- Primordial Legend
Semi-active.
Unrelenting assault and unyielding anguish. One offers undodgeable high damage with evade chain, while the other offers displacement from node that ignores stability or any other buffs.
Yes, unrelenting assault can be interrupted before it starts, and you can provide more targets to tone down the damage. But so far, the only class that can do that is mesmer, and even then it’s not a bad matchup for revenant. Oh and did I mention you cannot dodge unrelenting assault?
Unyielding anguish can be ‘countered’ by ranged classes. Not really. I’ve still capped points with ease against ranged classes just by los-ing them, and in the cases I cannot do that, they cannot contest the point anyway.
Moreover, there’s a bug regarding resistance and taunt. When I have resistance in mallyx and I get taunted, the opponent cannot be targeted after (his name changes from red to yellow). Lastly, I don’t see why revenants have a free mass buff on a relatively short cd when they spec into glint.
Fixes are easy though. Just make unrelenting assault dodgeable and perhaps have intervals between dodges (dodge frames) and allow some buffs to work through unyielding anguish (stability and perhaps resistance?). Still undecided about facet of nature but eh.
“unrelenting assault is undodgeable” and yet i always double dodged/blocked/blinded it all the time. seriously you people that make posts like this just just don’t even care to learn how to counter a new class so you rather have it nerfed instead.
I think anguish is bugged, I won’t believe that ANet actually thought that this skill going through stability is a good Idea. If they plan on making it go through stablity, it should only be able to trigger on one enemy per anguish.
I see no problem with unrelenting assault though, since good positioning will spread out the dmg so much in teamfights, it’ll be easily fullhealed. Also, the rev doesn’t have the highest sustain on many powerbuilds and most powerbuilds for example lack condition-removal, so the evade is necessary for the build to be viable.
Also, assault has a long enough cast-time before the evades set in and a pretty easily distinguishable animation, so it’s entirely possible to interrupt it.
The problem I have with assault is that you still contest cap-points, which is IMHO overkill.
I ran a tanky decap rev, Unrelenting Anguish takes almost the entire (functionally does actually) point in some maps so i just spammed that until it decapped, and if the fight extended long enough I would actually cap it. Won 2 games thanks to that!
Seeing that Im planning to keep using the class, I would prefer if the area was as big as Foe’s mid point, it might just be balanced (/s)
if you want people to take you seriously you should not mix 2 skills.. it’s unrelenting assault and unyielding anguish.
on a different note, unyielding anguish field needs to be smaller.
Jekkt. I have tested it. The skill continues after the first hit is dodged. That’s what I meant by undodgeable. Skills shouldn’t channel after you dodge the initial animation.
Jekkt. I have tested it. The skill continues after the first hit is dodged. That’s what I meant by undodgeable. Skills shouldn’t channel after you dodge the initial animation.
Tell that to rapid fire.
Well, in this case it’s different because unrelenting assault actually provides chain evades while dealing high single target damage.
Jekkt. I have tested it. The skill continues after the first hit is dodged. That’s what I meant by undodgeable. Skills shouldn’t channel after you dodge the initial animation.
Tell that to rapid fire.
As much as I hate rapid fire, it makes sense that you could get hit by it after dodging the initial hit. The same way you can dodge a portion of Drake’s Breath (DD Ele) and still get hit by the end of the skill, or Cone of Cold. Or that ridiculous Flame Jet from Flamethrower Engi.
Yes.. Perhaps I phrased it wrongly, but my point being was that unrelenting assault alone should not channel after you have dodged the first hit. It’s pretty crazy given the evade chain it offers PLUS the high damage.
i feel like it’s fine. on sword that’s the only skill you have to dodge anyway. it has a long casting time and costs 15 energy on a 15s cooldown. if it was that easily avoidable you could delete the sword to begin with.
It can pretty much be interrupted only by mesmer daze (which is instant) reactively. Any other ccs have to be preemptive which is quite dumb. The cool down and energy is also ridiculously short for such a skill, but I’m not complaining. I just want them to prevent it from being low risk high reward.
