#Gilgamesh Changes
1 messages · Page 2 of 1
It's still going to be a bad skill, better make it one turn
I'm having a hard time trying to find a use case for it, kind of like Tower of Strength on SGS. Anyone else got any good situational ideas we can test to try it out?
I do agree that keeping the turn windup is probably going to severely limit its use case
Hmmm we can try but i think gilgas from all around would like no windup better. It would be very nice to try something besides full on crit for a change on 2 handers 🤔
But i fully understand its not a matter of liking better, its a matter of balancing, so trying out in beta will be sweet
My guess for Tower of Strength is that it's essential nerf for people with fat fingers since SGS is so good
just trying to keep some skill diversity here. if we were to make it 1 turn, we're likely best off just using a different existing 1 turn skill, no?
From a use case perspective I think giving it an effect like Double Def down or something might be more handy than a defend turn
Have a floor with a troubhlesome zerk? Wind that puppy up
if you survive, good for you you can probably kill him
that's some good thinkin'
Or in a similar vein but the opposite way having it give like a temp Double atk up or something
Might become an alright raiding weapon maybe, but im not sure about horde clearing
That would be dope
Something not really easy to come by in another way but enticing
You can clearly see im biased so i'll wait to see heheheh
Remove crest of lyonesse and give gursa a 100% stat passive like Dara scaling on CD kills instead of amount apex skills used
I had a hybrid thought
On CD kills would make it super hard to use against raids
I think
Keep Crest, remove flat 2h bonus add a scaling stat passive to Pommel while using a 2 handers based off CD procs (which you can spend on certain skill(s) like Strikes of Ursa
My thought based on your comment way up
Dmg done is also fine I guess
Honestly im pretty happy with crest now that we'got a boost while 2handing (dmg and CD bonuses)
Once again on the use case of upward strike. It should be as useful as a basic attack twice. Otherwise any skill or action beats it out.
Those small dmg increases (% on 2H, 20% lyonesse stat buff) are so minor I wouldn’t care to lose them
Imo if there is still a desire for a wind up, can there be a way to speed it up via a spec/adornment?
Or can it have a guaranteed two hit with a chance at more? Two turns to deal paltry damage to one mob feels very bad
That's why it should be a one turn skill, because it can deal paltry dmg sometimes
I'd forgotten about that 😩
The "paltry" was previously updated to a 2.4 mult. Upward Strike II has a range of 2.4-6, which is fine for 2 turn imo
Patch Notes: "Upward Strike II removed as a skill because the community felt it was useless. No replacement is planned." 
Ohb has a buttload of mana on it no? Really like the idea of adding "defending" mechanic on it. The mana on it offsets fey gear downside which could make turtling really effective
My gilga feedback at AL75:
base - Feels fine. I didn’t notice many misses on ss in anguish tower and boss dungeon runs.
ursa - without anguish I think it is a very fun class and it feels great alongside the two handed weapon buffs. It does feel like the class has lost some survivability
herc - Also feels great. Again I would prefer thematically the herc has the homing shield passive to lean more into the shield play. But not needed in terms of power/content clear ability.
Note it does feel kinda bad to see smaller ward numbers cause it took work to get to AL75. Nothing besides feels slightly bad, it is great for game health so I get it. And it looks like there was a bump to base stats which feels pretty nice.
I would in general say that while the gilga class line is being tweeked in a direction, the gear we have access to as warrior has been focused in a way that differs from where gilga seems to be meandering now. Not that a identity shift is bad, using other skills besides ss has been a long time feedback from gilga players. But being able to have gear that enhances not using ward/SS skills will be exciting in the future and could help fill out the class vibe 😄
TlDR gilga dead
oh no, gilga died again
Forgot the mimic 
Agreed that gursa seemed to lose some survivability.
Concerning the identity, im wondering if the other classes will get a kind of rework like deity and heretic in the future 🤔
BUT
Of all the 3 right now, I feel liek Ursa is the one that needs some oomph
Gilga still feels nice, i was worried we would get a huge nerf but we definitely didnt
Which is why I've been trying to throw ideas out
100P. I just have been playing the beta a more with my mirror so I thought I would get my word out there. Gotta wait another day. But I want to see if I can clear anguish towers as ursa
I tested with my AL125. I took the same exact build for Ang50 (with one bog) and still clean the dungeons without big issues. Will do more test especially gursa ang tower tomorrow if my work let me some time 🙂
I lost 30k ward on my anguish build (300k Vs 270k) ... not a big deal.
