Showing Posts For Warulfen.6549:
Well, you know, the Revenant is still new to fighting submerged in liquid. While perhaps a slight bit unlikely, it isn’t impossible for ANet to add a second water weapon.
I really enjoy the support playstyle of Ventari, and you can fish out some surprising levels of hybrid damage/healing when running zealot gear and Shiro as a second legend. In fact, staff can get pretty lethal with Impossible Odds active
Using UA for groups of enemies will deal light damage across them all, as intended. If you want massive AoE damage you pop Impossible Odds and just slash away with your auto for loads of cleaving explosions and vuln.
That said, sword OH is still an excellent tool in PvE for dealing with sudden aggro (2-sec block plus immob), or to drag important mobs away from a group to burst them down with daggers and UA.
Well, I can see quite a few sets fitting that build. The first few to come to mind however are Forsaken gear for some damage alongside the defence, Nomad’s gear for incredible defence and healing (which can also put out great supporting heals, thanks to Salvation), or just good ol’ Snowflake gear for extra boon duration alongside the defence.
As for sigils, I’d leave that mostly up to your personal preferences. A couple of good ones would be Sigil of Purity for extra condi cleanse, Sigil of Endurance for more frequent dodging, or even Superior Sigil of Momentum for some lovely stacks of toughness when you cleave through mobs.
Personally, if going for a tank-Rev, I’d build Jalis/Ventari with a focus on self-healing and damage reduction. For weapons I would suggest sword/sword for increased control through chill and the skill 5, alongside blocks and UA for survival. Alongside that I’d take a staff, since it allows for a decent amount of non-ventari healing and some pretty nifty blinds, weakness and pushing people around.
It is called energy management, just dont spam you energy skills.
Precisely. Energy, much like thieves’ initiative, isn’t there to facilitate mindless spam. Instead, it allows for a more tactical approach to combat, allowing you to basically have the right tool for the right moment.
For instance, as a herald you shouldn’t just put up every facet as soon as the enemy comes into view. Instead, learn to read a combat’s flow and act accordingly. If your team is under pressure, pulse out supporting boons while wading into the fray to try and grab attention away from squishies.
If your team has the upper hand, augment the pressure by pulsing fury and might, and then try to use your speed to sprint past their lines and wing-flap fleeing enemies into your team.
Is your team advancing on an enemy capture point? Activate your swiftness to storm in faster than expected, and then put down your dragon breath to force your foes away from the circle. Turn off your facets as the enemy regroup, and commit to a super turtle when they counter-attack by increasing boon duration and pulsing out regen and protection.
It is all about situational awareness and timing rather than throwing out every skill at once.
So, here’s my first attempt at building a beta Rev. Hair and boots are still very much WIP, and once I get my hands on those delicious fractal swords I’ll probably change the glowy bits to match those too.
That said, I wanted to go for somewhat of a Warcraft demon hunter feel here, hence the top. What do you think?
Eh, we really don’t need a buff to Jade Winds. It is already a hundred times better than Basilisk Venom, and that’s without a cooldown. If you lower the energy cost even more you run into the risk of people repeatedly stunning multiple foes in rapid chains of Jade Winds.
I see the skill as more of a team enabler of escape than a straight up duel skill, but I reckon it could be powerful even in those scenarios if you were patient and pooled some energy before going at it!
+1, if only they would just make this a leap and not worry about it coming back to start. Would make everything better.
Which would place you in melee with a ranged weapon which deals less damage when close. I’m going to disagree.
Yeah, we really don’t need (or want!) a leap on the Hammer. That it has issues is natural, this is a beta, after all. Just give them time to fix things based on feedback before calling for reworks or major changes to skills.
I personally don’t dislike Glint, but neither am I bursting into tears of excitement. The spec is functional in what it does, and I am sure a lot of other Revenants out there are loving it!
Personally though, I am really hoping for a ranged future elite spec. Perhaps giving us longbow with a Keiran legend?
you were giving an offhand sword for a reason, would be a useless #5 skill if it wasn’t for stuff like this
Not quite. Sword #5 was, in my mind, meant for dragging out enemies from a larger group in order to burst with Unrelenting Assault, not for trying to keep people away from walls.
