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Alright, I think I figured this out. I had the same issue of having 9/10. I turned “post-processing” onto High in order to see outlines of interactable objects. On the dining table, there are three books stacked on top of each other. You need to interact with the bottom one and the top one. Hover your mouse over the books and interact when the book is outlined in green.
I’ve been testing different variations all morning. I’ve gotten close to 33k. Interestingly my most successful test included rotating between fire and earth. My armor is sinister, so I may have to bring over my necro’s viper gear to see if it’s better (I would just feel really sad having to overwrite the thorn runes :P —-- I hate farming VB). SEeing as necro condi is kinda dead now, it might not even be a big deal. I will likely test and stop rambling.
EDIT: Done testing for now.
Here’s what I’ve come up as best for fire/earth rotation:
http://gw2skills.net/editor/?vFAQJBIhdSfJU0AW2A43AQHBWEAshYwOoIEEAClHA3W7sN3C-TBSAQBRU9HA8AAupSQsp8Qg7PEQ9AB4EAESlYkCYRlVA-e
And for pure fire:
http://gw2skills.net/editor/?vFAQJBIhdSfJU0AW2A40AQHBWEAM3W7sN3GEAKAHgiNZT8TC-TRiAQBQ7EAEN9AwY/BAcABmwDA4aKfspSwqp+DIVCRKAYWWB-e
DPS isn’t much different, around 32-33k, but iirc the fire/earth rotation actually yielded consistently higher dps. This is all, of course, on a test golem so would only be great raid-wise on fights like Sab and Sloth. It’s honestly no different than staff in terms of mobile enemy issues. Bers d/w will still be much better for those types of encounters. I think it’s totally viable though, especially on Sab and even VG considering the necro nerf.
Edit 2: I recorded my tests on Twitch but realized my chat box cover… covers the chat box… It’s here though if you want to wade through it:
Pure Fire: https://www.twitch.tv/impazuble/v/96471250
Fire/Earth: https://www.twitch.tv/impazuble/v/96482938
Played it in a fractal 38 to see how it faired: https://www.twitch.tv/impazuble/v/96482938?t=01h22m05s
Either way, it’s not a bad way to change up playstyle if you’re bored of the other builds at any time.
(edited by Pazu.8320)
Sorry I didn’t read the full novel, but there are some neat ideas from what I read. Honestly though, a spec is defined by the trait line because of the interactions between traits, skills, and mechanics. I like the idea of dancing in and out of elementals as well as attunements. There could be some neat play there. What I think might be an improvement is to enable a self-destruct skill for the elemental with a significant impact. That would allow some sort of burst effect as well as starting the cooldown early for summoning another. I also doubt ANet will implement off-hand weapons as mainhand. Looks like a lot of work went into this though, and that’s the fun! I come up with specs myself while commuting to pass the time. There’s a lot of potential in the GW2 combat system that I hope they capitalize on!
Hmmm I’d have to look at my notes. I was considering a few different things there. Thanks for pointing it out.
It’s intended. The revealed is mainly there for trait synergy and to prevent some too strong interactions if you cycle to night mid cast. It also adds some counterplay to a huge heal, i.e. You can’t stealth yourself to cast it.
An elite spec only adds one weapon and pets would be dependent on region :P
I often have some downtime at work, which I’ve used over the past couple weeks to write out an idea for an elite spec I had. It was inspired in part when I watched a friend play Balance Druid in WoW but of course with a GW2 twist. I liked the idea of having a resource that you can’t really control but must adapt with. I also liked the idea of cycling between a period of being very strong but also very exposed and a period that enables escape and recovery. Making this was just for fun, but I’m curious of other peoples’ thoughts.
Ranger Elite Specialization:
Circadian Hunter
Profession mechanic:
Day/Night Cycle: Every 10 seconds you switch between day and night stances, which influence many skills and traits. You cannot control this cycle as the stance change is automatic and so must anticipate these changes to achieve maximum potential.
