How to Improve Revenants ideas

How to Improve Revenants ideas

in Revenant

Posted by: draxynnic.3719

draxynnic.3719

if you really can’t handle it… well, there are eight other professions to choose from.

Mmmk, making comments like this only gets you reported and doesn’t help the thread. Everyone is simply suggesting ideas to help improve the class and the last thing we need is someone insinuating that they shouldn’t play a class based on a suggestion to help improve it. Moving on…

raises eyebrow

Not every profession is intended to be a perfect match for every player. I’ve never got the hang of playing the elementalist like a piano and pulling off a series of synergistic comboes like the expert elementalist players can, but I don’t think the mechanic for elementalists needs to be changed because its playstyle doesn’t gel for me. The elementalist lovers love it, and better for them.

We have eight – to be nine with HoT – professions so that we can have professions that cater for a variety of styles, so that if one profession doesn’t work for any given player, there will be another that does. Revenant is getting extra attention from the player base because it’s the shiny new option and everyone wants to make it the best according to their standards, but its no different from the others – it’s intended to aim towards a particular playstyle, and that playstyle is going to work for some players better than others. And part of that playstyle is GW1-style energy management, including a mix of skills that will burn through your energy quickly, and skills that have a relatively low energy cost to use such that you can use them on recharge and not expect to run out of energy if those are the only skills you use, but which nevertheless still cost energy and can slow down your rate of recovery from the big skills.

This may not be your cup of tea. In which case, there are eight other professions that do not use this mechanic. For people who were experienced with Guild Wars 1 – and let’s face it, the revenant is essentially the GW1 nostalgia profession, since all of the legends known or suspected are GW1 NPCs – the mix of high-energy high-impact skills and sustainable-but-still-use-energy skills should be a natural fit.

Which is a longer-winded way of saying what I said before. shrug

Rather than winding back part of what makes the revenant interesting, it would be better if, like the elementalist, revenant players got appropriate rewards from managing their energy appropriately. (Which I think is still a lot easier than what the expert elementalists pull off.)

To those who think Scarlet hate means she’s succeeded as a villain:
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.

(edited by draxynnic.3719)

How to Improve Revenants ideas

in Revenant

Posted by: draxynnic.3719

draxynnic.3719

You’d also want to tweak some of the other skills – reverse the way Coalescence of Ruin works (so the biggest damage hit is at close range) and make the jump behave like a normal leap rather than having the teleport back.

I suspect that this is not possible (or at least not likely). The reason is because I don’t believe it’s actually a leap at all. It’s a magic trick. All it is is a ranged attack in which the “real you” is made invisible and indestructible while a “fake you” is sent as a projectile. The real you never moves. The reason they can’t have the real you move is because you aren’t limited to targets you can physically reach, like with the Thief’s Infiltrator’s Arrow.

Basically, if they allowed you to stay where you appear to end up, then players could use it to trivialize jumping puzzles and other terrain challenges, or alternately you could use it as a true leap, but then they’d need to either reduce the range considerably or require it to path-to-target which would make it less often usable.

It does actually trigger finishers as a leap, and I think I might have taken damage from a melee swing while performing the attack, although I may have misinterpreted what happened.

That said, the range probably would need to be tweaked if the teleport-back was removed for the reasons you mention. Probably to roughly the range of the engineer rifle jump.

But revenant doesnt need weapon swap. Engi does fine without it so does ele. Its an issue of revenant desing that they tied weapons too close to specific legend, nothing else. Making it similiar way to ele glyph would solve that issue while still keeping weapon roles.

Engineer and elementalist weaponsets are versatile – none of the weaponsets currently available to either lock you into melee, and most of them, while technically ranged, offer their highest damage potential at near-melee range (elementalist scepter is usually at its most effective when you can chain comboes in close range, and when using a staff solo, it’s usually easier to keep an enemy in your AoEs if you stick close to them yourself).

Revenant weapons don’t do this. Their only current ranged option has a decreased damage if it isn’t in the 800-1200 band from the target, while all their melee weapons have a maximum range of less than 500 units (less than elementalist dagger in water attunement) apart from axe offhand. Basically, the two Es get away with it because their weaponsets are versatile enough that they can get away with only having one. Revenants have highly specialised weaponsets that are virtually useless in the wrong circumstances.

Now, legends can help with this (Vengeful Hammers for melee for a hammer rev, for instance… as long as the hammers don’t hit a wall…) but even then it’s a serious handicap.

That said, the idea of a legend’s weapon (usable through F3?) does seem interesting. One of the things I consider to be a flaw for the hammer with Jalis is that it’s certainly not used the way Jalis would have used it, for instance – it would be interesting to be able to summon a ghostly hammer while in the Jalis legend and whack away. Similarly, Mallyx could have a couple of ghostly fists. It’s potentially giving the rev access to a lot more skills at once, but, like the elementalist, still at the cost of customisability.

To those who think Scarlet hate means she’s succeeded as a villain:
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.

How to Improve Revenants ideas

in Revenant

Posted by: Daeth.8912

Daeth.8912

My comments:

1) Ventari’s tablet should follow you innately, and when you click on it you can put it in turret mode wherever you want. When you click it again it should follow you. Constantly moving it to your own position or resummoning is a major pain and makes the class less fun.
2) Talking of resummoning, change the Elite so it doesn’t blow the tablet up, just make it overcharge it like the engineer turrents, otherwise it becomes a penalty mid combat rather than a beneficial action.
3) I think each stance should be able to have a different weapon linked to it. Each stance seems to suit different weapons, and if you choose melee weapons you end up penalised compared to other classes who can do both melee and ranged.

How to Improve Revenants ideas

in Revenant

Posted by: Spitzilla.4193

Spitzilla.4193

Well I do not know if someone posted this, but if sigils on weapon swap would not work with legend swap, all those sigils will not be usable for Revenant ?

How to Improve Revenants ideas

in Revenant

Posted by: Kidel.2057

Kidel.2057

The weapon sets are themed off the stances, but we can’t swap weapons. So we will be stuck with one good combination and one useless one.

Also no mention about swiftness? No mention about weaponskills needing energy + cooldown?

Seriously, weaponswap, energy on weaponskills and swiftness are the things Revenant needs the most. I’m not concerned about dps (that’s simply a “change the numbers” + Shiro thing)

Well I do not know if someone posted this, but if sigils on weapon swap would not work with legend swap, all those sigils will not be usable for Revenant ?

Some of them do work. I tried Earth and it does.

How to Improve Revenants ideas

in Revenant

Posted by: Gathbard.6904

Gathbard.6904

I feel that there should be a clear statement on the idea behind revenant’s weapon system, because right now it feels conflicting:

On one hand we’re free to pick the weapon we like and use it on every legend, on the other hand some weapons are “less damaging” because of…reasons? (coff…coff…Ventari and staff).

Now, I’m not saying this is a bad concept, but I think it needs consistency:

If the concept behind Revenant is to have weapons tied to a legend, then fully make them part of that legend:
-swapping legends also swap weapons
-prevent players from using other weapons other than the ones actually tied to the legend they’re channeling.
-Add weapon traits on that legend’s mastery tree.

