Legendary Dwarf Stance – Supposed to be tank. I propose giving some tweaks and adding protection boon.
Forced Engagement – Reduce energy cost, for a measly interrupt/taunt 50 is too high.
Vengeful Hammers – Make so gives protection to group at intervals while hammers active. (Jalis needs some access to protection boon)
Inspiring Reinforcement – This one is fine as is.
Rite of the Great Dwarf – Reduce channeling time, it already costs 50 energy so it doesn’t get spammed… why add a ridiculous channeling time to it also???
Legendary Demon Stance – Based on dealing more damage with conditions. I feel condition cap at 3 should be lowered to 2 given the ridiculous amounts of condi cleanses you get in a group setting.
Banish Enchantment – This is one good as is.
Unyielding Anguish – The torment caps at 3 stacks (6 if condi met) and does not increase per pulse. Needs to be changed so it can at least stack some torment. Also displacement ignores stability and defiance as well as moves unmovable bosses.
Pain Absorption – Way too much of an energy requirement for getting a second of resistance (not to mention a bunch of hurtful conditions).
Embrace the Darkness – Interval needs to be lower and condition apply higher. For how little of time you can use this should have higher effect. Maybe something like 1 second interval, 2-3 seconds of conditions. Given how it doesn’t last long at least let it stack more then 1 stack of a condition.
Legendary Centaur Stance – Healing tablet build, felt a bit messy, wish there was a way to just have tablet follow you as to focus more on dodges etc then just moving the tablet. Feels like it wants you to stack, wasn’t the point to stop stacking not support it?
Protective Solace – This one is good, though maybe a slightly larger aoe.
Natural Harmony – Decent skill low cost and usable but it still felt weak on the heals, maybe its just me.
Purifying Essence – Works fine, although the cast time was making it fail half the time when used.
Energy Expulsion – Would not activate unless i was over 50 energy. Felt that made it not as useful.
Hammer – Everything has a 1 second+ activation time that needs to be reduced. Why bother with huge activation times when it all costs energy anyways?
Mace/Axe – Felt weak but still by far the best weapon out of the choices. Needs damage increase.
Staff – Extremely low dps, yes it does heal you… kind of. But for how pathetic the dps is not worth it. Also noticed it didn’t always send out healing orbs on 3rd attack.
Please post any ideas you think would work! I would go into traits to but… not worth it ha ha. Hope to hear some good ideas of what boons/buffs etc the rev could use to make it not terrible =P