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Sand Savant Suggestion (Mostly for WvW)


Riba.3271

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Hello everyone! I have an interesting idea how they could rework the larget shades trait without completely removing it or scourge from the game.

Current (WvW):

You can summon only one shade at a time, but this greater shade has a modified recharge. You affect more targets and influence a larger area with Shade skills.A greater shade counts as three shades for related traits.Increased Targets: 2Recharge Increased: 100%Radius Increase: 120

What I suggest (WvW)

Every 3rd shade you place is a greater shade. Greater shade and you affect more targets and influence a larger area with Shade skills. Larger area and increased targets will always occur around the scourge.Increased Targets: 2Recharge Increased: 33%Radius Increase: 120

This means scourge would gain:

  1. 10 second off shade cooldown (down from 30s to 20s)
  2. ability to place 2 small shades in addition to big one (Hitting up to 16 targets instead of 10 but you have to use all your shades)But:
  3. There will be at least 20 seconds between big shades so enemies can play around it
  4. Having to coordinate with other allies regarding big shades
  5. Twice as long average large shade cooldown (up from 30s to 60s)

Now I agree Scourge will still be stronger than Reaper and Necromancer counterparts in WvW but this would partly fix the underlying issues of scourge being too easy and denying too much area.

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I already answer in the same thread that you put in the WvW subforum: "This isn't going to fix any underlying issue of the scourge."

Sand savant isn't what bother players, what bother players is that they take shtload of damage and are overloaded with various conditions each time scourge happen to press an instant skill whose tool tips list only a single relatively harmless and balance effect.

The shroud being a defensive tool at the same time it is an offensive tool and a support tool can be justified by the fact that most skills have cast time and it lock you out of healing, utility skills and replace your weapon skillset. Sand shade skills have none of those disadvantage that could justify that the skills do more than what their actual tooltype say they do.

Nobody care about shade skills giving 10 peoples barrier or fearing 10 peoples at once or converting 1 condition on 10 peoples. What people care about is the fact that on top of those effects 10 people take damage and are inflicted with torment, cripple and other multiple conditions from traits procs.

Those skills as a source of damage, support and cc all at the same time make profession diversity useless. Why would you bother to take a support or a DPS when scourge do both at the same time? Is the area covered the issue? Nope, the area covered is only an issue because skills that are meant to support are also loaded with a tremendous amount of other effects that happen to also deal damage and control.

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https://en-forum.guildwars2.com/discussion/86209/how-to-fix-the-wvw-meta-with-two-changes/p1

10 target support or 6 target damage, this solves a lot of problems with scourge with a fairly simple change

Scourge can then be a valid support class or damage class with all of the traits for both remaining unchanged. This change also opens up giving some damage or utility back to scourge after all of the nerfs over the last two years since the main problem has always been sand savant

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They would have to do more something like:-Increased target to 5-shade abilities can no longer hit enemies

  • Something. Cause having this in the last tier would be pretty bad.So you'd have to give some benefit. Like: shade abilities each provide a unique boon to allies:F1: mightF2: furyF3: regenerationF4: protectionBut f5 would be a huge problem then. What do you do with the dmg from f5? Convert it into pulsing barrier+ resistance at the end of pulses?Then the harbinger shroud trait would need a change again
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