Diurnal Ability (f5) (25 s cd, instant cast, breaks stun): Decided based on your grandmaster trait choice and current stance.
Weapon: Focus
Day:
(4) Solar Flare (40 s cd, 5 s cast): Pulse blind to enemies and might (3) to allies as long as you remain still.
(5) Solar Eclipse (50 s cd, 2.5 s cast): Channel the sun to restore 50% of your total health, then apply blind and revealed to yourself.
Night:
(4) Night Owl (40 s cd): Grant yourself stealth (5 s) and then rapidly regenerate endurance as long as you remain in stealth.
(5) Lunar Eclipse: Stealth yourself (10 s) and chill nearby foes.
Utility Skills: Meditations
Heal: 25 s cd, 0.75 s cast
Day – Serene Day: Pulse heal, vulnerability, and protection on yourself. At the end of the third pulse, heal yourself if below 75% health or deal damage and burn nearby foes if above 75% health.
Night – Serene Night: Heal yourself and gain stealth (3s). Continue to heal each second you remain in stealth (3 s). Damage and chill nearby foes if you leave stealth early.
(1) 15 s cd, instant cast
Day – Sunbeam: Teleport away from your target in targetted direction. Gain access to Sunshine (5 s).
Sunshine: Heal and blind in an area around you.
Night – Moonbeam: Teleport to your target. Gain access to Moonshine (5 s).
Moonshine: Deal damage, daze, blind, and confuse your target.
(2) 15 s cd, instant cast
Day – Photon Conversion: Convert all of your boons into quickness (1 s per boon) and might (2 per boon for 10 s).
Night – Photon Diversion: Convert all of your boons into stealth (1 s per boon).
(3) 25 s cd, instant cast, breaks stun
Day – Evaporation: Remove all damaging conditions and gain vulnerability (25 for 10 s).
Night – Condensation: Remove all non-damaging condition and gain vulnerability (5 for 10 s), regeneration (5 s), vigor (5 s), and protection (5 s).
(4) 15 s cd, instant cast, blast finisher
Day – Sunlit: Blind nearby foes, become immune to blindness (5s) and convert a condition into vulnerability (5 for 10 s).
Night – Moonlit: Blind nearby foes and gain stealth and vulnerability (5 for 10 s).
Elite: 90 s cd, instant cast
Refresh the cooldown of your Diurnal Ability. Your next Diurnal Ability has an additional effect (10 s window).
Day – Sunrise: Your next used Diurnal Ability grants stability and protection.
Night – Sunset: Your next used Diurnal Ability grants superspeed and quickness.
Traits
Focus Proficiency: You can wield a focus.
Adept
Minor – Circadian Soul: Gain access to Meditations and Diurnal Abilities. You now cycle between day and night every 10 seconds, which affects your skills and traits.
I – See No Evil: Grant fury (5 s) and swiftness (5 s) to allies when you are revealed. Gain health (700) when you grant yourself stealth.
II – Hear No Evil: You and your pet convert one condition into vulnerability (5) when you enter day and into fury (5s) when you enter night.
III – Speak No Evil: While below 75% health your Mediation skills recharge faster (40%). Using a mediation skill also casts either Sunshine or Moonshine based on your current cycle (20s cd).
Major
Minor – Masochist: Gain increased damage and condition damage for each stack of vulnerability on yourself (1.5%). Vulnerability you apply lasts longer (20%).
IV – Cyclical Focus: Receiving vulnerability reduces the recharge of focus skills by 1 s (2 s cd). Solar Eclipse and Lunar Eclipse are now blast finishers.
V – Contradiction: Gain vigor (1 s) when you gain stealth or vulnerability (2s cd). Gain vulnerability when you gain vigor.
VI – Strength of Sacrifice: Gain increased damage the lower your health is (3% per 10% health threshold).
Grandmaster
Minor – Day Break: Chance to apply vulnerability to yourself and your foe when you critically hit (33%).
