Showing Posts For Wandelaar.3746:
You found some interesing bugs which i will gladly add to my bug list if you dont mind.. I dont rebember when last time i saw reflect..dat Shiro heal is below trash level really. I always thought it sux but that what you showed is just.. kittened. Simply kittened. Well done there, whoever designed this skill. Bravo men, bravo!
Thanks for correcting me about the 1200 range limit in your post, corrected it.
Most of the other classes have had a similar post in the past, and I figured revenant deserved one as well. I compiled a list of some interesting facts you might or might not know yet, I tried not to include the basic stuff. Some of these items can help you use your revenant to more effectively, while others may just be fun to know or useful in niche situations. Feel free to add facts if you know stuff I don’t.
I made a video to demonstrate most of the facts to additionally explain and prove my statements.
I will be including timestamps that link directly to the video so you can just watch the parts that pique your interest. (https://youtu.be/BW5gTnzlG2A)
1) With a little effort, you can get way more mileage out of your on-swap sigils. If you swap legends right before you swap weapons you can proc two sets of on swap sigils every 9 seconds. Allow me to explain how this works. Let’s say you’re running a Hammer / Sword-Shield setup, with a hydromancy and leeching sigil on your hammer, and an energy and cleansing sigil on you Sword-Shield set. Starting off in hammer, you will first legend swap, proccing both on swap sigils on your hammer, if you then swap to your sword-shield weapon set, the two other on-swap sigils will proc. This way, you can trigger both sets of on-swap sigils every 9 seconds, similar to how warriors can make use of on swap sigils with their fast hands trait, but a revenant doesn’t need a specific trait to be able to do this. (https://youtu.be/BW5gTnzlG2A)
2) Revenants can achieve 100% damage reduction to direct damage, effectively taking 0 damage from all sources, similar to how endure pain works. In order for a revenant to achieve this the following conditions must be met: You have to have protection and the Jalis elite effect active on you, you have to run the retribution trait line for damage reduction and upkeep the vengeful hammers in Jalis. While this is ongoing you will not take any direct damage, and if you have traited the Jalis elite, the damage taken from incoming conditions is also reduced by 70% (50% from the Jalis elite, and 20% from the Vengeful hammers. (https://youtu.be/BW5gTnzlG2A?t=18s)
3) The hammer #3 Phase Smash effectively moves your character, allowing for some plays. You can for example use the reveal on Glint’s facet of darkness to reveal someone in a refuge far away by using phasing phase smash in the middle of a distant shadow refuge and then activating the reveal to reveal enemies from 1200 range away. This can be a bit tricky as you can only activate the reveal at the very end of phase smash. You can also block projectiles of quickly share a tick of protection for an ally not in your immediate vicinity by using the projectile reflect and then using phase smash, or just fly by one of your teammates while upkeeping protection to potentially save their lives.
You can cancel phase smash by pressing your swap weapon hotkey during phase smash, this will immediately port you back to the location you started casting this skill, but you will not weapon swap although you pressed the weapon swap hotkey. (https://youtu.be/BW5gTnzlG2A?t=34s)
4) Quickness stomps have always seemed unreliable, but the trick to doing them is making sure you have quickness the instant you initiate the stomp in order to be able to speed up your stomp.
5) Some skills can be cancelled by stowing your weapon in order to bait out dodges without having to spend any energy on the skill. Some skills like Jade winds and Glint’s elite can be cancelled until the very last instant, they will go on a four second cooldown, similar to what happens if you get interrupted, but the Glint elite will not go on full cooldown and Jade Winds will not cost any energy. The hammer #5 “drop the hammer” can also be used to bait out dodges, as cancelling it early will not cost you the 15 energy if you see the skill is going to miss, drop the hammer will go on a short 4s cooldown in cancelled early, but it will go on a 15 seconds cooldown if you stow cancel it late. (https://youtu.be/BW5gTnzlG2A?t=45s)
6) Speaking of Jade Winds, this skill can be used to hit people that are hiding behind a wall or a gate, and it can be used to finish off that downstate elementalist that mist formed through the portal thinking he is safe.
7) You can line up the sword #2 precision strike to hit a single foe multiple times, similar to the Guardian GS #5 skill binding blade. (https://youtu.be/BW5gTnzlG2A?t=1m22s)
8) Glint heal can get you out of combat even if you still have damaging condition or a debuff on you. This can help you commune with vistas without poison mastery, or waypoint even if you’ve still got some long lasting conditions on you.
9) The herald f2 skill facet of nature lingers on for a few seconds after you activate it, so even if you double tap it, you can still use the few seconds you get to extend the duration of the resistance or any boon you apply to yourself, without having to pay any upkeep. You can also activate this prior to activating impossible odds to get one or two seconds of extra quickness because of the boon duration. (https://youtu.be/BW5gTnzlG2A?t=1m41s)
10) You can consistently get two blasts out of your fire field using the mace #3 skill echoing eruption once you get to know the place where to start the echoing eruption. (as shown in the video). (https://youtu.be/BW5gTnzlG2A?t=2m25s)
11) The trait radiant revival gives the enemy points in PvP for reviving an ally if they heal the ally affected by the trait causing them to revive.
12) The trait “diabolic inferno” (burning foes around you when you use an elite skill) is undodgeable and unblockable, just like the pulsing torment from your Mallyx elite “embrace the darkness”.
13) The trait momentary pacification (daze nearby enemies when you use an elite skill has anti-synergy with some of the elites available to a revenant.
It will apply both the stun and the daze at the same time on Shiro elite, making the daze useless.
It will break the knockback effect from the Glint elite, causing them to be dazed, but not, or barely, knocked back. (https://youtu.be/BW5gTnzlG2A?t=2m43s)
It will apply the daze during the small knockdown on the Ventari elite, wasting a part of the daze duration. The daze effect will also go through evades and blocks.
