Showing Posts For Manarain.7940:
Fair points, but please look at the facts before you claim my argument is flawed. to say Balanced Stance from warrior is comparable to the level of stability application that a rev can get is a bit mis-leading, Balanced stance is a reactive stun break with swiftenss and 5 stability stacks for 8 seconds. If the devs made your dodge roll on rev a stun break then yes we can have this conversation but as it is, it doesn’t change my argument or point to a flaw in my dialogue. It’s not “The limited acess to stab” it’s “How the stab is applied”
Speaking of looking at the facts, I never at any point claim that Warrior’s Balanced Stance is comparable to the level of stability application that a Revenant can get. What I said was that Warriors “only” get Balanced Stance, which even despite everything you list is not enough by itself to be functional in WvW and still ultimately requires a Guardian. Unless you are filling the group with 4 Warriors and 1 Guardian, that means you will still need a second Guardian for Stability to cover Stability for everyone because Guardians are the only class that are capable of generating two AOE Stabilities at this time on reasonable cool downs (which removes Tempest Armor of Earth + Heat Sync) and a useful form of Stability (which removes Revenant Jalis Inspiring Reinforcements).
You make very valid points but I have to ask would taking rev frontline just to be a boon extender really make it viable as compared to midline or backline? why? where, in your opinion, which you did not answer from what I read, does the rev fall into being the most useful? Still a very thoughtful response, thanks!
I really only try to discuss the facts of the matter and let people form their own opinions.
Back line Revenant largely plays like a janky Necromancer at this time. The only reliable stun break is in Shiro with Riposting Shadows. So when you get caught by Static, and you will, the only option is to retreat backwards usually which puts you into an odd position at times depending on how WvW is going. Going Shiro means you have a weaker heal which if paired with Glint means no Retribution and/or Invocation as well as not having access to a strong flat heal. Glint’s heal can be unreliable if you don’t have it up and prepped especially in 3 way battles when the server lags, it never will prep/activate and you’ll die. This largely leaves Jalis as your alternative which is largely useless for back line but will give you more access to stun break with Rite and minor Condi management with Soothing Stone.
The biggest issue is the Hammer itself. There are a large number of bugs for Hammer that when in bad scenarios can basically leave you without DPS. Roy is aware of these but I am not 100% hopeful for a fix by live. Issues like damage not going to the full display area (or 1200 range) for CORuin as well as Phase Smash not working at all on the Z axis leaves you with some very limited options. I’ve seen some defense fights where you hold the top of the stairs and you simply can’t fire down because CORuin actually stops after the first effect due to the incline (you must be on an incline/stairs for it to go all the way down which puts you into haze range). Now when the damage is there, it’s totally there and it’s rocking. I’ve done up to 14k hits on people cause it got timed perfectly and they got hit twice with CORuin and instantly downed.
So…. is your argument that it’s not a WvW class since it doesn’t fit into the current paradigm?
Tomes of Knowledge and A Few Questions I Had
in Guild Wars 2: Heart of Thorns
Posted by: Manarain.7940
In game I keep hearing a rumor that Anet is thinking about putting a CoolDown on how many Tomes you can use in a day. People in game were saying 1 a day. Can anyone confirm or deny this? (Hopefully deny)
Also, does anyone think they’re going to hint or reveal any of the new rune sets coming into the game with HoT?
Your stability argument is flawed because really no class in this game gets enough Stability on their own. Even Warriors only get Balanced Stance (self only). Generally speaking every front line group is going to need 2 Guardians to function properly in heavy CC because Arena Net refuses to see the problem (CC’s with unlimited ability to do CC) or do anything about it (give them limited charges or more classes with more Stability). With Warrior in the party, for banners, that leaves 2 open slots. Traditionally you put your Necromancers in these 2 slots because they’re the only class (in GWEN) that, by itself, gets zero stability (Elementalists can run triple cantrip and be 100% fine in their own party).
Fair points, but please look at the facts before you claim my argument is flawed. to say Balanced Stance from warrior is comparable to the level of stability application that a rev can get is a bit mis-leading, Balanced stance is a reactive stun break with swiftenss and 5 stability stacks for 8 seconds. If the devs made your dodge roll on rev a stun break then yes we can have this conversation but as it is, it doesn’t change my argument or point to a flaw in my dialogue. It’s not “The limited acess to stab” it’s “How the stab is applied”
You make very valid points but I have to ask would taking rev frontline just to be a boon extender really make it viable as compared to midline or backline? why? where, in your opinion, which you did not answer from what I read, does the rev fall into being the most useful? Still a very thoughtful response, thanks!