VII – Stalker: Gain Revealed and might (5 for 10 s) when you enter day. You cannot be revealed at night (attacking breaks stealth). Your Diurnal Abilities become Starwalk (day) and Moonwalk (night).
Starwalk: Teleport to a target location and gain vulnerability (5 for 10 s). Range: 1200.
Moonwalk: Grant stealth to yourself (10 s) and gain vulnerability (5 for 10 s).
VIII – Elusive: Dodging costs less endurance during day (35) and more at night (65). In day, apply vulnerability to yourself and foes at the end of your dodgeroll. At night grant yourself stealth and blind foes at the end of your dodgeroll. Your Diurnal Abilities become Decimate (day) and Invigorate (night).
Decimate: Apply vulnerability (25 for 6 s) to yourself and nearby foes.
Invigorate: Refill nearby allies’ endurance (100).
IX – Sacrificial Soul: Gain health regen during day and incoming damage reduction (10%) at night. Your Diurnal Abilities become Sun Dance and Moon Dance.
Sun Dance: Sacrifice 50% of your total health. Gain might (10 for 10s), fury (10 s), switftness (10 s), and regeneration (10 s). Pull conditions from allies and convert them into vulnerability.
Moon Dance: Sacrifice 50% of your total health. Gain protection (10 s), vigor (10 s), regeneration (10 s) and stealth (10 s). Chill (3 s), daze (½ s), and damage nearby foes.
Rune:
Superior Rune of the Circadian Hunter
(1) 25 Ferocity
(2) 35 Power
(3) 50 Ferocity
(4) 65 Power
(5) 100 Ferocity
(6) +7% damage while under the effects of vulnerability
(edited by Pazu.8320)
I thought these types of sounds were affected by the UI Volume slider?
Several times after breaking or cleansing the fear after the breakbar my character would still run away. The condition was not on my bar but the full fear duration would continue. No one else had this issue apart from myself. I was on chrono using shatter cleansing.
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Anyway, thanks for making a nice post about Ventari. I think it’s a very unique playstyle and would prefer to play it over my druid sometimes. I play healer/tank with Ventari/Glint rev on VG this week for fun (tank mainly because there’s no good way to get around having high toughness without completely ruining your healing ability). It was actually quite fun and very active compared to playing druid, which is just walking near people and spamming all the crazy strong effortless heals.
Cheers!
My idea about that is instead of increasing the offensive support of Ventari (that also goes against his theme) is allowing ventari/glint to act as a tank/healer freeing up a slot for another DPS.
Also except for the healing the advantage might be diminished depending on the mechanics for the next raid wing. By for example requiring more projectile hate.
The amount of offensive support a ventari/glint revenant can is exactly the same as a power rev since we can take the same traits (deva/herald).
I agree, it’s great support under the right circumstances with Facet of Nature, Assassin’s Presence, boons. One more unique buff would put it in line with druid. Doesn’t even have to be offensive really. I do hope that it finds a place in the next raid wing along with a couple adjustments to Salvation and the Ventari skills.
EDIT: Just realized the next wing is call Salvation Pass. It’s meant to be!
(edited by Pazu.8320)
Regarding usefulness for raids, here are my suggestions, which are similar in line with yours. Provided healing ibecomes roughly the same as druid’s, Ventari needs offensive support.
Hardened Foundations
Change it to Toughness->Healing Power 7%
*My suggestion: make it healing power to concentration conversion. The amount of toughness in a Ventari rev build can mess boss aggro.
Serene Rejuvenation
Increase to it to 20% outgoing healing.
*My suggestion: Ventari needs some offensive support. Keep the 15% and rather than buffing the outgoing healing, make it so Regen, Swiftness, and Protection you apply also grant +50 power or something similar.
Momentary Pacification is a silly trait in its current form, seeing as 3/5 elites are already CCs and this would just overwrite a stronger form of the CC. I think your version may be a bit strong, but it needs to be changed.
