Energy Cost on weapon Skills is a hinderance

Energy Cost on weapon Skills is a hinderance

in Revenant

Posted by: Agile Sound.7516

Agile Sound.7516

I’ve noticed something extremely annoying in PVP while in combat and activating both a utility skill/skills and weapon skill/skills simultaneously… You run out of energy way too fast and are capable of doing absolutely nothing once your energy reaches zero while attempting to disengage from combat, or survive period leaving you with the following options:

1. Being forced to reengage in combat to try and restore energy using skill #1 until your energy bar recharges.
2. Being forced to swap legends instead of having the option not too.
3. Stay out of combat completely until your energy bar climbs back to 50%.
4. Even if you wanted to run/disengage from combat you wouldn’t be able to because the Revenant isn’t fast enough to get away, and your weapons skills except for the #1 skill are locked.

Reason for this occurrence:

1. The double duration caused by the energy cost and cool-down duration of the weapon skill’s itself.
2. The amount of energy the Revenant has is not enough to support both the weapon set and the utility skills even with the capability of swapping between legends.

In other words you have to wait until both the energy cost and the duration/cooldown of the weapon skill’s fully recharges. This severely limits playability because even if a weapon skill such as the staffs #3 block has fully recharged you still wouldn’t be able to activate it because of the possibility of not having enough energy, or you may have enough energy at the time however you would be forced to wait until the skill recharges although may no longer have the option to activate the skill because you’ve already run out of energy attempting to maintain/use the heal skill, the 3 utility skill’s, or elite skill for survivability.

(edited by Agile Sound.7516)

Energy Cost on weapon Skills is a hinderance

in Revenant

Posted by: Agile Sound.7516

Agile Sound.7516

This leads to the third problem about the class… You become incapable of healing yourself…

The energy cost for the three utility skills and the elite skill is fine, however the energy cost for the healing skill needs to be either taken off entirely, or actually gives energy back to the player similar to the warriors shout healing skill that recharges its adrenaline to 30. I’ve run into way too many encounters whereby i needed the healing skill ASAP but had to choose between defending myself solely with the weapon skills, healing skill, or use a utility to compensate for survivability, disengage from combat entirely, being forced to switch to another legend who’s heal skill i’ve already used, or wait until my energy goes back up by attacking the enemy which is a death-wish waiting to happen… Another issue is that current heal skills take way to long to activate especially for Ventari whereby activating Ventari’s Will doesn’t provide anything heal wise initially leaving you with the option of being forced to wait/survive for 2 seconds until Natural Harmony and the regeneration caused by the tablet itself get you to a certain degree of health. The healing while under the Tablet is great, but does absolutely nothing to protect you from burst, or to even compensate for the amount of damage the other eight classes are able to dish-out.

Solutions:

-Take off the energy cost of weapon skills and let energy solely be applied to the utility skills.

-Make the Heal skills for the Revenant actually restore energy instead of cost energy similar to the warriors healing shout skill that gives it 30 adrenaline.

Comparing Revenent weapon skills to other classes:

Why can’t the Revenant’s energy cost solely be used for the Utility skills like the Thief’s Initiative for weapon skills?

-Theif’s are able to spam their skills as much as they want without having to wait for a recharge with the exception of maybe five skills although the duration for these skills are extremely short and doesn’t act as an anchor for the player at all, also their utility skills don’t compromise their ability to attack nor disengage from combat but instead improves it.

Why can’t the Revenant just be limited to time duration/cooldowns for weapon skills like the Elementalist?

-Elementalist are able to spam (not literally) all five of their weapon skills while having option of four attunments to choose from whereby all of the skills have low and efficient cool-downs. The only durations they would have to worry about are for the attunment swap and weapon skills, however by the time the attunments fully recharges the weapon skills themselves are already recharged and ready for activation.

Why can’t the Revenant acquire attack benefits weapon stats from legends similar to the Engineer being able to swap kits?