This second chance bullshit is getting too far, gilga keeps dying but is entirely fine
What if gursa had an ability called Unchained or something that had x% chance to give T. triple up atk, def, or res when dealing collateral damage instead of crest. Too strong/random/easy to build into? lol
Dara says it isn’t too much power 
There have been a ton of ideas floated, we'll see if anything makes it into this patch cycle. If not I'll definitely be keeping an eye on it after Anguish 2.0 to see if it needs some more help.
Give GUrsa a passive like Crit chain but use collat procs instead of crits, but more like redline
I thought of an idea like that before for Rs Corvus with avidity procs
honestly the best thing you can do is go do a bunch of testing so Odie can eyeball the data
If it's falling short in performance, that will start to show and draw attention.
Performance is likely to be the similar unless people are comparing something like CS to two handers in content
Question is if performance is the same, is the experience for people playing Gursa better
im certainly going to try out two handers - it is unlikely to be better than CS for anguish towers so i expect "similar" performance gven that ill likely still use CS for that content; for regular towers id expect two handers to be much better than CS speed wise
I am interested in alternative end-game builds and would like to find fun/viable similar strength builds to using CS for something like anguish towers
Atm two handing is pretty cool for ang, but still cant compare to CS at all. Al 67 here. Two handing may be better for early gilgas though
Two handers getting a dmg boost is a nice way to give gursa access to more damage from class passives, particularly when stuff like crest passive not being included in pvp
my view is a bit myopic, or at least im trying to focus on gameplay i do the most in the context of my progression. in other words its hard for me to guess at what earlier gilga experience is.
i would like to see two-handers give a better experience from beginning to end however
there should be no reason to reach some sort of end-point where you just do CS because two-hander falls behind
Earlier Gilga experience=rough lol
I felt like a thicc punching bag
Not sure what kinda gear you are toting around but you can HoC your Al for free on beta and throw on some random gear pieces and unoptimized adorns and try it out
Or sandbox it up
Just how much does the swash passive from BOF boost Spiked Shield damage? Is it worth using Pumpkinless rather than the BiS Ward gear like FSC? I'm an early Gilga trying to make it work for now until I get some more AL's. I hope 2H can make Ursa perform well also.
AL 168 - Finally did some decent level of testing, ultimately I have about a 25% damage loss, which I don't think is too bad and probably not far off from what some other builds are experiencing. The miss rate isnt bad either, but I'll note I didnt get to test too much legitimate PvP, and is contingent on Ang 2.0 stat scaling being less aggressive than it is currently.
Ultimately, I think the area I'm least happy with is the loss of overall ward and trickle down effects on passive. Feels like if I take a solid hit it can be hard to come back from in situations that would not have been as bad previously. If its a necessity would prefer if the AL ward scaling was slightly tuned down. I lose a little over 25% of my ward in most cases.
Not necessarily related to this patch, but maybe something to consider for Ang 2 patch, I was looking forward to party play against high level raids, and it would be interesting to have tools to facilitate true tanking roles. Maybe buffs to provoke and appease or other harder taunt options, certain spiked shields or spiked shield variants that give access to t.def buffs, the ability to difffuse ward to place a regen buff on ourselves and others. These are just some ideas but would be interesting to have these tools and allow DPS classes to go glass cannon.
Both of thise skills are in game now. I too am excited for more mmo party play elements 😃 and especially reasons for running them
Yeah I used to run provoke when I wasn't the carry in dungeons but just didn't seem worth it
Hi!! I was reading this thread when I have time, but since there is a lot of interactions I get a bit lost, there is any resume of which are the changes for Gilga in the beta? Thanks in advance.
Base Gilga:
- 163 dex
- Homing Shield (5% accuracy)
GilgaH:
- Steadfast I (40% Status Protection)
- 155 dex
GilgaU:
– Steadfast II -> Steadfast I
– Counterattack
- Collateral Damage IV -> Colleteral Damage V
- Pommel of Ursa, when using a twohander gain:
- +25% att/mag
- +10% Collateral Damage
- +10% Collateral Chance
- 55 dex
Skills
Strikes of Ursa:
- 4 turns -> 3 turns
Spiked Shield:
– removed fixed 5% miss chance
– Ward bonus given by Ascension levels has been lessened after Ascension Levels 50 and 100
+55 dex 😭
Thank you!!!!
