No, they talk now. Interesting little addition.
This was actually promised before the profession released, here we are getting it 2 years after HoT
Technically, they could just be the current Shatterer’s replacement.
From the wiki
Once a Shatterer dies, the title moves on to a different dragon
I feel like it should be: every time you block an attack with soothing bastion, reduce the recharge time of shield skills by 2 seconds up to a max of 10 seconds
You have a Unipony helmet, gloves that look like five-fingered Quips and two Moot balls for shoulders. You get the aura and sound effects of The Dreamer, Quip and The Moot.
On a serious note, it would really suck for legendary armot to not have an aura of some kind.
This topic itself is really itching me, I know the topic itself was brought up and addressed, and I firmly remember a Dev confirming they won’t have auras. Whether this has changed or not internally is a different matter, but I would just like to find that comment made, or for a dev to at least tell us that there’s no definitive answer to it/there will be no aura/there will be an aura,
Still searching. Once again, would love for someone to help me or if a Developer can just confirm /deny it here!
Bumping this, would really like a response.
Will legendary armor have auras?
Title couldn’t fit more than 45 characters. Basically, I need help finding a Dev comment in regards to legendary armor not having auras. Lots of people I’ve spoken with are under the assumption that legendary armor will have some grand auras, though I’m sure some of us would love for this to be the case, it is not. I thoroughly remember a Dev saying that legendary armor WON’T have any aura attached to it. I tried searching through the forums, Reddit, and Google for the comment, but alas, I can’t find it. Maybe I’m terrible at searching for specific comments. Anywho, I think it may have been Chris Clearly or Gaile Gray who had confirmed this. Would appreciate it if someone could help me find the comment, or if even a Dev can re-confirm it here.
Thank you!
Honestly, nothing. Without splitting balance, it’s hard to do anything without breaking one game-mode. I really want PvE condi to be a thing, but this joint balance thing really does more harm than good, and is honestly a very lazy way to balance things.
Let’s see…
1) Mallyx went from a very cool design to being gutted because, as they say, they didn’t want people getting mad if a friendly removed conditions. And yet they still kept a number of traits and skills that still rely on conditions being on you. Seems either that was an excuse, or they got extremely lazy in their redesign
2) The OP mentioned no cooldown of legend swap, well they didn’t have one (or it was real low) in Beta. I believe that got removed because people switched back and forth so quick that energy was always replenished. Then they changed it so cooldown was during combat, but not outside, but that got removed because they said the constant superspeed out of combat was too much
3) Cooldowns on skills use to be extremely small. Just enough so you couldn’t cast the same one twice in a row within a second. That got nerfed all to you know where
4) Energy values on skills just keep going up while cooldowns go up as well. This has caused you to rely way too much on AA since you use 80% of your energy on a single skill half the time.There are more, but I think I’m a bit tired at the moment.
Agree 100%, but just for some clarification, there was always a CD on legend swap, the change made it so there would be a CD while swapping out of combat too, as people kept switching to Shiro and spammed IO for speed, which is stupid, because you can still do that!
Thanks for the feedback and suggestions, all. We’ll likely be looking at redesigning the trait entirely – maybe reincorporating some of its original functionality/direction.
If that happens, if I get my old Mallyx back, I will name you personally “Saviour of the Revenants” while I slowly feed you toffees. Well, I can do one of those things
It would be amazing if the trait would make Mallyx elite work like it used to, so if your group has lots of Condi clear you take Diabolic Inferno, and if not, you take Pulsating Pestilence. Thus, the reason it was changed previously is now obsolete as there is now a choice!
So I….it’s working as intended but the tooltip is just wrong? How the hell is this thing even a GM? At this point it should just be a minor trait at most! Give it a 1 second ICD and it would still be worthless.
I believe the trait functionality changed back when Embrace the Darkness changed. I agree that it’s lackluster – hence why I’m here. There’s a number of decent suggestions in the thread. I’ll bring them to the team and see what we come up with.
The trait as a whole is very boring, whether it copy conditions onto the enemy or just apply 1 stack of torment doesn’t make it GM worthy. I feel like it should either be reworked make torment hit harder (75%—>90% of bleed when not moving, 150%—>165% of bleed when moving) like Roy had told us was being in the works back in beta, or to enhance Embrace the Darkness, such as making it apply 2 or 3 stacks per pulse and increasing the stat bonus from 10%—> 15%.
