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Posted by: Loex.5104

Loex.5104

Mallyx needs to be as intended “play with conditions” but atm its more like a suicide machine
Pain Absorption could stack hours of cripple and an insane amount of poison on you without having the possibility to get rid of it.

Mallyx should be more like “you condi’ed my friends? here is your kitten back bro”

Pain Absorption needs a duration cap and Embrace the Darkness should transfer the Condis to your enemies (maybe with increased effectiveness over time so 1/s at the beginning and increasing to X/s after Y seconds) and/or grant resistance to yourself – it is an upkeep elite skill with a huge impact in your energy management – they should be strong and mallyx needs a way to get rid of his condis

To maintain the whole idea of “your Condis make me stronger” the whole system should work a little different

Every condition you get should apply a boon on you that has the same amount of stacks and duration as the condis you’ve got – mallyx mechanics now calculate their stuff on the amount of that boon instead of the amount of condis you have atm – so mallyx is still viable in groups where every stuff is cleaned instantly.

The Mallyx mechanics of giving additional Torment and stuff should be more basic imho – instead of applying additional stuff just on the mallyx utils they should make the character itself stronger – the easiest way is to create might i think or giving +X on some Stat based on the amount of the Mallyx boon (like the Mesmer Mantra activation boon) or some stacks like thiefs poisons (next X attacks inflict XYZ).

Jalis just neets to be tanky as intended and advertised – some protection / retailliation on his skills along with traits that let you benefit from hits and dodges should work
im still looking for some kind of +toughness though :/

@Roy – maybe take a look at the great tanking traits of the Elementalist – things like Stone Flesh / Earth’s Embrace / Geomancer’s Training / Rock Solid / Geomancer’s Defense / Diamond Skin and Stone Heart could be easily applied to Jalis (modificated of course – but the idea should be clear imho)

Ventari is pretty fine i think – lets see how the changes play in the next beta

Shiro – cant say anything atm without playing him.

For the Weapons:
Hammer needs something to increase the Range to your enemy while Sword definitively needs a valuable gap closer (Skill 2 is pretty weak atm – could easily be replaced with some kind of leap / shadowstep or with something more special like a mix of Warriors Impale and Thiefs Scorpion Wire -> impale your Blade in your foe – do dmg + stack vuln / Cripple whatever – skill changes to sth that rips out the blade with dmg and rips the target with it to you if its 300 – 600 Range away (this would be more pro active cuz you have to imagine when your foe maybe wants to increase its distance to you)

And the Condi-players may want some kind of ranged condi weapon.

(edited by Loex.5104)

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Posted by: lmaogg.7325

lmaogg.7325

my soul is please to see the condi changes. Praise the Mallyx.

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Posted by: Moxar.7561

Moxar.7561

I’m sure I’ll be the only one arguing this, but doesn’t it seem unfair to the other professions that can’t weapon swap; ie: engineers and elementalists? Engineers are forced to use kits if they want to swap weapons, which takes away from other useful utilities. And sure, one can rule eles out because they can swap between four attunements, but they’re stuck with one play style at a time, either close or ranged basically. Now, revs will have two weapon sets AND two utility bar sets; does that sound balanced at all? I understand that specific weapons have been tailored for specific Legends, but that’s not an excuse to just add weapon swapping and calling the issue resolved. Of course, this is just me and I appear to be in the minority, so what do I know.

Meltak – Asura News Network Lead Anchor

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Posted by: Rym.1469

Rym.1469

Okay, couple suggestions about Ventari before I release my full work:

1. Make it so that passing and ally with Tablet recovers a bit of Energy.

2. Make Fragments spawning more predictable. Fragments need to spawn in closer range to allies who are actually hurt and they need some visible indicator like big “+” above them. Randoms can’t see that and just ignore some root on the ground.

3. Remove the whole knockback part from Elite. It doesn’t work at all with Momentary Pacification. Make the Reflect Shield knockback for 1s on creation. This way it isn’t totally useless when you face non-projectile foe.

4. Make Elite spawn a water field.

5. Healing Orbs should slowly navigate to hurt allies. We should have more, more interesting ways of spawning them outside of spamming Staff 1.

