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Posted by: BlackDevil.9268

BlackDevil.9268

Revenant has it’s pro’s and cons, but what I dislike is the fact that the real pro, only lies in two certain hero’s: Herald and shiro. The rest just currently lacks quite a bit. I hooked off from condition really fast when my condition output was really not worth it and not even came close to the damage and sustain I was able to gain through shiro-herald marauder.
I have also played some Healing-support Venetari-Herrald for quite a few hours and got a way to make it work and won some 2v3/2v4 with a reaper along with me. I basically got to heal him up to 100% the moment he pops out of DS while I kiting and CCing during his DS. Though I have to admitt, these opponents weren’t very good and once I got to fight better players you could easily notice how poor the support was, partly due the fact that the healings of ventari are very slow, with quite a big cost and very risky.

I’ll start with the worst (in my opinion) legendary stance: Ventari:
Can we finally remove some clunkyness from this stance? The tablet is absolutely horrible to move around. And while that is not only the problem, it’s also at an amazingly high cost. Only by spamming my tablet and some weapon skills I’m already very low on energy. This, along with the very slow and risky healing (very small radius) makes it a very high risk-low reward mechanic.

  • The tablet at first needs to be much faster. This has been suggested many times and I honestly don’t see why this is a problem. It removes a lot clunky-ness from the tablet and makes it easier to move.
    Along with this the cooldown needs to be reduced to 1 second, the energy cost lowered to 5 and the base healing also reduced by a half. Obviously you can’t just spam 2.5k healings on a 1 second cooldown so cutting the heal in half is more than fine. And seriously guys, why can’t it become instant cast? I would also like to cast more than just my tablet constantly. It would also synergyze much better with #8, due that actually does cast while you’re casting skills. I’m sometimes stuck casting the skill but then I realise I have to give up my casting of whatever I’m casting (say, #3 sword) to move my dog… eh.. tablet to the position I want to.

As for the utility skills:

  • Protective Solace: Well.. Ehm.. Water field maybe? The absorbtion is at a very high cost. I really dislike light fields, as they are rather screwing up the field blasting in all forms of the game than actually helping them. Rather remove the light field from this skill, increase the cooldown to 10 seconds, reduce energy cost to 5 or 6 and upon exploding the projetile shield, give a waterfield based on the duration you have kept up the barier.
    So say you have kept up the barier for 10 seconds and you release the barier, you will get a waterfield for 5 seconds. Don;t make the radius too big though. 240 or 360 is big enough since the blasting of water also adds another radius of 360.
    With a cooldown of 10 seconds you can’t just spam it for waterfields, and let’s be honest: we have more than enough projectile obsorption skills. We really don’t need this on a 5 seconds cd.
  • Natural Harmony: Ugh, radius… Honestly all radius skills of ventari are way too risky and allies most likely run out of your healing before they notice it. This could really need an improvement, if not done by a trait that increases the radius.
  • Purifying Essence: Same goes for this skill basically. Radius too big. Energy cost could be reduced to 25, but not required.
  • Energy Expulsion: This skill seems much more useful now it’s 35 energy cost instead of 50 and found myself use it often as support when I had nothing to heal but rather attribute by CCing.

Mallyx:
The unique-ness of this legend has been removed completely and replaced with some mid-tier condition spec. The elite doesnt seem to have much effect and the legend really is only good if you fight someone with lots of boons.

  • Pain Absorption: Costs too much energy or it either needs an increased self-resistance per condition, or an increased AoE duration of resistance per condition transfered. Now Conditions are only transfered in a very minor way due RNG-trait, the conditions actually hurt you more by using this skill than you being able to make use of it.
  • Banish Enchantment: Decent skill. Not a big ‘’wow-factor’‘, but does it’s job by removing boons as revenant doesnt really have access to that.
  • Unyielding Anguish: so-so. It’s not an amazing skill but then again it does contribute to the pressure and mobility you can have. Energy could be reduced maybe to 25 as 30 feels a bit too much for this skill. Could also be lowered to 20 and have a short cooldown to prevent spamming.
  • Embrace the Darkness: Well… Just no. 10% is not really noticeable, energy cost is not too high for an elite skill but the functionality is not good for an elite skill. Elite skills are supposed to be strong with high cost. This is just another utility skill with some nice effects. Even Protective solance costs more than this ’’elite’’ skill… Ehh.. Let’s move on?

