Hey all, Sikari checking in on Revenant. I want to pre-face, obviously, I’m not an “expert” Revenant yet, as no one is, but I’ve done my fair bit of testing so far, tried many builds, and then did some basic comparisons, design dissecting and so on, and wanted to weigh in with a list of things I liked, disliked and things that were just broken all around.
General
Rigid Weapons
Weapons are not universal in the slightest, and not built for multi-focal gameplay. They should have a design more similar to Elementalist, Grenades, or Warrior Sword+LB, in the sense that they can be utilized differently based on stats. This may mean low base options with greatly increased scaling to ensure weapons are able to be used across the class adequately. Currently it’s very Weapon-to-Legend based, and it shows.
Very Slow
Ideally, all classes would be a bit closer to Revenant, but it’s not likely to be the case any time soon. As such, the Revenant is entirely too slow. This comes in many ways. Their mobility and “stickiness” is an issue itself, but worse of all, many cast times make the class unusable against certain classes with many fast control effects.
Easy Target
Currently, revenant feels fairly powerless against ranged attackers. Thier condition-based gap closer fails frequently, and beyond that they have little soft-CC and hard CC (that isn’t displacing the enemy further away from you). In melee, they simply don’t hold up to other heavier classes and lack the damage even when fully condition or power based (granted, lack of “dps weapon”, but this should not be the case with the class’s design, anyways). All of the above is further crippling with long response times and cast times that leaves you feeling sluggish and unable to defend yourself.
Energy
Energy is nice, but mostly for the utilities. For weapons, it just feels like a hindrance. Swapping to a new weapon and using a single skill, for example, instantly locks you out of Forced engagement which is frequently dodged, dazed (which consumes energy) and so on. It’s very easy to be Energy starved and there are no energy recovery mechanics to be found, including traits, interrupt protection (back end), and misses. Weapons using energy simply leave the class feeling clunky would be the short version of the message to convey.
Not Customizable
Weapons are tied to legends, Legends are tied to trait lines, legends have a very specific set of utilities. There just isn’t much real choice in the class, much worse than originally expected due to the rigidness of weapons and traits. Legends could really use 1-2 additional utilities to have some sort of choice, and as said, weapons must be multi-purpose for the class’s design to work.
Weapons
Staff
Staff is generally, pretty fun. As with all melee Revenant weapons, it lacks soft CC and lacks mutli-purpose, which is counter-design with the revenant. Skill 2 is an unnecessary two-part attack, easily leaving much to be desired, and even when it does work, the reward is minimal. Skill 3 feels useful and is fun to watch. Skill 4 should not self-root, and generally speaking, the cast is too long to be entirely useful. For not healing builds, the gain of health is also very low. Skill 5 is the staff’s bread and butter, lower the cooldown so we can have fun more often!
Mace+Axe
Maxe and axe. First off, the auto attack conditions just don’t really feel like they are impactful enough and the melee range, once again, is crippling for a class that simply doesn’t hold up well in face-to-face combat. Mace 2 is slow, but otherwise could be okay, I believe, if not for the insane cast time. Mace 3 feels like it wants to fill that multi-purpose role, but still doesn’t do enough to justify playing a power mace build, nor does the rest of the weapon. Could use some improvements, especially like adding a pretty strong cripple to it. Axe 4, as said before, misses often and you basically lost all of your mobility for 12 seconds. Axe 5, the pull is too small, and sometimes just doesn’t work at all.
continued…
Warlord Sikari (80 Scrapper)
(edited by ronpierce.2760)