-Engineers are capable of swapping to kits that are able to increase the survivability of the profession as a whole and dish-out some heavy damage with climatic results such causing poison, bleeds, confusion, create burst, heal etc… A MORE effective idea for the Revenants weapon skills would be to NOT TIE THE WEAPON SET TO THE LEGEND but TIE THE LEGEND TO THE WEAPON SET that way it wouldn’t matter about which weapon you choose because each legend would be adding attack benefits to the weapon itself.

(edited by Agile Sound.7516)

Energy Cost on weapon Skills is a hinderance

in Revenant

Posted by: Agile Sound.7516

Agile Sound.7516

Example of weapon set solution:

Jalis: Provide each attack caused by the Revenant to receive some form of boon: might, fury, stability, retaliation, or vigor to your character’s weapon.

Mallyx: Provide each attack caused by the Revenant to receive some form of condition: poison, vulnerability, blindness, confusion, and torment to your character’s weapon.

Ventari: Provide each attack caused by the Revenant to receive some form of boon: regeneration, swiftness, protection, aegis, and resistance to your character’s weapon…..

For Jalis:

Hammer: When swapped to Jalis.
Skill #1: applies Might to you when you use skill (add a cooldown similar to sigils)
Skill #2: applies Fury to you when you use skill (add a cooldown similar to sigils)
Skill #3: applies Stability to you when you use skill (add a cooldown similar to sigils)
Skill #4: applies Retaliation to you when you use skill (add a cooldown similar to sigils)
Skill #5: applies Vigor to you when you use skill (add a cooldown similar to sigils)

Staff: When swapped to Jalis.
Skill #1: applies Might to you when you use skill (add a cooldown similar to sigils)
Skill #2: applies Fury to you when you use skill (add a cooldown similar to sigils)
Skill #3: applies Stability to you when you use skill (add a cooldown similar to sigils)
Skill #4: applies Retaliation to you when you use skill (add a cooldown similar to sigils)
Skill #5: applies Vigor to you when you use skill (add a cooldown similar to sigils)

Mace: When swapped to Jalis.
Skill #1: applies Might to you when you use skill (add a cooldown similar to sigils)
Skill #2: applies Fury to you when you use skill (add a cooldown similar to sigils)
Skill #3: applies Stability to you when you use skill (add a cooldown similar to sigils)

Axe: When swapped to Jalis.
Skill #4: applies Retaliation to you when you use skill (add a cooldown similar to sigils)
Skill #5: applies Vigor to you when you use skill (add a cooldown similar to sigils)

For Mallyx:

Hammer: When swapped to Mallyx.
Skill #1: applies Poison on hit when you use skill (add a cooldown similar to sigils)
Skill #2: applies Vulnerability on hit when you use skill (add a cooldown similar to sigils)
Skill #3: applies Blindness on hit when you use skill (add a cooldown similar to sigils)
Skill #4: applies Confusion on hit when you use skill (add a cooldown similar to sigils)
Skill #5: applies Torment on hit when you use skill (add a cooldown similar to sigils)

Staff: When swapped to Mallyx.
Skill #1: applies Poison on hit when you use skill (add a cooldown similar to sigils)
Skill #2: applies Vulnerability on hit when you use skill (add a cooldown similar to sigils)
Skill #3: applies Blindness on hit when you use skill (add a cooldown similar to sigils)
Skill #4: applies Confusion on hit when you use skill (add a cooldown similar to sigils)
Skill #5: applies Torment on hit when you use skill (add a cooldown similar to sigils)

Mace: When swapped to Mallyx.
Skill #1: applies Poison on hit when you use skill (add a cooldown similar to sigils)
Skill #2: applies Vulnerability on hit when you use skill (add a cooldown similar to sigils)
Skill #3: applies Blindness on hit when you use skill (add a cooldown similar to sigils)

Axe: When swapped to Mallyx.
Skill #4: applies Confusion on hit when you use skill (add a cooldown similar to sigils)
Skill #5: applies Torment on hit when you use skill (add a cooldown similar to sigils)