(edited by MercenaryNote.8506)
The trait doesn’t even work, it just applies 1 stack of torment instead of copying conditions onto the enemy.
I don’t think it’s a nerf per se. The lower range makes it more reliable to hit your one target. I remember previously on Gorseval, the skill would randomly hit spirits and walls behind me, but ever since the patch, it goes to Gorseval every time. Think of it as getting less space to make error.
Sorry for the bad quality photo
Was playing my Revenant when I noticed something wrong with the energy bar. Turn back now, or forever be haunted!
(See attachment)
The energy bar shows 51% when at 50%. Now I was sure this wasn’t always the case so I looked at some old Revenant videos and I was right, meaning this is something that has come with a recent patch.
Now I realize this isn’t the biggest issue, and that the Revenant has bigger bugs that need to be fried (Like Sword Scaling mainly), but this UI issue is kinda annoying to look at, It’s nothing big, just visually displeasing and I would like to bring this to attention to someone at ANet to maybe issue a fix if it doesn’t get in the way of anything else, or if someone would like to fix it in their free-time.
Cheers!
Yes, but apart from being fun, it brings nothing over Druid or Tempest, realistically speaking.
It does bring a bit more than a tempest but lacks healing and is harder to use.
I play a healing Revenant in Open World, WvW, and sometimes Raids. It does not in any way lack healing, in fact the numbers are matched with druids. It is more unreliable to use though, I agree. It’s unreliability, along with the fact that everyone is missing out on a potential 15% damage buff from druids, makes Ventari Rev inferior, but it is NOT because of lacking in heals.
It is lacking in heals Ventari might have big numbers popping up frequently but druids have bigger numbers and more frequently. Do the calculations.
As someone who plays both druid and Ventari, it’s not about how frequently you heal, it’s about if you’re able to heal when it’s needed. If you’re popping out heals when everyone is already full, then you’re wasting your time (Unless you’re trying to give everyone GotL). Playing both Ventari and Druid with my raiding guilds, we have not noticed a difference in survivability. At all.
Well that’s because raiding has low healing requirements. Conquest(PvP) does not…
We are not talking about PvP, we are talking about Raids, as that is what the OP is asking for. -_-
And I’m still talking about raids the healing output is not acceptable compared to the damage lost. A tempest for example while decreasing damage increases sustain a lot more being useful for pugs. Ventari can’t do either.
And I’ve literally said that the Revenant is an inferior healer, but not because of healing output, so I’m not even sure why we’rearguing in the first place.
Edit: To add, you don’t bring a Ventari rev for purely healing. You should bring it for tanking, healing, boons, and boon duration all at the same time, covering 4 roles at once.
(edited by MercenaryNote.8506)
Yes, but apart from being fun, it brings nothing over Druid or Tempest, realistically speaking.
It does bring a bit more than a tempest but lacks healing and is harder to use.
I play a healing Revenant in Open World, WvW, and sometimes Raids. It does not in any way lack healing, in fact the numbers are matched with druids. It is more unreliable to use though, I agree. It’s unreliability, along with the fact that everyone is missing out on a potential 15% damage buff from druids, makes Ventari Rev inferior, but it is NOT because of lacking in heals.
It is lacking in heals Ventari might have big numbers popping up frequently but druids have bigger numbers and more frequently. Do the calculations.
As someone who plays both druid and Ventari, it’s not about how frequently you heal, it’s about if you’re able to heal when it’s needed. If you’re popping out heals when everyone is already full, then you’re wasting your time (Unless you’re trying to give everyone GotL). Playing both Ventari and Druid with my raiding guilds, we have not noticed a difference in survivability. At all.
Well that’s because raiding has low healing requirements. Conquest(PvP) does not…
We are not talking about PvP, we are talking about Raids, as that is what the OP is asking for. -_-
Yes, but apart from being fun, it brings nothing over Druid or Tempest, realistically speaking.
It does bring a bit more than a tempest but lacks healing and is harder to use.
I play a healing Revenant in Open World, WvW, and sometimes Raids. It does not in any way lack healing, in fact the numbers are matched with druids. It is more unreliable to use though, I agree. It’s unreliability, along with the fact that everyone is missing out on a potential 15% damage buff from druids, makes Ventari Rev inferior, but it is NOT because of lacking in heals.
