WvW is more team than anything tbh
I mean the best I can do is assume what happens by looking at the MMR model, but no wonder my games were SO OFF when people failed to ready up. That is a major fault. Thanks for the response Evan!
A good combo would be Skill 5 -> Phase Traversal to target -> stab. This would especially be useful in PvP and decapping.
Wouldn’t that mean your foe is teleported behind you while you yourself stay where you PT’d to? Wass that intentional, and would stab prevent this?
That’s intentional. You pretty much swap spots with the enemy.
I admit MMR is wonky, but it will adjust eventually, depending on w/l and other factors.
I notice that if I’m up against really good players and I stop trying, I get into games with worse players. Once I start tryharding again I get matched with better players.
It can also be match availability. Lots of players in NA are probably sleeping atm, so the rating swings are going to be huge.
Edit: if you’re EU then it’s the first point
You only lost 7 rating
Revenant tries to be everything. The legends try to have various focuses on them like Mallyx = condi, etc.
It’s the toughest class to nail down because rotations involve weapon swaps and utility swaps both.
To whoever said Jalis needs a nerf, please explain Ventari? That stance is so underpowered! The heal skill is nothing but a weak heal that eats up energy really quickly. The heals on the tablet need a major buff.
Jalis’s skills waste too much energy as well. Personally, Rite of the Great Dwarf should proc invulnerability.
Those two – the supports – are very weak. Mallyx is great, Shiro is great, and Glint is great.
You don’t need Glint to survive, but you do need Herald traitline. It’s a must…
I started playing revenant around a few months ago, and never really picked it up until about a week ago after the nerf to staff 5 and sword 2. What got me interested was a power/condi hybrid build that I haven’t seen anybody run before. I also wanted to go hipster with offhand sword (since everyone uses shield) and it feels so much better.
The legend swaps felt so overwhelming to me, and trust me, I really didn’t like the feel of revenant. Once I practiced swapping weapons and legends it felt a lot better. I think you just need better keybinds to enjoy the role to its fullest potential. Try weapon swap on shift.
It might be missing stability but it has a lot of stunbreaks, blocks, and evades.
Come on, it isn’t that bad. As long as your rotations are thought out, your team presence is major. Some people aren’t fast enough / responsive enough for rev, and blame it for being so weak. They also probably follow the meta, which should be given a few tweaks.
Anyone else think warr isn’t op at all?
It has lots of areal CC / damage and boonshare, as well as revive deny.
There is only one class that I have a problem fighting against no matter how bad or good they are, and that class is mesmer.
The way I set my revenant up is that after 50% health is reached, I deal 26% extra damage (Swift Termination and Rune of the Eagle). Yeah, boonshare is sacrificed, but only by around 30% which, when compared to how many boons are already dished out, isn’t a big deal.
Because of this, thieves I battle usually kill me completely or die unexpectedly. The problem with mesmers is that they also have access to stealth but they have more health and much harder to dodge bursts.
Power mesmers are a bit easier, but condition mesmers are especially very good at constantly upkeeping condition and torment. I get worn down significantly in a matter of seconds, and before you know it I’m down. I don’t know if there’s an alternate approach that needs to be made or what, but it’s extremely difficult to fight against as a power rev.
Every other class (including necro) is like a sponge against revenant. I usually predetermine when a necro is about to drop an aoe of condis, and I block it. When I do get hit though, it isn’t pretty.
Engis are also difficult as well as bunkers in general. Engis especially can do a lot of damage. I’ve had better fare using my condi/power hybrid rev than power rev on engis, surprisingly.
I can’t play D/F anymore… D/Wh has spoiled me x_x
I’ve used it so much that, with my experience, it’s simply a viable asset to the team. With warhorn I always feel like I’m giving allies boons, heals, and random stuff that is essential but with focus I rely on overloads and utilities which just feels like a HUGE discrepancy. Focus is more enemy-oriented while warhorn is more team oriented nuff’ said.
