(edited by DarckKnight.7519)
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The profession mechanic
Revenant has the particularity of acquire skills that belonged to past legendary heroes across the lore, on this matter, you can choose two of the three available heroes, thought the descriptions need to be more precise and less lazy, last moment typed.
The current legend stances and skills we have are.
Legendary Dwarf stance – this stance increases energy faster by receiving damage, and increases slowly by attacking.
“Invoke the power of the legendary dwarf king Jalis Ironhammer”
Soothing Stone is a healing skill that removed 3 conditions, depending on how many conditions it removed, you will gain stacks of retaliation.
Forced engagement slow and taunt the enemy, I have to note that taunt and slow, do not activate defiant, and so far the seering effigy it is the only one that is immune to it.
notes on taunt: it seems that some bosses auto attack are ranged like perfected destroyer on coe p3, and others do not have an auto attack like destructor of worlds in SE p3, also as the description suggest “involuntarily attack foes” it seems that the affected boss will basic attack the source only if it’s in range, if it’s not and has an auto attack it will attack the nearest, if doesn’t have an auto attack it will just stare at the caster.
Vengeful hammers are a skill that summons two hammers and once they attack they will disappear, like the spirit weapons of the guardian.
Inspiring reinforcement is a skill that creates a road that will give stability each pulse to allies and enemies in the zone will be weakened.
Rite of the great dwarf is a skill that allows you to resist a certain amount of damage for five seconds and also affects your allies within range. Pretty much in handy for bosses that aoe, instead using taunt, use this one.
Conclusion, as far I reach this stance is entirely defensive, looking for group survival and taunting more than dealing damage, it should be added in the description.
“Invoke the power of the legendary dwarf king Jalis Ironhammer, defensive oriented stance”
Also, why not a slight stat boost between stances, in this case increase tough???
Legendary Demon stance – this stance increases energy by dealing damage, receiving seems to lower it.
“Invoke the power of the legendary demon Mallyx The Unyielding”
Empowering misery is a healing skill with a healing bonus for each active condition you are suffering.
Banish enchantment is a boon removal skill it actually turns boons into confusion, the more the enemy has, more stacks will come up.
Unyielding anguish is a leaping skill and once landed it applies torment on the surrounding enemies, if you have a lot of conditions you will add more torment to them.
Pain absorption is a skill which blinds the caster and pulls the conditions from your allies to you but also, gives resistance to conditions to you and your allies, the more conditions you draw, more resistance you will get.
Emprace the darkness is a transform skill, allowing you to copy and transfer the conditions you have on your surrounding enemies. It gives one stack of torment once when you activate it.
Conclusion, this stance is a condition damage focus stance; it should be noted into the description, it should add condition damage when activated.
Legendary Centaur Stance
“Invoke the power of the legendary centaur ventari”
I did not used this stance a lot, because it’s a healing based stance, and I personally suck at healing lol, but in short, all the skills are healing related, as prior, it should be noted on the description that is a healing related stance and it should add healing power.
Specialization system
Well the traits contained on it are quite well aligned to the legendary hero it represents increasing its abilities and adding interesting features.
Corruption is the legendary demon trait; it focuses on increase torment duration and damage based on conditions.
Retribution is the legendary dwarf trait, it focuses on endure damage and improve taunt condition.
Salvation is the legendary centaur trait, focused on improve the party healing and removing conditions.
Invocation is the neutral trait, focused on the use of the energy use, increasing a wide stats when is low or high.
Note: charged mist seems to work only on utility skills, should be added on the description.
The second 2 handed weapon the revenant has at his disposal is the staff, a fast melee combat “potency – healing power” based weapon, this weapon works perfectly for stacking combat groups, since it will deal damage as it heals the allies at the same time.
Rapid swipe and forceful bash auto attacks are just that, attacks, but rejuvenating assault skill attacks the enemy and heals you and your allies at the same time.
Punishing sweep, is just a punch if not used correctly, the best use is for “interrupt” a foe that is attacking, when u use the skill at that time, another skill, debilitating slam, will be used damaging and weakening the target, so in other words, miss use it and you will land 1 hit, use it properly and you will land 2 hits and weaken the target.
Warding rift skill is medium distance attacks that shoot projectiles on nearby foes, and also blocking the enemy attacks while the rift is open.
Renewing wave skill will heal and remove conditions on you and your allies.
Surge of the mist, is a charge attack that knocks back all the enemies that cross your path.