It is lacking in heals Ventari might have big numbers popping up frequently but druids have bigger numbers and more frequently. Do the calculations.
As someone who plays both druid and Ventari, it’s not about how frequently you heal, it’s about if you’re able to heal when it’s needed. If you’re popping out heals when everyone is already full, then you’re wasting your time (Unless you’re trying to give everyone GotL). Playing both Ventari and Druid with my raiding guilds, we have not noticed a difference in survivability. At all.
Yes, but apart from being fun, it brings nothing over Druid or Tempest, realistically speaking.
It does bring a bit more than a tempest but lacks healing and is harder to use.
I play a healing Revenant in Open World, WvW, and sometimes Raids. It does not in any way lack healing, in fact the numbers are matched with druids. It is more unreliable to use though, I agree. It’s unreliability, along with the fact that everyone is missing out on a potential 15% damage buff from druids, makes Ventari Rev inferior, but it is NOT because of lacking in heals.
Want to get the superspeed without waiting as long?
Use IO
When you run out, press Shiro’s icon and switch it to any other legend (DO NOT PRESS F1, you need to click that arrow, and swap it out with Ventari/Jalis/Mallyx/Glint. Preferably to the legend in your other slot so if you go into combat, you’re not stuck with a legend you do not want.)
Switch back to Shiro pressing the arrow above the legend you just switched to. If done correctly (meaning NOT PRESSING F1) your legend swap won’t be on cooldown.
you now have full energy and can use IO again.
I reported this a while ago and it was never addressed which I find hilarious as it was the exact reason why legend swap cooldown out of combat was added, because of IO spam.
Anet 10/10
(edited by MercenaryNote.8506)
I found most of the updates on the 26th to be great, I’ll be looking at the Revenant specifically however.
What I like is that the damage from the sword auto-attack was removed, so pressing 1 all day for the best dps is no longer an issue which is great, that should have never been the case, what I do not like is that this damage wasn’t really moved anywhere else, Sword 3 is a little too buggy for it to be reliable in most terrain (The word obstructed irritates me to all ends in this game), and the fact that the projectile would home in on enemies I can’t even see behind me is frustrating. I just feel like the Revenant’s damage could be somewhere close to top tier, just not have all the damage come from one skill, I want energy management to be a real thing with the Revenant as it was on all classes in the original Guild Wars. As it currently stands, we still activate facets and auto-attack and press 2 occasionally, energy management isn’t a concern to most Revenant players at the moment.
To address the somewhat unreliability of sword 2, I would suggest to make it work like the Druids Staff 2, where the projectile follows across the floor until it reaches its target, and won’t stop unless there is literally a wall in front of it. Also either make sword 2’s detection radius be a cone in-front of it, or lower the overall radius, at the moment, even using sword 5 to “isolate” the enemy doesn’t move them far back enough.
This suggestion shouldn’t be considered an absolute, but I feel like the projectiles should work like how brutal blade used to work, where it would throw out a projectile, and then come back in.
During the balance preview, I was hoping the notes would go a little beyond what was shown, but basically what we were shown in a supposed preview was basically the entire thing. The fact that Legends like Ventari and Jalis haven’t been touched or reworked was concerning as I felt like they had essentially been forgotten. At the moment, Shiro is a better DPS AND Defensive option than Jalis is, and Jalis is used as a dps boost which just isn’t right in my opinion. Ventari isn’t used at all unfortunately, which sucks because he’s my favorite legend to use.
Overall, it was a pretty nice patch, the squad Markers are awesome, Shatterer is an amazing fight and gliding in core tyria is top notch!
I hope for a Jalis and Ventari update next balance patch!
(edited by MercenaryNote.8506)
With that said, I find the best combo to be
Armor: Valkyrie
Weapons: Berserker
Trinkets: Berserker
You get ~75% crit chance with traited fury, but with banners and food, you’re basically at 90% and not getting over 100%. So you’re a bit more durable, and a little less effective, just a little..
Not recommended with an inexperienced group in dungeons (or if you’re 100% good on mitigating damage). Raids and WvW is fair game imho
remove/reduce the healing delay of natural harmony cause no one is going to stay in a measly 240 range for 2 whole seconds.
You can move it during the delay
Doesn’t it just cancel the heal if you do that?
No, it doesn’t. And to the original comment, sure you can move it during the delay, but why the fact that it costs another 10 energy just isn’t worth it.