Sorry guys, I just can’t play focus anymore lol…
I would love seeing a condi warr 1v1 me with the build. <3
is it that bad up there ?
i’m at tier 2 / 3 silver and most matches are silent.
though sometimes some team mates may rage talk when we are losing though
Everyone in plat is expected to be flawless. If your team is losing, someone on your team will rack up all the blame. As an ele I was told to sit mid in platinum. Why not have a guard or engi sit mid instead?? Things like this happened all the time and I got the blame. God it was so frustrating and I felt ashamed for no reason. Plat makes me lose any more want to progress, while low-mid gold starts giving me motivation again. It’s a never ending cycle.
Boonshare and utility.
SotM is STILL powerful. That should give you an indication of how broken it was.
Edit: changing because it felt too similar to Phase Transversal.
The skill is now a two-part skill. The first part slices a rift in the air for 4 seconds. This rift is an outgoing portal meaning you cone out of it but you can’t go inside it. It’s like a one-way mesmer portal. The second part of the skill is a stab. The stab displaces your enemy and teleports them to the portal you initially put down (the rift).
The stab can’t cleave. It works on one enemy, and when an enemy is teleported, the portal closes.
There are only 4 seconds to make your stab, so you must do it quickly. The skill retains that situational feel to the current pull, but the reward is a lot greater.
In PvE enemies with breakbars are not teleported, but their breakbars are lessened instead. Smaller enemies ARE teleported.
A good combo would be Skill 5 -> Phase Traversal to target -> stab. This would especially be useful in PvP and decapping.
The energy cost for dropping a rift portal is 30, and the stab is 10. CD is about 30 seconds.
Sounds OP, but is weighed down by short portal time, CD and energy costs, as well as landing the stab in the first place. You’ll only have like 1 or 2 shots and it’s wasted potential.
Sounds like a “pro” skill to pull off, but harnesses great reward for doing so.
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The general gist of the focus-warhorn argument is that focus provides better sustain, allowing for more team support.
I’ll try it again and get used to the rotations and come back with results—it’s been quite a while since I touched that weapon.
Swapped shield for offhand sword, man is that a fun way to play! That block saves me everytime i get off of EE. That immob gets everyone too
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I feel like the class 1 stabilizer got us to be familiar with the concept, and class 2 is where it gets real and shows us nice shortcuts to jump across the map quickly
Arcane Shield’s CD reduction made FA ele OP #metaagain
Once your invuln ends you’re pretty much dead… that’s the problem I’ve always had with focus. A lot of people are just naturally slow with warhorn but that’s because they don’t play it right. Everyone’s used to running focus not warhorn, which is why they hate it.
The heals do negate damage. I don’t know what you’re talking about.
Obsidian Flesh is an invuln every 50 seconds. That’s great… for you. For teammates it does nothing. Focus struggles to keep YOU alive but in sacrificing team utility. Magnetic Wave is also self-casting. Sand Squall gives protection to everyone.
The CD on the water skills is 28. The water field can be coupled with water 3 and earth 4 for extra group heals. It has permanent protection uptime while healing allies and giving extra protection to allies as well.
It’s rare to die to warriors playing warhorn. I rarely have an issue. Tidal Wave heals, CCs, and gives regeneration to allies. I’ve played both warhorn and focus and warhorn blows it out of the water team support / self-sustain wise.
Be sure to take Aquamancer’s Training in the water trait, and Diamond Skin in the earth trait. Diamond Skin cleans condis off when you are struck above 75% of hp which is easy to do given all the heals you have. Aquamancer’s Training lets you do more heals in water.
If you’re a beginner, I recommend running Rune of Water and Magi Amulet with Sigil of Renewal and Sigil of Water. I personally prefer warhorn over focus because of more heals and protection uptime, as well as a CC in air that grants swiftness to allies it passes through AND can cleave multiple targets AND doesn’t require a target. Although cast times are longer, the skill use is balanced in a way that won’t leave you without being able to use anything for wasting skills so quickly, which many D/F users have an issue with. They waste their skills too quickly. Warhorn automatically times this for you because of the cast times. Another cool thing about warhorn is that there are lots of “filler” skills such as Dust Storm, Lightning Orb, Heat Sync, and Wildfire. All these skills may prompt thieves to headshot you and waste initiative for no reason, and then you can finally use heals properly without interrupts. Try to be in teamfights – you’re the heart of the team.
