Showing Posts For whiteyzz.3067:

Revenant's Invoking Legendaries, A Fun Idea!

in Revenant

Posted by: whiteyzz.3067

whiteyzz.3067

ok im totally with you i really like this ideas :-) but wouldn’t it be too much ele like?

Elementalist get 5 new skills based along the element.

This would be the same 5 skills changed up a bit usually giving an extra attack/ect/ect the only ones that would really change the animations would be

Mallyx staff having the poisonous orbs home onto people (kinda like healing orbs)

Mallyx ward having the rift breathe out flame would just be like the guardian’s Torch 5 but a blackish purple flame.

But in honest the most these are change how the attacks work changing

1. How many times they hit (Mostly Shiro gets out more hits because he was well known for hitting plenty of times really fast being a double assassin with a ability that made his double attacks double attack)

2. What they deal on hit

3. Combo field (With the mace 2)

4. Targeting system (Shiro’s hammer 5 becomes target person not target area)

5. Who they effect, Ventari’s effects are more about helping others so his procs usually are based on players and not enemies, Jallis is more about taunting/protecting/dodging, Shiro is based around hitting people a kitten ton of times, and Mallyx is about conditions.

What I wanted was the heavily “focused” weapon traits to be the ones that change at most only three of the weapon skills change on the 1/2/3/4/5 bar so it lets players choose a weapon they want to smack people with. Because right now dungeons is purely going to be Shiro + What ever weapon he uses til the year 2090.

How Elementalist worked though was they got skills that followed the theme of the weapon. Knife skills where fast and quick hitting with low range/Scepter was medium range / and Staff was long range AOE version of the elemental spells.

How the Revenant works is it changes the weapons general theme but keeps the same skills, but change it’s effects kinda like D3’s skill system where you unlocked ways to change the spell up. The name change is honestly just to make it more like your invoking the legend with renaming some of their old skills. Drop of the Wild hammer = Mallyx’s Wild Swing, Impossible Assault = Impossible Odd’s, Avenging Fissure = I Will Avenge you!, Crude Assault = Crude Swing.

Where as the elementalist switching element the skills are no where close to the same

Staff 1

Fire Ball = Aoe Damage
Water Blast = Singe Target / AOE Heal
Chain Lightning = AOE Bounce
Stoning = Single Target / Debuff

They’re kinda similar but then look at the 5’s

AOE Mass Damage = Meteor Storm
AOE Heal/Condition Removal = Healing Rain
AOE Stun = Static Field
AOE CC/CD = Shockwave

Where as all these skills again follow the rules of same spell rules for the most part as the original skill

(edited by whiteyzz.3067)

Revenant's Invoking Legendaries, A Fun Idea!

in Revenant

Posted by: whiteyzz.3067

whiteyzz.3067

The Rest of the abilities

Hammer

1. Hammer Bolt

Shiro: Shadow Bolt, Shoots out three smaller hammers instead of one each doing 40% of the original hammers damage x 3. The Projectile Finisher becomes 20% Projectile Finisher instead

Ventari: Healing Bolt, Shoot out a hammer filled with healing energy, splashing in an aoe around the target giving regeneration to those close by.

Mallyx: Demonic Bolt, Shoot out a hammer that places burning on them, but does less damage then the current hammer.

2.Coalescence of Ruin

Shiro: Coalescence of Scars, It becomes the reverse more damage up close, less damage further away. If someone is hit by the first impact the Revenant and anyone in a 600 radius gets might one stack of might. Second impact is 2 stacks of might for 20 seconds. Third impact is 2 stacks of might for 20 and fury for 10 seconds.

Ventari: Coalescence of Life, The damage is normalized, but 1/2/3 healing orbs are produced based by which impact a player is hit by.

Mallyx: Coalescence of Chaos, The damage is normalized again but it puts 1/3/2 stacks of burning based by which impact the enemy is hit by

5.Drop the Hammer

Shiro:Drop the Echoing Hammer, Channels with the hammer, this lasts 3 seconds. For these three seconds the floating hammer follows the target. For each second this is channeled the hammer will slam down in the center stunning those who are in the middle of the impact and damaging everyone based off how close they are from the impact. The stun is reduced to half a second. If the channel is broken early by moving/pressing 5 again/stun. It will round down how many seconds you channel and smack the target with the hammer X amount of times.

Mallyx:Drop the Wild Hammer, The hammer instantly drops down repeatedly slamming the ground causing a demonic fissure, dazing anyone in it until it’s gone and putting stacks of burning for each time someone is hit.

Ventari: Drop the Tablet, Instead drops your Ventari tablet down onto your foes, crippling all the targets in the area for a second. For each player they’re healed, and 3 healing orbs drop down around them.