If you had listened to Rubi, you would have remembered that she said that these notes are a PREVIEW, not the whole list. Be patient.
So im hoping they will buff all the other weapon’s AAs and skills by 10%-20%? Cause right now people just go sword AA cause it’s the only viable way to dps consistently, energy pool and costs is terrible to even try using skills for dps.
Also Infuse Light nerfed again………….. wow it was already a trash tier heal vs competent players………………….. lol and the Hammer nerf, like seriously, the weapon was trash tier already in the competitive ground.
Come back next Friday, they’ll go over more things (Not everything). Remember that they did say that they were improving Revenants defensive capabilities which is definitely hinting towards Jalis and Ventari buffs. And hammer was broken in WvW and PvE, the nerf was needed.
If you had listened to Rubi, you would have remembered that she said that these notes are a PREVIEW, not the whole list. Be patient.
If you had listened to Rubi, you would have remembered that she said that these notes are a PREVIEW, not the whole list. Be patient.
So if ur playing in party with chrono, switch shiro to either jalis (more damage with hammers + stability) or mallyx (slightly less damage than jalis with hammers but has access to boonstrip, which is needed sometimes).
Definitely NOT Jalis. If the situation calls for Stability then sure, but Mallyx is 100% better than Jalis because
1) Elite has 10% stat increase across the board
2) Boonstrip
3) A lot of access to chill and resistance
4) A decent heal, which is less than Jalis’ but only slightly, and heals more for every condi.
Hammers do not provide enough damage to be even comparable to a 10% stat increase and the fact that they’re so unreliable on uneven terrain is a whole other reason not to take him. Only other good thing is the elite, but if you’re using glint anyway, you don’t need it as much.Actually, Jalis eventually out-damages Mallyx in longer fights. Check obal’s graphs.
If you’re playing in PvE that is, in PvP, you don’t use Jalis at all.
I’d be interested to see this graph if you can provide a link, but I honestly think there has to be some miscalculation going on there as they have the same uptime (assuming you only auto) and a basically ~12% increase in damage along with useful abilities is much more desirable than an inconsistent ability that hits 1.5k per hammer at max power, might and 100% crit chance.
So if ur playing in party with chrono, switch shiro to either jalis (more damage with hammers + stability) or mallyx (slightly less damage than jalis with hammers but has access to boonstrip, which is needed sometimes).
Definitely NOT Jalis. If the situation calls for Stability then sure, but Mallyx is 100% better than Jalis because
1) Elite has 10% stat increase across the board
2) Boonstrip
3) A lot of access to chill and resistance
4) A decent heal, which is less than Jalis’ but only slightly, and heals more for every condi.
Hammers do not provide enough damage to be even comparable to a 10% stat increase and the fact that they’re so unreliable on uneven terrain is a whole other reason not to take him. Only other good thing is the elite, but if you’re using glint anyway, you don’t need it as much.
Temporary fix:
1) Use Herald
2) Equip Glint
3) Switch out Herald
4) Hand glow is now removed
Nerf Revenenat Auto attack so all their damage isn’t just on auto attack, buff theif auto attack so that they can dps by just auto attacking.
Yeah sure ok.
Sure, let’s ignore the fact that thieves are also MUCH MORE squishier than Rev’s and that most of their damage will still come from stealth and that a thief just auto attacking is a dead thief anyway.
I like this idea. Something like banners or ashes (ritualist skill) from Guild Wars 1. I’m really hoping for rev specialization with that mechanic – scepter in main hand, ashes (with banner mechanic) as skills and cast ashes as utlity skills. Pick up ashes for new set of skills.
Unfortunately, Mercurias is right. 10 skills of healing and buffs is a big NO NO in a game about DPS.
Do keep in mind that you are still free to switch legends and continue to DPS if need be, I’ve found that a Herald using Cleric’s armor and Magi Trinkets and zerk weapons gets around the same power and crit chance as a dps rev (Minus the Ferocity), so you’re DPS is still pretty insane for a dedicated healer and you’re still dispensing boons like no tomorrow if you’re using Glint as your off-legend. Or you can be Heal-Tank Rev and make room for another DPS because you’re now filling 2 roles at once.The suggestions just gives Ventari a little utility, but more useful healing (At least enough for Healer Rev’s to be a thing).
