I’m having trouble expressing how utterly awful some of these names truely are.
Daredevil….really? Who is coming up with these names? Honestly.
I’d really prefer something like Enforcer, or Monk, almost anything else than this. LOL.
I play the marauder engineer build, and so far (might be because alot of reapers aren’t experienced with it yet idk) reapers don’t particular bother me at the moment, but it depends on weapon set etc on how hard it is.
I didn’t read other responses, but!
if you’re kicking or not allowing experienced engineers on correct meta gear for pve dungeons or fractals you are without an ‘elitest wannabe’ or a random ‘no idea scrub’ because engineer is a fantastic class for instanced content, unless you’re a wanna be elite group then sure you might pass up on engineer, but seriously engineer is an amazing class with some of the highest damage and overall utlity available.
I understand they are reworking the system, but I really wasn’t expecting that many, I thought It would be around 6, ish. So 3 batches of legendaries to roll out.
So what if worst comes to worst and after the initial 3 legendaries we have a sizeable gap for the next batch, say 1-3 months, and then what if it’s only another 3 or another low number. They’ve got 19 to roll out.
Someone could potentially be waiting 6+months for their legendary weapon of choice to even come out, THEN they’ve got to actually earn it, or what if after all these months for the weapon to be revealed they don’t even like it? It’s just silly.
Or who knows, maybe in the 2nd batch is contains 10 I don’t know.
They could at least show concept art (if it’s even done T_T) so we know if we’d like to wait.
But 3 legendaries?
…Keep in mind that the new precursors will be acquired through a lengthy “scavenger hunt” style of collection achievement, and having to create that for every single new precursor will take a great amount of time.
Also note that they said they will be releasing more new legendaries as the story progresses.
Yeah I forgot about all that stuff, I just saw only 3 and went ._.
Challenge modes might be cool.
But 3 legendaries?
…
I have a bad feeling they aren’t going to add new fractals, only new levels and instabilities. This new system just seems so stupidly awkward to add new ‘islands’ in a smooth way.
Plus, with raids supposedly coming to the game, I don’t see them developing raids and fractals at the same time and living story nor see them doing the ‘flip flop’ and alternating content patches for each of them. I have said this countless times to people, Anet said themselves that the Aetherpath was a large drain on their team.
So now people think we can get fractals, content that has seen little additions in the way of new ‘islands’ and raids, and living story?
It’s probably not going to happen. Anet are like an ADHD child, they will probably ditch new content for fractals, like they did with dungeons, start a raiding scene then realise it’s too much effort for them for too little pay off (sorry raiders, but it’s pretty obvious, and this arguement has been beaten to death thousends of times already, but I guess this depends on how they do ‘raids’) or just simply get bored of it and move on to something else.
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No Guild bank access, Personal bank access, Trading Post interaction I honestly understand and don’t really care about that. It’s pretty easy for ANet to stop us from interacting with this aspect of the game during beta but all I care about is the ability to talk to my guild mates in guild chat while I am playing the beta. Not every guild mate in my guild has HoT so… :/
And how is this different to any other beta? It’s an actual beta, just on live servers.
I hope the challenging content does not take its lead from the triple worm. Too much communication and strategy are needed to even have a chance. No one even bothers with this silly boss anymore, if they ever did. I can only imagine what direction Anet is heading in.
Yeah I agree, I really don’t see what the big deal is about things like TT, it’s such a massive logistical issue. The boss it’s self mechanically isn’t anything to sing and dance about really, same with Teq. Sure anything gets easier with experience but If I want a challenge I, as a player want to be challenged, I want my knowledge of my class to be pushed and so on. I don’t want my ‘challenge’ to be going on TS and managing 80 people or what ever on where to stand and when to attack, when to do this or that.
These sort of events just drown out the indivdual, and quite often the larger it gets the more dumbed down it becomes.
There is reasons why mmos have pretty much abandoned 40 man raiding as a whole and prefer 25 or less.
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I think the CGC is going to be hard mode versions of living story instances, they take the living story soloable dungeon instance and rescale and retune it for larger groups.
Lets be honest, Anet are continueing Gw2 with living story season 3, and given how they said making the Aetherpath was really taxing for them to do, I highly doubt they are going to do LS S3 AND something like raids that are seperate, but they can with reusing LS instances in the way I mentioned.