If the concept is to let us mix and match weapons and legends at will without gimping our character:
-Every weapon has to be viable from a damage standpoint. Main culprit here is still poor Staff: being weak on damage because it’s tied to Ventari directly conflicts with the concept.
-Allow the player to swap weapons or add more utility skills to each legend.
Mainly soft cc, pull/push, gap closers/escape mechanics in general.

(edited by Gathbard.6904)

How to Improve Revenants ideas

in Revenant

Posted by: Kidel.2057

Kidel.2057

forcing you to swap weapon with legendswap is a bad idea.

I may want to legendswap to heal (Shiro basically has no immediate healing skill) or to use a certain skill, or to reset energy, but I may want to keep my ranged weapon.

How to Improve Revenants ideas

in Revenant

Posted by: Xenon.4537

Xenon.4537

or the ability to channel more than 2 legendary stances. Three legendary stances would be great, so that we can match the 3 specializations accordingly.

I was rather disappointed myself that we could only use 2 Legends at a time. It would be nice if they changed it to more than two.

The problem with that is, there are only four non-elite legends planned for you to choose from. Might as well just make all of the legends accessible at that point…

ANet really needs more than the four non-elite legends they have lined up. If we had more to choose from, a lot of the issue with lack of options would be greatly helped.

The issue isn’t really a lack of legends. It’s lack of synergy between legends, coupled with lack of synergy between weapons across the board. Staff is only good on Ventari, hammer on Jalis, axe/mace on Mallyx, etc.

My solution is to make all weapons a “blank slate” and use traits to define them. Mallyx traits add condition, Jalis adds CC, Ventari adds support, Shiro adds raw damage modifiers.

This would allow you to swap legends freely, while still applying conditions, CC, DPS, or support whenever you need it. No need for weapon swap. IMO the Revenant’s unique style should be that it swaps 6-0 instead of 1-5.

How to Improve Revenants ideas

in Revenant

Posted by: Xenon.4537

Xenon.4537

forcing you to swap weapon with legendswap is a bad idea.

I may want to legendswap to heal (Shiro basically has no immediate healing skill) or to use a certain skill, or to reset energy, but I may want to keep my ranged weapon.

This x9001

How to Improve Revenants ideas

in Revenant

Posted by: Kidel.2057

Kidel.2057

This would allow you to swap legends freely, while still applying conditions, CC, DPS, or support whenever you need it. No need for weapon swap. IMO the Revenant’s unique style should be that it swaps 6-0 instead of 1-5.

Style? Oh come on. Every other class can swap skills from 1-5, that are the skills you use the most.
This gives them a lot of advantages.

Look at Elementalist. Has no weaponswap, but has attunements and kits. This allows the Elementalist to use 35 skills in a row (only those from 1 to 5), without stopping or waiting for cooldowns. Again 35. And without factoring any skill from 6-0 except the ones to conjure weapons.

Revenant can use his weaponskills and then wait for cooldowns. Or can use 1 toggle skill (like Ventari barrier, or rotating hammers, or Mallyx elite) and do nothing, because once your energy is low you can’t use any weaponskill except AA.

Do you get how much swapping skills from 1 to 5 is useful? Swapping skills from 6 to 0 is not even close to that. Mainly because those skills suck however, or have a huge energy cost.

How to Improve Revenants ideas

in Revenant

Posted by: Xenon.4537

Xenon.4537

Style? Oh come on. Every other class can swap skills from 1-5, that are the skills you use the most.
This gives them a lot of advantages.

Yes it does, but being able to swap 6-0 gives Rev other advantages which are unique to the class.

Look at Elementalist. Has no weaponswap, but has attunements and kits. This allows the Elementalist to use 35 skills in a row (only those from 1 to 5), without stopping or waiting for cooldowns. Again 35. And without factoring any skill from 6-0 except the ones to conjure weapons.

All of those 35 skills have much longer cooldowns than most other classes. They also have limits and situational effectiveness in almost every case. Have you ever heard people complain that Ele has to press twice as many buttons for the same DPS as a warrior? More skills =/= better.

Revenant can use his weaponskills and then wait for cooldowns. Or can use 1 toggle skill (like Ventari barrier, or rotating hammers, or Mallyx elite) and do nothing, because once your energy is low you can’t use any weaponskill except AA.

This is why they need to overhaul the energy mechanic. It has nothing to do with weapon synergy. Energy is a boring “wait for it” mechanic, because it only passively regenerates. There should be skills and traits that give you more energy when you play better. For example gain energy when you block, gain energy when you interrupt, gain energy when you revive, sacrifice 20 energy to gain 50 later, etc.

Do you get how much swapping skills from 1 to 5 is useful? Swapping skills from 6 to 0 is not even close to that. Mainly because those skills suck however, or have a huge energy cost.

Yes those utilities are lackluster, I agree. Again, that’s evidence that the utilities need to be buffed and the energy mechanic needs to change. Nothing to do with weapon swap. Do you get how much swapping 6-0 would be useful if they removed cooldowns and made you actually THINK about how to boost your energy?

As I have stated many times on this forum, the issue here is not weapon swapping. It’s lack of synergy between legends and weapons. My solution is to make weapons a “blank slate” with no conditions, support, CC, or damage modifiers. Instead have traits which add those things to slots 1-5 regardless of weapon. Here’s my thread which goes into more detail:

https://forum-en.gw2archive.eu/forum/professions/revenant/My-feedback-on-Rev-build-mechanics/

How to Improve Revenants ideas

in Revenant

Posted by: Kidel.2057

Kidel.2057

You’re basically suggesting to move main skills in the right side of the bar?
Because it doesn’t matter how you fix energy stuff, I can’t spam a healing skill and I can’t spam damaging attacks with an elite skill or a utility skill.

Utility skills are there just to be useful, providing things like blinks or CC, while the main source of gameplay are skills from 1 to 5, and Revenant is the only, again the ONLY, class that can’t swap those.

How to Improve Revenants ideas

in Revenant

Posted by: Xenon.4537

Xenon.4537

You’re basically suggesting to move main skills in the right side of the bar?
Because it doesn’t matter how you fix energy stuff, I can’t spam a healing skill and I can’t spam damaging attacks with an elite skill or a utility skill.

Utility skills are there just to be useful, providing things like blinks or CC, while the main source of gameplay are skills from 1 to 5, and Revenant is the only, again the ONLY, class that can’t swap those.

You are assuming that 6-0 cannot be made into “main gameplay” skills as you put it, which is just nonsense. Every skill on your bar should be considered “main gameplay” on any class. If you mean “situational” then yes, that’s a problem. What I’ve been saying this whole time is that revenant 6-0 should NOT be so situational.

Take your elementalist argument. They have 35 skills? Vs the revenant’s 15? Okay so Ele has roughly twice the skills, but has to use them twice as fast and twice as often for the same benefit. Do you see what I’m getting at? You don’t need to shove more skills onto the bar. You can allow the Rev to use the smaller number of skills more frequently similar to a thief who uses initiative instead of cooldowns. Your assertion that utility skills can’t be spammable is just not true. It’s all in the balance.

