection after healing skill finishes, just like Protection gets applied once Ventari’s Tablet travels full demanded distance, would fix the problem.
And how does that solve the problem?
You get your Protection after Infuse Light effect fades.
Now put decent Condition Necromancer against it and it melts like ice in my drink.
Tried a reaper lately?
While I don’t agree with OP, you can’t justify everything with “but Reaper”.
Whirl finishers are poor as hell in general. And Axe #5 field would be 1s long. I don’t really see the benefit.
Ventari and Mallyx. Rest will get some changes, but those should be mostly number-based, while both Centaur and Demon need more than number fixes.
Activating the Protection after healing skill finishes, just like Protection gets applied once Ventari’s Tablet travels full demanded distance, would fix the problem.
We already have good Mallyx/Glint Hybrid.
What we need is a Condition build. And this will require new weapon.
It increases your outgoing healing by flat 25% when you are above 50 energy, but not at 50 energy. So for this part of the trait to work, you have to have at least 51 energy. Tested it.
So, updating this a bit (mostly about hot topic – Ventari ) since I’m still working on Mallyx part of feedback and I don’t want to post it too late after the party (post-BWE changes) like last time.
Basically, most of the stuff stays exactly as I predicted and I see various points I touched on here after BWE2 being discussed now after BWE3 like Regeneration vs. Ventari, UAssault problem or extreme mobility etc.
So for folks interested, I recommend checking out my Ventari + Salvation feedback especially.
About Ventari in BWE3 – no surprises, exactly what I thought, but I didn’t expect such overkill as Druid.
Ventari Elite works. It’s helpful, lowered cost really helped this skill. It’s now reliable interrupt as presented in this example. Blast comes handy sometimes, but in general I wasn’t using this skill for Combo Finisher. I still think that all Natural Fragments should stay for way longer, especially if traited with Grandmaster. I’m not sure if the Blast wouldn’t work better on Purifying Essence or Natural Harmony and be replaced with short Water Field on Elite.
To add, I believe Invigoration Flow change is now more relevant than ever – spreading Regeneration outside Glint.
Ventari still has dead skill most of the times – Protective Solace.
In general, I believe suggestions I already provided would help Ventari by a ton.
Now, about Ventari vs. Druid. I played both, V/G a lot BWE2 and BWE3, Druid just couple hours. While V/G brings more personal damage and overall utility, it gets outclassed by Druid when it comes to actual healing. Only real upper hand we have over Druid in this department is Regeneration boosted with all +% outgoing healing modifiers.
That’s said, both Druid and Ventari/Glint worked as Healers on previewed Boss. I tested both on guild runs. Ventari/Glint does okay due to Regeneration spreading with Tranquil Benediction + Glint, it can also push back Seekers on regular basis which helps with DPS.
The problem is, Ventari/Glint for me to perform at decent level requires 100% attention and that was the reason I eventually gave up on trying to stream that because I was either silent like rock or talking and doing nothing. It just requires a lot of skill with rotations, Tablet placement and Energy management and it adds up during Raids to the point I felt happy, but exhausted after every boss pull that lasted past Phase 2 or after every clutch PvP situation.
At the same time, Druid has absolutely no resource management or limits. No cooldown on Celestial Avatar meant that I could enter it whenever I wanted (cleansing ALL conditions with Adept trait) and simply spam everything on cooldown, achieving better results than working my kitten off as Revenant. It did not demand a lot of attention from me, I could joke playing it on streams and it was very enjoyable, but…
If people have option to play an extremaly effective, low risk & low skill floor option or very demanding, high skill floor and less effective option – What do you think will they choose?
https://twitter.com/RoyCronacher/status/650438444833902596
Full update coming b4 Friday.
Cheers,
Rym
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Nothing.
In our runs I was swapping as tank Rev with guildie who was basically dire reaper tank. I’d say she was doing better at it than I did.
At least for the Vale Guardian, you don’t need blocks, invuls or anything to tank. Necro functions perfectly – you drag the boss around, absorbing hits with Shroud and general tankiness, then you can go for Blue Guardian and help with stripping his boons with PoC.
And you barely need any extra healing, which means your healer doesn’t have to worry that much about your hp.
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If someone is wondering about 1v1 uptime of Celestial Avatar on our leafy friend: https://youtu.be/N--gCdjIMTI . It scales with number of allies, up to the point that half of your AA cast gives you Avatar back.
Oh and enetering Avatar can fully cleanse you. No CD.
