Showing Posts For nicodemus.3812:
Standard enemy models are working for other classes but I still see azura revanent running around in ranked.
lol if you think that’s the huge mace bug, what do you call the fact that “Venom Enhancement” does NOT stack poison when you add torment like the skill says… its a HUGE part of condi build but does not work.
This trait works just tested it, it just has a 20 sec cd.
Yeah, the auto attack has a huge pause with quickness (using shiro) making it as slow as without quickness. Is this new or been around for a while?
Fully agreed. Hate playing find the enemy with the azura. Most of the reason i stick with ranked over unranked. Needs to be in all pvp game modes.
Not quite that bad though using rune of the pack helps. Thrrow out the road and aim hammer 5 at the end while still moving. The only one you need to really stop for is hammer 3 but you can be past the road since it “moves” you during the skill.
I agree it is a pain and can be cleaned up to be easier to get off.
A lot of posts about lack of swiftness on Rev so here is a tip ppl may not have noticed.
Use the dwarf road then use Hammer 3 and 5 blast finishers to put out aoe swiftness with 100% up time.
A bit of a pain and you need to use hammer and dwarf but it is there.
Use dwarf road then use hammer 3 and 5 blast finishers to get 100% swiftness up time.
Something I noticed playing Revenant is that staff skill #4 (Renewing Wave) does not always seem to clears conditions on yourself. Not sure if it’s due to moving during the aftercast or whatever. But it’s kind of annoying getting downed because your condi cleanse doesn’t work reliably.
I actually stopped using staff because of that. I thought it only cleansed conditions on allies. Guess it was a bug o.o
The description states it “heals and removes conditions on allies”, but I’m 100% I have seen it remove conditions on myself too, but it’s pretty unreliable in that aspect. I haven’t looked into if/how the healing part applies to you and/or allies. I see 2 possible bugs here:
- It is not supposed to affect you, only allies, but it sometimes does or,
- It is supposed to affect you but it does not work all the time.
If bug no1 is the case here, that makes staff #4 a pretty terrible skill, since it’s not even self-affecting and therefore useless in any solo situation. Not to mention the rooting…
I noticed it didnt work on myself a few times when I had blind, but worked at other times without blind.
- Movement/Swiftness: Revenant sorely lacks any source of swiftness. I ran Traveler runes during the weekend but having to solely rely on them for speed decreases build diversity. Mobility wise is great while in combat but having to rely on a target can be frustrating. Adding a leap skill or an aoe teleport (such as shadow step/blink/lightning flash) would help greatly with Revenant movement.
You do have a source of 100% uptime swiftness. Inspiring Reinforcement and hammer 3,5 blast finishers with rune of the pack will keep it up. It pushes you to hammer and Jalis though.
First off, this was a fun class to try out. It took a bit to get use too but once you get use to the legend utilities, the class worked a lot better.
Weapons
The energy cost on the weapon skills and the CD really restricts the class. While the cost seem low, using them really prevents you from using the utility skills unless you spend long periods of time auto attacking. Remove the energy cost from the skills and balence the cost of utilities to be the exclusive user of energy. The only tricky one to balence would be impos. odds as quickness using your weapon skill CD without energy to restrict it might be over the top a bit.
Hammer- in a good place, fun too use for ranged option.
hammer 3- needs an evade, you pick up too much stray aoe when it lands in a group
Staff- fun def/support weapon
staff 2- second attack seems too restricted on an enemy using a skill at the time, change it to a successful hit may make it more useful
Staff 5- hard to get lined up correctly, Aoe template like War. greatsword movement skill would help
Sword- needs some love
sword 1- dmg seems low without any real good secondary effect to make it work
sword 2- low dmg, chill too short to really be effective
sword 3- High risks for the low dmg return, add evade and/or shorten animation time
sword 5- hard to really land, not rewarding enough when you do, try increasing shadow step distance
Axe- in a good place for power or condi offhand
Legends
Ventari- way too slow needing to drop the tablet after each legend swap. Auto drop on swap with no cast.
-The heal skill being the move tablet skill seems the wrong way to go. Try Natural Harmony as the heal skill with a CD and self-heal and Ventari’s Will as a utility. Only have the tablet need to be resummoned after elite is used.
