User talk:Falconeye/Sandbox/God Forms

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Since you asked for my input, here is some. I have never had any trouble with the functions of the Avatars and you seem to be misunderstanding a few things about the Avatars.

  • Avatar of Balthazar: The holy damage is to prevent synergy with the Conjures, not to ignore armor (wich non-skill attacks never do). The adrenaline gain is ofc the same as Onslaught so that one isn't superior to the other and would be outplayed as a result. The armor increase against physical damage simply mimics the inherent armor increase of warrior armor, you can easily gues the reason why. The burning is always aplied before a teardown for a very simple reason, enchantments are always removed first fueling the skill that removes them, it is something that cannot be changed.
The holy damage is something that cannot be changed and the same goes for the burning. Increasing the armor or making it universal would make it OP. The same goes for the adrenaline gain, it would be superior to Onslaught and outplay it.
Balthazar is offensively already strong since it increases adrenaline allowing adrenal skills to be used faster and easier, and do not forget that the scythe hits multiple foes so 25% is effective enough. The burning on teardown really increases DPS as well, altough it could be increased by a second. AoB already has a total of 4 functions and i see no need to increase it to 7 functions into 1 maintainable skill that cannot be removed.
  • Avatar of Dwayna: The only complain i have about this Avatar is that it lacks a 4th effect, all of the other abilities are already strong. You have a very powerful hex removal wich basicly makes you immune to hexes and a party heal to support your healers while fighting foes at the same time, what else can do that.
A 4th effect is something that could be added be it in the form of an effect when you cast a flash enchantment or a passive effect.
  • Avatar of Grenth: Another Avatar with strong offensive abilities. The life steal is added to the scythe attacks increasing the DPS of the dervish significantly already. Disease wich spreads to multiple foes is also a powerful effect when combined with teardown abilities and AoG prevents you from being diseased so you won't suffer it as a drawback.
The disease is something that could be increased to a 1...4...5, that's the only complain is have about it, or an increase of the life steal to 15, but not both.
  • Avatar of Lyssa: A very powerful skill for the teardown mechanic since it halves the recharge of feeders and offers energy management allowing you to keep casting your feeders, and strongly benefit their effects .
Like Dwayna it is missing a 4th effect, what could be added is an effect for attacks (maybe an interrupt on teardown attacks), nothing else needs to be added. You seem to misunderstand it as a cheap version of Pious Renewal, fueling teardowns, but the purpose and main benefit is that you have faster and easier acces to the effects of your feeders rather than an easy fuel for your teardowns. Also there is no problem with the adrenaline based teardowns, at least i have never experienced one.
  • Avatar of Melandru: Also very powerful against conditions heavy or ele heavy areas and makes it easier to use the "Victory" skills due to it's maximum health increase, but it is one that even i find a bit too situational.
The maximum health increase could be replaced by something more offensive such as a condition duration increase. This is the only Avatar i am also unsatisfied about.
  • Avatar of Abaddon: If you ask me it's functions should be this: your attacks deal dark damage, your attacks are unblockable, when you use a dervish attack skill you remove an enchantment and when you lose a dervish enchantment nearby foes are dazed (1...4...5 seconds).
Adding a knock down is a bit too OP and these effects mimic Abaddon's abilities pretty well.
  • Avatar of Kormir: For Kormir this is my idea: your attacks deal holy damage. When you cast a dervish enchantment you gain 0...2...2 strikes of adrenaline. When you use an attack skill you gain 5 energy. When you lose a dervish enchantment allies in earshot move 33% faster (5 seconds).
Adrenaline and energy gain in one (wich you complained about at Lyssa) and an increase in mobility for allies (Kormir uses "Incoming!"). A bar compression skill like this should be good enough.

I hope you find this input of mine useful, even though it isn't really positive. Da Mystic Reaper 13:30, 30 April 2013 (UTC)


Using skill nomenclature as a guideline. These are among the oudated content (+2-5 years worth) that im attempting to delete/merge/replace with "Project Amalgamation", so i appreciate the input.
  • Avatar of Dwayna: Relates to enchantments, hex-removal, and AoE healing. Derv enchants lastslonger?
  • Avatar of Grenth: Should Grenth have Fear or Chill?
  • Avatar of Melandru: Relates to conditions, health and elemental damage. Maybe more emphasis on tanking?
  • Avatar of Abaddon: For Varesh & non-DoA margonites.
  • Avatar of Kormir: Must compete with avatars & PvE skills... but not Ursan-broken.
--Falconeye 00:14, 1 May 2013 (UTC)
The problem here is that you are focused too much on nomenclature and amalgation and are overlooking if the dervish really needs all those functions and what would work best for the dervish. Would a dervish need poison? would a dervish need chill? would a dervish need fear? I can't think of any reason why the dervish needs those conditions. The dervish already has bleeding, already has deep wound and already has blind, why add them to the Avatars, for what type of build or strategy? Don't forget, the Avatars have been designed to support teardowns. Da Mystic Reaper 11:17, 1 May 2013 (UTC)