Showing Posts For Arkaile.5604:

Renegade viable for pve/fractals/dungeons

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Posted by: Arkaile.5604

Arkaile.5604

While I don’t think renegade is a trash fire as some seem to, though it still seems like it’ll be in a bad spot at release, it certainly isn’t going to be “better than the rest of the condi builds.”

Heroic command will likely never be used to spread might to allies unless there are some significant changes to the roles the different professions will be covering. One warrior can easily keep 25 might on its sub-group. Moreover, it’s so easy to get full stacks of Kalla’s fervor that I really don’t think there will be much reason to use Heroic Command to renew them.

Orders from Above applies alacrity, something which is already covered by chronos. Again, unless there is a major shift in roles it’s unlikely this ability will be of any relevance. Not to mention the ludicrous cost of 30 energy. If you want to get a feel for how this sort of expenditure of energy affects a rev’s rotation, just toss in an Unyielding Anguish any time you switch to Mallyx, and I’d say even that is probably better than speeding up cooldowns by about 1.33sec (2sec if traited) for yourself and 4 others.

Icerazor’s Ire doesn’t inflict slow and cripple, it inflicts vulnerability and cripple.

As for the shortbow, the durations of the condis it inflicts are very short, meaning they do little damage. I’d type them all out, but I suggest you just take a look at them on the wiki yourself instead, among other things renegade skills and traits do.

The only good things I see renegade bringing to rev are Kalla’s fervor and possibly Razorclaw’s Rage, but I don’t know if that’ll be enough to make revs competitive with other professions.

Renegade Bug? Maybe?

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Posted by: Arkaile.5604

Arkaile.5604

I’m guessing it’s because people just love those massive, sharpened paddles that we call greatswords. People have been going on about wanting greatswords on revs before they were even released and the addition of renegade has just reignited that, in my opinion, misplaced passion. A common argument presented around then and the months after was “they’re the only soldier profession which doesn’t get greatswords.” Okay, what about mesmers not having daggers or rangers not having pistols? It’s people wanting their favourite weapon to be available on revs and then them scraping together any possible justification they can manage, nothing more.

As for the shortbow thing, I really don’t know what to make of it all with any certainty. With regard to how the auto functions, unless you mean it can only hit 3 and not 5 as the tooltip claims, I’d say it’s working just fine, save for it being really weak but that’s another matter. Shortbow 2 seems to be working just fine. It fires three arrows at one target and the only way it can really hit more than one is if there’s a few clustered together.

Weird descriptions of the skills in the tooltips? Sure.
Are they bugged or in the wrong place? Depends on what you’d consider to be a bug, but I’ll go with no (unless the auto only hits 3 instead of 5).
There’s been a post from anet about how some numbers have been changed but not implemented into the stress tests, so, if either are bugged, they may have already been fixed.

Remove energy cost from weapon skills

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Posted by: Arkaile.5604

Arkaile.5604

Warrior greatsword 2, half the cd of unrelenting assault. Warrior greatsword 3, lower cd than surge of the mists. Warrior mainhand sword 2 and 3, lower mobility cd than any rev cd on weapons.

Staff also does no damage outside landing a surge of the mists since the autoattack is garbage, unlike a warrior with axe shield.

Warrior shield also stuns and if you pair it with mace, you got stuns, reflect, and an extra block on top. On lower cd’s.

Warrior elite F ability, half the cd of Herald.

Virtually most of the warrior weapons do far more DPS than herald with lower cd’s.

Are you being serious or are you intentionally making comparisons between weapon skills and profession mechanics which have different properties and uses to show how ridiculous you think Snowywonder’s comparisons were? There’s more so these skills, and the builds which use them, than just dps, movement, and cds.

Remove energy cost from weapon skills

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Posted by: Arkaile.5604

Arkaile.5604

Yes, but that doesn’t mean anet’s balance team would take those other classes and what they can do into account when removing energy costs from rev weapon skills. Judging by how anet still changes energy costs here and there, they still see it as a way to balance the strength of abilities in addition to cds. If energy costs were removed it’s likely we’d also get even longer cds to compensate. Personally, I’d much rather have SotM cost 15 energy and have a 20sec cd instead of having a 30sec cd or something even longer. The same goes for all our other weapon skills.

Renegade - poor language

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Posted by: Arkaile.5604

Arkaile.5604

Yaaaay language! I like language. I also like looking at more than one source of information when I’m attempting to construct an argument of some sort. In this case I looked at the online Oxford Dictionary (I assume it’s what you did because I found the bit you quoted there, and more) and the Merriam-Webster Dictionary.

I’ll start with the Oxford Dictionary which defines ‘fervor’ as “intense and passionate feeling.” What you quoted is an example of how the word can be used. However, if you had clicked the “More example sentences” button you’d have seen a lot of other examples, the majority of which have nothing to do with religion at all. For example, “Half of those present discussed the imminent international confrontations with passion and fervor.”