6. Support Revenant lacks healing outside of Ventari and Ventari itself has no good HoT. I had an idea that % , like 10%, of total healing done while in Ventari stance could’ve been stored on the Revenant. Once you change the Legend, that healing would be emited from the Revenant, healing allies over 10s.
This way, we could think about when to swap not to overheal and healing outside of Ventari wouldn’t be just cut off like that.

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

(edited by Rym.1469)

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Posted by: Headcase.4618

Headcase.4618

This is a minor gripe and I don’t know if anyone else mentioned this, but I feel it should be brought up. The giant hammer that appears during hammer skill #5 should resemble the hammer you are wielding instead of the default Mistwalker Hammer that was shown during beta.

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Posted by: Kidel.2057

Kidel.2057

I think that’s supposed to be a hammer from the mists, not a copy of yours

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Posted by: Killyox.3950

Killyox.3950

He always has 5 skills for X legend. Period. He cannot pick different skills. That is a huge advantage and has to be covered for in other places.

You mean “disadvantage”, right?

My main concern here is that Jalis elite wasn’t changed at all. Still unusable.

Yeah I do

/15chars

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Posted by: King xiuras.3615

King xiuras.3615

Anet, i would like to do an suggestion about the shiro healing skill. It isn’t really good. The daggers you get (6 in total) and the healing is depended on the hits of the daggers. But when a foe dodges or blocks, you don’t get any healing which is very unfortunate. I would like to suggest to replace the daggers by 6 green stones that steals health like the spectral necro skill (F1).

Khalar Bladestorm – Pugmaster of AoA – Dungeon Master – Event Comander of AoA

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Posted by: Kidel.2057

Kidel.2057

Yeah, nobody likes Shiro’s healing for healing itself. It’s basically a damage buff + 6300 healing over 6 seconds.
I mean, numbers are not low, it’s just that 6 seconds is a lot.

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Posted by: Elan.7523

Elan.7523

I’d recommend making the Shiro heal an instacast, then. That way you can pop it mid animation without canceling anything and/or lowering the cooldown a smidge. If they also increase the amount of life stolen from vulnerable target trait, the sustainable healing of the Rev would go up enough to partially compensate for the heal over time nature of it all. Especially if Sword 3 and Hammer 2 get a proper evade frame.

Otherwise, I am really, really in love with how the revenant feels.

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Posted by: Crise.9401

Crise.9401

I mean, numbers are not low, it’s just that 6 seconds is a lot.

I agree, and while I haven’t spent a ton of time on rev this weekend I am already adopting the mindset that with Shiro I have no heal skill. Since both Ventari and Mallyx heal have some situational components tbh. I almost feel that if one wants a panic button or flat instant heal as Shiro Jalis with his heal is basically the closest you can get (except that it being two buttons it isn’t exactly a panic button :P).

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Posted by: zorokai.1486

zorokai.1486

In my opinion Revenant is turning out into something I wish to not play at all, unlike the reaper (so much more fun)

1 crucial problem for me is the skills which Drain your Energy, while i get why they leave you useless in a fight – Impossible odds – use that in a team fight and you’re dead, yes you pack a bit of a punch but you’ve drained so much energy that you cant do anything else but spam 1,- Unless thats what it was intended for then its fine – or if you’re lucky and have your legendary off Cd (even then you’ve switched out with low hp or whatnot and still die)

Eitherway i think the skills which drain your energy need to be re looked at. Right now they either not used often or cause deaths.

Baldur [SL]

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Posted by: Elan.7523

Elan.7523

In my opinion Revenant is turning out into something I wish to not play at all, unlike the reaper (so much more fun)

1 crucial problem for me is the skills which Drain your Energy, while i get why they leave you useless in a fight – Impossible odds – use that in a team fight and you’re dead, yes you pack a bit of a punch but you’ve drained so much energy that you cant do anything else but spam 1,- Unless thats what it was intended for then its fine – or if you’re lucky and have your legendary off Cd (even then you’ve switched out with low hp or whatnot and still die)

Eitherway i think the skills which drain your energy need to be re looked at. Right now they either not used often or cause deaths.

Mmhm. Right now, Revenant has not one but TWO limiters on skill use. Cooldowns AND energy. If offensive skills had no energy cost but used cooldowns only, that would make energy management a lot easier with the bigger utility skills which, IMO, is a good thing. Alternatively, if they are to use energy, then go the way they did with the Thief and do away with cooldowns on attack skills altogether. This would also be extremely fun, but the energy cost for all the utilities and attacks would need to be looked at closely.

