Showing Posts For Bunnytown.7801:
I think that for people looking to run an offensive rolling mists build Valkyrie will be a popular choice.
Personally I will be running cavalier/assassin stats. I’m preferring toughness over vitality because I will be doing many small heals from traits/staff/shield/vengeful hammers. http://gw2skills.net/editor/?vlAQNAW8unvNWNS6JrJRZlBlsryfSYV5QJYscrkFNFitMppNtBIBRwugJ8hA-TxyDABafEAgSpwe6GW4BAAkSMAMxdgSQKV/ZKlFJcRA0Z/hAAIA38mZz2MYoDdoDdoDtbezbGA-e
Not sure it’s been mentioned, but Staff 5 is also an absurdly strong burst skill on targets without stability. I am not sure if it’s intended, but it can multi hit the same target along it’s path as the knockback is so minimal, it’ll continually hit them.
In fact, I felt it was somewhat broken, as in Crusader trinket, I did around 9k damage to one person.
I used crusader in pvp as well and could do the same thing. However, that was only if I lined up the skill well. The opponent had to be in the perfect spot to get all hits on them. If they were off to the side just a bit they would get knocked out and only receive 2k-5k damage. Not to mention it is easy to completely miss this skill because your character happens to be facing off your attack line at the time.
To me this feels like a skill that will be powerful in skilled/patient players hands, and should reward that patience with a high burst.
1. It can be used well in an offensive build, but I feel that it shines in a balanced build. It is a power centered weapon. For pure offense sword/X and hammer would be better, as it gives you ranged dps of hammer and melee dps of sword.
2. It is pure melee. It feels good to use once you get used to the auto attack. #3 block attack and #5 gap closer/knockback/big dps potential are very fun. #4 the heal/condi cleanse will be very important to rev as condi removal is lacking. Also #4 will be better since you can now move while using it. #2 skill is the weakest. It has high dps potential and stun, but is so slow and hard to use. This has been changed, so we will see how it performs now. If #2 & #4 skills are truly better with their proposed changes I don’t see anything from stopping staff from becoming strongest (not in pure dops, but in dps/utility) weapon.
3. I see it being popular in all game types because it is the most well rounded weapon. However it wont be the most popular at first because of “OMG bro check out this Unrelenting Assault skill on sword, it looks sick!”.
3. Honestly anything compliments staff. Condi builds won’t compliment as well, but it is sort of a wash since besides mace/axe there aren’t any other condi weapons. It depends on your build. For WvW I see it being used with hammer the most.
4. Again, I see staff working well with almost any build. Self sustain, or group support builds will take the top spots. But it will still be very strong in balanced and offensive builds.
5. Most legends will perform with staff . Ventari Legend with it’s accompanying trait line was built around the staff, so this offers the most synergy. The staff auto attack heal, plus vengeful hammers heal on Jalis legend offer great self sustain. On Shiro, impossible odds plus auto attack gives self sustain as well. If you line it up well you can use phase traversal + staff #5 to devastate your opponent with a surprise burst. Glint is a utility legend for the most part, and therefore will synergize with the utility of staff. Plus the condi removal on staff will help Glint users (Shiro too). Like I’ve said staff goes well with anything, but if you are Mallyx focused, then mace is recommended.
OP, it seems like you are just looking to argue with your fellow forum users who took time out to respond to your QQ, even though they have no power to give you what you want.
Anet gave an adequate warning, and from what I understand items will return in the future.
permaswiftness with glint (which is a 33% buff, so WAY better than a 25% buff)
50% movement speed buff with shiro’s Impossible Odds
spammable shadowsteps as long as you have a target
Pretty much this. If you are traveling around the map just slot glint, or shiro if not herald. Shiro will be the fastest way to travel around with 1200 spam able range teleports. Sure you can’t just auto run then afk, but it will still be really good.