“The issue with jalis is that unlike all of the other stances it’s skills are not truly useful in all game modes.”.
Yes but at the same time its not just game mode. Jalis skills are just a mess in any game mode. Road is restricted to a small stacked space. Vengeful hammers force you to be in the middle of a field/wide open area or they wont work. Taunt is very very situational. Elite is only one that kind of carries over. So yes its based on game mode but even then… it just lacks any semblance of synergy between skills. All of its skills basically counteract eachother.
-If I use any skill it leaves no energy for elite. (not dissing the elite, its good I’m just making synergy observation)
-If I use road, it wont really work unless I’m stacking so hammers would be pointless.
-If I use hammers, the opposite applies where stacking doesn’t work because terrain destroys them.
-I guess taunt can be used with other skills… but nonetheless it is probably one of the most situational skills in the game. Useless in pve, useless in wvw, and just meh in pvp.
I second this
Hello All!
I’ve been curious about how the forum community views the Revenant in WvW.
What position in a zerg would suit this class the most? Why?
How does it fit into the current GWENN meta? How does it fit into the pirate ship meta? Is there a place for it at all within these paradigms?
This is my answer to these questions just to kick off discussion:
The position I see the revenant as having the most strengths within this game type would be a midline/ganking class to backline support/heavy damage class. Why? Playing into the class’ strengths, Hammer is good (really good) in zerg vs. zerg open field engagements. Coalescence of Ruin is terrifying when used in a way that is not encumbered by the toughness gear most frontline classes need. This means that you could run zerk in a backline setting and just destroy, also you can use the same setup and armor for roaming and ganking on the sidelines. Another reason that I believe Revenant is not comparable to the “more traditional” frontline classes is it’s access to stability. The main access being the trait Unwavering Avoidance paired with Enhanced Bulwark. I’m not saying these traits are bad, it’s just that pairing this at the end of a dodge roll means that you have to waste a dodge roll before the actual engagement before you can reaper any benefit from the dodger roll itself. You cannot dodge through a Static Field, Unsteady Ground, or Line of Warding which are the most common interrupts in a zerg vs. zerg setting. By dodging away from these puts you further away from the melee train.This means that you have to depend on the guardians for reliable pre-engagement stability pushing one of the meta classes out of the line-up (I say you push out ele, but the better option would be to replace the ele with another guard, making a GGWNN set-up because Rev is just not as good as guard for giving stab).
While there are more reasons I really want to hear what the general consensus is, maybe someone could change my mind. Just curious!
solid post, I haven’t been able to read all of it so I’ve been picking and choosing areas to comment on.
I agree with the usability of Coalescence of Ruin (which is arguable the best skill on hammer atm).
I also agree with you comments about Jalis, it’s just in PvE I don’t see a use atm for this legend. Once we experience content that actually makes us tank damage then I’ll consider it’s validity.
Responded for Profession Passion!
The thing is I didn’t run jalis stance
Best response in a thread about Jalis.
But about the stability information, I liken the revenant’s access to stability a bit on par with mesmer’s access to stability,
http://wiki.guildwars2.com/wiki/Power_Break
http://wiki.guildwars2.com/wiki/Bountiful_Disillusionment,
and an example of running mesmer as frontline in WvW. Instead of being a frontline class, mesmer is absolutely amazing at mid to backline roles. I’m not saying it can’t be done, I’m just saying it’s not great. The same can be said about revenant, frontline rev is fun but hammer mid to backline pressure/support is so much better than running it as a frontline brawler.
But this thread is about Jalis and this kind of comment should be put into new thread if you want to talk about WvW role definition.
I know I’m in the minority while I post this comment but I hate, HATE, Jalis. Not from a “roles” standpoint, it just feels clunky to me. Too much CC in WvW making rev not a great frontline class.
If RotGD worked more like an ele’s Armor of Earth and Vengeful Hammers was lowered to -6 degen instead of -7, I would like it much more.
Also Inspiring Reinforcement needs help (longer stab or faster application)… just something.