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Posted by: skowcia.8257

skowcia.8257

I am slowly preparing feedback about rev. Lets bring him up for once. See ya guys tomorrow i guess!

And actually i like energy cost on wep skills, it increases skill celling for the class to not turn it into total faceroll like eles.. Howered i agree that some of them consume too much energy and i dont think that abilities should cost more than 10 on it own.

obey me

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Posted by: Kidel.2057

Kidel.2057

Yeah, energy cost on ws is not bad, and some of them really need energy cost. However it’s too high. And not just on ws.

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Posted by: skowcia.8257

skowcia.8257

K theres no way i will w8 longer for my “ability” preventing creating threads to go away so i will post some stuff here.. And also i think its a good idea as this thread is sticky ;o

Energy – main problem of revenant. Starting with 50% doesnt give us a lot of tools, we have to decide whenever we go offensive or defensive. 50 energy at start limit us too much. If we use it in a defensive way (and even then we still dont have enough energy in many cases) to counter burst we wont have energy to use our burst skills. If we use it in a offensive way we will end up being defendless. In both cases we ending up as easy kill for anyone that knows what hes doing. Switching between stances ooc will get cd, at this point revenant should be allowed to start up with 100 energy. Some people do not like that fact that energy is builded up completely passively, but i think its fine.

Moreover, idea behind legend swapping and getting up to 50% was good, but that thing is also too punishing. Due to double heal skill often it happen that our energy we been spending time to build up end being wasted as we have to swap just so we can use heal skill and survive. That is not a good desing. We should keep our energy on legend swap if energy on it own was above 50%. This way we wont be forced to start fight with certain legend, and revenant as a whole should also get a bit more depth in skill celling. A builded up energy should not be lost. We actually should be rewarded for smart plays.

Some people say that utility and wep skills skills consume too much energy – some of them do, but not all of them. I personally believe that overall cost utility skills in many cases is balanced well, the skills howered needs to end up a lil stronger. People mostly complains about forced engagement being useless – thats not true at all. But thats for another post. Energy on healing skills should be removed and actually at some point i think that it should not olny be removed, but we should gain a small amount of energy for using them. What i can agree on are costs on weapon skills – energy on them should be 10 max.
Alternative method would be to get rid of gaining energy on legend swap like thief for weapons and instead reduce energy cost on skills across the board.

obey me

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Posted by: skowcia.8257

skowcia.8257

Overall i believe energy cost is too high and in many cases unjusticed. Hammers has no tools to keep melee pressure off, staff is in almost perfect place due to damage buffs, swords are bad and mace doesnt work well as a melee weapon. Cd’s on offhand swords and staff are also too high – 20cd is not reasonable considering the fact we also spending energy by using weapon skills, espesially when back in january it was stated that rev will have short cd’s. I am personally against weapon swap as it doesnt feel right with legend swap. Howered since most likely it will stay we should get reduced recharge on wep swap either via trait in devastation line or baseline to 5 seconds – just like fast hands. In general we have some low cd skills, but we cant take advantage of it due to the fact that wep swap takes 10 seconds. An engi has toolbelts and can swap between kits that has no cd, ele has 4 attunements to circle between. I think at this point it is justiced to bring rev up on par with them and give him 5sec wep swap baseline. While were at it, warriors could use fast hand being baseline too

  • Sword

1. Brutal blade. That attack is a reason why sword auto feels slugging. It also has a projectile..on auto. That stuff is not good as its not rare that projectile simply wont return due to terrain, walls etc halving it damage potential. Remove that projectile part and reduce casttime to 1/2sec. Have you guys not learned that its a bad idea yet? Look at guard sword..projectiles often miss and so on. Thats teriible as we dont even have control over it. Auto chain in general could also use some small damage buff by 10% or so. Howered i cant say..this projectile has cool animation.

2. Precision strike – heard Roy already adressed it so i wont suggest anything here. Waiting to see the change.

3. This ability is bad..It was cool on paper but its terrible in practice. We have no control over who we attack yet it require target. It even attack ambient mobs lol! In pvp its a mess vs rangers and even more so vs mesmers and their clones or mm necros. Please make this single target ability, buff it damage by 28% – to make it on par with surge, like everyone already said give it evade frame, allow it to continue hitting enemies that went stealth like every other channeled ability and..its should also show progression bar so we can know when it going to finish. Theres also one thing – camera issues. It should follow our toon. I lost my character many times off screen already. Reduce energy to 10. Increase cd to 12 seconds. Sword needs a burst ability and this should be one, 1 dodge is enough to get rid most of it damage similiar to rapid fire.