14) On elite and on heal traits, skills, food with on-heal effects and runes behave irregularly on Revenant. The effects from traits will trigger on the second activation of the skill in Glint. Meaning that your heal skill itself and not the regeneration upkeep will trigger the blind from your salvation trait line, the same thing occurs with the aoe burn from Balthazar runes, the condition clear from “Bowl of Saffron-scented Poultry Soup” or other effect from traits or food . Meaning that the revenant runes, herald runes and aoe protection severely harm the amount of healing given by your glint heal. Mainly revenant runes make the biggest difference, giving you resistance for 2 seconds during your Glint heal, denying almost all healing received from conditions. (https://youtu.be/BW5gTnzlG2A?t=3m4s)
15) The on elite skill effects behave differently. Effects from traits (the daze and burn traits) will trigger on the second activation of the elite skill and not on the first upkeep part of the skill. Rune effects however will both trigger on the upkeep part itself and the second activation. (https://youtu.be/BW5gTnzlG2A?t=3m4s)
16) Shiro’s heal skill enchanted daggers will leech life for your enemy if he reflects the daggers, causing him to be healed and you to be damaged by the skill. If the daggers are destroyed, dodged or if people are out of the 1200 range limit, the dagger charges simply vanish without doing anything. (https://youtu.be/BW5gTnzlG2A?t=3m53s)
17) The passive proc from the trait versed in stone (the trait that gives you the Jalis elite when struck below 50% hp) will activate on elite traits and rune effects such as diabolic inferno. (https://youtu.be/BW5gTnzlG2A?t=4m)
18) You get cheap access to resistance by continuously activating and deactivating your Mallyx elite “embrace the darkness” (https://youtu.be/BW5gTnzlG2A?t=4m4s)
19) You can both legend swap and weapon swap during unrelenting assault. You can always legend swap for some extra burst from sigils, but the weapon swap has to be timed carefully at the start of unrelenting assault as shown in this separate video. You can also use instant cast abilities during your unrelenting assault, so you can reveal people at the start of unrelenting assault to prevent them from stealthing, or you can start any upkeep. It might be a good idea to start upkeeping boon duration at the start of unrelenting assault to extend the duration of the
might given by unrelenting assault. (https://youtu.be/Y9oiDn1vOqw)
20) The tooltip on the hammer #3 phase smash states that it gives ½ second of evade uptime, this is incorrect, it scales with the duration travelled. The evade on phase smash does not allow you to cross rings/lines of warding without getting knocked down.
P.S.: The boon duration from soothing bastion does not work. (https://youtu.be/BW5gTnzlG2A?t=4m28s) Elemental blast (the activation skill of the swiftness upkeep skill) does not display a red circle for enemies, similar to the guardian longbow symbol and the scrapper’s hammer #5 Thunderclap.
Thanks for reading this wall of text.
Cheers!
(edited by Wandelaar.3746)
Nice feedback thread, I also had the most succes with a condition buid in Bwe 2, and it felt way weaker now.
Leaving this here for the laughs…..
Where his opponents of equal skill? I havent seen it cuz im on my smartphone but this reeks ppl being clueless, 4 berserkers vs 1.
You can’t win a 1v4 against equally skilled people, or at least not if the class you play is even remotely balanced.
I’m not concluding that it’s too strong based solely on cherry picked footage, but on the personal experience I got from the class. (angz)
LOL so you post a cherry picked screenshot from a custom match?
There were plently of rev’s killed a lot during the beta, good players will always be good, that doesnt suddenly make the class op. some popele making it sound like the strongest class in the game, which it is not. not even top 3.
Mate, ANGZ 1v1 king of the hill arena is legendary. It’s not just any custom match.
although hardening persistence seemed to be giving more stacks than you should be getting (I was getting 8 stacks where I should have only been getting 3.
No, 8 is correct.
The trait doesn’t simply give stacks from each pip of degeneration, but rather each point of upkeep you’ve currently got rolling. Your base regen is 5, so to reach -3 you have to be using 8 upkeep points.
When just upkeeping the swiftness and Facet of nature, I had +2 energy regen, but still got 8 stacks, from time to time. I’ll see if I can find an example in my footage.
I’m not concluding that it’s too strong based solely on cherry picked footage, but on the personal experience I got from the class. (angz)
Aw, never thought I would get this much hate in terms of dislike and stuff… :/
(edited by Wandelaar.3746)
The thread points to the point in the video he is in PvP. That build is full dps.
The glint heal DOES need some work, needs a visual tell. I also think most of what we see at this point is just inexperience. The meta is going to be shifted by revenant -at least-. People run builds to deal with the current meta because hey its been one ongoing uninterupted flow of fights for 3 years. Suddenly you have an entirely new class and sub classes thrown in for a few weekends at a time and it causes problems and goofs with the meta. Its to be expected.
True words, man, people still have to learn how to play against the revenant just like most people still have to learn how to play with the revenant.
The meta also still has to adapt to the elite specs, and the heal does indeed need a tell.
Nice post man
A decent condition necromancer should melt Glint/Shiro Revenant. They have very little ability to deal with conditions.
I admit i don’t understand this. I don’t feel particulary squishy to condition with a revenant. No more than a mesmer or engineer. Particulary if you use lyssa runes. The only problem is burning coz it’s pretty op but that’s for all classes.
With glint heal, evades, shield you already have toon of sustain and ways to evade conditions. It’s really a false weakness for me. And even more if Roy ad the great dwarf rite trait in retribution traitline.You can only have 3 trait lines friend. What are you giving up for retribution? Invocation gives higher dps, herald gives shield. period. and devistation is a no brainer.
Also yeah, no condi clear at all with a full offensive build. Not a single one.
In theory, you are weak versus conditions, but when you’re actually playing it, you soon find that it’s not that hard to deal with them in reality. As a condition damage perplexity necro will be amongst the hardest matchups you will find.
Reference: https://youtu.be/JyWdf4VsUoc?t=2m35s
A decent condition necromancer should melt Glint/Shiro Revenant. They have very little ability to deal with conditions.
I admit i don’t understand this. I don’t feel particulary squishy to condition with a revenant. No more than a mesmer or engineer. Particulary if you use lyssa runes. The only problem is burning coz it’s pretty op but that’s for all classes.
With glint heal, evades, shield you already have toon of sustain and ways to evade conditions. It’s really a false weakness for me.
It is harder for a revenant to deal with conditions than it is to deal with direct dmg (because of the damage reduction modifiers and the protection combined with the free toughness from hardening persistence). But because the herald was so strong this weekend, you were usually even able to defeat condition builds without even needing a single condition cleanse, as condition builds have no way to prevent the glint heal from doing work.
Please fast forward to 5 30 where he is 1v3 what you would now call sPVP scrubs
Oh my! I didn’t know all you guys became so great at this game after playing a new class for about 20 hours as opposed to others with over 3k hours under their belt
Get real please, this is getting nerfed.
I’m not saying it is not op, because I also think it is.
