>Forced Engagement
Perhaps it should be a skillshot that can affect those who are in a 180~240 radius of the target or Pierce similarly to Banish Enchantment. (25~30 Energy)
>Inspiring Reinforcements
Change it from a Light Road to a Shout like skill. (self) Stun Break and provides a stack of Stability to those around you and the user for 3 seconds (30 Energy)
Vengeful Hammers
Make it pulse Retaliation (1s) (self) every 3 seconds. Increase Upkeep cost by 1.
>RotGD
Cost 35 energy. Reduces incoming Damage and Condition Damage by 50% for 4 seconds. Traited ver removes the auto-trigger and instead gives Legendary Dwarf skills a single condition cleanse on an ICD of 5~8 sec
In addition:
Steadfast Rejuvenation: Recover small amount of health (or Regeneration) and gain healing power (up to 200 or so) on successfully blocking attacks. (1~2 sec ICD)
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Tested condi rev pretty extensively yesterday using realistic buffs on the stationary large 4mil hp golem and the mobile 1mil hp golem.
Stationary: 23.5k
Mobile: 24.5k
Thanks for taking the time out to do some number crunching – I appreciate that.
So its on the very low end, but usable. That’s not too bad, though it screams for improvement.
Seeing the little bit of Renegade that was leaked, it seems like they’re just going to way overcompensate in the new expansion and condi rev will be massively OP when that comes out.
…and then it begins its steady nerf trend to oblivion in the next 3~9 months after release because of pvp salt
It already is viable.
Got any numbers to back this statement?
I really am curious to see how it would compare vs straight power or other condi professions.
Sooo since a balance patch is, probably, near… Please arenanet remember to add a GM trait in corruption line that make torment does full damage in pve only.
Oh and Also fixe mace2 terrain issues please.
Thanks have nice day
If only.
Condi Rev being actually viable regarding damage in PvE would be pretty amazing, but I doubt they will actually do this.
Joke aside, Glint never ever used a shield yet we got a shield for herald. The weapon does not need to fit the legend, the weapon need to fit the specialization thematic.
She didnt literally use a shield, but she did “Shield” the other races during the last Dragon Uprising so I guess that’s a way to look at it.
Glad it’s shortbow. I just hope the weapon and spec is good enough to see use. Hammer is fun, but I really wanted a better ranged weapon.
Why does everyone want GS so much? It’s already used on so many other professions. Do we really need even more Twilights running around?
I feel the same way, tbh. Short Bow doesn’t get enough love as is, so seeing it appear on another profession is pretty cool, especially one that uses HA. I just find the choice of Kalla over any of the other Charr heroes who are notorious for using Ranged weapons strange.
I’m very curious as to how the Revenant shortbow skills and the legend traits/utilities will work. Who knows – there may even be a trait to increase the effective range among them. I can also imagine this having some synergy with Shiro for extra evasive ranged play.
Its weird.
There was a number of people who wanted Kalla+Greatsword and those who wanted Pyre+Long/Shortbow…and they kinda gave us a bit of both for some odd reason.
I get that Kalla was Pyre’s grandcub, but I wonder if she used a ranged weapon as regularly as he did…? If we went with the statues and assumed that the weapon choice for the spec was already decided, Violo Raptorgaze/Boles Deathrain were also options for Bows if they didnt want to use Pyre….
Gonna second BlazeQ on Monk Runes since you get some boon duration too and extra outgoing healing effectiveness (at least for WVW).
However, I understand that Revenants are hurting for condi cleanses as is, so I guess its an option for that and less suffering against stacking short condis to cover against big ones vs a cleanse. If it comes to PvP, it could be interesting.
I agree with the idea of removing energy costs on weapon skills since they already have fair CDs. Utilities, Elite, and Heal can keep their current cost+CD or be adjusted for balancing in the future.
I honestly dont think Hammer is that bad off.
Hammer AA can be strafed, but it does cleave iirc, and its a guaranteed projectile finisher
Hammer 2 hits hard at max range and smacks multiple targets
Hammer 3 is a bit of a weird case. Honestly if it Crippled/Chilled on hit that would be enough of a buff. If it had to be reworked, I’d say to either make the attack deploy an after-image while the user does a short evade backwards or throw a hammer that functions the same but pulses Cripple/Chill for a short time to go with the Area Denial theme.