Gilga dead
Gilga dead 
I'm ok with Base Gilga and Herc atm. They are solid enough for now. I still feel like Ursa just needs some pizzazz. Not sure we'll get it as it may need some time to percolate on live but there's always next time!
Well said
Just tried a non bof build for ang 50 (no added dex from pumpkinless) and jesus thats absolutely atrocious 😂
I wish we could lose guardian for something more holistic
Gursa looks like it's gonna be a turn 1 beast
For what?
Pvp, towers maybe. Lots of up front stats
gliga daed
Bof is the only build viable now for ang 🥲
I wanted to build a more defensive setup over time but thats a no-no now
What build were you running? I’ve only ever used BOF
And mage dance diety ara but that takes a good bit of set up
Bof too. But i wanted to feel/play more like a tank
you can run dof but tanking current ang 50 requires DC no matter what and some axe with mixed selene hands to get enough attack
If only "Pommel of Ursa" can allow Gursa to wear any kind of 2hand weapon..
They lost "Ursa" ability but still has less ward effect..
Yeah, text issue, probably needs readded to the pommel description
Yeeee ursas ward is terrible 🥲
I have 75 ALs in a dead class 
oh, did it die again?
rough
I watched this again and didn’t realize perfect shot stunned and my dart was useless 
On a related note, any gursa tweaks cooking before shipping the patch?
made a new poll to see how now, after plenty people had been given a mirror and tested on beta, the sentiment on gursa's current state changed.
#1331674127261630508 message
added another option
Would it make more sense to ask if people think it’s “more balanced” or “more in line with other classes” than in live? Imo it’s definitely weaker right now but it needed it so I don’t see that as a bad thing. But the current poll might make it seem that anyone voting “no” thinks it should be buffed in beta, which might not be the case
Why do you think it needed to be weaker?
but it needed it
is that coming from a pvp or pve perspective?
Imo ursa was very strong in pvp already and now its less strong, but probably a needed change. The beta class is strong with its high hp pool but id be more hesitant to run a ward start, ss build on it without the counter and with less ward generally.
Ursa was okay in pve and is still okay, but the builds have shifted somewhat and not really in direct relation to the class changes. For example slice feels more natural to build into and feels fine on main game ursa now, SS will feel slightly less natural due to ward changes and ss changes, but still a reliable build.
I still think 2h builds for non-horde content feel worse than comparable builds, SS, dual wield. I think it feels a bit strange that the defense phase on strikes of ursa seems to incentivize running a shield.
Spit balling here, as there was some talk about the stat passive. Would others be in favor of something like a 'ward override' where you have 0 ward but would be given something else based on sacrificed ward (2h? Raw stats?) I think it would help deal with some of the overlap of SS builds while also leaning into the gilgas identity of 'using ward.'
Having a 100% stat passive like a reversed Bastille would be pretty interesting to play around. 0 ward = 100%
Isn't that just a "press diffuse ward" passive?
To clarify my idea I was thinking more like ursa does not have ward full stop, but based on how much you would have you get bonuses.
But I think they're both reasonable ideas to explore. I think 100% stat passive is a lot, but I think there's a certain risk inherent with losing your ward and spending turns doing so that can be exchanged for X stat reward.
I agree with this. Some interesting raid builds could come about too
I think a more active stat passive would be a great idea for the class. My own idea was to base it off Collateral Damage and have it spendable on certain things, similar to how Apex works. Bottom line is I just think a majority of the players, as referenced by the poll think that Crest alone just isn't a great fit with the new version of Ursa.
Honestly I'd like to see Bastille reworked altogether though as it predates the class identity feature and tying it more into identity would be a fun exercise.
About a reverse bastille, i dont think i like the idea of having ursa be strong when something happens to ward since hes the wardless gilga
Also hes gonna be the absolute squish lol
Ability similar to ressurgence would be good..
Rather get 100% stats, it's just 60% stats..
However only active in battle, starting from their current health in battle..
Similar but different way..
If 1 hp from ressurgence is 100% stats, for Gursa will be 0% since there is no 0.5 health..
