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Alliance Stance Heal Skill Issue. (WvW Perspective)


SleepyBat.9034

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I have an issue with the alliance stance heal skill. The long channel heal with low healing means you have to use both sides of the skill to get a decent heal which means you have to sit there for 3 seconds and channel it which lets your opponent dps you while you're doing it. Any half decent build will deal more then enough damage to you while you're channeling it so as to render the heal almost useless. I'd rather have a longer cooldown, higher value heal skill then the current one.

Edited by SleepyBat.9034
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I think the problem is a layover from the original design. All the utilities on both Alliance legends are pretty good skills with low cooldown and low energy cost; this is almost certainly because they were created with the idea that you had a single energy pool to use them with and the first flipover design meant you could access them all individually.

 

When they created Alliance Tactics they basically forced you to spend 10 seconds on the Legend you don't really want to be on because you only need one utility from the set. Honestly the design changes have made the spec feel better, but have created numerous balance problems with the specialisation that aren't really worth it. They would have been far better off giving Alliance Tactics a 3s cooldown with 10 or 20 Energy cost so you can use them without destroying your DPS or Support for a full 10 seconds, and have Energy Meld actually do something with Energy; for instance a 100% Energy Regen buff for 5 seconds on 20 second CD.

 

Similarly I think a better change to the dodge issue would have been to keep the single dodge and the balance of traits etc around it, but make Balance In Discord grant 2s AoE Stun and 2s AoE Aegis on a 20 second cooldown. That gives Vindi a bit of extra CC which Alliance needs, and a mid-cooldown "Oh Kitten" button to push when the dodge isn't available. It also makes them tuneable between game modes via Energy Cost and CD. It would also give a solid reason to take Alliance over the Jalis/Shiro DPS combination through utility rather than just adding enough DPS to Archemorus to outweigh Vengeful Hammers/Impossible Odds...

Edited by Elessaria.9142
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Nerfs on top of nerfs does that, the alliance heal skills needed one but far from the 30 seconds they gave it.

Total channelling should be accounted for which leans the skill CD towards more like 25 seconds per skill.

Prior to the legend changes in the beta, you would never be able to chain the skills on so quickly which forced players to be very clever.

If the CD has to be 30 seconds, channeling should be removed and just a burst instead.

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  • SleepyBat.9034 changed the title to Alliance Stance Heal Skill Issue. (WvW Perspective)

the problem is that the design was flawed from the start, neither archemorus nor vicktor have any kind of sinergy at all, one is a pure healer with nothing else and the other a pure dps, even stat wise there is no stat that can complement a dps/heal playstile without making a stat mix wich is kinda messed up and much less optimized.

the dodge wasnt as many people think in my opinion, one dodge is too flawed in gw2 because the game is made around having 2 dodges, dodges also evade all dmg and all things that dont count as terrain or walls, while things like gs4 only stops hits but you can still be inmob and so on, and aegis only stops 1 hit, so vindi would need something like mesmer shield, an evade that lets you move decently well, and still youd be flawed because your only dodge would be used for either dodging things or getting the buffs/effects of the traits, wich makes the new dodges either useless for getting buffs or dmg or heal, or youd be lacking 2 dodges instead of one, the high endurange regen was also flawed as even with it you still lacked versatility and in fact using the endurance skill punished you draining too much energy.

Now with 2 dodges you can get the effects, dodge and actualy make use of endurance upgrades to maintain a much more dinamic and free playstyle.

now what vindi needs is to separate heals per legend and sdparate both aliances more, arche had the flaw that it needs enemys to heal big numbers, wich is the same as shiro instead it could just be a decent heal alone and then have a bit of dmg around it, same thing, you heal and hit enemys, but if the enemys are far you should heal decently too.

vick on its side is fine for me.

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