I played both V/G and Druid in PvP and on the preview boss. There’s a major difference. Basically, you can work your kitten off with perfect rotations, perfect Tablet movement and Energy management when using traits like Shrouding Mists while doing DPS in melee…
Or you can stand back autoattacking with Staff, enter Avatar whenever you desire, randomly press any Celestial skill besides #5 (which sucks) and do three times more healing (which fact you can perfectly see by comparing the numbers achieved from statistics at tye end of PvP match).
And we really have to focus at Ventari. Utility avalible to Glint is no argument, since every Revenant, be it DPS, Tank or Condi, can offer exactly the same support on Glint (maybe apart from very beefy Regeneration).
Both Ventari and Druid need some work, although couple recent additions made Ventari slightly better – Like I predicted, the Elite is very good nos.. More about BWE3 Ventari coming in my thread.
Hello there,
Just posting it in here for people who are wondering how’s our buddy Mallyx after the changes
Simple footage of one of Mallyx/Glint Celestial games I had on my stream during BWE3. I might re-upload it to YouTube once I find some other music I like for it, because scumbag copyright YouTube bot takes all free mash-ups as original songs apparently.
I also tried getting some footage of Ventari/Glint Revenant for folks interested, since everyone and their mom seems to be rolling with Shiro/Glint and there’s little general interest in this Legend but many claims, however I simply didn’t have time to catch some good footage of whole game with it off-stream this beta (V/G requires 100% attention to perform any good and I simply can’t do it when streaming) and I have no interest in posting montages since only full games show true picture IMO.
Enjoy and watch for my updated post-beta feedback in following days in my thread: https://forum-en.gw2archive.eu/forum/professions/revenant/Feedback-Suggestions-Rym-s-Megathread/first#post5525223
Cheers,
Rym
- Swearing Fissure – I find this to be a decent move.
Skill that BMs opponents for you? That’s awesome!
Yes, but it just needs to be a tiny bit louder to be a bit more reflective of my true feelings.
Edit: Also, thanks for the feedback, Rym. :P
Np, m8
Majority of your points share similar ideas to mine, written in here: https://forum-en.gw2archive.eu/forum/professions/revenant/Feedback-Suggestions-Rym-s-Megathread/first#post5525223 , so instead I pointed out the typo :P
- Swearing Fissure – I find this to be a decent move.
Skill that BMs opponents for you? That’s awesome!
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The part of this trait that’s supposed to increase the boon duration by 2s doesn’t work this beta.
Depends on the Legend. Pre-BWE3 Mallyx was hard to learn and play because of high energy costs and very heavy risk/reward gameplay.
Glint is probably the easiest Legend of all because it doesn’t have hard Energy costs, while Ventari occupies the number #1 as hardest to learn.
I kinda agree that damage should generate more resource. Currently, unless you have Staff with jesus beam through allies you barely get that Celestial Avatar up.
But at the same time, Druidic Clarity needs ICD or other slight nerf and base healing in Avatar has to be lowered, while healing power scalling brought up.
I like removing the “when you swap to Staff” part from Primal Echoes.
I think rest of traits are rather ok as it stands.
Staff #5 → Grace → Warhorn #5 (plus Clarion Bond if you run that) → GS/Sword Leap.
That’s a lot of Water Field finishers.
From what I’ve played with Mallyx this beta, it seems it does better in PvE, but way worse everywhere else. As I said after the announcement, it’s bare bones and no bite. Some utility with the Blue Guy trash mob in raid and that would be it.
I will give it another shot today on stream possibly, but for now – ripperinio mallyxinio
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The underlying system of combat is built around area attacks. This is why the majority of base weapon attacks strike multiple targets in the affected area, unlike other games which strike one target – the one you have selected. Our system makes things like positioning and facing far more important and engaging; this also means that the concept of ‘AoE’ is not as easy to distinguish and thus handle in different ways.
That said, we are currently looking at systemic ways to help with player pet and minion survivability.
There’s a mistlock instability that reduce damages on untargeted foes. This could be a start and the technology exists.
I fully support this suggestion, as in the past I’ve been suggesting the same, just not using Fractals example
.
From my experience, #1 needs radius increase from 120 to maybe ~200, #3 has to Daze for 1.5/2s because 3s is too much and #5 should be castable when moving or have it’s radius increased.
All Celestial base healing values should be lowered and Healing Power scalling vastly improved.
And if generation of Astral Force on Staff doesn’t change, either Celestial Avatar or Druidic Clarity trait need 10s cooldown.
