After 10 hours of revenant testing (in dungeons, fractals and open world) with Jalis and Ventari as heroes (and swapping constantly) and Mace-Axe as weapons, I did end up thinking that we should gain energy by attacking, not just for being in combat.
Right now you are forced to NOT attack to just save energy to do certain skills that will be more useful than attacking (as example, the jalis road that puts stability on us). So if you want to keep attacking an enemy with stability on your group, you need to STOP attacking, stay idle awkwardly while the other proffesions can still DPS and then you cast the shiny road and go back to attacking. This is happening just because how energy works.
Alternatively, you can instantly get 50% energy by swapping heroes, but swapping heroes has a cooldown as well. And what will you do, camp a different hero just so you have no cooldown when you really need to use a skill, so you can swap+use with no energy penalty? It’s bad designed so far.
Please balance and adjust the energy parameters so we can gain it with each attack and punish people not attacking instead of punishing people attacking. That way it would work like some other proffesions skills and they’re proven they work perfectly in the GW2 combat playstyle.
- As example, the elementalist signet that heals for each weapon skill that you use is a good concept for how energy could work. On elementalist, if you really need to heal, you just spam skills with that signet on passive, you don’t even need to hit the enemy, just turn around and spam skills (test it with poison or agony and you’ll see how fun it’s to keep you busy spamming skills).
With that change to the energy bar of Revenant, if you just need to cast a certain skill that will be really needed at a point, you can aim for it 5 seconds earlier and start spamming skills to build up Energy.
By doing that we we don’t get punished just by fighting.