Hammer 4 is fine and works well with the AA
Hammer 5 is sorta situational, but its some CC/Area Denial. Might be better if it were a tad faster, but it seems decent as is.
I really want to believe that they will do something right, but the track record’s telling.
stuff
This post is spot on
Small adjustments to traps like changing conditions and duration of effects wont address the underlying issue with them simply only having one purpose.
That said, I do like the signet stuff, and the Blind trap would be very useful. I would have honestly wished they kept them being throw-able (or at least gave some sort of movement effect like Sword 2’s leaps or evade similar to Sword 3 to the user when deployed instead of just dropping them if they’re going to remain as condi/field skills).
Trapper’s Expertise could be buffed to do something more. Maybe grant a Blast finisher upon a trap being triggered within the field it generates since the Field aspect doesn’t get too much use?
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Stuff
I’m in favor of this, if only because Revenants really need a ranged option that isn’t Hammer and ranged condition damage. A shortbow (which is only used by like 2 other professions atm) would be much more interesting on a heavy profession than yet another GS setup (though I do like the OP’s theme surrounding it). Traps could also work really well if they’re not as nuts as DHs were, but not underwhelming like a Ranger’s.
I’m glad some people actually get it, Yeah Revenant is fun as a distraction, but would you actually consider using a Revenant as your main?
It was really close to being my main, second only to my ranger. I really love the idea behind legends and being a jack of all trades you could sorta build to be great at something. Whether it was the straight up Power type of Shiro+Glint, the Hybrid DD Mallyx+Shiro, or the “boonbot” Glint/Jalis there was at least a little versatility.
Then they went about gutting Shiro, making power builds struggle, gutted Malyx from the Beta builds and left it in poor shape, Jalis is buggy/expensive af at the cost of being mostly ineffective…but hey, at least they did something to Ventari.
That’s before all the other weird bugs and issues that aren’t just minor inconveniences, but straight up negatively impact the class on the regular. If the devs ever actually address the other stuff, I could see myself playing mine more.
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The vine doesn’t instantly spawn as I have seen some who would stun-break PBS (mostly mid range) before it could appear to grab them, or walk out of the spot/gap close if they were further away. Oftentimes its easy to snag someone with it while they’re unaware, unprepared (say, getting knocked down from a pet and then struck) or distracted from focus fire, but 1v1, I’ve seen a number of players who dont have much problems dealing with it generally. It doesn’t help that the vines themselves are also frail and dissipate easily, but I could see their health getting reduced to “1-hit kill via AA” level
In any case its the only Grand Master trait that actually has a good use outside of CA and has some benefit to Core Ranger so I cant readily agree to it getting nerfed into garbage when its just above average as is. If it changes from pulsing, it’ll need to be a reliable instant bind at least.
I’ve gotta say, the most recent changes, while being of benefit to Ventari, aren’t all too amazing nor deal with a number of the other really pressing core issues.
Hammer is still a poor ranged weapon, Sword 2 still bugs out and #3 and Confusion is still a thing. Jalis is still garbage, and buffing Veng.Hammers does almost nothing when they can still break from a nearby wall. Mallyx is still a mess and Shiro’s been gutted so hard that its more of a Legendary toothpick than an Assassin.
I dont mind Revenants being able to support competently – and the buffs to Ventari do help and are appreciated – but why not show some love to the other underappreciated facets of the profession or at least address the other critical points that have been brought up time and time again?
As much as I hate to say it, I’ve been considering following suit with the others ITT (though I still love the idea of the profession ). The constant nerfing and the lack of relatively impactful changes across the board (barring Ventari as of recent, which I dont enjoy using anyway) is grating.
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I agree.
I prefer that they stick to GW1 homages.
Very nice. As usual, you showcasing what to do/look out for on both sides of the matchup makes this truly informative.