But I have about 120 hours of playtime on revenant .
(I’m the guy who’s in the video)
Now put decent Condition Necromancer against it and it melts like ice in my drink.
Out of all classes, I would indeed think that necromancer stands the best chance against the revenant, and I would love to have some scrims with you once the revenant enters the live game, as I’m very curious to see how a revenant would fare against a good necromancer.
I think it’s a bit like putting a cele ele (that’s how the rev feels at the moment) against a necromancer, and necromancer would probably be the smartest option to try to fight a cele ele.
I’m very curious to see how it would go.
Thanks a lot man, hearing that kind of feedback really makes my day. I might make another video, and i’l try to put some of my staff footage in there. Cheers!
“Dis gone be gud!”
Seriously though I was waiting for you to drop this man! Your last couple of videos were amazing and I’m sure this one will not disappoint. Just watched it, this is what I am to be on my Rev when solo roaming. You’re a beast! I love the style and mechanics of Shiro and Glint is just the icing on the cake. I too am looking forward to the 23rd to start a new journey on the Revenant! Reading your text your mentioned staff as a potential sub weapon, do you have any footage of you using S/S and Staff? If so how did that combo work out for you?
Continued:
Now, let’s go on to herald. The facets were already really strong in the previous beta weekend, this has not really changed. The legend itself was very, very strong. It felt like one of the strongest legends (if not the strongest) even if you were alone, although all the boons get shared out to 5 people in range.
The heal offered useful regeneration and a heal similar to defiant stance, turning all incoming damage (including condition damage) into healing. The skill was better than it was on paper, and was better than defiant stance for several reasons. The main one is the fact that it doesn’t have a cast time, this is what made defiant stance useless and makes this viable. The other one is a less positive one though, the complete lack of a tell when infuse light was on you. You can obviously see an orange glowing aura when a warrior uses endure pain, which tells everyone hitting him is useless during that time. But infuse light lacks this tell, all it has is some small blue-ish ray flowing into you at the start, but other than that, there was no way to tell if a revenant had that heal up except for the tool tip stating he had. so if people didn’t have the revenant selected, they had no way of telling they were actually healing him. This could use some proper aura or a tell that is more obvious.
The elite also has a quite peculiar issue, I’ve gotten comments from some people telling me: “the Herald is the true chronomancer, as it bends people’s frames”. Every single time the glint elite was cast, the ground particle effect caused everyone to lose more than 20 fps. I guess the animation could be toned down a bit for people with animations on low?
Shield was good, very good, now that the counterplay against the shield block is gone, this felt like a third healing skill on the revenant, rivaling the power of 30s healing cooldowns like shelter as it comes close to the amount of healing offered by shelter, and also offering a 4s block. Shield 4 was quite good, although it’s not that unique of a skill, it was a nice extra heal.
The trait line had some good minor traits, and good adept traits, although hardening persistence seemed to be giving more stacks than you should be getting (I was getting 8 stacks where I should have only been getting 3. I think it’s quite striking that the protection on healing skill trait is still there which just pretty much made your glint heal worse (as the protection reduces the heal you get from the glint heal. I would therefore suggest changing it to granting a boon based on the legend you are in when using a healing skill, giving might/fury in Shiro and protection/retaliation in Jalis, this would make the trait good without changing the general concept. The shared empowerment seemed to be rather weak, but it was you only option if you were not playing in big groups so you were obliged to take it. The boon duration increase from soothing bastion also did not seem to work when I tried it out.
All in all the most striking thing about the Glint legend was how it was hard to get rid of your energy. The upkeep costs were quite low, and the activations were free. So if you desperately needed the second part of the upkeep, you had no way to get rid of your energy. This just doesn’t feel like it is as it is supposed to be. Other legends have an initial starting cost to start an upkeep which would not be out of place, giving the activations a cost would also not be surprising and even justified. Making it so the passive part has to be active for at least a second before being able to use the second part and not allowing doubletap might also help balancing it out.
In general, herald makes the vanilla revenant feel weak, the herald trait line and facet of nature feels like the arcane specialization line for the elementalist, as invocation doesn’t really fill that niche. It feels like revenant with boons where you would otherwise have none, it feels like nothing but an upgrade, even if you just get the specialization for the new facet of nature. The additional boon duration also helps greatly with the resistance uptime. Even for soloing, the boons from facet of nature seem to be your best option even though it shares those boons out to 5 people.
Some bugs I encountered were:
-Mace 2 and hammer 2 not working on slopes.
- The boon duration increase from soothing bastion did not seem to work when I tried it.
This class went from pretty underpowered to over the top quite fast, being overpowered is not fun, there is no glory in winning. This is why I won’t be asking for buffs from a PvP perspective. It’s not like the whole revenant concept is too strong for WvW and PvP, but the sustain felt too good. I felt like I could out sustain about every build, while I still put out some good damage.
Feel free to tell me what you think of the Revenant and my feedback, thanks!
Thanks for the great work Roy! \o/
And thanks for reading this through!
Continued:
Time for Shiro! Shiro is the most vital legend if you’re running around in world versus world because of the mobility that is indispensable for running around in world versus world, and the stunbreak that saved my life more often than I would like to admit.
Every single skill is excellent in this legend, but while riposting shadows is not that much of a balance offender, phase traversal is. This now offers a 1200 range shadowstep without a cooldown as long as there is something you can target. I think the energy cost and the range of the skill were balanced based on the way it worked before it was changed to work like infiltrator signet, so, while it is fun to be literally uncatchable and being able to go from the mid point to the home point in PvP in a second, this is not balanced. And I feel like either the energy cost should be increased, and/or the range should be reduced. There is absolutely no need for tactical gameplay if you can get from home point to Mid in seconds, I was in fact very surprised to see it in this overpowered state again in this beta weekend. The healing skill is still in a controversial spot, but I think this skill too is borderline overpowered, the initial heal is low, but the total heal is quite good, but more importantly, this heal does about 5300 additional damage, giving you access to crazy burst when you use that skill. This heal is the only thing that makes you able to burst really hard.
I still like the trait line, it’s well balanced and I like the lifesteal and vulnerability idea, it is strong, but the lifesteal idea is a nice way to sustain yourself.
Revenant sword feels like the main damage weapon for power oriented builds, the precision strike even feels very useful. The autoattack chain still suffers from the setback that it’s got a blockable projectile in its chain, which makes you unable to progress your autoattack if someone decides to stand in a Ventari tablet deflect for example, or when someone is getting ressed up by a guardian. I would therefore suggest to make this part of the chain unblockable so you can actually cycle through it in these situation.