Conclusion, the staff helps a lot on pve content that needs stacking because the low range of its healing powers.
The mace is a main hand “condition damage” based weapon, the condition aligned to it is torment, but also can inflict burning.
Misery swipe and anguish swipe auto attacks deals one stack of torment, while manifest toxin, and add poison to the target.
Searing fissure creates a wide line in front of you burning the enemies that are inside of it.
Echoing eruption is a leaping skill that will release a shockwave when you land dealing damage to the enemies.
The axe is the off hand “condition damage” based weapon, also inflicting torment and chilling enemies.
Frigid blitz is a shadow step skill, if other enemy that isn’t the target is hit it will be chilled, once it reaches its target you will shadow step to it.
Temporal rift is a skill that will open a line in front of you and stack torment; once the rift closes it will pull enemies.
Conclusion, this set up is a good condition based attacks, forcing the enemies to move and receive more damage from torment.
So far these weapons are a good example of the gameplay of the revenant, though it lacks a lot on a good weapon inventory, in my opinion, since the revenant oriented weapons have a different type of use compared to the other classes, it would be surprising that focus and torch where main hand weapons only, scepter be off hand only, and add sword and short bow to the inventory, the main reason I suggest short bow should be on the weapon inventory is because warrior has long bow, and guardian specialization will have another long bow, so instead of giving all the 3 heavily armored units longbows, revenant could get a short bow that has less distance than the others, but deal stun and blind.
Revenant – review and notes.
Hello everyone, well yesterday I spent my 4 hours of play, testing the revenant and I will share with the community my findings, thoughts, problems and suggestions I found out my way.
Introduction
Okay the revenant a heavily armored unit multipurpose unit, totally dependent on the stance setup the player might want to use as the game goes on this however will limited the actions the revenant can realize due to the short cool down on skills but requiring stance energy to realize, having a selected weapon inventory, the revenant has a different and unique combat approach.
The hammer is its long range weapon, with selected actions the player can actually do.
Hammer bolt, is an attack that technically pierces enemies and objects till it reaches its target.
Coalescence of ruin is a long range attack that deals more the damage when the enemy is in the end of the wave, the description says:
“slam the ground with your hammer, creating a cascading eruption of energy
First Impact 246
Second impact 369
Final impact 492
Number of Impacts: 3
Number of Targets: 5
Range 1,200”
This was the first error I found when I was playing with the revenant, at start I thought “so the attack scales three times on 5 enemies” but when I started in combat I found that it actually deals less damage when the enemy is close to you, in that matter I would say it need a better explanation, taking as a example the longbow skill number 1 of the ranger that explains perfectly how much damage it will do at certain distance, which it seems this hammer skill do the same.
Phase smash allows the revenant to leap in to a target area (ground target) then you will deal damage and add 2 seconds of chills on 5 enemies, then teleport back to the starting area of the leap, this skill also has an a camera effect, whenever you are looking and cast it, the camera will slowly move around the starting area facing directly to the targeted area. This somehow could have a problem between some players, the screen movement is awesome the first time you use it, but once you use it a lot, it would become boring for some people, so it could be considered a change on this to an instant camera change.
Field of the mists creates a mist wall that will prevent any projectile to reach the revenant, blocking its way to hit it, this has a combo field dark, but if you use phase smash or drop the hammer which both have combo finisher blast on it nothing would happen, I don’t know if this is the way it is intended or a bug, worth check it. This skill also will follow you wherever are you looking, or if you leap, it will also follow you, even using phase smash will extend the field of mist providing a good defense on wvw zerg fight.
Drop the hammer is the last skill, also ground targeting, it will summon a big hammer to knock down for 2 seconds up to 5 enemies after channeling, and this is not a leaping skill thought.
Conclusion, the hammer is an awesome long range “potency” based weapon for the revenant, the only drawback is the slow feeling the weapon has compared to the other weapons, this lead me to use number 1 skill and sometimes number 2 skills on dungeons if I wanted to re energize myself real quick using one single stance.
So why can’t the Revenant do awesome dps with staff or hammer, while running ANY legend?
hammer is more for CC than scaling dmg, staff is fast but its healing oriented, at the moment, mace+axe deals better damage because it is condition damage oriented, maxe+ace + demon stance + its traits (that one of 3% damage increase per condition you have is op on dps) and you will deal a lot of dmg as a rampager.
now every single weapon needs to be dps focused??? wow i want to see you killing with just a warhorn.
