Impressions from a WvW player.
I’m totally on your side, either cooldown or energy cost, I would prefer it to be energy cost, since it would be the only way to prevent the auto camping as well as being more useful, but the energy cost should be increased a bit and I think Revenants should start with 100% energy so that you can manage your energy better
That sounds pretty good, Leo. Weapon skills should probably just be on a cooldown. Everything but auto-attacks costing energy was extremely crippling and had me downed a few times since I was unable to really break-stun or move.
You must be in more of a zerg based play style, because in anything below 10v10, hammer is okay, but I find mace/axe better for the AoE pull, as well as near spam able Fire field and blast finisher.
Mallyx and jali’s are pretty good in group and solo play. Hammers on jalis are good for AoE pressure, doing about 1 k each hit. The stability is nice, and heal is one of the best, being 6k and a Condi clear.
Mallyx is VERY good. AoE Condi removal as well as perma resistance. The last utility skill is great because it can displace a whole enemy stack and they bsivally lose after that because they all are in random places. It isn’t affected by at ability either, so it is just fantastic. Using this skill in a choke point when the enemy pushes almost completely destroys them.
Also A 3 target boonstrip is pretty god, as well as a heal that can hit 20k
Haven’t tried Ventari, as im not HUGE on support, and shiro is what I used some in pvp
I didn’t try smaller groups like 10v10/5v5, etc. Most of my testing was 20v20 or so (sorry I didn’t make that clear in the OP).
I’d definitely go with what you’re saying though when it comes to legends and builds. That’s one thing about WvW you have to kind of be careful with. A great zerg build might not be very good if you get caught with a roamer or roaming team.