If you want sins and dervishes to have a roll into PvP at all, you need to rework the classes so they become viable as a replacement for the Warrior. Despite their initial design being a one way street (Sin = gank, Derv = wammo), they have potential to be a useable class, albeit with some modifications.
How can you replace something that already has everything and more, aka the Warrior? You can't... Instead, what they need to do is take away certain abilities of the Warrior, and add those to sins and dervishes, always as implement new effects to these classes.
And before you start reading, I ask you to get rid of the "Sin is gank, and derv is wammo, they already have their roles" mentality. These classes exist, and deserve a fair chance in 8v8 PvP scenarios. Right now, the ONLY way sins see play is either in a Backbreakerway, or as a byob variant for GvG. Dervishes only see play in hexways, and that's it. I think it's safe to say neither of them is taken too serious, and I don't to, I admit. But that's the thing I want to change. I want you to shake off the "Dervs and Sins are bad for the game" mentality, and open up for the posibilities at hand, with only retouching no more than 3 attribute lines, aswell as 1 inherent mechanic.
I believe that there is a difference between a good warrior and a bad one. I do not believe that being a decent warrior is all that hard. At the end of the day, simply smashing your spacebar as a Warrior will gain you 40-50 DPS, whereas a sin, or dervish, will always have to be using attack skills in order to come anywhere close.
So what I'm getting at is that people need to stop praising the warrior as the only viable, skillfull way of playing frontline. The adrenaline concept is great, and I love it, but it's by no means the only "skillfull" way to play frontline, and that's exactly the idea that many people have.
The truth is, and you can't deny it, that killing is as easy as it gets on a Warrior. And if you wish to take on this statement, roll your standard GvG balanced, and replace your warriors with any incarnation of a sin or dervish. Given, their low armors do not allow for them to frontline, but this is a mistake Anet made 3 years ago, and can be fixed simply by giving sins or dervishes 80AL, primary attribute armor related buffs (every rank in critical strikes gives you +1.5 armor), or even a Vow Of Piety like permanent buff.
The point is, you won't kill anything. The sins are too easy to prot, because they can't apply pressure. With the recent additions of Jagged Strike, sins now CAN change targets fast, but they still don't have any decent offhand/dual attacks. Dervishes might get a spike off every now and then, but they're going to have to rely on their lucky crits, aswell as the enemy Monks being asleep.
So I'm trying to bring Sins and Dervishes on par with Warriors, aswell as Visa Verca. I want to tome the warrior down a bit, similar to prophecies days with Charge Warriors, yet at the same time give Sins and Dervishes some of those aspects a Warrior will have to give in on, so they become a viable frontline.
Now don't get me wrong: I'm not in favor of "walking tree way" all over again, or sinsplit. I want to redesign both classes so they add a new dimension to 8v8 PvP battles.
Warrior
So what exactly do I mean with: "Tome the Warrior down a bit"
For starters: Shock and Bull's strike. Both these skills carry a warrior in such a way they render the enemy defence useless for a 3 full seconds, aswell as putting them in the position to allow for easy interrupts/quarter rupts.
Neither sins or dervishes have anything remotely close. Yes, they can both sacrifice their secondaries, and take bull's strike aswell, but they'll still only get 2 seconds of KD, aswell as no "big damage" and again loosing out on their secondary.
I believe Bull's strike and shock should get nerfed, though not destroyed. Change Shock to the following:
Shock 10E 3/4C 15R Skill. Target touched foe is knocked down and struck for 10...50 lightning damage and suffers from Cracked Armor for 5...20 seconds. This skill causes Exhaustion. |
Bull's Strike is something completely different. The skill promotes anticipating enemy movement, and should therefore be embraced, but the problem lies in the fact that it's a dual sided die with one side meaning "win" and the other one "try again in 10 seconds".
Now, I don't want this skill to punish a warrior for being unlucky, but how often do you see people making fun of other people because they can't hit a single bull's? So I want to make it so that when you do miss it, you get a small punishment that will make you think twice about using it next time:
Bull's Strike 5E 10R Melee Attack. If target foe was moving, that foe is knocked down and struck for +5...30 damage. If he wasn't moving, all your adrenaline stances are disabled for 1 second. |
Then, I think both other professions should have an equivalent of what is the warrior's powerhouse. People who say Horns of the Ox, or trampling is a sin's bull's clearly haven't played sin yet. Neither Dervishes or Sins can afford Shock in the manner a Warrior can, because their build relies on all energy skills. A warrior can simply high-set out Shock if needed, and still activate his energy stances on that high set, and then swap back to martial weapon to keep doing the damage he always does...