I say these things knowing my bias against Dwarf Stance #JalisMakinMeHateDoorfs
I do want to craft another legendary before HoT though, but not sure which.
Why don’t you just wait until the new legendaries come out? I’m holding off on making Bolt for this exact reason.
But other than that I’m totally ready!
You’re the greatest ever
Beta just Started, I’m in Glint. I can’t find or use the Facet of Nature….. What Do?
Warrior is still King by far during combat and especially for groups. Also there were some Necro builds that could selfstack 25 might even easier with the Reaper traits.
the change is what we asked for and is very good. Imagine vengeful hammers+protection+Jalis elite. I can’t think of anything more tanly in this game, and that’s exactly what Jalis is supposed to be. If you want damage you have Shiro, Glint, Mallyx.
You misunderstand, my main concern with Vengeful Hammers was the fact that it was effected by terrain and that it could be reflected/negated because they were/are projectiles. Like I said, it’s a nice change, no one is arguing that fact.
That is probably a bug. It can’t be working as intended.
Inspiring reinforcement was OP. However I wouldn’t mind that skil lto act faster now. 2 seconds for that low stability is too much.
I do hate to harp on it, but if it’s a bug it’s a known bug from over a month ago.
https://forum-en.gw2archive.eu/forum/game/hot/Vengeful-Hammer-keeps-turning-off/first#post5275949
I believe I read somewhere that they wanted the hammers to act as a projectile to promote counter play? But I have no citation.
the change is what we asked for and is very good. Imagine vengeful hammers+protection+Jalis elite. I can’t think of anything more tanly in this game, and that’s exactly what Jalis is supposed to be. If you want damage you have Shiro, Glint, Mallyx.
You misunderstand, my main concern with Vengeful Hammers was the fact that it was effected by terrain and that it could be reflected/negated because they were/are projectiles. Like I said, it’s a nice change, no one is arguing that fact.
As of this moment, I feel that the change to Vengeful Hammers is not enough to save the Dwarf Stance. This is a nice change but I’m not going to run an entire utility bar for 1 pleasant skill, especially when compared to the boons on Glint or the Evade/Stunbreak and movement on Shiro. Also I don’t believe anyone has asked yet if these hammers can be destroyed or reflected because even with a nerfed range the fact that this skill will cancel itself if you’re close to changes in terrain or a wall makes the micro managing of this skill unappealing (at least to me).
In terms of Jalis specifically, the nerf to Inspiring Reinforcement and no change to Forced Engagement make the legend even more wonky than before. The nerf to Inspiring Reinforcement can be justified but I firmly believe the nerf was too harsh in it’s Boon’s duration unless it ticks faster.
The Elite needed a faster activation but I think the problem with the skill is the style of gameplay that it promotes. Currently there is this feeling of popping for the initial engagement in a fight so that you have protection from opening burst; however the fact that it’s a stun break gives it a reserved attribute so that you could pop it when you’re in trouble. The problem with this is that you are susceptible to subsequent stuns (sometimes interrupting the initial cast with no payout at all other than the stun break) meaning it needs to be accompanied by the use of Inspiring Reinforcement to promote a sense of safety and the likelyhood that you have 70 energy to cast both when you’re trying to escape and reset is minimal.
Of course we don’t know how everything will play out, and these are just my opinions. Would love to hear what other people have to think!
In my opinion the balance team as a whole needs to look at this skill not just the individuals working on the Revenant, because if stealth is ever crippled the main defensive tools for two professions are hard countered.
I’ve seen some pretty dope Mesmer builds that don’t rely on stealth (in WvW at least) and as for thief, this class has some of the best evade and movement skills in the game.
At the end of the day this reveal skill will make it so that Thieves and Mesmers will have to play keep away for 5 seconds, which they will probably be able to do… easily.
Yes it does heal you. The heal was small so we’ll see how it gets balanced in the future. Either the scaling is going to increase or something. it only healed for about 1400 on Rubi but Idk what gear he was running.
In the clips I was using marauder amulet, I don’t think I had any healing power stats.
Ah thank you! (imo) 1400 is pretty decent without healing power then
So, if I’m reading this correctly. “Using a shield skill will increase boon duration” and it’ll increase by a flat 2 seconds?
Does this trait work like Sand Squall from the Tempest? Does it increase the boon duration on allies by a flat 2 seconds/ How does if judge who’s effected? (Like Skill 5)
(edited by Manarain.7940)
“Invoking a legend will now have a 10 second recharge while out of combat.”
