Showing Posts Upvoted By Joxer.6024:

Path of Fire Stress Test August 31, 2017

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Posted by: Doghouse.1562

Doghouse.1562

For people who need time conversions:

7am Australia (next day)

Useful post- thanks! Sorry to get picky, though, but… …correct time in Australia isn’t that simple. Australia has 5 standard time zones (plus others in its overseas dependencies). And, fortunately, it’s winter – because not all of the states and territories use DST, so things get even messier.

As far as I can make out, the main equivalent times for the test start (all on 1st September) are:

05:00 Australian Western Standard Time (AWST)
05:45 Australian Central Western Standard Time (ACWST)
06:30 Australian Central Standard Time (ACST)
07:00 Australian Eastern Standard Time (AEST)
07:30 Lord Howe Standard Time (LHST)

(And I get confused enough by BST…)

Renegade is going to be terrible

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Posted by: lmaogg.7325

lmaogg.7325

this thread needs to get bump all the way to the CEO of anet.

Renegade is going to be terrible

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Posted by: ScottBroChill.3254

ScottBroChill.3254

Anet better look at this. They really frigged up on this one and need to own up to it and fix it.

[Feedback]Path of Fire Elite Specialization Preview - August 18-20

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Posted by: Neeja.4579

Neeja.4579

For Renegade at this point I expect them to only change numbers, that won’t solve much since Kalla doesn’t appeal by any point of view.

It’s a failure even if they make it strong.
They should have started gaining community feedback long ago.

[Feedback]Path of Fire Elite Specialization Preview - August 18-20

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Posted by: Kidel.2057

Kidel.2057

I’m leaving here 2 useful threads with short suggestions for Revenant, Herald and Renegade.

I hope they won’t be ignored:
https://forum-en.gw2archive.eu/forum/professions/revenant/Possible-Revenant-improvements/first

https://forum-en.gw2archive.eu/forum/professions/revenant/conditions-durability-and-cleanse/first

After testing for a few hours

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Posted by: Moloch.2743

Moloch.2743

First of all … the raptor … loved it, great animation,nice graphics.
The new map is also looking nice and a story that is in my opinion more interresting then heart of thornes.
The only thing I really regret is my revenant …. renegade…. its just….well dont even know what to call it ….sad.
I also played a engineer and the new specs are really nice.
I just hope they change the revenants new spec …

Still holding out hope

in Revenant

Posted by: Sikil.9817

Sikil.9817

There’s been a disheartening amount of negative feedback and, frankly, hate towards the Renegade on these forums (and also on reddit), as a Revenant main it’s been pretty painful to watch. Surely we can have some degree of faith that ANet’s internal testing strategy is good and that it will turn out to be a great group PvE spec (which is what it seems to be designed to be)?

…can’t we…?

It would be nice to get a developer comment, any kind of acknowledgement of the community’s concerns, but I doubt we will. Their new strategy seems to be “don’t comment, only deliver” and I can’t entirely blame them. Any dev commenting on this forum right now would get their face chewed off instantly and that’s got to be an unpleasant experience coming off of months of work trying to make something that will make the players happy…!

I miss the HoT beta days though. Remember the “dodge fluff maybe?” suggestion post, which got our misty dodge effect added?

Anyway, I’m still planning to take my Revenant into PoF first, with the full set of Viper gear I made ready for the occasion. If it’s un-fun though, I’m preparing some gear for my engineer too and I’ll go Holosmith.

[Feedback]Path of Fire Elite Specialization Preview - August 18-20

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Posted by: Kidel.2057

Kidel.2057

An expected result even from the WoodenPotatoes Strawpoll: http://www.strawpoll.me/13820403/r
His commentary is also on point, remarking the huge amount of underwater skills for Soulbeast, Weaver, and Firebrand, and still 2/6 legends for Revenant and no Elite Legend (despite Glint being very easy to adapt).
He just does not seem to understand how bad it is to heave stunbreak on healing, meaning that you can heal or stunbreak, with the “or” being exclusive.

How long until we get a response from the devs?

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(edited by Kidel.2057)

will you change main at pof ?

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Posted by: Ahlen.7591

Ahlen.7591

Spellbreaker is pretty crap so I might. Tired of berserker/condi was hoping for a power alternative. Guess I’ll just change my armor over to my DH.

Dps Herald/Revenant build

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

The most advantageous thing about the condi rev is the consistency in which it can do damage. A lot of the other classes have several variables that can backfire.

Condi Tempest is the best, assuming fire overload isn’t interrupted, you have convenient access to FGS, the boss stays in place for burning speed and flamewall, and you’re fighting enemies condensed in a small area. Mobile bosses or bosses that force interrupts, or hell even waves of adds will cause DPS to plummet.

Condi Daredevil is good, but it doesn’t scale well with numbers, the venoms are unreliable outside of raids, and the focus on using death blossom will kill you with its animation lock.

Condi Engineer suffers from the same “moving target” weakness that eles have, except the condi engineer rotation is so difficult to pull off that even in a clinical trial I can’t even break 30k DPS, let alone the mythical 34k that QT can hit.

Condi reaper gets a lot of its damage from using spin to win in an ice field, but if anyone else puts a field down first you’ll just shoot out a bunch of cleansing bolts instead.