Shroud Of Silence showed what it meant for sins to have a similar skill. Too bad it lasted 10 seconds (way too long), was an elite spell AND a hex. But atleast it has proven that sins, even in 8v8 scenarios, were capable of killing stuff given the right tools, albeit those tools being condionless spells.
The 1/2 s activation skills for sins were a start, but still doesn't put them anywhere close to warriors. People often complain that sins have no decent IAS, but I don't think that's needed, because sins auto-attack do nearly no damage anyways, and attack skills rely on recharge. So an IAS is only going to do very little for a sin, and therefor isn't necessary to pressure.
Combo mechanics
The combo mechanic in GW is really weak. There only is a handfull of combo's to start with, and the recharge really kills it. The true reason why the combo sin is bad, is because of the recharge times. A warrior gets shutdown aswell, but you don't see people calling them bad? This is because a simple spacebar warrior attack can be viewed as a +damage attack skill from the sin. But if we then lower the recharge of some of these attack skills (The old death blossom), it becomes clear how easy to use they really are, and even when shutdown, they can simply restart their combo. They got one aspect right with those updates, though, which is the fast recharge.
For a few weeks, sins (In the form of R/A's) were viable. The main problem lied in the fact that there was no real punishment, as unlike a Warrior they could brainlessly spam all day and night, disregard any form of shutdown. So I would like to see "Jagged-Foxfangs-Deathblossom" similar kinda chains, WITH a penalty if they get spammed when shutdown.
Shadowstep mechanics
Then the shadowstep mechanic. Many people deem this to be a "bad mechanic" based on the fact that it takes away all movement control. Reality, however, showed that shadowsteps dind't get abused at all but for a couple of builds, and these were always some kind of spike build. A/D spikes, W/A spikes aswell as single full-sin combo spikes. And with most of the "frontline" teleport spikes, the main problem wasn't necessarily the teleporting sin, but rather the large packets of midline damage. I would even go as far as saying that completely unnerfing the shadowsteps nowdays wouldn't create a complete metashift back to A/x or x/A teleport spikes, as the main problem always was the midline damage. (Which got tomed down a bit)
I would like shadowsteps to get re-introduced in their intital state (no aftercast), but rather for daggerbuilds only, aswell as conditional. Teleports should only work as a punishment for the enemy team for over-extending, and not as a "I'm too bad to fake out prots, so I teleport to whoever I want". As an added change, every shadowstep should get increased to a 3/4 second cast time, to give monk a glimpse of reaction time, or atleast make it viable for the enemy team to interrupt it through the aid of mesmer interrupts. *Or a ranger with REALLY low ping and flight time*
Thus, the following 2 clauses should be added to every shadowstep: "This spell disables all non-dagger attack skills" and "If target foe isn't within area of an ally" to create a safe barrier which will guarantee them not to get abused by pure spike builds.
New mechanic: Momentum Effect
Then, to make sins an actual treat on the battlefield, they should have a new inherent mechanic called momentum. Add it to critical strikes, or as a "dagger" effect, but in order for sins to compete with Warriors, they need to become a treat on the battlefield. Something you have to actively deal with, before it overcomes you.
Every succesfull combo (so every dual attack that hits) should buff the sin a little bit. Be it with a 1-2% damage increase or speed/IAS buff. As a counter to this mechanic, every unsuccesfull hit (Be it blind or block) should give sins a penalty, yet this penalty can not reduce them beyond the intital damage (So they can go above 100% damage, but not below).
In essence, this means that sins will start out as sub-par Warriors, capable of inflicting some low numbers through the aid of fast recharging combos, aswell as mini spikes, but as the battle prolongs, each succesfull combo the sin gets off, will give him "momentum" bonus. This means that his NEXT combo (Lead, offhand and Dual) will do more damage. So unlike a sin now, your bsurge can't ignore it, and blind it every now and then. The sin becomes a potent damage dealer which has got to be kept at bay from the start, before he starts gaining too much momentum and overcomes you. *Pretty much like the Primal Pain Train that exists now. Once a team starts taking pressure, Warriors can just camp their Primal and totally steamroll over the enemy team*
If you tweak the numbers just right, you can make it so sins are a reasonable treat on the battle field, without outclassing Warriors, but as the battle prolongs, they become more and more dangerous, and eventually outclassing a Warrior if not dealt with.
So depending on your shutdown, they become better and better.
This is obviously a rough, yet effective, example which requires some hard-coding. And it's the only thing I can understand a : "Too much work" reaction from. So I won't work this out any more.