Mace

1.Manifest Toxin

Shiro: Manifest Power, Remove the poison and agony from the combo, Instead the last hits twice, every other hit gives might.

Jalis: Manifest Stone, Agony stays in the combo, the third hit will give him Vigor.

Ventari: Manifest Life, Remove Agony, the first hit gives you regeneration, the second hit gives the closest ally regeneration. The third hit sends out 2 healing orbs.

2. Searing Fissure

Shiro: Jade Fissure, Causes Dark Miasma to fill up the lungs of the enemy severly hurting them. Combo Field: Dark. No longer burns, just does constant damage in the area.

Jalis: Avenging Fissure, Causes the earth to rend under the target forcing the enemy to be taunted in a small area. The area is 3 second pulse of a second taunt.

Ventari: Mending Fissure, Causes a rejuvenating puddle to form under the target healing all those who stand in it. Combo field: Water. No longer does damage.

Axe

5. Temporal Rift

Shiro: Unstable Rift, The rift doesn’t pull anyone in anymore constantly pulsing for damage over a few seconds. Dealing more damage the closer to the center they are. When the rift ends it explodes doing damage and gives Shiro might for each person hit by the explosion.

Jalis: Exploding Rift, The rift immediately explodes pushing targets away from the center instead of imploding.

Ventari: Healing Rift, The Rift explodes no longer doing damage but makes 3 orbs of healing for each target hit by the rift. If it hits an enemy and your Ventari tablet every gets cleansed for one condition.

Revenant's Invoking Legendaries, A Fun Idea!

in Revenant

Posted by: whiteyzz.3067

whiteyzz.3067

great ideas and i also second this post

but i would not change the weapon skills / names / icons – this should be a Ele attunement thing – but i would add the effects you told as tooltip to the weapon skills.

So no use for new animations / skill-icons or stuff like that

just simply every weapon gets its “touch” of the active legend – therefore all weapons will be baselined pretty much like Mace will still apply torment and burning stuff – but weaker – but has an increased base damage

if “attuned” to Shiro you do extra dmg or gain might or whatever – while on mallyx you do additional torment , ventari will provide some heal and Jalis could do a blind

(different stuff for every skill of course – Mace 2 on Jalis could apply a 1s blind and mace 3 could apply some weakness)

Well pretty much I had them designed to really at most be one more spin, and just a name change to get close to some of their GW1 abilities. The most they would really do is Mallyx’s Demonic Rift would do very little damage hit three times but put three stacks of burning with a dark red version of the guardians 5 with a torch.(also way shorter as it only hits three times during the spin animation.)

Impossible Assault is close to Impossible Odds/ect/ect

Pretty much at most they’re the same skill with a few changes to them. I had a lot of text get chewed up where Shiro’s 1 hammer would be instead 2 smaller hammers that where shot out each doing 60% of the normal hammers damage (aka a 20% damage bonus in the end) but suffered from 20% projectile instead of being the guarented, Mallyx put three stacks of torment, but had max targets of 1 (aka it collides into the first target and that’s it. and Ventari the hammer exploded into a single healing orb and also suffered from the 20% projectile chance.

(edited by whiteyzz.3067)

Revenant's Invoking Legendaries, A Fun Idea!

in Revenant

Posted by: whiteyzz.3067

whiteyzz.3067

I mean from what we know so far this is what we’re getting

Legendary = 1 healing skill , 3 Utilities that favor his role, and an elite. Weapons are very specific to which legendary you have

Mall = Mace and Axe

Jalis = ??? (Hammer…?)

Shiro = 1H-Swords/Dagger?

Ventari = Staff

Now my problem with current Revenants is Jalis seems like the only good side pick there is for every weapon… with a stun breaker and the defensiveness or Ventari for more healing. So the meta depending on the fight so far that we know will be either

Shiro / Jalis or Shiro / Ventari and they’re going to only use swords (and dagger). So pretty much without weapon switching your side legendary is sub par.

What I wish they did was something like this when you invoke the legend a few things from your weapon switch out let’s take a look at the staff.

Rapid Swipe and Forceful Bash are just basic attack combos, then Rejuvenating Assault is what makes it a Ventari weapon… but why don’t we do something like this… keep it the same with Ventari but when you switch legends it could be like this.

Shiro: Impossible Assault, Spin for a third time gaining might for each swing that hits (not each mob but each swing that connects) for X duration.

Mallyx: Shadow Assault, Each Spin of the staff that connects will shoot out two shadowy orb that deal torment that home onto the target (Kinda Magic missile, but they can be dodge don’t worry). If your target is an ally or you have none, these orbs will go to who ever is closest.

