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LadyKitty.6120

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Posts posted by LadyKitty.6120

  1. 3 minutes ago, Divity.3049 said:

    Who the hell designed the changes for mesmer? Gaining mirage cloak on shatter? So when you just lost all your clones? 

    Gaining Mirage Cloak on shatter would *technically* work for power builds but...Mirage still doesn't have much in the way of supporting power damage as with Infinite Horizons, clones still use their separate miniscule stats for power damage on Ambushes (while condi ambushes do weaker but actual condis, clones should inherit power damage stats from mirage for ambushes, maybe with 50% nerf) and Nomad's Endurance only giving condition damage.

    • Like 3
  2. Also, something to note for people testing now: Relic of the Thief is bugged with necro swords (Kitty reported it and they're looking into it) so the numbers are likely 2-3% lower than they will be when fixed.

    But yeah, Kitty likes the feel better now and damage-wise they seem to almost compete with GS according to Kitty's quick test so that's a good sign. (and will prolly be equal post-fix)

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  3. Nice to finally see those mirage ambushes get power buffs. But still, there's something Kitty would very, very much like to see addressed (been posting about this for years now): warrior's main-hand mace! The auto-chain has literally seen no changes (aside from one PVP nerf) since GW2 launched in 2012 while pretty much everything else has been buffed a lot.

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  4. Looking at OP's post history, this does indeed seem like a case of using wrong gears and traits.

    Pretty much every class has a trait or two or a skill that converts outgoing damage to healing/barrier (relevant to OP, for ex. Invigorating Precision on DD and Restorative Strikes on Untamed) and with those traits, it's usually most useful to maximize DPS (while trying to get might, fury and quickness on self) to maximize heals and to minimize the enemies' life expectancy to minimize incoming damage.

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  5. 2 hours ago, Obtena.7952 said:

    I think some context here is important. 

    1. The person you are replying to is talking specifically about DPS.

    2. DPS values haven't increased since 4+ years ago (we had 40K+ DPSers back then).

    3. The power creep is due to healing, quickness, alacrity provision, not an increase in general DPS values

    Umm... 

    2. Kinda true for 4 years ago when top deepsers were indeed doing about 40k. Not true 6 years ago pre-PoF when small hitboxes were 33k. Use wayback machine if you don't believe Kitty.

    3. Quickness and Alacrity uptime hasn't really increased since raids came. Already in 2017 when Kitty started raiding and W4 was released, full might+fury+quickness+alacrity+banners+Empower Allies+spirits+Grace of the Land were required in basically every squad. In autumn 2018 BP they made rene's Orders from Above alacrity and druid's GotL might+spirits 10-target (though not 100% sure if spirits were at that point or later) which did allow using quick/healbrand as 2nd healer and chrono to focus on quickness. Uptime didn't change. Then they made most of the boons 10-target which allowed further condensing for a moment. Uptimes didn't change. EoD reverted them to 5-target and a year ago they removed unique buffs which actually resulted in big dps losses (but somewhat broke the support monopolies) but since then they've made heavy-handed buffs to traits, condi stacks/durations and power coefficients to compensate for those losses and to creep up base DPS level from 30-33k of 2017 to 40-44k these days. Pretty much 33% buff in 6 years.

    Just had to fact check those since those have been waaaay too common misconceptions on these forums lately.

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  6. On 12/6/2023 at 12:03 AM, Antycypator.9874 said:

    Shields seem to be little forgotten in this game. It's a defensive weapon that just doesn't feel defensive enough, mostly because no one need a shield that can be used only once per 20-30s. Shields need to be usable more often — and solution for this is easy. Every skill that can block for 2-3s should be reworked into block for 1s, but with 2-3 charges, so you can block more frequently. Would it be better?

    Warrior's Shield Stance — perfect skill to rework like this. Instead of 3s block, just make it 3 charges, 1s block each.

    Guardian's Shield of Judgment and Shield of Absorption — actually fairly balanced support skills.

    Engineer's Static Shield — hard to tell if it's good or not. It doesn't make sense to stun your enemy while blocking; sure, Static Shield can melt breakbars, but if player's shield can't absorb any damage because it's enemy is stunned, then it's a wasted skill.