I’m not saying the heal should be spammable. I’m saying 6-0 need to be equivalent to other classes. If an Ele can do X amount of things with 35 skills on 1-5, then the Rev needs to do roughly the same amount of things with 10 skills on 6-0. #6 needs to remain balanced obviously. 7-9 need to be better, and 0 needs to be better.

Now before you attack me, let me reiterate the energy problem. I’m not saying they should just make 6-0 godly overpowered insta-spam 1-shot skills. I’m saying that they need to create a system where you actually have to play better to use energy and make those 6-0 skills work. You should have to think about where you stand, when you block ,when you interrupt, etc. If you ever played GW1, you know there are a lot of fun and interesting ways to do energy management… and they only had 8 skill slots back then…

How to Improve Revenants ideas

in Revenant

Posted by: Kidel.2057

Kidel.2057

When revenant was announced I believed that 7-0 skills would have made up for the lack of swap. Of course they could change the gameplay, but guess what? They didn’t.
As 7-0 skills are now (yes, not counting 6, since it’s healing skill) they do not replace weaponswap, and they won’t unless they do them all again from scratch.

And you know what? I prefer them the way they’re now. I don’t want a class that is a completely different game and I also think it would confuse 90% of the players. I just want a class with a different mechanic, and the current Revenant is fine. Just give weaponswap and no energy cost on 1-5 skills.

However they already said that energy has already been changed since the last bonus beta. We should have ways to generate it in the next one, aside from legendswap that already can.

(edited by Kidel.2057)

How to Improve Revenants ideas

in Revenant

Posted by: Killyox.3950

Killyox.3950

I was so disappointed that Mallyx’s Elite skill transferred 1 condition stack. As in I had 6 bleeds and it transferred only 1 stack of bleed. I had 8 stacks of vulnerability and it transferred only 1 stack. MEH. BIG BIG MEH.

How to Improve Revenants ideas

in Revenant

Posted by: FLiP.7680

FLiP.7680

I don’t want a class that is a completely different game and I also think it would confuse 90% of the players.

Then Revenant is not for you, just like Engineer is not for many other players that can’t manage kits.

Again, that’s evidence that the utilities need to be buffed and the energy mechanic needs to change. Nothing to do with weapon swap. Do you get how much swapping 6-0 would be useful if they removed cooldowns and made you actually THINK about how to boost your energy?

As I have stated many times on this forum, the issue here is not weapon swapping. It’s lack of synergy between legends and weapons. My solution is to make weapons a “blank slate” with no conditions, support, CC, or damage modifiers. Instead have traits which add those things to slots 1-5 regardless of weapon.

I agree on this, the low cooldowns on the utilities are clearly made so they are much more necessary for the Revenant than a simple utility for other classes. They are part of the class mechanic.

How to Improve Revenants ideas

in Revenant

Posted by: ODB.6891

ODB.6891

Not only bosses. Many situations require some party members with ranged weapon (like the platforming part with harpies, that is already pretty bad for the lack of swiftness if you have no hammer)

Again, not REQUIRED. You can melee harpies fine, in fact if you have a guardian with you its preferred to stay close to them for their blocks/reflects. Things like “required” and “mandatory” mean you can not complete something without something. The only ONLY thing in fractals you can not hit without range are oil buckets in Battleground. And EVEN THEN you can just ignore them, break the doors, and run. Anomaly is helped with having range if all platforms near it are missing, but they come back pretty fast.

Again, I agree Revs need weapon swap and another range option, but not because of fractals.

All of this^

Was wondering if everyone actually believed you needed or even wanted range in fractals lol.

How to Improve Revenants ideas

in Revenant

Posted by: ODB.6891

ODB.6891

Stop trying to make a special snowflake. There are too many breaks from the core game functionality/design on this new profession. No weapon swaps, with insufficient compensation. Nearly incompatible trait lines/specializations…needs much more synergy. Lack of mechanics to switch back and forth from ranged to melee…repeat of weapon swap issues. Lack of utility customization. A lot of encounters actually depend on appropriate utility choice for smooth completion. Apparently cast time and mobility issues.

I see the mobility issues are going to be addressed on the last baseline legend, but that still would leave the other legends with the mobility issues.

You have already tried the special snow flake approach a couple of times and it always falls flat on its face. Attrition necromancer with terrible mobility, nearly non-existent party support, and terrible active defenses. You see how that has worked out in pve. Mesmers with their previous lack of reliable swiftness, due to previous flavor restriction. Clearly that has been re-evaluated. Guardian with their previous terrible lack of decent ranged options…now an entire elite spec to fix that. Don’t keep making the same mistakes…special snow flake is bad! It needs to have a core set of functionality that is homogenous with the game mechanics. Flavor on top of that is great…but don’t omit the core.

How to Improve Revenants ideas

in Revenant

Posted by: KronosBaelfire.6289

KronosBaelfire.6289

Just got done watching a video on YouTube by MMOINKS on his insight about the class and some ideas that I agree with a lot. Someone may have already posted this in the forums so I apologize for the repost but he does make some good suggestions and ideas.

https://twitter.com/KronosBaelfire
http://gw2style.com/profile.php?id=9298
“The supreme art of war is to subdue the enemy without fighting.” – Sun Tzu, The Art of War

How to Improve Revenants ideas

in Revenant

Posted by: Kidel.2057

Kidel.2057

Thanks for the feedback. This is definitely the type of stuff we are looking for, keep it coming.

A few skills are unable to be used unless in combat. ex
-Vengeful Hammers
-Energy Expulsion (seems to require 51 energy) kind of strange…
-Embrace the Darkness
.. I think i forgot some but those work for now.

Not sure if these would count as bugs or maybe its supposed to be like that. Either way would be nice if they get fixed. Hopefully they fix them, kind of annoying to have to sit the and summon hammers after the surprise attack has happened, instead of prepping for it.

The energy mechanic is kind of weird when out of combat right now and that’s something we’ve already addressed internally. In the next iteration you’ll see it’ll have the updated energy bar.

Basically, you can’t use the upkeep skills right now because you don’t have the upkeep to spend to use them because when you are out of combat energy upkeep drops from 5 per second base to 0 when you are resting at 50% energy. In the new version you will always be at 5 per second base, it’ll instead just cap energy at 50% out of combat. Which should solve a lot of the weirdness.

The energy expulsion issue is probably a bug as it should be costing 50 energy.

So, taking up from Shiro stream, we are going to be able tu use superspeed for 4 seconds ooc, right?

How to Improve Revenants ideas

in Revenant

Posted by: Jade Arkadian.9280

Jade Arkadian.9280

Now you are telling us that:

- Revenant can do great DPS with swords and Shiro..
- Revenant can do AOE petrification without CD while the thief only can petrify one foe through Basilisk Venom
- Revenant is able to shadowstep and attack
- Revenant is able regen endurance and dodge more than a thief… and above that they got heavy armor
- And now Revenant can switch weapons too…

I dont like the idea of the Revenant being able to do Thief stuff better (and fancier) than a Thief.