I don’t know much about condi Berserker. But Condi Rev almost never loses its damage. Yes, enemies can wander out of the fire field from mace 2, but if the enemy is moving then torment raises in damage to compensate. The rotation is simple, the animation of mace 3 isn’t too punishing, and the skills work great against groups. In a clinical trial it doesn’t peak as high as the others, but in practice the Condi Rev is an excellent condi class.

I don’t have opinions. I only have facts I can’t adequately prove.

Renegade is going to be terrible

in Revenant

Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

Originally I was writing this as a response to another thread, but my ego is big enough that I deserve my own thread. My mother told me so, and she’s always right. Also the scope of my post was creeping beyond the discussion range of the thread so… new thread!

Anyway, I play Rev a lot. You can almost say I main it. The rev is my main class for WvW, and I play both a power spec and a condi spec in PVE. I like core rev, and I like the herald as well. Though the class is underpowered in optimal compositions, my relaxed playstyle means that the rev is excellent for all game types. The playstyle is low maintenance for all the support it brings. Also it looks cool.

The renegade… less so. I didn’t do much testing, but I did dip into the mists and try out several of the skills. I felt that the Renegade was lackluster, but hoped that maybe I just didn’t understand the class. But, as a curse of my slow witted nature, I slowly came to realize that I hate basically everything about the Renegade. I don’t like the skills, I don’t like the traits, I don’t like the weapon, I don’t like the class mechanic. In the end, I’m left wondering why I would ever bother playing the Renegade.

Section #1: The function skills
Section #2: The utilities.
Section #3: The shortbow
Section #4: The traits.

SECTION 1: FUNCTION SKILLS!!!

Heroic Command: Lets not mince words here. This utility exists solely to replace facet of strength. 20 energy, 10 second recharge, refreshes Fervor for 12 seconds, the skill is meant to spam off cooldown to keep permanent Fervor and 10 stacks of might. However, the steep energy cost means it won’t be used outside of roaming around in WvW, and only after winning an engagement. Because otherwise you don’t have the fervor to maintain the buff. Either way, refreshing fervor isn’t that useful, because building fervor is really easy.

Citadel Bombardment: I’m assuming that the wiki is wrong when it says this skill does 0 damage. But otherwise, the massive energy cost means that this skill is impossible to use. I have a hard enough time finding practical space to use unyielding anguish, since in WvW all my energy is spent on staying alive and in PVE all my energy is spent on group buffs. I would have to test it out to see if Bombardment is better than the team buffs, but initial signs point to no.

Orders from Above: A high energy cost skill that gives a paltry amount of Alacrity, which the Rev doesn’t really benefit from. This shaves 1.32 seconds off of everybody’s cooldowns. It’s not a meaningful buff, and the only time you’ll use this is when you’re standing before the boss room waiting for everyone’s cooldowns to finish.

Overall, the class mechanic is full of skills that are underpowered and cost too much energy to use. They just aren’t practical. Citadel bombardment is pretty, but it just isn’t practical. Pretty does not make for use.

I don’t have opinions. I only have facts I can’t adequately prove.

Norn flavored e-spec

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Posted by: NaiveBayes.2587

NaiveBayes.2587

Wow! I was also thinking of an e-spec based around the Owl spirit – I’m glad someone else was thinking the same!! I’d really like for it to happen because like Kalla, it’s a part of pre-GW2 lore that hasn’t been explored all that well and could give Anet the opportunity to. I was thinking main hand axe (duel wielding axes just screams Norn for me) and a more escape (swiftness, quickness, stun breaks) and sharing with allies and protecting allies because Owl’s deeds to help the Norn in the exodus would have been what echoed in the mist for the revenant to call upon. I won’t derail this post any further.

Viability of GS in PvE?

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Posted by: ugrakarma.9416

ugrakarma.9416

this is the Jack of all cards build, u can travel with sword+torch//hammer and change weapon with little traits change. Gear Must be VIPER. Runes of berserker. With hammer, u spam Confusion, Bleed, Burn, decent 3k criticals hits, and a insane Break CC Bar monster..

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Renegade Demo Weekend Feedback

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Posted by: narcx.3570

narcx.3570

In my opinion the bleeding should get replaced by torment, and it needs some chill or at least poison.

No..no..no…we need the bleeds from a pve standpoint to be more viable as torment is crap in raids really but on your other points, yea, ditto.

Since last patch torment does the same damage as bleeding vs stationary targets and spikes on mobile ones.

(0.06 * Condition Damage) + 22 damage per stack per second at level 80 for Bleeding and Stationary Torment

(0.09 * Condition Damage) + 31.8 damage per stack per second at level 80 for Torment while moving.

Renegade (beta) will not be good in PvE

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Posted by: Lalainnia.3598

Lalainnia.3598

Uhhhh Currently Condi rev hits 32k on a NON moving golem with a legend that honestly has no real synergy jails. Add in shortbow alone and we gain access to a condi (bleeding) we never had before outside of a sigil proc geomancy plus some more burning.

Gain access to a raw damage increase with Kalla’s Fevor which will undoubtedly be traited for pve 300% ferocity and 20% condition damage are you kidding me??? We have a trait that increases our bleeding by 25% when we have fury. Shortbow skills will pierce and inflict 25% more bleeding with heartpiercer.