    Mesmer's Echo of Memory — imo one of the best defensive skills. Timing is rewarding, so if player manage to block damage, it can block again.

    Revenant's Crystal Hibernation — it could use 2-3 charges that rewards a player for blocking damage with healing.

     

    Umm, no ty. Problem with 1s block is that it'd cause severe timing issues against certain mechanics and would kinda guarantee that less exp tanks would get downed by Mind Crush at Deimos. It also wouldn't be long enough against Xera's Blurred Frenzy and would also make handkiting on certain classes noticeably more painful. (for ex. herald and spellbreaker greatly benefits from 3s block to stack 5 hands while getting heals from Relic of Defender). And at Matthias, that 3s reflect is kinda mandatory if backup reflect.

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  7. Kitty's instanced PVE 20 coppers...

    -Shortbow 2's blast finisher felt really unreliable. Dunno what was up but Kitty has issues triggering blasts for Scrapper's Kinetic Accelerators, esp. if not specifically setting up multiple fields together with Shortbow 3 and 4 before detonating.

    -It's quite purely a support weapon and Kitty personally fails to see the point of auto-attack's secondary hit since the power coefficient is so low. Making the auto-attack heal a bit as secondary effect instead(maybe something like 208 (0.15) as healing values) would make it better for its role, in Kitty's honest opinion.

    -Third thing Kitty noticed was that it grants tons of might but not really other boons, except alacrity as Mechanist if you use Shortbow 2 as the detonator for multiple barrier applications. If possible, it would be nice if shortbow 2 was changed to give protection/resolution/aegis if it combo-detonated shortbow 3/4/5 and shortbow 4 gave swiftness/vigor/fury for combo-detonating shortbow 2/3/5. Esp. Aegis on shortbow 2+5 combo would be nice as Scrapper is one of the few healers that can't share it to allies when needed which makes it worse option for stuff like Deimos CM. In the same vein, shortbow 5 could apply weakness/chilled/blind if it combo-detonates shortbow 2/3/4 respectively.

    Nonetheless, it's a pretty fun idea even though it kinda requires thinking like a chrono does due to delayed effect and thus thinking a few seconds ahead for positioning. With the aforementioned changes it would become a pretty competent option for support engi builds.

    • Like 3
  8. Instanced PVE perspective:

    After basically doing strikes and easier raid wings twice on it as well as after spending some at golem, Kitty really likes the pistols. And yeah, while the "symbol on self"-design of pistol 3 might feel counter-intuitive on ranged weapon, it does seem like a good way to prevent people from just kiting away. Therefore naturally adding a price that would otherwise have to be paid with lower numbers due to higher DPS uptime. Though even then, Kitty would shave 20% of the burn damage away from main-hand pistol skills as the off-hand is currently overshadowed by torch but Kitty can still do 10% higher damage (37k at golem) on condi p+p willbender (no torch) just spamming skills off-CD compared to similar builds like Condi Scepter+Dagger Deadeye that requires some serious brain athletics. (34.5k at golem with way more practise required) 

  9. Instanced PVE healer perspective:

    Overall, rifle is now extremely strong heal weapon, even to the point that Kitty would shave some raw healing off from rifle 2.

    Main gripes would be slow clone generation (though that's a valid way to pay for being otherwise so strong) and rifle 5's portal being pretty easy for allies to miss so Kitty would increase its visual size a bit. (Scourge has the same issue with Sand Swell.) The concept also seems to be a bit confusing to some so making it point-to-point similar to normal portal might be better and would also make it useful for mesmer itself, even if boring (and ofc gotta require "valid path to target location" when shooting it). Many people have been making the portal and wondering "whut, why nothing happens?".

    And another gripe, though that's not so much on rifle itself, is that on Heal Mirage you need to specifically focus on keeping up staff clones if you want even semi-reliable alacrity output which kinda wastes the chance of showering people with purple from all directions. It is a possibly problematic thing to ask for but to make rifle mirage a thing, please increase the Mirage Mantle alacrity duration of staff clones from 0.5s to 1.0s. That particular build already pays a hefty price in not being able to bring focus or shield for utility. If on DPS-side it would become too strong, nerf Chaos Vortex's condi durations on player from 8 to 6 seconds and on clones from 4 to 3 seconds, respectively.

