WvW Revenant Feedback

WvW Revenant Feedback

in Revenant

Posted by: Kodiak.3281

Kodiak.3281

Armor: Berserker w/ Travelers Runes (tried Hoelbrack/Strength, kept falling behind)
Weapon: Hammer – Berserker – Bloodlust/Fire
Back: Celestial (forced), Rings: Assassin, Earrings: Cavalier, Neck: Soldier
2122 Power, 2556 Armor, 17872 HP, 40.19% crit, 204.2% crit dmg
Retribution (2, 6, 9) Corruption (2, 6, 8.) Invocation (3, 5, 7)

Biggest Struggle
Biggest struggle I ran into Revenant was lack of defenses. Even in Jalis the lack of high stacked stability and mobility skills really put a lot of pressure on the Revenant in general. Inspiring Reinforcement is alright but requires basically 5 seconds of standing in it to be beneficial which is impractical in WvW before a push (you often times have 2.5 seconds for an Empower before a charge). This forces you to play it more like a Necro backline than a frontline fighter because you simply don’t have the stability or mobility options of normal frontline (Warrior / Guardians). There’s almost no stunbreakers on any of the abilities outside of Rite of the Great Dwarf and Legends (if traited).

Hammer
Hammer 3 charging through all the damage between you and the target area made it largely unusable in WvW. The bomb is real and this just made it a death sentence to charge through and get hit by Wells. Should be changed to be immune. Hammer 4 needs a quicker cast time to be useful as it either telegraphs in advance “don’t attack me using projectiles” or it’s too slow to negate anything that matters. The rest I found good use with and got a lot of decent hits in.

Ventari
Honestly hated it. I loved the idea and the micro was fun for a bit, but the lack of self defenses from utility leaves you a sitting duck while this thing is out. Honestly every major Death was me trying to use Ventari (absorb protectiles, support heals, run heal through frontline, etc) and just getting over-ran because no stun breaks and no stability. It’s a novel idea, but that’s about it, simply isn’t functional in high level WvW when being pressured. Might be good in Pirate Ship meta WvW though.

Jalis
This was my go-to legend beacuse of of the stability on Road and lightning field for AOE swiftness. Not sure why taunt has a 50 energy cost. It has so many counters just don’t get it, only used it like 3 times to pull 1-2 guys on the edge of a wall off as the slow meant no one was really coming at you on a long distance with a 2s duration. Vengeful Hammers also didn’t get much use because with lack of stability and mobility going melee meant a death sentence. Most energy was spent on Road and Rite of the Great Dwarf. Rite as a stun break was ok, and the -50% damage taken is great too, but the cast time is way too long to be useful in real combat. I’m usually having to Road first which out of combat means not enough energy for Jalis too it’s all very clunky and doesn’t work.

Malyx
Honestly came to love this by the end of the night. Resistance is amazing for survival in a large zerg group and using Pain Absorbtion was incredibly useful in a group for building Resistance as well as helping my team out with condi clear. Banish Enchantment is incredibly powerful in a group but the lack of 1200 range made it not as useful as it could be in WvW. Unyielding Anguish is broken as all hell and that Disruption Field needs to be prevented by Stability at minimum. It was very easy to stall enemy pushes by Anguishing into our own line and watching the enemy jitter all over the place. Without Stability the Embrace the Darkness was useless.

Kodiak X – Blackgate