Then we have the utility skills where they’re going to be perfectly fine in a pve setting because summoned Ai take massively reduced damage. Razorclaw’s Rage will effectively give 5 allies 10 bleed stacks.

While Icerazors fire will prob be used by power builds it actually does a healthy amount of damage. Then Darkrazor’s Daring which is 6 pulses of daze which in itself is decent cc 600 break bar damage over the course of 6 seconds so you can be doing other break bar damage with sb 5 which is 200 for a total.

Then ofc the elite skill which is just an outright damage boost because the damage portion has no icd. Plus its an energy drain type again which will proc Diabolic Inferno just more than once if energy permitting.

Why I love the Revenant

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Posted by: Captain Obvious.6951

Captain Obvious.6951

If you play all of the other classes you get a really good feel for this game. It’s all about fast paced combat, possibly having up to 20 skills on cooldown simultaneously in some cases. Having to know your class really well, weapon swapping, skill swapping, kit swapping, knowing when to remove conditions etc…

But the Revenent does none of that. If you play him after you’ve played all the other classes you will realize how Half- kitten d he was done. His weapon skills are clunky, in some situations killing yourself if you use them, or they get stuck on stairs and don’t even hit your target. Your skills are already picked for you giving you no class diversity at all. Where most every other class in the game can have on one skill bar a damage immunity, condition removal and a speed/escape tool, the Revenants skills are already picked for you when you pick your Legendary to summon. At least 1 of the skills on every bar are almost never used making you wonder why they even put them there.

The Revanent also has to deal with huge energy draining skills, cooldowns, AND huge energy costs on attacks. No other class in the game has to try so hard to NOT use skills. Everyone else can spam attacks to their little hearts content. But not the Revenant. He can swap to a Legendary, block…. then wait 3 or 4 seconds before he can do ANYTHING else cause he’s out of energy already! I mean if the Thief had to deal with this load of crap there’d be 100 threads a day complaining about it.

Compared to every other class in the game the Revenant is complete garbage. His skills are slow to use, don’t do much burst damage, all his condition skills are melee and he is nearly always first focus in pvp cause he is so easy to kill compared to every other class out there.

In PvP every class also gets some way to freely stomp their targets without worry of being feared or tossed or pushed. The Revenant can’t do this utterly destroying any hopes he might have of stomping people in PvP which is a HUGE detriment.

So why do I love him?

For that simple reason he is the most completely garbage class in the game. It’s obvious Arenanet doesn’t give a crap about this profession when you use your Hammer 2 skill and watch it hit a stair, get stuck, and not hit your target which is 10 feet in front of you.

I love playing the most kitten class in the game because it provides that extra challenge! You know for a FACT if you get your kitten handed to you in PvP by a Hammer Rev that you are utterly and complete trash and have no business even playing the game at that point. It’s like beating all your friends in Street Fighter with Dan. Super troll mode engaged!

Honestly it got really boring playing my Engineer in PvP. I felt like God running around burning everyone, having 3 block skills, pulling people from 1200 range into my turrets and smacking em with crowbars, shrinking and running off from bad engagements, or popping stealth potions and surprising the enemy as I toss a zillion grenades and apply 20+ stacks of vulnerability on an entire team. I mean that is just too kitten easy.

The Revenant is GREAT fun for those bored with playing Guardians that can drag you into traps, dealing 20k+ damage in under a second. Revenant has to earn his kills! No cheap tricks, no single attacking to apply 30k burn damage, no hitting one button to gain an entire new full bar of health like a Necro. Nuh-uh, nope. You wanna get kills in PvP you gotta EARN THEM!

And that’s why I love the Revenant!

Oh I forgot to mention that while every class seems to enjoy some way of reliably removing conditions the Revenant doesn’t get to do that unless he specializes in Healing or Conditions! When I saw this I thought it was a complete joke lol. If someone lands some conditions on you, you can’t just press a button and turn all conditions to boons like a Guardian nope nope, you may as well just lay down and die.

Making it just that much more fun when you successfully 1on1 a condi Engi or Necro!

(edited by Captain Obvious.6951)

Renegade: The Good?

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Posted by: Thermaltron.6829

Thermaltron.6829

The Good is that they still have a chance to make the Elite decent before launch

[Feedback]Path of Fire Elite Specialization Preview - August 18-20

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Posted by: CinnaTree.8071

CinnaTree.8071

Renegade:

1. Kalla’s Utilities and F skills cost too much energy, barely letting you use one utility/ F skill (looking at you energy cost on weapons skills). And underwhelming to boot.

2. Renegade seems to severely lack in survival/mobility when using shortbow and Kalla legend in pvp/wvw.

3. Stun break and healing on the same utility seems too conflicting.

Scourge:

1. Path of corruption trait with Nefarious Favor(F2) on such low cooldown is too strong on pvp/ wvw.

2. F skills’ instant casts leads to instant condition burst as soon as sand shade gets summon on top of enemy player. Some F skill should get SHORT cast time so that condi burst require more set up.

3. The burst potential is so strong with Dhumm Fire trait that I didn’t even have to take Demonic Lore trait and instead take Sand Savant for faster sand shade cooldown/more support. Scourge shouldn’t be able to do massive condi damage on top of strong support. Either one but not both at same time.