It’s the only skill you have to dodge on sword and you have to dodge it twice to avoid damage from it.. Really? That’s op if you ask me. Can’t think of any other skills that 1. Is unavoidable except through double dodge 2. Channels through active defenses 3. Low cost for high rewards.
“unrelenting assault is undodgeable” and yet i always double dodged/blocked/blinded it all the time. seriously you people that make posts like this just just don’t even care to learn how to counter a new class so you rather have it nerfed instead.
I wonder how one blinds something which is evading for 2s.
Even if possible, you can only blind 1 hit from the tons of hits it does.
If you call blocking and dodging “countering”, then thieves can counter Eles now?
You are very unlikely to have both of these skills on the same build, unless you ran a strange celestial glint/Mallyx build with sword, which I doubt is a highly viable build.
Secondly I beleive that unyielding anguish should be slightly reworked to only displace on the initial leap and cast of the field, but it should displace someone a bit farther away. Afterwards the field should persist and pulse torment based on how many conditions the revenant has, but shouldn’t displace anymore. Simply put the field is too good for displacement of classes without teleports, but the condi pressure is a tad weak.
I would say take away the 2 seconds of evade and make it so you can daze stun interupt.. so there is counter play.. the jumping randomly should be protection enough from most things. .
the class seems like they are giving bunkerish skills to a skirmisher.
“unrelenting assault is undodgeable” and yet i always double dodged/blocked/blinded it all the time. seriously you people that make posts like this just just don’t even care to learn how to counter a new class so you rather have it nerfed instead.
I wonder how one blinds something which is evading for 2s.
Even if possible, you can only blind 1 hit from the tons of hits it does.If you call blocking and dodging “countering”, then thieves can counter Eles now?
if you blind during the casting time all hits miss. and i said counter the class, not the skill, or can you counter pistol whip and blurred frenzy when they’re evading?
“unrelenting assault is undodgeable” and yet i always double dodged/blocked/blinded it all the time. seriously you people that make posts like this just just don’t even care to learn how to counter a new class so you rather have it nerfed instead.
I wonder how one blinds something which is evading for 2s.
Even if possible, you can only blind 1 hit from the tons of hits it does.If you call blocking and dodging “countering”, then thieves can counter Eles now?
if you blind during the casting time all hits miss. and i said counter the class, not the skill, or can you counter pistol whip and blurred frenzy when they’re evading?
It’s called Shocking Aura. Didn’t test it as of late, but if it wasn’t changed since the last time i’ve seen it, it should interrupt both Pistol Whip AND Blurred Frency – but as someone that was Ele for a kitten long time you probably know that :p In case of Pistol Whip you can also jump towards the Thief if you see his initial stunning hit incoming – you should keep your momentum in-Air (despite the Stun), and be able to avoid the vast majority of hits standing behind him while his Swords cuts the now empty space in front of him :p Blurred Frency itself isn’t that strong, and is used mostly for defensive purposes – since it roots, you might just avoid a few hits by walking outside it’s range (again, just possible due to forgiving damage modifier – walking out of a 100b for example can still have you take 5k+ damage if you are squishy). Or you single-dodge both skills (yes, unlike UA, dodging once will be enough to bring you out of the danger zone for those skills).
Just a quick look at those semi-similar Skills:
To me it seems as if UA is like a glorified mix of Blurred Frency, Pistol Whip and Hundred Blades with an inbuilt Gapcloser. You could also call it a homing Hundred Blades Missile, if you want :P
You are very unlikely to have both of these skills on the same build, unless you ran a strange celestial glint/Mallyx build with sword, which I doubt is a highly viable build.
Secondly I beleive that unyielding anguish should be slightly reworked to only displace on the initial leap and cast of the field, but it should displace someone a bit farther away. Afterwards the field should persist and pulse torment based on how many conditions the revenant has, but shouldn’t displace anymore. Simply put the field is too good for displacement of classes without teleports, but the condi pressure is a tad weak.
Been running these two since Shiro was first introduced. This was back when ooc swapping legends didn’t have a cooldown. So you could super speed all the way to an enemy controlled point, and steal it.
After playing with it during the last beta weekend, it’s still really strong, if not stronger, as they added evade frames to the sword main. I needed to plus one your suggestion about swapping the effects on unyielding anguish:
Initial Displacement.