Unrelenting assault still felt too strong in 1v1s, the cooldown got upped, but I feel like it would not be too big of a nerf to get rid of the might generation on that skill, as it really does everything in its current state.
Offhand sword is one of the better offhand options, but there is almost no
situation in which you would get a sword instead of a shield. Shield offers lots of sustain combined with blocks. Sword 5 is not reliable, so you just feel like you’re just wasting energy if you use that skill quite often, the concept for the sword 5 skill is nice though.
Time for invocation. This trait line is focused on fury, which is not a bad theme, but it doesn’t benefit conditions nearly as much as it benefits direct damage which is a shame, a trait that would add condition duration during fury or anything that benefits conditions too would be nice, similar to the 150 condition damage trait during fury warriors get access too. The trait line offers a bit of everything, like on condition cleanse on a 10 second cooldown gated on your legend swap, and okay traits, it doesn’t really stand out as much as it did when you needed it to make your legend swap instant. This feels good if you’re running power builds, but it feels underwhelming on condition builds. And it really feels like condition and hybrid builds need some love to get to the same level as the power builds.
To be continued —>
Hey everyone,
Some of the regulars here might remember me from the posts I have consistently been putting out after beta weekends.
I will be writing in depth feedback on the revenant again so prepare yourself for another wall of text.
If you just want to watch the video: here it is: https://youtu.be/N17A9qzvgyw
I spent quite a lot of time on the revenant this time, and this time it felt quite similar to what it was in the previous beta weekend, apart from the condition and celestial build, but more about that later.
I’ll start by systematically going through each legend, traits included, followed by the assorted weapon(s).
Starting off with Mallyx. Mallyx used to be my favorite legend since the first testing weekend.
The corruption line seems to still be in a good place, as it offers an interesting mix of traits, and this hasn’t changed that much since the first beta weekend.
Mallyx used to be one of the most thematically fitting legends with a distinctive high risk reward principle, but the recent changes made Mallyx feel like something way more bland and way less unique as a class to play. The healing skill used to be able to heal for 10k if you played aggressively, but now they just increased to base heal and decreased the additional healing for each condition on you, it was made less interesting to play with. Don’t get me wrong though, the changes to the displacement of Unyielding Anguish were needed, because the displace mechanic messed up a lot of stuff, and the mechanic was quite broken, but when they changed this skill, they nerfed it in its torment application too. It used to be able to apply 6 stacks of torment in the first hit (if you had 3 conditions on you) but now, even if someone stands in it for the entire duration, they’ll only have 5 torment, that’s not how it’s supposed to work, is it? Banish enchantment had its confusion application normalized, which made it feel like there is even less play to it, and this weakens your burst skill. The changes to the elite are sad, using a 7 energy upkeep skill to pulse torment is just not worth it, the only reason you would activate it would be to proc on elite traits and runes, or to get it for the stat increase, which is more important for power builds. The elite was what made Mallyx this iconic, and it’s sad to see it in its current state.
Mace and axe feel quite good, but while all weapons got access to new evades during their mist skills, mace and axe feel a bit left out as they get no evades or anything, but this might not be a bad thing as they’re certainly not weak in their current state. The removal of the significant defensive part on Unyielding Anguish made you a vulnerable target that has no way to escape focus, or to stall, which is also an issue now when playing Mallyx.
Let’s look at Jalis now: Jalis feels like it’s in the spot it should be in, the legend offers good party wide damage mitigation through the Elite, and the taunt is a bit more spammable now. The Jalis legend feels like a solid choice, but it gets outshined by other legends that are more vital in many builds, in short, glint feels like a better version of Jalis, offering aoe protection uptime, aoe swiftness, aoe boon duration and even some might for damage. . If you can however make good use of the party wide damage reduction, I can see this getting picked up by lots of people in raids for example.
The trait line is extremely strong, giving access to lots of damage reduction, healing, stability, extra endurance and even protection. This trait line makes you feel quite tanky even if you’re running berserker builds, and this is what makes revenant feel too strong in my opinion, combined with the protection and heal overload in Glint, in some instances in my video I manage to survive against 4+ people running a zerker build, this feels wrong. The grandmasters are a bit weak, but the other traits are extremely strong.
On to hammer: I’m loving the hammer, although the damage is quite easily avoided in theory, you’ll find that the low cooldowns make it impossible for enemies to avoid everything, it even offers good evade uptime with the Phase Smash. Staff might compete with hammer if you’re aiming for 1v1’s, but if you’re planning on doing outnumbered stuff in WvW, the hammer feels like the superior pick. The damage is top notch and might be a bit too high on the coalescence of ruin (hammer 2 skill), whereas the other feel way weaker in terms of raw damage.
Let’s discuss Ventari now. I have tried to run a cleric’s revenant again in some instances, and the healing was quite but you ran out of energy really quick, offering heals in short bursts when you had energy again, or offering no heals if you wanted to upkeep the projectile deflect, but you were quite vulnerable while you were in Ventari, as you didn’t have any stunbreaks or a reliable way to avoid taking damage, you also don’t really get a second heal like the other legends would offer, but your second heal just becomes summoning a tablet which made Ventari feel not useful enough if people found out you were actually quite vulnerable while healing others.
The trait line that accompanies Ventari is in a healthy place, offering lots of modifiers you really need, but this line is only worth taking if you’re running a healing oriented build, it doesn’t feel like this trait line can be used without picking up the actual legend or weapons like the other trait lines can. which is rather sad, but at least it’s not bad at doing what it’s supposed to do.
The staff is a good weapon and it feels like it’s a great swap, because of the great damage on the fifth skill, and the reliable block, the autoattacks felt a bit weak compared to hammer and sword, but the rest of the skillset makes up for that. The block is great, the heal and condi cleanse is very helpful as revenant is very weak to conditions (if you decide not to be immune against them by speccing Mallyx)
A solid option as a weapon swap, a weapon to pick up as your secondary weapon.
To Be Continued
Talking about offering these things aoe to others, rev’s stab, condi cleanse and shield 5 only benefit themselves.
Guardian offers stability, condition clear, quickness and reliable aoe heals.
Herald offers none of these, don’t be too quick to say it replaces guardian as a whole.
Made a little sequel to this previous video. For those thirsty for more!