So, would this prevent us from swapping out a legend while we’re out of combat until the 10 second cooldown is off?
Excellent changes. Glad to see Maniacal Persistence buffed
Yes it does heal you. The heal was small so we’ll see how it gets balanced in the future. Either the scaling is going to increase or something. it only healed for about 1400 on Rubi but Idk what gear he was running.
The problem with “just” lowering the energy costs is that it doesn’t promote active game play. Comparing Revenant to Thief, (I know it’s two completely different worlds) every single trait that effects Initiative is for initiative gain (not initiative loss or a reduction on the amount of initiative used). If they lowered just 1 skill on thief to use less initiative the entire class would have to be re-worked because that is the basis for that professions skills. To say that you want to reduce the energy costs is just like saying that we should reduce initiative. I firmly believe that any changes that will be made to energy should promote Energy Gain rather than energy loss because anything less (at least to me) would make the class seem ashamed of it’s profession mechanic rather than using it as part of the class’ charm
Hmm. That’s a good point. I would like to see some skills/traits that help to promote Energy Gain too myself.
The problem is that these skills/traits would then become “required” and ultimately force specific builds as oppose to being freeform. The mechanic should really be baseline or if implemented, needs to be broad and wide across all trait lines.
This. This right here just reinforces my original post about how it should be based on Trait line. (Think Elementalist cooldowns and how those are connected to the element/Trait line associated with it. Then think about how Revenant trait lines have legend specific Traits.) I’m not saying these traits should change, I’m just saying they should have an *added functionality of “% energy return on skill usage”
Or, as I inputted before, have a flat energy gain on all WS #5’s.
Having a flat energy gain means different things on different legends, 15 energy means more on say Demon Stance (Which has a relatively even distribution of energy allocation) than it does on say Dwarf Stance (Which has a few high energy cost skills). Also if you have variable energy gains on different weapons, that shows biased towards those weapons when they’re applied to individual stances. “Example: I use Hammer rather than Sword with Jalis because it gives me more energy to cast Forced Engagement” Also you run into the issue of necessity. Do you want be forced to cast a skill when you’re low on energy just because it has some energy gain attached to it? Also what if the skill doesn’t connect? what about it the target was invulnerable? no damage but energy gain doesn’t seem balanced (Imo).
I would not change the energy system but I would build upon it. I outlined what I would do in another thread, but basically I would Add to previously existing traits that apply to specific legends a skill fact that would “Return energy as a percentage of energy used.” This way there could be more balance and control based on trait lines that will be used anyway for builds revolving around particular legends. Also another thing to remember is that Traits can be changed out of combat (so if I manage the energy well enough on a particular legend or I want to use another trait this can be addressed specifically player by player.)
Looking at the energy system my arguing points are thusly:
A. Promote positive energy gains through active gameplay making traits that focus on an energy threshold more useful and planned out. These traits being: Equilibrium, Charged Mists, Shrouding Mists and any others that will be added.
B. Create a sense of Active Participation in the class mechanic. I find it very odd that this is the only profession in Guild Wars 2 that doesn’t have a “reduce cooldowns” trait OR “Gain Energy (Initiative)” trait. The absence of this leads to passive gameplay in order to reserve energy.
C. The problems with adding energy gain to auto-attacks is that it doesn’t change what we would be doing anyway under the current system, also what if the attack doesn’t connect or the target is in stealth (I believe the problem is a bit more nuanced.) The main problem of reducing the cooldowns of the skills means an entire re-balance of the class (Think about if you reduced initiative cost of Heatseeker on thief?)
I feel like it’s a missed opportunity to not implement something as refined as the Elementalist “reduced skill cooldowns based on attunement and trait line” (Fire reduces fire cooldowns AND provides a benefit/ Water reduces water cooldowns AND provides another benefit) or Thief “Gain initiative using X or doing Y” (Traits like Preparedness, Quick Pockets, Upper Hand, Kleptomaniac, and Shadow’s Rejuvenation.)
All of this being said, even if no changes happen to the revenant energy system I’m still going to main the class in HoT because it definitely fills the niche that I wanted in GW2 and I think Roy has done an absolutely CRACKERJACK job of the profession creation and balance.