For Ventari

Hammer: When swapped to Ventari.
Skill #1: applies Regeneration to you when you use skill (add a cooldown similar to sigils)
Skill #2: applies Swiftness to you when you use skill (add a cooldown similar to sigils)
Skill #3: applies Protection to you when you use skill (add a cooldown similar to sigils)
Skill #4: applies Aegis to you when you use skill (add a cooldown similar to sigils)
Skill #5: applies Resistance to you when you use skill (add a cooldown similar to sigils)

(edited by Agile Sound.7516)

Energy Cost on weapon Skills is a hinderance

in Revenant

Posted by: Agile Sound.7516

Agile Sound.7516

Staff: When swapped to Ventari.
Skill #1: applies Regeneration to you when you use skill (add a cooldown similar to sigils)
Skill #2: applies Swiftness to you when you use skill (add a cooldown similar to sigils)
Skill #3: applies Protection to you when you use skill (add a cooldown similar to sigils)
Skill #4: applies Aegis to you when you use skill (add a cooldown similar to sigils)
Skill #5: applies Resistance to you when you use skill (add a cooldown similar to sigils)

Mace: When swapped to Ventari.
Skill #1: applies Regeneration to you when you use skill (add a cooldown similar to sigils)
Skill #2: applies Swiftness to you when you use skill (add a cooldown similar to sigils)
Skill #3: applies Protection to you when you use skill (add a cooldown similar to sigils)

Axe: When swapped to Ventari.
Skill #4: applies Aegis to you when you use skill (add a cooldown similar to sigils)
Skill #5: applies Resistance to you when you use skill (add a cooldown similar to sigils)

Example of weapon set solution: BOTH LEGENDS APPLIED TO single weapon sets:

Well you get the idea just apply what is above with the weapon set but with both legends simultaneously with each weapon.

(edited by Agile Sound.7516)

Energy Cost on weapon Skills is a hinderance

in Revenant

Posted by: Agile Sound.7516

Agile Sound.7516

So here are a few suggestions that would be great to see applied to the weapons.

Mace:
Damage increased by 10-20%.

Axe:
Damage increased by 10-20%.

Staff:
Skills #3, #4, and #5 are perfect in my opinion, however the radius for skill #1 could be increased from 130 to 150. During combat scenarios in PvP it was like i was barely hitting anything at all… Skill #1 also needs a damage buff severely, the current damage output is so small that even after fighting one of the training npc’s in the mist for like 2 minutes they’ll just walk away back to their previous position and heal back to full health as if you had never engaged them to begin with.

In terms of skill #2 its “ok” although the damage output needs to be increased severely. Also it would be nice if Debilitating Slam had the ability to act as an interrupt with a cool-down.

Hammer:
-Has no form of block or evade skills making the Rev extremly subceptable towards melle attacks.
-Lacks survivability for close quarter combat.

Solution: (just one would be a great help; in my opinion)

-Phase Smash provides evasion, or distortion for (1-2) seconds.
-Field of the Mist being both a projectile blocker and applies blindness to foes that pass through it.

Energy:
Energy for Rev needs be increased by 5-15%

(edited by Agile Sound.7516)

Energy Cost on weapon Skills is a hinderance

in Revenant

Posted by: Agile Sound.7516

Agile Sound.7516

Legendary Ventari’s Stance:

Anomaly’s:

PvP, PvE, or WvW: the Project Tranquility does not reset to Ventair’s Will when you die even after the Tablet is destroyed.

Suggestion:

-Have a grandmaster trait for Expulsion activates upon death while using Ventari stance.

Ventari’s Will: (already activated)
The healing skill is fine in general although there is no form of visual reference of the tablet passing through and healing someone. (Maybe create a green-ring to symbolize the healing radius similar to red-rings when an enemy or player attacks using an AoE skill; the flower effects are a great visual although when the tablet is out of sight or is at a certain distance the flower effects become unreadable).