It’s a relief they don’t have access to stealth…

I only pray for a nice thief elite spec that will turn the class in the true (and rightfull) king glass canon/mobility class because right now, it seems we are going to be replaced by some Revs that can do better than us.

(edited by Jade Arkadian.9280)

How to Improve Revenants ideas

in Revenant

Posted by: Kidel.2057

Kidel.2057

It’s a relief they don’t have access to stealth…

We don’t want it.
OP just came and said Revenant is a better thief then thief. It’s not, and not even a better class atm. Has nowhere the same burst and survivability as thief. And it’s far from having the same mobility (Revenant is the only class without a swiftness skill, just a combo field+finisher, not on sword however).
Every other post is a reply to that.

How to Improve Revenants ideas

in Revenant

Posted by: DeathPanel.8362

DeathPanel.8362

or the ability to channel more than 2 legendary stances. Three legendary stances would be great, so that we can match the 3 specializations accordingly.

I was rather disappointed myself that we could only use 2 Legends at a time. It would be nice if they changed it to more than two.

The abilities on the legends are specialized to certain gear affixes like shiro for berserker/assassin, Jalis for Soldier/Knight/Other tanky gear, Mallyx for condition based gear, etc so you’d probably end up using only 2 of them at most anyway depending on your gear choice since the other legends would not have abilities that synergize with your gear choice.

It would also be too much to manage and also since energy gates your abilities you wouldn’t be able to take advantage of all those legends anyway.

How to Improve Revenants ideas

in Revenant

Posted by: leftyboy.9358

leftyboy.9358

Thanks for the feedback. This is definitely the type of stuff we are looking for, keep it coming.

A few skills are unable to be used unless in combat. ex
-Vengeful Hammers
-Energy Expulsion (seems to require 51 energy) kind of strange…
-Embrace the Darkness
.. I think i forgot some but those work for now.

Not sure if these would count as bugs or maybe its supposed to be like that. Either way would be nice if they get fixed. Hopefully they fix them, kind of annoying to have to sit the and summon hammers after the surprise attack has happened, instead of prepping for it.

The energy mechanic is kind of weird when out of combat right now and that’s something we’ve already addressed internally. In the next iteration you’ll see it’ll have the updated energy bar.

Basically, you can’t use the upkeep skills right now because you don’t have the upkeep to spend to use them because when you are out of combat energy upkeep drops from 5 per second base to 0 when you are resting at 50% energy. In the new version you will always be at 5 per second base, it’ll instead just cap energy at 50% out of combat. Which should solve a lot of the weirdness.

The energy expulsion issue is probably a bug as it should be costing 50 energy.

There is a real energy starvation problem with revenant currently. Much more than can simply be fixed by the 0 per second ooc upkeep dilemma that Roy addressed in this post. I understand that Anet wishes to slowly play around with energy as to not destroy their concept of what energy should look like, but currently there are a couple overarching problems which cripple the profession.

#1. Enter into combat handicapped at 50%: Every other profession in the game can fire off the back 5 within a matter of seconds in a crunch as needed. Even with the next iteration fix mentioned revenant would still be forced to choose one upkeep and one util. , one elite, or a couple utilities. Any way you look at it, you can only fire off a couple back 5 b4 needing to basically kite away b4 even being able to use the front 5.

Solution- Simply allow regen to full 100% energy level, whether inside or ooc . Thieves don’t enter combat crippled and neither should revenant.

#2. Punished on both sides of the skill bar: Even thieves get to fire off 50% of their skills without initiative cost.

Solution- As far as I can see the best way to fix this is to have energy work like the the opposite of initiative. Have the front 5 require no energy and draw it down from the back 5.

I’ve seen mention of building energy regeneration into a specialization. That concerns me. It’s an invitation to cookie cutter builds. If that was used as a solution while leaving the current extremely punishing energy mechanics in place everyone would need to take it.

Overall I’m very exited by the recent changes I’ve seen in revenant since the beta, including Shiro and the addition of weapon swap. I see alot of potential for this new profession. My hope is that Anet doesn’t feel it needs to completely reinvent the wheel when it comes to energy. There is enough fresh built into revenant already. I don’t see the need for bizarre kneecapping mechanics being necessary simply to spice things up.

(edited by leftyboy.9358)

How to Improve Revenants ideas

in Revenant

Posted by: Loex.5104

Loex.5104

Solution- As far as I can see the best way to fix this is to have energy work like the the opposite of initiative. Have the front 5 require no energy and draw it down from the back 5.

really? this again ? … pleas stop this.

How to Improve Revenants ideas

in Revenant

Posted by: Ragion.2831

Ragion.2831

Here is my suggestion, renewing wave, staff 4 could be an evasive attack. The animation is already there for it, also it would be great if the health gain is guaranteed instead of being canceled by taking direct damage while using it. The attack doesn’t do damage and the heal has a small radius so you’ll have to risk taking high damage directly to heal allies with it. Not sure if that is a move most will be willing to make if the attack wasnt evasive

(edited by Ragion.2831)

How to Improve Revenants ideas

in Revenant

Posted by: Lonewolf Kai.3682

Lonewolf Kai.3682

or the ability to channel more than 2 legendary stances. Three legendary stances would be great, so that we can match the 3 specializations accordingly.

I was rather disappointed myself that we could only use 2 Legends at a time. It would be nice if they changed it to more than two.

The abilities on the legends are specialized to certain gear affixes like shiro for berserker/assassin, Jalis for Soldier/Knight/Other tanky gear, Mallyx for condition based gear, etc so you’d probably end up using only 2 of them at most anyway depending on your gear choice since the other legends would not have abilities that synergize with your gear choice.

It would also be too much to manage and also since energy gates your abilities you wouldn’t be able to take advantage of all those legends anyway.

Nah, Legend’s aren’t really tied to gear like that, or weapons for that matter. That’d be like saying you can’t use your heal skill because you don’t have Healing Power maxed out. Or, like saying a zerker-geared Guardian shouldn’t use the Monks trait in the Valor line because there’s no HP increase in his gear.

On your second point, it wouldn’t really be that hard to handle… not sure why it would be. I also disagree with the energy. Switching Legends gives you back 50 energy. You wouldn’t really want to switch Legends now if you have 100 energy as it stands with just switching 2.

“Be like water” – Bruce Lee

How to Improve Revenants ideas

in Revenant

Posted by: Zaoda.1653

Zaoda.1653

For me, I think a few things that bug me that need addressing are the following, and I’ll be happy:

Give the revenant 5-10 or so utility skills – they could be stun breaks, shouts, whatever. Revenants need a few utility skills to choose from – not 3 for each legend that you literally have no say or choice in. I don’t think 24 or however many other classes get, would be appropriate, cause then the Rev would have TOO much going for them, but 5-10 utility skills that we can put on any legend would do wonders.