Not every legend needs to do great DPS, this much is obvious – because legends represent combat roles, and you can swap them in mid-combat. However whether revenant needs to be able to do decent DPS with every weapon will depend largely on if they get a weapon swap to go along with legend swap. Ideally, I think so that weapon swap is tied with legend swap.
In general, the classes in GW2 are set up so that every class needs to be able to carry their part of DPS. Otherwise they’ll just be dragging the team down. If you can’t swap away from support staff into DPS weapon, then the support staff really isn’t a viable option. Once the revenant becomes part of the regular game, you can bet your kitten a pure staff revenant is going to be kicked out of dungeon parties.
Low DPS weapon may be good as a second option, but not as the only one.
that’s why i said that for a good dps, on the current rampager it would be the mace + axe with legend demon, you deal both normal and condition damage, on high amounts, and its traits are focused on improve your combat performance with conditions.
and i am starting to think that weapon swap should not come to the revenant so it can have a difficulty on the micromanagement.
So why can’t the Revenant do awesome dps with staff or hammer, while running ANY legend?
hammer is more for CC than scaling dmg, staff is fast but its healing oriented, at the moment, mace+axe deals better damage because it is condition damage oriented, maxe+ace + demon stance + its traits (that one of 3% damage increase per condition you have is op on dps) and you will deal a lot of dmg as a rampager.
now every single weapon needs to be dps focused??? wow i want to see you killing with just a warhorn.
I think you guys are making this topic a big fuss of drama, trying to put your ideas on the other people and don’t accept the ideas from other people, which is kinda rude, from what i read in this topic is just the same thing but with different words and means the same, so at least try to be humble and not arrogant perhaps?
The grind is still grind is like saying that the sky is blue, we all agree that all MMORPG are grinds, that’s the core game play, if you don’t like it well go play other game genre, or if you are a game developer make your own game, actions not words please.
But then again, this game doesn’t force you to grind it like hell, you can go casual, today do some dungeons, maybe a vista, actually to me the dailies are actually for those people who want to play it more grind less and that’s all.
But then you will come to me and say, “hey what about legendaries or the new shadow skin that is so freaking awesome and i want them but i gotta grind for them” well i am sorry to disappoint you on this but you have the problem, because you LIKE the items, and so you HAVE to play to earn them, as an example i dislike the legendaries (i actually dislike the 75% the skins of this game lol) but they released the shadow skins, i liked them heck, time to bust in even if i don’t like it just to get em.
So stop acting like a child (unless you are) that your parents tell you to do your homework or you won’t get a candy and the only thing you do is rant or complain about the homework and you want the candy for do nothing for it.
about better rewards at higher level, well that would definitely kill that “no-grind” philosophy of ANET, because what they want is all the stuff they release, has to be used since day one to the game closure (that i hope it takes wayyyyy long) so technically this game is not made for those people that has the “superiority” or the “aria race” ideology with its gear set up and you gotta explore the classes a lot to find the one that suits you.
I’ve repeatedly stayed on topic of Ascended which is the Max level of gear in this case and yes you do need it to accomplish certain things in the game in PVE so the idea that it’s somehow not part of the need to grind for progression is offensive. Like I’ve said in my last post, major companies have talked about the problems with loot in GW2 and how it’s had too much RNG and how DR has played a role in preventing people from progressing. It’s not something that happens in other titles because in those other titles one can actually farm for free the materials one needs without fear of an entire account being cutoff from loot like what happens here.
The ball is in their court now we’ll see if “Rewards” is one of the things they fix at long last with the release of HoT and all it would require is some minor ajustements to where the materials commonly come from to fix the problem (Karma/Salvaging).
indeed ascended is the MAX LEVEL of the gear, but you aren’t forced to get it, you can still play with exotic and you will pretty much do good, the only difference i have seen in ascended vs exotic, is on WVW, on PVE especially dungeons there is no big deal about it, then again i go with the statement i said prior “the game doesn’t force you”, you want the ascended, go for it, don’t want the ascended stick with the exotic or any quality armor you want.
Now talking about the “hunt” of the mats for the ascended…. i find it pretty much weird you say it is hard to “farm” and you added the word “free”, i honestly don’t find any problem with that, i everyday make 2 ascended items (the ingot and the wood) and every 3 days i do 3 (2 prior and the ascended silk), then at the end of the week (sunday or monday) i go gather the mats and woops, i get like 6 – 7 ascended ingots and woods and like 2 ascended silks, so i will ask you (hope u don’t find it offensive)
¿What do you do to farm your materials, do you stick into just gathering runs or dungeons runs, don’t do both? i can tell you i do 8 dungeons, COF P1/P2, AC ALL PATH, COE ALL PATH, and sometimes i do SE P1/P3, then go to the maps to gather materials and i come with pretty much a lot of crafting materials from that, i even have to transmute mithril ingot into ori ingot, because i get a lot.