So the CGC isn’t as taxing on the dev team, it’s relevant to the current story of Gw2, and (hopefully) difficult which should see consistant releases.
I’d love to see Mantras or Wells, myself.
The upkeep well idea was pretty neat.
Unless they are so far behind now that they have even scrapped the twitter teasers.
This could possibly true, they have already seeminly scrapped the teaser trailers for the elite specs, with no gemstore updates aswell.
I think they are getting really, really behind if the gemstore of all things isn’t being updated with new items.
Its cuz its new, we all like new and shiny things. I know im going to play Rev but its going to be a second main. First being Necro, too much history (and waypoints) for me to just dump the class and switch
This is probably really true. It happens in every game that releases a new class.
I’d imagne a massive chunk of the “I’m going to make Rev my main!1!!!1” crowd will disapear a few months into HoT’s launch.
And pardon me for not being excited about having to sit in an attunment for X amount of time, then having to channel that attunement for 2,5s-5s hoping no one will interrupt me with the insane amount of interrupts in game, and then, if it works or if it doesn’t, being locked out from that attunement for 15s-20s.
Sure will love when I need to heal and am locked out of water or when I need to do damage and will be locked out of fire / air, sounds super!
I think you just described a play style that’s different from the current norm. Isn’t that what ANET “promised” ?
Um, I am pretty sure he/she did.
From the looks of it, they basically defeated their own claims, lol.
http://www.gdcvault.com/play/1021848/Building-a-Better-Centaur-AI
Do not worry. Stacking’s days are numbered.
Enemies WILL scatter sooner or later, after their AIs get adjusted. Ranged enemies will have an even stronger compulsion of keeping their distance from the enemy.
It’s only a matter of time until all mindless skill-less tactics that take advantage of AI flaws instead of profession’s skills are all done. Even if it takes years, it’ll happen.
And what a grand day that will be, when 99% of dungeon/fractal pugs get a bit of a harsh shock of reality in regards to their knowledge and skill in this game.
Please give 1 example where it’s actually faster and more efficient to stack a boss in a corner. The stacking in a corner meta was fixed when we stopped taking 3 warriors and FGS was nerfed.
Golems in SE P1 and CoE all paths. Subject Alpha otherwise he moves around (backs up until pinned against something). Also easier to dodge forward into the wall to prevent him from moving.
Litearlly no group worth their salt stacks in the corner for the SE1 golems.
And same goes for Alpha.
Alpha fun fact – Did you know he’s actually more dangerous to stack in the corner for alpha? His stone tooth skill is a targetted cone, when you all cuddle in front of him you all can tank the damage.
And if you can dodge through alpha to keep him more or less locked into the spot where he spawns.
Both just really, really poor examples of where it’s better, becasue it isn’t.
It’s more efficient to cleave/burst them all at once that one by one. It’s been awhile since I’ve run dungeons but I vaguely remember at least one of the golems being ranged. You corner stack to ball them up.
I’ve been in groups which have someone who dodges backwards and occasionally messes things up with an ill-timed crystal prison thing or he moves after them. I’ve also fought Subject Alpha with everyone stacked on him in melee but he keeps moving around. The cone earth attack if his really isn’t an issue.
Also keep in mind that I’m not saying it’s the best thing to do blindly for every single encounter in the dungeons.
You can mesmer pull or have a guard pull them all together and burst them on the spot so easily there is no real excuse for the corner stack what so ever.
And Alpha, you can burst him almost to 0 so easily him running around like a chicken should almost never happen at all.
When you mention these stack spots are you talking about pugging or running with people who, to be blunt, aren’t bad? Because I guess I can see these being a bit useful for really badly optimised groups with pitiful dps or for low skill players.
But yeah in general real no excuse what so ever. Like pretty much every stack spot is a remnent of a time long ago, and the sad thing is I willing to bet 99% of pug players or guilds who use the pug stack spots have literally no idea why they do it.
Please give 1 example where it’s actually faster and more efficient to stack a boss in a corner. The stacking in a corner meta was fixed when we stopped taking 3 warriors and FGS was nerfed.