I personally would love to see a 25% movement signet utility skill (this could be one of the 5-10 utility skills?), or better yet, a trait for the Revenant that gives 25% movement. Because they seriously lack mobility.

Similar to how guardians can make their symbols last longer, have a larger radius, and heal you… I would suggest something similar for rifts. So this is my suggestion:

Grandmaster trait: Rift Lord

Rifts have a larger radius, last longer, and are now ground targeted.

I think if those were added, I’d be a happy player

Forever a supporter of more male skimpy armor

(edited by Zaoda.1653)

How to Improve Revenants ideas

in Revenant

Posted by: Rygg.6237

Rygg.6237

So far Revenant is not bad, but it’s not in the greatest place, it could use some fixes and has potential to grow into a profession like engineer or elementalist but with heavy armor, in the last beta it needed more damage and survivability, most of the traits are solid still some of them are redundant and others will just never get picked, weapon skill effects seem good but damage output needs to be tested again in a live patch.

These are my suggestions for some changes (might take more than 1 or 2 posts)
Legends:
Mallyx LDS is supposed to be high risk high reward and manipulate conditions on yourself to punish your enemy, in the last iteration it really failed to do so, mainly because it fell short on heavy condition pressure.
Empowering Misery: Add effects besides the base action of the skill 1) Copies 1 condition to 5 foes around you, or 2) gives 3 energy per condition maximum 12 energy, or 3) grant 2 stacks of might (8 seconds) for each condition on you
Pain Absorption: reduce cost to 25-30 energy , Party wide resistance 2s+2s per condition transfered to yourself.
Banish Enchantment: reduce cost to 20 energy, or add 600 damage per boon removed with the skill
Unyielding Anguish: add an effect to the base skill: copy 1 condition to foes in the area you landed.
Embrace the darkness: Increase upkeep to -10 and add one of the following: copies 2 conditions to 5 foes each second (instead of 1), 2) copies conditions to 5 foes each second (including full stacks as it just copies 1 stack) , 3) pulse 400 damage per condition on you each second
Ventari needs to give more boons as it feels like a burst heal one trick pony
Project Tranquility You efectively lose 1-2second for switching to ventari and then activating the tablet, if anything either project automatically the tablet or add a passive via minor traits that applies regeneration/small heal ammount when you switch to LCS to make up for time, I know it sounds stupid but if somehow you needed that second to save your butt, or worse your party you would wish you had faster hands (or a fix to the tablet mechanics).
Protective Solace nice and seems strong, but there are better picks against projectiles in other professions mainly because they either secondarily increase damage or give added direct protection (Wall of Reflection, Feedback and Smokescreen), upkeep could be made 10 energy baseline and pulse Protection (3s) to allies each 3 secs add 15-40 seconds of cooldown after using diminish solace depending on the strength
Natural Harmony add 10 seconds of vigor, decrease healing to 900-1200, and add a CD of 20 seconds
Purifying Essence and Energy Expulsion don’t need changes IMO.
Jalis The stance is quite solid, but the stance has almost no sinergy with the might while hit under retaliation trait since the retaliation uptime is low, which is kind of sad because the whole theme of the legend and retribution traitline of punishing enemies for trying to engage you fits with the effect of retaliation.
Vengeful Hammers couldn’t find the damage tooltip anywhere, and I don’t remember how hard they hit, they move quite slow and the counterplay is just staying out of range of the hammers which gets tricky if you’re not using a Hammer as weapon (doesn’t sinergyse well with other weaponsets), and even if it indeed increases damage output it could have a more interesting approach, specially given that you have a grandmajor trait that has almost no way to proc, again increase upkeep to 10, lower the base damage of hammers by 10-20% and add: 1) gain retaliation (5s) after being hit while the skill is active or 2) gain retaliation (1s) each second while the skill is active or 3) the hammers deal back 35-50% of the damage of skills used against you to the attacker (doesn’t apply to damaging conditions) or 4) just increase the travel speed of the hammers
Rite of the Great Dwarf 2 3/5 seconds cast is easy to interrupt, but it doesn’t seem to affect the skill that much abesides you do need some way to be counterplayed so the skill is good as it is.
Shiro the Legend skills are selfish, but it accomplishes in matching the theme and skills quite well, no comments here

(edited by Rygg.6237)

How to Improve Revenants ideas

in Revenant

Posted by: Rygg.6237

Rygg.6237

part 2, continuing with suggestions to trait changes:

Devastation it’s a solid trait line for what I assume it tries to accomplish
-Malicious Reprisal: Assassin’s Pressence and Rapid Lacerations are just much better than this trait, as it’s ICD is 30 seconds long and it only applies if your target uses aegis or blocks, if anything it could be themed around making stronger Phase Traversal and the unblockable buff it gives you, change to: 1) give 2 extra unblockable charges after using Phase traversal, 2) unblockable attacks deal 20% extra damage, 3) each time you hit with an unblockable attack you grant to yourself/allies fury (5 seconds).

Corruption has some good damage modifiers, but doesn’t sinergyse well with LDS and Revenant has little access to conditions other than Mace/Axe and the LDS utilities.
-Demonic Defiance the LDS really needs the extra damage mitigation that comes from the extra Resistance but still it’s not enough if faced against heavy condition pressure, either: 1) make the resistance on LDS skill usage last 3 seconds or 2) merge the trait with Replenishing Despair.
-Replenishing Despair Same issue as with Demonic Defiance it’s not enough to mitigate condition damage, either: 1) merge with Demonic Defiance, 2) increase healing per condition applied to 160-200, if you’re suffering from damaging conditions make the healing tick each second damage is applied to you 3) Change name to something gimmicky like Gift of Despair, that copies a condition back to foes each time a condition is applie to you with athreshold of 3 conditions:
-Venom Enhancement your only source of poison is the autoattack chain of mace, but you won’t go past 3 stacks, you can technically go up to 4-6 stacks with Mace and Impossible odds, but that locks you in a Stance/Weapon combination just for the sake of taking this trait, overall the other 2 minor adept choices are much better menaing this trait will never get picked, suggested changes: 1) keep the original effect and make LDS skills give poison on use, 33% chance to apply poison on critical hits or 2) merge the base effect with pulsating pestilence; replace with: Enhance your blood with venom, giving having a 25% chance to apply posion (6 Seconds) ICD of 20 seconds, damage dealing conditions applied to you are less effective (reduces damage by 25% and duration by 1 second).
-Bolstered Anguish given that you have 2 or 3 conditions or are using LDS it’s good, but it doesn’t synergize much in teamplay mainly because some skills will cleanse conditions from allies (cleansing flame, ray of judgement, cleansing wave, healing turret, healing spring… etc), change: make it give charges like Rapid Lacerations that give 5% damage increase for each condition on you, triggers with 2 conditions and is reaplied each time a condition is applied to you, stacks up to 5 the buff lasts for 5 seconds even if a condition is removed, theoretically speaking the total bonus of damage with the trait as is is 3% per condition on you, there’s 13 conditions so that’s up to 49% extra damage if you have all the conditions in the game in you, so making it give a total of 15% extra damage plus making it last for 5 seconds, it might need tweaking since all condition base builds would be punished heavily if you ran this trait with condi clears.
-Pulsating Pestilence change the base effect to: 1)increase trigger chance up 25%, 2) trigger when receiving damage from all sources equal or more than 3% of maximum health

