Renevant Dungeon/Fotm

Renevant Dungeon/Fotm

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Posted by: deSade.9437

deSade.9437

Fixety fix.

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Posted by: Zenith.7301

Zenith.7301

Probably before Dhuumfire was nerfed to hell their condition damage could have been better.

But pvp and the engineer class have made sure the necromancer stays eclipsed in the conditions department.

Engineer for a while even made for a better spike confusion applicator than mesmer. It still applies confusion easier than a mesmer. Engineer has a wide spread of conditions, and frontloads them much better as well on top of that condition application all being aoe/cleaved without needing something like epidemic.

It also helps their power modifiers don’t suck so horribly compared to mesmer/necro/ranger condi specs, whose condition weapons all have terrible power coefficients so a sinister set marginally benefits them.

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Posted by: spoj.9672

spoj.9672

The only time dhuumfire was ever good was when it was passive. But now that burn stacks intensity even that version would be sub par. The reason necro is so bad at condi damage is because they have almost nonexistant burn, no confusion, limited poison, limited torment and decent bleeds. Its pretty much all bleed damage. So its the same as it was before the condi changes.

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Posted by: Talyn.3295

Talyn.3295

My thoughts after reading though most of the Revenant class forum.

Attachments:

“We have now left Reason and Sanity Junction. Next stop, Looneyville.”

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Posted by: deSade.9437

deSade.9437

Is this “renevant” thing a side-joke I don’t understand…?

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Posted by: ForeverAway.5948

ForeverAway.5948

Is this “renevant” thing a side-joke I don’t understand…?

ventrilo renvant gonna b op

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Posted by: Sublimatio.6981

Sublimatio.6981

Is this “renevant” thing a side-joke I don’t understand…?

irrelevant

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Posted by: Avster.1935

Avster.1935

I just feel very LOCKED with Revenant, can’t weapon swap locked (ele’s have attunements to mitigate that which in turn gives us 20 weapon skills!!), can only rotate to located utilities & elites based on legends. The energy mechanic is nice. But yeah, Rev feels restricted.

Also some weapon combo with some legends doesn’t even make sense…

Evelyn Whitehawk | Exalted Legend | Demons’s Demise | I Transmuted My Legendary Medium Coat

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Posted by: NikeEU.7690

NikeEU.7690

One issue I had with energy was that it wasn’t clear from looking at my tool bar how much energy I would need to use to cast a skill just by looking at it. And it wasn’t super clear how long I needed to regen energy for before my elite skill could turn on again.

They should go back to the gw1 warrior adrenaline thing where as you gained adrenaline the skills on your skill bar lit up letting you know when you could cast them. That would be a good way for the rev players to glance at their skill bar and manage their “cool downs” so to speak.

[DnT]::Nike::
www.twitch.tv/nike_dnt

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Posted by: dlonie.6547

dlonie.6547

Is this “renevant” thing a side-joke I don’t understand…?

irrevelant

FTFY.

BTW, couldn’t help but remember this wonderful thread when I saw that xD

One issue I had with energy was that it wasn’t clear from looking at my tool bar how much energy I would need to use to cast a skill just by looking at it. And it wasn’t super clear how long I needed to regen energy for before my elite skill could turn on again.

Asking as someone with no experience on one — but was it different from, say, initiative on a thief? There’s not a clear indicator (other than stopping to read a tooltip) of when a thief has enough initiative to use weapon skills 2-5. Maybe it’s something they just expect you to memorize like the other classes?

Or was there really just no mention of resource requirements on the skills?

Edit I’m a kitten er. They do grey out on thief.

(edited by dlonie.6547)

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Posted by: Jerus.4350

Jerus.4350

Is this “renevant” thing a side-joke I don’t understand…?

irrevelant

FTFY.

BTW, couldn’t help but remember this wonderful thread when I saw that xD

One issue I had with energy was that it wasn’t clear from looking at my tool bar how much energy I would need to use to cast a skill just by looking at it. And it wasn’t super clear how long I needed to regen energy for before my elite skill could turn on again.