When using warhorn, it’s extremely important to strafe using right-click (that is if your right-click is able to turn the screen, and use W or forward to instantly go a 180 etc ). This “jukes” your skills, making enemies not know if you will really cast the skills over points. Speaking of points, warhorn has a bunch of fields that can be placed over points such as Wildfire and Dust Storm. Everything about warhorn is just amazing to me, even after playing 400+ games of ranked this season.
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I saw a bow once that’s name was just a bunch of numbers and symbols on sale for 100 something gold.
The build has a nice amount of sustain and damage. I focused on going on the defensive side with the Herald traitline, while highlighting offense with Corruption and Invocation. I really didn’t want want there to be no critical hits so I used Invocation to get the most out of fury. Retribution just doesn’t seem to do this build justice especially since it is missing stunbreaks via legend swap.
Also, to work with the hybrid feel of the build, I went ahead and mixed the Sword/Shield and Mace/Axe norm so you have Sword/Axe and Mace/Shield. Both weapon sets have dodges/blocks and great damage including condition damage. Try Axe 4 -> Sword 3 -> Axe 5 for a nice burst that puts you on a safe side through dodges while dishing out damage.
Mace/Shield also works really well IMO. Drop Mace 2’s field, then activate Mallyx’s elite, then use Shield 5. You’ll be dealing condis WHILE healing/blocking damage. Mallyx 4 also drops an AoE so if you have enough energy, you can drop down Mallyx 4, Axe 2, Mallyx elite, and shield. Also, Mallyx 2 is now a stunbreaker so if you find yourself stuck, use that to get yourself out of a sticky situation.
Sigil and Rune options are changeable, as well as traits. I haven’t tried Rune of Tormenting yet but will give it a try. I might switch to Frigid Precision trait for extra chills.
And that’s just the start. Like many Revenant builds the skill ceiling is high, bound for lots of possibilities and combo choices.
Unfortunately, the skill floor isn’t low so you’ll need to practice a bit before getting the hang of it. Nevertheless, I hope everyone has fun with the build, and that condi Revenant can make a return!!
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1. Lucid Singularity now reduces the cooldown on overloads by 20% and reduces the effects of the singularity trait by 40%, meaning the cooldown on overloads when attunement swapping is now 3 seconds instead of 5. This will give elementalists a higher resistance to immob, chill, and cripple while runnng glassy builds.
2. Tempestuous Aria reduces the cooldown of shouts by 20%, they apply 5 seconds of weakness (buffed from 3 seconds). Wash the pain away could be altered to keep a 20 sec cooldown when traited, or it could remain the same.
3. Shouts: “Eye of the Storm!” applies 3 seconds of quickness. This would make it not only easier to actually land an overload since it would be exponentially quicker, but you’d be able to catch up with most players so they can’t as easily kite out of your circles. This would also affect the trait “Gale Song”. Aftershock’s cooldown is now 35 seconds.
4. Warhorn Skills: Heat Sync’s cooldown is now 15 seconds. Wild Fire applies 2 burning stacks for 6 seconds per pulse. Lightning Orb’s radius is now 450. Cyclone’s range is now 900, radius is 360. Dust Storm applies 2 seconds of blind in a 1 sec interval.
5. Overloads: Overload Fire now applies 2 burn for 5 seconds in a 1 sec interval. Overload Water is now a water field. Overload Air’s Static Charge now ensures your next 3 hits deliver a lightning strike (buffed from next 1 attack). Hardy Conduit applies 4 seconds of protection (buffed from 3) so it now completely overlaps the overload.