Besides, in caves, houses, or other tighter areas like the Clocktower, skill 5 doesn’t do much at all. In those cases, having Unrelenting Assault be blocked by moving next to a wall would basically remove two of our skills from play.
That said, I have yet to test the issue in the current beta. Here’s hoping for a quick fix!
Man, I’d love it if we got legend-themed weaponry, like Glint’s shield.
I mean, Ventari could be an awesome staff that grows and lives on its own, with vines crawling along it and flowers sprouting, growing, and then withering away.
Jalis would obviously be a heavy hammer of stone and steel, inscribed with dwarven runes and finely chiseled scenes from Jalis’ many battles. The handle could be something like swirling stone carvings, or tightly spun iron bands.
Mallyx would get the axe/mace combo, where both weapons are made from dark steel and pallid wood, alongside twisting and terrifying purple energy. Spikes could sprout and retract now and then, as could ripples of dark purple fire.
And Shiro? All we need is a slick, clean, wonderful katana one-hander <3
Just a small disclaimer before I begin: Much of the following is conjecture and supposition, based on what lore we have on Revenants and the Mists in general.
Well, to start of with, I do not believe the legends we channel are fully sentient ghosts of past famous people. Indeed, if they were, I somehow doubt Shiro wouldn’t somehow be able to overcome the defences of a single Revenant and possess him- or at the very least such legendary figures would likely be able to break such a bond and deny us their skills.
Instead, my theory is that Revenant legends are semi-aware imprints in the mists, akin to Mass Effect’s holographic guides in the Citadel, or the sentries from Portal. They can interact with the Revenant who channels them, and they do so with traits and skills similar to their legend, but are in essence nothing more than an echo.
You could almost think of the legends as cosplayers, if you will. The Legendary Assassin looks like Shiro, sounds like Shiro, and fights like Shiro- but ultimately, it is not Shiro himself.
Each imprint is almost like a blueprint that has been engraved into the Mists by particularily heroic or villainous feats in the past, presence, and future of Tyria. Revenants pierce the veil of the Mists and draw upon these blueprints, forming a flat and stereotypical version of their chosen legend to augment their own skills in combat with fragments and memories taken from this blueprint.
Of particular note is the greatly reduced effectiveness of otherwise legendary feats and skills. Shiro once turned an entire ocean into Jade- we tint a few enemies green for a couple of seconds. Jalis once turned his entire race into pure stone- we tint ourselves and a few allies grey. This, to me, implies even further that the legends you bring are shallow when compared to the originals, and do not possess the power, skill, or wit that made these legendart figures, well, legendary.
And hey, that’s a good thing too.
I’d hate to spawn a race of sentient plants every time I plonk down ventari’s tablet!
Okay, so, I’d like to start out by saying that I am far from your average player. I generally care very little for DPS meters or performance, and often avoid meta builds completely unless they happen to appeal to me.
Instead, I build my characters around two things; the Rule of Cool, and the Rule of Fun. I want my thief to look good and feel good.
Currently, only half of that last statement actually works. Does my thief look good? Absolutely. I love the wardrobe system in GW2, and likely change outfits more than I should.
However, since the removal of ricochet, the thief doesn’t feel as good as it used to. D/D is still fun to me, twirling and backstabbing all over the place. But my pistols? I remember leveling through Orr just before the patch, and having to defend a pact castle from waves of undead. The rangers fired barrages and cut through swathes of risen with their rapid fire, while warriors lit ranks on fire and engineers fired mortars and set up turrets.
I stood there, pewpewing away with my pistols. Ricochet was fun, and I felt like I contributed at least something to the fight, especially against the bigger and tougher mobs and leaders. Perhaps not as good at AoE as others, but eh. It looked and felt amazing!
Fast forwards to yesterday, and I am running through the Living Story Season 2. An event pops up in Dry Top , where we have to defend a settlement from skritt thieves. The rangers fire volleys of arrows, the warriors snipe ranks of enemies with their Deadly Shots, and engineers blast down waves of skritt thieves with flamethrower turrets and grenades.
And then there is me, with my pistols. Plonking away at a single skritt.
Please bring back ricochet T.T
So, I made this in a couple of hours. Tried it here first, but it was too long for the forums
Sorry for the remnants of forum formatting, by the way, but I hope you can still read it and enjoy it!