Hmmmm…Chinese Client?
And try it with Druid instead of Ele. It should be able to sustain 30+ on it’s own if such number is possible.
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Astral Force generation…it has to be looked at. It’s generation even through multiple-hit skills like Warhorn #4 is so low that it’s barely noticeable.
And then you have Staff #1 and jesus beam through any ally. It refreshes whole bar within 4-5 sevonds with one ally and in teamfight it’s practically instant. And Celestial has no ICD.
But I agree that Regeneration should count somehow.
Coming from a Mesmer player…Isn’t Reaper like hard-countered by good Chronomancer right now? From my experience, Mesmer should have it the easiest with Reaper.
If your words are…truth..(4v1?)…then I think you’ve done terrible job at helping your teammates fighting this scary, quick and tanky monstrosity.
Druid: (…) The new pets are amazeballs,
Eh, what new pets? You can’t use them in PvP, they’re bugged.
I wonder how many of you guys actually tried healing Druid or Ventari/Glint Revenant for real in PvP/Raid and saw the numbers before throwing laughable statements that something doesn’t work. Let me guess, the previewed Raid is easy, too?
Git gud, then we talk.
I guess teammates were happy. Could be much higher, but I camped lord at the end.
Raw stream VoD: http://www.twitch.tv/rym69/v/18962824
Numbers in attachement. I was able to reach 1,1 million healing done to allies on single game later, 900k was when I was still learning everything. 500-600k is average Conquest game.
Don’t make me laugh, OP. 50k? That’s nothing. Forget anything you knew. Damage fills Astral Force really slowly, but I dare you, I double dare you – launch that beam from Staff #1 through any ally.
Full Astral Force within 4s. Launch through 2 or more, you basically have no downtime on Celestial Form. I switched to Druidic Clarity and the effects are beyond OP. You have full self cleanse every couple second in teamfight.
Druid can sustain whole Lord’s room on Stronghold on it’s own. It can carry summoned Hero under heavy focus the entire way to Lord’s room and keep him above 90% hp pretty much entire time. There was one game where I was sustaining whole team in enemy Lord’s room and Healing Drood on opposite was doing the same. Results? No one could die. It’s pretty much “focus the Monk” situation from GW1.
No other healer I played can reach such sustain and healing. Revenant is better in some aspects, but as it stands now with Astral Force generation, Druid, as long as your team has braincells, makes your team pretty much unkillable.
I haven’t tested much of Celestial Shadow trait yet because I was afraid of random Reveals for allied Thieves, but I will test it tomorrow. Seems super powerful for transporting Hero on Stronghold, since Astral Force is absolutely no problem.
Oh and Staff #5 is Water Field.
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It’s kinda broken on Stronghold. Unless enemy team has some good Necromancer specced into Reaper, you’ll be going back to back to Celestial, sustaining whole room and Boss.
In general…TU, Water Spirit and Staff build Astral Force extremaly quickly if positioned right. I expected Celestial Form to have some ICD, but it doesn’t have any. And once you enter it and not get trained really, really hard – nobody dies. It doesn’t require nearly as much effort as Revenant specced into healing and competes with it. I guess it’s somewhat balanced by fact Rev has more varied toolset with all the boons and way more damage as support, but worth noting.
Healing done from some random game: http://imgur.com/rUAMaID
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I’d love a stunbreak on tides glyph. Would maybe make L.Reflex not that necessary and I could take another shout.
Similar to builds posted here, i have been trying out Ventari/Glint, Salvation/Invocation/Herald, full Cleric and Monk runes. Running with Staff/Hammer. The heal output feels pretty beastly. Granted i have not had the time to try the raid yet.
Staff feels pretty given to me, and as pointed out Staff AA alone is pretty significant. But would you rather run Staff/Hammer or Staff/Sw+Shield? Hammer has very nice synergy with Tablet, but Shield might be nice where extra burst heal is needed.
I have also been pondering about Nourishing Roots vs Tranquil Balance. At a first glance, TB seems better because it works across the board. However seeming all i do is camp Tablet, like ever except when reapplying boons from Glint, and you might not be >75% HP all the time, Nourishing Roots might be worth considering. Then again if i’m <75% i might be doing something wrong lol. Thoughts?
During the raid I was at ~90% hp pretty much entire time and never died untill we were calling wipes. Shield #5 brings you back above 75% health in no time if needed, as does Infuse Light. And you don’t need any more Regeneration, especially that short one.