The Merriam-Webster Dictionary gives almost the exact same definition for ‘fervor,’ that being “intensity of feeling or expression.” There are also two examples, neither of which are religious in nature. Here’s the second which is more in the theme of Kalla: “revolutionary fervor.”

So, if Kalla fought the Flame Legion and commanded her troops with great passion and commitment, it could be said she did so with fervor.

Second, this “Orders from Above” thing… Kalla was the leader of the rebellion and so if she gave orders to those following her, those followers would see these as “Orders from Above.” As for the alacrity, no idea. Maybe she’s just telling them to get their furry butts in gear and actually attack the Flame Legion or something. It certainly fits a skill which speeds up cds for people around you, though maybe quickness would have been a better than alacrity. Of course, that’s just my take on it; the skill’s name and its relation to Kalla and her story are somewhat ambiguous.

Versed in Stone - Tough->Pow - PvP and WvW

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Posted by: Arkaile.5604

Arkaile.5604

The trait’s tooltip says the trait differs between game modes. Anet could have been more thorough in their update notes’ description of the changes to Versed in Stone to mention that, but it doesn’t seem unreasonable to conclude that it’s functioning as intended. +13% for PvE and +4% for sPvP and WvW.

Now that we have Cat commander tags..

in WvW

Posted by: Arkaile.5604

Arkaile.5604

I want skritt commander tags. Those rodents don’t get enough love.

Assassin’s Presence Trait Have Bug at WvW

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Posted by: Arkaile.5604

Arkaile.5604

For the sake of clearing this up for Jerry and Garr, take notice of the tooltips on those traits. Both have “This trait is unique per game mode” in their descriptions. Anet could have been more clear in their notes of this only being a buff for pve, but due to the tooltips saying what they do I really, really don’t think these are bugs and are in fact intended skill splits.

I wonder how many people will vomit.

in Revenant

Posted by: Arkaile.5604

Arkaile.5604

I’ve wanted to try out that build WvW since the day Lake Doric was released. If only I could bring myself to spend the resources on getting the armour and trinkets…

Hammer Rev Damage Needs Nerf

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Posted by: Arkaile.5604

Arkaile.5604

The fact that people are still getting hit by CoR often enough to become upset and come here to post on this thread just cracks me up.

Stop those PvP only fixes, make it worldwide

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Posted by: Arkaile.5604

Arkaile.5604

Eh, it’s a step in the right direction – at least Inspiring Reinforcement isn’t a big “interrupt me now” sign. I for one am not racing to take a Jalis rev into ranked, however…

Interestingly, this particular change (2 sec stab during channeling of the skill) has made it into WvW as well.

It’s in PvE too, but stability in PvE isn’t exactly noteworthy.

Lower the Rank Requirement for Armor

in WvW

Posted by: Arkaile.5604

Arkaile.5604

I want to do lvl 100 fractals so lower the agony to half. I also want lenegedry armour so lower the cost to half. I also want to finish of my lendry shortbow so lower the mastery points by half in pve hot.

The problem with this approach is it doesn’t take anywhere remotely as long to reach both of those goals as it does to get to rank 2000 in WvW. They can be daunting to new players, sure, but not in the same “this will take so long that it isn’t even a goal I should consider” manner that the t3 WvW skins’ rank requirements are. I understand the appeal of long-term (3+ years) goals and giving something to veterans who’ve stuck with WvW through the years, but was that really what was needed to support the health of the game mode? There was an influx of players who wanted to see what was introduced and now the majority appear to have left with others continuing to trickle off. Not quite back to square one yet, but we’re getting there.

As for fractals, there are steps people need to take in order to get to the more rewarding t4 fractals. From personal experience I know getting people into fractals can feel like pulling teeth, but once a person actually starts progressing and getting rewards they seem to stick with it, provided they like the content. The progression is more apparent and players who bother to put in the time will notice tangible changes rather quickly.

Comparing this to WvW, players do get incremental rewards, like more pips per tick, but it takes much, much longer to get even those tiny benefits. Rewards for progression are spread out far too thin. Having the requirement be so high would probably seem more reasonable if there were more rewards placed along the road to rank 2000, but if nothing is going to be added it really ought to be lowered.

Explain Hp and armour tiers?

in Elementalist

Posted by: Arkaile.5604

Arkaile.5604

The low innate health pool will matter when you are facing burst attacks.

This is exactly what I see is wrong with including healing when determining effective hp. If you can heal a certain amount of hp over time, which any of the heals in this game can be broken down into, you’re going to have to consider how much damage is being inflicted over time instead of as one lump sum. Even a glass build with no healing or supportive traits can be said to have infinite effective hp when up against low incoming damage by just using one heal over and over, but a burst would show the build only has about 14k effective hp without any mitigation besides the defense provided by its light armour.