I’m not sure what to do with Punishing Sweep. Doesn’t seem to impactiful in pvp. Maybe your change to having the CC first will be useful, but I’m not sure.
Anyway, thanks for making a nice post about Ventari. I think it’s a very unique playstyle and would prefer to play it over my druid sometimes. I play healer/tank with Ventari/Glint rev on VG this week for fun (tank mainly because there’s no good way to get around having high toughness without completely ruining your healing ability). It was actually quite fun and very active compared to playing druid, which is just walking near people and spamming all the crazy strong effortless heals.
Cheers!
Tried it a couple games. Too much downtime and simply not enough survivability. I’m sure with some practice, I could feel better with it, but simply playing a power revenant is more effective with loads more sustain. I really hate that this is the case, and I’ll try a few other builds out over time, but it’s not looking good unfortunately.
We need to see all of the changes before making any doom and gloom predictions even if it looks like doom, remember we saw a preview.
What i can see working for a fresh air build is a more defencive setup , that basicly deals low sustained damage but has good burst. Basically a bruiser who acts as a executioner.
the build would look something like this:
Paladin’s Amulet (1050 Power,1050 Precision, 560 Toughness, 560 Vitality) with runes of the worm ( 175 vitality 100 ferocity 7% of vit is given as a bonus to ferocity) air, earth (or water), arcane, scepter dagger (or focus).
You will have good defencive stats and gain ferocity through the rune and trait (ferocious wind), while getting a large boost to it whenever the new fresh air trait triggers (250). So you get poor critical damage, that boosts up when you got for the standard burst combo.
If you choose to go for water you can trait for stop drop and role (because of how popular necromancers will get), soothing disruption, and cleansing water and role out with cantrips (cleansing fire, armor of earth/misrform, and lighting flash) and maybe tornado as the elite for the knock backs to disrupt a team fight (or just go with fgs).There is a viable build in there somewhere, it is just not a carbon copy of the old fresh air builds.
This is intriguing. Add in ferocious winds trait and you get ferocity: 221.45 (wurm rune ferocity + vit conversion) + 73.5 (ferocious winds) + 250 (fresh air) = 544.95 ferocity. Crit damage = 444.95/15 = 36.3% crit damage
Marauder ammy gives 560 ferocity (or 37% crit damage). The loss in damage is almost nonexistent (unless you also take wurm rune for Marauder), but the gain in survivability is huge.
Marauder gives 560 vit, Paladin gives 560 vit + 560 toughness. It’s certainly worth a shot with s/f or d/f. I’ll be giving it and a few other things a shot rather than just crying THE END.
edit: added in base vitality to ferocity calculation
(edited by Pazu.8320)
The 20-Slot Equipment Pact Box, which became availble as a recipe from Pact Supply Network Agents a few days ago, creates a bag that is Soulbound on Acquire. I can’t believe this would be intended.
Seems to be a PvE bug. Gives 8s in PvP but only 5 in PvE.
Did a full run of 2x Trek, bounty, puzzle, and race. Getting credit was very difficult regardless of the level of participation. We tested with puzzle a bit and it seemed to only award credit to 15 people. Race seems to only award credit one at a time, so you can’t have multiple people crossing the line at once.
This is, of course, on top of the buggy PvP missions the first week. Not sure if that’s been resolved.
Same happened to us. We got the confirmation that we had claimed the guild hall but aren;t able to get in. Most people left, so we’ll have to run it again I suppose.
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With the way Mallyx is currently, I want to know the purpose of the following skills and traits:
- Pulsating Pestilence
- Bolstered Anguish
- Replenishing Despair
- Demonic Defiance
- Empowering Misery
- Pain Absorption
All of the power of these skills are rooted in being able to draw conditions to yourself while simultaneously using them offensively. And they had counterplay in the Rev needing to skillfully maintain Resistance. Why am I pulling up to 5 conditions to myself from allies rather than just cleansing them? It’s because as a legendary demon, I can adventageously copy them onto my foes. But if my Resistance boon gets stripped or runs out then I’m incredibly weak. Why am I healing based on conditions incoming (Replenishing Despair) or currently on me (Empowering Misery) rather than simply cleansing them? Look at the name of these traits/skills: EMPOWERING Misery, BOLSTERED Anguish, REPLENISHING Despair. I should gain power from conditions not suffer for them. Yes, Mallyx is a master of torment, but that doesn’t have to limit him to a single type of condition.
