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Yasai.3549

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Everything posted by Yasai.3549

  1. But what the hell happened to Scepter? What's the reasoning behind its nerfs when it needed more functionality buffs?
  2. No because we literally have Life Siphon chip damage up the butt as well as Unblockable via Shiro. What we need is for these tools to be brought up, not adding something "just because another class has it"
  3. I've never seen them on here at least. All I saw was a bunch of people unimpressed with the stream and the preview notes and wished Kalla was fully reworked.
  4. Toolkits. Hammerbolt rebalance got me excited then I saw Scepter patch notes and was like "Yep. Just tone deaf as heck" do they do their balancing off DPS Golemn or something?
  5. Because they slowly moved Mallyx away from a Condition Juggernaut and into a Condition Conduit. They first removed Bolstered Anguish which was originally what made the whole "I tank a gigagillion conditions" worth while because if you get stacked tons of Conditions, you gain 3% strike damage per and could potentially swing like a truck. This was also made possible with old Resistance where you had complete immunity to negative Condition effects. After Bolstered Anguish was removed, they probably nailed down Replenishing Despair as its one other remaining asset of the Condition Juggernaut playstyle. The new Replenishing Despair is actually not bad if you play around it. It's designed for Upkeep camping so that you can stack up Torment on yourself while DPSing then Invoke Torment to pass it onto enemies. Thing is, Replenishing Despair is actually pretty poopy in a "Test Golem" DPS setting because 10% Torment damage is straight up stronger and better, so no one really uses Replenishing Despair when Charged Mists can do the job better PLUS you get 10% Torment damage. It can be used in Competitive sure but why not just take Demonic Defiance instead for better survivability?
  6. Invoke Torment: - Activates immediately - Pulses 3 times, inflicting Torment on each hit (3 stacks total for lesser duration than before) - Total strike damage reduced compared to before Reason: The 0.75s delay it currently has severely hinders the effectiveness of Corruption's GMs, especially with Permeating Pestilence which often gets cleansed away before transferring its Conditions. Pulsing 3 times also increases Condition pressure and ensures the skill actually has better chance of landing. Demonic Defiance: - Changed to Gain Resistance when you use a Legendary Stance skill. - Remove a Damaging Condition only when using Legendary Demon Stance skill. Reason: Frees up the Trait from Demon Stance exclusivity Demonic Resistance: - Gain Barrier per interval for every Damaging Condition currently on you. (1s Interval) Reason: Barrier gain is better for the Condition Revenant to harbor Conditions for the purpose of transferring them. Extremely strong synergy with Replenishing Despair. Fiendish Tenacity: - Invoke Torment grants Resistance - When you have Resistance, incoming Strike damage is reduced Reason: increases immediate defensive power of the GM trait at the cost of sustain which can be obtained elsewhere. Currently Fiendish Tenacity is the weakest and least picked trait among all Corruption GMs due to how much better the other two GMs are at their respective builds. Permeating Pestilence: - As with suggested change above for Invoke Torment, now transfers 1 Condition with each pulse - Prioritized to transfer Damaging Conditions first - Immune to Blind and Unblockable as it currently is Diabolic Inferno: - As with suggested change above for Invoke Torment, now pulses 1 Condition with each pulse - Inflicts Burning > Poison > Bleed in this order - Additional effect: increases Invoke Torment's radius with each pulse (240 > 300 > 360)
  7. I would like: Staff mini revamp: Staff 1 now bounces three times instead of pierces. Soul Marks > Soul Master Marks become unblockable and grant 3% Life force when triggered Additionally, Staff 1 plus two bounces and can bounce to allies, granting Regeneration. Prioritizes ally bouncing when Soul Master is taken. I'm sick of Necros having really bad Regeneration application. This should help it out without juggling Mark of Blood, rolling on the floor to get a Dodge Mark under the boss, being married to Serpent Siphon or wasting precious revive tool that is Well of Blood.
  8. I always thought that Initiative should act less like "Ammo for skills" but a "Cooldown bypass cost" when casting a skill which is already on cooldown. This allows the Thief player to use their "optimal DPS skill" until they are out of Ini but still have 3 weapon skills and their auto available for casting while their Ini regenerates. So say if a Deadeye player uses Dagger/Dagger and is currently doing their DPS rotation all over the boss. They go D5 > Backstab > D5 Backstab > D5 Backstab : oh they're dry and D5 is on cooldown (say 15 seconds). At least they still have D2 D3 and D4 to use along with autos. They can then go back to bypassing cooldowns again once they can pay the ini price.
  9. NEVER FORGET WHAT THEY TOOK FROM US
  10. If your group is okay with you/casual run then it's fine. Usually structured content like Fractal, Strikes and Raids desire all party members to stack up for buffs and for everyone to run proper damage weaponsets to clear the content efficiently. Unfortunately some bosses even absolutely HATE projectiles, rendering Hammer and Shortbow very weak due to projectile reflection or block, so if you insist on using ranged then you're out of luck in such encounters.
  11. Assuming this is PvE openworld, Hammer is really comfortable and strong. Good damage and more importantly extremely long range. Getting buffed this week too.