Pulsing Torment.
This would make the skill less broken, and give opponents control on whether they want to contest the point and stack torment on themselves, or to wait til the field is gone.
Remember Everyone
Mallyx feeds off of your Anguish
Regarding Unrelenting Assault. I may need to confirm this during the next beta, but I recall interrupting it while on my greatsword ranger using the 4 skill to block and then interrupt.
S2 needs the evade otherwise any player who used it regularly would be a free kill especially with all the AOE and cleaves HoT adds. They may need to make it so that they aren’t invulnerable to CC skills but I don’t know that it does enough damage to justify that as I’ve never seen someone use it in PvP (Shiro Quickness + AA for the win apparently).
As for the second skill… it is obviously not working as intended. There are other similar skills in the game that have tool tips stating that while active the player can’t capture the objective. Obviously with the Revenant’s version they will need to take it further so that all allies under its protection can’t capture objectives either, but I would wait until after that’s fixed before calling it OP… it may very well be but right now it seems obvious to me it wasn’t meant to be an auto-cap ability.
“unrelenting assault is undodgeable” and yet i always double dodged/blocked/blinded it all the time. seriously you people that make posts like this just just don’t even care to learn how to counter a new class so you rather have it nerfed instead.
I wonder how one blinds something which is evading for 2s.
Even if possible, you can only blind 1 hit from the tons of hits it does.If you call blocking and dodging “countering”, then thieves can counter Eles now?
if you blind during the casting time all hits miss. and i said counter the class, not the skill, or can you counter pistol whip and blurred frenzy when they’re evading?
It’s called Shocking Aura. Didn’t test it as of late, but if it wasn’t changed since the last time i’ve seen it, it should interrupt both Pistol Whip AND Blurred Frency – but as someone that was Ele for a kitten long time you probably know that :p In case of Pistol Whip you can also jump towards the Thief if you see his initial stunning hit incoming – you should keep your momentum in-Air (despite the Stun), and be able to avoid the vast majority of hits standing behind him while his Swords cuts the now empty space in front of him :p Blurred Frency itself isn’t that strong, and is used mostly for defensive purposes – since it roots, you might just avoid a few hits by walking outside it’s range (again, just possible due to forgiving damage modifier – walking out of a 100b for example can still have you take 5k+ damage if you are squishy). Or you single-dodge both skills (yes, unlike UA, dodging once will be enough to bring you out of the danger zone for those skills).
Just a quick look at those semi-similar Skills:
- Blurred Frency: (2.40) + Evasion + Self Rooting
- Pistol Whip: (3.33) + Evasion + Self Rooting
- Hundred Blades: (5.31) + Self Rooting
- Unrelenting Assault: (5.00) + Evasion + Gapcloser
To me it seems as if UA is like a glorified mix of Blurred Frency, Pistol Whip and Hundred Blades with an inbuilt Gapcloser. You could also call it a homing Hundred Blades Missile, if you want :P
Unrelenting Assault’s damage is really that high? That multiplier is insane, beyond insane really considering how hard it is to avoid/easy to land compared to the other skills there.
UA is fine.
You can’t really compare it to blurred frenzy, pistol whip or Hundred blades.
Blurred frenzy comes with invuln frames, but the mesmer also has a lot more going for it in terms of survivability.
Pistol whip dazes the target and is spammable, also gives the thief evade frames, on top of the stealth they have access to.
Hundred blades is just flat out insane damage, if it hits 3 enemies at once, it’s a guaranteed 25 might with the right build setup too. It’s damage (and the other abilities mentioned so far as well) will also be doing significantly more damage the more enemies they hit.
UA? It’ll always do the same amount of damage because it does not cleave, but rather splits the damage between any mobs that might be present. The more enemies present, the less effectiveness you’ll see UA actually do, it’ll still be doing the same amount of damage, that much is true, but instead of just bursting down a target and taking them out of the game, it’ll just be whittling them all down.
Is it strong on one target? Debatable, just double dodge, block, distort, stealth, invuln..
Unyielding anguish however, yes, this needs to be changed so that stability prevents the warp.