Golems in SE P1 and CoE all paths. Subject Alpha otherwise he moves around (backs up until pinned against something). Also easier to dodge forward into the wall to prevent him from moving.
Litearlly no group worth their salt stacks in the corner for the SE1 golems.
And same goes for Alpha.
Alpha fun fact – Did you know he’s actually more dangerous to stack in the corner for alpha? His stone tooth skill is a targetted cone, when you all cuddle in front of him you all can tank the damage.
And if you can dodge through alpha to keep him more or less locked into the spot where he spawns.
Both just really, really poor examples of where it’s better, becasue it isn’t.
The skill really did seem truely lackluster lol
Actually, I’m suprised there isn’t a trait that revolves around upkeep skills in the Invocation trait line seeming it’s the general class line. Like it would give each one an additional effect on energy depletion tick.
Jalis – Vengeful hammers: Applies protection
Ventari – Protectice solace: Applies vigor
Mallyx – Embrace the darkness: Applies resistance maybe?
Shiro – Impossible odds: I dunno
But you get the idea.
Given how the 4 original legends have an upkeep, it almost feels like a rev ‘thing’ so I also wouldn’t be suprised if Glint + future legends all have one aswell.
Don’t forget if you run axe OH you don’t get the bonus fero from the duel weild trait.
Plus axe OH skills are pretty useless. You want to open with sword 3, then just use 1 over and over (best dps skill and no energy cost).
Temporal rift is a waste of energy, while Grasping Shadow may be useful to grab an enemy and do Unrelenting Assault full damage on it.
Talking about pve.
Yeah, at the moment there is no real use for the axe. Sure there might be a few areas where the small pull might be useful, but every party runs with a guard anyway or a mesmer which does it better. It’s just lost fero for no gain lol
I don’t even get why Hammers is even apart of Jalis skill set. The legend is around tanking. Then there is this weird low dps skill that doesn’t provide any form of defense.
It’s just really weird and oddly pushed into a defense legend. It should have a small duration protection proc every time one of the spinning hammers connects on an enemy or a cripple.
At least then it fits more into defensive set.
Don’t forget if you run axe OH you don’t get the bonus fero from the duel weild trait.
It has been 16 days since last word.
Any more news?
People still don’t get it?
The base is for free, the exansion would be 50 with or without it.
They just used dodgy wording when they first came out with the prepurchase and now people wont get over it.
man you should check out the dungeon forums. They have an insane number of reds
They are necrod threads.
It would help if you open them to see or use the dev tracker function on the forums.
This is a strange concept to probably lots of mmo players, but…BUT you CAN play a class based on something called personal prefernce! : O! Who wouda guessed!
I really hate the “welp I guess I’m going to reroll when X comes out because it’s better than Y, which is what I play!” crowd, absolutely hate the vast majority of them.
Like someone else said, is clearing a dungeon or a fractal freaking 2 minutes faster really worth dropping a class you enjoy for something else that you have less fun on just because it’s a bit better in certain situations or aspects?
I really don’t understand why this phenomenon even exists.
And slightly off topic, but it’s staggering how many comments I’ve read about people comparting Rev to their main class because alot of these times it becomes horribly apprent they aren’t even fully aware of what their own class can do.
It actually will have a 1/2s cast time in the iteration you all get to play, the video didn’t have the latest version.
You have to hit so there is play to it, but the reward is high as it’s good added spike as well as healing.
I like the idea of it, deal damage as you siphon life. But I think the cooldown is a bit high, for a skill with such a high risk to it, I think 30 seconds CD isn’t that good.
Switch legend and use the other heal skill. problem solved.
That’s missing the point, is it not? From your comment I gather you aren’t even aware of the problem you’ve just reinforced.
Lol.
I’m well aware. I’m just disagreeing with you.
No other class gets access to two separate healing skills. If the cooldown of the one is too bad, thats ok, if you like the effect, because you still have your second healing skill.
So really, I’m not sure what point you are trying to make.
Ah, the old 2 healing skills! thing.
I’d imagne they will be tuned to be roughly equal with other classes heals in the end. Just because you have 2 heals to use doesn’t mean it will end up being more healing in burst or steady hps at all.
Anyway what I was generally getting at is if the heal is a bit too situational that it requires you to ignore it and swap it’s just a little bit worrying on how pratical it’s going to be. You get my point?