4. Torch and scourge utilities lack life force generation when scourge’s survival depends on barrier generated by sand shades. Torch could benefit from some kind of life force generation for being a scourge weapon, since scepter isn’t that great at life force generation either.

5. ~Please~ consider pve and pvp/wvw skill split when balancing.

[Feedback]Path of Fire Elite Specialization Preview - August 18-20

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Posted by: Faee.1439

Faee.1439

Renegade is very very weak. Please re-work utilities on Kalla entirely and slash energy costs and cast times on shortbow/F skills/across the board. Also more damage.

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Posted by: JadenSimic.3941

JadenSimic.3941

I don’t do PvP or WvW much (like 1% of my game time) so I tested most of the stuff on NPCs in the lobby or in WvW. However:

RENEGADE

F3-F4 skills seem kinda useless to me.

  • F2 IS neat I guess
  • F3 does too little for too much energy, used hardly ever and when I did it was mostly hoping I was just imagining this.
  • F4 is what I never used. The alacricity from this skill is almost zero so not worth it for the energy cost which I pretty much always need more for the Kalla utilities.

Shortbow

I really like this weapon as an added weapon choice Was looking forward to a condi ranged weapon
HOWEVER:

  • Shattershot – The bleeding could use some buffing I think.
  • Bloodbane Path – Feels epic but could use the same as skill 1. Maybe tone down the direct damage of both and buff the bleed? I mean we already have the hammer for long range power damage.
  • Sevenshot – If it IS meant to work so bad while not in favorable terrain then it is pretty much useless. Needless to say it felt lacking in dmg anyway. I felt like it was usefull only as an opening shot when I could make sure that all the arrows hit and that’s it. Maybe changing it for a mobility skill wouldn’t be in vain.
  • Spiritcrush – Takes too long to activate. Also with the “mist portals” mechanic I think that it shouldn’t matter where we wanna shoot the arrows, including behinds us.
  • Scorchrazor – Did what it was supposed to do I guess. But a knockback effect would by nicer, as far as I’m concerned. To have at least one skill to keep the enemies at bay.

Slot skills:

  • Breakrazor’s Bastion – The initial healing is too small as long as those other 2K take 10 seconds to hit. Maybe if you change it to 3,5K initial healing and 500 every second for the next 4 or 5 seconds could help? Moving the stun break somewhere else would be nice as well. Otherwise BB is too weak. Usually when I used it it took either too long for the healing to land or it got killed or CCd without healing those additional 2K at all.
  • Razorclaw’s Rage – The energy cost is quite high which I wouldn’t mind much if there was no cooldown on this skill. I understand that it would be weird spawning more ghosts of the same charr so how about changing it so that one ghost can’t be up more than once at one time and getting rid of the CDs? Those charr can be killed or stuned/feared quite easily so it would be good having them available as soon as we have energy for them which would keep the Renegade more about energy management instead of CD management which, I belive, is what the Revenant is about.
  • Darkrazor’s Daring – Same as with RR.
  • Icerazor’s Ire – Here I can’t really understand why ICErazor got cripple instead of CHILL. It would fit the animation, the name and even synergize better with the Corruption trait. Otherwise same issues as with Darkrazor and Razorclaw.
  • Soulcleave’s Summit – First I thought that I would be using this skill all the time to make up for the lack of defence and sustain I had on Herald with the varband member’s protection application and the healing from Soulcleave but then I found out that the healing from this skill was so weak that I stopped using it at all and sticked only to the Razorclaw + Icerazor combo when switching to Kalla. With the high energy costs of the utilities and the high energy upkeep of Soulcleave it was always EITHER OR and Soulcleave just didn’t seem effective enough to be used over those two.

Speaking about the Kalla utilities as a whole, I’d suggest either making them invulnerable to dmg and CC OR allowing us to use them more frequently since they can die easily which neglects us their purpose. The first would be good for PvP I guess, the second definitely for PvE since it is good to have something to take the aggro from you when you have not much dmg mitigation or mobility options.

Moving on to the rest (which will be quite shorter since you could say that I main Revenant xD)

HOLOMANCER
It would be nice to be able to use any weapon with the new heat mechanic instead of limiting us only to the sword.
Otherwise good work with the theme!

WEAVER
Buffing sword’s power dmg would be definitely great

That’s it from me. Other players made similar suggestions or even better so please, make sure you look at them and think about them

Thank you for your awesome job and for caring guys!

[Feedback]Path of Fire Elite Specialization Preview - August 18-20

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Posted by: Lionwait.4815

Lionwait.4815

RENEGADE

Let me tell you a little bit about my background. I am a WvW small group roamer who has doubles of all but one class who I have setup with a unique WvW build each that I have created on my own. In short I am competitive who over thinks a build for months at a time. That said here is my critiquing of the new renegade specialization.