4. Shackling wave should last 8seconds right after a block. Current timer is too low. Reduce cd to 12sec and energy cost to 5 for duelist and wave.

5. I found it to be incredible hard to land in pvp settings. This ability could use autolock with slighty higher range like evi, hilt bash. Reduce energy cost to 10, decrease cd to 15sec.

  • Staff

1. Auto is fine. Good job on these changes.

2. Punishing sweep – decrease casttime to 1/4sec. Slam – decrease casttime to 1/2sec, reduce energy cost to 5.

3. That one is solid as it been like in last beta.

4. Reduce casttime to 1/4sec. Selfroot can stay in this case. We need cleanse on demand. Give it blast finisher, reduce energy cost to 10 and cd to 12.

5. Just like sword 3, i think it should also get evade frames, cd is too high. Reduce cd to 15 seconds, reduce energy to 10.

  • Hammer

1. Is good now.

2. Except some bugs causing this ability to not work properly now it is also a good ability. That buff was needed badly.

3. Evade, evade and more evade frames for this skill. Increase radius to 360 as it is in fact impossible to land it on someone focused on revenant. Increase both cd and energy cost to 10.

4. I dont understand why a knockback/lauch wasnt added yet to keep off melee pressure a bit? Hammer has no tools, making it also a banish like skill at close range would help it a lot. Cmon..It has 1 second casttime. It needs that effect.

5. I still believe it could use a small decrease in casttime to 1 1/2sec. Radius also could be increased to 360. Reduce energy cost to 10.

  • Mace/axe
    I wont say here a lot..damage is great and it finally feels like it have enough condi output. Howered theres one problem – mace is melee. Torment+melee doesnt work well, not in pve, not in wvw, not in pvp. Mace should become a mid range weapon with 600 range on it skills. At this point axe 4 should shadowstep us away by 600 range when it connect.
obey me

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Posted by: skowcia.8257

skowcia.8257

Overall sustain is bad.. Weapon skills are one thing, utility skills are another one. Increasing hp/s makes no sense, we got plenty of it. What we need is access to condition removal, proper stunbreaks and actually a legend which really can tank. Traits also doesnt boost legends much itself other than salvation and ventari – that part for another post.

  • Shiro

1. Healing ability. Playing Shiro you have to be prepared playing without healing skill. It hurts revenant sustain badly. Removing interval wont help much at all. This is the olny heal that can be countered by blinds, blocks, evades, invuls, reflects, stealth and kitten know what else. During my beta testing which took 32 hours it wasnt rare to not use all daggers in spvp. Keep the daggers for damage, but give us full 6,5k hp on heal. Right now we cant properly recover from a burst as neither Jalis nor Mallyx can carry him. I wont even mention Ventari.

2. Riposting shadows – Thats what we need. Its by far our best and in fact the olny one real stunbreak revenant has access to.

3. Phase traversal – Overall it is good except i wasnt able to engage anyone from range nor chase when they runned over 1200meters. That really sucked. I hope its just a bug otherwise apply the same logic to everyone else. Its not fair by any means.

4. Impossible odds – Reduce energy on activation to 5 seconds. What i excepted from Shiro was a condition transfer ability for decent syynergy with Mallyx. Pull all the junk to yourself, swap, and transfer back. Considering the fact that rev needs condition removal, yes this is a good place to put one. Give it transfer with 1 sec interval

5. Jade Wind – Can’t say much for now except its really strong. Some short cd probably should be placed on this skill. Good thing its not unblockable.

  • Jalis -

That guy wanted to be a tank.. a brawler descripted by Roy. Haha. Have you guys seen Dain from Hobbit? Thats how brawler dwarf should look like. A kitten in heavy armor with incredible endurance killing everyone on left and right with his hammer..or even head if necessary.

1. Healing ability – My suggestion from last beta stands still. Give it 2sec block like shelter. Show us that Jalis is really tanky. Increase castitme to 1 1/4, when intterupted goes on full cd.

