Although I am a long-term player with an embarrassing number of in-game hours behind me, I come from a position where I suppose I would now be considered a casual pve player (no dungeons/fractals). And an easily confused one. This means that my experience of the new class is likely not to be as universal, but may still be relevant to the devs since they I think (hope) they will want feedback from all types of players.
As my first time trying the Heart of Thorns Beta, I wanted to try making a healing sort of Revenant. I used to play healers in other games, and I miss that sort of sturdy support role. I used full cleric gear, and superior rune of the monk on it. My weapons were also cleric.
General Impressions
I found the Revenant to be fairly confusing at first. There is much about the class that is different to the other classes in the game, and indeed, in other games. Part of the confusion is that we didn’t get to attempt to level the character, and were just dumped with everything at level 80 and that is a lot to take in. Also, for many classes, how they function is fairly evident, but not so for the Revenant.
It took me quite a while to work out that the arrows on either side of the energy bar was only just how much energy he was losing or gaining at the time. I thought for a while it was something like a shield that was part of the class mechanics that gave him more defense when his energy was high. Yes.. I know many of you will be facepalming, but I did warn you I get confused easily :P
I have found it an interesting concept as a class, but some of the skills and animations seem to need a bit of work or tweaking. The animations in some cases seem very much reused or look too artificially stuck on which breaks immersion. Attacks, even magical attacks, shouldn’t break immersion in a game, and some of these do because of how they look.
What also needs work is the skill que system for the revenant. There have been many times where trying to do one skill after another, especially if they are both a ground target, not to work.
Weapons
Staff
I started out with the staff, because I thought ‘Hey, staff is most likely to be healing, right?’. Well yes it is, but I found it difficult to utilize the Ventari Legend with it properly, mainly because in melee you don’t have as much of an overview of battle as a ranged character, so moving the tablet to the best spots for support was problematic. I would generally just have the tablet sitting at my own location as a personal support, which isn’t really how it’s meant to be used.
The staff’s auto attack creates small healing orbs around you that can be picked up by you or your allies. I like the idea but I found that the orbs were really difficult to see on some terrain. I think the graphic for them needs to be changed a bit to be more visible (without being too much). Skill 1 is also the only combo finisher on the staff, and is on the last hit, which means it only procs one vulnerability on the foe every 2 seconds, with your field on dwarf lasting 5 seconds and demon on 4, which is really only 2 stacks of vulnerability. Not that great.
Overall, the staff seems to be a bit of a mixed bag of skills. You have basic melee attacks that include up to 3 targets, your skill 2 has the potential of helping weaken your foe for 3 seconds, skill 3 is anti-projectile that will blind foes near you if it is struck by any projectiles, skill 4 is an aoe heal and condition removal, and skill 5 is a charge and knockback skill. It seems to me to do a little bit of everything, but focus on nothing. I am not at all used to playing a melee character, so I can’t really say how the staff would be best utilized as a pve character.
I like the animation for skills 1,3 and 5. 4 is a bit mediocre and seems like it was taken from another class’ staff, but skill 2 looks just like the guardian hammer skill 4 ‘Banish’ but with a mist arc. A staff should both look and feel different, completely different, to a hammer, and using a hammer animation for this just sits wrong with me.
(continued in the next post)