Dwarf- a solid legend outside of some tweeks. Heal is good for effect but weak for CD
– Rite of the Great Dwarf- good for starting a team fight but the cast time is to restrictive even if the energy cost was lowered to really use it in combat.
– Vengeful Hammers- doesnt really do much for the energy drain
– Forced Engagement- high cost for the CC but can really hurt squishy classes if timed right. The slow while the target is taunted doesnt seem very useful. Try having it apply after the taunt expires
Shiro- good outside of the heal. Reduce the CD on the heal to 15-20 secs and it will be good.
Demon- Heal is weak, Elite is kind a wasted slot, needs someway of dumping condis.
General-
– Class lacks good condi clears outside of ventari legend. Try buffing the traits that remove condis or add more traits.
– Stunbreaks are lacking in some legends and at a high energy cost in shiro. The stunbreak on legend swap is not enough since you tend to need to swap for other reasons like using heals and cant hold on to current legend for stunbreak. More options and/or shorter legend recharge time would help.
– Needs a ranged condi weapon
So yeah, the Necro trait spe. has a bright green and black trait with a bright green and black background. How about some contrast so we can see the traits better.
Leaving a ranked match after the game ends within the first few seconds will load you back into the match rather than the heart of the mist.
Blood Magic comments—
Minors
—Full of Life-- Shorter CD is good
—Vampiric-- Like to see this given the Sigil of Blood treatment with a Larger Siphon with a 5 sec CD for the non-minion siphons so it’s more effective for non-MM.
—Blood to Power-- Remove the Health Threshold. It’s boring and just free healing stat, but hurting the support heals because your health is too high is silly.
Adept
—Ritual of Life— Actually looks good since it is placed when you start rezzing instead of after they are rezzed. Have to play this one to find out.
—Bloodthirt-- Same
—Mark of Evasion-- Same
Master
—Quickening Thirst-- Speed buff for just having a dagger is good. A narrow Health Thershold of 75%+ makes the CD reduction much less useful. Remove health Thershold and give us 20% or give greater CD reduction for different health lvls. IE 15% for hp <50% and 33% for hp >50%.
—Vampiric Precision-- Needs to be Larger siphon with an ICD
—Transfusion-- Same
Grandmaster
—Vampiric Rituals-- Good for Wells build. Numbers will make or break the siphon portion.
—Unholy Martyr-- More LF generation will help, but to really make this a grandmaster trait, add something like LB transfers a condi.
—Deathly Invigoration-- Numbers on heal will make or break this on support but not enough to really be a grandmaster trait. Needs to grant the necro and/or allies something else like endurance or vigor boon.
Major build issues that these changes create-
Powermancer- a lot of them will still want to take spite and curses trait lines with all the good stuff in the curses line that supports power and the new chilling darkness/ bitter chill combo. The issue with this is there is no grandmaster trait in the curses line that supports power. The closest thing is Terror that wont scale in dmg for power.
Staff users- Speed of shadows(DS CD reduction) and Soul marks being in the same tier is still bad. Reduced DS CD is very important for survival and a long DS CD negates much of the purpose of greatly increasing LF generation from staffs.
I’d like to see reduced DS CD go baseline and the speed bonus folded into vital Persistence.
—Sidenote— If this doesn’t happen, Near to Death is a way cooler name for a trait than speed of shadows.
(edited by nicodemus.3812)
Leaving DS by lifeforce hiting 0 or exiting DS now interrupts stomps and rezzing. Pretty sure it didnt yesterday. = [
So you know (history lesson incoming): There was a time in balance when Necromancers were the apex class for mulitple specs in the game. They were the best tanks (death shroud building + wells giving protection, while also wiping condies), had some of the best mobility (their old Death Shround #2 was a ground targeted teleport!) and they had insane damage/boon ripping with Axe-based bunker killing hybrid builds.
-Chap
Death Shorud #2 was ground targeted!?! Bring that back imo. Would love to have some real mobility.
Like to see DS stomping/ rezzing imo. Necros seem to be the worse at it due to lack of Stability and inv. skill like mist form or stealth. Can’t even use DS life force as damage shield.