Warning, Wall of Text
NOTES: 1) this is 100% PVE based comments. 2) The following comments are made with the full understanding that the class is missing legends and, as such, is incomplete. 3) I also go into this with the understanding that I have not had the experience necessary to have a solid grasp of everything I have at my disposal such as memorizing all the effects of the different utilities etc. I am trying to do this more of an overall feel as opposed to skill specifics. 4) I am saying the following from the perspective of a main engineer.
So played revenant some this past weekend, threw my unneeded weapons from 1 box in the forge and got my first ever precursor….argh…
The concept of the revenant is great. It appears as though the intention of this class was to be a skill swapping high button/min class like elementalist or engineer and as such I will be comparing it to them. However, as implemented it falls short of its potential in my opinion.
1) It is legend bound. The concept of legends is great: channeling a particular legend of the past and fusing its essence/personality with your own. However, you have only a single weapon to work with. This, in itself, is not necessarily a bad thing. However, each weapon synergizes very well with a particular trait line which synergizes very well with a particular legend. And that is good too. Synergies are a positive thing, except that what you end up with is a primary legend and a secondary legend. People will end up spending the great majority of their time in a single legend and a single weapon. if you are in content where you need good synergy, you take hammer/jalis or malyx/mace/axe. Or, if you are just running around, you just take ventari for the heal spams.
2) it is range bound. Every current class can create a build with both range and melee options at their disposal. All classes with weapon swap are obvious. Elementalist, even if it takes daggers, can also take frost bow and/or fiery greatsword to give them some range options. Engineer only has range weapons, but also has bomb kit and toolkit as options, besides grenades (low travel time and thus better accuracy in melee) and even rifle having good melee range ability. If a revenant takes mace/axe or staff, they are bound to melee. Axe does provide a couple range skills at 900 and staff has 2 at 600 but these all have cooldowns of 10-20 seconds. I expect shiro to be melee as well, and, of course, we dont know about glint.
I see this as an issue after having played in the verdant brink in the previous stress test. The events we encountered there had lots of mechanics that made it a bit more punishing to work in melee range, from stampeding mounted mobs to vines that throw you out of melee to the vinewrath that is surrounded by fire. Because of this, it was often be the case in open world that I wanted to have range at my disposal. but because I have no weapon swap, I surrendered to camping hammer. It was a similar situation in silverwastes this past weekend. There is some interrupting/teleporting (mace that can be done to compensate for this in melee, but with the simple number of enemies that can pop up at fort defense events it was often that I just needed to get out of range for a minute, I really felt tied down when using a melee weapon.