Here is a quick and dirty build I made for you. http://gw2skills.net/editor/?vRAQJAWRnc0Adbid1Au1Ac4gFqBbKEUBmASBgBwwKOEWCThA-TByFwAEuAA0U+ZS9nL6Ckt/AAlgIeCAaN/BA-e
It uses soldiers, but you can change it to a squisher stat if you’re comfortable with that. You could use Valkyries and take the reaper trait that increases crit chance depending on how much vulnerability is on the target (up to 50% chance).
Also I am using Lich for due to the buff today, minions are no longer destroyed on activation! This means you could summon even more minions on lich skill 4, plus have the powerful lich auto attack.
If you aren’t opposed to some grinding, you will be fortunate that the Halloween event and expansion are coming at the same time. You can take your new revenant down to the mad king’s labyrinth (assuming it makes a return) and follow the event train. Last year I was able to reach lvl 80 really fast on a new mesmer, and make lots of gold doing so.
Or Masteries…:)
Ah, yes that is true as well! Although, Masteries are split between ones you advance in HOT content XP and the original areas XP. Will the labyrinth be considered as one of the original areas since it is holiday content?
If you aren’t opposed to some grinding, you will be fortunate that the Halloween event and expansion are coming at the same time. You can take your new revenant down to the mad king’s labyrinth (assuming it makes a return) and follow the event train. Last year I was able to reach lvl 80 really fast on a new mesmer, and make lots of gold doing so.
This sounds like a great idea to me. Just need to figure out which trait line.
Wait… the matchmaking system is racist? No wonder it’s been keeping me unemployed and in poverty!
Trying to keep the NPC guards alive is a losing proposition. Their only purpose is to break a poorly executed DB push. A DPS player will kill them easily no matter how much you heal them.
In my playtime I feel otherwise. Especially when it comes down to the lord. The lord’s health doesn’t regen between attacks, so it’s very useful to heal him up to full again. But that is the lord. The gate guards are very weak to a team of DPS players as you said (and I said in my post), this is why I suggested more health or a downed state.
Also, focusing on healing npcs works best when you have your DPS buddy to help with enemy players you CC.
(edited by Bunnytown.7801)
This weekend I tested out focusing on defense. I played as a healing staff Elementalist. I also played as a DPS guardian in a defense team with my friend who was also heal staff ele. The staff eles main goal was to heal the npc gate guards/lord/dps teammate, while providing CC on enemy players. DPS teammate was for killing players/gatebreakers. DPS would also spend time in the middle of the map capping heroes and getting supply if home was fine.
Overall I felt like it went well, and I feel that healing specs can be very useful. However, against a team with two enemy gate attackers, who were good and actually built around taking out those gate guards, it seemed like there wasn’t much you could do for the npc gate guards. I think they have either too little health, or they could use a downstate mechanic like the toxic alliance from PVE (But once dead they stay dead for rest of game). Also, this is only the gate guards. I think the Lord’s guards don’t need this, but as OP mentioned they have other issues.
Concerning the OP’s points, I agree with everything about the game mechanics especially that the timer is too short. Sometimes it felt like the game wasn’t resolved, or was just getting really good/interesting by the time the timer ran out. Maybe a three minute increase?
(edited by Bunnytown.7801)
I have an ignore chat channel for the sole purpose of pvp. I don’t always have it on, but all it takes is one toxic game and it’s on the rest of my playtime. Honestly, I would rather lose than be annoyed during what time I have to sit down and play.
Put in a support ticket to Anet and resolve your issues with them. Creating a thread asking your fellow players if you can get a refund is weird.
I will be a Sylvari, but that is just for personal RP reasons. I feel that any race will work as a revenant as long as YOU believe it does. Ultimately, you should make your own decision based on what feels right to you, not based on your peers.
If Sylvari will be interesting to you for story wise go with that. If you want your Charr to become a bad kitten like Rytlock then go with that.