Jalis: Crude Assault, Only spins once and giving your target weaken for a second.

Warding Rift becomes

Shiro: Riposting Rift, The Spin now has a one second channel that ends early if it blocks an attack, after charging the Revenant whirls the staff on the target hitting them 6 times if it ended normally, 7 times if the channel was cut early, the last spin does bonus damage.

Mallyx: Demonic Rift: This attack only no longer blocks but while spinning the staff the Revenant spewing out fire to fan out the demonic flames into a cone burning and damaging those in the flame.

Jalis: Wild Rift, The Spin is modified to taunt those with the projectiles at the end, but only blocks melee attacks

Renewing Wave changes to

Shiro: Reaper Wave, This spell no longer heals but instead damages all the targets in the area hit by the effect have their life drained for X seconds when attacked.

Mallyx: Corrupting Wave, This spell removed a boon from each target hit, converting it to a condition, and healing the revenant. If the target has no boons put three stacks of burning on them for 5 seconds.

Jalis: Avenging Wave, This spell will taunt all targets in the area for a short duration. During this time if Jalis is hit by a target is taunted he get’s a light heal.

I don’t know if I was invoking a legendary I would feel like he would change how my weapon works, I don’t think Mallyx wants to heal people, Shiro just wants to get the job done, Jallis just wants to be in the thick of the fight, protecting people.

It could make up for some of the more interesting stat items being used like maybe Condition Damage/Healing with Ventari/Mallyx… or Vit/Tough/Cond with Mallyx/Jalis or Power/Precision/Condition Damage with Shiro/Mallyx

(edited by whiteyzz.3067)

So, how are we "doing it wrong?"

in Revenant

Posted by: whiteyzz.3067

whiteyzz.3067

Revenant really isn’t thought out IMO.

No weapon switching?

The problem with this is… alright I got a staff I’m Ventari, and… poopy cant use condition damage so demon is useless, I guess I will go bulk.

What this leads to is one or two of them have to be the general every build.

If I’m going tank im Dwarf, and hardly going to switch because ventari only has good ranged defense (are you honestly going to trade 20% damage reduction for slightly better healing? No unless you direly need a heal but if that’s the case switching will take to long and will be the death of you, or the talent that makes switching instant is in every build period. If I’m Condi damage only the demon really provides any use honestly.

Honestly though watch two hammers Rev’s with Ventari tablet fight. It’s like watching two healer classes fight in wow, who cant oom.

With the four we know of right now we’re going to see this. (If shiro is the dps guy)

Ventari / Dwarf (staff)

Ventari / Shiro (staff)

Condition / Dwarf (Mace)

Condition / Shiro (Mace)

Dwarf / Shiro ( Hammer / Staff)

Dwarf / Ventari (Staff)

Weapons dont really feel designed for other legends, so honestly why even let us switch legendaries it feels kinda pointless other then having access to the only single stun removal which is dwarf (boy I wonder why Rev’s are so easy to kill in PVP, unless they’re dwarf)

How I thought it would’ve work is we can channel the legendary to switch out our utility based off the legends, and then have basic skills when we don’t have them channeled would be way better. Actually anything would be really better then these three super weapon focused legendaries on a class that cant switch weapons.

(edited by whiteyzz.3067)

Fellow Necromancers : Minion Monster

in Necromancer

Posted by: whiteyzz.3067

whiteyzz.3067

Yep I’m so salty, as a necro that my class has become an easy mode, hur durr run minions and unholy sanctuary. And now near invulnerable to condition damage with all the condition removal.

Imagine if every class had 14 second, 6.5k heals, went full tank and could do good DPS? If someone even goes condition damage against you, don’t have to run the signet anymore your minions and shrouds remove it all for you… don’t have to run a stun break to deal with getting stunned before you could pop your death shroud it’s all automatic.

Minions should scale off our power, full tank summons shouldn’t be as a good as a zerker summons. But I mean kitten running any other elite if you can be this bulky and deal so much damage… I’m still going to run lich form with +condition damage but honestly this right now is just as good as the engi’s who chuck glueshot and throw a quabillion grenades in your face.

Also when your match has 4 necromancers running the same build it’s kinda sad…. and then run into a match where it’s 3 necros running the same build then 2 then 3 then 4. I haven’t seen a non summoner necro in quite a bit.

That’s why I’m running Moa on my Engi. (96 CD only)
Elixir condition engi is quite nice XD.
Lots of cleanse, instant kill all minions and lots of sustain too

Theres a problem with that, if you have a summoner necro who’s actually not one of those LAWLILIVEFOREVER, and a good player the second you stack up flame you get knocked down and every minion auto attack gives you back your flame stacks, and he will hit shroud and spread it right back onto you.