Does an ele have a lot of ways to recover from damage it’s already taken? Of course it does, even more if it’s built for that purpose, but don’t include that sustain with its effective hp.

Finally, to address the OP, I do think eles lack defense in the current state of gw2. I doubt there will be any changes to address that until the next expansion is released, but I really hope they’ll be in the form of nerfs to overperforming builds and traits, not buffs. There’s been far too much power creep.

Condi rev reminder arenanet

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Posted by: Arkaile.5604

Arkaile.5604

Nerfing, if your goal is to show all the pugs that the spreadsheet warriors they look up to and copy are wrong, you’re going about it the wrong way by posting in the rev section. You, or someone just as stubborn as you, needs to make a few videos of revs in raid groups with explanations of how it’s meant to play and function as a part of the team, showing what it brings which other classes don’t, and post them in the fractals, dungeons & raids section. You’ll find a lot more of the “it’s not meta crowd” over there, the people you feel need some convincing.

How is revenant for PvE?

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Posted by: Arkaile.5604

Arkaile.5604

I have to agree with Daedraz on most of his points here. Nerfing, I hope you’re just trolling, because otherwise you’re either disconnected from reality or playing an entirely different game and mistakenly posting on these forums.

While I’ve never been booted from T4 fractals or 100cm for playing a rev, I have had some people rage at me, the more intelligible ones asking why I was even there. It isn’t common, but it does happen. As for raids, I haven’t gotten into any since the nerfs to Facet of Nature and mesmer’s SoI. Even before the nerfs I had to argue for a position on the squad when other people started suggesting we just use a different composition without a rev for higher dps.

You are correct that revs bring a lot of utility, but in end game pve content that is almost never wanted, much less needed, when other classes can put out more of the same boons and support while also providing more dps.

Legendary Armor: Feedback [merged]

in Guild Wars 2 Discussion

Posted by: Arkaile.5604

Arkaile.5604

Let’s hope it’s just an oversight and not Anet’s devs actually thinking sigils and infusions in weapons don’t matter as much as runes and infusions in armour.

How is revenant for PvE?

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Posted by: Arkaile.5604

Arkaile.5604

While condi revs can stack and sustain more than 4 burns, maybe 8 at most, you need to keep in mind that’s about the best they can do unless you really want to count the torment which is only doing half its damage in almost all pve content.

As for warriors, they are both support and condi. They can comfortably keep 25 stacks of might up on their party members and put out more damage than a rev, regardless of the rev’s build. The only thing a rev has to offer which a warrior doesn’t, in terms of offensive buffs, is Assassin’s Presence. However, seeing as a rev cannot put out nearly as much might or damage as a warrior, that doesn’t make a difference.

I have less knowledge of how druids compare, but if you mean the condi druid build on metabattle, then I have to disagree with your statement of them not being “support.” GotL is being used to buff the party’s damage by 2% per stack, not to mention the spirits being brought in as well.

To sum things up, while you are correct in saying revs can perform multiple roles, there is little reason to use them when others, such as druids and warriors, perform those same support roles better while also bringing more dps. I may be wrong in saying that a condi druid has better dps than a condi rev, but considering how bad the latter is, I feel it’s a safe assumption.

zerg busting

in WvW

Posted by: Arkaile.5604

Arkaile.5604

~Revenant, revenant is that one that can do everything. It can do a lot of damage, can provide boon upkeep, provides boon corrupt, provides aoe resistance and that hammer of course.
One thing I dislike about revenant is the hammer. Hammer has 1200 range and does a lot of damage specially CoR. You can run revenant with like 2.8k armor and still do crazy damage because of skills are set up that way and the traits provide so much extra dps especially the one that doubles your fury from 20% to 40%.. thats broken. Hammer auto range is fine at 1200, CoR range needs to be 900, phase smash needs to be 900 and drop the hammer needs to be 900. Also the staff 5 surge of the mists needs a procing time, currently the skill goes off instantly, there needs to be 1/4-3/4 seconds for the skill to proc. I know revenants got dps nerf in PvP which was good that is also needed in WvW.

Have you played rev at all? Do you know that you can always comfortably walk, not dodge, out of the way of CoR unless you’re chilled or something? You may have to dodge phase smash and drop the hammer if they’re targeted right on top of you, but that’s exactly why we can dodge in the first place: to avoid damage and cc. Also, these skills are all rather slow, just like everything else hammers do, meaning you have plenty of time to react. What would even be the intended goal of reducing the range on those skills? How is the hammer’s range of all things causing you problems with dealing with hammer revs?