I do. I disagree with it, but I do.
BTW, if they do tune them down, as I expect they will, I think your point will be more valid. But I dont see it all that situational. I run vampiric style builds for necro all the time, and so this heal I think is just as good a concept… kinda like troll ungent too, or AED. Designed to activate them before the last second, rather than AT the last second. Several heals fit that description, and I think they’re all just fine.
In some matchups a Shiro rev will have a hard time possibly just because of how the way the heal skill is designed. Like I said if you have to 1v1 something really bursty for what ever reason and half of your hp just vanishes, then your heal relies you to be aggressive which isn’t always going to be a great idea just after half your hp has been smashed in one combo. You’re going to go defensive. So what then? Swap legend and use that heal skill. But then if they tune it so both heals are roughly similar to the single heals of other classes you’d end up with say, just over half a heal. Factor in some poison on top of that you’re looking like less.
The heal would be great against an attrition build though. And for adding some ‘yolo’ dps to a burst.
So yeah thinking about it, I guess it’s fine. Just got to be a little bit cautious. But I do think this heal has a small bit of potential to really make some matchups way to punishing for a damage orientated Shiro rev because of the previous comments I just made.
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It actually will have a 1/2s cast time in the iteration you all get to play, the video didn’t have the latest version.
You have to hit so there is play to it, but the reward is high as it’s good added spike as well as healing.
I like the idea of it, deal damage as you siphon life. But I think the cooldown is a bit high, for a skill with such a high risk to it, I think 30 seconds CD isn’t that good.
Switch legend and use the other heal skill. problem solved.
That’s missing the point, is it not? From your comment I gather you aren’t even aware of the problem you’ve just reinforced.
Lol.
I’m well aware. I’m just disagreeing with you.
No other class gets access to two separate healing skills. If the cooldown of the one is too bad, thats ok, if you like the effect, because you still have your second healing skill.
So really, I’m not sure what point you are trying to make.
Ah, the old 2 healing skills! thing.
I’d imagne they will be tuned to be roughly equal with other classes heals in the end. Just because you have 2 heals to use doesn’t mean it will end up being more healing in burst or steady hps at all.
Anyway what I was generally getting at is if the heal is a bit too situational that it can require you to ignore it and swap it’s just a little bit worrying on how pratical it’s going to be. You get my point?
I sort of like the skill though, adds dps to some hps in sustain only fights, it’s not going to do anything to the likes of a mesmer chunking you for 2/3rd of your life with a stealth shatter.
Trying to compare classes with completely different skills, mechanics, cooldowns, scaling etc is sometimes completely fine for the sake of pointing out balance flaws etc.
But in general it’s just silly whining with absolutely no thought about the grand scheme of the classes.
When ever I read Mallyx is a better Necro than….Necro! I just facepalm so incredably hard I’m actually suprised I’m sill breathing.
You can’t compare a whole freaking class to one set of 4 utility skills that CAN’T BE CHANGED.
Same goes with RIP Guardian comments.
Just stop it for the love jeebus.
It actually will have a 1/2s cast time in the iteration you all get to play, the video didn’t have the latest version.
You have to hit so there is play to it, but the reward is high as it’s good added spike as well as healing.
I like the idea of it, deal damage as you siphon life. But I think the cooldown is a bit high, for a skill with such a high risk to it, I think 30 seconds CD isn’t that good.
Switch legend and use the other heal skill. problem solved.
That’s missing the point, is it not? From your comment I gather you aren’t even aware of the problem you’ve just reinforced.
Lol.
Feedback on these changes:
Staff: 4 – The animtion fits a blast finisher perfectly…make it happen!
Hammer: 3+5 – Suprised there hasn’t been a casting time reduction. You want them to feel slow and powerful and that’s ok, but these are still just too slow to realistically be praticale when used to attack something other than a stationary target.
Boons – Maybe this is perhaps the elite specs ‘thing’ but the core legends and spec lines provide pratically no aegis, no vigor, no protection.
Jalis – Rite of the Great Dwarf seems to be a pre-emptive defense, the problem is the class doens’t have any real way of counterattacking massive burst pressure on anything other than Shiro who has the built in evade and sword OHf or the block.