If you haven’t played since release, but are interested, I would say now is a great time to get back in. With the upcoming expansion there are a ton of new changes for every player. Since you are concerned with endgame content, of the top of my head there will be…
Masteries
New legendary weapons/armor
Raids
Class specializations
PvP leagues/seasons
New WvW map/expanded mechanics
Guild Halls
New stuff to do in the expansion maps like “adventures”
Whenever I see somebody with a style that interests me I always whisper them a compliment. A like system seems unnecessary when a complimentary whisper does the same ego stroking job.
Personally, I would like the option to join Mordremoth’s horde, at night time, and aid Mordrem NPC’s in their quests. It would be great fun to aid the computer in vanquishing PvE players. Besides, the Dungeon crowd relentlessly harps on ANet for making PVE too easy… Well then, there is nothing like facing player controlled Mordrem to wipe that Zerker armor off your toon.
There would be so many tears from PVE’rs. I personally would love to see this happen though.
Just think of this as an opportunity to explore a different side to elementalist. Perhaps you can try a stone heart condi ele using scepter? Or maybe a signet ele utilizing the trait “Written in Stone”?
I mean builds aren’t worth much until level 80 anyways. And it’s illuminating to try something different on the path to 80. After a few levels you can switch back to whatever you had if you absolutely hate it.
I’d say it’s still too early to start a comparison.
The thing about the revenant skill 5 is that, yes it is a 4 second block, but you are stuck in one place for the duration. Warrior shield block you can use while on the move. This really helps when a warrior needs to escape. The revenant block heals nicely, but if the situation is truly dire they can’t escape as easily as a warrior. What I’m trying to say is a revenant is usually committed to a fight, whereas shield warrior can pick and choose much more easily (especially if they are using a sword as well).
As far as the recent cooldown reduction goes, it seems more in favor of the revenant, but their weapon skills also cost precious energy. Just because it isn’t on cool down doesn’t necessarily mean the revenant can use the skill.
Yes. In dungeon PUGs it’s very much a thing.
I think unrelenting assault is designed to be unable to be canceled. After all the skill is called -unrelenting- assault, so why would you relent your attack?
Also, it is already a very powerful skill vs 1 target. The fact that you can’t stop your attack against a knowing/skillful opponent is a downside that you have to weigh vs the rewards. This means players who plan and time their UA will be rewarded more than players who use UA every single time it’s off cooldown.
Given the Revenant’s powers are tied to the Mists and within the Mists are echoes of the past reverberating through all reality this isn’t really THAT hard to explain.
You as a Revenant use the Mists to experience the echoes of the past when you play the Personal Story. In reality your character didn’t come into existence until after Rytlock brought Revenantism to the world.
In a world where we regularly go back in time and experience events for PVP battles and Fractals and literally fight an alternate reality version of our world in WvWvW time is pretty malleable.
That sounds good, just as long as Anet gives the explanation, instead of leaving it up to players to figure out where their new class fits in.
Ok so lets do this.
Rytlock traveled into the mist chasing his legendary sword during an attempt to get rid of the Charr ghost problem. We don’t know it all but in the mist he gained the ability to channel the power of the Mists while in lost in the Mists.
For the powers of channeling the mist look at the GW1 class Ritualist http://wiki.guildwars.com/wiki/Ritualist who also wears blindfolds and closed their eyes in combat.
That is great for explaining Rytlock as a Revenant, but what about the player character? How do you explain starting as a level 1 charr Rev helping the original Rytlock clear out ghosts from Barradin’s tomb?
I do like Healix’s theory though. I just hope Anet has some sort of explanation like his for why the player character is a Revenant before Rytlock. Maybe they wouldn’t start out level 1 Revs in the opening mission?
“The Ritualists are one of the oldest known professions on Tyria. Being unique to Cantha, they have existed long before the Exodus and the gods granting magic to the races. Before magic, the Ritualists focused on channeling spirits from the Mists. They relied upon the strength and wisdom granted to them by their powerful ancestors whom maintained a connection to their descendants. Through their spirits, the Ritualists were able to practice magic, or something close to it. When magic was granted by the gods, many of the original abilities were strengthened and merged into their modern form. Though still relying on the power of the dead, their original skills are no longer a visible part of the profession.”
