- Revenant
Infuse Light: Reduced the duration from 4 seconds to 3 seconds.
Phase Traversal: Added a 5-second recharge.
Crystal Hibernation: Increased the recharge from 20 seconds to 25 seconds.
Soothing Bastion: Increased the recharge from 20 seconds to 25 seconds.
Surge of the Mists: Reduced the damage by 15%.
Quick observations:
On Infuse Light – I’m not sure if that was the right treatment as this kinda affects majority of Revenant builds that didn’t need to be affected (like Support Revenant which already had only this as reliable self-heal), but I’ll have to check it.
On Phase Traversal – Fair change, although I think increasing the range to 1500 along with it wouldn’t hurt.
On Crystal Hibernation – Before the expansion hit I’d say it’s totally fair. After, I’m not sure – there’s so much CC (!!!) and damage that it became really essential.
On Soothing Bastion – I believe that if anything, this trait should be 30s CD. This is essentialy Vampiric Rune 2.0 instead of being a supportive trait. Right now, the boon increase part of this trait doesn’t even work (!) and with introducement of Minstrel amulet and boon duration as stat on it, that 2s boon duration boost is even less valuable.
On Surge of the Mists – Fair. It’s purpose wasn’t damage in the first place.
Now on what is needed:
Inspiring Reinforcement change – It’s been discussed countless times. Out of all Jalis skills, I have least profit from using this one. I use it for stomping and against Mesmers and that would be it.
Mallyx – There’s a lot that could be changed, but what Mallyx needs absolutely ASAP is a stunbreak, same as Ventari. With current state of Dragonhunters, Druids and Chronomancers not having a stunbreak is incredible risk and that’s a part of the reason why Shiro actually works – it has a very good stunbreak.
Specializations – Many traits are leftovers of Pre-Specialization patch, like majority of traits in Invocation (all Masters for example), some in Retribution, a lot in Corruption (I proposed changes for this one in lenghty thread), half of them in Salvation and couple in Devastation (Dismantle Fortifications? Jade Echo?)
Mace – This is only weapon using main hand or two hands that doesn’t have a single block or evade and you can feel it. Yes, technically you can get off-hand with block, but by sacraficing Axe for example you lose a pull that lets you keep someone in fire field and worst of all – a gapcloser. Which for Melee-only set is important.
Adding a short evade or 2 Torment instead of 1 per hit on Mace #3 would help it out.
Sword OH – Sword #5 would feel more natural if first it shadowstepped your character in range for the pull.
Ventari stuff – I wrote a lot about it:
In terms of PvP, not much has changed. It’s just too fast paced and numbers without going yolo for % outgoing allies the healing aren’t quite there. Way too much work for little reward. And Tablet is still being ignored or even avoided (!) by some people I meet in PuGs, because it has no visuals or ground marks that would say ‘Help, here!". Not having visible health bars above heads doesn’t help either.
As I suggested previously…
Ventari feedback was written after BWE3 changes announcement, no edits.
Overview:
Some hate it, some like it. Over Beta Weeked Event 2 I’ve spent most of my time with Ventari Legend in all three game modes and I think that I’m capable of providing some good feedback on it.
Ventari certainly feels like a Legend that takes the most skill, certainly the most skill out of all supports in the entire game. The Tablet mechanic is interesting, but often not intuitive. Before I start with particular skills, here’s my list of Tablet changes:
- When using Ventari’s Will, there should be an UI line for the caster between the Tablet current location and Ground-targeted area. This way, caster can see the line Tablet will pass through and adjust it with better idea. (Similar line to ones created by Shovel #2 in Silverwastes when searching for chests). EDIT: After Revenant commands the Tablet, the line should appear for allies, too.
- EDIT: Healing should’ve been more visible. Give Fragments some bonus visual like green “+” above them, and let both Revenant and his allies see the radius in which Tablet healing is effective.
- Ventari’s Will should have 1500 range. Period. Having to click two times just to get your Tablet back is horrible.
- Both Ventari’s Will and Project Tranquility have to be instant cast. Cast time on those is the main reason why Tablet feels clunky to use in my opinion.
- Tablet’s travel speed should be increased. By the time it travels 900 units, you might be dead already.
- Radius of Tablet has to be increased to 300. Healing anyone who’s more mobile than Necromancer or Guardian is terrible experience. The radius is simply not large enough. I often miss the heal by couple units, swearing, because my ally moves too quickly.
- As mentioned, remove the cast times from Tablet management, but add cast times to Natural Harmony and Purifiying Essence. The counterplay is currently in wrong place – you can counter Tablet positioning, but not healing cast.