Legendary King Jalis, hail the king!
Or let’s not, shall we? This ’’king’’ is most certainly not the king of all revenant stances due a few things: The stun break is very off and is practically useless. The stability is unreliable and almost useless. This is a massive factor that a tanky-support role needs. Something herald can actually provide akwardly enough…

  • Inspiring Reinforcement: Well this is not such kittene as many poeople already suggested: Stability on inital cast, pulsing stability road when layed down. This skill is so static and so bad, I don’t really know if I should cry or laugh when I get stopped 1v1 against a downed player because my road is still building to finish. I can’t wait nearly 2 seconds for stability that lasts shorter than the actual time to get it. I can better stomp someone and blind them at the right time in… drum sound herald! At least lovely herald is reliable… Another thing to note: This skill should seriously become instant cast and gain the stun break of the elite. It just doesn’t work on a 1.25 sec casting time, you know?
  • Forced Engagement: Honestly, I didn’t really get my hands on using this, since there is practically any other skill similar but better than this skill in any other stance. Apart from that, you most likely wanna use jalis for the elite and possibly the hammers. By then you shouldn’t really have much energy to even remotely use this skill.
  • Vengeful Hammers: Still love this skill. No complaints
  • Rite of the ’’Great’’ Dwarf: Could just easily add 50% condition damage reduction to this too since the hammers has it too and the skill seriously could get a minor buff. Stun break would be removed and replaced to inspiring reinforcement.

No comments on shiro and herald as they are well balanced and might even get some minor nerfs if needed

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Posted by: BlackDevil.9268

BlackDevil.9268

Traits:

Herald:

  • Bolster Fortifications doesn’t fit with the herald healing at all so I don’t see why this is in the herald line. It pretty much reduces the healing gain by 33%. It’s a nice trait with ventari, so this could need a change.

Salvation:

  • Disarming Riposte seems pretty useless and needs some serious icd-reduction (10sec or so) to be noticeable.
  • Nourishing Roots needs it’s regen duration be increased to 3 seconds base or just changed to a -10% damage reduction when being near the tablet to up to 5 allies.
  • Tranquil Benediction is not worth picking and would need might of 3 seconds added to it or a 1second duration protection or fury added to be worth.
  • Eluding Nullification’s ICD is way too long and should be around 2 seconds to prevent people from double dodging, but still having that nice condition removal on dodge with certainty. Currently 10 sec is just way too random.

Retribution:

  • Improved Aggression: Pve Trait, might be useful with HoT content? Currently isn’t useful as far as I’m concerned anywhere.
  • Steadfast Rejuvenation is a pretty boring grandmaster trait and totally not impressive. Should get a buff in my opinion.

Invocation:

  • Charged Mist is too hard to use imo. Rather have it that it gives might when you use a skill above 50 energy and not just when it drops below 50.
  • Cruel Repercussion is a bit of a wierd trait for the revenant as you dont really have a hard single hitting skill besides maybe something on hammer or staff 2. Though even if you notice a skill has been negated, you already used the buff due the fast attacking of the revenant. I would rather have the buff apply 3 times 25% and maybe even have a lower ICD.

Devastation:

  • Malicious Reprisal is just horrible since the icd is way too long and (havent tested this but thought by logic) if it procs with aegis its useless.
  • Nefarious Momentum is kinda unnoticeable since you dont and cant really use many shiro stance skills. the might stacks per skill could be increased but I highly doubt if that will increase the quality of the trait.
  • Dismantle Fortifications is not worth it compared to the other grandmasters in devastation. The only skill that reslly benifits from this trait is Surge of the Mist which is fairly easy to dodge and hard to hit all 9 times. My addition to this trait would be to gain 1 stack of stability for 6 seconds when succesfully removing a stack of stability (5 sec icd). The current effect would still be without icd.