Lastly a Revenant is a type of ghost or undead that has come back to life.
So Rytlock goes into the mist, the afterlife, where he gains powers like the Ritualist, mixes it with his existing weapon and armor skill where they match, then comes back to the world of the living as a Revenant, one who has come back from the afterlife.
Anything else?
This is great for explaining Rytlock as a Revenant, but what about the player character? How can you explain a new lvl 1 charr player starting out as a revenant, then helping original Rytlock clear out ghosts from Barridin’s tomb?
I actually like Healix’s theory. I just hope that Anet themselves provides an explanation of some sort like this. Perhaps new Revenant players don’t need to start in the first mission of the core game?
(edited by Bunnytown.7801)
From what we know, Rytlock is the first Revenant. He returns from the mists a changed Charr. From what I’ve read is people hear about Rytlock, then start learning to become Revenant themselves. I don’t see Rytlock as much of a teacher, so I don’t know how people are supposed to follow in his footsteps…
Basically you can sum it up to “You are Revenant, because video game.”
I imagine you as a character emerge from the Mists like Rytlock did.
Yeah, except you will actually emerge from Divinities Reach to help Logan kill some centaurs :/
From what we know, Rytlock is the first Revenant. He returns from the mists a changed Charr. From what I’ve read is people hear about Rytlock, then start learning to become Revenant themselves. I don’t see Rytlock as much of a teacher, so I don’t know how people are supposed to follow in his footsteps…
Basically you can sum it up to “You are Revenant, because video game.”
Shiro/Glint is indeed very powerful and popular. After awhile though I ended up switching Glint out for Jalis which worked better for me.
Good mobility and damage with sword/shiro. If I ever got in trouble I would switch to staff, turn on whirling hammers, and auto attack to regen health. Also, the condi removal for Jalis heal is very nice
Overall, a very fun weekend and looking forward to the next!
I noticed this as well for the BWE2.
On a somewhat related note. Is it possible to not have our legend auras present when out of combat? The way it is now it seems the auras are always present (Which is why Ventari stood out XD).
The only thing I would change is if the enemy moved out of a radius the attack would stop, otherwise this skill is fine the way it is.
Playing against it I didn’t have problems after I learned how to fight it. The skill loses its attack power dramatically when even one other person is nearby. Rangers, Mesmers and partly Necromancers will almost always have an ally to split the damage.
This skill stops when you go into stealth, unlike other channeled projectiles from Ranger longbow, or warrior killshot.
Because this skill teleports to the target at the end can be used to your advantage. You can target the Revenant, evade/teleport/run back to teammates, cc and kill. Even if they manage to get away they will still be targeted. Any bursty Revenant trying to capitalize on the damage potential of UA will not survive combined team pressure, because they can’t drop target status like a Thief or Mesmer.
Lastly, if a UA focused Revenant uses Glint/Shiro (which I feel will be used for this) they will be utterly hard countered by conditions as there is no way to remove them.
Then it cant do its job of catching high mobility targets that can just leave a fight when ever they want with 0 issues. The skill is very much so needed to be able to catch fleeing targets. Every class/build needs a counter. Having the luxury to disengage with no effort given has been left alone for too long. It needs to stick or its useless.
Sorry, I should have said if I -had- to nerf this skill. Don’t get me wrong, I love it the way it is now. However, people would have the option to blink/shadowstep out of a large radius (if they could even make it that far). If they did manage to escape far enough I would just use phase traversal to reengage them again, although at a lower energy. It’s already easy enough to stick fleeing players using phase traversal alone.
After the most recent BWE the Glint “roar” upon activation of her legend is really annoying. It sounds like an annoying charr cub imitating a dragon rather than a dragon.
I agree with all of the major points here. Although, having the chill on greatsword AA #1 would be exploitable. However, I do agree the AA effects need to be spread around.