It will stay 60% for the rest of the battle and carried over in battle dungeon..
apex like charge passive seems the best aproach here
anything that makes the class more "interactable" would be more fun and engaging than crest
I think cd to charge a stat passive is a cool idea.
While I think a charge/spend system is cool too, I think that leans a bit too much toward an identity (ie Mama flasks, apex) than a stat passive.
I got used to crest but im 100% open to new stuff
Trialing staff doesnt even suffer from it 
Well Doesn't Deity Ara have a similar system? As they use Apex their power increases. Where with Ursa it would be based off Collateral Damage
I think that for a stat passive gursa could have something that includes an increasing maximum health pool that only builds in combat based on damage dealt and/or taken, and then the stats change could be based off HP % one way or another
Yeah I think that would be good, but the ability to 'spend' is what I think leans too much into another identity item. What would we spend it on?
Strikes of Ursa is the first to come to mind.
bastille is already sort of a "build/spend" passive imo
i might like to just charge a passive via CD
Mind you, I haven't thought about it too much but what i was considering was something like, as your ward gets lower yoru CD damage increases.
So you lose stat from Bastille but gain CD damage
oh for specs that are using bastille to begin with
im sort of hoping ursa could get one more tweak in this balance patch hence speaking here...but i dont expect anything for bastille
200% tho
I just thought it introduced a cool new build option for Gilga builds that really don't care about keeping ward maxed
potentially anyway
i do think thats cool and would pitch something like that for a bastille rework?
perhaps not in scope for our long beta
yeah likely not
More likely just an Ursa spin on bastille
rn balance patch is removing CA and giving 10% two hand dmg and cd dmg (ignoring the pity dex boost)
Ursa has the big HP pool so why not focus on that instead
ive also heard the suggest to do like CD 6 passive and just apply it to anything gursa does
im not sure a passive has to be built around hp specifically
ive always just seen it as a nice offset to ward reduction
otherwise we just have what dursa players pitched once which is reverse red line
Idk it fits the theme for being a riskier class using the vital resource rather than the shield buffer
Definitely since it's not intent on cycling ward usage to do damage. Primarily anyways
im trying to adjust my perception to that. i see the merit but ive never looked at the class that way
for years now ursa has just been "different ss user" because two handers were a non-starter
in some instances ursa is a 'etter ss user (pvp towers)
lol the key 'etween v and n just failed on me if you can guess what letter that is
Agreed it's got cases where you can have a big enough ward pool for it to be useful *to CS/SS and still have a safe HP pool from nukes, but that definitely doesn't seem on theme
I'd imagine a payback system using two handers and ward would be cool while still making use of a Bastille concept
And then a stipulation that you can't use shield skills when not equipped with a shield lol
Depending on what happens in this Beta, I'll likely start a discussion thread if where we can discuss various ideas after people get a grasp of how everything feels in Live. Interesting as all this is, I feel reasonably sure saying right now it's beyond the scope of the balance changes
I agree with you there Strahd. I would love a boost to Ursa. Maybe increased stats while winding up skills? Or some such condition like that could be interesting
I used to think that class stat passives were really important to class identity. But with the flat 20s, apex, and now flasks. Maybe Ursa could lose crest and gain a whole new item oriented around “battle arts”
Not sure yet what I mean by battle arts. But maybe have a class that could synergies well with abundance of multi turn moves in the game?
What was that t6 or something class that gave CDG? Kinda like a t11 version of that class would be a cool way to play Ursa
question about that though, as multi turn does sound cool but how do you see this playing out in towers/dungeons/raids/pvp?
about the only place those skills see use atm is raids with rend/daggers and ultima (which is often quick casted to avoid this). Pvp has some use of rend daggers but its generally a disadvantage to just 'defend' for a turn
Maybe temp buffs could proc on windup? Or an innate boost to def/res when not acting for a turn?
my comments come from a place that sees multi turn skills as inherently weak. @vale ocean i know you have been pitching strikes of ursa but i am having a hard time imagining its use case
heretic and diety are not locked into ultima usage, but can manipulate it with QC. its not their only tool
Alternatively it could stack passive like channelous does for dara?
like im not even sure its a good skill to be salvaged
I think upward strike could be a really strong skill then in anguish dungeons or tower
I can see what you are saying. I am just trying to think outside the crit or ss or go home meta 😃
100P. That was my feedback on upward strikes 1/2
but i can see something making you 0 stuff out being...particularly unbalanced in others eyes lol
if we remember beo bastion strat
Yeah that is true too
Primarily think it could be a fun build and dump for Raiding...potentially anyway
anyway meeting time, bbl
yeah...i guess thats the difference. i dont really want ursa to just be a raiding spec or pigeonholed into a design for just that content category
but thats me 😄
I'm also of the opinion that the pauldrons/greaves line of spells missed the mark, both in terms of cost and turn efficiency. Does anyone use these?