I don’t really see any synergy between Tablet and Hammer. I guess it makes sense on WvW, but as healer I was stacked with melee group for best healing from Water/Renewal sigils/Staff. I did not see a reason to leave that range in this particular fight, as you can evade displacing fields with timed Sword #3 or good movement from focused team member and never stop DPSing/healing.
I disagree. It’s 95%. VP still needs to be baselined for diversity reasons, and Chilling Darkness needs to be merged into Shivers of dread. Thennn it’ll be perfect. <3
By VP I assume you just mean the 2% degeneration? I’d only consider baselining it if they removed the dmg reduction bug.
As for Chilling Darkness + Shivers of Dread, don’t you think a minor trait that inflicts chill on both fear and blindness would be too strong? I could maybe see it as a major trait, for example if it switched places with Deathly Chills.Blinding darkness has a 5 sec ICD, I figured it’d keep that. As it stands, for the reaper itself unless you run a condition build, it’s a minor that adds a chill to a single small area fear. It’s just not a good global trait. However due to the low cooldown and overall theme of the reaper, blind fits better for the chill. Just have them both do it but share a 4 second ICD.
As for VP, reaper basically has to run VP for its build to be overall competitive in spvp. Making it baseline increases global diversity and makes the class handle better as a whole (less self interrupted skills due to 8-12% degeneration during the cast). Unfortunately, it would require other balance measures, yes, it’s not a simple change, but I do feel like it’s a necessary one.
Any Necro PvP build besides MM has to run VP basically. It’s not exclusive to Reaper.
Unfortunately I haven’t got time to write all I want this weekend so I will just mention the main bit I want feedback on.
Trait lines: devastation, corruption salvation
Legends: Mallyx and shiro
Weapons: sword/sword and mace/axe
stats: you chooseMain thing wanting feedback on: is thre trait empowering vengeance when used with the elite skill embrace the darkness too good? 2 1/2 second daze on a 10sec c/d. Also, with the boon stripping on Mallyx maxed out, it’s almost a certain success.
Mainly want it testing in PvP and WvW roaming
Thanks for reading
You have to go for Salvation with it. Nothing too crazy.
+1 to that. We need better UI for healing.
That was my setup I raided with. Tranquil Benediction seems to do okay, but considering swapping to Invoking Harmony for 2nd phase of Vale Guardian maybe.
I think couple accessories could be switched to healing/vit/prec tho.
pretty much this except I prefer hammer over staff. On paper I built it with staff and s/shield too, but in practice I find shield too much better then staff for support, and hammer simply the best weapon for tablet management. I wish staff was ranged.
Staff heals from AA are actually very significant with so much healing. They outvalue Shield #4 after about 3 chains. If you add Benediction on top and use Facet of Light + FoN to spread Regen to backlines, you pretty much have Regen up on 10 raid members. Which is huge. As long as you are above 50% energy with Shrouded Mists trait, Regen + occassional Druid non-astral heal outheal the AoE constant damage from the three colorful guys so you save your big heals for damage spikes and use Energy to do damage or offensive support.
And Staff #5 is amazing for pushing red orbs back.
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That was my setup I raided with. Tranquil Benediction seems to do okay, but considering swapping to Invoking Harmony for 2nd phase of Vale Guardian maybe.
I think couple accessories could be switched to healing/vit/prec tho.
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druid is very strong right now and it should get better once a few kinks are ironed out. the heals are real. we need a bit of on-demand stab, I hope Irenio is workin on that.
I was running Elite Shout with CDR. Enough Stability for me.
From short period I had “raids” avalible yesterday, Glint/Ventari seemed to vastly outshine Druid or really anything else when it came to healing or supporting in general. It’s possible that I just have a little more experience with this setup than others, but on rather stationary trash mobs I was able to negate misplays of my guildmates almost entirely. With Ascended gear and ~100% outgoing healing just Ventari’s Will heal + prot seemed to take care of situation. Project Tranquility heal was barely visible and completly outshined by Regeneration.
We managed to make only 2 pulls of the Vale Guardian before we got kicked out, so not much to say. Boss actually does some damage and my healing with Tablet on running allies, as expected and already known from my PvP feedback with this build, dropped by a half or more. To the point I actually swapped Ventari to Jalis.
There were no conditions to take care of whatsoever, so it’s hard to say anything about Purifying Essence nerf. Ventari Elite, as I predicted, seemed decent this time.
Fun fact: Tablet counts as a person for that “stack-on-me!” AoE of blue guy and boss.