(edit for spacing)
The problem with “just” lowering the energy costs is that it doesn’t promote active game play. Comparing Revenant to Thief, (I know it’s two completely different worlds) every single trait that effects Initiative is for initiative gain (not initiative loss or a reduction on the amount of initiative used). If they lowered just 1 skill on thief to use less initiative the entire class would have to be re-worked because that is the basis for that professions skills. To say that you want to reduce the energy costs is just like saying that we should reduce initiative. I firmly believe that any changes that will be made to energy should promote Energy Gain rather than energy loss because anything less (at least to me) would make the class seem ashamed of it’s profession mechanic rather than using it as part of the class’ charm
Hmm. That’s a good point. I would like to see some skills/traits that help to promote Energy Gain too myself.
The problem is that these skills/traits would then become “required” and ultimately force specific builds as oppose to being freeform. The mechanic should really be baseline or if implemented, needs to be broad and wide across all trait lines.
This. This right here just reinforces my original post about how it should be based on Trait line. (Think Elementalist cooldowns and how those are connected to the element/Trait line associated with it. Then think about how Revenant trait lines have legend specific Traits.) I’m not saying these traits should change, I’m just saying they should have an *added functionality of “% energy return on skill usage”
A lot of the inspiration for the skills came from what you might find a bard style class doing in other games.
I wish we got Focus instead of Shield so I can sport The Minstrel. :P
By the sounds of it, the shield is going to be very nice tho!
The problem with “just” lowering the energy costs is that it doesn’t promote active game play. Comparing Revenant to Thief, (I know it’s two completely different worlds) every single trait that effects Initiative is for initiative gain (not initiative loss or a reduction on the amount of initiative used). If they lowered just 1 skill on thief to use less initiative the entire class would have to be re-worked because that is the basis for that professions skills. To say that you want to reduce the energy costs is just like saying that we should reduce initiative. I firmly believe that any changes that will be made to energy should promote Energy Gain rather than energy loss because anything less (at least to me) would make the class seem ashamed of it’s profession mechanic rather than using it as part of the class’ charm
Hello everyone! I would like to chime in on this heated topic. In regards to stating the “problem” I feel that it would make the class fairer if something was implemented to help with energy management and give the players a sense of active energy management. Much like knowing when to swap attunements and cooldown durations on Elementalist. I can hear the argument now that “more time with the class will give people a better sense of what skills they can use and when; like on ele" but this argument doesn’t hold much water when you consider the fact that the Elementalist has traits that modify the cooldowns of their skills in specific attunements. I feel like the same idea can be implemented with the Revenant.
All we need is to give the Traits that modify specific legends (Nefarious Momentum, Demonic Defiance, etc.…) also give energy back as a Percentage of the energy spent. This way each the energy would still tick down, but slower. Also you could tailor the percentage based on legend (Say 50% return for Ventari but only 20% return for Shiro). Also this could work for Upkeep skills because it’s a percentage (lowering Impossible Odds from 5 pips of degen to 4). This would also un-effect the skill activations because this doesn’t change the amount of energy one would need to cast the original skill (so you can keep the energy high for some).
I feel like weapon skills should be unchanged to keep the sense of “welp I better not just spam my skills willy nilly”
(edited by Manarain.7940)
Hope Ventari can be faster! come’ on centaur !
I could outrun a centaur!
Thank you for you fast response! <3 <3 <3
Roiling Mists: “Critical Hit Chance has increased effectiveness while under the effects of fury”
Effectiveness increase: 50%
This is a popular trait and the base for many builds this weekend. Focusing many builds around the application of fury, and opening up different rune choices instead of the flat damage increase from Strength or Scholar runes. However! The effectiveness of “Critical-Hit Chance” is not increased. Fury effectiveness is increased instead.
Based on the wording of the trait, many expected this to increase total crit chance by 1.5 on top of fury.
Is this working as intended?
Thanks guys, Mine is very similar to ops, but Im going with Cleansing Channel since I plan to mostly test in WvW. http://dulfy.net/gw2traits#build=AgYFVASsA5Q~, may also switch to Jade Echo.
Cleansing Channel is super powerful, we’ll see how it works out. Personally I find the support from running Mallyx with Pain Absorption a bit more interesting in WvW play. My thought about it is the same for when I run my necro, “Why cleanse when you can just shrug it off.” So I’m probably going to run something like what Kidel is running with Shiro/Mallyx if I run into heavy condi builds because it worked really well last Beta Event.