How to Improve Revenants ideas

in Revenant

Posted by: Rygg.6237

Rygg.6237

part 3 and final notes
Retribution another solid in what it tries to accomplish line.
-Reflexive Summon weak for a GM trait, Decrease ICD to 10-15 seconds and chance on hit to 33%
-Empowering Vengeance very weak for a grandmaster trait given that you take retaliatory evation, you have no acces to retaliation other than soothing stone, and even then it’s just 4 seconds of retaliation, so the trait isn’t reliable, change to: 1) chance to gain retaliation 2 seconds 30% when hit + base effect, ICD 10 seconds 3) give yourself and allies might(8s) each time you lose equal or more than 5% of your total HP
Salvation Kind of redundant on healing power buffs as they feel they’re all over the place and don’t enhance any other form of support asides healing, just like LCS.
-Tranquil Balance Could be merged with Selfless Amplification, you already have a trait that increases healing that is baseline, having 20% extra healing while above 75% is a bonus, suggested change: Convert 2 conditions on yourself and allies to boons each time a skill drops your energy below the threshold: 50 energy, ICD 10 seconds
-Hardened Foundation forces you to have Healing Power Based stats, would change to gain 150 Toughness while on LCS, grants protection (3s) each time you use a skill that heals an ally.
-Tranquil Benediction The orbs are realeased with the last hit of Staff autoattack, and swiftness isn’t so useful while in combat, change Swiftness (3s) to Vigor (3s).
-Selfless Amplification Merge with Tranquil Balance since it only boosts Healing done on allies, it reduces redundant traits that buff healing and lets room for healing yourself better under pressure and room for better energy management, plus brings diversity in picks for the traitline and allows for a more dynamic type of support outside of pure healing.

Revenant is quite interesting, but it lacks in support variety and potential boon/condition generation, making boon removal from you easy, condition pressure isn’t great as you rely on just 1 weaponset an 1 legend for that, in the last iteration the class really lacked survivability outside ventari/jalis and even so it could get outdamaged relatively easily, and the damage was underwhelming, it certainly has room for improvements and I hope that the survivability and utility options, mostly in party situations for PvE get better.

P.S. Will add opinions on weapons in a next post, also edited the LDS suggestions for skills

(edited by Rygg.6237)

How to Improve Revenants ideas

in Revenant

Posted by: Rygg.6237

Rygg.6237

Ok now, the final last notes I just remembered I had a problem with revenant weapon sets: they have no acces to cleave on adjacent foes excepting for staff and certain skills on the other weapons, I’ll leave damage alone until we see that on the next iteration (assuming there’s one before release/betas and Roy decides to readjust damage on weapons), and there’s also some things I’d like to see implemented on some weapon skills.

Hammer: I’d just like field of the mists to reflect projectiles instead of blocking them, increase the energy cost to 15-20 and cooldown to 20 seconds.

Staff: Increase cleave on autoattack to 5 targets
Debilitating Slam: reduce number of foes to 3 and increase weakness duration to 4 seconds, increase cooldown on Punishing Sweep/Debilitating Slam to 8 seconds

Sword mainhand:
Precision Strike: add to the text tool tip “Strike nearby foes with cold precision” so that chill doesn’t feel out of place
Unrelenting Assault: The animation is cool and all, but it could get messy if people just used the skill for the looks and then pulled mobs unnecesarily, also since you don’t completely evade I would like it to just cleave 2 foes adjacent to your target, and each time you shadowstep just move behind, on the sides and infront of the target, that way you can still get hit, but also can negate some damage while channeling the skill, to compensate for the burst reduce number of hits from 7 to 5.

Sword Offhand:
Duelist’s Preparation: It didn’t seem like you could move while channeling the skill, but if it roots you in place it feels kind of out of clunky as other similar skills allow moving while channeling

(edited by Rygg.6237)

How to Improve Revenants ideas

in Revenant

Posted by: NICENIKESHOE.7128

NICENIKESHOE.7128

Can we get a stun break in Ventari and Mallyx? Currently you have to swap to other legends have stun breakers and this becomes redundant when you can trait to break stun when swap legends. Just for diversity sake so you’re not forced into that traitline or legends.

How to Improve Revenants ideas

in Revenant

Posted by: Rygg.6237

Rygg.6237

Can we get a stun break in Ventari and Mallyx? Currently you have to swap to other legends have stun breakers and this becomes redundant when you can trait to break stun when swap legends. Just for diversity sake so you’re not forced into that traitline or legends.

Not sure if I agree with you or not, Empty Vessel is a minor trait, so you’ll always get stunbreak when swaping legends, the profession design makes having critical chance uptime really high, if any traitline needs to be picked as baseline in revenant is Invocation because it has a bit of every traitline on it, plus it has potentialy permanent fury on yourself, the passive fury and might generation is quite good, condition removal on legend swap, damage, healing and incoming damage modifiers can be used with other traitlines to give then a boost or add some support if you think you need it, think of Invocation like Arcana for Elementalists, Strength on Warriors or Virtues on Guardians it’s reliable and stapple for the majority of builds, and I myself couldn’t rely much on staying more than 15-20 seconds per legend, right now you can camp weapons, but you need to swap legends constantly to manage energy and maximize utility (or personal DPS if you run Shiro).

How to Improve Revenants ideas

in Revenant

Posted by: Kidel.2057

Kidel.2057

Not sure if I agree with you or not, Empty Vessel is a minor trait, so you’ll always get stunbreak when swaping legends, the profession design makes having critical chance uptime really high, if any traitline needs to be picked as baseline in revenant is Invocation because it has a bit of every traitline on it, plus it has potentialy permanent fury on yourself

As I told you in the other trait, you are under the impression that
1) You get fury on stunbreak, always, so also on legendswap.
2) When you get Fury your whole crit chance it 50% higher

Both are wrong.
1) You get fury if you stunbreak while you are stunned. Unless you are stunned 100% of the time, I can’t see how are you supposed to get 100% fury uptime. You don’t usually get stunned a lot, expecially in pve. And this isn’t even really good, since you’re forced out of your legend, maybe going to a legend where you have things on cd, or maybe you can’t even legendswap because it’s on cd.
2) Only our crit rate bonus from fury is 50% stronger, meaning you get +30% crit rate under fury instead of the normal 20%. It’s a 10% difference and Roy confirmed it (it wasn’t clear).

(edited by Kidel.2057)

How to Improve Revenants ideas

in Revenant

Posted by: Test.8734

Test.8734

The Revenant shows everything that’s wrong with the way ArenaNet balances GW2.

In the original GW2, the only limit to the skill bar was the number of skills and the restriction to only have at most one elite skill. Other than that, we could combine skills from two different professions, place whatever skill wharever we wanted, and so on.