Asking as someone with no experience on one — but was it different from, say, initiative on a thief? There’s not a clear indicator (other than stopping to read a tooltip) of when a thief has enough initiative to use weapon skills 2-5. Maybe it’s something they just expect you to memorize like the other classes?

Or was there really just no mention of resource requirements on the skills?

Doesn’t the skill grey out on Thief if you lack the initiative?

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Posted by: dlonie.6547

dlonie.6547

They do. I just watched a video on youtube to confirm….guess I’m rustier than I thought.

I was just about to edit that out and save myself the embarrassment, but now you’ve quoted me, preserving my brainfart for eons to come.

Thanks Jerus. :P

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Posted by: Jerus.4350

Jerus.4350

Happy to help

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Posted by: Rising Dusk.2408

Rising Dusk.2408

It does gray out when you lack the energy on Revenant too, but it’s not a very distinct transition. In the middle of combat it is very hard to see when you don’t or do have the energy for a given skill, and I agree with Nike that it’s an issue.

[VZ] Valor Zeal – Stormbluff Isle – Looking for steady, casual-friendly NA raiders!

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Posted by: dlonie.6547

dlonie.6547

One of my favorite mods for WildStar is AuraMastery: http://www.curse.com/ws-addons/wildstar/220014-aura-mastery

It had a steep learning curve, but was worth it. You could add custom UI to popup a message/icon/etc when skills were on/off cooldown and could use all sorts of triggers to determine when to show/hide/grey out/etc the indicators. You could even have progressbar-like indicators for things like cooldowns and resources.

It was amazing. It’d be like having an icon flash up when you could CnD without losing the 6(?)-initiative DPS boost while showing a visual indicator of how much initiative you’re waiting to regenerate. Then have it swap to a different indicator for heartseeker once the enemy’s health dropped below a certain threshold.

Lotsa fun to play around with. Too bad we can’t have mods here :-(

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Posted by: NikeEU.7690

NikeEU.7690

It does gray out when you lack the energy on Revenant too, but it’s not a very distinct transition. In the middle of combat it is very hard to see when you don’t or do have the energy for a given skill, and I agree with Nike that it’s an issue.

Yeah it definitely grays out, my biggest thing was saying “I really want to use _ utility skill now, oh its greyed out.” And there was really no way to gauge how much longer I’d have to wait. With Thief, it feels different to me because, mostly, attack skills are different than utility skills in terms of when you want to use them and how they are applied.

I still recommend they use the gw1 adrenaline style skill light up so as you gain energy your skills light up from the bottom up. It would help a ton.

[DnT]::Nike::
www.twitch.tv/nike_dnt

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Posted by: deSade.9437

deSade.9437

Why do they have no energy management skills? I felt so limited in which skills I could use…

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Posted by: Rising Dusk.2408

Rising Dusk.2408

Yeah it definitely grays out, my biggest thing was saying “I really want to use _ utility skill now, oh its greyed out.” And there was really no way to gauge how much longer I’d have to wait. With Thief, it feels different to me because, mostly, attack skills are different than utility skills in terms of when you want to use them and how they are applied.

I still recommend they use the gw1 adrenaline style skill light up so as you gain energy your skills light up from the bottom up. It would help a ton.

Ah, right, I see what you mean now. Yeah, I do think that would be a great system, and I’ll see what the balance team thinks of it.

[VZ] Valor Zeal – Stormbluff Isle – Looking for steady, casual-friendly NA raiders!

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Posted by: thrag.9740

thrag.9740

Hey, did ventari not have a water field? if so, your really killing its healing utility.

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Posted by: deSade.9437

deSade.9437

Hey, did ventari not have a water field? if so, your really killing its healing utility.

Water fields should be nerfed.

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Posted by: thrag.9740

thrag.9740

Hey, did ventari not have a water field? if so, your really killing its healing utility.

Water fields should be nerfed.

Lol. no no, fields are fine, they are pretty. blasts are what anet should remove, way too op for filthy sinizerks to heal for 3000k hp