(edited by MercenaryNote.8506)
I think Glint is simply too strong and hampering build choices. for being too much of a must pick. Which means your versatility goes in the toilet, because you are welded to Glint for one of your two legend choices.
Id dearly love to see Jalis become more of a viable choice outside of his traitline alone.
Literally this. If other legends offered as much as Glint did, you wouldn’t be seeing Glint as often.
What if Ventari gave you a bundle?
Then you would lose the tablet range as well as your weapon skills, meaning you would lose fifteen skills (ten weapon set skills and a set of utilities) to gain five, which kind of strikes me as a terrible idea.
Ventari is also one of the most powerful ranged blocks Of any class, and while it’s uses are a bit niche and certainly not part of the narrow raid meta, the vast majority of the game doesn’t fall into that category either.
Why not just request the devs bump the heal numbers a touch and see if it performs well?
No no, you could keep the tablet up as well as the bundle, so you’d have 10 Ventari skills, and if you’d like to continue using weapon skills, you’d just drop the bundle, you’re not losing out on any skills at all. I even specifically addressed that in the post, did you read it?
Besides, bumping up the healing numbers isn’t the only problem, it’s the clunkiness of the tablet too, this make would make it so that revenant can heal in two seperate zones, or have a lot of healing in a single zone.
Please, just hear me out first!
So as most of us know, Ventari is supposed to be a Healing Specialization, but is outshined by Druids and Tempests because of their burst healing and far superior sustained healing respectively . This puts Ventari on the back-burner and it makes me sad because it’s honestly the most fun legend to play (My opinion of course)
So WHAT IF when summoning the tablet, you get a bundle item that ‘drops’ your weapons (Because Ventari didn’t fight) and gave you healing skills? OR when pressing the elite skill while the tablet is not summoned gave you this bundle too (So you press elite first, then heal skill to have both in play)?
In both cases, you can simply drop the bundle and continue fighting while the tablet is out for sustained healing, or you can equip the bundle and get some nice burst healing through, you can even switch legends while you have the bundle on to effectively use Invoking Harmony (Salvation Master Trait).
1 Skill will be like druid’s heal, except slower, but a little more healing (Throwing a projectile to the area to heal, like Herald Shield 4) (No cooldown, 5 energy)
2 Skill would be an AoE Blind (5 second cooldown), and apply regen to allies (5 energy)
3 Skill would be a CC on moderate cooldown (Knockdown, Knockback, or daze? on a 10 second CD) (15 energy)
4 Skill would be AoE Condi Cleanse (1-3 cleansed? Not sure), heal for every condi
cleansed, and apply Swiftness (15 second cooldown) (15 energy)
5 Skill would be AoE Protection (10 seconds) and a BIG heal (25 seconds cooldown) (15 or 20 energy)
of course these numbers aren’t balanced at all, but I put them there to give you an idea on how big these effects are.
Hopefully, these will make Ventari a more favorable pick in Raids/WvW/PvP, and make him even more interesting to play.
Now some issues I’ve come up with are:
How do you get the bundle if you already got the tablet out?
Not sure to be honest, it could be that if you drop the bundle, you can’t use it again until after you destroy the tablet/move out of range
How would it be managed so you can’t camp the bundle all day?
Seeing how Druid’s burst healing is restricted by astral force, and Tempests sustained healing is restricted by their ability to apply auras and using wash the pain away, perhaps using the bundle would use -5 upkeep? This way, when you use the bundle, you will not gain or lose energy, but your healing skills are more like ammo now, so you can use the 1 skill 10 times for example. Or perhaps it’s best for you to be able to use these skills as much as you want (As long as you have energy) and have Ventari be a true healer, seeing as that’s all he does.
What about Salvation traits?
Honestly, I feel like the traits would just be fine as they are even with this bundle, and there would be even more synergy with some traits, ESPECIALLY Tranquil Balance, Invoking Harmony, and Selfless Amplification.
Now if you’re wondering “If these goes through, why would I ever want to take a druid/tempest over a Ventari Revenant?”
Well, as I mentioned above, all Ventari does in comparison is heal. Druid can increase a team’s DPS drastically, increase all healing done, has stunbreaks and CC’s and superior condi cleansing. Tempests have aura’s which in themselves are pretty powerful. And Ventari? Well, he heals and has CC. No Damage increase, no Auras, just healing and CC.
Thanks for reading!