Someone mentioned the idea of making it able to stick to a target, so you can let someone be the moving center of your heals, or just enabling to put it on yourself so people know they should be close to you for the heals. Teleport might also help, but it would make it hard for others to track your target if they really need those heals.
Continued:
Now, onto the shiny new herald. The facet idea turned way stronger than i thought it was gonna be. The facet of nature (f2) offered great uptime on some of the most important boons (protection, regeneration, fury) while offering 50%! boon duration aoe while upkeeping it for only 2 energy degeneration cost. The boon duration felt like it can use a higher cost, as 50% is a lot. It was a nice added profession mechanic.
The legend itself was very, very strong. It felt like one of the strongest legends even if you were alone, although all the boons get shared out to 5 people in range. The heal offered useful regeneration and a heal similar to defiant stance, turning all incoming damage (including condition damage) into healing. The skill was better than it was on paper, and was better than defiant stance for several reasons. The main one is the fact that it doesn’t have a cast time, this is what made defiant stance useless and makes this viable. The other one is a less positive one though, the complete lack of a tell when infuse light was on you. You can obviously see an orange glowing aura when a warrior uses endure pain, which tells everyone hitting him is useless during that time. But infuse light lacks this tell, all it has is some small blue-ish ray flowing into you at the start, but other than that, there was no way to tell if a revenant had that heal up except for the tool tip stating he had. so if people didn’t have the revenant selected, they had no way of telling they were actually healing him. This could use some proper aura or a tell that is more obvious.
The elite also has a quite peculiar issue, I’ve gotten comments from some people telling me: “the Herald is the true chronomancer, as it bends people’s frames”. Every single time the glint elite was cast, the ground particle effect caused everyone to lose more than 10 fps. I guess the animation could be toned down a bit for people with animations on low?
Shield was good, quite good, bug the skills were very expensive, and a chill or cripple seemed to decrease it by as much as a stun or daze, this should be adressed, as there is way more chill and cripple than stuns and dazes, and I think stuns and dazes should affect it more than chill and cripple. Shield 4 was OK.
The trait line had some good minor traits, and good adept traits, although hardening persistance seemed to be giving more stacks than you should be getting. The major traits were all pretty average. But the worst one has got to be the protection on healing skill which just pretty much made your glint heal worse. I would therefore suggest changing it to granting a boon based on the legend you are in when using a healing skill, giving might/fury in shiro and protection/retalliation in jalis, this would make the trait good without changing the general concept. The shared empowerment seemed to be rather weak, but it was you only option if you were not playing in big groups so you were obliged to take it. The boon duration increase from soothing bastion did not seem to work when I tried it.
All in all the most striking thing about the Glint legend was how it was hard to get rid of your energy. The upkeep costs were quite low, and the activations were free. This just doesn’t feel like it is as it is supposed to be. Other legends have an initial starting cost to start an upkeep which would not be out of place, giving the activations a cost would also not be surprising and even justified. Making it so the passive part has to be active for at least a second before being able to use the second part and not allowing doubletap might also help balancing it out.
In general, herald makes the vanilla revenant feel weak, the herald trait line and facet of nature feels like the arcane specialization line for the elementalist, as invocation doesn’t really fill that niche. It feels like revenant with boons where you would otherwise have none, it feels like nothing but an upgrade, even if you just get the specialization for the new facet of nature. The additional boon duration also helps greatly with the resistance uptime. Even for soloing, the boons from facet of nature seem to be your best option even as it shares those boons out to 5 people.
Some bugs I encountered were:-
-Mace 2 and hammer 2 not working on slopes.
-Gaze of darkness not revealing properly.
- The boon duration increase from soothing bastion did not seem to work when I tried it.
This class went from pretty underpowered to over the top quite fast, being overpowered is not fun, there is no glory in winning. As you can win some fights by only using unrelenting assault and literally no other skill. This is why I won’t be asking for buffs from a pvp perspective.
Feel free to tell me what you think of the Revenant and my feedback, thanks!
Thanks for the great work Roy! \o/
Continued:
Time for shiro! Shiro is the most vital legend if you’re running around in world versus world because of the mobility that is indispensable for running around in world versus world, and the stunbreak that saved my life more often than I would like to admit. The Elite is also borderline overpowered. Although it has a high energy cost, a 3 second aoe stun is super strong.
Every single skill is excellent in this legend, but while the energy reduction on riposting shadows is not a balance offender, the change to phase traversal is. This now offers a 1200 range shadowstep without a cooldown as long as there is something you can target. I think the energy cost and the range of the skill were balanced based on the way it worked before it was changed to work like infiltrator signet, so, while it is fun to be literally uncatchable and being able to go from the mid point to the home point in pvp in a second, this is not balanced. And I feel like either the energy cost should be increased, and/or the range should be reduced. The healing skill is still in a controversial spot, but I think this skill too is borderline overpowered, the initial heal is low, but the total heal is quite good, but more importantly, this heal does about 5300 additional damage, giving you access to crazy burst when you use that skill.
I still like the trait line, it’s well balanced and I like the lifesteal and vulnerability idea, only critique I have is the lack of a good option in the master category, as they all feel inferior too the adept traits.
Revenant sword changes were good, precision strike feels like it’s worth casting now, and the autoattack buff was welcome. There are 2 issues however, firstly the fact that if someone uses deflects and/or reflects they render you unable to use your autoattack chain, as you can’t get past the projectile part of the autoattack chain, this is quite a big problem as you can’t cleave at all when a revive bubble is procced by a guardian, and you almost can’t hit people if they decide to fight on a guardian wall of reflection for example. I would therefore suggest to make this part of the chain unblockable so you can actually cycle through it in these situations.
It’s time for the big one now: unrelenting assault. A lot has been said about this already, but I would like to start of clarifying for those who are about to say it. DOUBLE DODGING IS NOT A SOLUTION. you shouldn’t use all your endurance on a skill with a 10 second cooldown, as this enables the revenant to just kill you afterwards with his autoattacks or swap to hammer while you can’t evade anything. Popping 60 second and 80 second cooldowns like signet of stone and endure pain also won’t do as unrelenting assault will be up again in 10 seconds. This skill is strong at the moment, but that’s not even the main issue, the lack of counterplay is, the evade is longer than anything currently in the game, while it also does damage and stacks might. (except for the hammer’s phase smash at max range). Solutions might be quite tricky, but I like the suggestion of putting most of the damage in the final hit of the skill.