I fear if you aren’t a Shiro user not a OH sword user you are just horribly prone to focus fire. I feel as if the Jalis elite should act similar to shelter when you are channeling it, with this addition feel free to nerf the damage reduction after effect or what ever you feel is right.
Swirly hammers – Maybe add a low duration cripple to each hit of the spinning hammers.
Mallyx – I still feel it needs longer duration resistance on it, for a legend that is about manipulation and control of conditions the resistance you have access to you feels a little too low personally.
Retribution: Has traits to do with retaliation, when the class doesn’t really have a great deal of retal generation. (Unless I’m kitten ing and forgetting something)
Corruption: A trait that increases poison duration, when literally the only poison the class has access to is on the 3rd hit portion of the mace auto attack. Feels really random and a bit useless.
Just some general feedback.
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But Mesmer is getting shield, and everyone seems to be convinced that they are going to give each class a unique weapon.
If that’s the case, wouldn’t the shield skills just come from a time when maybe they was brainstorming general weapons but decided on giving mesmer the shield instead or something? I don’t know how putting data into a client works but maybe the shield skills are just lumped into one piece of data or something with the rest?
What I mean is maybe they just didn’t remove the specific shield skills for what ever reason.
Bur the Glint esque shield…no idea. Could just be coincidence that it was put into the game at the same time as the supposed elite weapons.
But I personally don’t mind if it’s dagger or shield tbh, I like both.
I really, REALLY agree and LOVE the idea of legends affecting weapons. It’s just a great idea all around.
Gives the legends more flavour, with a much stronger ‘feel’ as they directly empower your weapons aswell.
Yeah honestly this would be such a great addition to the class.
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Here’s hoping for dual sword
well from the datamined skills we got a mainhand sword an an offhand dagger
http://i.imgur.com/SjX7u2A.png
But yeh.. staff was also datamined as a dps weapon and now its…well… just take it with a grain of salt..lets leave it at this
I believe with the last round of data mining the OH dagger was changed to swords.
Axe – Reduce the cd or allow it to be ground target
Staff – Reduce the cd or make it move you further
Hammer – Don’t make the return forced, allow us to re-use the skill to return aka shadowstep
Also I’d imagne Shiro and/or Glint with have some movement skill attached to them
Love all the feedback in the OP besides maybe mace 2 with the 8 sec CD with the 6 sec duration.
Not because it’s too strong, but because of how fast people can get out of it.
You put down the field, they walk out of it and even cripple they would barely take any damage really.
I prefer the low CD spammable version so you can keep reacting to peoples movement alot more.
But I do agree it’s weak in damage.
I agree, it should auto summon and follow you.
Also why are some of you ganging up on Julie Yann?
She exaggerated a little in some comments but technically everything she said is true. You really don’t need to have things like vigour/protection/aegis and whatnot provided you know when to evade/block yourself.
I just find it kind of peculiar to read her type a comment like that which is technically true, then see someone reply to her and claim it to be the stupidest thing they’ve ever read. Excuse me?
-shrugs-
I guess you was talking about my comments.
When people say it’s not 100% needed, I said I agree it’s true. You absolutely don’t need it to complete anything. But it irks me horribly when people try to give off the vibe that they don’t ever get help from these defensives because l2p and DODGE! , or saying it isn’t meaningful (forgot the wording they used)
They would have been saved, hundreds, if not thousends of times during the course of the game by these things. But it’s not meaningful right?
Maybe I just missed the point they was making or something, I was tired during my comments.
If I missed any point that was being made forgive me.
But yeh, I don’t get why people act like these defenses are borderline useless when it’s the complete opposite.
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Mmm. So if none of that is support, what is support? Just healing? Ventari tablet woosh woosh and PvE is magically fixed?
I didn’t say it wasn’t support, I said that in the current state of PvE anything outside of more DPS, wall, and occasional stability isn’t needed or isn’t meaningful and the I hope things will change with HoT and builds other than pure DPS will have more importance.
Soooo….the condi clear in some dungeons isn’t meaningful?
So the aegis that just saved you from being downed by Archdiviner isn’t meaningful?
The protection that was the sole reason you wasn’t killed by Ginva auto attack isn’t meaningful?