TRAITS:

  • “Ambush Commander”, “Endless Enmity”, and “Brutal Momentum” are great minor proficiency’s! That give a way for power builds even tho the specialization as a whole lean towards conditions.
  • “Ashen Demeanor” shouldn’t have a CD on it
  • “Blood Fury” Perfect
  • “Wrought-Iron Will” Boon duration’s should be doubled because you have to evade successfully. and has a small radius of effect.
  • “Sudden Reversal’ Perfect
  • “Heartpiercer” Perfect
  • “All for One” Is worthless. Because protection doesn’t protect the summoning’s from condition dmg. And if you wanted to give protection to ally’s all the time then they would just use the runes of the herald with centaur Ventari’s tablet.
  • “Vindication” Almost perfect. I would add a energy decrease in cost by 1\2 for Citadel Bombardment.
  • “Lasting Legacy” Almost perfect. I would add a energy decrease in cost by 1\4 for Heroic Command.
  • “Righteous Rebel” Almost perfect. I would add a energy decrease in cost by 1\3 for Orders from Above

SHORT BOW:

  • “Shattershot” Perfect
  • “Bloodbane Path” Perfect
  • “Sevenshot” Half energy cost and make 1 second cast time.
  • “Spiritcrush” Make it so you can fire it behind you
  • “Scorchrazor” Perfect

HEAL, UTILITY’S, ELITE:

  • “Breakrazor’s Bastion” Perfect. A great idea for groups to take less condition damage. I can see this being used and being reset with Orders from Above and Serene Rejuvenation on a support build going Centaur stance and Renegade stance.
  • “Razorclaw’s Rage” Perfect. More support that makes ally’s do more condition dmg.
  • “Icerazor’s Ire” Perfect. AOE CC support.
  • “Darkrazor’s Daring” Perfect AOE CC support again. You can even use sigil of draining and steal a bunch of heal from the enemy’s. CRAZY!
  • “Soulcleave’s Summit” Perfect. Have your group kill a pesky warrior that has endure pain up? Look no further!

The last thing to sum things up is making all the summoning’s from the mists to take no damage. This may seem a bit powerful but just think about it in these terms. Most people find playing full support boring. OK OK there is some…… condition dmg but you cant compare it to Firebrand and if you are you got’s to give us a 25% movement trait . No rapid flow doesn’t count…. Its just annoying, kinda like the whole centaur tablet moving/heal wich is another point to make going full support lackluster.

(edited by Lionwait.4815)

[Feedback]Path of Fire Elite Specialization Preview - August 18-20

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Posted by: Rym.1469

Rym.1469

Renegade – PvP/PvX PoV – Longer, but definite feedback

Kalla Scorchrazor:

  • Summons are similar to Wells, but if Wells could be killed/CC’d. That’s unecessary – summons are not powerful enough to justify being interactable. They are stationary, the counterplay is like for Wells. Icerazor and Razorclaw don’t need cooldowns. Slightly too high energy costs across the board.
  • Heal – Costs 10 Energy, while all other heals cost 5, for no reason. Low base healing. Stunbreak is useful, but it’s the only stunbreak on the Legend – you often waste either stunbreak or heal. Please move the stunbreak to other skill.
  • Icerazor lacks purpose. Very low power-scalling, short Vulnerability uptime. The summon often fails to cleave downed players. Currently, no reason to summon, apart from being 20x hit for some effects. I assume Razorclaw&Soulcleave will get an ICD, so I don’t count their synergy.

Traits

  • Bleed-improving effects of Blood Fury and Heartpiercer don’t work rn.
  • Ashen Demeanor could have 1s ICD. Gameplay of Revenant involves a lot of chain-CC to do damage.
  • Wrought-Iron Will could have the radius increased to 360 – being a glassy damage dealer, you often stay at edges of fight, so 240 is too short for allies.
  • Sudden Reversal – Should ignore Blind, to help against Thief dive..
  • Lasting Legacy is currently the dominant trait, doubling the reason for taking Renegade (more damage).
  • Righteous Rebel to compete with Lasting Legacy could also heal per Kalla’s Fervor gained. The Alacrity improvement could easily go baseline.
  • Vindication – the Might duration is too short. 5-6 seconds would be the sweet spot. Alternatively, split the durations between game modes.

Shortbow

  • As 900 range weapon, it puts you into range of many more skills than a 1200 range one, closer to the action. Therefore, it requires a defensive skill. I suggest #4 becoming it, working similary to Wards from GW1 – a defensive zone. Too low damage across the board. Skills 2 and 3 could use some cast time reductions – especially #3 since it’s a hard skillshot.
  • Sevenshot (#3) – Arrows dissapear on collision with terrain. “Reverse shotgun” feels unrewarding, player barely ever has a chance to hit 7 shots, most of the time it’s 2-3. Currently bugged with Instant ground targeting, allowing to adjust the focal point instead of it being set at the max range (Youtube Video). The skill with the bug feels much better and more fluid, rewarding good aim – should be the official version. Hitting someone with focal point should reward extra damage – #3 is the hardest skillshot in the game. Should be the main source of Shortbow’s damage, coolest skill.
  • Spiritcrush (#4) lacks purpose. Low damage, both power and condition, Slow doesn’t do much with Revenant (unreliable Interrupts, no interrupt traits). Cannot be cast behind the character, often bugs out on bridges. Prime candidate for a rework to a defensive skill.
  • Scorchrazor (#5) – Great ability and feeling, just needs to be ground-targeted/skillshot.

