I still love that skill. Lots of rain of arrows landing on your target. But now that it’s taken out of Natalya set, it’s completely useless. Can we keep the skill alive by adding it to another set to get some multiplier?
How about adding Rain of Vengeance to Unhallowed Essence set?
From the testing so far, UE is still underperforming and uninteresting despite the flat increase in numbers. But if you add Rain of Vengeance to UE, it will definitely make it more interesting and more diverse gameplay options for UE. Speed runs? Multishot! Higher GRs? Rain down the arrows!
Strafe is getting realy boreing. That’s always the best way to apply auto procs. They should keep RoV on Nat’s, and make that the only skill to auto proc spike trap. And give the custom trigger rune on the set, so only generators can trigger traps after laying it manualy. This way no spender will be able to interact with it.
They never should’ve removed RoV from Nats in the first place. Adding RoV to UE would just ruin another well-designed set. UE is meant to be Multishot and generator set.
If you want it to be more “interesting”, just buff the 6p so that it’s the same or higher power level as Marauder. Then you can use Multishot for speed runs AND higher GRs.
When I started, I really liked the interaction between Rain of Vengeance and Rapid Fire. I wouldn’t mind seeing that come back, in some form or other. RF is woefully underused, in my experience, as even I only do it for the solo 45 clear or, if I am lucky, during level progression (if I get the channeling costs nothing quiver.)
So, yeah, sure, RoV could do something… would need a lot more damage, though, I think. Just never felt like it was quite strong enough to be fun.
If they took certain Natalya set bonuses and applied them to the Crashing Rain belt, you could play RoV on LoN/LoD and it’d actually be decent.
Crashing Rain
Reduce the cooldown of Rain of Vengeance by 4 seconds when you hit with a Hatred-generating attack or Hatred-spending attack. Rain of Vengeance deals 14000% increased damage.
A pure RoV build did ~GR125 on Natalya’s, with Crimson, Aughild, Endless Walk and Odyssey’s End. For comparison sake, let’s say I deduct Crimson, Aughild, Endless Walk and the N4 bonuses-- worth about 8x damage or -9GRs. Now we’re sitting at GR116.
Then I rebuilt everything on LoD, w/ SoJ and the other usual items, I’d gain these bonuses
40% Elemental Damage (additive @ 1.28x)
9,750% LoD Bonus
35% of 100% Squirts Amulet Uptime
This multiplies out to… 170x damage or… roughly 33GRs, which puts it squarely at GR149, which is pretty damn well balanced with the state of the game.
I never liked having to spam RoV to have damage. Just like Berserker in IK set.
I used to play N6M4 before new Marauder blew that away.
I never used Spike Trap before. I thought it was a worthless skill.
I kinda like new Nat.
No. If they add a new set for class A, they have to add a new set for all other classes and, while this might be overall enjoyable, it is much too much effort. Even if they roll it out in waves, like half now, half next season.
In order for there to be a dedicated Trapper / Engineer set, it somehow could include
Spike Traps
Sentries
Cluster Arrows
… and maybe a few other ‘engineer-y’ skills like Grenades or Rockets.
E.g.
(2 Piece) Everytime you hit an enemy with Cluster Arrows, spawn a Spike Trap if it is on your bar. Every use of Cluster Arrow detonates existing Spike Traps.
(4 Piece) Everytime you manually deploy a Spike Trap, gain x% Damage Reduction for 20 Seconds. Stacks up to 60% DR (or more) + Your Sentries now also shoot Cluster Arrow automatically + everytime you do.
(6 Piece) Every deployed Sentry increases the Damage of Spike Trap, Cluster Arrow, Sentry, etc by xxxx%.
So it would basically mean to combine the current version of the Natalya Set and the Marauder set with a focus on Spike Traps, Sentries and Cluster Arrow (+maybe Grenades, etc).
That would leave room for a set that is more focused on Rain of Vengeance (maybe Rain of Vengeance + Animal Companion + another Skill ??).
Natalya should not stray from its namesake, Natalya’s Vengeance. It should therefore revolve around the Vengeance skill and provide a generic dmg buff for all skills when Vengeance is active.
This way, skills like Fan of Knives, Rain of Vengeance, and Spike Traps (lol) that don’t fit into other 6p sets can have a home set that isn’t LoD/LoN, which is undesirable due to the loss of Focus+Restraint.
Based on the visual appearance of the set, GoD basically wants to be the Engineer Set, just look at the Helm, it has Engineer Googles:
Maybe the transmogs could be shifted around, so that whatever the Engineer set would be, would get the GoD apperance.
===================
And to be honest, I personally do not like the combination of Engineer and Animal Companions. I think that design is a remnant of the early design of Sets. Maybe the Pets could be on another set than the Engineer Set.
Pets would imo kinda fit on the Multishot UH Set, especially since many UH builds already use Wolf Companion.
===================
So my take on that would be if I could design it:
Engineer (Cluster Arrow, Sentries, Spike Traps, Grenades, etc) → GoD
Ninja / Shadows (Impale, Fan of Knifes, etc) → Shadow
MS / Pets (Multishot, Animal Companions) → Marauder
Strafe / RoV / Generators → Natalya
General / Ranged / Discipline Management → UH
Or maybe you could even combine Multishot, Pets and RoV into one Set and then come up with something completely different for the remaining set.
btw: The Natalya set portal is completely unplayable with the new design. Ok, this may affect mainly new players or the players who do not have the corresponding success yet. It also affects the season journey a little bit, but well, you can farm another set for that. But I think this is another reason to implement Rain of Vengeance in the set again.
Like with some other set dungeons the difficulty arises from it being way too easy. Just run the lightning rune, strafe around and make sure you don’t run out of hatred.