Please keep the comments civil.
and make healbots immortal, yeah
firts changes have to be nerfing the heal output or put the increase in a trait line that you can get those improvements to be a litle more resistant and farting hp at the same time
Most healbots run Elemental Bastion not Lucid Singularity. I don’t see how it would make them “immortal” unless you were joking. Elemental Bastion accounts for, like, 50% of your heals.
I like these changes. They don’t break eles and actually allow for more options to be used. For example, should I take Tempestuous Aria or Invigorating Torrents? The former will allow for more total heals and weakness application, but the latter promotes more dodging and way more condition cleansing.
Lucid Singularity will allow for shorter attunement holds, and will also be a viable option to take over Elemental Bastion. 99% of Tempests don’t even know Lucid Singularity exists.
I also think Latent Stamina should be buffed. Running auras per overload is already powerful. I think the endurance gained per vigor generation should be 25, not 10. It will promote a lot of dodging. Maybe even add a rune or some sigils to amplify the effect, and you’ll then have a high-dodge build. I agree that Tempest is underpowered, except for healbot of course. The other traits just seem like filler – they really need buffs to create build diversity.
There’s a D/D condi build on Metabattle right now, and it’s perfect.
For mobility, spam heartseeker. You move really quickly.
With the meta build you can keep spamming Lotus Blossom and dodges over and over again. You also have two stunbreakers including a block.
There are enough condition covers to stack bleeds with. It’s priceless. You literally spam dagger 3 over and over again to the point where you win the 1v1.
They nerfed revenant to make people run mallyx
Warriors have niche counters like stealth, kiting, mobility etc. Timed dodges help.
I think this condi build’s great.
http://gw2skills.net/editor/?vFAQJArdhcMovhFNwsB8RMIAYRAoA8AmYwMoIUby2QaA-TJhAABcfCAA4BAs0+DjVGAA
Played around with it today, made for some great duels.
I have a theory, and that theory is that there is an excellent metaworthy condition build available to create out right now. That’s right.
Noone sticks outside the healbot meta, so of course the search for build diversity remains inhibited. However, there are a few obscure but extremely important components to the condition build, which allows it to generate something very important: condition spread. The issue burn guards and burn eles have had to deal with forever. Thanks to Wolfric’s choice in sigils and Rune of the Sunless in his build above, I think I may have found a jackpot BUT I haven’t tested this build yet. It’s gonna take some time to test and make an analysis off of it.
EDIT: It’s terrible
(edited by Abelisk.4527)
If you wanna get heaps of gold and a lifetime supply of transmutations, play ranked.
Also try to not compete for the top 250. It isn’t worth it. I tried doing that, and failed. I mean, there IS still a month left, but I’m almost down to Gold 1 (used to be at 1800 rating) after an atrocious 10 loss streak. If it keeps up I’ll hit bronze or silver.
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I’ve been on the polar opposite. Keep getting matched with bad teams.
Soloed up to plat 2, dropped down to gold 2 by solo q. It’s very volatile. Also duo queuing with bronze/silver players is terrible because you lose a lot but gain little.
The real question is where condi damage went
Bronze: hard to climb
Silver: fair to climb
Gold: fair to climb
Platinum: extremely hard to climb
Dropping out of platinum back to gold is what happened to me. Plat 2 down to Gold 3… and on a downward trend. Ugh…
Infinite dodge/vault build:
http://gw2skills.net/editor/?vZAQJAWWn8lC9OhFmCGOBkmiFqiqrnCgDYO73+x37CShBA-T1hFQB7RJYa0FUI1fAwlA4d7PkgnAQEV+9NgAYIQIAsWr1a1QIECBA-w
After dodging, your next attack will always be a critical due to the Rune of the Daredevil.
As long as you preserve the utilities and weapon swap and heal for when your endurance and initiative are low, you will constantly be dodging and vaulting. Not only that but the vaults deal immense damage.
Never do two vaults in a row, after vaulting dodge so that your next vault will be a critical attack.