Weapons:

Sword:
Please remove the projectile (Brutal blade) from this auto attack, or at least make it so you continue with your chain once you fail this skill or if it get’s reflected. It’s a fun concept but it fails too often. (fixing terrain problems would also be a big fix for the skill)

  • Grasping Shadow: Still feels a bit buggy and clunky to ’’pull’’ off, if you get what I mean huehue…

Hammer: Not really a worthy weapon in spvp imo due to it’s slow behaviour but useful in WvW so hard to balance. Casting time and damage could be reduced to make it more in-line maybe, but much more than that is just making the weapon very wierd.

Staff:

  • Punishing Sweep: A bit too slow and hard to hit. Could still need a casting time reduction to 0,5 seconds. Full #2 chain already takes about 1.5 seconds with after-cast included.
  • Renewing Wave: Is this skill supposed to not cleanse conditions on yourself? Cause I found myself not removing conditions way too often when using this skill.

And that’s pretty much it? Thanks for reading if you came all the way here. Feel free to discuss.

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Posted by: mexay.3902

mexay.3902

Agree with most of what’s been said here.

Ventari is eh with a lot of potentially. It needs to be less clunky with access to a waterfield.

Jalis also has potential but needs Inspiring Reinforcement retuned and RotGD probably needs a greater effect or a longer one.

Mallyx is eh right now. It has some neat skills and can even fit really well into a power style spec (the utility is great), but it’s still sort of lackluster. Needs a little refining.

Shiro is great.

Glint is amazing. No complaints.

The class really needs another trait pass though. There’s quite a few things that are useless or just can’t compete with the other things in their line. Invocation is guilty of this as is Devastation.

noice

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Posted by: karulegend.4960

karulegend.4960

I guess I can only beg so much before the game actually releases. I love ventari by design, but it is just so useless and bad in a game like guild wars 2 where the combat is fast and mobile. The heals are small radius, slow casting, and not worth the energy they cost. I find myself using no other skills because im spending multiple seconds to cast a heal that heals maybe 10% of my hp and 99% of all allies are away from the tablet before the heal actually goes off. I can only hope the devs finally give ventari the love it deserves before launch, it needs it so incredibly bad. Glint is good, Shiro is good, Mallyx is not as good as it was, but still pretty solid, Dwarf is bad, Ventari is worse. I was so pumped to be a tank/healer with the Rev and I figured it’d get some love, but it’s still just in a terrible spot. I get that the energy system is new and will take time to balance, but as of right now I just feel at a huge disadvantage managing CDs AND energy while other classes just deal with CDs. Here’s to hoping it gets love this month.

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Posted by: ZooCh.1489

ZooCh.1489

To start: I really have enjoyed revenant so far. Its legend invoking mechanic is unique, the energy management adds an element of skill and freedom that is refreshing, the weapon’s skills are simply fun.

I do have some recommendations however:

Stance Passive effects:
Each stance could get a passive effect while active similar to glint’s extra facet. Here are some theme specific ideas:
Assassin: 25% run speed
Demon: 10% condition damage boost
Dwarf: 240 radius aura granting 5% damage reduction to self and allies
Centaur: 240 radius aura converting 5% incoming damage into healing for self and allies

-In general I found all but glint’s healing skills to be slow and minimal.
-Stability is lacking….this is a heavy class
-Condition removal….again, feels a tad bit neglected

Traits:
Overall:
-too many traits granting might or fury….redundant and uninteresting repetitive options….spice it up a bit with unique options.
-not enough self-preservation options (maybe change one of the allied healing boosts to also affect self heals?)

Steadfast Rejuvination – extremely insignificant heal for a tier 3 major trait when confronted by classes that can do thousands of damage in pvp using a single skill or combo. Remove cool down or vastly increase heal amount.

Invigorating Flow – again, very inconsequential amount of healing due to the cooldown.

Equilibrium – seems odd for a skill with this name to have such a drastic imbalance between the two effects. Increase the healing done to match the damage so that either case is equally beneficial.

Unwavering Avoidance – stability duration way too short considering this is basically the only universally available stability option for revenant unless using Dwarf stance.
In fact…all of the dodge roll traits are quite underwhelming.

Soothing Bastion – good intentions but failure in practice…the rooting is death.

LEGENDS:

Dwarf Stance:
Inspiring Reinforcement: WAY TOO SLOW, nearly useless in pvp….just…way too slow.