Now, the skills
6. Project Tranquility - Increase Healing Power scalling on this one. It’s barely noticeable even with full Cleric’s gear. Rest was mentioned above.
7. Protective Solace - It’s a good skill when there are projectiles. It is absolutely terrible and useless skill if there are no projectiles. Yes, it’s Light Combo Field and it helps sometimes, but wouldn’t say no to some bonus effect. Suggestions for bonus effect:
- When Protective Solace is up, the passive healing of Project Tranquility is increased by 200%/300%.
- Protective Solace pulses Protection/Vigor
- Protective Solace increases Revive Speed by 30%.
- Foes crossing Protective Solace are Blinded (3s)
8. Natural Harmony - Annoying. Really annoying. Remove that delay on healing, it’s completly unecessary, add 1/4s or 1/2s cast time for proper counterplay. When I need healing, I need it when I finish the cast, not 2s later.
Increase either Healing Power scalling or base healing to compensate. Or both. As mentioned in “General” – majority of healing I was able to output was from spreading Regeneration, weapon skills, sigils, picking up healing orbs and fragments. Not from Natural Harmony. I checked combat logs. It might be that after lowering Energy cost a bit the numbers are little better, but the healing from this particular skill was insignificant in PvP.9. Purifying Essence - Adding cooldown to it does nothing but bad things. Same as with Natural Harmony, add cast time of 1/4 or 1/2s for proper counterplay, erase the freshly added cooldown. Seriously, playing Ventari I couldn’t cast too often, but there were times when I knew I had to save up energy and cleanse conditions with it two times in a row to help my team. Addition of cooldown is a huge nerf to this one.
0. Energy Expulsion - I think that after announced BWE3 change this Elite will be fine.
Overview:
This is our “Healing” traitline. I liked it, but I believe it could’ve been “split” into three “ways” – “Selfless healing”, “Support”, “Peacemaker”. So by going into Specialization, you may not only act as “healer”, but also pick traits which will prevent damage, instead of helping allies recover. Here are my suggestions:1. Hardened Foundation replaced with Eluding Nullification. Currently, this minor will do nothing if you don’t have Healing Power and is boring conversion trait. Even with Cleric’s, gained Toughness is nothing. Insignificant either way. By replacing it with cleansing we free up one Master trait and give Salvation very helpful condition cleanse.
2. Nourishing Roots into Nourishing Waters.
- Nourishing Waters
Create a Water Field when you swap weapons. Duration: 2s. 240 Radius.
Now that we have couple Blast Finishers, it’s time to make use of them. Water Field was a thing many people requested. Such simple trait would allow us to make use of our well-timed Blasts on low cooldown (maybe even push people to pick Runes of Warrior?) and give us more group-wide synergy while not being over the top. Such trait would be worthy competitor for other two strong Adept traits.3. Tranquil Benediction - After BWE2 when I looked at Salvation line I thought “why do we have two traits in one specialization that provide Regeneration?”. Exactly, why? Let’s boundle them into one.
- Tranquil Benediction
Healing Orbs spawned by you and your Ventari’s Tablet provide Regeneration (2s) and Swiftness (2s).This would require some good wording and tooltip magic, but I think the idea is solid. Yet another good trait to pick up when going through the “support path”. To be honest, Tablet part isn’t even necessary I believe with further changes to Invocation.
4. Selfless Amplification - This trait is nice, but could maybe give some bonus:
- +150 Healing Power?
- You heal for 5% of your outgoing healing?
Final trait of “selfless path”
5. Natural Abundance - This trait is nice, but I’d add little bonus. Currently, even if you try often the Fragments will just despawn before you reach them. Pick one of those – both are aimed at making it a little easier:
- Trait also increases Fragments’ and Orbs’ pickup ranges.
- Trait increases duration of all Fragments spawned to 10 or 15s.
Final trait of “support path”
6. Momentary Pacification - Base of this trait is good enough, I’d like to push the synergy however and add to existing trait:
- When you interrupt a foe, Blind him (5s ICD per target).
Final trait of “peacemaker path”
7. New Master trait replacing Eluding Nullification trait
- Peacemaker
When you Blind foe, your nearby allies gain Vigor/Stability/Aegis. (Some very short ICD depending on the effect).This trait is a strong option for Salvation Revenant who chooses not to go for healing, but more “utility-based” path of peace.
Although I have to say Minstrel amulet with Ventari/Glint is very interesting.
Bugs – Walls and other structures being our greatest enemies, Staff #4 cleansing when it’s in mood for it and others I won’t list because they have been already. These still exist.
We’ll see how it rolls out and praise our Lord and Savior, Roy Cronacher – a true Revenant at his heart (although he leveled Chrono first).
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
(edited by Rym.1469)