Showing Posts For Zanobi.1608:
Dulfy’s post isn’t indicative of anything. If you look at the shortbow skills in the same post, they too have no energy cost. What may of happened is that these were pulled from the API, but the API tends to have multiple version of skills. They pulled the version with no energy cost rather than the live versions with energy cost.
So basically I wouldn’t hold your breath that they removed the costs on anything.
I’m actually somewhat worried that rev will be pushed out altogether during this next spvp meta. Power herald was already painfully weak to conditions. You simply had to force them to use their staff cleansing combo and then a stack of 3 or 4 burns could probably kill them. As for condi rev, its resistance will be corrupted into chill and otherwise ripped meaning they are essentially fodder. I am sure in high tier there are players who are skilled enough to get around these weaknesses (namely by relying on teammates to clear condis for them), but for the average gw2 player the class will probably not be viable.
Random condi management buffs that probably won’t ever be implemented since Rev’s core weakness is that it can’t do much against condis. They’re probably overpowered in any case.
Cleansing Channel (Invocation Adept 2) removes 1 2 or 3 condition depending on energy threshold (0 -25 – 50)
Renewing Wave (staff 4) Reduce the Cast time from 1 second to instant or 1/2 second.
Demonic Defiance: When you use a legendary demon stance skill gain 2 seconds of resistance. Gain an additional 1 second of resistance per condition on you.
Embrace the Darkness (Mallyx elite) While channeling Embrace the Darkness condition damage is reduced by 50 – 75%.
Crystal Hibernation (Shield 5) Remove 1 condition per pule (4 pulses = 4 conditions removed)
Legendary Centaur Stance: Natural Abundance: Additional functionality: When you use a Legendary Centaur Skill, remove 1 condition from self (icd 5 seconds).
Versed In Stone: Changed functionality – Using Right of the Great Dwarf removes 3 conditions. This skill no longer reduces damage on incoming conditions. (condition damage reduction for conditions made baseline or removed all together)
The beta weekend is now over, and it is no secret that the overall reception to renegade has been poor. But before they get lost amidst the valid criticisms, I would like open this thread to focus on what people actually liked from the Renegade spec. This isn’t to invalid the negatives of Renegade, but it would be nice to see what people thought was good about the spec. So if there was anything at all you liked about Renegade feel free to post them here.
The common ones I’ve heard so far are
– Visuals: the animations look nice especially if you have a legendary shortbow.
– Theme: Some people really like the whole ritualist style gameplay with a focus on the Charr Warband.
-Shortbow: Some people have suggested they really like the shortbow.
Pve
- It opens up another source of might which allows both a condi dps Renegade and a Ventari healer Renegade to act as might support for a subgroup increasing the number of viable raid subsquads (read: the warrior can do something else other than provide might so long as they can provide banners)
- It should bump Rev’s condi dps from 32k to a 34k+ if there are no changes which makes it a viable(probably not optimal) dps pick for higher end groups. It remains to be seen whether or not it will be competitive with other PoF specs but it currently looks promising.
- The shortbow will be a nice open world pve tagging weapon for farming.
- If the Elite continues to have no icd, then it will be a dps increase and a giant heal for groups in a raid setting allowing for higher scholar uptime, and removing the need for a fully dedicated healer (thus increasing overall build variety, but sadly you will be stuck with that druid forever cause GoTL essential.) It will probably be a little nuts when it augments weavers and other classes with multihit damage fields.
Pvp
– You could probably bully a firebrand.
– You have an aoe daze for point control.
– Lifesteal pressure theoretically increases pressure and sustain in a teamfight.
– Ventari Renegade may be the new meme?
Wvw
– Potentially Increases the condi bomb of the zerg with bleed spirit.
– Aoe daze spirit will rip one stack of stability before it is vaporized.
– Chaining the Renegade Heal and swapping into RtGD may help a zerg survive a condi bomb.
Again this thread isn’t to invalidate or ignore the problems with Renegade, its just to give a voice to the things people may have liked or potential options in playstyle they may have seen open up.
You’re forgetting the 20% increased damage on all outgoing condis from Kalla’s Fervor (traited).
It’s not going to be a straight 20% x 32k increase though…
In order to take Renegade, you’re going to have to drop Invocation and lose the 7% direct/condi damage and that sweet 20% crit spike. (Still probably an increase, but I wouldn’t underestimate how much extra torment that 20% crit generates—especially in Jalis.) I guess you could lose Devastation, but that’s not likely since the group ferocity buff is another reason you’re probably even there in the first place.Also, it may be sort of surprising, but a majority of that 32k is direct damage from the mace’s high weapon dmg skill coefficients and Jalis hammer strikes.
You would drop devastation. It is only a nontrivial dps increase when you are put in a full power squad with people who have maxed out crit chance and optimal power. That condition leaves out the mesmer in the group (who must run non power gear to get sufficient boon duration), probably the druid who will either be full magis or running a condi set up, and yourself who is condi. that means AP is affecting 2 other people for maybe a 5% damage increase and everyone else probably gets less than a 2% boost out of it.