Are we really debating about whether unrelenting assault is strong against a single target? Consider this. It cost 15 energy and has a 10s cd. 7 hits with 0.5s evade each. Not sure if the cd starts before or after animation but let’s assume the former. The entire animation takes 5s to channel. When you finish channeling, the cd becomes 5s. Are your active defenses up every 5s? Because I can use UA then.
Of course, this assumes that I spam UA, which is an inefficient way to pvp, but I manage to get 2 channels off before I weapon swap more often than not, you get my point. Active defenses cannot keep up with UA in a 1v1 situation (side node caps?)
Now let’s consider builds. Atm imo the two most viable builds are the glass cannon shiro/glint s/x staff and sustain mallyx/glint s/x m/x. The former has playstyle similar to a shatter mesmer. High mobility, damage and active defenses but low hp and weak to condi spam. The latter has playstyle similar to a cele d/d ele. UA is absolutely phenomenal on both builds.
For shiro/glint active defenses are UA, sword 5 and axe 4 if you run it, shiro stun break evade, glint heal, staff 3 and staff 5. This is on top of the numerous buffs you get from glint, with 100% crit chance under effects of fury. You can’t run from shiro either. It’s an insane build for contesting side nodes and it doesn’t suck in team fights either by providing high single target damage. Can’t count the number of d/d eles I have destroyed on a side node 1v1.
For mallyx/glint, putting aside unyielding anguish, it maintains a high resistance uptime and adequate condition pressure and damage from Mace AA. Boon strip from mallyx is no joke either. Glint provides the defenses it needs from power builds while not hindering the amount of damage it can deal with a Celestial amulet. UA is great as an active defense and damage dealer here.
So uh, sure, revenant isn’t op.
EDIT: shocking aura doesn’t stop UA mid channel although it supposedly only evades.
(edited by ReaperJr.5967)
For mallyx/glint, putting aside unyielding anguish, it maintains a high resistance uptime and adequate condition pressure and damage from Mace AA. Boon strip from mallyx is no joke either. Glint provides the defenses it needs from power builds while not hindering the amount of damage it can deal with a Celestial amulet. UA is great as an active defense and damage dealer here.
So uh, sure, revenant isn’t op.
Mace autoattacks are fairly easy to kite unless you play a tanky bruiser that has to be on point and in your face, in which case you’d probably have the sustain to take that kind of fight to begin with. So many people don’t know what they can and can’t 1v1, and that’s why they complain.
Also, I’m not entirely convinced that celestial works well on revenant. Simply put, the mace’s power coefficients are too low, especially on the autoattack. Its only workable on Echoing Eruption and the axe skills. Also the fire field is a lot less broken for burn spam than what a D/D ele can put out. Overall, I just didn’t get a really good “feel” from sword and mace based celestial revenant builds. I honestly think it would feel better with hammer and either mace/axe or just sword/axe, that is if hammer doesn’t get nerfed from the 20K pvp zerker revenant Coelescence of Ruin screenshots. Also, unrelenting Assault doesn’t really “feel” that strong or amazing to me with celestial stats.
Lol I’m pretty sure I know what I can or can not 1v1. With the gap closers on offhand weapons as well perma swiftness from glint I assure you you will have difficulty kiting even if you know how to play against revenant (i do) anyway the issue now isn’t so much the damage rather than revenant being able to sustain and put out decent damage at the same time (same complain for ele), mainly focusing on UA as the issue as an active defense and damage (a very good one too).
Hammer though is clunky at best, and has slow predictable attacks which are easily dodgeable.
Rev downstate skill #2 goes through stability. I think that is what irritated me more than anything. Beyond that, taunt with resistance bug needs fixing. I brought that up in a post a while ago, as have many other people.
High damage?
It hits for 7 time for 500-600 and crits 1000-1200 over 2s.
So best case 8400 damage over 2s, so 3500 DPS, I would hardly call high damage, one eviscerate hits like 5-7K in1s.
Only thing I find extra cool on sword 3 it is my heal to full button
You’re mistaking dps (damage per second) with damage. Dps wise it’s not much, but that’s not an accurate gauge of the skill considering 1. You’re practically invulnerable during skill channel 2. Total damage is high, which means damage output per cast is high 3. It has a short cd and low cost 4. It goes through active defenses.