Rite of the Great Dwarf: Cast time makes this skill useless as a “stun breaker”….and the high energy cost also makes it very hard to use when you actually need to use it as a stun breaker. Instant cast, reduce energy. The short duration of the effect does not warrant such harsh casting parameters.

Centaur Stance:
Project Tranquility: add a heal effect on summon OR make it instantly summon when invoking this legend……the passive effect is very unimpressive as well….decrease interval between pulses.

Ventari’s Will: TOO SLOW…..in pvp….moving targets are extremely hard to hit with the pass-through effect because the tablet moves so slowly. Considering the 2 second cooldown, I feel this tablet should move very fast, almost instantly in fact, otherwise it’s extremely unwieldy in pvp.

Assassin Stance:
Enchanted Daggers: the initial heal seems a bit low.

Weapons Skills:

Punishing Sweep: very hard to hit moving targets in pvp….I recommend turning this into a radius based aoe.

Envoy of Exuberance: again….it travels too slowly….in pvp…so hard to help your allies at range because they are long gone before the shield arrives at their location. This needs to travel much faster, nearly instantly (same problem as ventari’s will).

(edited by ZooCh.1489)

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Posted by: Sarif.1827

Sarif.1827

Can we finally remove some clunkyness from this stance? The tablet is absolutely horrible to move around. And while that is not only the problem, it’s also at an amazingly high cost. Only by spamming my tablet and some weapon skills I’m already very low on energy. This, along with the very slow and risky healing (very small radius) makes it a very high risk-low reward mechanic. The tablet at first needs to be much faster. This has been suggested many times and I honestly don’t see why this is a problem. It removes a lot clunky-ness from the tablet and makes it easier to move. Along with this the cooldown needs to be reduced to 1 second, the energy cost lowered to 5 and the base healing also reduced by a half. Obviously you can’t just spam 2.5k healings on a 1 second cooldown so cutting the heal in half is more than fine. And seriously guys, why can’t it become instant cast? I would also like to cast more than just my tablet constantly. It would also synergyze much better with #8, due that actually does cast while you’re casting skills. I’m sometimes stuck casting the skill but then I realise I have to give up my casting of whatever I’m casting (say, #3 sword) to move my dog… eh.. tablet to the position I want to.

Ok, while I agree with the overarching goal, I disagree on the given numbers on the matter.
Cut the heal in half? Or MORE?! You just got done saying you felt like the support wasn’t enough vs. decent Pvp’ers! I agree with the movement speed, and the cost reduction (Hell I think the tablet should just spawn when you swap to this legend in the first place, for free.) but less than half the healing? That would render this unusable for anyone outside of a healing build and gear.

  • Protective Solace: Well.. Ehm.. Water field maybe? The absorbtion is at a very high cost. I really dislike light fields, as they are rather screwing up the field blasting in all forms of the game than actually helping them. Rather remove the light field from this skill, increase the cooldown to 10 seconds, reduce energy cost to 5 or 6 and upon exploding the projetile shield, give a waterfield based on the duration you have kept up the barier.
    So say you have kept up the barier for 10 seconds and you release the barier, you will get a waterfield for 5 seconds. Don;t make the radius too big though. 240 or 360 is big enough since the blasting of water also adds another radius of 360.
    With a cooldown of 10 seconds you can’t just spam it for waterfields, and let’s be honest: we have more than enough projectile obsorption skills. We really don’t need this on a 5 seconds cd.

Ok, Ummm… No.
I’m sure you know this, but giving Rev a Water Field is not happening. The whole reason it’s a light field is to keep people from planting a 10-15 second water field in WvW and making it nearly impossible to kill anyone! I would also argue your claim of a CD increase. I can think of a few time this last BWE that I really could have used a faster CD on Solace. Also, if you think the cost is high, clearly you haven’t had problems with Projectiles in this game.

  • Natural Harmony: Ugh, radius… Honestly all radius skills of ventari are way too risky and allies most likely run out of your healing before they notice it. This could really need an improvement, if not done by a trait that increases the radius.

Everything the tablet does is radial, and the bigger it gets, the more like a mobile tank it becomes. The radius are small to prevent one Revenant from bunker a whole zerg. In 5-man content, the size is just fine, most people tend to stack anyway. I haven’t had a chance to try it in the raid setting yet, but I can tell you it will easily have use.