As far as the direct damage on mace being a major factor, I would need to see the data for that. In seems that a constant 20% modifier for your condition damage is going to out damage the conditional executioner style modifier of swift termination.
How are you coming to the conclusion that Renegade condi dps is garbage? I can assure you you’re wrong. Condi revenant was already strong, Renegade trait line just flat out helps what’s already there.
A problem that the traitline has is that the only traits which enhances the condition damage (+25% duration and +25% damage, Bloody Fury and Heartpiercer) do only affects bleeds. The core Revenant base conditions are torment, burn and chill/venom (to some extent). So the Renegade doesn’t have synergies in condition damage to the core build; only buffs bleeds, which are provided by the shortbow.
And happens that the shortbow does a fraction of the damage provided by mace + axe (and half of the skills are terrible due almost everything in the terrain acts to prevent them to work). So shortbow’s #3,#4 are like a Vengeful Hammers 2.0.
Seems that ANet is unable to design Revenant skills which interact “normally” with the terrain: Vengeful Hammers stopping at the sight of a slant, Unrelenting Assaut phasing you inside walls, shortbow # 4 impossible to place because a 5 cm mushroom arises from the floor, shortbow’s #3 losing projectiles due “reasons”…
You’re forgetting the 20% increased damage on all outgoing condis from Kalla’s Fervor (traited).
People say it will be good in pve for basically two reasons. First is the condi damage modifier from Kalla’s Fervor. Traited it will get a 20% modifier on all out going condition damage which given that current Condi Rev already does 32k dps, it will be a sizable increase in a raid settings.
Secondly, its bleed and life steal spirits bring much to the dps table. The life steal spirit has no ICD and triggers per hit. Give that effect to 5 buffed people with quickness and alacrity and you have increased the raids overall dps by a nontrivial amount. The bleed spirit works similarly in that it will cause you to get a stack of bleeds of per person, per seconds, while it is up. Since it lasts 10 seconds, if your squad attacks 1 per second then you will have put 50 bleed stacks on a boss in a raid settings. Both spirits are an increase over the jalis hammers which is the second legend a condi rev takes in an organized group setting.
As far as the spirits go, all other summons in the game currently get 90% reduction to damage taken in pve so they arn’t rendered uselesss by boss aoe damage.
As mentioned by the devs range weapons have their damage reduced to compensate for the extra safety they gain thus shortbow will have less overall dps in comparison to mace axe. As for pve the main rotation will still camp mace/axe unless you absolutely cannot get back into melee range for whatever reason.
The legends will be either mallyx with jalis or mallyx with Kalla.
Currently there being no icd on the the Kalla elite makes it an attractive option, and the bleed spirit will probably be a dps increase on in a raid settings but it will feel like bad to play because you will have no energy.
the F skills are mostly forgettable as they cost too much for what they do. This includes the f3 Citadel Bombardment as it is only useful on a large target. On small hitbox targets you will get an average of 4 burning, possibly up to 7 with rng.
In summation you will take this kit mostly for the 20% condi damage modifier in pve, but it will mostly play the same as the current condi rev meta build. Though I imagine the shortbow will be good for tagging centaur maybe.
I havn’t tested it but it is possible that the jalis hammers no longer hit twice if your standing in a hitbox
5 or 10 and 250. Each core HP is 1 hero point, each HoT HP is worth 10.
Elite Specs are instantly unlocked in spvp to further try before you buy.
I’m assuming soloing means open world/ pugs
1. Invocation 2, 1, 1 or 1,1,1 Devestation 2, 3, 1 Herald 2 (or 3), 2, 1 (read top to bottom with 1 being top and 3 being bottom trait)
2. Shiro/ Glint
3. Sword/ Axe (or Sword) with Staff or Hammer in offset depending on if range is required or not.
Group
1. Same as above.
2. Glint/ Jalis or Glint/ Mallyx Depending on if there is wall nearby that you cannot max melee range from and whether or not boss has large hit box. These stances assume there is mesmer in group for perma quickness otherwise default back to Glint/Shiro.
3. Weapons are the same as above, rev has little weapon variety.
Revenant can be boosted with the included level 80 boost from buying HoT, but keep in mind that the elite specilization: Herald, will still remain locked until you acquire enough Hero Points.
The standard edition of HoT does not include a character slot unless you bought the expansion as a pre-order for a special promotion awhile back. Basically yes, you will need to buy a new slot or delete an old toon if you wish to make a new revenant on your account.
1. Replace Nefarious Momentum with Assassin’s Presence (Devastation midline 2 to midline 3). Assassin stance skills cost so much that 150 ferocity will provide more damage than the occasional might in the majority of situations.
2. Don’t waste all your energy using Impossible Odds (shiro 9) as you will find yourself out of much needed energy to either catch up or disengage from your opponents.
3. Riposting Shadows restore a small amount of endurance (25) use it strategically to gain more dodges when needed. It is a dodge itself.
4. Don’t fight condi bombs with this build.
Obal’s guide is still fairly accurate. See: https://forum-en.gw2archive.eu/forum/professions/revenant/Guide-DPS-Revenant-for-PVE