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  10. 19 minutes ago, Zera.9435 said:

    Enlighten me, then. How is not having a legendary relic suddenly filling up all your bank and character inventory slots? Do you not salvage or sell anything? Do you have stacks of stacks of runes and sigils? if so, why? I don't have any legendary runes and I have so much inventory space and plenty of bank storage. Inventory management is as simple as deposit materials button, collapse button, salvage, deposit materials, sell junk, collapse, done. What are you hoarding?

    As a buildcrafter, Kitty legit had every even remotely useful rune and they took 2 whole bank tabs and were a PITA to transfer between characters. Now? Kitty would first need to farm bunch of relics (all good condi relics are expansion ones) and buy/make another for at least one character per class and use one bag per character to carry them 'cause soulbound and all that gold+farm would be wasted when legendary relic comes. And Kitty's not alone with that, that's the situation for many endgame gamers.

    • Like 4
  11. 5 minutes ago, Zera.9435 said:

    I have 26 characters, and the different builds are tied to different characters. I don't swap builds, I swap characters. I can see how it would be an inconvenience for those who only have one or 2 characters. Either way, it's a problem that doesn't seem to affect the majority too adversely.

    Nonetheless, for more that a few people it's led to a situation where they rather wait 'til the leggy relic than play (maybe quickly doing weeklies and logging in for static obligations on one build).

    • Like 3
  12. 27 minutes ago, Zera.9435 said:

    Either I'm playing the game wrong, or the only people that are upset about the relic system are the hardcore players who cry about dropping from 45k dps to 44.9k dps. There has been no noticeable change to the game for me since the introduction of the relic system. My damage has been the same as it has been for years: way too low and was only ever good when I briefly had Aurene mode.

    And people who play more than one build and character and now have to farm and carry a pile of soulbound relics on every character. Before SotO launch we had complete legendary sets that allowed being rid of inventory space-hogging gears and the hassle of moving gears around. If they had released legendary relic right away, it might've been more tolerable.

    And people who experiment with builds, meme or RP. There were bunch of builds that relied on the interaction between now-removed 6th rune bonuses and some traits/skills.

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  13. 2 hours ago, Puck.3697 said:

    Nerfing dps doesn't fix power creep, because it's not the classes that have been power crept. 

    What's generated power creep are:

    - boons becoming 100% uptime. 

    - the introduction of alacrity. 

    - role compression.

    If you want to break the power creep, boons are what need hitting. Nerfing the flat dps, leaves the core problem in motion realistically. 

    Also balancing the game based on build difficulty would be ridiculous, no mmorpgs would do this in sane mind, this would hugely damage the games accessibility. 

    Does Kitty need to say this in every thread to correct you? Situation with boons has mostly the same since HoT and including unique buffs that could be counted in, boons been nerfed since then with just Fury getting slight buff to partly compensate for crit rate lost with unique buff removal. Boon uptimes haven't changed since 2015. Meanwhile the numbers on skills and traits themselves had essentially caused combined 50% increase in the class's own numbers (combined 'cause most of traits' buffs are multiplicative). And those increases first caused overall power creep from 33k to 40k between 2018 and EoD and then over that in early 2023.

    Though true, removal of unique buffs did allow further role compression since BS was replaced by DPS and tank chronos by "now-75% on pure DPS" boon DPSers. When 10-target Alac was a thing until EoD launch, the comps indeed had 7.5 total DPS instead of 5.5-5.75 of pre-Firebrigade era (pre-autumn 2018).

    1 hour ago, fatihso.7258 said:

    Shave half of power coefficients from each skill. Problem solved. Easy and cost effective. 

    Not sure if you're aware of that but there's something like 1200-1300 skills in this game and looking at how long the time between balance patches has been, it doesn't seem to be like changing condi durations and power modifiers is just "open excel, change number in a cell, done". Not to mention that it's mostly 3-4 weapons per class overperforming and plenty of others underperforming so slashing the numbers further on those underperforming weapons would be a horrible idea.

    Though dropping baseline DPS from 40-43k back to 30-33k for most efficient builds would be a healthy thing to do. Things had just the right amount of challenge at that point.