Off hand sword is one of the best off hand option, coming out on top of shield in bigger groups.
Time for invocation. This trait line is focused on fury, which is not a bad theme, but it doesn’t benefit conditions nearly as much as it benefits direct damage which is a shame, a trait that would add condition duration during fury or anything that benefits conditions too would be nice, similar to the 150 condition damage trait during fury warriors get access too. The trait line offers a bit of everything, like on condition cleanse on a 10 second cooldown gated on your legend swap, and okay traits, it doesn’t really stand out as much as it did when you needed it to make your legend swap instant. This feels good if you’re running power builds, but it feels underwhelming on condition builds.
To be continued —>
Hey everyone,
Some of the regulars here might remember me from thethe post I made after the first revenant testing weekend and the post I made after the first beta weekend..
I will be writing in depth feedback on the revenant again so prepare yourself for a wall of text.
If you just want to watch the video: here it is: https://youtu.be/JyWdf4VsUoc
I spent about 50 hours on the revenant during the last beta weekend, and asked everyone in my guild and lots of people I met about their opinions, so this is where this feedback is coming from. Most of the feedback will be from a World versus World and Spvp perspective.
I’ll start by systematically going through each legend, traits included, followed by the assorted weapon(s).
Mallyx still feels like it’s in quite a good spot, although it might offer a bit too much resistance for a class that’s supposed te be weak against conditions. There are some classes that just don’t have access to boonstrip so it’s almost impossible for them to beat a revenant that is running mallyx , but other than that I still like the high risk/reward playstyle.
The corruption line seems to be in a good place except for the poison trait which I just can’t see getting any use in any scenario.
It’s one of the most thematically fitting legends which does what it’s supposed to do and it’s one of the only specs in the game that can reliable strip boons. Unyielding Anguish is problematic though, there is no way to get onto a point as it fully covers a point in conquest. Something should be done about this, some of the best suggestions i’ve come across is making the first hit displace and letting the field then pulse torment, or something else. Making the field smaller would also help for conquest, but the skill itself would still be slightly problematic. Making it so stability works might also help. There currently is no way to counterplay the skill except for blocks, but these are limited for most classes.
Mace and axe feel quite good, but while all weapons got access to new evades during their mist skills, mace and axe feel a bit left out as they get no evades or anything, but this might not be a bad thing as they’re certainly not weak in their current state.
Let’s look at jalis now: Jalis got some major improvements this beta weekend with the changed upkeep skill which feels better (the heals are quite low in PvP however) but the damage reduction is very nice. The improvement to the elite casting time was also great as you could now actually use it during fights. The taunt might be a bit expensive, but i’d rather have it this way, spamming taunt and slow would not be fun to play against. The jalis legend feels like a solid choice now, but it gets outshined by other legends that are more vital in many builds. If you however can make good use of the party wide damage reduction, I can see this getting picked up by more people.
The trait line is extremely strong, giving access to lots of damage reduction, healing, stability, extra endurance and even protection. This trait line makes you feel quite tanky even if you’re running berserker builds.
On to hammer: The hammer got a huge buff in the last patch by making phase smash an evade and giving you a way to handle focus. The damage is top notch and might be a bit too high, as doing 25k hits if you can find the sweet spot with a 2s cooldown might be too strong. I am aware of the fact that it is easy to evade, but you don’t even have enough endurance to evade every 2 seconds. I showcase some of the damage at the start of the video.
Let’s discuss ventari now. Ventari got fixed so the healing modifier traits actually work now. I have tried to run a cleric’s revenant with all the modifiers and monk runes in some stronghold games just focusing on keeping those doorbreakers alive, the healing was quite good although most seemed to come from regeneration ticks, but you were quite vulnerable while you were in ventari, as you didn’t have any stunbreaks or a reliable way to avoid taking damage, you also don’t really get a second heal like the other legends would offer, but your second heal just becomes summoning a tablet which made ventari feel not useful enough if people found out you were actually quite vulnerable while healing others.
The trait line that accompanies Ventari is in a healthy place, offering lots of modifiers you really need, but this line is only worth taking if you’re running a healing oriented build, it doesn’t feel like this trait line can be used without picking up the actual legend or weapons like the other trait lines can. which is rather sad, but at least it’s not bad at doing what it’s supposed to do.
The staff is a viable weapon and it feels like it’s a great swap, because of the great damage on the fifth skill, and the reliable block, the autoattacks felt a bit weak compared to hammer and sword, but the rest of the skillset makes up for that. A solid option. TBC —>
The previous weekend and the first revenant testing weekend rolled out earlier in the day than planned though. Around 4 pm GMT.
Aw, that’s my video, thanks for sharing that. <3
I’ve got some more footage on My Youtube Channel if you’re interested.
I’ll definitely be giving revenant another go the next beta weekend and i’ll be making a post similar to my previous post afterwards.
Cheers!
This is what I’m going to test in pvp in BWE2.
Looks solid, but you’re wasting one sigil slot. Both weapon swap and legend swap proc on swap sigils, if you monitor these well you can achieve maximum sigil effectiveness by putting it only on one slot, similar to the weapon swap cooldown trait for warrior. The easiest way to manage your on swap sigils would be swapping weapons right after you swap legends. Let me give you an example of how it works. My sigils are Hydromancy/leeching and Geomancy/energy. Once I enter combat I can legend swap right away, proccing my hydromancy and leeching with my legend swap right away, I can then immediately afterwards swap weapons to also get the second set of on swap sigils to proc (the geomancy and the energy sigil). This gives you some nice burst, and allows you to effectively use these on swap sigils on the 9 seconds of cooldown they have, instead of the 18 seconds cooldown most classes have to deal with. One thing to note is that you can’t always leave the legend you’re currently in on a set time, you shouldn’t go out of Mallyx when still dealing with lots of condis, or out of Shiro when chasing someone, so that’s when you can just use the weaponswap seperately, but you’ll have to track the cooldown and delay the legend swap until your weaponswap is off cooldown again.
Looks impressive.
It’s been announced!
Rev your engines!
https://www.guildwars2.com/en/news/the-second-beta-weekend-event-begins-september-4/
Bingo. The entirety of Dragonhunter is about as disjointed from the rest of the class as it can be without being two entirely separate entities.