That said, while you recommended Axe OH being useful for gap closing/Stealth interruption, you didn’t use it in those duels…
I am lost when it comes to the revenant and the correct spec for it. Im level 60 and working my way up, and would love some great suggestions on how to make it beneficial for pve. Any suggestions would be very beneficial.
For the most part, just keep in mind that each traitline, save for Retribution/Invocation, are really meant to be used with their corresponding legend and aren’t very effective without it.
If its open world, at lower levels, you can use Shiro+Jalis. You dont have to really worry about a specific gear type till 80 and can run with whatever rares/low-end exotics you acquire through Personal story/World Bosses/WvW and what have you.
Traitslines can be Devastation, Retribution, and Invocation
Use Shiro to get around and quickly kill stuff and fall back on Jalis if you need damage mitigation from Vengeful Hammers, particularly against multiple enemies. You can also blast Jalis’ light roads with Staff 4/Hammer 5 for swiftness, I guess.
Use Sword+Axe (most encounters wont warrant an OH Sword for another blocking skill at your level, and the gap closer is nice damage-wise) + Hammer for ranging things. Keep a Staff handy for champions with breakbars.
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You’re really gonna have to get good at managing your defensive options with Berserker’s.
Get that Facet of Chaos, though. Aside from contributing to breakbars from its knockback, it can give you some damage mitigation from protection pulses when your blocks are on CD and there aren’t big attacks being tossed out to warrant an evade/Facet of Light. Speaking of Protection, you can also get more of it with One With Nature/Shield 4, though only for a few seconds.
Consider Shield (or OH Sword) for harder encounters. With Staff, you’ll have always access to a blocking skill regardless of weapon set to guard against big hits that you can’t otherwise evade/nullify.
Manage your evades well. You’ll still need to avoid dangerous stuff when you can’t guard. If your Stamina runs low, use Shiro’s Phase Retreat to evade and get some stamina back or UA (if you can time it).
Lastly, consider more defensive trinkets (Marauder, Knight, whatever) to pad your survivability a bit. It could make a difference between staying alive long enough to use your defensive options/heal and getting downed.
tl;dr: Manage your defensive skills as best as you can for an encounter and/or get some trinkets to survive a bit better.
1. Stick with Berserker’s. You’ll have enough passive/active ways to mitigate/avoid damage without sacrificing yours. If you really want some more survivability without losing too much damage, try some Marauder stuff mixed in or full.
2. S/A is better for PvE, but S/S is a good PvP setup for dueling and OH Sword’s low CD block (that wont root you like Sh’s does)
3. Second weapon’s debatable. Most will agree that staff is best since it’s got the one best skills to melt breakbars in Staff 5, a low CD block, and a minor heal/condi clear while not being too bad for damage overall. Hammer’s mostly only needed for ranging stuff you dont want to melee, so you can keep an exotic one in your bag until you need it I guess.
It wont happen because it would make pets stronger/more reliable and people hate having to consider them as a threat regardless of what the master’s doing. It would also have some ill effect on WHaO boonstacking that will be deemed as OP and cause much frustration and QQ.
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I’d actually like to see Staff 2 changed a bit. Make it so that the first hit dazes for 1 second by default, and if you interrupted something, the second hit knocks down.
>Why don’t they talk so often?
Idk. I actually enjoy hearing from them too, but I dont like all the grunting/shouting in between the lines they speak. Glint’s (arguably) the biggest nuisance in that way to many.
>Why don’t others hear them
The legends act like “voices in your head”. Rytlock mentioned them being something like that during HoT. They speak with you internally instead of outwardly when channeled.
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I would have preferred Capricorn or Colosseum instead of Skyhammer tbh.
Also, are there any changes to Map Selection so that the voting system actually goes with the map that got the most votes instead of a roulette?
All of those things make me varying levels of kittened but I think the first one is the worst of them.
>Ranger:
Warriors: While it depends on the map, small points (Nifelhel, Foefire Home/Far) means I have very little room to kite with. I constantly have to prepare to dodge or Stunbreak the inevitable Headbutt and dodge every Skullgrinder. Whittling them down is a chore and a half when they’ve got that passive healing should they land a hit, and just enough CC to make it happen.