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  14. 14 hours ago, draxynnic.3719 said:

    Dual pistol thief is due for a buff this month. Not sure what the end result will be. Dual pistol thief was lagging a bit, but dual pistol deadeye with the buff should be at least decent after the buff.

    Guardian is due to get dual pistols early next year, but what shape that will take is anyone's guess.

    They're making it easier to maintain continuous Unload but it's not directly getting more damage. And you were already able to non-stop Unload with M7 so at best, it's a very minor buff if it allows taking BQoBD instead.

    Condi Mechanist will still be easy top pick for p+p, Condi TRV Holosmith for tryhards.

  15. 27 minutes ago, Barraind.7324 said:

    You dont need to see every build to know that throwing 5 skills which dont synergize with each other (and are at rank 1), a useless elite, and 2 skills you might want to actually press some day isnt going to make a build capable of doing anything. 

     

    That alone knocks out 90% of builds by itself 

    And when it comes to GW2, if we start considering each build with one different trait than other, we'd likely end up with something like 99% of builds as irrelevant for endgame PVE due to "options being mathematically comparable and thus there always being a superior option" or however one likes to word it. Even more so if we take the possible weapon, utilities and gear combos into consideration. (which would likely result in 99.999%+)

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  16. 1 hour ago, Puck.3697 said:

    It does, but it rewards 19 people for doing nothing because that 1 person is doing things. 

    Don't forget 100% uptime on just taking 33% less damage as a major culprit either the power creep is caused because boons are 100% uptime now. 

    The stats don't need hitting. Their uptime needs reducing its awesome building that momentum and having that big burst yes, and buffs are for this sorta concept. 

    But when u make it 100% its just permanatly doing rly high dmg its no longer a burst or stacking things and using things at right times. 

    Might would feel far more rewarding, if it was a window of opportunity, where setting it up to fall into ur burst is the aim rather then just someone spamming 25 might on his group permannatly 

    Offensive boons having 100% uptime isn't anything new, been that way since HoT (first by druid+chrono+BS combo) and overall they've even been nerfed from how they used to be. Removal of unique buffs alone was huge and only buff boons have got is +5%u to Fury to compensate for Precision loss from removal of banners. The power creep has come from big skill and trait buffs.

  17. 1 hour ago, Puck.3697 said:

    That's incorrect lol. 

    Ur telling me pre wotlk restoration druids, Holy paladins and Protection warriors were classified as DPS pre wotlk?. 

    I've played WoW for 20 years, and no. WoW had a trinity system since day 1. 

    To be Frank I wouldnt care if one was launched, the quantity of afkers and full dps comps that end up bundled together on perma wipes will kill the feature in a month lol. 

    Regardless if it comes, it will never last. 

     

    As WotLK era player, Kitty can confirm that trinity was there already at that point (Kitty mained Shadow Priest but also had alts of other classes) and specs defined the roles if a class could play multiple. Also, in WoW, aggro was already a thing. Meanwhile GW2 probably doesn't even have the traditional aggro system that most MMORPGs have (hence toughness/random/mechanic/proximity tanks).

    Same trinity with aggro system has also been a thing for every non-MMO Kitty's played (though in PWI, DPSers could tank with "20% of DPS to self-heal" buff and/or using special invulnerability stuffs to survive and outgearing everyone else to maintain aggro through top DPS).

    And to be clear: a DPS can indeed tank most bosses in GW2. But it requires knowing how to negate certain mechanics. DPS-to-selfheal traits can even heal enough to basically allow you to self-sustain without healer as long as you get boons to do enough DPS.

    But that being the case, why don't we see LFGs say "alacDPS, quickDPS, DPS" without healer? Kitty's answer: role condensation and running with healer removing the requirement of very specific DPS builds and high skill to survive.

    Also, to people saying "the content is trivial, there's no enrages!": every raid boss has enrage timer and so does Ankka and HT CMs. In raids, you simply rarely see them due to power creep and people running effective squad comps and builds. But even excluding enrage timer, quite a many bosses get harder the longer you take. Gors? You'll need updrafts and there's only 4. Sab? Platform. Sloth? Evolved slubs (mitigable by highly skilled pullers). KC? Boss gets damage buff every min. Xera? You'll need to destroy shards. Cairn? More attacks and petrification in CM. MO? More soldiers. Deimos CM? NPC dies. Dhuum CM? Same. Largos CM? Hard wipe. Q1? Extra slubs. Adina? Pillars destroy platform.

