I posted the majority of this in another thread, but I thought it deserved its own thread.
From a design standpoint the theme of each trait line is very clear (This is good) and lets people know what to expect from the line, and how to put together a build to accomplish whatever in-game goals they are attempting to do.
The problem is that the lines are so focused on the Legend and weaponset that have been earmarked for that purpose that they allow very minimal flexibility for build options.
The most obvious example of this is the Salvation tree, which is all about the staff and the Ventari Legend. There is very little stuff in the tree that would see any use outside of those two situations.
The Salvation Minor Traits
- Striking a foe who is using a skill blinds them
- Healing Power to Toughness Conversion
- Increase healing to allies
Here, the first one is useful to everyone, the second converts Healing Power, which only works for a build that stacks healing power in the first place, which is essentially a de facto Ventari or Staff build, and the last one only works for Ventari/Staff again since those are the only outgoing healing sources.
The Adept Major trait choices are:
- Blind on heal
- Regen around the Tablet
- Outgoing healing increase
The last two of those only apply to Ventari/Staff since there isn’t any other source of outgoing healing for Revs at this point, and they end up having a similar bottom line effect. And while the blind on heal is theoretically useful for non-Ventari setups, it is very weak if you have a 30+s heal cooldown. (It works almost too well with the Ventari tablet move command).
The Master Major traits are:
- Dodge Rolls remove conditions
- Healing done to allies is increased for a short duration after invoking a legend.
- The healing orbs from staff grant swiftness and regeneration
Again, the first one is generic and supports basically any loadout, but the other two only work for Ventari/Staff setups and again have a similar net effect.
The GM traits:
- Daze nearby foes when using an elite skill
- Energy fragments around the tablet when you use a tablet skill
- Increased outgoing healing
So you have 1 generic trait, and 2 that only work with Ventari or Staff and both of those are different ways to do additional healing.
Out of the twelve traits available in that line, you have 3.5 traits the work for something other than Ventari or Staff. 7 out of the 12 traits directly increase healing done in one way or another.
If you look at similar lines for other classes they have ways to help out other builds that tie in with the theme of the line. A few examples:
Honor for Guardians is focused on party support, but it supplies Empowering Might and Writ of Persistence, which both add damage to several guardian builds. Additionally, most of the traits that are in the line tied more specifically to the Group Support/Sustain role are generic and work for any setup (Vigor on crit, Dodge heals, Endurance regen, Aegis Heals etc.)
Inspiration for Mesmers has 1 trait tied to Focus, 1 trait married to Mantras, and 1 trait tied to Glamours, but the rest of the line would work with basically any setup you could put together for the class if you wanted to do some group supporty healing stuff.
Overall, I think all of the Revenant lines need to have more broadly applicable traits that help to accomplish the goal of the spec, without being so closely tied to the specific legends and weapons.