Scrapper: Its not that they’re extremely threatening, but neither of us will die easily. Unless one of us gets +1’d it’ll go on till the point’s lost (usually the Scrapper takes it if running Elixir X because Nado>SotP)
Mesmers: Extremely tricky. While I can beat them in a sustained fight, their bursts are no laughing matter. I have to constantly be ready to condi-clear if I miss a dodge and often pray I can force them to leave once I’m on CD. I dont really see a lot of power shatters to say much about them.
I kinda wanted to learn how to play this class, but their tricks seem so overwhelming to understand for some reason
>Revenant
Condi-Mesmer: No need to explain this. They’re a soft/hard counter.
Condi-Warrior: They’re not bad before going Berserk, but once they activate it, I am forced into a more defensive position to minimize their output as much as possible.
Thief: Extremely annoying. Good ones can reset the fight before I can do anything decisive, but those who dont know when to run are usually easy pickings
Pets being a threat is fine – you’re supposed to actually consider them when dealing with a Ranger because without it, the Ranger’s own damage is laughable. The problem is that non-HoT pets are extremely underwhelming and need to be brought up to Smokescale/BB levels of viable. Most struggle to even hit or pursue a moving target as they are.
DHs didn’t get nerfed too badly. Really, I think the only thing they need changed is how traps “work” in general (for all professions). If you set a trap, there should be a secondary option to trigger it manually before going into CD (except for Purification)
Revenants change to ED, while understandable to keep in consistency with how other “charge” skills work, should have come with an increase to the base heal of the skill’s activation or faster use of the daggers themselves. The change to their Stability is also extremely questionable since it means their only -reliable- source of it is completely dependent on the opponent’s actions.
Jalis (still buggy), Ventari, and Mallyx are also considerably underwhelming, and the recent change did no favors for any of them.
Eles got some nice offensive buffs, but it still doesn’t allow them to run offensive builds as easily without being insta-downed by someone batting an eye at them
Make CoR 1 target so Rev players l2p instead of spam in hope aoe skill does the job for them.
The game has to much aoe spammable skills overall , its a dumb game to play reason pvp is a disgrace.
I dont think an AoE skill on a weapon with mostly AoE skills is a problem. :V
>Base Revenant
Add a +25% movement speed trait somewhere in Devastation/Invocation. Many professions have a trait to make their open world movement better (except guardian, which I also believe should have something similar) and Revenant shouldn’t be an exception.
Fix the Bugs – Nothing more to say here. Confusion x6 on UA, getting stuck in walls during, P.Strike hitting random stuff, Hammer issues, Jalis issues, and so on. ALL OF IT needs to be addressed.
Stun Break on every Legendary Stance
>Legendary Dwarf
-Inspiring Reinforcements provides 1 stack of Stability for 3 seconds for yourself and allies within a 600 redius. Also breaks Stun (user only) gain an additional stack on a successful stunbreak? I could imagine that being pretty potent with Harmonize Continuity if it applied a Stab stack on all affected.
-RotGD – Energy reduced to 35 from 50
-Soothing Stone – Cleanses Conditions before healing
-V.Hammers – No change (just fix it)
>Legendary Assassin Stance
-Increase base healing on ED
-Drop Phase Travel energy cost to 25
>Legendary Demon stance
-Unyielding Anguish also breaks stun
-Rework Pulsating Pestilence for greater access to other conditions
>Legendary Centaur Stance
-Auto-Summon Tablet on legend swap
-Reduce Momentary Pacification’s ICD to something between 10~15sec
-Possibly change a few Outgoing Healing traits to also benefit the healer. Maybe making one allowing the Revenant to receive a percentage of healing for the allies you mend?
>Retribution
-Versed in Stone’s RotGD triggers automatically at 50%.
-Empowering Vengeance: Striking a foe critically while under the effects of Retaliation cleanses condition(s?)
>Invocation
-Invigorating Flow: Grants a boon depending on the legend invoked.
Shiro: Might (or swiftness/quickness?)