The amount of torment upkeep for Mallyx is strong, but it doesn’t fit with several traits and skills. The old EtD is what an ELITE skill should be. It was a skill that was fed by many other skills and traits and had some really unique combos that really rely on good judgement by the Rev. Where’s that old playstyle at? Really, no one was complaining about having their condis cleansed too frequently. Don’t worry, I’ll just apply more to myself and stand in a condi player’s face until I get what I want if he’ll give it to me.
Many of us are urging you to bring back the flavor or return it to us somehow through a trait. For example, since none of the GM traits in Corruption are any good, replace one with added boon copy functionality to EtD at the expense of self-applied conditions.
Thanks for your time.
^^
Reaper is a crazy upgrade. Chrono probably second. Druid/Herald are great. Scrapper is good. Rest are meh.
Looks good, man. I’m a fan of Invocation over Retribution. I ran Glint/Shiro sw/axe hammer during BWE2. Not sure how it’ll hold up once people learn to play against rev, but I preferred it to other setups. I also think Hardening Persistence is miles better than Radiant Revival. It’s nice to see that quite a few different builds are popping up for Rev after that weekend, so that’ll at the least be refreshing.
Mine’s name is Cadavenaut – a cadaverous voyager.
that’s not the point, the problem is that it’s a bug that weaponswap doesn’t end an attack. it does on every other skill.
no gaze doesn’t deal damage afaik, but i could be wrong.
Sorry, it wasn’t my intention to diffuse the point. I was more adding to what the person above me said by pointing out you can still utilize “weapon swap” sigil combos using legend swap. This type of behavior on UA reminds me of stuff like starting Rush on warrior greatsword and swapping weapons. Iirc it used to keep you running but at some point they changed that (for the better I might add because I’ve run off cliffs using that skill before :P). I’m sure it’s just a result of everything on revenant originally not needing to be designed around weapon swap as it was disabled before. I’m sure it’ll get fixed.
During BWE2 I ran hydro on my sword so swapping legends mid-UA would add more burst. Hydro crit for >3k on squishies thanks to all the ferocity bonuses. I ran blood rather than leeching though and felt that worked better for sustained damage. I never thought to swap weapons, but that feels cheesy so I won’t do it, plus it takes you out of sword if you have hammer equipped.
It’s a strong combo but you have to make sure to swap legends when you know your opponent isn’t going to dodge, block, or invuln. I never thought to use Gaze of Darkness for extra burst. I usually saved it for safe stomps.
edit: Does Gaze of Darkness even do damage?
You want every elite to be the same? Sounds boring. I prefer more flavor.
It’s honestly a fine change. It allows you some breathing room with energy management. I would often find myself unable to use it on cooldown anyway because of energy issues. With Glint/Shiro in a Marauder amulet, you absolutely use all of your energy to keep alive in the fight. It’s a nice challenge to manage energy costs for offense vs defense.
Now I know this wouldnt mesh well with the crystal hibernation at 25% trait, but you could just make it so the trait auto recharges crystal hibernation instead maybe.
this is a great idea
I second this.
Just add either condition transfer on use of Mallyx elite or a conversion of conditions to boons while elites is active. Like 1 condi to boon/transfer per 1-3 seconds. That would fix the condition problem.
EtD needs to be an offensive skill, and condi to boon conversion would not fit that. If they are really so kitten worried about condi cleanses on the Rev, then maybe have any cleansed conditions copy onto your target.
