(edited by lorddarkflare.9186)
Things you actually LIKE about the class
So I do not think I presume to much when I say that most agree that the class is a bit of a fustercluck.
There are plenty of other topics discussing this. Here we will list things we actually LIKE about the class and want A-net to keep as they hopefully dismantle everything else.
Here, I will start:
Staff. I really like the idea behind this and I want to see it competently implemented.
Skill 1 and Skill 5 should definitely stay.
Class specific armor model is cool. I’m totally down for stealing that and skinning on a warrior or guardian.
(edited by lordhelmos.7623)
The animations have clearly had a lot of work put into them, and I love the theme of the class and the lore behind it.
I actually like using a lot of the skills, those on hammer especially, they just feel a bit underpowered.
Staff is currently my favorite weapon set, skills 3 and 5 are useful and I like that it has a built in condi cleanse, even if it doesn’t affect the user (I think?).
Tablet is a neat mechanic (though aspects of it still need to be worked on) and unique stuff like this is what I really wanted to see from this class/future elite specs.
I…really, really want to like the class? Is that considered a positive? >>;
The animations have clearly had a lot of work put into them, and I love the theme of the class and the lore behind it.
I actually like using a lot of the skills, those on hammer especially, they just feel a bit underpowered.
Staff is currently my favorite weapon set, skills 3 and 5 are useful and I like that it has a built in condi cleanse, even if it doesn’t affect the user (I think?).
Tablet is a neat mechanic (though aspects of it still need to be worked on) and unique stuff like this is what I really wanted to see from this class/future elite specs.
I…really, really want to like the class? Is that considered a positive? >>;
Running animation with staff 1 needs help though. It seems to reset jerk and looks odd.
The animations have clearly had a lot of work put into them, and I love the theme of the class and the lore behind it.
I actually like using a lot of the skills, those on hammer especially, they just feel a bit underpowered.
Staff is currently my favorite weapon set, skills 3 and 5 are useful and I like that it has a built in condi cleanse, even if it doesn’t affect the user (I think?).
Tablet is a neat mechanic (though aspects of it still need to be worked on) and unique stuff like this is what I really wanted to see from this class/future elite specs.
I…really, really want to like the class? Is that considered a positive? >>;
Yeah, I also really like the general idea of the tablet.
The reality of it is incredibly off-putting though.
Concept is good.
melee Staff.
Tablet concept.
Running animation with staff 1 needs help though. It seems to reset jerk and looks odd.
Perhaps I should have said “visual effects on skills” since that’s really what I meant.
I like the concept of some of the revenant skills.
-Unyielding Anguish for example had a fun idea of bouncing the enemy while stacking torment/removing defiance. (oh wait it caps at 3 stacks torment, doesn’t remove defiance and keeps enemies out of attack range)
-Rite of the Dwarf could be a nice party boon for another source of damage reduction aside from protection. (but giving the extremely high costs to maintain and the very long cast time, not even worth thinking about)
etc etc etc…
The concepts are great, but the skills turned out to be complete messes. I just really hope the reduce the cast time on Rotd gets fixed, and make unyielding anguish do something other then annoy your teammates. (heck even if they keep as is but reverse the pull. So it makes the enemies stay in one spot).
-Also they need to give the revenant a major dps increase in every way also (It took me 30 seconds to kill a vet mob in zerk gear, takes about 10 on any other class).
I like the visuals on most of the attacks. The class looks great, it just doesn’t actually accomplish much. Maybe it’s the “bard” class, and can focus on entertaining people in Lion’s Arch?
you spend complaining about it on the forums, you’d be
done by now.”
1. Mallyx Skill 8. This skill is the actual nuts in small numbers pvp.
2. Heal->Swap->Heal being a possible line for high burst healing.
3. Mace Might combo ( fire field Mace 2, Mace Blast 3) being included in the 3 skills mace has. In addition, the possibility of multi-blasting off of Mace 3. Mace in general is a model for what Rev weapons should be. All the mace skills are useful and interesting, whereas other weapons have obvious filler. (Staff 2 anyone? Make it a stun or daze at least. It’s basically an auto.)
4. Swapping having effects ( heals, stun break, condi clear).
5. Hammer concept, but not execution. It’s a sick design, and having a lifesteal combo weaved into it is golden. The issue I have with it is speed and energy cost, it’s just too slow to be of any use outside of WB spam parties.
