Better than last beta,but still lacks stuff
I agree with mostly everything on this post,
Damage wise revenant is totally in a good spot, i’ve played both full damage, full condition damage, and a variety of hybrid options and i have no complaints there.
(Especially the Mallyx utility set is very strong as condition spec)
Adding weapon swap was also benificial in my opinion, though i do wish we had another condi weapon set (Mind that mace/axe is quite decent)
Defense wise revenant could be better, i found myself pretty much locked into taking the Invocation and Retribution lines to stand a chance vs CC heavy specs. And heavy condition pressure can be largely ignored if using the corruption trait line. (specifically the resistance on using a mallyx utility)
There also doesn’t seem to be a need for both energy cost AND cooldowns on the weapon skills. The energy management itself also needs a bit of balance.
The rework of hammer skill #3 is perfect. I had pretty much the same idea of it being a teleport to target area linked into a port back to original position. (Or at least a teleport to target area)
All in all, it’s a step up from the last time i played revenant, but it still suffers from a variety of issues.
IGN: Raefe Ostelt
dmg wise its on a way better spot than on the first beta, but imo it feels that needs atleast 1 strong spike skill to be fully complete. who knows, maybe Glint elite will accomplished this; what Rytlock used in the story to knock the rider off could very well be a spike dmg oriented elite, wich makes sense if you consider that the other elites do all but that:
Jalis: dmg reduction buff
Mallyx: stat increase and condi transfer
Ventari: healing and knockback
Shiro: AoE stun
Glint: single direct dmg spike(?)
(edited by Tora.7214)
dmg wise its on a way better spot than on the first beta, but imo it feels that needs atleast 1 strong spike skill to be fully complete. who knows, maybe Glint elite will accomplished this; what Rytlock used in the story to knock the rider off could very well be a spike dmg oriented elite, wich makes sense if you consider that the other elites do all but that:
Jalis: dmg reduction buff
Mallyx: stat increase and condi transfer
Ventari: healing and knockback
Shiro: AoE stun
Glint: single direct dmg spike(?)
Gosh I hope so. It really needs something. Maybe that’s it. But at the moment it’s just so incomplete feeling.
I agree on everything except Hammer #3 as teleport. I don’t really need it on a ranged weapon. However atm it’s just a bugged and inferior version of Hammer #5.
The energy cost is insane, utility-wise is fine because, if you think about it, you can have 10 utility skills active if the fight is long enough, but the weapon cost is ridiculous, i tried a marauder amulet build in pvp with a sword in the main hand, and i have to say, as cool as the number 3 move looks, you swallow all the AoEs of the enemy because it doesn’t count as evading (contrary to the number 3 of the warrior’s GS for example) and you end up dying because, if you could complete the move, you have no energy to get out of combat.
The assassin stance is very good, it gives mobility to go in and out of combat if you have the energy, he’s squishy though, he felt more squishy than my glass cannon warrior i use in sPvP, and he doesn’t really have very good or tangible cc because his Hammer skills are ranged.
The dwarf stance has a good pseudo-cc abilities that can get you and your team out of a bad situation in team fights, but then again they cost energy and if you decide to support you can’t engage because of the weapon skills energy cost.
Personally I think sword needs a buff. It’s the main dps power weapon and staff and hammer feel like they are outshining swords atm. I am not saying to nerf hammer or staff now Anet. -_- They are in a great place. But swords (both main hand and offhand) need work.