Jalis: Stability
Ventari: Regeneration
Mallyx: Resistance
Glint: Protection
-Herald
Soothing Bastion: Blocking attacks temporarily increases Boon Duration. Allows movement during Crystal Hibernation.
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Die,
You’ll have to somehow dodge one of their attacks if you still run Retribution to use Staff 4 (or anything else for that matter) without an interrupt risk if they’re D/P.
Glint can buy you some time between blocks/evades with protection from Chaos Facet if they’re power, and reveal them if they stealth upclose, but most competent ones will disengage out of range before trying that anyway.
If they’re Condi, Mallyx works well enough at culling their main source of damage, but you’ll be kittened on Power Herald as you’d expect.
You can probably force a disengage from them if you hold out through their bursts, but sticking to a thief who isn’t half asleep or garbage isnt easy.
Really, the first idea is a lot easier.
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UA also still can’t be interrupted by enemy even if enemy interrupts the rev and get the interrupt message – the spell will be executed anyway. But why talk about bugs that profit revs, right?
Shocking Aura.
Thanks, Anet..
Besides, they’ve already removed other beneficial stuff to other classes (RtL/AG jumps and whatnot), so I wouldn’t be surprised if they do something more to dig a deeper ditch just for us.
Too bad, meanwhile, that UA will still glitch out against our favor, be it because of sself-interrupt or confusion triggers and walls.
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I would be fine with the change to ED if they just raised the base healing some.
The Stability change, on the other hand, is more or less a deathblow to Condi-Rev. There is no way the clunkier and lackluster Jalis or Ventari can be considered a substitute in their current state.
Its a bad change.
Resurrection should be more difficult to pull off, yeah, but removing invulnerability isn’t the answer to it. Now, you can just drop a bunch of mindless cleave on whoever goes down and you’ll easily finish them off whether someone attempts to resurrect or not.
Druids and Scrappers will still be good at it (assuming anyone even bothers with SnR in the case of the former these days, on top of being unable to regularly use AoE Stealth) but now it makes things that much harder for everyone else.
With the removal of bunker amulets and the current changes across a number of professions, we’re likely to be shifting a lot more towards a burst meta this time around.
Yeah, every balance patch.
This.
One of the bigger changes for revenants in this update will be the reduced boon duration for the herald specialization’s Naturalistic Resonance effect. We’re adjusting a few different boon durations as a result of this and will continue to monitor the effects as time progresses.
Enchanted Daggers: Attacks that are blocked or evaded will now remove stacks of Enchanted Daggers.
Unrelenting Assault: Fixed a bug that prevented the ability user from being stunned when initiating an attack against foes with Shocking Aura.
Inspiring Reinforcement: Stability duration has been increased from 1 second to 1.5 seconds per pulse. The resource cost has been increased from 30 to 35.Dwarven Battle Training: Fixed a bug that caused weakness to have increased effectiveness instead of reduced effectiveness. Revenant skills that inflict weakness will no longer display a revised condition tool tip.
Facet of Light: Regeneration duration has been increased from 3 seconds to 4 seconds. Upkeep cost has been increased from 1 to 2 in PvP only.
Naturalistic Resonance: Boon-duration increase has been reduced from 50% to 33%.
Versed in Stone: The recharge time of this trait has been increased from 45 seconds to 60 seconds in WvW and PvP.Unwavering Avoidance: This trait now triggers when an attack is successfully evaded instead of during dodge rolls. The recharge time has been increased from 5 seconds to 8 seconds. Stability duration has been increased from 2.5 seconds to 3 seconds.
Your thoughts?
ED: Understandable for the sake of consistency, but if this is so, they should have increased the base healing. Now its just a garbage heal overall.
UAs: Yeah, thanks….nevermind that the Confusion trigger bug is STILL there, but no, we need to address SHOCKING AURA!
DBT: Well, that’s a cool fix, I guess?
FoL: 1 second of Regeneration is a pittance. increased upkeep is a nuisance at best, and an extremely unnecessary change otherwise. Seriously, its like grasping at straws when looking for something to nerf.
NR: We knew it was coming, but that doesn’t make it any less kittenty.
ViS: Why? kitten and a random trigger below an HP threshold wasn’t enough? What the hell, Anet?