Citadel Orders

  • Too high Energy costs across the board. Consider adding a second resource for them if they can’t cost way less.
  • Heroic Command – Kalla’s Fervor is so easy to come by that refresh isn’t that useful. AoE Might is ok, but consider Stability/Barrier maybe.
  • Citadel Bombardment – Vastly too overcosted, provides no damage unless used against big, crowded groups. Should be tighter for PvP. Currently, not useful in PvP/against low number of targets at all.
  • Orders from Above – The best Order skill so far. Alacrity is always handy. Renegade desperately needs cleanses – make this Order cleanse a condition every pulse.
[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

(edited by Rym.1469)

[Feedback]Path of Fire Elite Specialization Preview - August 18-20

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Posted by: Silesium.5623

Silesium.5623

Renegade

This from pvp look. I play Rev Main.

Bow: Clunky skills, To long animation (even with quickens), Not gone say much about survivability as its bow not a shield.

Skill 1: to low bleed stock/dmg/speed

Skill 2: miss a lot of time

Skill 3: hard to land, miss a lot, same of the arrows just despairer.

Skill 4: Wayyyyy to long animation need to predict where target will move and still there is 90% chance it will miss. Also bug if you use Shiros Impassible Odds with give Quicknes the skill with cast x2 times after 1 sec of delay.

Skill 5: Like it but its one line projectile with ignores geo data so it will not hit target above or bellow me. Also cc and burn super short I guess that why its short-bow as all its do its short….

I think that all F skill should not have energy cost but increased CD to balance it.

F2: Hardly was using it, Just because Kalla buff its in all traits so auto attack give you all the time max stock. No point using it to gain 5 might or 10 (depends on trait) just to waist 20 energy with can be spend much better way.

F3: OMG where to start and where to end in pvp this skill is soooo clunky first the animation is soooo long its no way you gone predict where your target gone be. Next sec I did one pvp match just focusing on Citadel Bombardment, My target was moving in one line to side so I decide to put skill right next to him so he will walk in to it the funny thing is that he just out run the skill with side walk…(no speed buff). Next main problem of this skill is 40 energy there is no way ever ever EVER that you will have 40 free energy to spend on clunky skill that you can miss in fight against other class that focusing you with dps. I see same of the usage in pve or vs bot players that sit in one place growing potato’s

F4: Not real see the point of this skill for reverent as its heavy focus on switching between legends and weapons with have pretty low cds thx to evil energy system. I see use in pve with group but not really in pvp where you have to be fast and not waist energy on staff that make not much difference.

Overall F skill (100% should have no energy cost) F3 Need adjustments with speed. F2 could clean cond for each kalla fervour with will be big bonus for reverent that lack good clean in expansion where all class focus on cond dmg.

Utiltys: Main problem they are all NPC base can be kill/cc/pull/push. Energy I see why each have at least half of energy usage so we cant spam all tree at once but why not if you make it in to NPC form. Limiting player with area of using. For my main problem was costing time what-up with all that delay on ALL skills.

Healing: To low for about of dmg we get from same classes even when he have x2 heal skills to use from 2 legends. Heal Pulse irrelevant just force you to stay in area where you get more focus on and burst . Dmg reduce from cond don’t make difference with amount you get overall. No point of brake stun if casting take at last 1 sec + you need point location of cost.

Uti1: Hardly used in pvp there is no way I will waist half energy just to put npc with short area effect that add same extra bleed just to pray that my ally walk in it or I force my brain to stay in it just so enemy player can burst me. Will be good to increase size of this skill at list x2 so its bonus on twice of it, one there is bigger distance to npc to be kill second give much more mobility for your self and lets ally benefits from large area effect.

Uti2: Way to easy to move away from its effect. The pulse block skills for 1 sec every 2sec. Will add same immobilization cripple/chill or even root with really well can synergy with it.

Uti3: Misleading name of skill that all player thinks…. (remove cripple, add chill = stop cry)

Elita : Will change up-keep to one time energy cost. Don’t really any using in pvp as I need my energy to spend on weapon skills then on buff that slightly increase dmg. Don’t synergy well with other skills of kalla that have already huge cost on energy. This skill says : ally get buff you can just spam skill 1 so much fun…

Fix idea :
Faster Animation / Cast
F skill No energy / Increase CD
NPC change in Walls and increase area of effects at least twice of size with will point out it specialization cause at the moment there is non beside buff.

There is still lots to write but already writing this two hours :/

Sorry for lots of criticism and I know that its hard to balance everything and make every one happy.

Renegade: Skill Alteration (Not gonna happen)

in Revenant

Posted by: Agile Sound.7516

Agile Sound.7516

Legendary Renegade

  • AI should not have any health bars unless they can chase after enemy targets. Note: (No health bar for AI’s means can’t be killed.)
  • Instead of “Stances” It would be better suited if these skills were “Wells” considering that they apply area effects, or applications based upon the “Renegade Spirits” themselves. Personally, these skills make absolutely no sense to even be considered stances.
  • The AI are more beneficial if they do not apply damage but stick to area effects that would benefit the player(s) within them even when an enemy is not.
  • Cast times/energy cost stays the same for skills.
  • Conditions: Vulnerability, Blindness, Chill, and Slow that are “not solely dependent” upon stats such as: Power, Ferocity, Condition damage, Toughness, Healing Power, and etc would allow for more universal builds from among the other traits panels “Legendary Assassin’s (Shiro), Legendary Demon’s (Mallyx), Legendary Centaur’s (Ventari), and Legendary Dwarf’s (Jalis).”
    ———————————————————————————-

PERSONAL NOTE

I have no knowledge about how to determine the calculations used to value out the "pulses, intervals, seconds, and etc for skills therefore consider the cast times for the conditions and etc with “grain of salt.” The main factor to consider for the recommendations are:

  • To make the Renegade more beneficial in WvW, PvE, and PvP. I understand that a lot of these combinations are OP, but the current "In Game skills” are not even close to being viable in PvP nor WvW at all.
    * Skills that would benefit the Renegade player whether a foe is within the radius area of skills, or not.
  • Skills that would benefit the Renegade player for staying within the radius of entities.
  • Apply conditions that are not solely dependent on a single “trait line” nor “stat” to create more diverse game-play between other Legends and trait lines.
  • Weapon skills become more prominent for Dps while the other five skills are more for survival purposes.

