Tomorrow's PoI: What do you want to know about Pact Commander masteries?
in Guild Wars 2: Heart of Thorns
Posted by: Kidel.2057
1) Will we get a ‘Treherne’ ability that lets us steal glory from player characters?
This made my day, thank you.
I’m more curious about the icon on the map. Is it going to be a discount commander tag? I’m a little bit afraid about that. People may use it without any intention to help the others.
Will there be a “vote kick from icon” option?
I prefer to have them as soon as they’re ready, even 1 every month, then having all of them toghether after 1 year.
If they’re adding 3 it means they they plan to be able to release just 3 at launch.
Ore you implying you prefer all of them to be delayed for when all legendaries are ready?
Can’t believe this.
Spending 50 energy for a taunt when Jade Winds has the same cost doesn’t require any imagination. You simply don’t have to use it
We currently have permanent Impossible Odds out of combat, meaning capped speed with 100% uptime (legendswap has no cd ooc).
Roy already said this is going to get nerfed, with legendswap getting some cd even ooc.
But he also added that Revenant is getting access to swiftness whan it’s ready™
No need for Traveler Runes.
Literally 7 posts above
https://forum-en.gw2archive.eu/forum/professions/revenant/Revenant-Specs/first#post5353519
How can 10% power, 10% precision and 10% ferocity only be 10% damage?
Even implying 150% crit damage (0 ferocity) it’s a 25% overall damage boost.
Power is an offensive attribute that increases any direct damage linearly. +10% power alone is a 10% damage boost, so Embrace is more then 25% only with 10% power and precision.
Stop being so overconfident and at least try to listen to the others with an open mind. You may actually learn something in the process.
10% power IS a straight buff in this game. Power is a direct multiplier in the damage formula (10% more power = 10% damage boost). Also 10% precision IS a straight damage buff, since you do 10% more frequently your crit damage, that goes from 150% to over 200% of your power damage (so 10% more crit rate = from 15% to over 20% damage boost). While the ferocity increase only translates in around 3% damage boost, the other 2 stats give more then 35% alone.
The only problem with Embrace is the casting time, but being less expensive in energy compared to IO, and with an external quickness source, that’s a 80% damage buff against a 50%.
In a solo situation IO is better, in group play it depends on the group.
I know you don’t care since you’re a pvp player, but we’re not talking explicitly about pvp here. Quickness is not too hard to get.
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+10% to all stats is not a 10% damage buff, it can be higher then 30%. If you also have an external source of Quickness then the damage is actually higher then IO, since it doesn’t stack in intensity. Not factoring conditions copied.
1s cast time is not an issue, since you can use it in dead moments. We’re not talking about test golems, aren’t we?
Of course IO is the main dps source (mainly for the cast time), but I won’t call out Embrace either. It’s better then simply waiting for energy to build up again.
Losing 1s over a 30% buff is better then simply attacking 10 seconds unbuffed and unable to do anything except AA (that may be the best dps, but not the skill you want to do all the time).
Lol, even swapping to Jalis may be a better idea then simply waiting.
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Well almost every utility except Shiro’s (and maybe the displacement and elite for Mallyx) are useless. Not a matter of numbers, they’re simply worthless.
Impossible Odds is stronger of course, since it’s a flat 50%. Embrace is good to alternate with IO to increase overall damage. Legendswap is better then simply wait.
Mid-range mace would be great with off-hand shield
shameless attempt to make it look like nothing happened
Staff DPS is about 25% lower than sword. You would not want to use staff 5 when in shiro stance as the energy is more valuable for impossible odds uptime.
Thanks for the info, I wasn’t planning however.
I’m also struggling with my WvW build!
PvE and PvP are easier with Rev.
Guess I’ll take all the condi cleanse I can however, so I’m probably going with Devastation+Invocation+Salvation. Still unsure about gear.
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I’ll be running S/S + Staff for all the situations where I don’t need to switch to ranged with Hammer. I actually prefer Staff over Mace.
Staff gives one of the best condi cleanses of the class, so it’s a valid replacement for Jalis and allows to run Shiro/Mallyx for max dps. It also makes you a little bit more tanky overall, even with fully offensive legends.
Plus I love staff #5
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I do care about Ventari, just less, since it may be working as intended. If it’s supposed to be a dedicated healer and nothing else, then it may just be fine.
What you’re saying about the tablet is right, but probably it’s also how it’s supposed to be.
Jalis, I’m sure it’s not working as intended.
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It’s 10% power + 10% precision + 10% ferocity (or crit rate, don’t know which one is buffed).
So if you have around 200% crit damage, it’s 10% + (10% of 203%) = around 30%
If you also have around 90% crit rate, then your actual bonus is more similar to 33%.
Any rate betwoon 0% and 90% gives you a bonus between 30% and 33%
If it’s a boost to crit damage instead of ferocity then it’s around 31% at 0% starting crit rate, and 40% with 90% starting crit rate.
Of course it’s just +25% if you have 0 ferocity (like on Sinister builds).
So depending on your stats and what is actually increased by the skill, the bonus may range from 25% to 40% on overall dps (not talking about single attacks here).
Plus conditions.
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Ventari’s problem is that if you use it then you’re basically a dedicated healer and nothing more. You can’t mix that with other builds, you can’t do much damage.
Maybe it’s woring as intended however.
But I don’t really care about Ventari. Jalis is what I’m concerned. It basically has 2/5 useful skills.
Elite is simply not worth using. 50 energy for a stunbreak and damage reduction that takes 3 seconds to trigger and only lasts 5 seconds with no possibilities to increase it.
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Wiki says 40, maybe it’s outdated, I remembered 50 too. Doesn’t matter, 50 is even worse, calm down.
