Here is my review of Revenant weapon skills from BWE2. I primarily played PvP, and this review will only cover weapon skills.
Staff
I really enjoyed the staff. It provides good sustain and CC as an alternative to the aggressive direct damage of Sword. It has more trouble with gap closing on mobile targets than Sword, but I think that is an intentional limitation of the weapon. Pairing Staff with Shiro can overcome this.
AA – seems solid, no complaints here
skill 2 – I like the effect and it fits with the defensive nature of the staff, but this skill is a little slow. It’s pretty hard to hit enemy players, especially since Rev has so few cripples/chills/immobilizes. I basically use it and hope I’ll get lucky that the opponent is still in melee range when it goes off. I think both skills could be reduced by about 1/4 second (to 1/2 sec. for the first skill and 3/4 sec for the flip-over skill).
skill 3 – Great defensive addition, no complaint here
skill 4 – As others have mentioned, self-root really hurts this. I don’t mind that it’s unusable while moving, but I think the cast time could be reduced to 3/4 sec. to compensate. The energy cost, I think, is also a bit high.
skill 5 – Great. The cooldown is a little high IMO, especially compared to other phase traversal weapon skills. E.g. Sword #3 provides about 2 seconds of evasion on a 10 second cooldown, while the staff, which is supposed to be the defensive weapon, only provides 1 second of evasion on a 20 second cooldown. I think a 15 second cooldown would be more appropriate.
Sword
I think sword is mostly in a good place. It provides good mobility, evasion, and damage.
AA – No problems with this
skill 2 – The increased chill duration and damage really helped this out. Could perhaps be increased to 600 range, but I don’t think it’s absolutely necessary
skill 3 – Probably too powerful now, IMO. It does good damage (against a single target) and provides a long duration evade on a short cooldown. Compiling a list of potential changes I have heard from others and come up with myself to resolve this: (1) increase cooldown to 15 seconds; this makes the Rev think a little more about when to use Sword#3, rather than just getting great damage and evasion every 10 seconds; (2) increase energy cost to 20, with the same rationale as option 1; (3) back load the damage by reducing the first 6 hits and increasing the damage to the primary target on the last hit. This gives opponents more opportunity to mitigate damage by focusing on avoiding the last hit (adds counterplay), and increases the Rev’s damage to the primary target when there are lots of targets around. I don’t think all of these should be implemented, but one or two of them would put Sword #3 in a good place, IMO.
skill 4 – great, no complaints here.
skill 5 – still bugged at times. Maybe a short leap (e.g. 300 range) to help connect Rev with their target for the first hit would help.
Hammer
Hammer is really strong. I found it fairly passive and boring to use, and there are a few difficulties with some skills. But I think effectiveness is just fine.
AA – No problems here. It’s intentionally slow and hard hitting
skill 2 – I have a problem with this skill. Back in BWE1, Hammer#2 did less damage than AA except at maximum range. Now it does more damage than AA at all ranges. On a 5 energy cost with 2 second cooldown. This means your damage will be best if you use Hammer#2 on cooldown, which is not particularly thoughtful. I think the damage needs to be adjusted so that it’s only better than AA at max range, as it previously was. Or, alternatively, make it cost more energy (e.g. 10 energy). The cooldown can be increased a little, but I do like the short cooldowns on Rev, so I don’t think this would be the best method.
skill 3 – The evade frames really helped this out and gave Hammer some defensive capabilities. There are some instances (e.g. elevation changes, or gaps between Rev and target area) such that you can select a target area (green targeting circle appears) and execute the skill, but the Rev will not actually travel to the destination and do damage.
skill 4 – Works great
skill 5 – Works mostly fine. I think the cast time could be reduced a little bit. It should have a long cast, but 1 3/4 sec is probably a bit much – perhaps 1 1/4 sec is better.
Mace
I found condition damage (atleast in PvP) to be a bit over the top. I can’t determine yet whether this is a result of the Mace directly or the Mace when paired with Mallyx and Corruption traitline. I would also like to see some hybrid options for Rev, but Mace is the only weapon with condition damage, and it has very poor power scaling.
AA – Seems fine
skill 2 – I think the energy cost could be increased a bit (e.g. to 10) so it’s not so mindless to simply maintain a permanent fire field.
skill 3 – No problems here
Axe
This is a solid OH weapon.
skill 4 – Solid mobility, helps save energy when using Shiro (don’t need to use Phase Traversal as much) and provides a gap closer when not using Shiro.
skill 5 – Ineffective when there is non-uniform elevation. Can this skill be changed to travel along the ground rather than staying at the caster’s elevation? Alternatively, the vertical range of the pull could be increased.
Astaxanthas (Revenant), Hepaticus (Engineer), Eosinophus (Thief)
(edited by fluidmonolith.3584)