Dervishes
I've thought less about this class, mainly because they got introduced later, and are even more "unnecessary" than sins. But to give you a rough idea of what I believe Dervishes should have been like all along, or atleast what Anet made them sound to be when they first mentioned them:
A protection like frontliner which benefits from well placed enchantments as personal, or team, buffs.
In shorter words, A smite warrior on crack.
A Dervish right now only gets abused for Wounding Strike Spam and Auto-Crit A/D's. The reasons here are once again the same as with the sin: It's too easy to shutdown, and they don't do any real pressure.
It's safe that say that a Dervish without enchantments can be left ignored. He might inflict a couple of 100 damage packets every 10-15 seconds, but in overal is no real treat. There reason here is that a Dervish RELIES on enchantments, rather than get buffed by them.
A Dervish nowdays can be compared to a conjure warrior that when stripped becomes much less than a warrior. As long as they got their enchantments flowing, I'll agree that a Dervish comes close to a Warrior, but solely relying on wounding Strike that is.
Wind Prayer and Mysticism
What I want to see changed here is the Wind Prayers and Mysticism attribute line. In short, move all the IAS, IMS, energy and health management skills to the Mysticism lines. Next, change the intire Wind Prayer line to a self/party buffing line which requires active prots, with effect similar to conjures and orders.
These "buffs" become unstripable once in effect, but the enchantments supplying the "juice" can be stripped. So these dervish enchantments will show up as an enchantment spell for the target Ally, but as a spell/skill for yourself or your party.
The spells will all follow a similar structure, which is following: "If target ally XX, you/your party does xx", with again: An enchantment duration for that ally and a different spell/skill duration on the other members who benefit from it. As a result of this, I would change ALL Scythe Attacks to "ignore" any effect, including these wind prayers, on them. So Wind Prayers will greatly buff a dervishes "auto-attack" options, without giving them redicilous +damage numbers on singled out spikes through attack skills.
Examples
So what I want sins to have is the following:
Black Mantis Trust 5E 1/2C 10R Lead Attack. Target foe takes +5...10 damage. If target foe was moving, he takes +10...25 damage and is knocked down. |
What I want dervishes to have is the following:
Irresistible Sweep 5E 12R Scythe Attack. If you are enchanted and target foe was moving, he takes +5...10 damage and is knocked down for 3 seconds. If target foe wasn't moving, you loose all enchantments and stances. |
Then both sins and dervishes need to have a viable way of inflicting DW, which is non-elite, for more than 1 build to exist. (Aka the Wounding Strike dervish)
What I want Golden Fang Strike to look like:
Golden Fang Strike 5E 1/2C 4R Offhand Attack. Target foe takes +5...25 damage. If target foe is knocked down or moving, he suffers from deep wound for 5...20 seconds. If this attack misses, it is disabled for 8 seconds and counts as an offhand attack. |
As for Wearying Strike:
Wearying Strike 5E 10R Scythe Attack. Target foe suffers from DW for 5...20 seconds. If you're not enchanted, you suffer from weakness for 10...3 seconds. |
And last but not least, they all need some "finishers", similar to the warrior's bodyblow/executioners.
Death Blossom 5E 1C 4R Dual Attack, target foe takes +5...20 damage. If this attack misses, it is disabled for 8 seconds and you loose all conditions. |
Some examples of what shadowsteps should have been all along:
Dark Prison 5E 3/4A 20R Spell. If target foe isn't within area of an ally, you shadowstep to target foe. If that foe was moving, he moves 50% slower for 3...8 seconds. All your non-dagger attack skills are disabled for 5 seconds. |
Death's Charge 5E 3/4A 15R Spell. If target foe isn't within area of an ally, you shadowstep to target foe and that foe takes 30...70 damage. All your non-dagger attack skills are disabled for 5 seconds. |
The + damage will come from the Wind Prayers attribute line.
Test of Faith 5E 1/4A 20R Enchantment Spell. For 3...6 seconds, every time target foe takes over 60 damage, you deal +1...5 damage (maximum 30 damage) for 20 seconds. |
All in All, this leaves 3 different, but effective in their own way, frontliners, each with a different playstyle. Each will have advantages and disadvantages, but most importantly, each will be viable.
Nearly all of the things I've suggested is no more than "rewriting" existing skills with effects that are seen in other skills. (Copy paste from different profession if you will) And the "Momentum Effect" is the only thing that would require a couple of changes in the mechanics...
Final Note: R/A's, aswell as crit axe/hammer/bow/scythe are a completely different topic. I don't approve of the R/A, and I believe Rangers shouldn't be able to use sin attack skills at only 2 energy per attack.