I even forget they exist
I'm late to the party and haven't read the whole thread so apologies if this came up before
But thoughts on Gursa being able to dual wield 2 handers? Feels thematic, opens up a lot of crazy options, and can't be that broken given the lack of ward Gursa also has built in
I think they're used by lower levels more because they have to take offensive turns off to build up HP and ward again
not really..maybe for raiding amorri but even then
d2 barb lets go lol
I'd be all for that but that will probably be too strong with the amount of augments+adornments
It could be, but I was thinking that might be the little buff that gilga mains seem to feel it needs
Absolute best adorn situation would be 2x ymir feathers. It'd be essentially 16 extra slots at the costs of much less ward and only having a 20% stat passive
(And that isn't accounting for dual wielding 1 handers that already have like 12? Maybe 10 max?)
Feels like it could be tested at least 😄
(And we already can't dual wield celestial, so that is a non issue)
Imagine with celestials though, a fully kitted prom hands plus most weapons would get you super close to Crit cap with slots to spare for collateral
Yeah, a greatbow with an ymir feathers
One extra prom hand and then a massive amount of slots on the other weapon
It could very well be OP don't get me wrong, but it isn't that outlandish compared to current options
It's a boatload more ward, but that is already diminished on Ursa
do remember that you would still get dual wield penalty for some "balance"
It's only 1 extra augment and 4 more slots than what's already available
i think if you dual wield two handers though it would diminish using just one ever
Sorry, I started work immediately after posting. Yes, I should have clarified, that is solely from a PvP perspective, i don’t have experience with it in other settings
Well I don't think it needs to be, as I said that just seemed like one potential skill and one potential use case. You can always choose nott o spend and just have the increased stats too.
I think they work fine for newer players without CD gear, they become prohibitive to use once your CD chance gets higher
I do use it in my Orn Boss build to help deal with second chancers, though I still don't have 100% CD chance even with it
ohhh right
yes i will take both
would you agree that ursas auto counter was the biggest pvp nuiscance? what in the current beta kit makes pvp gursa deserve to be kept down?
Remove autoCA and make it an auto "block" (only when 2 handing), lowering dmg taken like ca did, but without sending back to attacker
How about only AC if you are defending ? Would bring a whole lot of skills back in play
As a part of pommel of ursa… would be close to an active counter skill some people asked for in the past
I would, for sure. What do people think GUrsa is lacking right now pvp wise? It has its niche of high hp that allows it to survive one shots better than most classes and has enough offensive capabilities to counter-kill its opponents (especially with CD bypassing second chance)
If it feels lacking in PvE then adjustments should be made of course, all my comments are solely focused on my PvP experience
Perhaps Gilga could be given a new passive ability that boosts the power after defending, with the bonus lasting until the next attack.
It could make some otherwise neglected skills much more valuable, like Upward Strike II, Strikes of Ursa, Rhada Stomp.
I can see some fun builds around all the defending mechanics suggested but I'd prefer something that could give Gil an option to endless. And centering endless around multiturns would be a non-starter I think
three sword style gursa when
Adding mechanics to gilga on taking turns to defend seems a bit weird. Is defending a big enough part of the game to warrant a passive? We'd be giving up other stuff for it, dont forget
He got lost somewhere, as usual..
As long as defending isn’t doubling dmg next turn it’s a loss, why defend when 2 hits do trick better
Have you seen how much bastion reduces damage?
Right now, I'd say yes your argument holds weight when nothing can really kill highly ascended players. But when anguished raiding becomes a thing, I think the defending mechanic will become really highly valued as an option when you see that ult charging.