  • Purifying Essence: Same goes for this skill basically. Radius too big. Energy cost could be reduced to 25, but not required.

I refer to my post above about radius, but I do agree the Cost needs to come down a bit on this one, or the condi removal or Heal need a pick-me-up.

  • Energy Expulsion: This skill seems much more useful now it’s 35 energy cost instead of 50 and found myself use it often as support when I had nothing to heal but rather attribute by CCing.

Hadn’t considered the CC ability of the skill. I’ll keep that in mind thanks!

Mallyx:
The unique-ness of this legend has been removed completely and replaced with some mid-tier condition spec. The elite doesnt seem to have much effect and the legend really is only good if you fight someone with lots of boons.

Lots of boons, which would be everyone. Mallyx’s “Uniqueness” hasn’t been removed… and there is nothing enjoyable about wanting a stack of every condi in the game on you, so you can try for a few fleeting seconds to stack condi’s on others.

More over, this “Uniqueness” made using Mallyx outside of the Corruption Trait line a bigger hindrance then anything else, as Revs we possess less ability to handle Condis.

Everyone goes on and on about the uniqueness of Mallyx, but it wasn’t any different then a Corruption Necro and how many of those do you see running around?

Everyone always focuses on the loss of the Condi bomb, but I feel the real loss of Displacement if we are talking about flavor at all.

  • Pain Absorption: Costs too much energy or it either needs an increased self-resistance per condition, or an increased AoE duration of resistance per condition transfered. Now Conditions are only transfered in a very minor way due RNG-trait, the conditions actually hurt you more by using this skill than you being able to make use of it.

This skill grants up to 8 seconds of Resist. 3 of those for just pushing the button. You also help Condi clear allies.

I do agree that this feels more like a 30 Energy skill, but I’m not seeing how we need more Resist time, more so with most Condi’s stacking Intensity now, very few of them will still be on you by the time Resist is up.

  • Banish Enchantment: Decent skill. Not a big ‘’wow-factor’‘, but does it’s job by removing boons as revenant doesnt really have access to that.

Nor do Guardians. That said, I personally find a bit of a wow factor in this skill. 20e for Boon Breaking/Confusion branding. Maybe it’s because of my Guardian perspective, but this is pretty kitten awesome to me.

  • Unyielding Anguish: so-so. It’s not an amazing skill but then again it does contribute to the pressure and mobility you can have. Energy could be reduced maybe to 25 as 30 feels a bit too much for this skill. Could also be lowered to 20 and have a short cooldown to prevent spamming.

It already has a Short CD, I do agree with the lowering of energy cost though. Then again, I might just be behind that on principle. I personally disagree, again, with you. I find this skill has an amazing job of spooking Dodges out of people so you can connect combos on this easily, Add the chill that increase their cooldowns… Sounds pretty kitten nice to me.

  • Embrace the Darkness: Well… Just no. 10% is not really noticeable, energy cost is not too high for an elite skill but the functionality is not good for an elite skill. Elite skills are supposed to be strong with high cost. This is just another utility skill with some nice effects. Even Protective solance costs more than this ’’elite’’ skill… Ehh.. Let’s move on?

Just No what? 10% is noticeable… more so when you realize how the math works out.
Here is an example…

Full Zerker Armor and Jewelry on a Rev gives him these stats mind you, no weapons:

Power: 2382 + 10% (238 = little more than 6 Might stacks) = 2620

Percision: 1960(49% Crit Chance) = 10% (196) = 2156 (59% Crit Chance)

Ferocity: 960 (214% Crit Damage) = 10% (96) = 1056 (221% Crit Damage)

So 6 Might stacks of unremoveable Power, 10% Crit Chance and 10% Damage… For “Push button” and that not enough for you? As a Guardian, I would have killed every rabbit in Gundarren Fields for months to get an elite like this.

Your statement is that this “elite” skill doesn’t feel elite… Ask around, no Elite skill feels truly “elite.” So instead of playing a game of make-believe, we got a 4th utility skill that has a drastic effect on our everything, plus it pulses torment because Demon.

I’m sorry, but Yes. Just Yes.