You’re mistaking dps (damage per second) with damage. Dps wise it’s not much, but that’s not an accurate gauge of the skill considering 1. You’re practically invulnerable during skill channel 2. Total damage is high, which means damage output per cast is high 3. It has a short cd and low cost 4. It goes through active defenses.
What is your point, Eviscerate is on 6.5s also has more DPS then Revenant Sword 3 and nobody complains about Eviscerate but you want that a lesser skill to be nerfed.
Only thing really different then Eviscerate from sword 3 it is teleporting you a target in more distance. You are locked to an animation for next 2s and you are not doing any additional damage.
For me Sword 3 the animation looks awesome but I don’t one shot anybody with it.
I don’t see why you don’t understand lol. My point was that sword 3 does high SUSTAINED damage (Note: sustained =/= burst). Burst damage is not king in game.
I think you’re trying too hard to justify sword 3 here. Eviscerate is a very poor comparison to UA. 1. Eviscerate does high burst (one hit) damage, but it’s animation is slow and easily dodged reactively. You dodge eviscerate and that’s the end of it. You can even interrupt it mid channel. UA, however, does not work the same way. You dodge the initial animation, you still have to dodge the channel. Resulting on spending 2 endurance bars on a normal skill (eviscerate is a burst skill whose damage depends on your adrenaline, so it’s somewhat ‘special’). That brings me to my second point, 2. UA is a skill that cost very little and has a short cd. Eviscerate is not. You also cannot stop UA after it has channeled. This makes UA provide high SUSTAINED damage that has no effective counterplay other than evading/blocking/invuln. Even then, your defenses against it will have a much higher cd than UA, so you can’t defend against the second channel.
It’s really simple really.
Nah , its impossible to stop kids defend broken things which they want to keep . This skill cannot be dodged like normal attack ,cannot be fully blinded ,only 1first hit , cannot be LoSed and lasts 3 seconds instead 2 as description say. Normal dodge lasts 3/4 seconds ,double dodge cant save you from all chain + this would lead you to death because you cannot dodge anything else coming from him/his mates . Even stealth cannot counter play that because thx to glint he has 5 seconds reveal which could be used while casting UA or pre ,no cast time , like his heal . Following you at any distance no matter what . Totally balanced keep defending BS ,im done with UA threads and probably forum altogether.
If somebody dodges or evades the sword 3 at least 3 or 4 hits of it, are evades, I see it all the time in the screen.
And this sustain damage crap, every 10s Sword 3 will hit max for 8.5K damage and with some dodges or blinds will bring the damage around 6K optimal and if there are other targets around even less.
In the same time interval a player can land two 7K eviscerate which 14K damage in 6.5s.
So which ones higher sustain damage, a player can hit 8.5K optimal every 10s or a player can land optimal 14K damage in 6.5s.
If you tell me using Shiro heal plus Sword 3 is OP, I will agree with you but complaining about damage is a joke.
Holy crap. The level of ignorance you’re spouting is unreal. You’re talking as if eviscerate is always full adrenaline damage, and that it always hits when it’s in range.
I have news for you. It isn’t and doesn’t. UA however, always channels even if dodge and always applies consistent damage. You’re so ignorant you’re telling me that shiro heal is op. Lmfao.
By your logic eviscerate is better than UA right? Can I go further to say that you think warrior is better than revenant?
(edited by ReaperJr.5967)
If somebody dodges or evades the sword 3 at least 3 or 4 hits of it, are evades, I see it all the time in the screen.
And this sustain damage crap, every 10s Sword 3 will hit max for 8.5K damage and with some dodges or blinds will bring the damage around 6K optimal and if there are other targets around even less.
In the same time interval a player can land two 7K eviscerate which 14K damage in 6.5s.
So which ones higher sustain damage, a player can hit 8.5K optimal every 10s or a player can land optimal 14K damage in 6.5s.
If you tell me using Shiro heal plus Sword 3 is OP, I will agree with you but complaining about damage is a joke.
This guy has got to be the best Warrior in NA/EU. Wow, even better than Tarcis/Rom/BlackTruth.
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