Hey everyone,
Some of the regulars here might remember me from thethe post I made after the first revenant testing weekend and the post I made after the first beta weekend..
I will be writing in depth feedback on the revenant again so prepare yourself for a wall of text.
If you just want to watch the video: here it is: https://youtu.be/JyWdf4VsUoc
I spent about 50 hours on the revenant during the last beta weekend, and asked everyone in my guild and lots of people I met about their opinions, so this is where this feedback is coming from. Most of the feedback will be from a World versus World and Spvp perspective.
I’ll start by systematically going through each legend, traits included, followed by the assorted weapon(s).
Mallyx still feels like it’s in quite a good spot, although it might offer a bit too much resistance for a class that’s supposed te be weak against conditions. There are some classes that just don’t have access to boonstrip so it’s almost impossible for them to beat a revenant that is running mallyx , but other than that I still like the high risk/reward playstyle.
The corruption line seems to be in a good place except for the poison trait which I just can’t see getting any use in any scenario.
It’s one of the most thematically fitting legends which does what it’s supposed to do and it’s one of the only specs in the game that can reliable strip boons. Unyielding Anguish is problematic though, there is no way to get onto a point as it fully covers a point in conquest. Something should be done about this, some of the best suggestions i’ve come across is making the first hit displace and letting the field then pulse torment, or something else. Making the field smaller would also help for conquest, but the skill itself would still be slightly problematic. Making it so stability works might also help. There currently is no way to counterplay the skill except for blocks, but these are limited for most classes.
Mace and axe feel quite good, but while all weapons got access to new evades during their mist skills, mace and axe feel a bit left out as they get no evades or anything, but this might not be a bad thing as they’re certainly not weak in their current state.
Let’s look at jalis now: Jalis got some major improvements this beta weekend with the changed upkeep skill which feels better (the heals are quite low in PvP however) but the damage reduction is very nice. The improvement to the elite casting time was also great as you could now actually use it during fights. The taunt might be a bit expensive, but i’d rather have it this way, spamming taunt and slow would not be fun to play against. The jalis legend feels like a solid choice now, but it gets outshined by other legends that are more vital in many builds. If you however can make good use of the party wide damage reduction, I can see this getting picked up by more people.
The trait line is extremely strong, giving access to lots of damage reduction, healing, stability, extra endurance and even protection. This trait line makes you feel quite tanky even if you’re running berserker builds.
On to hammer: The hammer got a huge buff in the last patch by making phase smash an evade and giving you a way to handle focus. The damage is top notch and might be a bit too high, as doing 25k hits if you can find the sweet spot with a 2s cooldown might be too strong. I am aware of the fact that it is easy to evade, but you don’t even have enough endurance to evade every 2 seconds. I showcase some of the damage at the start of the video.
Let’s discuss ventari now. Ventari got fixed so the healing modifier traits actually work now. I have tried to run a cleric’s revenant with all the modifiers and monk runes in some stronghold games just focusing on keeping those doorbreakers alive, the healing was quite good although most seemed to come from regeneration ticks, but you were quite vulnerable while you were in ventari, as you didn’t have any stunbreaks or a reliable way to avoid taking damage, you also don’t really get a second heal like the other legends would offer, but your second heal just becomes summoning a tablet which made ventari feel not useful enough if people found out you were actually quite vulnerable while healing others.
The trait line that accompanies Ventari is in a healthy place, offering lots of modifiers you really need, but this line is only worth taking if you’re running a healing oriented build, it doesn’t feel like this trait line can be used without picking up the actual legend or weapons like the other trait lines can. which is rather sad, but at least it’s not bad at doing what it’s supposed to do.
The staff is a viable weapon and it feels like it’s a great swap, because of the great damage on the fifth skill, and the reliable block, the autoattacks felt a bit weak compared to hammer and sword, but the rest of the skillset makes up for that. A solid option. TBC —>