Showing Posts For Hactid.6253:

revs so far in spvp

in PvP

Posted by: Hactid.6253

Hactid.6253

I mostly played rev since the beta weekend, won some fight, lost many and I can tell you why:
1:no toughness. the class is really glassy and the healing abilities are really weak. For s/s, you only have 1 block that doesn’t react like shield/sword 5 for warrior, which means that once you blocked an attack, you can’t block another, which is underwhelming. For hammer, you have your range block but it’s just a little aoe infront of you, while elem has a big aoe bubble and guardian has their massive wall reflect, mesmer have feedback and e.t.c. Staff doesn’t do damage, the healing is a long cast, stationary and bad, m/a have no healing and what you’ll mainly be using in pvp(shiro and jarlis) healing are long cd and pretty bad.

2: damage. hammer hits hard but is slow, like waaayy too slow. except your 1 and 2 and 4 you’ll mostly miss every other attack since they are long cast and are somewhat easy to avoid. also hammer 3(the big ghostly leap) doesn’t scale with terrain, so if someone is above or under you, you will miss them. hammer 5 is just too slow compared to aoe like earthshaker or signet of bane(guardian). S/S hits weak, you main auto attack I never had a crit over 2k, swords 2 doesn’t hit really hard and miss easily, sword 3 is really weak and doesn’t make you invulnerable(like sword 2 for mesmer) you’ll mostly hit 700 and crit maybe 1.1k on marauder opponent(when you are marauder yourself). As I said before, sword 4 is a one time block only and miss easily, sword 5 require too much energy, has to be melee range, doesn’t do noticeable damage and always miss. staff is all trash, dont even bother and mace/axe I didn’t tried but from what I heard it’s not even worth trying.

3: utilities: all require way too much energy, if we compare out gap closer with is 20 energy(20%) compared to infiltrator’s strike(20%) too, it doesn’t seems bad on paper, but most of the time, you’ll start a fight using your gap closer, which is now 40% of your energy, and your weapons ability also drain energy(unlike thief who’s utility doesn’t drain initiative) so you end up really quickly chocking on your lack of energy. Also utilities like jarlis’s hammer or assassin’s stance doesn’t do a whole lot for the drain energy they require. jarlis hammer is weak and assassin’s stance is good if you fight someone with no experience or something that’s has less survivability than you(aka nobody) And elites doesn’t do a whole lot. Jarlis is just a stronger protection buff for a long cast time and a few seconds for 50% of your energy(which is like 100% because there’s no way that you’ll have 100% energy in a real fight) and shiro’s one is a obvious basilisk venom that can be more easily dodged. ventari is a joke in pvp and demon stance is crippling yourself for worst than normal utilities compared to necro.

So yeah: damage is weak, even in marauder. no survivability, no team support(anyway you’re a glass with no cannon), and horrible energy system. You’ll pretty much never win a fight against: guardian(medi), ranger(condi/regen), warrior(stunlock), elem(cele d/d/), mesmer(all), engi(condi), thief(all). maybe necro if you are lucky.

For a heavy class compared to guardian which deals incredible amounts of damage and heal like crazy, it stands no chance, like ever; And warrior who has more passive regen than you have activate healing + alot of toughness + great damage + CC’s. you once again stand low.

it needs alot of work because atm this is no pvp material, it’s not even fun to play.

(edited by Hactid.6253)

Necro: lack of torment

in Profession Balance

Posted by: Hactid.6253

Hactid.6253

LOL a necro complaining about not having enough condition, you seriously can’t be serious about this

Reclaiming Orr?

in Lore

Posted by: Hactid.6253

Hactid.6253

If you guys remember in the character story, we once go in Orr with the sylvaries. Sure, it was simply an interactive vision which was all blurred out and yellowish but it could be a way to go back to Orr but at the same time, It wouldn’t make alot of sense since the sylvarie race is not that old and personally, if I could choose the time when I want to go back, I’d be before the exodus but well, the sylvaries didn’t existed back then. Also, I read the lore about the time B.E. and 1: humans were not allowed to enter Arah because it was the city of the human gods and 2: Apparently, they were so bright that it would make someone who stare at them for too long blind(Read the lore about Malchor the sculptor, it’s all explained there). If we keep in mind that we can’t go in Orr after beating Zaithan, there’s not a lot of things holding us from going there in the past but then it wouldn’t be lore-wise to allow us to enter arah/see the gods and that’s primarily what I would want to do if I had the chance to go back. Nonetheless I would still like to see Orr before it was all gloomy and ugly.

PVP armour transmog

in PvP

Posted by: Hactid.6253

Hactid.6253

In the last topic about pvp, there was a point about being able to transfer the pvp armour into the pve world. Only the skin would be switchable and not the stats(who doesn’t exist)/runes. I found the topic a bit unclear since they mentioned that this feature and some others that are already in game, such as being able to level up your character in pvp, would come in the next months. So, I was wondering if the armour transfer was already there or waiting to be implanted.