(edited by MercenaryNote.8506)
the problem with Revenant is that it’s entire kit is braindead and un-engaging
That’s a matter of opinion. For me, it is the exact opposite, because I can choose when to use skills to fit the situation instead of having to use things on cooldown to deal damage. Good thing there are a variety of professions to suit us both.
How about reading the post (At least the Glint+Shiro Section) Where I address that that’s how you have to play to be optimal, instead of making an irrelevant comment?
“Balance” more like “make this profession an unstoppable god so that everyone is forced to role it for all content”
Boy am I glad that you are not on the balancing team.
Main-hand focus for ranged Condi-Base damage. Even though Scepter is essentially a main-hand focus, this will feel like you’re throwing magic out of your hands rather than from a scepter which is cool I guess.
-I don’t really mind that there is only the spear however why is there 2 spots for underwater weapons? So I can equip spear/spear? Makes no sense.
Revenant was originally only going to have one weapon equipped at a time, this is an artifact to that case.
-Secondly, the #2 skill on spear has no energy cost and is completely spammable with no consequence. It basically makes the #1 skill obsolete since it does more damage.
Intentional. If you’re power, #2 is your auto. if you’re condi, #1 is. And no, #1 does more damage than #2 if you’re condi, even more so when you’re a Viper Rev.
-Thirdly why only Malyxx and Shiro? This isn’t a big deal to me, however the #9 skill in Malyxx behaves in the same matter as it did on land in the betas. It teleports enemies in all random directions.
You answered your own question in the first sentence, they don’t care for underwater combat, so they put the minimum amount of effort into it, it’s also why #9 skill on Mallyx still teleports, they really don’t give a kitten about it.
If you have a Mesmer with 100% quickness up-time, then there really isn’t any reason to take Shiro, which makes Mallyx a better choice because of the 10% increase in stats on top of quickness.
Say you do move the damage to sword 2. how does that make the gameplay anymore engaging/fun, you’re only pressing an extra button, no, the problem with Revenant is that it’s entire kit is braindead and un-engaging, whether it be PvP, PvE or WvW, and the only reason for it is Herald offering the most passive game-play this game has up to date and offering little-risk high-reward gameplay and Shrio with its on-demand quickness. Honestly, the other legends NEED A REASON to be chosen over Shiro/Glint, I’m pretty sure we wouldn’t even be seeing Mallyx at all if it weren’t for the fact that choosing him is essentially like taking Condi-Cleanse and people’s play style leaning towards playing Condi.
Ventari is lackluster and clunky even after the fixes and offers nothing to a team (Yay, I can heal…that’s it) unless you switch legends (Glint no doubt) but if you’re switching, you now have 0 healing. No doubt, boons are useful, but more often than not, people are asking me why I didn’t have my tablet out to heal them even when I was handing out boons like Candy and then even question if you’re actually even needed in a raid. This guy desperately needs some love, heck, making it so that people standing near the tablet get extended boon-duration or a damage reduction. It totally fits with Ventari’s theme of pacifism and would be enough for it to make a difference and make it feel more engaging than what we currently got.
Jalis isn’t tanky, It tries to be while but fails at it, instead of being given tanky skills, we’re given 2 control skills, and 2 tank skills where 1 doesn’t make much of a difference. RotGD Doesn’t last long enough to make a lasting difference in a fight and the hammers are probably the only well designed skill in the entire kit. The Road doesn’t pulse stability fast enough and doesn’t build fast enough either, and even feels so meh to use, I really fill like this skill should be doing more, maybe more damage reduction. and the taunt chain skill is just so laughable, like what? A 2 second taunt? that’s pitiful, has virtually no effect on content that matter (besides breaking bars) and honestly, I don’t find myself using it often unless I’m interrupting an opponent (which always ends up feeling like a waste of energy)
Mallyx had such a great design in that you risked taking a lot of condi’s and potentially dying, but were rewarded for manipulating them back at the opponent, it had to be the most fun and engaging gameplay this profession had to offer and they went and just re-did it to play exactly like every other condi build out there and the reasoning for removing it was so stupid and easily avoidable.
What we’re left with is the two most un-engaging legends
Shiro boils down to pressing Impossible odds and maybe healing for a little extra damage in PvE and in PvP, you only ever use the stunbreak and heal, using IO is a death sentence and only ever used for stomping. Heck, Shiro used to be more fun and engaging when you could just relentlessly chase an opponent (Which was central to Shiro’s theme ) but they just went ahead and added a cooldown (I thought the consensus was Revs have no Cooldowns and only energy, why not just nerf the energy cost?)