And yet about half of my Guardians are gonna be rockin’ variations using this spec. It’s almost like some people have a broader vision of what the class could mean or be used for. It’s already proven good fun on my zerg-leader for WvW. As the changes get patched in it’s just gonna get better.
Name 3 things in the Guardian’s base traitlines that effectively synergize with the Dragonhunter spec, or vice versa. It has to be at least equally effective in comparison to a non-Dragonhunter (i.e. Absolute Resolution doesn’t count because it’s not nearly as reliable on a DH).
You are not obliged to take traps if you’re going into the dragonhunter trait line, if you just get the longbow and run a regular shout setup (replacing virtues with dragonhunter line) you’re able to support the backline way easier. Sharing stability, condition cleanse, more boons and strength in numbers with people who are usually too far away from the melee. You’ll also be closer to your ranged people to pick them up with the bubble when they go down. Longbow is a more reliable way to pump out aoe ranged damage than scepter no matter how you look at it.
Most virtues get downgraded, that’s true, but wings of resolve heals for about 50% more, so if you can accurately cast this it should be better than your regular f2.
You should give dragonhunter and longbow some of the credit it deserves.
Hey, I was wondering whether you could cast your symbol behind you now, like a warrior’s arcing shot or their adrenaline skill, could you please clarify this?
I don’t get why some people are opposing this idea so passionately?
How could it ever be a bad thing to have more options?
Griffith, your desperation to dispute this suggestion is disturbing. There is literally not a single valid argument you can make. Adding more utilities for each legend is in every single possible way, a good thing for the class.
^ This
I’ll add one more question to that list, does legend swap still trigger weapon’s sigils?
It’s like with the ele’s attunement swaps or the engi’s kit swaps, so yes, I think legend swapping triggers weapon sigils.
Yes I can confirm it does, watched some videos and saw someone triggering geomancy through legend swapping, which considering we only have one condi weapon, is a very smart mechanic.
just a thought, but if you wanted to do condi rev, you could stick to mace as main hand and swap only the off hand. A rune that activates on swap would still function on the mace.
This would not be optimal, running double mace/axe would, as it would allow you to proc twice as much on swap sigils as other classes.
Allow me to explain the reasoning behind this. In it’s current state, both swapping legends and swapping weapons procs on weapon swap sigils, this may not sound as that big of a deal, but it actually is. This means that you are using those weapon swap sigils twice as effective as any other profession (except for warrior, but even warriors have to get a trait for it). The easiest way to manage your on swap sigils would be swapping weapons right after you swap legends. Let me give you an example of how it works. My sigils are Hydromancy/leeching and Geomancy/energy. Once I enter combat I can legend swap right away, proccing my hydromancy and leeching with my legend swap right away, I can then immediately afterwards swap weapons to also get the second set of on swap sigils to proc (the geomancy and the energy sigil). This gives you some nice burst, and allows you to effectively use these on swap sigils on the 9 seconds of cooldown they have, instead of the 18 seconds cooldown most classes have to deal with. This is why I take 4 on swap sigils. One thing to note is that you can’t always leave the legend you’re currently in on a set time, you shouldn’t go out of Mallyx when still dealing with lots of condis, or out of Shiro when chasing someone, so that’s when you can just use the weaponswap seperately, but you’ll have to track the cooldown and delay the legend swap until your weaponswap is off cooldown again. Both weaponsets are condition based in this build. This is what I also do in the videos I linked above.
You guys can say that the Rev lacks the same amount of customization as other classes ,but its equally traded for more versatility in combat. I don’t see any other classes getting 2 heal skills , 6 utilities , and 2 elites accessible in combat.
It seems no one understands the concept of a trade-off anymore. You guys will whine so much they will give you extra utilities even though they aren’t needed then will start asking for access to 3 Legends at once. It’s clear you guys just want Revs to be the be all end all of all the classes.
This has been mentioned quite a few times, It is true we’re getting acces to twice as many utilities at the same time, but we’re also having a pool of utilities that is only about half as large as the other classes get (12 compared to 20 on other classes)
Not talking about specialisations yet..
You are also completely missing the point, we are not asking for buffs and extra strength, we are asking for some customizability. We want to be able to make real trade-offs.
By the way, not sure if you’ve noticed, but revenants haven’t exactly been the be all and end all of all the classes up until now, they’ve even been undertuned, so don’t jump to conclusion before you’ve seen it in game.
There are lots of threads about this issue but my opinion is they should at least add 1 more utility to each hero if not 2. If they add 1 good one it would be good for release
That’s what I was thinking too, but I’ve run into a slight issue.
It seems unlikely they were planning to add skills to the legends, as indicated by the Glint reveal. They had 6 facets to choose from, and because they were only planning on making 5 skills, they decided to use the 6th facet to make a unique profession mechanic. This would make it really tricky for them to add another Glint skill, as they’re out of facets now.
This isn’t this big of a deal, but it might make it really hard to design a new skill for Glint.
Mostly a pve perspective, but.
I think something that people are overlooking in this thread is that the m-word doesn’t dictate a single, static build that is optimal for every single situation, rather it dictates the build that is optimal for that specific situation, and as such it’s dynamic. Even if there are three obvious “meta” utility choices for this piece of content, only two of them may be “meta” for another with a new skill taking up the third slot, etc. If you look at actual build or dungeon guides, they give you all kinds of situational heal, utility, and even trait changes to make for specific reasons.
Furthermore, we can make informed decisions based on other factors. If I’m pugging with my PS warr, I may take more sustain or Fury generation than I otherwise would with an experienced party where I know other people are going to support me.
Revenant currently lacks this kind of finesse. You’re essentially choosing your entire kit on the basis of the one skill you may need. This gives Revenant fewer ways to approach any content, and adding options puts them on par with other classes, not above them.
I fully agree with your point, you change your utilities around a lot depending on the situation. And you’ll be changing all your utilities, or none at all if you need that stability from jalis, for example. The best possible solution, although it would be tons of work for arenanet and they are probably busy working on other specialisations and HoT, would be to add one additional skill tied to each legend, to get 4 options. Which would bring us to 16 (20 if specialised) utility skill options instead of 12 (other classes have 20 options(24 if specialised)).
One note though: It seems unlikely they were planning to add skills to the legends, as indicated by the Glint reveal. They had 6 facets to choose from, and because they were only planning on making 5 skills, they decided to use the 6th facet to make a unique profession mechanic. This would make it really tricky for them to add another Glint skill, as they’re out of facets now.
