My complete summary of the Revanant for the 7/10/15 to 7/13/15 beta weekend. I’ve made several small posts before now but I wanted to summarize my review in one place.
Summary
Overall, the Revenant has good animations and skills and attacks are mostly fluid (though some have overly-long cast times). Many of the new mechanics are very enjoyable, and players are rewarded for using energy efficiently and punished for wasting it. Versatility is fairly low, perhaps due to the lack of weapon swap combined with the limited role of each weapon set. Currently the Rev is also lacking several things important in WvW/PvP, such as mobility, soft-CCs to keep targets in range or out of range, blocks/invulnerability, and stun breakers. Additionally, many cast times on skills are quite long (3/4sec to 1 sec, even for skills with relatively minor effects). I will discuss my thoughts on specific weapons, traits, and utilities below:
Weapons
Staff
The staff seems to be a primarily support-oriented weapon with some personal defense as well. The animations are very nice, but the damage output is poor. While staff is likely not intended for burst damage, I think it should be capable of sustained damage, since Rev’s have no weapon swap. The energy cost for abilities can be a bit high, e.g. the two-part #2 combo takes 15 total energy, or skill #5 takes 20 energy! The cast time on skill #2, as many others have said, is too long to be worth using (for both the first skill and the triggered skill). Damage is also kind of low – this is okay, as again staff shouldn’t be a burst weapon. I really like skill #3. It seems to be a shield block type skill with a 2 second duration on 10 second cooldown. This adds really useful defensive utility. I also like skill #4 – although others have complained, I think a self-root and 1 sec. cast time is a reasonable cost for a medium heal and double condition removal on a weapon skill. Skill #5 is great, no complaints here.
Hammer
I think the hammer is almost in a good place. Power scaling is good. The auto attack does good damage, and skill #2 hits even harder when used at max. range. Skill #3 has a long cast time and doesn’t really add much value. Since Rev is limited to one weapon set, and hammer is ranged-only, I think #3 could be changed to not teleport the Rev back to the starting location. This would turn it into a sort of blink (but which takes some time to move the Rev rather than moving instantly) on a shortish cooldown. This seems reasonable since hammer works best at long range yet has no gap creators. Skills #4 and #5 seem to work well, I have no complaints about these. The cast time on skill #5 is reasonable IMO, as it is a ranged AoE knockdown with good damage.
Mace/Axe
I didn’t use this weapon set as much, but currently damage seems a little low. Power scaling is poor, relegating it primarily to use as a condition weapn and not a hybrid weapon. I like skill #2 – the long cast time is balanced by the short cooldown to allow the Rev to attain a really high uptime on fire fields. Axe skills seem to work well.
Legends
Mallyx
I really enjoyed using the Mallyx legend to tank conditions when combined with the Demonic Defiance trait (adds resistance when using a Mallyx utility). I could use Pain Absorption to stack up resistance and I found this method appropriately effective – not too cheap to make conditions trivial, and not too expensive to make the method ineffective. It was fun playing with the balance of keeping up resistance or crashing if you run out of energy to maintain it. Unyielding Anguish is very useful, but seems too likely to disrupt allies by teleporting enemy targets all over the place. As others have pointed out, it even displaces downed targets and targets with stability, which is likely not intended.
Jalis
Jalis seems decent so far. Forced Engagement saw little use for me not because of the energy cost, but because of the long cast time. A 1 second cast made it impossible to use reactively to interrupt an opponent, for example, and the short duration made it lackluster when used proactively. Inspiring Reinforcement was very useful, perhaps due to the reasonable energy cost and cast time. It was very multi-functional (as all Revenant skills should be, since they have so few options) for negating hard CC, reducing enemy damage through weakness, securing stomps, or allowing long cast skills (like hammer #5) to be used without interruption. I rarely used vengeful hammers – the energy cost was too high. The damage bonus is decent if they can be maintained, but it pretty much stops me from using most other skills in order to conserve energy. I didn’t find a use yet for the Jalis elite skill. With such a short duration and only limited protection (from direct damage but not conditions or CCs), the cast time might be overly-long.
Astaxanthas (Revenant), Hepaticus (Engineer), Eosinophus (Thief)