2.Inspiring reinforcement – Stabiltiy should pulse right away. It doesnt work right now. I am not a chronomancer to predict stuns that will happen in 5 seconds. Weakness should also pulse on the road to anyone who stands in it. Make it a stunbreak ability as i said before.

3. Forced engagement – Many ask for a reduced energy. Dont. It will make it too spamable and braindead completely. The cost is fine. What it needs are buffs. Most important is to increase chain velocity speed. It can be strafed with basically no effort. Make it unblockable – right now it can be reflected back at us. Moreover it doesnt it job at chasing people that puts block on. Revert nerf and bring back 3sec taunt. Increase damage done by this skill by 180%. It should hurt…right now it just tickle. Pierces.

4. Vengeful hammers – Increase damage by 30%. Remove casttime and give it 4 second cd between activating and disabling. Fix hammers that tend to deactive next to walls, uneven terrain etc. Damage taken reduced by 20% during this upkeep skill

5. Rite of the dwarf – I do not know how developers see this skill. It is hard to to make any suggestion for that one. But ill try. Considering it cost and long cast it should become an invul. But that would make it too strong so that wont happen. This ability was supposed to make us Jalis as a whole feel tanky. Yet it fails. To slow, effect too weak and too short. Its not even sued as stunbreak ability due to it cast and huge energy cost.

So thats what i have in mind;
Stability for the cast is not needed as some was suggesting, we have plenty of it from road/stab on dodge. Remove stunbreak part. During the cast reduce damage taken by 50%. Once the cast is done, a new buff buff with different effect will pop up – immunity to crits. 8 seconds to revenant, 4 seconds to allies. Given it huge energy cost its not something that will get spammed often as we need energy for other stuff.

I think Jalis abilities could use condition removal via trait.

Mallyx and Ventari coming soon.

obey me

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Posted by: skowcia.8257

skowcia.8257

  • Mallyx

I have mixed feeling about him. On one side hes insane, on another one quite weak. Trait with resistance doesnt last long enough to allow us use abilities other than pain absord. It is also quite easy to strip down resistance since revenant as a whole doesnt have access to many boons to cover this one. He doesnt take any advantage from multiple stacks on us of the same condition. Our allies can nerf us by simply curing our conditions as well. 0 stunbreaks is also a problematic thing. I think he needs resistance as base boon in his kit with demonic defiance being changed a bit (trait part will be tomorrow)

1. Healing skill – It heals for a bit too low amount if we fight vs non condi player. Increase it base up to 4k wont hurt. 4 second resistance, selfweakness increased up to 6 seconds

2. Anguish – Rename it to troll leap. Seriously tho, reduce it duration to 3 seconds. Move the energy consuption part at the end of this skill. 3,5 sec resistance.

3. Banish – 2 seconds resistance base.

4. Pain absord – As i said before, make it a stunbreak ability. Base It already has build in base resistance so nothing else is needed.

5. Embrance the darkness – I was a bit curious how the change will play out. I had moments in game where i had 17 stacks of burn from guardian on me but i wasnt to come even close and stack 17 burn back on them. Howered now i feel that making it copy all stacks on us will turn Mallyx rev into powerhouse that will wreck any condi build. Allow it to copy 2-3 stacks at once instead or increaase duration of copied conditions to 5seconds. 2 sec resistance.
Add “Mallyx presence” during channeling Mallyx which will prevent allies curing our conditions from us.

  • Ventari

Ill be honest – i havent touched him at all. I hate the fact that we have to summon gimmick tablet instead of auto summon give me a kitten. I hate the fact that commaning the tablet has casttimes which prevents me from attacking, rezzing or whatever. I hate it tiny radius which also prevents us form properly supporting players in this mobile game opposed to shouts. In short;

-Remove casttimes from our toon completely.

-Increase radius to 360 for all but protective solace.

-Energy explusion – give it 5 second water combo field as well. Reduce energy cost to 40.

-Purifying essence – make it also a stunrbeak ability

It has potential but not in current form.

And some vids from gameplay.

When left unfocused he can stun enemy team like noone else. Fail on my part that i had condi setup on…xd
https://www.youtube.com/watch?v=4JJKpU7huTA

Condi
https://www.youtube.com/watch?v=LarhP5lrdNw

Staff/Hammer
https://www.youtube.com/watch?v=sKE1XQWgFzQ

obey me

(edited by skowcia.8257)

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Posted by: Kidel.2057

Kidel.2057

That guy wanted to be a tank..

poor Jalis.