Hello Everyone! I was curious what people were going to be testing and mainly focusing on this Beta Weekend. If you want to use the Dulfy page to link what traits you’re going to be running or the ones that interest you.
I will be running:
This
and I’m going to start by testing fury stacking with the Invocations trait updates as well as the interaction between Momentary Pacification and Jade Winds (which I’m guessing won’t stack but we’ll see). Also I’ll be trying Unrelenting Assault while the target is crossing lines (Line of Warding and Unsteady Ground) to see if it interrupts.
Then I’m going to switch to:
This
To test Malicious Reprisal/Cruel Repercussion against targets who are invulnerable and against distortions to see if there are any interactions there.
I’m not getting into stat distributions other than shooting for 46.66% chance to crit so that I will get 100% from Roiling Mists. The reason that I don’t really care about stats is because during the Beta we probably won’t be able to min/max efficiently meaning talking about them is a bit premature.
Anyway, I would love to see what other people are looking for/ wanting to try!
Thanks for running the numbers on all of this. I was thinking about Runes of Rage the other day on revenant.
Remember that Runes of Rage increases Fury duration by 30% so instead of an 8 second Fury activation Fierce Infusion should give a 10.4 second Fury duration. When paired with the 19.5 second Fury activation from the Runes you get very close to 100% fury up-time.
I was curious about this trait during the Beta Weekend and was wondering if the effect lasted until the target was able to be hit again. As in, if I hit someone who was invuln would I have to pause my next attack until they were out of invuln?
If the second attack hit the target while they were still invuln would it not deal any damage and still be put on cooldown?
Also how would this work with other traits like Malicious Reprisal? Will this activate off of people using Distortion or evades?
Yeah, Jalis should have a way to clear condis, or we are forced to run Mallyx on every build. Ventari tablet is too slow (switch, summon, use skill).
Jalis Heal cleanses conditions…
…and actually, Mallyx has no condition cleanse, just stacking resistance.
Both Jalis and Ventari has condi cleanses. Mallyx is more about condi mitigation
Dwarf Stance:
(6) Soothing Stone: Great heal skill. High recharge time.
(7) Inspiring Reinforcement: Great skill and a good example for how the class plays best. It’s a setup skill that is best used when you know where your target is going (or going to get downed) so that you can best use the valuable stability. I just wish it would pulse 1 stack of stability during the cast just so you’re not sitting and waiting to get a stack.
(8) Forced Engagement: I’m going to echo the sentiments from another post. Much too high of an energy cost associated with it. No skill should cost as much as an elite skill to cast and it requires more energy than the Dwarf elite to cast.
(9) Vengeful Hammers: I think this skill needs to be looked at because every time I was near a wall the channel would end, after a while I thought I was double clicking my 9 key or I thought it was stuck.
(0) Rite of the Great Dwarf: it’s very underwhelming considering you can be interrupted during the cast, and you don’t get any stability with the duration. Even though it’s a stun break you need to be able to A. Finish the incredibly long cast time and B. make sure you have some way of securing some kind of stability and if you use the (6) skill that’s 65 energy just to engage which means you would be very low while you’re attacking.
Demon Stance:
(6) Empowering Misery: long cast time and recharge considering you apply weakness to yourself. I feel that to promote people to use it while they have conditions on them, this skill needs to apply resistance to you. This is only a minor complaint however because the legend is solid and filled with condi-mitigation.
(7) Pain Absorption: Great Skill, and manageable to spam if you need to help your party. Slightly high energy cost in comparison to the (8) skill. I feel like a management/preservation skill should have a lower energy cost and maybe a higher CD than a skill that effects enemies.
(8) Banish Enchantments: Very Powerful skill, however I feel like the range is very low. Thus I found myself never using it, 600 range is striking distance for many classes and I found myself focusing on other things. Maybe other people saw use out of this skill, but I didn’t, even though it incredibly powerful and useful.
(9) Unyielding Anguish: Great skill to use for a leap/movement and the displacement field is great when you’re trying to prevent people from going into a keep or tower. I think this skill on the demon line, more than any other skill should be a stun break, to help you get out of rough spots.
(0) Embrace Darkness: I found that I never ran a condition build so I never used this skill effectively, I kind of feel like it should apply resistance to you in pulses, but the (7) skill is easy enough to use during the cast.