Breakrazor’s Bastion (In-game)

  • Pulsing Area Heal: 267
  • Initial Self Heal: 3,179
  • Breakrazor’s Bastion (10s): -33% Incoming Condition Damage
  • Number of Allied Targets: 5
  • Pulses: 10
  • Interval: 1s
  • Radius: 360
  • Breaks Stun
  • Range:

The healing skill is very underwhelming especially for “clutch” situations. Pulsing area heals does nothing to negate dps. Break stun isn’t instant (in my opinion). Breakrazor’s Bastion isn’t beneficial for the player to negate conditions.

Breakrazor’s Bastion (Recommendations) (No Health bar for AI)

  • Pulsing Area Heal: 310-380 (Applies Healing to Allies)
  • Initial Barrier: 3,579-4200 (Applies Barrier to allies)
  • Breakrazor’s Bastion (10s): Conditions Converted to boons: 1-2, Interval: 5s
  • Boon Conversion: Fury (4s)
  • Boon Conversion: Stability ( Retaliation, Aegis, or Vigor) (4s)
  • Number of Allied Targets: 5
  • Pulses: 10
  • Radius: 360
  • Daze: ½s (initial cast only)
  • Breaks Stun
  • Range: 600
  • Combo field: Water

Skill based off of: “Sand Flare” + “Healing Spring” + “Lunar Impact + “Signet of Vampirism ”

Reason for these recommendations:

  1. The In-game version of the skill doesn’t provide any initiative protections against burst damage.
  2. The Daze will synergize with the break stun to ward enemy players/Npcs and avoid initial burst dps.
  3. Barrier will provide protection to the Renegade player/Allies and would provide the player to stay within the radius “just” long enough to obtain the pulse healing.
  4. Breakeazor can convert conditions into Fury which will keep the Renegade player engaged and enable them to bunker and kit hits for a short duration of time.

(edited by Agile Sound.7516)

Renegade: Skill Alteration (Not gonna happen)

in Revenant

Posted by: Agile Sound.7516

Agile Sound.7516

Icerazor’s Ire (In-game)

  • Damage (20x):
  • Vulnerability (3s):
  • Cripple(1s):
  • Number of cast: 20
  • Duration 6 seconds
  • Radius 360
  • Range 600:

The vulnerability applied was fantastic and the AI does extremely well spreading the condition towards multiple foes, I really don’t have any complaints with this skill except that the dps is underwhelming.

Icerazor’s Ire (Recommendations) (No Health bar for AI)

  • Slow (1-2s) per cast: (Slows enemies in area).
  • Number of Cast (4-20) (Dependent on number of foes that enter area)
  • Number of Targets: 3-5
  • Chill per pulse (1-2s): (combo field: only)
  • Chill at start (2s): (initial cast only) (The same foe cannot be chilled more than once per interval, or enemy player is only chilled once upon entry, or exiting radius except for combo field.
  • Duration 6 seconds
  • Radius 360:
  • Range 600:
  • Combo Field: Ice
  • Unblockable

Skill based off of: “Time Warp” + “Frozen Ground”

Reason for these recommendations:

  1. His name is Icerazor.
  2. Slow will make skills more interruptible.
  3. Chill will keep enemies at a distance (no need to apply damage to Icerazor would be way too OP).

Razorclaw (In-game)

  • Razorclaw’s Rage (10s)
  • Bleeding (2s)
  • Number of Allied Targets: 5
  • Pulses: 10
  • Interval: 1 second
  • Radius: 360
  • Range: 600

I found this skill to be quite underwhelming for PvP and WvW it does well against the Golems and PvP/WvW npc’s but against actual players It was completely useless enemy players just ran inside radius and slaughtered me in the process. The skill doesn’t have any form of application that would make an enemy disengage the Renegade

  • Razorclaw (Recommendations) (No Health bar for AI)*
  • Razorclaw’s Rage (10s)
  • Bleeding (2s)
  • Number of Allied Targets: 5
  • Vulnerability (5s): 2% Incoming Damage, 2% Incoming Condition Damage: (area vulnerability)
  • Pulses: 6
  • Interval: 1 second
  • Duration 6 seconds
  • Radius 360:
  • Range 600:
  • Unblockable

Optional
Adding some form of boon, or boon strip in exchange for the unblockable (the vulnerability would be unblockable however)"

Skill based off of: “Well of Suffering” + “Razorclaws Rage” + “Icerazor”
Reasons for these recommendations:

  1. His name is Razorclaw.
  2. Vulnerability stacks based on players within field.
  3. Razorclaw bleed mechanic stays the same as before; player must be in field for bleed application to take effect). Note: Players benefit being in area of Razorclaw due to bleed mechanic.