In the original release of GW2, we lost most of control over the first half of the skill bar, thanks to the weapon skills. As far as the second half goes, it was somewhat restricted, but at least we could choose which utility skills to combine with the healing skill and the elite skill.

Now, we have the Revenant… That lacks even that basic functionality. It’s so restrictive that it would be funny, if it weren’t tragic. Let’s compare a Revenant and a Guardian:

Revenant

  • Two-handed: hammer, staff
  • Main hand: sword, mace
  • Off hand: sword, axe
  • 12 utility skills (3 for each legend)

Guardian

  • Two-handed: hammer, greatsword, staff
  • Main hand: mace, scepter, sword
  • Off hand: focus, shield, torch
  • 20 utility skills

Revenants have far less weapon skills, far less utility skills, and it’s also far less versatile, given how we cannot change the skills of each legend.

Worse, ArenaNet is very obviously suggesting that players should play in very specific combinations of weapons & legend & traits – they are pushing for double swords to be combined with the Shiro legend and the Shiro traits, for mace and axe to be combined with the Mallyx legend and the Mallyx traits, and so on.

That’s what ArenaNet’s balance philosophy consists of now. Less options, less versatility, in a very restrict system that boils down to players having basically four build options.

And even then, with so little, they still haven’t managed to balance the profession properly, as the massive changes they have just recently made to the profession show. Really, if even when removing player choice and proactivity, leaving us with next to no option, they still can’t balance the game properly, what are they going to do? Give the same five skills for everyone and hope they can balance at least THAT much?

How to Improve Revenants ideas

in Revenant

Posted by: Kidel.2057

Kidel.2057

Wonder why you compared to guardian and not to thief or engi . I don’t think that the number of things is more important then the quality

How to Improve Revenants ideas

in Revenant

Posted by: Enrif.7359

Enrif.7359

Worse, ArenaNet is very obviously suggesting that players should play in very specific combinations of weapons & legend & traits – they are pushing for double swords to be combined with the Shiro legend and the Shiro traits, for mace and axe to be combined with the Mallyx legend and the Mallyx traits, and so on.

That’s what ArenaNet’s balance philosophy consists of now. Less options, less versatility, in a very restrict system that boils down to players having basically four build options.

The Meta does that anyway. Also i’m fully planning on playing Staff, with Jalis as Legend and Shiro traits. The rest i have to think, but as you see, you don’t have to use sword,shiro,devastation etc together. if you don’t want to

But i agree with the utlities being a littl e to restricitv, and one or two more base weapons wouldn’t be bad

How to Improve Revenants ideas

in Revenant

Posted by: Test.8734

Test.8734

Wonder why you compared to guardian and not to thief or engi

Because Revenant and Guardian are both two heavy armor professions that share many of their weapons (most weapons, as far as the revenant goes: staff, hammer, main hand sword, main hand mace). Comparing the Revenant with the Warrior would be completely laughable given how many options the warriors have (since they have been announced as the masters of weapons), so I chose to compare with the Guardian.

Would you like to see a comparison with the Engineer? Sure, I can do that.

Engineer:

  • Has access to 5 extra skills at all times (the toolbelt). The toolbelt by itself has 26 skills (not counting the turret skills that allow for the turret explosion), which happens to be more than TWICE the amount of utility skills the Revenant has.
  • 20 utility skills
  • 47 skills for the five first slots (between rifle, main hand pistol, off hand pistol, shield and the 7 kits), not counting the chain skills

Revenant:

  • Is one of the few professions with a unique mechanic that doesn’t grant any skill
  • 12 utility skills
  • 20 skills for the five first slots (hammer, staff, sword+sword, mace+axe)

In other words, the Revenant has far, FAR less than half the options the Engineers have.

I don’t think that the number of things is more important then the quality

Considering even ArenaNet has stated how underpowered a large number of Revenant skills are, it’s clear they are inferior to the other professions in both quantity AND quality.

Honestly, the Revenant feels like half of a profession. Which is fitting, since it looks like HoT will feel more like half of an expansion than a full product (despite the very much full price, of course).

How to Improve Revenants ideas

in Revenant

Posted by: Lonewolf Kai.3682

Lonewolf Kai.3682

Worse, ArenaNet is very obviously suggesting that players should play in very specific combinations of weapons & legend & traits – they are pushing for double swords to be combined with the Shiro legend and the Shiro traits, for mace and axe to be combined with the Mallyx legend and the Mallyx traits, and so on.

Where did you get this info? I see no reason why any of the available weapons to a Rev can’t be played with other legends.

“Be like water” – Bruce Lee

How to Improve Revenants ideas

in Revenant

Posted by: Shard.4372

Shard.4372

Here is my view on how rev can be fixed. It may not be the perfect fix but it’ll make the class more customization and a better overall feel.

Weapons:
Don’t tie them down so heavily to their respective legend. For example, staff is so focused on Ventari that it is next to useless to use unless you want to play pure support. The only thing I am okay with is the Mallyx Mace/Ax combo, because every profession needs their own specific condi weapons. I think things would run a lot smoother if you traited into specific weapons depending on the legend rather than having to use Jalis because you like the hammer game play.

Heal, Utility, and Elite Skills:
Two words; ADD MORE. Rev gets only 5 skills per legend, and while a total of 20 skills is there, the ability to choose which ones you want to use isn’t there. I know the profession is no where near finished yet but feeling locked in to only using a total of 2 different heal, 6 different utility, and 2 different elite was almost like Anet wants me to play this specific way. I think there should be a good 2-3 heal, utility, and elite PER legend, and allow me to pick and choose so I can play the way I want to play.

Traits:
In all honesty the traits are fine. I feel like they are strong and help you out when you are moving around in combat, I just wish there were a few more that you give you damage boosts, but I’m still gonna hold off on that until the next beta happens so i can test out Shiro.

Xian Mistlock, 80 Herald
Server: Dragonbrand
Guild: [EDGE] Journeys Edge

How to Improve Revenants ideas

in Revenant

Posted by: Kidel.2057

Kidel.2057

Worse, ArenaNet is very obviously suggesting that players should play in very specific combinations of weapons & legend & traits – they are pushing for double swords to be combined with the Shiro legend and the Shiro traits, for mace and axe to be combined with the Mallyx legend and the Mallyx traits, and so on.

Where did you get this info? I see no reason why any of the available weapons to a Rev can’t be played with other legends.

Yep. In fact different conbinations are even better. Staff is great for tank builds, hammer is the only decent weapon with ventari tablet.

How to Improve Revenants ideas

in Revenant

Posted by: Rygg.6237

Rygg.6237

As I told you in the other trait, you are under the impression that
1) You get fury on stunbreak, always, so also on legendswap.
2) When you get Fury your whole crit chance it 50% higher

Both are wrong.
1) You get fury if you stunbreak while you are stunned. Unless you are stunned 100% of the time, I can’t see how are you supposed to get 100% fury uptime. You don’t usually get stunned a lot, expecially in pve. And this isn’t even really good, since you’re forced out of your legend, maybe going to a legend where you have things on cd, or maybe you can’t even legendswap because it’s on cd.
2) Only our crit rate bonus from fury is 50% stronger, meaning you get +30% crit rate under fury instead of the normal 20%. It’s a 10% difference and Roy confirmed it (it wasn’t clear).