The vigor you have that enabled you to dodge a Mossman axe isn’t meaningful?
You get my point, right?
Condi clear? Every class has enough condi clear to cover handle those without losing much DPS. Having a support build on you team to do it for you isn’t needed.
People complete dungeon runs without guardians or access to aegis all the time so it is irrelevant.
Protection, if you get kill be AA you need to l2p.
Vigor, if you know what to dodge and not randomly spam it, you’ll have plenty of endurance you dodge the axe.
You get my point?
Currently, support roles have no real importance.
I’m not argueing for a direct full support role (as in going balls deep support or what ever)
I’m just saying, if you think protection really has no use, or doesn’t help you, or if vigor doesn’t help you, aegis doesn’t ever save you etc then you must be playing on god tier level.
Please, don’t act like you’ve never been helped by any of this.
Just stop.
Edit: Just because a certain type of defense isn’t 100% needed doesn’t make it bad, or not meaningful. Just….sigh.
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I was kind of sad when I read Robert Gee (seemingly) doesn’t have the direct hands on approach to the Rev.
Sure I’d imagne most of the devs discuss ideas on what to do with the class and all specs as I hardly doubt each dev goes to his own little corner to work on their own thing, they are bound to be open and share ideas.
But yeah, if I could have chosen a dev to be ‘the rev guy’ Robert Gee would win my vote hands down.
Mmm. So if none of that is support, what is support? Just healing? Ventari tablet woosh woosh and PvE is magically fixed?
I didn’t say it wasn’t support, I said that in the current state of PvE anything outside of more DPS, wall, and occasional stability isn’t needed or isn’t meaningful and the I hope things will change with HoT and builds other than pure DPS will have more importance.
Soooo….the condi clear in some dungeons isn’t meaningful?
So the aegis that just saved you from being downed by Archdiviner isn’t meaningful?
The protection that was the sole reason you wasn’t killed by Ginva auto attack isn’t meaningful?
The vigor you have that enabled you to dodge a Mossman axe isn’t meaningful?
Chaining blinds on dangerous trash isn’t meaningful?
Clearing defiance stacks on some dangerous bosses isn’t meaningful?
You get my point, right?
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Mmm. So if none of that is support, what is support? Just healing? Ventari tablet woosh woosh and PvE is magically fixed?
People can’t break away from the WoW trinity mindset.
It’s sad, but it’s true.
IF I CAN’T STAND HERE AND HEAL DAMAGE THAT YOU’VE FACE TANKED IT’S NOT SUPPORT HURRR DURRR.
Pls.
Just, pls.
My opinion differs, Julie. I prefer bursty damage I have to avoid by working with my team. It requires more attention and knowledge of enemies and mechanics.
Edit to your edit: support and CC are of vital importance now.
CC is pretty much useless except for a very few encounters. Support other than might stacks and the occasional wall or stability is also not really needed. PvE as it is now is pretty boring especially once you memorized the fight. Nuking a boss in under 30 seconds is not what I would call engaging.
This is true if you pretend that fury, aegis, dodge, vigor, evade, blind, CC-to-strip-defiance, banners, Spotter+Frost Spirit, projectile denial, and the occasional protection don’t exist.
I probably missed a bunch too.
dodge? not a support skill
evade? another word for dodge
vigor? not needed if you know when to dodge
ageis? not needed if you know when to dodge
Blind? not needed if you know when to dodge
protection? not needed if you know when to dodge and useless vs cheap 1 shot mechanics anyways
CC to strip defiance? Boss usually dies before that happensWhat are banners for? more DPS
What is fury for? more DPS
Spotter/frost spirit? more DPS
projectile denial? I did say wall
The extent of relevant support in current PvE is MOAR DPS skills and wall.But we are getting off topic, sorry for derailing the thread.
This is some of the stupidest comments I’ve ever witnessed when it comes to this arguement. Honestly.
You have seriously no understanding of PvE what so ever.
You give me the impression that the things that are defensive in nature aren’t really supporting just because you can dodge?
This is what your attitude with your previous comments makes me think.
You can’t describe it in two words.
It’s fun and interesting but it’s riddled with design flaws. : /
Note: This could end up being rather strong, or even overpowered once we have access to the last spec and the elite spec which then has gone through a series of balance passes.