-The radius could be increased too 180-240.

Project Tranquility:

Ventari’s Tablets healing radius increased to 300 instead of 240 the amount of healing produced is fine.

Reason why:

In PVP and PVE ducking and dodging enemy players attacks forces the Revenant to be pushed outside of its radius while the pass through healing effect of Ventari’s Will starts to become uncontrollable during tense situations. This mostly caused by the limited radius of Tablet, the Revenants sole dependency on the Tablet once activated, and the inability of the Revenant being able to survive on it’s own without it.

Protective Solace:
Perfect in my opinion it’s not over powered nor underpowered.

Natural Harmony:
Increase radius from 240 too 300.

Purifying Esccense:

The skill is perfect, although increasing the radius to 300-480 with a recharge time of 5-12 seconds would balance it.

Something like this…

300 radius for 4-5 seconds
360-420 radius for 6-10 seconds
360-480 radius for 8-12 seconds

Energy Expulsion:

Increase radius too 300.

The healing orbs created disappear way to quickly, in my opinion, it should be like the Engineers bandages so a player will actually have time to see and acquire the orbs if need be.

(edited by Agile Sound.7516)

Energy Cost on weapon Skills is a hinderance

in Revenant

Posted by: Agile Sound.7516

Agile Sound.7516

Legendary Dwarf Stance:

Soothing Stone:

Skill is perfect in my opinion. (Although take away the energy cost as explained above.)

Inspiring Reinforcement:

Skill is perfect in my opinion.

Forced Engagement:
The skill drains way too much energy, it would be more balanced if the skill would cost 40 energy to activate while having a recharge time of 6-12 seconds, and the taunt/slow duration being increased from 2 too 3 seconds.

Rite of the great drawf:
The skill takes way too long to activate. In my opinion i would recommend decreasing the activation too either 1/4 or 1 second, having a duration time 5-10 seconds, and a recharge time of 20-60 seconds.

(edited by Agile Sound.7516)

Energy Cost on weapon Skills is a hinderance

in Revenant

Posted by: Agile Sound.7516

Agile Sound.7516

Legenday Demon Stance:

This stance does more harm to your character and to be honest i don’t care for it.

Empowering Misery:

In comparison to the Jalis and Ventari the heal skill doesn’t apply any benefits and is self defeating.

Solution:
I would recommend to just take off the the self-weakness and leave the skill as is, allow the skill to also provide some form of regeneration, or increase the healing power of the skill itself by 50-100% while keeping the self-weakness.

Pain Absorption:
The self blinding duration (8s) is way too long and is self defeating if you’re using melee weapon; or any weapon at that also you’re not able to transfer the self blind immediately afterward to another npc, or player due to the 35 energy cost.

Solution:

Instead of self-blind i would recommend that the condition applied would be self-vulnerability with a duration of five – eight seconds, the skill being unblockable, having an energy cost of 35 while being able to transfer up to three condition to a target foe, and having a recharge duration of 8-15 seconds.

Banish Enchantment:
This skill is ok in my opinion.

Unyielding Anguish:
This skill is ok in my opinion.

Embrass the darkness:
The skill seems to be ok.

Energy Cost on weapon Skills is a hinderance

in Revenant

Posted by: Lonewolf Kai.3682

Lonewolf Kai.3682

Example of weapon set solution:

Jalis: Provide each attack caused by the Revenant to receive some form of boon: might, fury, stability, retaliation, or vigor to your character’s weapon.

Mallyx: Provide each attack caused by the Revenant to receive some form of condition: poison, vulnerability, blindness, confusion, and torment to your character’s weapon.

Ventari: Provide each attack caused by the Revenant to receive some form of boon: regeneration, swiftness, protection, aegis, and resistance to your character’s weapon…..