I think you guys are making this topic a big fuss of drama, trying to put your ideas on the other people and don’t accept the ideas from other people, which is kinda rude, from what i read in this topic is just the same thing but with different words and means the same, so at least try to be humble and not arrogant perhaps?
The grind is still grind is like saying that the sky is blue, we all agree that all MMORPG are grinds, that’s the core game play, if you don’t like it well go play other game genre, or if you are a game developer make your own game, actions not words please.
But then again, this game doesn’t force you to grind it like hell, you can go casual, today do some dungeons, maybe a vista, actually to me the dailies are actually for those people who want to play it more grind less and that’s all.
But then you will come to me and say, “hey what about legendaries or the new shadow skin that is so freaking awesome and i want them but i gotta grind for them” well i am sorry to disappoint you on this but you have the problem, because you LIKE the items, and so you HAVE to play to earn them, as an example i dislike the legendaries (i actually dislike the 75% the skins of this game lol) but they released the shadow skins, i liked them heck, time to bust in even if i don’t like it just to get em.
So stop acting like a child (unless you are) that your parents tell you to do your homework or you won’t get a candy and the only thing you do is rant or complain about the homework and you want the candy for do nothing for it.
about better rewards at higher level, well that would definitely kill that “no-grind” philosophy of ANET, because what they want is all the stuff they release, has to be used since day one to the game closure (that i hope it takes wayyyyy long) so technically this game is not made for those people that has the “superiority” or the “aria race” ideology with its gear set up and you gotta explore the classes a lot to find the one that suits you.
alright, so what u guys think it would be better, have the items and dyes account bound or keep it as soul bound, i honestly would like it should be account bound, but i know it would skyrocket some prices so its under stable so, ¿what would be better?
blood legion = warriors and guardians (they’re the front line of the charr army)
ash legion = rangers and thief (they’re the assassins of the charr)
iron legion = warriors and engineers (they’re the inventors of the charr)
currently charrs dislike and distrust any magic unit, seems because all the elementalist, mesmers and necros belonged to the flame legion, so u can join any side. i preffer blood legion tho
we gonna crush your head for not be first charr in the first place! (common charr way of talk and deal things)
Charr are Atheist, or at least the 75% of them, the other 20% wants to start fighting humans again, and the 5% rest still believe in the false gods (excepting flame legion), that is why their motto “Rely on Iron, not false gods”, if u read their history u would find that the flame legion came out with the idea they needed a “religion”, because that was what they lacked fighting against the humans of ascalon in which they believed in the 6 gods, so they sent teams to find some “gods” and they end up finding the titans they have revered as the aforementioned, now, even rytlock, when a religion topic show up (like citadel of flames as example) put the idea as “the charr will stumble even against the human gods”, but that is applied only on those charr who lives inside the charr territory, the charr from lions arch and other areas outside of charr homelands are like knowing the six gods, but they do not acknowledge them as theirs gods.
to answer this question, enjoy as a factor, is pretty much subjective, u can enjoy an aspect of the game and not necessarily other people would find it enjoyable….. but let’s go point from point.
Progression is what make a game genre different from the others (being rpg genre the top one on this aspect) and as all of MMO games, u want to reach further as u want to if u enjoy the game as it is, with its pros and cons, i mean, if u like WoW u want to reach the highest it allows (or reach a certain stage of the game in case u play a game because your friends are playing it too) so i could define Progression as a factor to play a game.
For Enjoyment of the game, i would say that we need to say what we like from a MMO in general, and then go to the particular case of GW2, this said, i in general, love to play mmo that have massive events, where i play with lot of people (for something is ON LINE) and make me focus on my role of my class (if I’m a tank i defend the people, if i am a bowman i do critical, if i am a dual i will keep the dps pressure on. etc.) till finish, if we win wahoo we did it!, if we fail, think about what went wrong especially on something i can control like my playstyle, gear, etc. because i wont argue or fight with people if the problem was done by an idiot who messed it up, that is up to him, but i wont stress about it, so that is what make me enjoyable a game, a game that puts me on the edge of what i know of my class and play it till i don’t find any challenge into the game.