Legendary King Jalis, hail the king!
Or let’s not, shall we? This ’’king’’ is most certainly not the king of all revenant stances due a few things: The stun break is very off and is practically useless. The stability is unreliable and almost useless. This is a massive factor that a tanky-support role needs. Something herald can actually provide akwardly enough…

You and I clearly disagree on a lot, but I think we are starting to get on the same page here. I do feel like Jalis, while in a good place at first, needs to play a little catch up now.

  • Inspiring Reinforcement: Well this is not such kittene as many poeople already suggested: Stability on inital cast, pulsing stability road when layed down. This skill is so static and so bad, I don’t really know if I should cry or laugh when I get stopped 1v1 against a downed player because my road is still building to finish. I can’t wait nearly 2 seconds for stability that lasts shorter than the actual time to get it. I can better stomp someone and blind them at the right time in… drum sound herald! At least lovely herald is reliable… Another thing to note: This skill should seriously become instant cast and gain the stun break of the elite. It just doesn’t work on a 1.25 sec casting time, you know?

1.25 second cast? The hell are you getting that from? It has a ¼ sec cast. Yea the road takes some time to build, try not building it a mile away from your stomp target? I do agree the Stab needs to last at least one more second longer.

  • Forced Engagement: Honestly, I didn’t really get my hands on using this, since there is practically any other skill similar but better than this skill in any other stance. Apart from that, you most likely wanna use jalis for the elite and possibly the hammers. By then you shouldn’t really have much energy to even remotely use this skill.

Again with the nonsense… this is one of the few “on-demand” slows in the game. On top of being a great Skill to peel with, both in PvE and PvP. Just because your personal fixated on Rite and Hammers, doesn’t mean this skill is bad or useless. I do agree about the cost, I think with the CD, this skill better fits with a 25 energy cost but this skill is far from useless. Coming from a Tank from Warhammer Online, Trust me, Taunts in PvP are insanely powerful.

  • Vengeful Hammers: Still love this skill. No complaints

of all the skills… why is this the one you have no problem with? You expect me to believe the whole time you played with this skill you never ran across uneven ground, had this skill randomly shut off on you? There is a bug in this skill and it desperately needs to get worked out. When it is working, I agree, the effect and power of the skill is nice and in a good place. But that doesn’t mean the changes that were talked about before the BWE3 arn’t going to happen, I’d argue we are about two dev builds behind the current iteration of the Revenant.

  • Rite of the ’’Great’’ Dwarf: Could just easily add 50% condition damage reduction to this too since the hammers has it too and the skill seriously could get a minor buff. Stun break would be removed and replaced to inspiring reinforcement.

Part of the cost of this skill is from that stun break, and again, being able to DR your entire crew isn’t enough for ya? Good gods man.

We will have to wait on Roy’s official word in a few weeks but i hope to see some solid Jalis changes.

I’d like to point out, that even though I don’t agree with you on many of your points, That I’m in no way trying to be disrespectful. We clearly have a difference of opinion and that’s alright.

It’s all feedback and I hope Roy and the team take everything into consideration.

Leader and Founder of the Shattered Sky Community.
Guild Leader of Covenant of the First Flame [Soul].

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Posted by: BlackDevil.9268

BlackDevil.9268

@Sarif

Ok, while I agree with the overarching goal, I disagree on the given numbers on the matter.
Cut the heal in half? Or MORE?! You just got done saying you felt like the support wasn’t enough vs. decent Pvp’ers! I agree with the movement speed, and the cost reduction (Hell I think the tablet should just spawn when you swap to this legend in the first place, for free.) but less than half the healing? That would render this unusable for anyone outside of a healing build and gear.

Have you actually read the full thing? Cut the CD in half, energy cost in half and instant cast with 1/2 of the healing it has now. If you would have these things including the heal it does now, you would be able to burst out 2-2.5k HPS, excluding the healings you do during this time. That’s just way over the top. It’s clunky to have a casting time and a fairly noticeable cooldown aaand such slow movement on the tablet. And honestly, some legends are just bound to a certain build of your statts. You can’t tell me you actually would use ventari over any other legend with a dps or condi spec…

Ok, Ummm… No.
I’m sure you know this, but giving Rev a Water Field is not happening. The whole reason it’s a light field is to keep people from planting a 10-15 second water field in WvW and making it nearly impossible to kill anyone! I would also argue your claim of a CD increase. I can think of a few time this last BWE that I really could have used a faster CD on Solace. Also, if you think the cost is high, clearly you haven’t had problems with Projectiles in this game.