Centaur Stance:
(6) Project Tranquility/Ventari’s Will: I like the fact that it has a cast time on the summon, but the movement of the tablet should be instance cast and able to be used during other skills. I have read that some people want the travel time to be increased but I think that the travel distance should offer enough in terms of a cast time.
(7) Protective Solace: Great upkeep skill, however I wish Diminish Solace would deal damage or maybe divert all the projectiles absorbed back at players.
(8) Natural Harmony: Great heal skill but the energy to cast is a bit high for a solid heal without moving the tablet.
(9) Purifying Essence: Great cleanse but I wish it would also break stun considering it has the highest energy cost. I think this stance should have a stun break in tight spots but not a spamable one, I found that I often had too little energy or no energy at all after the cast of this skill.
(0) Energy Explosion: I love this skill but a 2 second cast is too high making landing it very difficult.
Hello everyone, I figured I’d share my 2 cents on the revenant.
Over the weekend I played about 25-30 hours as a rev and all exclusively in WvW (except about 30 min. doing a single map in PvE for 1 Transmutation charge). During this time I played a sustain-y/DPS hybrid even though we don’t have a DPS line yet, and I mainly used staff. Overall I feel this class is coming together with only a few minor tweaks here and there I would offer. One of the biggest criticisms that I would say is that some of the utilities need some form of stun break because if you get stunned the main stun break you have is swapping legends which is not helpful if you have set the legend up properly while being pressured (namely if you swap too centaur stance, this legend is difficult to set up if you are being hit). This is a class of set-ups and planning out how your opponent would move and not so much of a reactive class, because of this fact and the fact that you can’t customize your utility skills, these utility skills have got to be able to support you in every situation, currently they support you in *most situations making the class difficult to play effectively.
Staff:
The auto-attack is fairly decent, I would consider raising the base damage but only by a few points.
(2) Punishing Sweep/Debilitating Slam: I rarely used this skill; personally it didn’t feel Punishing or Debilitating in any way. I believe it’s because of the cast time, make the activation slightly faster and it might be used as a different auto attack but in my opinion that is all it’s good for.
(3) Warding Rift: I like this skill, however it’s easy to get interrupted while using it. Also it’s a huge tell for other people to interrupt you. I might consider increasing duration by ¼ or half a second.
(4) Renewing Wave: Blast finisher and maybe knockback/knockdown, the root tied to this skill makes it so that using it comes with the risk of continued pressure. Options are either make the skill have something that effects the opponent to ease pressure or make it so that you can use it while moving.
(5) Surge of the Mists: Best Skill on Staff. Main source of burst on staff, but long cooldown. Considering whirling wrath on guard is 10 second CD even though Surge deals over double base damage. I found myself wishing there was a trait to take that would reduce that 20 second CD.
Hammer Skills:
Hammer Bolt: I felt that the base damage needs to be raised just a little to compensate with the slower fire rate. It has the same fire rate as Elementalist Fireball skill on Staff but it’s almost half the damage, which feels a bit off.
(2) Coalescence of Ruin: I feel like this is a solid skill. I did not play hammer much so I would prefer not to say how best to improve it one way or another.
(3) Phase Smash: Wonky Skill, I like the mechanics of it, but I feel like it should give you 1 or 2 stacks of stab considering the only times I found myself wanting to use it was in situations where I wanted a second Drop the Hammer hit (which was quite frequently behind an enemy wall or static field which would interrupt the cast.)
(4) Field of the Mist: Solid Skill, it actually promotes mindful play because you have to keep in mind where your camera is facing.
(5) Drop the Hammer: Solid Skill, Nice blast finisher at range with decent damage. I found that I was switching to hammer often when I was resetting with the zerg in WvW to blast fields and switching back to staff.
Mace Skills:
Auto: I think it’s pretty solid but obviously a condition damage weapon. I like the attack speed on this weapon the most out of the weapons revealed for the revenant so far.
(2) Searing Fissure: Solid fire field but the setup is crazy. 3 second cast time in melee is a difficult thing to pull off.
(3) Echoing Eruption: Love this skill, either no change or add a movement impairing condition to it so that you can keep up with more mobile targets easier.(like 1 or 2 second cripple).
