Hello everyone, I figured I’d share my 2 cents on the revenant.
Over the weekend I played about 25-30 hours as a rev and all exclusively in WvW (except about 30 min. doing a single map in PvE for 1 Transmutation charge). During this time I played a sustain-y/DPS hybrid even though we don’t have a DPS line yet, and I mainly used staff. Overall I feel this class is coming together with only a few minor tweaks here and there I would offer. One of the biggest criticisms that I would say is that some of the utilities need some form of stun break because if you get stunned the main stun break you have is swapping legends which is not helpful if you have set the legend up properly while being pressured (namely if you swap too centaur stance, this legend is difficult to set up if you are being hit). This is a class of set-ups and planning out how your opponent would move and not so much of a reactive class, because of this fact and the fact that you can’t customize your utility skills, these utility skills have got to be able to support you in every situation, currently they support you in *most situations making the class difficult to play effectively.
Staff:
The auto-attack is fairly decent, I would consider raising the base damage but only by a few points.
(2) Punishing Sweep/Debilitating Slam: I rarely used this skill; personally it didn’t feel Punishing or Debilitating in any way. I believe it’s because of the cast time, make the activation slightly faster and it might be used as a different auto attack but in my opinion that is all it’s good for.
(3) Warding Rift: I like this skill, however it’s easy to get interrupted while using it. Also it’s a huge tell for other people to interrupt you. I might consider increasing duration by ¼ or half a second.
(4) Renewing Wave: Blast finisher and maybe knockback/knockdown, the root tied to this skill makes it so that using it comes with the risk of continued pressure. Options are either make the skill have something that effects the opponent to ease pressure or make it so that you can use it while moving.
(5) Surge of the Mists: Best Skill on Staff. Main source of burst on staff, but long cooldown. Considering whirling wrath on guard is 10 second CD even though Surge deals over double base damage. I found myself wishing there was a trait to take that would reduce that 20 second CD.
Hammer Skills:
Hammer Bolt: I felt that the base damage needs to be raised just a little to compensate with the slower fire rate. It has the same fire rate as Elementalist Fireball skill on Staff but it’s almost half the damage, which feels a bit off.
(2) Coalescence of Ruin: I feel like this is a solid skill. I did not play hammer much so I would prefer not to say how best to improve it one way or another.
(3) Phase Smash: Wonky Skill, I like the mechanics of it, but I feel like it should give you 1 or 2 stacks of stab considering the only times I found myself wanting to use it was in situations where I wanted a second Drop the Hammer hit (which was quite frequently behind an enemy wall or static field which would interrupt the cast.)
(4) Field of the Mist: Solid Skill, it actually promotes mindful play because you have to keep in mind where your camera is facing.
(5) Drop the Hammer: Solid Skill, Nice blast finisher at range with decent damage. I found that I was switching to hammer often when I was resetting with the zerg in WvW to blast fields and switching back to staff.
Mace Skills:
Auto: I think it’s pretty solid but obviously a condition damage weapon. I like the attack speed on this weapon the most out of the weapons revealed for the revenant so far.
(2) Searing Fissure: Solid fire field but the setup is crazy. 3 second cast time in melee is a difficult thing to pull off.
(3) Echoing Eruption: Love this skill, either no change or add a movement impairing condition to it so that you can keep up with more mobile targets easier.(like 1 or 2 second cripple).
Axe Skills:
(4) Frigid Blitz: No change, but should be looked at because I found that often times I was too far away from the target after the cast by a few units. The attack would hit I would just not be close enough for a subsequent auto attack follow-up.
(5) Temporal Rift: No Change, the only thing I would change personally would be making the range longer so I can pull people off walls in WvW.