    And if the content were so trivia to GW2 players, why don't we see 90%+ success rate even with current comps when players are already setting specific requirements? Not to mention for way less optimized comps that the LFR in form suggested by some people in this thread?

    The reason why success rate of LFR squads in other games is so high in easy-to-medium difficulty content is that the instanced content is specifically designed for at-level standard role-comp in mind and within the same role the performance difference is usually less than 2x between minimum geared and BiS player due to ilvl gates and gear for the class being standardised to similar stats with very little chance of having "bad" stats. GW2? Players create comps and strats that can be quite different than what devs had in mind and the stat+trait+weapon system's versatility allows 10-15x difference between "bad" build and optimized build in instanced content before even taking player skill and ascended vs exotic (or worse) into account. 

    • Like 1
  18. 1 minute ago, TheNurgle.4825 said:

    What are those special roles for all normal strikes, dungeons, fractals and DRMs if you do not count healer, alac/quick provider and dps? Also in majority of games you can have "wrong" builds or bad players doing minimum dmg and that is not issue of auto LFG tool to fix. Auto LFG tool automate creating groups that's it.

    Btw I played several games where they added auto LFG system in game and overal quality of groups went down at first due to influx of new players which never did instanced content. Later you had bigger pool of players actually doing instanced content.

    VG - Condi DPS
    Matthias - Reflect (requires specific utility, weapon or relic)
    Deimos - Handkiter (unless you have 2nd healer as HK which means only one healer on group which ramps up the difficulty quite a bunch)
    Samarog and SH - Pusher
    Q1 - Kiter, Pull/push
    Q2 - 3 kiters

    Most of other bosses would be technically doable by almost any 2 healers+8 DPS groups with any class combo but...many would still require to have some people to take some specific utilities and to know how to use them which is very far from guaranteed to happen due to requiring knowledge of how some rarely used stuffs work (and when to use them).

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  19. 51 minutes ago, Killthehealersffs.8940 said:

    1-2)Or we give  the players the raid buff that increase damage , in order not force them into cookie cutter builds or use Berserker. And also give them invisible 50% vulibility stacks to even die from critters.

    Problem with raid buff: if you don't somewhat standardise the gear, to get soldier's sword Berserker (build Kitty still sees nightmares about) do enough DPS, you'd need to give pretty much 200% buff. And since that buff would be given to everyone as per your suggestion, skilled players with metabuilds would end up doing 100-120k DPS. You can prolly see the problem with that. If you have any ideas on how to realistically actually implement that without causing massive issues, Kitty would like to read them.

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  20. Replying for 1234th time to same question: the LFR from WoW/FF14 wouldn't work well for GW2 due to special roles many bosses require and due to how the tanking works. Also, due to GW2 not having similar more-or-less fixed stats gear-wise and traits+weapons+utility skills affecting the build a LOT, it'd be hard for LFR to distinguish roles and that people would even theorethically have synergetic enough build for the role. To make LFR work, you'd need to 1. force fixed builds in LFRable content, most likely by forcing HTD trinity and 2. change the mechanics in dungeons and bosses so they could reliably be done by same standard comp and 3. actually actively create new instanced content at decent pace. In other works, it'd require rework of build system and most bosses as a whole. And even then, people likely wouldn't LFR harder content but use old LFG or discord instead.

    So, considering those factors, it's extremely unlikely that they'd do the required reworks and even then it has a good chance of people not using it anyway and probably causing an exodus of casual players in the process due to how it'd affect builds. And Kitty personally would quit GW2 for good as it'd take creative buildcrafting and meme builds away.

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  21. 2 hours ago, Cyninja.2954 said:

    That is not quite correct. You are forgetting that while not every unique build might not have been tested, skills are compare able and quantifiable. If a skill does X damage, and another skill does X-10 damage, there is no reason to test skill 2.

    Thats the same thing players do here, some even have simulations which already spew out numbers with just altering the variables. It then becomes a matter of testing if reaching those numbers or getting as close as possible to them.