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Posted by: Dstroya.6705

Dstroya.6705

“We should keep our energy on legend swap if energy on it own was above 50%. This way we wont be forced to start fight with certain legend, and revenant as a whole should also get a bit more depth in skill celling. A builded up energy should not be lost. We actually should be rewarded for smart plays.”

I like this idea. If the devs don’t though, perhaps having cool downs reduced depending how much energy is lost while legend swapping. Like perhaps 1% reduction for every 1 energy lost when returning to the 50% baseline. (or if that’s to OP, 3% for every 5 energy lost) this could make it a more compelling mechanic, and less punishing to have to switch if you have high energy. You’d have to ask yourself, "Do I perform a big hit, or do I make a few smaller hits available again?

Players Killing Players [PVP] – Fort Aspenwood

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Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Removing this from being stickied since the beta has happened with these changes. Feel free to keep posting here, but I’ll be making another thread like this with changes I’m making due to feedback from this last weekend.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

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Posted by: Foefaller.1082

Foefaller.1082

Removing this from being stickied since the beta has happened with these changes. Feel free to keep posting here, but I’ll be making another thread like this with changes I’m making due to feedback from this last weekend.

Not Revenant related, but could you also bug the other profession devs to post their own tentative changes to the epic specializations based on the weekend’s feedback?

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Posted by: skowcia.8257

skowcia.8257

Welp..someone killed my thread :< I will finish it by posting my ideas for traits here, i hope they wont be lost. Part 1 (im writting rest atm)

  • Devastation

Minor;

Why all 3 of them resolve olny around vul? It looks outdated. Multilate defenses and targeted destruction should be merged at least to make space for new trait – reduced cd on wep swap for example if it wont get it made baseline. If we get it at all…

Adept;

1.Assasin presence – Solid trait which has it uses both pve/pvp

2.Rapid Lacerations – Which is a bit..underpowered

Increase attack speed to 15% duration to 7 seconds and give it 10% bonus damage for wielding a sword?

3. Malicious reprisal – Which is completely useless due to it high cd and it randomes

When you struck a foe under 50% your next 5 attacks becomes unblockable for 5 seconds, 20 cd

Master;

1.Jade Winds – Dat troll ability is real. It will be a meta for pvp settings without a doubt if the other two will remain bad.

2.Nefarious momentum – might duration is too low. Overall i found it to be too weak

Increase might to 15seconds+3sec vigor

3.Fericious strikes – some small dps increase for pve/pvp

Keep ferocity, while dual wielding you have a 50% chance to gain fury for 5 seconds on a hit, 10cd

GM

1.Swift termination – definitely a pve trait, revenant wont be able to pick it up in pvp due to low survivability.

2.Dismantle fortifications – useless and pointless, 1 extra stacks doesnt do a jack when basically all stability skills provides more than 2 except elite skills like lich/rampage.

Not much comes to my mind other than raising removed stacks for stability or complete rework.

3. Assassin annihilation – must need trait for pvp, its quite good.

  • Corruption

Minor

That stuff is fine here imo, not much different from other classes.

Adept;

1. Replenishing despair – Too weak, useless. Merge and rework with demonic defiance

2. Demonic defiance

Gain 1sec resistance for all non damaging conditions applied to you. Conditions currectly on you heal for a small amount – it take in account number of stacks. 10 healing/sec per condition

3. Venon Enhacement
Posion also reduce healing by 50% (poison has base 33%) and deals 20% more damage

Master;

1. Bolstered anguish – makes no sense in condition line

Make it instead increasing condition damage. It goes well with Mallyx theme and his ability to get stronger the more conditions you have on yourself

2. Frigid precision

Increase chill duration to 3 seconds. Chill also does damage (like reaper trait)

3. Banish Enchantment

Its is still keeping the old 3 bonus confusion value from banish, is it intended or someone forgot to change it? Reduce cd to 15 seconds.

GM;

1. Diabolic inferno – That buff was needed badly, now its a fine trait. Thanks.

2. Maniacal Persistance – Its bad, useless and pointless, i honestly dont know why nothing was done about it yet.

What about.. during channeling Mallyx, all boons you strip are corrupted instead. Yes i still want to push out boon corruption to have bit extra pressure vs spamming boon classes that doesnt use conditions against us like bunker guardian.