I never understood why people wanted Assassin’s Presence and Ferocious Strikes swapped. All that did was place two traits that are essentially the same in the same tier. Ferocious Strikes and Vicious Lacerations differ very little. +10% crit damage dual wielding (sword/x obviously) vs. up to +10% damage with a sword. The only reason I can see taking VL over FS is if you run mainly shield offhand as it doesn’t count as dual wielding (or does it?). I honestly would prefer VL to be changed entirely into something not damage focused.
I never heard anyone complain about having too many condis removed from them while running Mallyx. As people are suggesting, this legend is no longer unique from other condi professions. Honestly, what’s the point of having Pain Absorption if you can’t use it offensively with EtD? It just becomes a weaker Save Yourselves! without much option to remove those condis once Resistance wears out. There’s no more condition manipulation that the class was built around. I hope after reading the plethora of comments on this, you reconsider this change.
(edited by Pazu.8320)
Part of the intention here is to punish you for swapping legends early too. If you are above 50% energy then you actually LOSE energy when you swap legends.
Shiro is basically useless if you have a guardian or a mesmer who can provide quickness. Maybe the heal is some extra damage but that’s it, impossible odds is just too costly to be spammed, I don’t feel like it’s something you can rely on. And I just read somewhere you cast enchanted daggers and then swap shiro for something else so…yeah.
Don’t neglect the Shiro heal. It’s an extra 5400 spike.
Shiro/Mallyx has the biggest DPS output, I believe this will be the PvE meta. Herald is only useful if your group lacks a PS warrior and ele/ranger, in my opinion, but you’re giving up a lot of damage by staying in glint.
Nope, Glint/Shiro will be the default in PvE with Glint/Ventari for times you need the projectile bubble. Glint has some very interesting PvE interactions that you’ll just have to wait for our guide to come out to hear more about. =)
Interesting.. I believe Knox had a post not too long ago stating Shiro/Mallyx sits around 19k DPS so I’m certainly interested to see how Shiro/Glint will exceed that without embrace the darkness.
I think it might have to do with group dps as oppose to personal dps. Switching to Shiro gives you 50 energy on legend swap which equates to 9s quickness uptime every 10s. If you ate 20% boon buff food you could get roughly 100% quickness uptime for 45 energy, less with even more boon duration e.g. runes.
Whilst Glint’s role probably has something to do with the f2 passive (50% boon duration) which can be a massive boost when other classes cast boons e.g. thief vigor turns from 10 to 15s. That’s why I think Glint is too valuable, the f2 passive is really strong and synergises with classes which stack boons. Heck, PS Warriors might be able to run full scholars if a Rev is in the party, I think the dps gained from that will go a long way to off set personal dps loss. Just my thoughts.
You can run F2 facet without running the Glint legend. I think it has more to do with upkeep of lesser-used combat boons like swiftness, protection, and regen to buff up traits like Warrior’s Empowered and Guardian’s Power of the Virtuous as well as the Rev’s own Elder Power.
My guess is Champion Invoker or Invocator.
Yeah, Shiro heal could do with a slight cast time reduction at the least. Glint heal is necessary for a Revenant who has no invuln skills (minus shield, kind of) and low ability to leave a fight.
Here and here are a couple quick ranked/unranked PvP videos I made. I also made a little guide with all the tricks I used. I have some more footage too I might go through later.
edit: added video with captions
(edited by Pazu.8320)
Another issue with stability countering it is that it is not an actual CC. It doesn’t interrupt skills, only displaces where they go off.
Something I’ve noticed and I believe this was said last beta but when you use impossible odds when finishing someone the quickness only speeds up the animation. There’s a delay after the animation before they are actually finished. I think this may affect all quickened finishers.
Yeah you are right, I thought that was my network ping. The animation shows finishing move but target dies 0.5s later or so.
So quickness stump or this is a bug?
Yup, and if you move after the stomp has finished but before the enemy is stomped… he won’t be stomped.
It should trigger twice. The life siphon has a 1s icd and UA lasts for 2s.