Do you know how much power damage a rev, or any class for that matter, loses when it gives up offensive stats for defensive ones to reach 2800 armour? Yes, you mentioned revs having access to traits which boost damage, but those do not make up the difference even at ~2400 armour, which is what most revs will have because they’re likely running marauder’s or commander’s stats with durability runes.

Finally, do you know the difference between boon corrupt and boon strip? Banish Enchantment has a range of 600, btw; just kite the rev and use some reflects or blocks if the hammer’s AA is giving you trouble. I understand it applies confusion, but that shouldn’t be a problem unless the rev is a condi rev and you, for some reason, decided to not have any condi clear ready in wvw and have forgotten how to kite.

Arc Divider

in WvW

Posted by: Arkaile.5604

Arkaile.5604

So because of that they need to oneshot ppl with autoattack? kek.

No one is being one-shot by 7.5k hammer bolts from a slow weapon. Consider using blocks, reflects, or some other form of defence if you’re really having that much trouble with it. As for CoR, it’s slow and has a clear telegraph which moves forward along the ground. I’ve been hit by it twice since the release of Rev and neither of those were a one-shot.

Seraph,

in Elementalist

Posted by: Arkaile.5604

Arkaile.5604

The problem with using Seraph stats on a condi ele is you won’t get much out of the precision. You have on-crit traits which apply conditions, but both of them have a cd.

https://wiki.guildwars2.com/wiki/Burning_Precision

https://wiki.guildwars2.com/wiki/Arcane_Precision

I would suggest using apothecary instead, maybe mixed with some other stats too, depending on what you need.

Forced Engagement

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Posted by: Arkaile.5604

Arkaile.5604

Let’s go over what this skill does.

Forced Engagement is a cc which takes 0.5sec to fire a somewhat slow projectile at a target within a 1200 unit range. It applies taunt and slow for 2sec at a cost of 25 energy and recently had its cd increased to 10sec.

It is countered by strafing, stability, stun breaks, condi cleanse, resistance, blocks, projectile hate, and it’s slow enough that most should see it coming and simply dodge. Not only that, but Improved Aggression doesn’t increase the taunt’s duration on player characters with the only benefit outside of pve being its 20% damage reduction from taunted foes. Great, that single auto-attack a rev will be hit with over the duration of the taunt will do 20% less damage.

This utility is unreliable at best and 25 energy is still too much for something which so frequently fails to make a notable impact; why it needed a nerf to compensate for the decrease in energy cost from 35 to 25 is beyond me. Forced Engagement already had a 5sec cd and a large cost, there’s no way anyone was spamming it. I understand Jallis is a stone dwarf, but that doesn’t mean he needs to have longer cooldowns.

I know the changes to this skill aren’t meaningful, nothing has changed, I just don’t think Jallis or any other legend should be balanced in this manner.

Alacrity and energy

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Posted by: Arkaile.5604

Arkaile.5604

If energy costs were removed from weapon skills we’d likely end up with much longer cooldowns to compensate. As bad as many of the costs and cooldowns are now, I really doubt ANet would handle that sort of change carefully enough to not make things worse.

As for alacrity, it should probably do something more for revs than simply decrease cooldowns, but it should not be something as dramatic as a 40% reduction to energy costs. The idea of increased energy regen is appealing, though. Maybe an extra one or two per second.

Hardy conduit

in Elementalist

Posted by: Arkaile.5604

Arkaile.5604

I know this was last year, but it seems like the description of the trait has changed – now it says 20% increased effectiveness but doesn’t display the total new % of protection like it used to. Anyone else notice this?

33% + 20% = 53% effectiveness. Can anyone confirm?

The +20% modifier is multiplicative, not additive.

0.33 × 1.20 = 0.396

It is likely rounded up to a 0.4 reduction.

Role of Rev in PvP

in Revenant

Posted by: Arkaile.5604

Arkaile.5604

No stability on Rev? lolwhat? XD how about some Retro traits? Or mallyx resistance and legend swap condi transfer?) If you cant make 100% of ur Rev its ur problem not Revs) atm there are 2 types of Rev 1st who dies as fast as blink of the eye) and 2nd who kill ur team as paper shreder)

I saw you mention condi transfer on legend swap on another thread, specifically stating the rev would lose three of its conditions, and now I just can’t resist correcting you on it. Pulsating Pestilence does not transfer three conditions, it copies three conditions to enemies within a 240 radius of the rev. To make sure my point is clear I’ll state it plainly, those conditions remain on the rev.

removed MAP CHAT during match

in PvP

Posted by: Arkaile.5604

Arkaile.5604

Players already have all the tools they need to not see taunting or shaming in map chat. As alchemyst stated, just close it. You can also block those players yourself. Sure, it won’t keep them from doing so to others, but they too can just “close it” or block. It isn’t something anet needs to spend any time on.