Caltrops are for crippling your enemies, giving you an advantage. It is extremely underrated. Because you have so many dodges available (vault is a half dodge as well), you will survive for a long time. 1v1s are 99% of the time in your favor. It’s cheesy but extremely powerful. Because of the shortbow loss, there is less mobility, however there are around 6-7 vaults that you can do if you have Roll For Initiative and full initiative ready, which can allow you to move fairly quickly in the battlefield.
There’s a nice sustain condi variant on Metabattle up atm, seems to be doing well.
Here’s the build.
http://gw2skills.net/editor/?vFAQJArdhUMoshFNwmB8RMIAYRAoA8AkVQJIFUby2wZA-TJhAQB/5EAkxyAA4BA0l9HAA
How it works:
By activating Arcane Power and Glyph of Elemental Power, the next 5 or so attacks will stack high amounts of burn (plus the Arcane Precision trait).
Use Signet of Fire as soon as it appears for an additional 6 or so stacks of burning.
Record amount of burn to Heavy Golem in Heart of the Mists: 25 stacks / ~10,000 burn damage per tick
How to use:
Fire 1 will mainly issue the burns. Use Fire 4 on downed players, as well as Fire 2 and 3. Fire 1 and Signet of Fire are your main sources of damage.
Don ’t forget to use Air 4, Earth 4 and Earth 5 for protection!
Tips:
- Play around with it in unranked, make a few build tweaks to your preference, ta-da.
- Use air for mobility and water for extra CC (as well as trident)
- Stay in group fights
- Have fun!
Weaknesses:
- Plague Necros
- Eles with lots of condition cleanse
If you play like a pro and push any build to the limit, it can hit the skill ceiling, even being on par with other builds including the meta. Power shatter mesmer is an example. There are many ways to play the build, but because the condition build’s much easier to play, people downvote the power variant.
Or power necro, for example. Nobody plays that because condi necro is, well, so much easier, although power necro has the potential to be really powerful as well.
One build will never suffice in a game. Memorizing multiple builds in PvP that counter the opponent team’s classes is the best option, as well as taking note of the classes on your teams.
Hell, people hated the Revenant power build, only because they just didn’t hit a high enough ground on the skill bar.
Where are dose builds? Now that Mallyx has stunbreak, isn’t a power/condi hybrid gonna be a thing now? Not only that, but condi cleanse is also now a thing…
And 47,000 people quit gw2 pvp due to thief dodges
That’s my favorite thing this season. Everyone seems to be using classes to their own intent, and tweaking the meta builds is certainly possible.
Even though revenant was nerfed, it does an excellent job with boonshare and it still has auto attack damage that can wreck.
I suck playing rev too, mainly because I haven’t had the time to get invested into practicing and memorizing complex rotations. What I like about revenant is that the builds appear to be versatile, considering how many rotations are available. It’s the hardcore class of the game.
- Rushing lord in LotF at the start and waiting there for the game to end
- Running mid when all teammates are dead
- Running around the map not doing anything
- Running ventari stance with zerker ammy
- Bunker thief
- Randomly using traits and amulet and rune
- Condi druid
- Using dodge as soon as available (this isn’t Jack and Daxter)
- Camping enemy base when the enemy team has a point and is ahead of us
- Purposefully giving up and “throwing” the game at the start of the match
- Running a new, unpracticed keybinding
Most of these were said in team/map chat, except for the obvious ones that were visual.
Let’s get straight to the point.
Professional power boon-strip lockdown shatter Mesmers can take a bunker 1v1
D/P thieves with very well timed interrupts can take you on 1v1
Plague necros can take you on 1v1 (you’ll run out of healing options and your diamond skin will eventually drop out of effect as your heals are gone)
Condi warriors with timed interrupts
I mean, it’s better than putting them in with Ranked players
Even at a high rating, noobs make it in the team, destroying our chances of winning. Separating matches would promote less of this.
Anyone have a guide for a support ele? Here’s the deal:
I go mid at the start of the game. Most of the time we win the teamfight, and I am left behind to hold mid.
If home is struggling, I abandon mid and go home to help support.
The thing is, people tell me “go back mid, ele” or if I’m at mid “help us, ele!”
I don’t get it.