According to the post on changes I thought legend swap lost it’s CD so yo can change in between them like they were kits, so the fury proc should change each time you swap as it has 5 seconds of ICD… the thing is I did misread that and it’s just that they made it INSTANT CAST. Which then ruins a lot of the things I thought Revenant Could Achieve. As for Roiling Mists if the desired effect is increasing fury’s effect from 20% crit to 30% crit they should fix the tooltip, as it’s understood that it affects total crit chance and not only fury.

As I see it Legend swap shouldn’t have a CD if weaponswap has a CD, or a CD reduction trait at least simply because it would allow to manage energy and make the profession feel much more fluid.

How to Improve Revenants ideas

in Revenant

Posted by: NapTooN.6283

NapTooN.6283

Here are my ideas for changes to the Corruption Trait Line:

• Fuse Rampant Vex and Yearning Empowerment and make it a Major Grandmaster (I would not say no to an increase of the additional Torment duration from 33% to 50%) so it competes with Diabolic Inferno and Pulsating Pestilence in the Grandmaster Tier (Grandmaster Tier being all about Conditions then).

• Put Maniacal Persistence in the Spot where Rampant Vex is right now (Minor Adept).

• Add a new Minor Grandmaster (Resistance is not futile): “While in Legendary Demon Stance and under the effect of Resistance, get 2s of Resistance for each incoming Condition.”

Maniacal Persistence is not strong enough to stay a Grandmaster Trait and feels out of place between two Condition Traits. Fusing Rampant Vex and Yearning Empowerment and making it a Major Grandmaster, makes room for another Minor Grandmaster and frees the Minor Adept for Maniacal Persistence. With the new Minor Grandmaster I want to fix a problem that Mallyx has, which is overloading himself with conditions but dieing to them because we have no cleanse or only a handful of ways to apply Resistance. To keep the Trait in check, I limited it to LDS so you can’t jump around with Shiro and be basically immune to conditions. Another factor to keep it from stepping into Diamond Skin territory is the condition (hah!) to have Resistance on you for the Trait to give you more Resistance.

Lastly about increasing Torment from +33% to +50%: Poison has a Trait for that aswell and Torment is our Baby, so why not give us the sweet 50%? With that we can cap Torment at +100% if we dedicate our Gear to it. 50% from the Trait, +45% from Torment Runes +10% Sigil. Yes I know I can reach that with 33% aswell, but for that I have to use Giver’s Weapons which would be no Problem if there would be Ascended Versions for this Prefix.

Before the possible Mesmer Uproar: Yes I know that you only get +33% on your Baby (Confusion) but you are in way better shape than Revenants ?

How to Improve Revenants ideas

in Revenant

Posted by: Kidel.2057

Kidel.2057

As I told you in the other trait, you are under the impression that
1) You get fury on stunbreak, always, so also on legendswap.
2) When you get Fury your whole crit chance it 50% higher

Both are wrong.
1) You get fury if you stunbreak while you are stunned. Unless you are stunned 100% of the time, I can’t see how are you supposed to get 100% fury uptime. You don’t usually get stunned a lot, expecially in pve. And this isn’t even really good, since you’re forced out of your legend, maybe going to a legend where you have things on cd, or maybe you can’t even legendswap because it’s on cd.
2) Only our crit rate bonus from fury is 50% stronger, meaning you get +30% crit rate under fury instead of the normal 20%. It’s a 10% difference and Roy confirmed it (it wasn’t clear).

According to the post on changes I thought legend swap lost it’s CD so yo can change in between them like they were kits, so the fury proc should change each time you swap as it has 5 seconds of ICD… the thing is I did misread that and it’s just that they made it INSTANT CAST. Which then ruins a lot of the things I thought Revenant Could Achieve. As for Roiling Mists if the desired effect is increasing fury’s effect from 20% crit to 30% crit they should fix the tooltip, as it’s understood that it affects total crit chance and not only fury.

As I see it Legend swap shouldn’t have a CD if weaponswap has a CD, or a CD reduction trait at least simply because it would allow to manage energy and make the profession feel much more fluid.

Legendswap with no cd = infinite energy, so no.
You still don’t get what legendswap is for and how Revenant is supposed to work.

How to Improve Revenants ideas

in Revenant

Posted by: Loex.5104

Loex.5104

As I told you in the other trait, you are under the impression that
1) You get fury on stunbreak, always, so also on legendswap.
2) When you get Fury your whole crit chance it 50% higher

Both are wrong.
1) You get fury if you stunbreak while you are stunned. Unless you are stunned 100% of the time, I can’t see how are you supposed to get 100% fury uptime. You don’t usually get stunned a lot, expecially in pve. And this isn’t even really good, since you’re forced out of your legend, maybe going to a legend where you have things on cd, or maybe you can’t even legendswap because it’s on cd.
2) Only our crit rate bonus from fury is 50% stronger, meaning you get +30% crit rate under fury instead of the normal 20%. It’s a 10% difference and Roy confirmed it (it wasn’t clear).

According to the post on changes I thought legend swap lost it’s CD so yo can change in between them like they were kits, so the fury proc should change each time you swap as it has 5 seconds of ICD… the thing is I did misread that and it’s just that they made it INSTANT CAST. Which then ruins a lot of the things I thought Revenant Could Achieve. As for Roiling Mists if the desired effect is increasing fury’s effect from 20% crit to 30% crit they should fix the tooltip, as it’s understood that it affects total crit chance and not only fury.

As I see it Legend swap shouldn’t have a CD if weaponswap has a CD, or a CD reduction trait at least simply because it would allow to manage energy and make the profession feel much more fluid.

Legendswap with no cd = infinite energy, so no.
You still don’t get what legendswap is for and how Revenant is supposed to work.

also roy mentioned that Legend Swap is INSTANT now by Baseline (and this was needed) … there was no word of the removal of the cooldown. (or am i blind?)

How to Improve Revenants ideas

in Revenant

Posted by: Kidel.2057

Kidel.2057

Nope, you are right, but Rygg wrote it too.

How to Improve Revenants ideas

in Revenant

Posted by: Rygg.6237

Rygg.6237

Legendswap with no cd = infinite energy, so no.
You still don’t get what legendswap is for and how Revenant is supposed to work.

I do get it, but you’re missing a point, if legendswap was instant/ had a lower CD a lot of the problems that stem from the mechanics like the profession feeling slow, hitting at most 3 utilities and having a hard time with sustain would be fixed, sounds OP, but it’s not that much, it would just give you needed acces to better energy management and trait procs. There’s so much you cand do spamming 1 single strong skill permanently, mainly because most of the support skills on revenant just pale in comparison to other profession utilities (they’re in pair with Necromancer and Ranger utility so there you have it), also CD’s and energy costs could just be adjusted, I’m betting that if this was the case people wouldn’t even have asked for weaponswap in the first place.