I suggested making the defensive abilities special attacks, one for the 2H shield and one for defenders so they remain unique from each other.
However alternatively you could just make them defensive abilities than require "offensive shields" to use, as they're heavily block and counter based.
Counter and Siege sound strong, until you consider their base damage is lower due to the shield requirement.
Counter is essentially a 2.4s Reflect that only reflects the strongest hit, but at base worse than Snipe due to the 1 tick longer charge time. It would only be better DPS than normal 2H Snipe if hit for over ~3k while charging
Siege Wall originally was a threshold idea, which is why I made it cost 15% adrenaline. You should consider that Destroy or Choke does more damage (no shield req) and because it stuns the enemy, they cannot damage you making it great at Telos or Magister. Siege Wall essentially replicates that effect but protects you from bosses that are immune to stuns or groups of enemies, at lower damage.
The fact that it's channeled makes it highly risky for tanking too. If the boss uses a lingering AoE such as Ambassador corruption or Yaka Tendrils, you'll be damaged heavily the moment the channelling is over, unlike Barricade where you can move off without being damaged. There's also the risk of stuns, for example Telos Double Tap, Volcanic golems, or in PvP stuns will cancel Siege Wall, unlike Barricade which keeps its effect.
In most situations where you'd use Siege Wall, there are better options. Sure you could block Telos "So much power" attack with it, but Resonating it would be better. It could block Ambassadors Magic Barrage, but during that phase you need to constantly move to block his healing so channelled abilities aren't recommended.
of the elves
21-Nov-2019 14:45:10
- Last edited on
21-Nov-2019 15:31:02
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I ate all