Views and ideal changes on Revenants in PvP

Views and ideal changes on Revenants in PvP

in Revenant

Posted by: PlagueParade.7942

PlagueParade.7942

Part I

How to compensate for ranged/melee on lack of weapon swap.

The one thing that comes to mind is make legends ALSO swap the weapon skills. Make it so that each legend can specialize in distance or melee and make your weapons one or the other. (I know they talked about making this class unique by only swaping utilities but it wouldn’t be so bad for it to be both). Most people I fought against would either (if using melee weapons simply snipe me while I tried to chase after them) or Snipe me while my slow auto attack hammer skill hit them like a warm breeze.

Things I found wrong about revekittenn PvP.

Energy:

Energy costs are too high for the utilites. Most of the time I found myself unable to do much of anything other than auto attack due to costs. If there is an energy cost to weapons why not make it like Thieves and just take out the CDs. Giving us ways in traits and such to get extra Energy and boost the amount we have from traits as well. Have Utilities instead of costing so much cost less and take away a cetain amount of energy from what you’ve got (ex. If I have a cap of 100% energy and use Unyielding Anguish it will cost 25 energy and subtract 10 energy making me have a cap of 90 energy left). To make up for the lost energy make weapon attacks give back an energy per use though they also use up energy (ex. using Hammer #3 uses up 10 energy and adds back 1 energy so your cap goes from 90 to 91). The lowering of the energy cap per utility should be something to debate about. The energy costs I’ve placed on the Legendary Ventari Stance are just examples and nothing more.

Legends:

Legendary Ventari Stance-

On res while using ventari legend the tablet does not appear near you again. You have to switch back to which other legend you have equipped and then swap back to Ventari Stance to reset it. It should simply make it where you have to resummon the tablet.

Ventari’s Tablet should follow you like guardian spirit weapons till you call it to action. I like, though, how Ventari’s Tranquility/Will work altogether.

Protective Solace- Works great as is.

Natural Harmony- Should cost 15-20 energy and subtract 5-10 energy though the cost should give you a larger heal and give a smaller heal + Regen to your allies.

Purifying Essence- Instead of taking away condis why not turn them to boons? Cost should be 15-20 energy and subtract 10 energy.

Energy Expulsion- Works great as is. Energy cost should be lowered to 30 energy cost and subtract 15 energy.

Legendary Demon Stance:

Empowering Misery- I like how it works but is too telegraphed. Most people that saw me using it were able to stop me before it activated. Should either lower the time it takes to use it or don’t make it so obvious that I. Am. Healing. Myself. (dont show them raising thier arm in triumph as if you beat your opponent already: =/= —> o/ ).

Pain Absorption- I like how this works but it takes too long to activate and I was usually downed before it became active.

Banish Enchantment- How about the boons stripped from your opponent/s are transferred to you as well.

Unyielding Anguish- THIS SHOULD BE THE ELITE. I found myself constantly using this to cap points while even several opponents were unable to do much but be ported to the other side of the cap. It was funny to see eles use their tornado to knock us off and found themselves displaced to either side of the cap. I used this constantly to stop my teammates from being stomped and was able to res them as well while it was still active. Please make this the elite it is very OP.

Embrace the Darkness- I never used this. I found using Unyielding Anguish way to worth it to bother.

Legendary Dwarf Stance: I feel like this legendary should be a CC one.

Soothing Stone- I like how this works but once again too telegraphed. I usually found myself CC’d before it activated.

Inspiring Reinforcement- The Effects of this skill kept me thinking that it would be a knockdown. I think it should be a 1-2sec knockdown against opponents and keep the stability for allies. Use of energy and loss of energy cap should be steep to compensate for the CC. Ex. 20 energy and -15 energy on cap.

Forced Engagement- I like how it works but should give it 3sec instead of 2.

Vengeful Hammers- This works well, though for the cost should maybe add vulnerability to the mix.

Rite of the Great Dwarf- I never used this the cost was too high for so little in return. Should either reduce the damage further and negate all condis OR make yourself invulnerable for 5 seconds and give allies the reduced damage.

Views and ideal changes on Revenants in PvP

in Revenant

Posted by: PlagueParade.7942

PlagueParade.7942

Part II

Weapons:

For the most part I liked how the weapons worked but their damage was very sub par.

Hammer:

Hammer Bolt- I found myself using this most of the time (not because I wanted to) the length of time it takes to use and the damage given made it sub par to other classes auto attacks.

Coalescence of Ruin- This worked well but damage was mediocre.

Phase Smash- Too telegraphed by effects and took too long to activate. Most opponents avoided this attack with evades or simply got out of the radius before it activated.

Field of the Mists- I like this skill but I think it should have a larger radius.

Drop the Hammer- Good skill but too telegraphed from effects and damage was weak.

Staff:

Auto attack- Worked nicely but the damage was weak.

Punishing Sweep: I liked the animation but the damage was mediocre.

Warding Rift: Worked fine though I think it should reflect ranged attacks plus blind them (if blinded their next attack will miss and not be reflected back to them like if a ranger uses their long bow #2 they will only get reflected back the arrows that connected with the warding rift).

Renewing Wave- I liked how this works though the animation made me think that it would also blind foes due to the slight smoke that came from it.

Surge of the Mists- Worked well as is.

Mace:

Auto attack chain- I loved how quick the mace hit. Damage could be okay but the added conditions made it lack luster. This is a melee weapon set using Torment which seems counter productive. Should change torment to a different condition like several stacks of bleeding or burning. The poison at the third chain worked well.

Searing Fissure- Was too telegraphed and took too long to activate with the sub par damage and burn. It should give more damage and several stacks of burns with the length it took to activate. Once again most opponents I fought against simply sidestepped the attack altogether before the animation finished.

Echoing Eruption- I liked this attack to worked well as is maybe increase the damage a bit with a slightly higher energy cost.

Axe:

Frigid Blitz- Worked well as is damage on the 2nd hit could be slightly higher.

Temporal Rift- Worked well but was too telegraphed and most opponents avoided the pull before it activated. Should make the pull instant with the attack.

I loved the idea of how the mace/axe combo worked with conditions but the damage made me not use it hardly at all which disappointed me.

Most of the time I found myself using the hammer or occasionally the staff to that of the mace/axe but even then all the weapons damage output was abysmal.

Surprising epiphany on Revenants:

On the last night of PvPing with revenants I was hit with a profound disappointing epiphany. The revenant felt like a troll class. I would use Unyielding Anguish constantly to displace opponents watching as eles using tornado would be displaced from one side of the cap to the other or would use it beautifully on opponents who were about to stomp one of my teammates giving me and others time to revive them. The downed state – Forceful Displacement, felt like a troll skill that I saw most opponents yelling at me for using. The damage on the auto attack of downed state was more preferred to that of the weapons I used. I found myself doing over 1k damage per hit with it. How troll is that on both your opponents and the revenants I played alike?!

I feel like this class has a lot of potential but it really does need some work in PvP.