    Endgame PVE community indeed uses spreadsheets and calculators to get pretty precise numbers on how much damage/boons/healing each skill does. The base numbers and formulas for all skills and traits are available from wiki and some diligent people have cast times (at 8ms accuracy) of each skill written up. After inputting those into a spreadsheet, you can simply create a few columns for damage/cast time and damage/time between casts to get rough idea of how the skills compare. More intricate spreadsheets and calculators also have all the weapon strengths, GW2skills-style build simulators for boons+traits+stats and crapton of "IF(AND(OR))" in the formulas to get precise numbers. (excluding human-induced delays between actions which is why people test the builds in practise)

    Also, since unique buffs are gone and people 100% certain bring the damage-affecting boons these days, in instanced content the calculated numbers are pretty close to what high-end people pull in actual gameplay these and, from Kitty's experience, also scale well to personal mastery% and DPS uptime.

    But so, as such, just like with weapons, releasing elite spec utilities would be a horrible idea now unless the skills and their synergies were balanced right away and considering SotO launch, that probably wouldn't happen in timely enough fashion. They already have their hands full at balancing the elite spec weapons with core now to restore the meaningful weapon diversity and...we still have new weapons incoming to complicate things further. ("meaningful" = a competitive option, not just "+1 never to see use". Just as disclaimer before someone...)

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  22. On 10/13/2023 at 8:11 PM, Puck.3697 said:

    Delete a large portion of the boons in the game, and reduce uptime on remaining and u would see a major balance improvement. 

    Boons are the responsible for most of the power creep alone, deal with that and the problem would reduce significantly. 

    Buffs are cool, but when they're 100,% like gw2 it's bland. Because ur whole char is balanced on the bases they are up. 

    Some boons being permanant is fine all games have them. But they can't be as significant as they currently are to work. 

    This alone would half classes dps over night. 

    Boons don't have much to do with PVE power creep itself really. They've been pretty much the same since HoT (full uptime on offensive boons) or even nerfed a good bit since then due to removal of unique buffs and nerfs to Resistance and Alacrity. Those nerfs were slightly compensated by buffing Fury to 25% (still 95 less precision compared to Banner Of Discipline+Spotter in their final states, used to be more) and converting Retaliation to Resolution. On top of that, they removed Spirit buffs.

    But since those changes, they've buffed the traits and damage numbers on metaweapons themselves a LOT. Saying "metaweapons" 'cause they haven't touched a bunch of off-meta weapons since then.

    But when it comes to boon durations, simply axeing them down and removing some supportive boons wouldn't help it. It would just lead back to starting point of bringing the profession with lowest opportunity cost for full uptime instead of being able to bring any profession for the job. Boon-dps would simply take more concentration for moderate personal dps loss. Forced short-term buff would lead to just stacking the boon dps builds.

    If you really wanted to reduce the power creep, you'd need to reduce the EFFECT of the boons. Might to 10 power/condi, Fury to +10% crit rate, Quickness to +10% speed and probably remove alacrity altogether. Support-wise reduce the Protection and Resolution to -10% incoming damage. Though then again, removing Alacrity or making it weaker would just lead to healer+4 pure dps squads while making only Quickness-healers as viable choices. Or maybe remove quickness as well?

    Or you can do both at once and also remove boon duration/concentration as a stat and thus we'd have Guild Fantasy XIV-2, now with more weapon and trap stat/trait options! Then you can just slap on stat-changing aggro-generating Tank Stance status that overrides current tanking mechanics (and heal-buffing Healer Stance and DPS-buffing DPS Stance which are automatically applied when entering instanced content based on role you applied as) and then they can even implement the auto-LFG that lots of people have been asking for!😸

  23. Relic of the Seraph: If a thief uses Steal or its equivalent on you, the stolen skill will be automatically confiscated.

    Relic of the Beastmaster: Your pet or companion gains 25% boost to all stats and automatically fights against your enemies. The pet eats any drops it can safely consume.

    Relic of Joko: Summons an Awakened Servant for 60 seconds when you say "Praise Joko!" and /salute. It can fight for you, do the household chores and make drinks for you. (Cooldown: 60 seconds)

    Relic of the Heel: After dodging, knock nearby allies down for 1 second, inflict Taunt for 3 seconds and grant them Fury for 15 seconds. (Cooldown: 15 seconds)

     

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