Axe Skills:
(4) Frigid Blitz: No change, but should be looked at because I found that often times I was too far away from the target after the cast by a few units. The attack would hit I would just not be close enough for a subsequent auto attack follow-up.
(5) Temporal Rift: No Change, the only thing I would change personally would be making the range longer so I can pull people off walls in WvW.
I want everyone to know, I called this implementation a month ago.
Just sayin… CALLED IT Drops Mic
Don’t believe me? check my message history :P
Hey guys, I just thought I’d make a page from what I noticed about the new Traits and to see if I can’t start up a discussion about it. Just like the title suggests I noticed that the CD on BA was reduced to 3 seconds instead of 5. Do you guys think this will be viable? How would you change it?
Also coming from a “Control”-mentalist point of view, these Trait changes really won’t effect distribution considering Elemental Surge wasn’t even touched… (I would have liked to see the duration of the immob increased by at least 1 second, but I guess I ask too much…) what do you guys think? Control-mentalist more viable after the change or less? I think Condi-Ele will still be a bit weak (minus the 1-2 builds that focus around bleads).
I know they said they’re not going to support a 4th game type. If they do implement a form of GvG, the easiest and most likely course of actions would be to tie it into Guild Halls and Guild Progression.
Let me explain: there has been some speculation that Guild Halls will have activities that guilds can unlock and run together (example: Guild Keg Brawl etc…). If they tie in a way for guilds to GvG within their activity system this would benefit them in more ways than you might have considered.
1. First and foremost, this is giving players in the community what they want
2. They’re tying it Back to guilds and making it Guild centric (promoting people to stay and play together)
3. It causes other guilds to visit and see your Guild Hall (The devs are putting a ton of time and resources into making these things, it would be great to have players actually visit them aside from “hey let’s get our nodes mined in your guild’s instance”)
4. GvG would be high end progression taking time to unlock, so when this activity is opened there is importance and value to it. (not just stumbling in on a GvG in OS).
5. It would bring players (who just wanted to GvG) back to the game.
6. This would lighten up Q’s for WvW and OS, of course it wouldn’t detract from the WvW experience because Guilds would have to A. unlock them and B. spend time and resources making a GvG Activity to pop.
7. (And this is the most beautiful one) Anet doesn’t HAVE TO support it because it would be classified as a “Guild Activity” the same way Guild Missions are and restricted to the Guild Hall.
It obviously won’t happen, but dreaming is nice I guess.
I don’t know about the CD on #2 but the CD on #4 is correct. The important thing that makes this endeavor really useless is that these runes *Do Not* work with Aura Share. I don’t even think the rune set extends the duration of auras shared to other people but I can’t remember (I tested all this as soon as the patch hit).
I’m not able to play until next week (out of town) or else I would confirm the CD on 2 but Zephyr’s Boon does stack with the swiftness gained from the runes making a build relying on giving yourself consistent auras and boons viable… but aura builds are already viable without these runes…
The most interesting way to run this rune set imo is not aura share but rather focusing on extending out specific auras for different effects. Example: shocking aura + lightning rod.
Same with me, I tried sending in a notice to support but no word in the past 8 hours from any source.
I could make a huge post on here talking about my opinions but I don’t think my voice matters or will ever be heard so I’ll keep it simple and if people want me to elaborate then I will.
I would like a good trait reworking is in order with an emphasis on condition damage with some cross attunement synergies. Having say “a trait in earth magic effect all ground targeted skills, maybe adding poison or confusion to them” or something like that.
Another idea that’s interesting to me would be traits that add an effect on burst, so at the end of burning speed, or flame burst, or lightning strike. (instead of the “effect on crit” that seems so prevalent). Or effect on AoE’s like Cleansing Wave or Earthquake.
Idk.. these are just my thoughts
I agree with this post, also it does not even appeal to hard core players, it’s just bad content. But this is of course my opinion, I’d like to hear someone who actually likes this stuff to find something good about Southsun.
Must must must get this Island back in the game, if anything this needs to be for the Tengu, they were one of the original races that came out in gw1, even before EotN. It would be such a shame to never follow up on their story. Also Factions was the first campaign that I completed in it’s entirety and it was by far my favorite.
The superior runes of Svanir, Ice, and I’m guessing Sanctuary are still bugged in that they do not increase chill duration, they say that they increase frozen duration but upon testing this is not the case whether you are referring to skills such as frozen ground or deep freeze.