UAv: I expected a change, but why increase the ICD on top of it all? There’s still no reliable stability access beyond the dumb road on a legend that’s not even competitive, and now its become even more annoying to access it.
Where are the buffs and bug fixes to Jalis, Mallyx, and Ventari?
Ah, who am I kidding. I might just be done after this and the crapthey hurled at Rangers this time around.
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Why would we get Turai?
Wasn’t his weapon of choice a Sword and Shield? What would they give us as a new ESpec weapon if that were? Greatsword?
I’m still expecting Pyre Fierceshot + Short/Longbow thrown in. Maybe an odd mix of hybrid damage relying like traps or snares while evoking the power of nature?
Its not a bug, its a feature :^))))))
No but really. I wouldn’t mind UA staying as it is and just knocking out that stupid bug as soon as possible.
If we're removing the Might gain for any reason, then UA's damage better focus mostly on whoever's targeted while cleaving anything in a 180 radius of that individual
I actually like that a lot. Part of the inherent problem with condi rev is the nature of Torment. This is a solution that helps supersede the problems of torment by allowing the rev to have more access to other conditions. Number of stacks/other “maths” aside, I like this idea. I think it might require throwing in some other ways for the class to apply different conditions. For example, we have 2 skills as sources of burning(and 1 trait), 1 skill with confusion, 1 skill(and 1 trait) with poision, etc. The point being that your idea for “adding extra stacks upon reaching a threshold” is good, but wouldn’t really syngergize with the class’s current state. There’s just not enough sources of other conditions.
Hmm. I understand.
I considered such a change might need to account for Runes (particularly condi ones like Krait’s) and Sigils and anything with +Condi Duration to allow stacks built up to last long enough for more than one trigger, but you’ve got a point there about our lack of access to the other conditions otherwise.
Perhaps, the effect could be refocused on the way we apply Torment stacks instead?
Such as the maximum Torment Stack (lets say, 15~20+) also applies Burning (or anything else, really) when striking the enemy with a Legendary Demon skill (while lower stacks can inflict the other conditions) in addition to whatever effects said skill applies?
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•Pulsating Pestilence – This is yet another relic of the old self-applying conditions mechanic. I suppose it could have niche uses in PvE and be mildly useful in the other modes(maybe… I don’t play them much), but it’s really just meant to take advantage of something that’s no longer part of Mallyx’s functionality. ~~~ This could really be changed to anything that has to do with Torment. None of the Major Grandmaster traits deal with Torment and that’s the major condition of the whole tree and legend… Now this is literally just off the top of my head, but what about this?… “Each time you apply a new stack of Torment, there is a chance for all of your Torment stacks currently on the target to copy to nearby foes.” – “Cooldown: 30 seconds; Chance: 50%; Max Targets: 5” Probably too OP… lol ¯\(?)/¯
How about this?
“Striking a foe with conditions that reach the threshold applies a stack of another condition” with a 10s ICD
Maybe with Poison, Bleeding, Burning, Torment and Confusion. The Thresholds to trigger it can probably be between 5~15 stacks depending on the condition. The duration for each applied stack once the threshold of a respective condition is reached is about 5s.
For example:
Torment (15) = Bleeding
Burning (10) = Poison
Poison (5) = Confusion
Bleeding (15) = Torment
Confusion (8?) = Burning
It probably requires some tweaks, but I’d imagine that the condition threshold with the highest stack would be the one to determine which effect goes off if they all meet the requirement when its triggered.
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I definitely enjoy the concept of the class, as it can do a little of everything fairly well, despite its many issues.
Its because I enjoy it so much that I'm sick and tired of the constant nerfs, over compromises and fixes for some of our serious problems. Its like there's so much potential and its not getting realized to its fullest...
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I have mixed feelings about weapon skills
>Staff
Honestly, its fine, but I’d take the healing orb effect off of the AA and just make it a small AoE Heal or apply some Regen.
Staff 2 needs something to be done about it, though. Maybe flip it so that it Dazes on the first strike, and if the daze was a successful interrupt, it can deal stronger damage or knockdown/knockback. Could make for an interesting CC/Support weapon hybrid. Staff 3, 4 and 5 are okay.