For Jalis:

Hammer: When swapped to Jalis.
Skill #1: applies Might to you when you use skill (add a cooldown similar to sigils)
Skill #2: applies Fury to you when you use skill (add a cooldown similar to sigils)
Skill #3: applies Stability to you when you use skill (add a cooldown similar to sigils)
Skill #4: applies Retaliation to you when you use skill (add a cooldown similar to sigils)
Skill #5: applies Vigor to you when you use skill (add a cooldown similar to sigils)

Staff: When swapped to Jalis.
Skill #1: applies Might to you when you use skill (add a cooldown similar to sigils)
Skill #2: applies Fury to you when you use skill (add a cooldown similar to sigils)
Skill #3: applies Stability to you when you use skill (add a cooldown similar to sigils)
Skill #4: applies Retaliation to you when you use skill (add a cooldown similar to sigils)
Skill #5: applies Vigor to you when you use skill (add a cooldown similar to sigils)

Mace: When swapped to Jalis.
Skill #1: applies Might to you when you use skill (add a cooldown similar to sigils)
Skill #2: applies Fury to you when you use skill (add a cooldown similar to sigils)
Skill #3: applies Stability to you when you use skill (add a cooldown similar to sigils)

Axe: When swapped to Jalis.
Skill #4: applies Retaliation to you when you use skill (add a cooldown similar to sigils)
Skill #5: applies Vigor to you when you use skill (add a cooldown similar to sigils)

For Mallyx:

Hammer: When swapped to Mallyx.
Skill #1: applies Poison on hit when you use skill (add a cooldown similar to sigils)
Skill #2: applies Vulnerability on hit when you use skill (add a cooldown similar to sigils)
Skill #3: applies Blindness on hit when you use skill (add a cooldown similar to sigils)
Skill #4: applies Confusion on hit when you use skill (add a cooldown similar to sigils)
Skill #5: applies Torment on hit when you use skill (add a cooldown similar to sigils)

Staff: When swapped to Mallyx.
Skill #1: applies Poison on hit when you use skill (add a cooldown similar to sigils)
Skill #2: applies Vulnerability on hit when you use skill (add a cooldown similar to sigils)
Skill #3: applies Blindness on hit when you use skill (add a cooldown similar to sigils)
Skill #4: applies Confusion on hit when you use skill (add a cooldown similar to sigils)
Skill #5: applies Torment on hit when you use skill (add a cooldown similar to sigils)

Mace: When swapped to Mallyx.
Skill #1: applies Poison on hit when you use skill (add a cooldown similar to sigils)
Skill #2: applies Vulnerability on hit when you use skill (add a cooldown similar to sigils)
Skill #3: applies Blindness on hit when you use skill (add a cooldown similar to sigils)

Axe: When swapped to Mallyx.
Skill #4: applies Confusion on hit when you use skill (add a cooldown similar to sigils)
Skill #5: applies Torment on hit when you use skill (add a cooldown similar to sigils)

For Ventari

Hammer: When swapped to Ventari.
Skill #1: applies Regeneration to you when you use skill (add a cooldown similar to sigils)
Skill #2: applies Swiftness to you when you use skill (add a cooldown similar to sigils)
Skill #3: applies Protection to you when you use skill (add a cooldown similar to sigils)
Skill #4: applies Aegis to you when you use skill (add a cooldown similar to sigils)
Skill #5: applies Resistance to you when you use skill (add a cooldown similar to sigils)

Excellent idea!!

“Be like water” – Bruce Lee

Energy Cost on weapon Skills is a hinderance

in Revenant

Posted by: Taneru.2736

Taneru.2736

Why would you disengage from combat to try to regain energy?

You regen up to 50% out of combat.

You regen up to 100% in combat.

Energy Cost on weapon Skills is a hinderance

in Revenant

Posted by: MithranArkanere.8957

MithranArkanere.8957

You are probably trying to maintain upkeeps for too long.

That severely drains your energy and keeps it low.

As soon as you are not maintaining any effect, if you are in combat, energy quickly goes up again. You just have to kite for 1-2 seconds before you can use the healing skill.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!