(edited by Agile Sound.7516)

Renegade: Skill Alteration (Not gonna happen)

in Revenant

Posted by: Agile Sound.7516

Agile Sound.7516

Darkrazor’s Daring

  • Damage (6x): 750
  • Daze: ¼s
  • Number of Targets: 5
  • Duration: 6s
  • Interval: 1s
  • Radius: 360

This skill is great for PvE scenarios. PvP and WvW players just move out of the way and avoid entirely.

Darkrazor’s Daring (Recommendations) (No Health bar for AI)

  • Blind (1-3s): Next outgoing attack misses.
  • Number of Targets: 3 (3 instead of 5 due to radius would be OP if it was 5)
  • Pulse: 1 s
  • Duration: 6s
  • Duration: 6s
  • Interval: 1s
  • Radius: 360
  • Combo Field: Smoke (possibility to stealth)
  • Range 600:
  • Unblockable

Optional

Adding Cripple would also be beneficial in exchange for reducing Blind from “3s” to “2-1s”
Change the Mist animations from Gray to a more Dark Grey.

Skill based off of: “Well of Darkness” + “Icerazor Ire”

Reasons for these recommendations:

  1. Her name is Darkrazor therefore she’s Ash legion .
  2. Blindness will make things more survivable and instead of wasting 35 energy for another player to just run out of the field I would much rather for the daze to be applied for the bow (more controllable).
  3. Smoke field creates possibility for Stealth which is beneficial even if enemy player has left area, or is outside of area.

Soulcleave’s Summit (In-game)

  • Life Siphon Damage: 748
  • Life Siphon Heal: 386 (0.2)?
  • Soulcleave’s Summit: Your outgoing strikes deal additional damage and restore your health.
  • Number of Allied Targets: 5
  • Radius: 360

Soulcleave’s Summit (Recommendations) (No Health bar for AI)

  • Life Siphon Damage: 748
  • Life Siphon Heal: 386 (0.2)? (per attack made by player)
  • Barrier: 374 (0.2)? (per pulse within area)
  • Barrier Pulse: 1-2s
  • Soulcleave’s Summit: Your outgoing strikes deal additional damage and restore your health while receiving Barrier within the target area.
  • Number of Allied Targets: 5
  • Radius: 360
  • Combo Field: Ice
  • Unblockable

Skill based off of: “Signet of Might” + " Life Siphon" + “Lava Skin”

Reasons for these recommendations:

Renegade: Skill Alteration (Not gonna happen)

in Revenant

Posted by: Agile Sound.7516

Agile Sound.7516

  1. Soulcleave’s Summit doesn’t provide enough protection nor does it have any auto healing mechanics pertaining to it just incase if the character misses, or attacks are blocked.
  2. Reason for the barrier mechanic: Even if the enemy player has left the area players should still benefit health-wise in some manner.
  3. Without the unblockable status in it’s current state the skill becomes wasteful especially going up against opponents with shields and blocks.

Additional Mechanics

Orders from Above (In-Game)

  • Alacrity (1s): 33% Skill Recharge Rate.
  • Number of Allied Targets: 5
  • Duration: 4s
  • Interval: 1s
  • Radius: 240

I really don’t see the point in “Alacrity” being even used for the Revenant period due to the energy cost of the Revenants skill sets themselves.

Orders from Above (Recommendations)

  • Superspeed (1s).
  • Number of Allied Targets: 5
  • Duration: 5-7s
  • Interval: 1s
  • Radius: 240
  • Combo field: Blast Finisher

Reasons for these recommendations:

  1. The Renegade lacks speed skills severely.
  2. Superspeed isn’t a boon and therefore cannot be stripped.
  3. Orders from Above (Superspeed) can be applied even after swapping legends due to it being an additional mechanic.
  4. Its more beneficial to the Revenant “itself” which uses energy rather than “recharge time.” Now if Alacrity reduced the amount of energy used for skills then “I would be absolutely fine with it”.
  5. Added a blast finisher so that it could be used with other skills sets above. Once more I’m not a developer so without the skills Legendary Renegade combo fields above Blast Finisher is useless.

    Citadel Bombardment (In-game)
  • Damage: 0
  • Burning (2¼s): 295 Damage
  • Ordnance Count: 10
  • Targets per Ordnance: 3
  • Radius: 120
  • Range: 900

Skill is perfect for DPS and burst dmg.

Citadel Bombardment (Recommendations)

  • Damage: 0
  • Burning (2¼s): 295 Damage
  • Ordnance Count: 10
  • Targets per Ordnance: 3
  • Radius: 120
  • Range: 900
  • Combo field: Blast Finisher
  • Added a blast finisher so that it could be used with other skills sets above. Once more I’m not a developer so without the skills Legendary Renegade combo fields above Blast Finisher is useless.

Heroic Command (In-game)

  • Kalla’s Fervor (12s): 30 Ferocity, 2% Condition Damage
  • Might per Kalla’s Fervor (12s): +30 Power, +30 Condition Damage
  • Number of Allied Targets: 5
  • Radius: 300

(edited by Agile Sound.7516)