>Sword
Precision Strike and UA are strong attacks when its used against a single target, but its weaker when multiple foes are present. The nature of those two attacks also gives a little additional incentive to use OHSword's pull to separate a target from the clutter to land the full damage of either skills too, which is something notable Imo. On one hand, its a fair “balance” that minions/pets/clones/enemies can weaken its effectiveness to make up for its potency, but on the other, I’d love to see PS being capable of focusing down one target.
Same deal with UA, but instead of weakening it outright, I’d just remove the Might gain effect. Maybe it can even cleave those close to the single target it focuses to punish grouping together a little.
Also, please fix the multiple ticks of Confusion it causes to the user kthnks
Agree on Phase Travel, but I wouldn’t mind keeping it as its current cost if Weapon Skills just lost their energy requirements and only relied on CDs
I dont mind the weakness to Condition damage, as Mallyx exists, and Revenants have lots of block/evades to just avoid them entirely. Stability, I can agree on since Retribution’s the only reliable way to get some. However, I think fixing Jalis to be more viable for Stability access would be the fastest remedy for it (no more road – just pulses Stability for 2~3 seconds or something)
Another QoL change that I believe should be considered is their access to Swiftness without Glint. Maybe a Trait in Devastation or Invocation could grant some access to it, or at least 25% movement speed. Not a big deal, but its something for core Revenant users to not have to constantly spam IO to get around.
And since when was Revanant an instant win/loss case against anyone? lol
Its true that they’ve got some tough and some favorable matchups, but I dont think that means they’re unwinnable by any stretch of the imagination.
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I see this question a lot. I have a big concern that is generally not addressed though.
If energy costs were removed from weapons, our energy would only be spent on utility skills. I expect that for the base Revenant legends, utility skill costs would need to increase to balance the removal of weapon skill energy cost. Also, Glint would become incredibly boring to play, and possibly broken.
So my question for other players: Do you support removal of energy cost from weapon skills? And if so, are you willing to accept an increase in utility skill energy costs to compensate?
>Phase Travel already costs 35 Energy
>IO is an -10 upkeep
>Jade Winds is 50 energy
>Riposting Shadows is 30 energy
Shiro wont need an energy increase tbh. If anything, its current costs would be fine without the burden of Weapon Skill energy.
>Pain Absorbsion is 35 energy
>Banish Enchantment is 20 energy
>Unyielding Anguish is 30 energy
Mallyx’s costs seem fine as is. At MOST I could see BE increase to 25.
Jalis and Ventari would benefit from this as well, and their costs seem reasonable without weapon energy tacked onto them.
Glint would be mostly unaffected anyway, since its nature as an Upkeep means that once the active’s used up, it’ll start building up energy again while its in CD if the others dont leave you in the negative anyway.
I dont take issue with energy+small CDs on skills (barring Glint, which uses more upkeeps) because you’re able to swap legends and get another toolkit to use. However, energy cost and CD on weapon skills really rub me the wrong way. One already has to be careful of energy use with the Legend specific utilities, but I always felt energy+cd on weapon specific skills is pretty heavy handed on top of that.
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It only copies the conditions on you to your targets on Legend swap, which wont help with condi-pressure alone. The Resistance gained from using Legendary Demon skills/the trait is what will pull you through condi-pressure unless its corrupted.
I dont think that the trap damage or CC is a big issue in itself.
The biggest problem comes from Class Stacking leading to massive amounts of Area Denial bursts, and the size of these traps (as well as MANY other AOEs currently) relative to the Points we’re contesting.
If Class Stacking is resolved in some way when it comes to ranked matches, and their traps are made smaller (or the points larger), maneuvering around them wouldn’t be so bad, I feel.
The skills are roughly on par to other professions with traited weapon skill CDs, which Revenants do not have available.
I still think they can do without energy costs on weapon skills since the CDs are fine as is – just leave the energy costs on Utility/Elite skills. I think that it would justify the current costs for the aforementioned in tandem with their fairly low CDs without breaking anything.