The majority of the problem is unholy sanctuary is just too good IMO, I can never see a reason to run it, maybe due to new life force and how it works, I feel like I’m in that form forever….

What Moa does is total minions destruction
I can use toss elixir s first to approach MM freely and turn him into a cute little Moa.
Without his minions, all his traits will be useless

I do agree Unholy xxx gives way way WAY too much Life-force. I can basically stay in death shroud forever if I have a teammate stand near me.

Pretty much it, its redonculous plus I run one less minion but the thing that transfers 5 conditions onto someone… just shrecks all the Condition Damage people I see

Fellow Necromancers : Minion Monster

in Necromancer

Posted by: whiteyzz.3067

whiteyzz.3067

Yep I’m so salty, as a necro that my class has become an easy mode, hur durr run minions and unholy sanctuary. And now near invulnerable to condition damage with all the condition removal.

Imagine if every class had 14 second, 6.5k heals, went full tank and could do good DPS? If someone even goes condition damage against you, don’t have to run the signet anymore your minions and shrouds remove it all for you… don’t have to run a stun break to deal with getting stunned before you could pop your death shroud it’s all automatic.

Minions should scale off our power, full tank summons shouldn’t be as a good as a zerker summons. But I mean kitten running any other elite if you can be this bulky and deal so much damage… I’m still going to run lich form with +condition damage but honestly this right now is just as good as the engi’s who chuck glueshot and throw a quabillion grenades in your face.

Also when your match has 4 necromancers running the same build it’s kinda sad…. and then run into a match where it’s 3 necros running the same build then 2 then 3 then 4. I haven’t seen a non summoner necro in quite a bit.

That’s why I’m running Moa on my Engi. (96 CD only)
Elixir condition engi is quite nice XD.
Lots of cleanse, instant kill all minions and lots of sustain too

Theres a problem with that, if you have a summoner necro who’s actually not one of those LAWLILIVEFOREVER, and a good player the second you stack up flame you get knocked down and every minion auto attack gives you back your flame stacks, and he will hit shroud and spread it right back onto you.

The majority of the problem is unholy sanctuary is just too good IMO, I can never see a reason to run it, maybe due to new life force and how it works, I feel like I’m in that form forever….

Fellow Necromancers : Minion Monster

in Necromancer

Posted by: whiteyzz.3067

whiteyzz.3067

Ran something similar day after the patch. Was amazing how hard it was for people to kill me, even against multiple foes. On the other hand, the damage was relatively slow and anyone with the sense to run was nearly impossible to catch, much less kill.

Well that’s great, If I run away I can capture the point your standing on… oh.

Fellow Necromancers : Minion Monster

in Necromancer

Posted by: whiteyzz.3067

whiteyzz.3067

Yep I’m so salty, as a necro that my class has become an easy mode, hur durr run minions and unholy sanctuary. And now near invulnerable to condition damage with all the condition removal.

Imagine if every class had 14 second, 6.5k heals, went full tank and could do good DPS? If someone even goes condition damage against you, don’t have to run the signet anymore your minions and shrouds remove it all for you… don’t have to run a stun break to deal with getting stunned before you could pop your death shroud it’s all automatic.

Minions should scale off our power, full tank summons shouldn’t be as a good as a zerker summons. But I mean kitten running any other elite if you can be this bulky and deal so much damage… I’m still going to run lich form with +condition damage but honestly this right now is just as good as the engi’s who chuck glueshot and throw a quabillion grenades in your face.

Also when your match has 4 necromancers running the same build it’s kinda sad…. and then run into a match where it’s 3 necros running the same build then 2 then 3 then 4. I haven’t seen a non summoner necro in quite a bit.

(edited by whiteyzz.3067)

Fellow Necromancers : Minion Monster

in Necromancer

Posted by: whiteyzz.3067

whiteyzz.3067

All I can say is…

Needs more of the 100% pure skill passive called Unholy Sanctuary.

Needs to be a full tank build, cause I mean why do damage when your golem just permanently cripples people and deals 1.2K + 1.2k + 1.8k out every 1.6 seconds! AND cripples, imagine if Guardian/Warriors Crippled every attack? Seriously 6/7/8/9/10 shouldn’t let you output the dps of a full zerk class while picking a pure tank runes and necklace.

Minions need to get hit by a nerf stick and scale, I would have no problem if every necro I ran into doing this much damage was a squishy full zerker, but nope they’re full tank with two life bars and also Taste of death heals 6.5k HP on 16 second CD…? But at least guardians get a 8k heal on a 40 second CD!(and shrek PVE)

Honestly run Wyrm, put it in base and get sweet 99 KDA, as no one can kill you.

(edited by whiteyzz.3067)