6. The professions flair and style. Really neat and unique visuals, A+.
7. Hearing Jalis make funny noises.
I like that there’s no sigil-skills. I hate those that’s why I main an engie. I like that the heavied armor tier finally has something that’s the closest to Engineer and Elementalist in terms of “skill-shuffling” but I’d think other’s would argue over that. I like that weapons are used differently in a more unique way similar to Mesmer and the greatsword I hope if there are ever more classes or ideas for new weapon usages for existing classes, they should do this. I really love how the tablet skill is like a mobile version of Engie’s healing turret, only with a smaller radius I can deal with that. I’m probably one of the few people who actually like Mallyx’s condi skills. If you use it in the right order it’ll tank well in WvW.
Best thing
The animations are well done.
Worst thing:
An absolute embarrassment for ANET. I’d hate to be the guy who worked on this new class.
The armor. Everything else about rev is a joke.
the visuals are pretty cool.
Melee Staff is great fun works well in PvE. Fav weapon for revenant
Love staff 3&5 I like 1, but needs a bit more speed.
dwarf stance is solid, no work needed.
ventari tablet is good, but needs larger surround/bubble range.
I love that it doesn’t move! Leaving it on a cap point or near supply, then popping it for my allies there while I’m moving to or at a different point (or after res) is awesome.
being able to pull with 6 all the way across the map, for fire specifically, and healing on the way is nice too.
armor is awesome!
I think it has potential, still needs work but heck, the thing is not out quite yet. For all we know, it could become the most OP class in the game. Though Necro will probably still be my main, the revenant, if given the time and needs it deserves, will probably be my second.
Staff is awesome until it’s ruined by yet another awkward/stiff/totally non-fluid animations.
It’s funny that the Monkey King tonic has much better animation with staff compared to a full blown in game class.
So far I can say I really enjoy the Ventari tablet. The only thing that really bugs me about it is that you have to move it manually, and it feels a bit clunky. I’d much rather prefer if it moved with you, but you could use the skill to have it move somewhere else (and then reactivate to recall it to you).
The class still needs a lot of work, but I think it has good potential. In its current state it feels very weak compared to the other classes.
Armours look good. I like several of the new animations: the “roads” (searing fissure, inspiring reinforcement) look cool, I like the spinning hammers, and the tablet utilities have nifty pulses of particles.
Too bad the damage and heals suck when it comes to real stats.
I really like the hammer abilities, personally.
Stats on all abilities are terrible and the skill ceiling is extremely low for this class, meaning you can’t do much with it.
Ventari tablet is the exception gameplay wise, it is a pleasure to play with and beautiful to look at.
I believe Revenant desperately needs additional 1-5 skills. The Engi/Ele one weapon schtick only works for them thanks to kits/toolbelt and Attunement.
whirling hammers.
The animations are beautiful.
I really like dwarf legend and mace/axe skills – by which, I mean they are useful and “feel good” to use, plus I just like looking at them.
Hammer is good as well, although it feels like it should have more damage. Something is just really satisfying about smashing things with a big ghost hammer. The hammer projection leap, btw, enables you to pick up an aoe boon from a friend 1200 away, and to train melee mobs away from your actual location. I didn’t realize that until a guildie pointed it out. Pretty slick.
The ventari legend is great for a specific purpose (dungeons, pvp, wvw) even though I doubt I’ll ever use it when mapping or solo adventuring.
Overall I like the class and I’m going to like it a lot better when they add more DPS!
Despite what others say, i believe staff is pretty decent.
It keeps the group relatively high when it comes to hp
what we have obviously forgot is, that he rev still has 2 specs coming in.
Hammer is a nice ranged weapon. it’s a bit meh that it is a hammer but that’s just the theme.
I can see the rev in a derwishy (thus tanky) role like it has been in gw1, and while at this moment it seems unnecessary to be tanky, i have a slight feeling this is going to change with hot.
We are constantly looking for Guildmembers which contribute to an awesome community
DPS would also be nice to better distinguish the effects of the different legends. I like the concept of Mallyx as a ruthless source of power, but I’d like to see more burst DPS in exchange for the possibility of dying (I could afford to lose health faster, even with a berserker’s setup).