I agree with pretty much everything here. I am unsure about if Revenant needs more condi removal. It could use a little more, perhaps in the Ventari line to make it more worthwhile to build with. Also if Ventari utilities were easier to use, and required less micromanagement there could be more condi cleanse potential. Overall though I like that there is a big weakness a Revenant needs to consider when fighting.
For Jalis legend I think that the elite should provide stability for the duration. And instead of pulsing stability on Inspiring Reinforcement, it should provide immunity to incoming movement impairing conditions (immob/chill/cripple).
@ Misguided
I thought about immunity to movement-impeding conditions on Rite for a bit, but decided on stability. Because Rite goes to 5 allies I figured it would be a bit OP, at least for pvp.
I do like your idea that Inspiring Reinforcement should grant the immunity instead though. This would get rid of the problem of stacking stability, which was the original issue in the first BWE, but still give the same feeling as a “road for allies to stand firm”.
I feel like Revenant being weak to condi is perfectly fine. It gives a real danger to running sword with Shiro/Glint, otherwise I think it would be too strong.
The only thing I would change is if the enemy moved out of a radius the attack would stop, otherwise this skill is fine the way it is.
Playing against it I didn’t have problems after I learned how to fight it. The skill loses its attack power dramatically when even one other person is nearby. Rangers, Mesmers and partly Necromancers will almost always have an ally to split the damage.
This skill stops when you go into stealth, unlike other channeled projectiles from Ranger longbow, or warrior killshot.
Because this skill teleports to the target at the end can be used to your advantage. You can target the Revenant, evade/teleport/run back to teammates, cc and kill. Even if they manage to get away they will still be targeted. Any bursty Revenant trying to capitalize on the damage potential of UA will not survive combined team pressure, because they can’t drop target status like a Thief or Mesmer.
Lastly, if a UA focused Revenant uses Glint/Shiro (which I feel will be used for this) they will be utterly hard countered by conditions as there is no way to remove them.
Really liked playing revenant this weekend! I made a great build for pvp focusing on attack power an self sustain http://gw2skills.net/editor/?vlAQNAW8unvNWNS6JrJRZlBlsryfSYV5QJYscrkFNFitMppNtBIBRwugJ8hA-TJBFAB1s/Q4lBM4hAAwVAAA
- On Jalis the Soothing Stone and Vengeful Hammers are feeling good. However Inspiring Reinforcement now feels underwhelming, maybe 3 seconds pulsed stability would be a good middle ground? Forced engagement is too high of an energy cost at 50 for what it does. I think 35 energy would be much more reasonable. You don’t want it to become too spamable either, so perhaps increase the cool down. Rite of the Great Dwarf shouldn’t be a stun breaker when it takes 1.25 seconds to cast. I feel like it should instead have stability for it’s duration once cast.
- Shiro legend feels solid. The only thing I would suggest is increase the energy cost of Phase Traversal to 25 energy. Right now it can be too easy to close ground on a very distant player and then use Unrelenting Assault. I feel like a sword Revenant at 50 energy, covering 2400 range with two Phase Traversals, shouldn’t allow a large burst very quickly afterwards.
- Glint legend is also very solid. The only thing I would change is the healing skill Infuse Light. In pvp when an enemy revenant uses this heal the healing numbers show on your screen as green. This isn’t really a problem unless you are using a build that heals/siphons on attack. The healing you give them can be covered up by all the small heals you’re giving yourself. If it’s possible I would like to see healing done to enemies as a different color than green, something like blue or yellow.
Also, as a minor personal gripe, Glint’s roar upon switching to her sounds more like an annoying demon child than a wise majestic dragon. I would rather her speak instead.
- Ventari Legend is a bit lacking. I like the concept, however it requires too much micromanagement to be effective. To cut down micromanagement I think that when you switch to Ventari the tablet should be auto summoned. You can still move the tablet using the heal skill, however the elite is changed to an upkeep that tethers the tablet next to your character. This would allow you to move with the tablet, or call it back easily. Added to the elite is that it will spawn an energy fragment every 5 seconds, or healing orbs that circle healing you and allies for lower health.