And Glint which is literally just to Activate your Facets and auto-attack, maybe activate them for extra dmg (Speed Facet) or stunbreak (Fury Facet). This is universal across all game-modes, and heck, it’s effective, why is something this easy to play so rewarding? I honestly feel bad when fighting on point or being in skirmishes with others cause I know they’re working so much harder than I am for less reward.
Sorry for making this so long but here’s a TL;DR
Other legends need to be more interesting and engaging, at least for what they’re advertised to offer. Glint/Shiro need more risk for the reward they give, as currently, they dominate, being one of the highest DPS builds out there (with the very very VERY hard rotation of pressing 1 /s) and need more interesting play.
After beating the boss, go up the updraft and speak to the vendor next to the chopper, should be under the “collectibles” tab. It costs 10 silver and 30 Crystalline ore. That’s where I got mine.
20 stacks of torment without moving = 20 stacks of bleed.
And you really wanna compare burn stacks against condi engi or burn guardian, the two condi classes most used right now in pve raid content?
This is wrong.
1 torment = 1.5 bleeds IF target is moving
1 torment = 0.75 bleeds IF target is NOT moving
This means that:
20 torment = 30 bleeds IF target is moving
20 torment = 15 bleeds IF target is NOT moving
Dwarf is not supposed to do damage, Stop trying to make it that way.
Inspiring reinforcement doesn’t need any of those buffs, it just needs to apply it’s stability faster and make the road matchup with running speed.
Forced engagement is supposed to be just that, a forced engagement, if anything reduce the CD by 2 seconds.
Vengeful hammers aren’t supposed to deal damage, it’s anti-stacking. Seriously, use it when enemies are clustered around you in PvP, PvE and WvW, you’ll be up for the entire fight, and if you’re one on one, it’s still a 20% dmg reduction that stacks. An upkeep reduction I agree with however, but not -5 cuz that’s broken being able to keep it up for basically 24/7, -6 seems more fit.
The elite is fine the way it is, if you’re finding trouble using the elite cuz you don’t have enough energy, maybe try managing your energy properly? I don’t think I’ve ever had energy problems, especially in dwarf stance.
Rev has A lot of stun breaks.
Shiro – Riposting Shadow (No CD) (2 in a row if managing energy properly)
Jalis – Right of the Great Dwarf (no CD)
Glint – Gaze of Darkness
Invocation – Empty Vessel
Assuming you’re running the common Glint/Shiro builds, you have 4 stunbreaks at your disposal, one of which gives you 50 energy every time when used, so break stuns, and dodge those CC’s.
I think they decided to drop it because of how annoying it would get, people are already tired of hearing all the groaning legends make and “I can outrun a centaur” just imagine having to hear the same full blown conversations over and over again.
RIP Chasing those pesky thieves.
Well you see, there’s you problem. You’re playing Condi. A Rev (or most professions that is) does more damage in short periods of time while Conditions are meant to do more damage over long periods of time.
okay, how do you explain wiki page then? 1st auto in chain had 1 stack, brutal blade had 2
Also, i said that i tested it in HoTM, 2k twice in bwe and only once now
For reference, there’s similar skill, gs4 on warrior – Bladetrail. Description says it cripples, and it does both on the way to enemy and when coing back, same for its damage
Because:
A:It shows 2 stacks because it takes into consideration of the move coming back, Bladetrail also applies cripple, which isn’t a intensity stacking effect.
And
B: Notice how most skills that apply multiple times always have a “x2, x3…etc” counter next to the damage component, this isn’t true for skills that have a returning component.
See: Brutal Blade, Tides of Time, Envoy of Exuberance Path of Scars, Throw Shield, Phoenix.
All of these skills hit twice, yet their effects in the tool-tips are totaled to assume you hit both out-going and in-going, not split between “you’re always going to do this even if you hit once”.
Uhm….no. Roy only changed the functionality, but the DPS remains the same. The blade used to apply ONE stack of vuln and 50 % of the damage going out and ONE stack of vuln and the other 50% of the damage coming back. What Roy did was just Put the 2 vulns and the 2 50%’s together into one swipe.