I foresee a problem of legend camping, due to having only one weapon which are clearly designed to go with a certain legend.
Example: Condi Rev – mace/axe – Malyx/Jalis (at the moment, condi rev doesn’t seem to do no where near as much condi damage as other classes prominent condition builds)
So you’re in Malyx using the elite to fuel your conditions, you’re using the confusion skill, and the displacement for extra torment, now the problem is if you need to swap to Jalis for the stab or taunt for an interrupt you’ve just lost alot of dps, because the other legends does not provide any conditions what so ever, and given the fact the weapons themselves don’t provide much in themselves it at the moment feels really taxing to leave Malyx, as you lose resistance, pressure, etc.
Same could be said about any specific playstyle you’ve built for off the top of my mind.
I believe at the moment, and this could change, that Rev needs a 5 second legend swap to help mitigate alot of this pressure to camp. I’ve asked general Twich chats this and it seems to be universally agreed upon whilst discussing the class and it’s issue with the streamers.
Thoughts?
If anyone thinks Rev is currently doing good sustained dps, whether it’s condi or power they are 100% playing in a very low tier of PvE/PvP where every build that is being used around them is absolutely horribly optimised.
I guess you could see how a Revs damage is good sustained compared to the Sentinals mace warrior.
I think the Ventari tablet should follow you without needing to be constantly commanded in order for it to keep up with your current location in PvP.
The 6th skill should stay the same. So you still command it to pass through allies to heal, with the heal being weaker with the tablet giving a constant heal tick like healing signet to yourself only perhaps.
Or something along these lines.
After trying Ventari, reading some feedback, watching Twitch streams and reading comments made there regarding Ventari, it has been consistantly brought up that the 6th skill feels really impratical during the chaos of Gw2 combat.
P.S My suggestion probably sucks, but you get the point in that the 6th skill is….yeah to pratically use.
Unyielding Anguish << This skill highly requires some cooldown implemented!!! On PvP people are being thrown around like toys by just one Revenant, who spams it!!!
I think this skill shouldn’t displace enemies at all. It’s so totally obnoxious.
My general Ventari/staff feedback.
I still would really like some sort of reworking of the tablet control system.
It feels like they’ve tried to make the Rev different from the other classes for the sake of doing it.
Like melee staff!
Ranged hammer!
(Both of which are not a problem, but you get my point. Trying to make the new kid on the block a special snowflake)
Then they give Ventari this controllable iPad to command around. Without taking the class into PvP you can obviously see trying to micromanaging this things postion is just (likely, imo) to cause more headache and annoyance over anything else. Sure it promotes a little skill I guess with it being a skillshot, but is it really worth it? To make a whole legends mechanic really gimmicky, clumsy, and clunky just to try and make it stick out?
What happens if you are being chased off node, you’re low on health, condis eating at you, you’re dodging vital attacks like a mad man, whilst trying to spam the iPad through your character for the heal.
If you are not being focused in a team fight on node, and your allies are clumped up sure you’d be able to send it majestically through them for some heals. But otherwise it’s just irratable.
I’d prefer it if the tablet was like it is now, untargettable, unkillable, but it isn’t moveable, the skill 6 being like a regular heal. The tablet is attached to your characters model sort of thing, similar to how the Engineer drones in the HoT cinematic appeared to be apart of the Engineers model its self, and not a secondary extension.
And not to mention the fact you have to summon the tablet before you can even use it, now if you get suddenlty bursted that extra time to summon and then use it to heal can make the difference between being killed or suviving.
That’s my little feedback on Ventari.
Staff:
I really enjoy the staff. The damage felt absolutely awful, but I gather that this issue is because it’s aimed to be Ventaris support weapon.
But the staff auto healing orbs also felt clumsy aswell, sorta. What happens if you’re attacking and moving and they are spawning in directions you aren’t moving in? I’d prefer is the auto chain ended with a small PBAoE heal.
I don’t get how they want these little orbs and click to move mechanics, they aren’t exactly skillful, well, they are, but no where near enough nor fun to warrant the annoyance of it.
My feedback so far.
(edited by Khenzo.2465)
You have to hit so there is play to it, but the reward is high as it’s good added spike as well as healing.