UA I don’t think will get changed. The skill is just fine. Just a skill people need to get used to sense it’s new. Crystal Hibernation needs a buff, other then bug fixes the class feels ready in my opinion and shouldn’t need many changes at all
Why is it people think it needs a buff? I use it alot and I’m absolutely happy with it.
Some suggested to make you be able to move but i think this would be crazy op.
Also, thematically, you’re hibernating so how could you move >.<
I think people are confusing “buff” with “fix.” Currently, soft CC takes off more of the breakbar than hard CC. Oops.
Unrelenting Assault is fine as is. Tweaking it down too much could make it as useless as it was before the evade. There have been multiple suggestions to adjust this skill, such as toning down the damage on the first 6 hits and rewarding the 7th hit with higher damage. As the weekend progressed, I encountered more and more people able to deal just fine with UA. Sword Rev is still relatively squishy if geared to have UA deal high damage, especially to well-timed condi bursts. Wait for them to use Infuse Light, then you have a 26 second window to burst them down, minus the evade frames.
I agree that legend swap should remove 2 condis. Too much more than that and people start complaining about survivability and as such damage gets nerfed.
Pick your battles. Mesmer is already a bit rough for sword rev. It’s not a class I’d 1v1 too much in PvP. But over the weekend I went toe-to-toe with several condi builds, including a trap ranger stacking 20 bleeds on me. I used Infuse Light to cover those and then bursted him down.
I even tried generosity sigil for a while but it just didn’t offer enough to make a difference. I’d rather have the extra burst from air and hydromancy (2k extra damage when legend swapping during UA).
People also underestimate the power of teamwork. In a team fight, I can rely on my buddies to cleanse for me while they let me burst and kitten out boons to them.
Luckily I have a guild to upkeep so I logged in on my real characters to manage that >.< Otherwise, I was invoking Glint and Shiro all weekend.
It looks good. No Invocation scares me a bit as you’ll only have one stunbreak in Glint. I’ve been finding other ways to overcome the lack of condi cleanse with Shiro. The Shiro skills are just too kitten good to give up for me.
You either have some ability to deal with conditions and no stunbreak or low ability to deal with conditions and excellent stunbreaking. That’s balanced imo, unless they severely nerf the damage of either setup.
I’d mainly been using it for the instant cast blind for stomps, but it would be nice for this to work as well. Chaotic Release on SR is fun too >.<
Both stealth AND revealed. Wow, that’s a silly bug.
The best defense against condis is Infuse Light, the Herald heal. And, of course, evading and kiting well so not to get hit with too many condis. It’s a weakness, and with the amount of heal and life steal Rev has, it’s not a particularly terrible weakness. The only times this weekend I’ve died to condis, even against condi builds, have been 3v1s.
I feel like the energy cost is high. And I feel the only reason for this is its synergy with Blinding Truths. It’s just silly to base the cost of a skill on a trait intended to bolster it.
This weekend has revived my spirit in GW2. Glint/Shiro Revenant is such a thrill to play in all game modes. I don’t even mind that they completely dropped the ball with Tempest (ele main currently) because I fully intend to main Revenant on launch. Playing with it this weekend really solidified that for me.
Again, the game should not be balanced over 1v1 pvp. Once you throw even one person (or pet) in there UA’s damage goes down dramatically.
Or at least if they change it, they should change it to what another poster suggested and basically load most of the damage toward the end. That way if someone is not being braindead and is paying attention they can dodge the most damaging portion of the ability. Something like that would at least leave the ability useful in pve. But the ability needs to be strong and it needs that evade. Otherwise it’s useless.
This. It was useless during the last test event. Now it is a solid skill. Backloading has worked for several skills in this game so far (e.g. warrior’s axe auto attack chain), so perhaps could work here too.
On Friday, I was shredding people with this skill. Tonight, it’kitten or miss. Give people time to learn the Revenant’s skillset and know what to expect. It appears OP but only because it is sufficiently strong and still unknown to the general community. Give it some time.
(edited by Pazu.8320)
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