Even if no additional utilities have to be added for the sake of balance and meta builds, it would be nice to have the feeling you’re not exactly the same as everyone else because both your weapon skills and you utility skills are predetermined by respectively your weapon and your legend. There probably will be a meta build, with utilities people will expect you to take, but even if new options are weaker, or only needed in a particular niche, options are always welcome imo.
I like to compare it to trait lines, although there is probably an optimized setup for most stuff, trying out something else can surprise your opponents and keep your own gameplay more interesting.
I just noticed there is another tread about almost the exact same subject that is also being talked about at the moment, looks like he beat me to it.
https://forum-en.gw2archive.eu/forum/professions/revenant/Skill-pools-for-revenant/first#post5386092
You get major advantages for the skills being packaged though. Twice the number of utilities available. Not cool down based. Most of the utilities are stronger then equivalent utilities from other professions. It isn’t like it is difficult to switch out legends in dungeon either. The only one that would take time is glint.
Okay let’s not get carried away here…
Twice the number of skills, but many could be useless depending on your situation. Shiro in dungeons only has 1 usefull skill.
They may not be cooldown based but they certainly are limited by energy so effectively they have shared cooldowns.
Stronger than equivalent? I would like to see some basis for that statement, to me they all feel like pretty standard utilities. Some good, some bad, nothing overpowered.
Many of the utilities I bring on any profession are useless depending on situations I’m in or I won’t blow them even if they could be useful because of long cooldowns.
They share cool downs but you still have the utility of being able to chain a single utility with itself please state that instead of refuting the point. It is like thieves if you effective manage you resource the utility/weapon skill is always there when you need it.
Just a feel there is no basis for it. The feel that they are stronger mostly comes from the fact that you can chain them I think. But you are right each single utility in a vacuum is probably not stronger then a comparative utility.
Also everyone here is clamoring for variety but sorry I don’t even see it in most other professions. How often does shadow refuge leave a thieves bar. How often does well of suffering leave a necros. etc.
About these two examples you mention, shadow refuge leaves the bar quite often, especially when you want to solo dungeons and/or are just doing pve and are going for the most DPS possible. There are almost no utility skills you will always take on other professions, you change them around more than you realise. Secondly, let’s say well of suffering was stuck on your utility skill bar, wouldn’t that remove a big part of the incentive to play different builds, like condition builds for PvP or WvW. There really are not that many skills that are both in your condition AND power builds, or even your celestial build or whatever build you want to run, the fact that you cannot customize them in the slightest on revenant.
You may have acces to twice as much utilities to use at once, but you’ve got no customisation whatsoever, that’s what i’m talking about. And the pool of utility skills is only 12 skills compared to the 20 skills other classes can look at.
I’m not talking about skills being meta, or skills being weak, i’m just talking about the sheer amount of skills. Both your weapons skills and your utility skills are set in stone, every Shiro revenant with Swords will have the exact same skills in every scenario, doesn’t this feel weird?
I’m taking other utilities based on the situation whatever class I play depending on what is needed, revenant can only their 4 (5) legends here in terms of utilities.
(edited by Wandelaar.3746)
I know it might not be the best idea to start this topic in all the hype that’s going on, but i’ll try to start it nevertheless.
As all of us know, every class up until now has gotten 20 utility skills (24 if you count the elite specialisation), but here I am, looking at revenant utility skills, and i’m only seeing 12 (16 if you count the elite specialisation). Now, I know revenant utilities are something special, but still. 12 feels like a bit too few.
So, I was wondering, has there been any confirmation yet telling us whether or not these 12 skills are all the utilities revenant is gonna get access too, or whether some general skills or legend tied skills could still be coming before launch.
How are you guys feeling about 12 utilities, and do you think any more might be coming before heart of thorns? I personally would love to see them add one skill to each legend to add that little bit of customizability to the class. A set of four general skills you could take in any legend would be great too, similar to the arcane utilities elementalist has.
Opinions? Discuss!
- In my experience, content in GW2 is difficult only while people still learn to play. So yes, for a PvE condition build (with more damage from direct hits) Sinister is currently the best choice. I’d hold onto it.
- Carrion armor with Manical Persistence and the fury traits from Invocation works pretty well (tested it last BWE), but I think it’s better to use it in WvW than in PvE. It should be even better now since the trait was buffed to 10% crit chance per tick.
- Given that you want to play conditions, some examples:
Rune of Tormenting for torment overload
Rune of Balthazar for some extra burning and more burning duration for Mace #2
Rune of the Aristocracy when you want to stack some might (e.g. sword #3, then blasting mace’s #2)
Rune ot the Adventurer for more direct damage (personally, I think this one is pretty neat considering its current price)
Rune of the Undead if you decide to play with Rabid or Dire gear.I like this idea, and I can finally have a reason to use Mallyx more often. WvW would be a good place to test out the torment since PvE mobs don’t move much as someone stated earlier.
I don’t mean to self-advertise, but I have been testing out the condition revenant concept with tormenting runes in WvW and made videos containing footage it works out quite well.
I uploaded 2 roaming videos
(https://www.youtube.com/watch?v=1fz3gbvsWow)
(https://www.youtube.com/watch?v=9eyr8druOB4) .
I have also uploaded 2 small group roaming fights.
(https://www.youtube.com/watch?v=n66-jcJbvW0)
(https://youtu.be/kHhIF83jzd4)
I hope these give you a pretty good idea about condition -mainly torment- revenant.
Cheers!
As I usually talk about bugs in my post, it seems like I’ve missed a pretty big one, an example can be found Here.
If you get taunted while you have resistance, it bugs out, and you will not be able to select any enemy until the target that originally taunted you is dead. This is quite a big problem, and it deserves fixing in my opinion.
First of all, both legend swap and weapons swap proc on swap sigils without any doubt.
Secondly, condition revenant mainly stacks torment, a lot of torment, but enemies in pve generally don’t move around all the time during fights, meaning your torment damage is effectively halved in pve. This doesn’t sound like that good of an idea in my opinion. You might be able too keep 3 burns up and about 9 bleeds (geomancy) but that’s about it. The 20 torment you can stack won’t really help you much in pve.
Thanks a lot Roy!
You are a true hero
I know I am a bit late on this one, as BWE1 is already over for quite some time, but i noticed that when you equipped the Wrath of Justice trait, it didn’t do anything. It did not proc on the spear itself, nor on the first attack after the spear. It would be nice to see this fixed.