Lets Talk: Self Defense

Lets Talk: Self Defense

in Revenant

Posted by: Knighthonor.4061

Knighthonor.4061

Lets talk about Revenant’s self defense elements.
By Self Defense, I mean anything other than killing the enemy, that may help keep the Revenant themselves alive to fight another day.

Staff:

Staff has Skill 3 (Warding Rift) which is a 2 second Block.

Staff skill 4 (Renewing Wave) is a self heal around 1,575+ and removes conditions.

Staff 5 (Surge of the Mists) is a three hit knock back.

oh almost forgot, Auto Attack on Staff provides a healing orb on 3 chain. Each heals for around 280.
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Hammer

Skill 4 (Field of the Mists) Blocks projectiles.


Axe skill 5 (Temporal Rift) Pull skill for interrupting enemies.
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Corruption (Specialization) Mind helping if you have the numbers?

Demonic Defiance- gain Resistance on Demon Elite.

Replenishing Despair – Heals when you get a condition on you.


Retribution (Specialization)

Enduring Recovery – 50% chance when hit to gain 15 endurance for dodging.

Close Quarters- 10% less damage taken from enemies attacking 600 units away or greater.

Improved Aggression- Enemies that are taunted deal 20% less damage to you.

Unwavering Avoidance – Stability on Dodge.

Redeeming Protection – Gain Protection(3 seconds) when CCed. on 5 second cooldown

Determined Resolution – take 5% less damage below 50% HP (lolret).

Steadfast Rejuvenation – Heals 569 hp when hit, on 4 second cooldown.


Salvation (Specialization)

Disarming Riposte- attacking a foe while they use a skill will blind them for 5 seconds. 20 second cooldown.

Blinding Truths – Blind enemies nearby on heal skill use for 5 seconds.

Nourishing Roots – Tablet gives Regeneration for 2 seconds every 3 seconds.

Hardened Foundation – converts 7% Healing Power into Toughness.

Eluding Nullification – Dodge removes a condition. on 10 second cooldown.

Invoking Harmony- heals increase by 20% for 5 seconds after switching legends.

Tranquil Benediction – Staff 1 chain 3 healing orbs grant swiftness and regeneration.

Momentary Pacification – Daze enemies nearby when using Elite Skill.

Natural Abundance – create healing fragments when using Tablet skill.
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Invocation (Specialization)

Swirling Mists – create healing mist that circles you when using a skill that cost energy. (will be destroyed when in contact with allies)

Cleansing Channel – switching legends remove a condition.

Revitalizing Breath – Pulls in the Swirling Mist when changing legends, and increase the effectiveness by 50% (452 healing baseline)

Equilibrium – Heals you when changing legends if your energy is below 50, or damage if above 50.

Invigorating Flow – Heals self for 392 health, when using a skill that cost energy. 5 second cooldown.(Currently doesnt work in beta)

Empty Vessel – Stun Break on legend swap.

Shrouding Mists – incoming damage reduced by 10% while below 50% energy.
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Dwarf (Legend)

Heal (Soothing Stone) – heals 4600 and removes 3 conditions. 1 second cast and 30 second cooldown.

Inspiring Reinforcement – grants Stability to self and weakness to enemies on the path.

Forced Engagement – Taunt and Slow enemy. Can be used to interrupt enemies. 1 second cast, with 50% energy cost. 3 second cooldown.

Elite (Rite of the Great Dwarf) – increase damage reduction by 50%. 2 3/4 cast time, and 50% energy cost.
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Demon (Legend)

Heal(Empowering Misery) – Heals 3300 and 980 per condition. Removes conditions in testing.

Pain Absorption – gives Resistance, and more resistance per condition on you. But this also pulls conditions to you from allies nearby.

Unyielding Anguish – CC displacement.


Centaur (Legend)

Heal (Project Tranquility & Ventari’s Will) – use Ventari Will to heal self as it pass through you. 10 energy each.

Protective Solace – Tablet destroy projectiles.

Natural Harmony – Heals around 2000 when near the tablet. Has 2 second delay, and 2 second cooldown. 240 Radius and 25% energy cost.

Purifying Essence – Removes 3 conditions nearby tablet. 3/4 cast time, and 35% energy cost. Heals around 400 each condition removed.

Elite (Energy Expulsion) – Sacrifice the Tablet to knock back nearby enemies, and create Healing Fragments that heal for around1300 . 50% energy cost, and 2 second cast time.


Now whats a good build for self survival? Any Theorycrafters here?

Lets Talk: Self Defense

in Revenant

Posted by: ronpierce.2760

ronpierce.2760

You should include hammer 3. It’s not intuitive as defense, but if you’re locked into a immobilize you can’t clear, using it at a distance will save you a great deal of damage.

I had a Crusader (Or celestial) build that ran Hammer/Jalis/Mallyx. Very sturdy against melee due to Unyielding Anguish keeping melee away and stability to prevent lockdown bursts. Unfortunately, the big issue I’m having with Revenant is that it’s so base-line squishy with little sustainable defenses that while you can teleport melee attackers all around the world and block projectiles 45% of the time, there’s little to save you from non-projectile Ranged dps, so a good staff ele, Mesmers, etc have a really easy time with you.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Lets Talk: Self Defense

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Posted by: Byakhee.8652

Byakhee.8652

Forced Engagement – Taunt and Slow enemy. Can be used to interrupt enemies. 1 second cast, with 50% energy cost. 3 second cooldown.

This one I found really interesting with some of the traits also selected (taunt), it appeared to really scupper thieves, necros and elementalists once downed, makin these hard to kill evasive beings on WvW … dead.

Lets Talk: Self Defense

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Posted by: Neeja.4579

Neeja.4579

At the moment it’s pretty much a glass cannon with no cannon. Almost squishy as a thief, but without peak damage and all the mobility/escape/blindness/invisibility