  12. Assuming this is PvE, Quick-Herald is literally the least intensive BoonDPS out there. If you're playing Low Intensity, you can just run Jalis/Shiro and toggle your Upkeep on and generate Might and Quickness with 100% uptime for your party without even pressing anything else, so all you gotta do is auto attack and cast Sword 2, 4 and 5 occasionally and it results in just decently good DPS for how little you need to press things. For people who go the extra mile, they use Glint instead of Jalis to push their DPS a little further and provide more boons but otherwise it's still the same thing. And the cherry on top is that you don't need specialize gear at all! You can just run full Berserker and do your job well if not more consistently than other BoonDPS without sweating! To sum it up: - Quickness Herald is a very easy yet effective build for its role (QuicknessDPS) - You turn on your Upkeep and keep your priority DPS skills on cooldown (Sword 2, Sword 4 and Sword 5) - You can leave F2 on during Shiro stance and cast it when exiting Shiro for some bonus damage. Its effect grants allies extra chip damage, so it's very good to keep it on during Shiro. (You don't need to care about this for Low Intensity QuickHerald but usually F2 is used for Glint to extend boons before they swap) - Only need Berserker gear - Very high Quickness uptime for very little effort - Does decent damage for very little effort
  13. It's about priority. GS5 > GS2 > Dodges > GS3 > Autochain Firstly, you understood it's an Opener. GS3 is used first in the opener simply because it's a gap closer. You want to put GS5 into cooldown immediately so that Alacrity can do its work cooling it down and then fill the rest of the rotation with GS2 and Auto Chain > Dodge.
  14. Problem was Kalla's "summons" were realistically just very bad Wells that could be interrupted, something the update next week aims to fix but not in the way which supports the "Summoner" feel but more of a "Wellmancer"
  15. Really didn't help that Vindicator's Icon is so explicitly a literal Eye-con, something which in GW context was strongly related to Ritualist. If I had no better things to do, I would have started a petition to change Vindicator's Icon. Gosh that icon was such a bait.
  16. Because she's clunky and expensive to use, so between bad flow and worse inbuilt mechanics, she's not as desirable as solid choices like Glint or Core. Also Condi Renegade still uses Kalla for Raids-strikes-fractals so she's not-not used. Thankfully, we'll be getting a Kalla revamp next week which could see her usage rate go up if it solves her current issues.
  17. I admire creativity but you have to understand there are limitations and this fundamentally will NOT work because there is too little application of Blind or Chill for this weapon to be viable on Condi Reaper. The reason GS works is because of a combination of having Chill on GS5 and pulsing Blind on GS4. Blind itself also has a 3s ICD for applying Chill with Chilling Darkness trait. Swords have too weak of any sort of application with only Chill on the third hit of a very laggy auto attack chain and one instance of Chill on Sword 4 with a 16 second cooldown AND locked behind a flip skill! It's just not going to work as well as other options in any surest sense. Current viable use for Swords is using OH as extra skills for Dagger loop after exiting Shroud but we already have a rather tight and functional loop with Dagger/Torch and you have to weigh the gains and losses for swapping Torch for Sword. Mainhand Sword is niche but usable at least with its very quick 2>2 damage burst and 3>3 can be used for mobility if an encounter absolutely demands it, or else you're better off using Dagger anyway. I also have to mention damage wise, MH sword falls short compared to the entirety of Axe.
  18. You know that a "rework idea" is bad when the OP starts off by comparing another class and continues to do so through the whole post. My advice is to go play those classes instead. Revenant needs help but it doesn't need to be another class and not itself.
  19. If it's going to be Focus and Summoning, it'd rather it be an extension of Legends. The two "summons" would be drawing out an extension of the currently invoked Legend and summoning an offensive or supportive minion/reflection of the Legend. So the kit would be: Skill 4: Skill relating to the invoked Legend Skill 5: A summoned spirit/minion/echo which attacks or supports depending on the invoked Legend.
  20. Like Scepter 2 and 3 ideas, still think autos should be a 600 range wave of energy that cleaves allies and foes, granting barrier and dealing damage.
  21. It's interesting until the target walks behind a pillar and you aren't able to keep up because you are not using Sword 3.
  22. If you're using it in competitive just for damage, it's literally pointless to keep it pulsing either. The max scaling for it in competitive is 25% per tick with 25% max bonus damage. This skill is an absolute joke to the point it's only useful for Barrier and at that point, it should just pulse on the Revenant player themselves. Dumb skill, dumb weapon, dumb design, complete hogwash.
  23. Long Answer: Yes. Short Answer: Ye. However, if you ever find reason to use Elder's or Core Value, you *can* opt for those instead. However if you're more interested in Speeding around IN COMBAT then yes, you need it.
  24. Which was the point of Retaliation because it was only "good" on players with High Toughness, which was what made Tank builds actually have abit of bite and not totally useless meatshields. And its removal was not due to PvP. Retaliation in PvP is a joke due to how weak trinkets were to orient builds around. It was a WvW targeted balance because Ele Staff 5 onto 10 people with Retaliation will instantly down themselves.
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