But I agree with Golduck. As it stands the mechanic is too sparse to center an entire passive around. It's just ursa strikes and upward strike from labrys in core game content afaik
Well, and all the bastion offhands
The idea for the future sounds interesting but I feel that there's loads of other things that should be addressed first before this niche mechanic
Someone ever used ursa strikes?
Its 3 turns now, but i remember it defending for 1 turn only when i tested it. Can anyone confirm?
That was my results as well when testing an amity recently
So Gursa his signature skill sucks hard.
Will gilga changes also be rolled out with mage?
I was under the impression that it wont
Will there be more changes to gilga then? Should we make a summary post?
I think we're still ways away from the balance patch being ready. there will likely be more changes
Nice 😊
yeah.. it's okay but Dursa is still better all around.
nothing that they give gursa will keep up with Att^^^ and redline
Depends on the context. In the context of long raids / dungeons yes, but when we talk towers / monuments / fast raids GUrsa is better than DUrsa because DUrsa will not have (or better say unlikely to have) the att^^^ and probably not even the redline.
Maybe but for that deities have access to nuke ultima heheheh
what ? I legit don't understand what you mean.
For Quick raiding deities are pretty good with a mage setup (from what ive seen)
For monuments every class is super fast now because of 2 handed overhaul
And for towers dursa is still king (ang towers for super farm)
Not sure what will happen after chanellalus nerf, but its op as shyte as is
- He was comparing DUrsa and GUrsa, you're comparing only GUrsa to entire Deity crew. For speed raids, I use SS3. Pretty sure a Gilga main can do the same.
- DUrsa was better in tower anguish because you've pretty much a free DC for every difficult encounter. Take that out and you don't use half your passives. Meanwhile GUrsa still have his stats up from Crest as soon as turn one and collateral damage is doing a lot of work. Sure it may not be the greatest for anguished tower without a good amount of AL, but without its free DC nor is DUrsa.
I was mainly stating that deity power is coming from temp buffs and redline (in fact NEZ was) but those buffs are not applicable in many content.
The only real complain I'd follow from a gilga standpoint is that gilga have to invest a bit in accuracy or dexterity while deity start from a better point in that regard
For speed raids gursa is usually better than base SS unless we have a bunch of AL i suppose
Also dursa without chanellalus will still have insane base stats for towers. Gursas stat passive is a measly 20%. You also get to keep apex between battles. Not saying gursa is bad for towers, thats the one i use (except for final boss)
the only use for apex on dursa is barrialus now
And aoe eventualus
Barrialus may be cool for high ang when dealing with cactus and nidhoggs
But id say aoe would be better because its a panic button
no, dursa has a huge malus on apex damage (pretty much useless unless you far out AL your opponent but basically unusable for normal people)
basically it deals less damage than a regular AOE skill
same for manyalus, makes the damage shit
With a selenes hands celestial lute too?
even with selene hands AND swash 
Then maybe barrialus is the way to go. With huge base stats youll be pretty much invincible t1 hehehehe
Gilga is going through some changes, we MAY see another stat passive in beta somewhere along the line
My bad
what gursa stats on beta ? is it that shit ?
Im kinda ok with crest but im 150% open to new ideas 🙌
if the old 670 def/res is still true, you only need around 1400 def on your armor to have the same def as a deity with same gear, and past that point you just have more armor
you've similar base attack before crest and pommel, twice the hp
and half the dex
At base i guess youre right. But theres ALs, t.def2 from chests and t.def3 from barrialus
I just dont fully understand why deity has better def than gilga (even herc)
sure, deity have more defensive tools, and gursa have more offensive tools. seems about right
you want to trade barrialus for CD ? I'm fully ok with that trade 
No way i love CD lol
Comparing classes abilities is not a great way to balance
I dont use it for ang towers but i use it everywhere else
It's a red herring
I dont use CD for orn farming also 🥲 🥲 🥲 🥲
Is there anything specific that needs testing or reworking? Let us know how to help.
Is there a time frame that we are thinking on retesting some gilga stuff? I am been kinda chilling on the grind waiting for changes
this (patch) is not going to be something we see in the short term
Ang2.0 first sounds like? The flat miss chance on ss3 has been exhausting for many I think
Does that statement include the SS changes? I was under the impression those changes were probably the “most obvious” ones from a balance standpoint
I’m just booked for a few weeks, so we won’t be seeing many updates just yet