I will update my feedback thread once we rekt the boss and play some PvP again.
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I roleplay as a Bailiff and thought Necromancer is just perfect for such character.
- Corrupt Boon limited to 5. Tell me how a single target corrupt on a 40 sec CD is too strong. Don’t forget to check how many boons are generated in average.
Well, it was a full corrupt if I recall correctly meaning it could not only remove all boons it could also apply up to 9 conditions. So I would consider it OP. The other thing that has to be reminded is the meta both necro and non-necro. This skill was in a time where doom sigil was a common thing if I recal correctly. Since poison stacks in duration this means that self infliction was not that severe. The necro meta consisted of consume conditions and no siphons meaning that the healing reduction was not a problem either. So in short the skill was OP and perceived stronger then it was due to the meta so it got a bit overnerfed. So I wouldn’t it the most stupidest change, just a small error.
Meanwhile, there’s Contemplation of Purity still affecting all conditions and with potential to make 9 conditions into 9 boons.
No, Corrupt Boon has to be reformed into pre-2013 patch state to ever compete with Signets/PoC now.
Back in the day Corrupt Boon functioned as perfect tool to heavily punish bad cooldown management of Eles/Guards.
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I’ve been running with this post-patch:
Full Corruption build: http://gw2skills.net/editor/?vRAQNArYWjc0QzN2XDm3A/NOMGKZIUBFNtJiiaN+zBwAA-TZRHwAw2fIwZAIZZABHCAAPAAA
Out of 2, Corruption one is a lot of fun, but, as I said many times, not flexible enough.
Rather standard setup with Signets works the best for me. It’s just that Signets bring something on their own and boon corruption is just addition when CB just corrupts.
But new CPC was nice on the first day when everybody was trying out new functionality of “We Heal as One” for Ranger
. Unfortunately, apart from Ranger ad maybe Engineer or Mesmer staff there aren’t many projectiles to really make good use out of CPC. And it’s tragic on Foefire where size of points are DD Ele fav+.
Oh, and counter-argument! I want Necromancer, but not Reaper
Don’t feed Cele Necro and it’s fine.
Tbh, this build has lost a lot of it’s strenght vs. Cele Ele after recent patch because of RoF change. I’d say it’s maybe harder matchup now. Surely longer.
Since it’s on topic…
Postception!
I will quote myself from more than month ago:
I really enjoyed playing Beastmastery after the patch.
From me, couple things:
1. Fortifying Bond should’ve been baseline or as one of Beastmastery minors. It’s incredibly important for any build with Pet as Damage role in mind. To achieve really good BM build, we need 4 traitlines together.
2. I haven’t tested if all the bugs with “Sic’ Em” were adressed in the patch, yet to see it for myself, but in case they weren’t, that needs fixing. Shout itself could use some love, like small CDR.
3. “Protect Me!” should keep it’s cooldown, apply Protection and Ranger should just gain bonus health equivalent of Pet’s max health for the period of Shout, similar to how Plague adds health.
4. “Guard!” and “Search and Rescue!” need to be changed:
1) Shout similar to this one – “Enraged Lunge”: http://wiki.guildwars.com/wiki/Enraged_Lunge_.
Shout. Immobilize the foe (1s) and apply Might (5s). Your pet’s next successful strike removes 1 condition and does +25% damage for each of your recharging shouts.
2) Shout similar to this one – “I Will Avenge You!”:
http://tinyurl.com/pyudhgo – in memory of W/R“Shout. Apply Quickness (3s), Protection (3s) to your allies and Slow (2s) to foes for each downed ally within the range. Ressurect your Pet. If your Pet was ressurected, this Shout recharges 50% faster.”
As a bonus:
“Sic ’Em!” – As stated above, possibly small Cooldown reduction (35s untraited?) and 40% bonus speed simply turned into superspeed.
Enraged Lunge-like skill described above could alternatively be ground-targeted attack with long-range Leap for pet instead of “on next attack” effect, probably with it’s own damage scalling from Player or Pet.
Heal as One and Ramp..Strenght of the Pack are absolutely nuts already and don’t need any more changes.
To stack Protection and spread long Regeneration to multiple targets, to bump Protection from Ventari’s Will to 3.5 or 4.5 seconds, to stack some might and ton of swiftness, to gain nearly permanent Retaliation or more Resistance, with Shield skills & trait to get huge boon durations…..
People don’t use it’s whole potential.
Celestial Form isn’t anything like Shroud…
The only similarity is maybe Astral Force and Life Force, a bit.
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