I like the ground target skills and would like to see more fields (such as axe #5)
Really see the potential in a mace/axe condi build. The mace 2 allows for almost constant fire fields which the mace 3 can blast. The shadow step-like #4 skill is fun and is a good opener with chill. The corruption trait line synergizes well with this type of build with crit procs and increased crit chance. Can’t wait to try this with sin gear and the finished product.
The ability to swap utility groups via F skills adds some fun utility. Cool looking art, sound and design.
I like:
1. Staff #3 spinning block. One of my favourite skills in the game now – I wish I could swap iWarlock for this on mesmer. Such a shame that the rest of the staff skills are awful in comparison.
2. The “yellow brick road” – fantastic animation and effect.
4. Ranged hammer – glad to see the concept realised, although it needs serious buffs.
Melee Staff.
I can look and play like a Dervish.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The ventari tablet. It’s a mini game in itself operating that thing. It’s fun.
I wish the other legends had a choice of tablets too. Tablet madness!
Melee Staff.
I can look and play like a Dervish.
I just wish it did more damage or had better survival options. :/
The only thing i like about the class right now is the animation.
The class still feels slow and clunky overall, even more than a guardian.
Perhaps increase the mace axe attack speed a little. They feel bit slow for 1h weapons.
Overall damage output is horrid but that has something to do with incomplete traits, or probably incorrect damage modifier.
This is more of preview than beta. No much to test on the class, it just feels far from complete.
The staff animation is perfect n fluid btw.
Put the tablet on yourself and use the abilities wisely, and a staff rev can have a lot of survival. When you’re low on energy as Ventari, switch to Jalis, pop your heal, and let the hammers whirl for a bit.
Personally, I’ve been pleasantly surprised at the tablet. When it was described I was expecting it to be one of those ‘fine in theory, incredibly awkward to try to use in practice’ skills, but I’m finding that it’s actually fairly intuitive to control it with a bit of experience.
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.
I like the hero swap. Really reminds me of the dervish Avatar elites!
It’s pretty. Visually I liked my skill bar when I was Ventari until I popped the tablet. Then I felt Fett escorting frozen Han.
Crystal Desert
I can act like wielding a spear … lole.
Avallora Erasleigh // e
Tara Airgetlám // m
Lore and GW1 references always put a big goofy grin on my face.
Animations are amazing as stated above.
I love the style of play, the shadowstepping axe and the AoE of Mace/Axe and Mallyx’s teleporting skill 8 are fun.
My brother and I did a side by side comparison between my D/W necro and his Rev in the LS. His rev held its own, took down a good portion of foes and fit in well. Just needs faster damage output since even though my dagger did the same numbers it was hitting faster than his mace. shrug
The design is nice. Anet art team is definitely skilled, as we’ve already known.
I like the animations, the class-specific armor, the mechanic of hammer as a long-range weapon, and their low-cd’s, gated by nothing but a energy-bar.
Sometimes they feel a bit spammy with their utility-skills, but smart energy-mangement seems to be an interesting concept.
Literally everything else around this concept requires a rework, not because I don’t like it personally, but because their attempted roles either kill themselves (malyx’ lack of resistance), don#t offer enough group-support (ventari’s group-heal output is laughable), or indicate PvE-dps way below pre-patch necros…
Conceptually, the revenant’s role as being a vessel for the legends they call from the Mists. There’s a neat split between the character’s abilities (weapon skills) and the legend’s abilities (utility skills) and I definitely feel like it’s Ventari who moves the tablet around, not me. He’s the one who grunts when it moves, you’re just the one telling him where to put it. The same goes for Jalis and Mallyx’s utility skills. Like, say, the player’s perfectly fine with using mace/axe to cause conditions, but using Mallyx’s skills specifically places conditions on you and your target.
For me, having fun playing the revenant came from feeling like I needed to have two tracks of mind rolling at the same time between my character and the legend I was using. Multitasking isn’t for everyone, but that’s who the revenant is, conceptually, as several minds in the same vessel.
I think encouraging using weapons not associated with their legend (but matching legend and weapon should be the most effective) via, say, traits and overall boosts to the weapon skills themselves could make this easier to see and much more fun!
(On a tangent, I think it’s also very neat that having both resistance and blindness won’t remove the blindness from you while attacking — as resistance becomes more available to all classes I don’t think that would work so well, but it’s great for a Mallyx-revenant)