3. Pulsating Pestilence

Reduce cd to 10 seconds, increase trigger chance to 25%

obey me

(edited by skowcia.8257)

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Posted by: BlazeQ.1095

BlazeQ.1095

Removing this from being stickied since the beta has happened with these changes. Feel free to keep posting here, but I’ll be making another thread like this with changes I’m making due to feedback from this last weekend.

Looking forward to see what changes you have in mind! I really had a blast this last weekend. I felt completely underpowered, and it was a challenge of finding a build that was survivable for longer thank 3 seconds in WvW. But once I did find one I had a good time. Really hope that the class becomes competitive with the most powerful classes/builds in a PvP/WvW environment.

Cold Beerdrinker
PB Officer
NSP

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Posted by: skowcia.8257

skowcia.8257

  • Retribution

Minor

Determined resolution is still subpar and doesnt help us a lot, small reduction doesnt help much without toughness (spvp pov from marauder/zerk)

Could it get a flat +400 toughness or toughness based on power?

Adept;

1. Dome of the Mists – well a trait like that had to be placed somewhere, np.

2. Close Quarters – Reduce damage by 20%?

3. Improved aggression
Im not sure what is the purpose behing this skill at all. Nobody really needs it in pve, in pvp it not needed either espesially when it doesnt increase taunt duration.

Maybe rework it to reduce damage taken from conditions by 20%? That would be probably a first trait like that ingame.

Master;

1. Eyes for an eye

It looks cool but who will pick up over reedeming protection? What if we swap it with improved agrression and give it an 600 radius aoe effect? Revenant is in need of tools like that to survive group focus, this one could work.

2. Retaliatory evasion – Meh, meh, meh.

I see what you tried here to make synergy with empowering vengeance but it doesnt work. Both of these traits standalone are terrible and should probably be merged together with might improved to 2 stacks.

3. Reedeming protection – nuff said, must have in pvp.

GM

1. Empowering vengeance – as i said above, it should be merged or completely reworked

2. Destructive hammer – this trait is good, too bad hammers are bugged which turns it out to be a weak trait. Once it get fixed (if ever) it will be fine

3. Steadfast rejuvenation – 400healing on 4cd with 50 trigger chance, so much..
As i said before retribution has no trait to directly affect Jalis and that Jalis could use condition removal via trait. Could this trait allow Jalis to remove 1 condition on his skill use?

  • Salvation

Minor

Overall all of them are bad and tied too close to Ventari

1. Disarming Riposte – has too high cd, it should be 10cd per target.

2. Hardened Foundation

Its not all that bad on it own but placed completely wrong, its useless for anyone willing to pick up this traitline with 0 healing power. Buff it to 13% and swap with Eluding Nulification

3. Serene Rejuvenation – Why olny to allies? It should affect revenant as well.

Adept

1. Nourishing Roots – Increase radius to 360. Remvoe regeneraiton and give it unique effect like Soothing Mist to not collide with regeneration from staff trait

2. Blinding Truths – Fine

. Tranquil Balance – Hmm..let it stay this way..

Master

1. Tranquil benediction – Its k.

2. Eluding Nulification – As said it should become a minor with 5cd. 10 is a bit too much.

3. Invoking harmony – Meh, i am still up to rework it.
Change it to create healing wave around you on legend swap.

GM

1. Selfless amplification – buff to 3%

2. Natural abudance – Increase number of fragments to 2

3. Momentary Pacification – Fine.

  • Invocation

Minor;

All of them are in good spot.

Adept

1. Cruel repercussion – Remove cd. We do not have strong 1 hit abilities unless its..a hammer.

2. Cleansing Channel – Okay.

3. Fier infusion – reduce cd to 10

Master;

1. Equilibrium
Remove healing part. Its useless and we already have salvation line for that.

2. Invigorating flow – Remove cd, reduce healing by 50%

3. Incensed response – Reduce cd to 5.

GM

1. Rolling Mists – Nothing. I know it will be buffed.

2. Charged mists – What is the purpose of this trait? No suggestion here

3. Shrouding Mists – Weird trait. Damage reduction in general belongs to retribution, healing to salvation. No suggestion here as well.

K. Im done

obey me