The cost is 8, that’s immensely high for an upkeep skill, let alone for a skill that practically does the exact same as #4 hammer. First of all, waterfields don’t just instantly heal people in WvW. It’s absolutely non-sense that more waterfields would mean that people wouldn’t die in WvW. A raid is limited to a certain amount of blasts. Those can be performed within the current amount of waterfields already, so more waterfields wouldn’t really add much more to WvW. Then again, waterfield blasting is just a small component of the sustain of raids in WvW. So your argument is not really relevant. Also, 10-15 seconds of a waterfield would require you to stand still with your tablet and cast the skill from 60-90 energy. This is only reachable by standing still and doing nothing but spam 1. Moving the tablet would reduce the waterfields duration already by almost 1 second. So at best you would really have a 5 seconds waterfield, which is shorter than healing rain, has a much smaller radius and doesn’t remove conditions. You can’t tell me you think that’s OP… And no, projectiles in this game are not a big factor to the damage output amongst almost all classes.

Everything the tablet does is radial, and the bigger it gets, the more like a mobile tank it becomes. The radius are small to prevent one Revenant from bunker a whole zerg. In 5-man content, the size is just fine, most people tend to stack anyway. I haven’t had a chance to try it in the raid setting yet, but I can tell you it will easily have use.

The further I read, the more I get the feeling you are only playing WvW as almost every argument you have used is WvW based. So let me start off with saying WvW is not a content where things are balanced on in this game. While I did play it a lot and soon will be playing it a lot, I don’t see a massive reason to balance minor things on the revenant, rather than complaining about all other things that are wrong in there. So my vision is from an sPvP perspective.
As for the radius in sPvP, it is just way too short for any pug to heal decently. Maybe you would be able to heal when you are playing with people on teamspeak so they don’t run the moment you cast the skill, but that also makes these people you heal very static and predictable for the enemy since they most likely will just run to the tablet.
As for your argument in WvW: this argument literally has nothing to stand on. It’s capped at 5man, so there’s no way you can bunker a whole zerg if the radius is bigger…

Lots of boons, which would be everyone. Mallyx’s “Uniqueness” hasn’t been removed…

Mesmer and necro can be much more effective at removing boons. Even a mesmer on a condi build has more pressure than a condition rev. So I just see it as a worse version of a condition mesmer. It literally does nothing special. The elite was over the top, what it is now is just pathetic.

I’m not gonna quote the rest of it but just respond to it as it takes less effort really..
@ Pain absorption : It’s 7 seconds max, which does require 5 allies around you and in an sPVP setting, that’s never the cast. But let’s say you do get 7 seconds, then your resistance get’s shred off and you die to conditions 2 seconds later. Oh right, and you are out of energy due it’s cost.

@ Embrace the darkness: 10% is nothing if you are out of energy within seconds. Especially for revenant as their condi spec doesnt really have much burst potential, so that 10% is barely noticable. Theoratically =/= In practice. So yes, in theory it might sound nice, but it really isn’t. Only already that 1 second casting time reduces your damage output by almost 10% during the time you have EtD on..

@ Inspiring Reinforcement : I’ve had this discussion already more than enough and I will just refer you to This Post. It’s also 1,75-2 seconds as stated. The 1.25 was @ the elite, which I also said in the same sentence…

@ Vengefull hammers : This is a WvW problem again… Such things barely happen in sPvP. Also a technical issue, while I am discussing functionality. I thought that was pretty clear…

@ RotGD: Pff.. Read please. I said earlier (at inspiring reinforcement) that a 1.25 seconds casting time with a stunbreak doesn’t work. No one ever uses it as a stunbreak, nor will it ever be able to use due the fact that most stuns are gone before you have finished the casting of it. 50% damage reduction for 50 energy for just 5 seonds is just not impressive and very situational, especially with such long casting time.

I really think you should read some basics of GW2, because you constantly are talking about ‘’full raids’’, while practically all skills are capped at 5 people. 5 People =/= a full raid. Please do not try to make things sound better than they are.