(edited by Bunnytown.7801)
Over the weekend I did all of my testing for Jalis in spvp, and this was my first BWE so I didn’t play with Jalis beforehand.
Like many revenant I started with the Glint legend because anyway you look at it it’s a solid legend. However midway through the weekend my build converted to Jalis. I used Shiro/Jalis with sword/shield and staff. My goal was to have strong attack, but good sustain/defense; similar to a meditation guardian. Overall I felt my build was very good and I was able to defeat other revenant using the same traits as I, but equipping Glint instead of Jalis.
- Soothing Stone
It’s good. Particularly the condition removal, which is a HUGE advantage over Shiro/Glint builds.
- Inspiring Reinforcement
I wasn’t here for the first BWE so I can’t say if this skill was OP before the changes. What I do know is that I barely used it. The cast time vs. the reward wasn’t good. I would like to see the speed the road is built increased, plus stability pulsed at a higher rate. Pulsing weakness is also a good idea, but others have suggested moving it to vengeful hammers which is also good. Just as long as the stability on this skill is more readily available.
- Forced Engagement
The main problem with this skill is the energy cost is way too high. I barely used it for this reason. I think the energy cost should be reduced to 35 to keep it from being spamable, but still worthwhile. In pvp it can miss fairly easily from a dodge, or if the opponent is far enough away and strafes the projectile. If you miss this skill then your energy is pretty much shot.
- Vengeful Hammers
This skill was great. It was the main reason I chose Jalis over Glint. The healing from staff auto attack plus this skill was amazing. This skill plus the heal on attack traits I chose, and I could sustain myself very well in a fight. Preparing the Shiro heal skill beforehand, switching to Jalis and vengeful hammers, then unrelenting assault on sword was also very good as well.
This skill is fine as it is. Adding weakness on top of it is as others have stated sounds like I good idea as well. However, I worry that it may be a bit too good with weakness added.
- Rite of the Great Dwarf
This skill is odd as a stun break. You need stun breaks on demand, however you need to cast this for 1.25 seconds to stun break. It’s a pointless stun breaker. I propose removing the stun break. Instead give it stability for the duration once cast.
I think it would be cool if we stole a shadow step/teleport skill. Seeing as Revenant moves through the mists often, it would be fitting.
Is it just me or is RTL bugged since the patch? It seems like every time I use it it goes completely past the target instead of hitting and stopping.
I would definitely be in favor of a daily quest. In my opinion the best scenario would be if these quests were handed out in the player home instances. It would give more reason to visit them for one. It would also be neat if the quests handed out were localized to your race’s homeland. This would give more variety for people who play different race alts, thus making the daily quest more interesting.
I am also in favor of there being some kind of reward for going out and doing these quests.
What I would love to see and buy is a way to challenge people to a duel in pve. I know people can duel each other in spvp, but dueling outside of spvp would be more instant, spontaneous, and fun. Sure it wouldn’t be fair in some cases because of pve gear, but if people care about that they can still use spvp. Also spvp dueling wouldn’t make Anet as much money from a business standpoint.
Dueling could function similar to the “how to dance” book. Whoever owns the book can challenge others to a duel, to which they have the choice to accept. Personally, I would gladly pay 1000 gems or more for this, and I’m willing to bet others would as well. Some new features might need to be implemented for this though…
-Option to auto deny challenges found in game options
-Players lower than 80 are up-leveled, same as wvw currently
-Remove ability to kill a downed player, so as to maintain duels as honor fights
I think I’ve heard it said by Anet that adding dueling to pve would be immersion breaking. I argue that it would not break immersion more than everyone busting out a dance using “how to dance” or players enjoying the costume brawls and boxing gloves. In fact it is more immersive because of the games focus on combat.
TL;DR- Adding to the gemstore a “How to Duel” book, similar to the “How to dance” book, would be fun and make Anet money.
(edited by Bunnytown.7801)
It is doing the same for me as well. Which makes my stats go way down in PvP.