And Rite is useless anyway as it is now. A defensive skill can’t have a casting time so long and be so short in GW2 fast system.
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50 energy on Forced Engagement makes no sense, as well as 40 on Rite of the Great Dwarf.
Those should be 35 and 25 or less to be on par with other legends. Rite of the Great Dwarf atm is simply useless. Can only be an emergency stunbreaker at the cost of 40 energy.
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Even without changes, Fury is still pretty easy to achieve with some creative design and party support. I doubt we’re getting an elite spec with also fury skills, since that’s an Invocation thing, but I may be wrong.
Also if another Fury source is added, then we are all going back to Rune of the Scholar or Rune of Strength, that is boring. Loving that Revenant can finally shine under better combinations.
I remember a similar thread back in the first year of GW2.
Infinite duration minions are supposed to be a Necromancer prerogative, while Guardian and Elementalist only have timed ones.
The drawback for infinite duration is lower damage. There is no Necro pet except the elite one that does damage on par with Spirit Sword (that can also burn) or amazing effects like the other Spirit Weapons.
Stronger pets come with the cost of duration. Also Guardian is not a pet class like Ranger or a minion master class like Necromancer.
Sorry, but as much as I want my main to be able to do everything and be the strongest class, I don’t see infinite duration on spirit weapons coming. Maybe an elite spec.
600 is too short to be defined ranged. it’s not that far from melee, that is 100-300, so you’re not safe from melee attacks (just 2-3 steps away at best).
There is a word for that and it’s mid-range
So yeah, Guardian had only 1 ranged weapon (staff #2 is a support attack, with very low damage, not just a matter of speed). Revenant does’t need another one. A mid-range mace however would be much appreciated.
EDIT: I’m not against you, I’m just clarifying. We probably all agree that mid-range mace would be amazing.
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I don’t hate guardian staff, but it’s a mid-range weapon. And it’s not even a dps weapon, but a support one.
I’m ok with giving mace 600 range however. Still not a ranged weapon, just mid-range.
Guardian has 1 ranged weapon. Dragonhunter will have a second one, but Guardian has lived as one of the strongest classes with only 1 slow and weak ranged weapon for 3 years now.
And Thief doesn’t even have a 1200 range weapon.
Having 2 ranged weapons is not mandatory for a class.
Revenant got around a 37% damage boost just from traits (devastation and invocation changes), not to mention Shiro and Sword, plus an average 60% boost to all the old weaponskills except mace that simply got more conditions (double or triple).
If it’s still not enough I’m sure it will be addressed. To me the problem with Revenant however is survivability.
A Necromancer can go around naked and still be way more resistant then Revenant
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@Jekkt: They kittened plenty on revenant forum and not only they listened, they even acted upon it.
That’s a bit stretching the truth. Tho officuial version (that I believe) is that they notived many things and the feedback made them get to a decision faster. Things like weaponswap were already internally discussed before the feedback about it, and there was a build ready for it.
Also Roy said yesterday on twitter that he’s also working on all elite specs, and all the devs are working on multiple classes. They’re all together, even on Revenant.
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heavy hits.
This is just factually inaccurate, it deals worse damage than Guard Hammer unless they very significantly boosted ratios, and everything we’ve seen so far says they didn’t.
No way, not even factoring reaper shroud (that hits like a truck).
And you can’t really compare it to Guardian, sice Reaper has much more survivability.
the reaper looks like kitten in anything but casual pve
You’re not forced to use GS.
Reaper (as any elite spec) is not supposed to make other weapons useless.
Reaper is traits+reaper shroud, and both are great. Shouts and GS are additional options.
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you can only do that for projectiles, because it’s pretty annoying to miss a target just because it’s closer then the fixed range.
Best way to do aoes underwater is directly around target or around you. And both ways are used in the game.
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Problem with fury is that rev has mediocre access to it.. Its no big deal in pve where a team stack fury for you, but in solo settings it will be quite problematic to keep up, and in pvp swapping every 10seconds wont be a optimal way if someone plan to do some combos with utility skills.
I agree, and that’s why Rune of Rage is so good on Revenant. It’s the best way to have access to Fury (even permanent if you also use Fierce Infusion).
I’m actually ok with this, since it makes room for some creative designs instead of the usual Scholar or Strength (or even Ogre).
Hope it will always be possible even after the elite.
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this can be only accomplished if you give skills a fixed distance or a fixed plane. Without that it’s impossible to know what point in the 3D space your mouse is over.
You have to fix a plane (like on ground target) or the distance. Even a skill with just a direction needs one of those 2 parameters, otherwise the game can’t be able to determine where you want your skill to go.
That’s simply because your monitor (or the place your mouse is on) is 2D. There is a lack of informations you need to compensate by adding constraints.
EDIT: kitten you Narrrz outspeeding me
Yeah, I’m looking at buffing it because 10% crit for a GM trait is a bit weak. Might try making fury 100% better so it’d give 20% extra crit.
Please consider doing something else to improve this slot. Crit chance is readily available in organized groups between gear, fury, and banners and food. Adding an additional 10% will put you over 100% in many PvE scenarios without even factoring in what you would pick up from something like Maniacal Persistence (Which is MUCH worse than 10% crit by the way).
If you see you’re going over 100% simply change some gear pieces to trade precision for something else. You still gain, since rev is very fragile and would love some more vit/toughness
Dude, I want weaponswap. I was just saying that it’s better now that is not tied to legendswap but independent
I’m pretty sure it will be polished before HoT.
Glint’s blessing is going to be a Revenant thing probably. I’d love “Dragonslayer” instead of hunter.
It will probably be as the last time, with simply no weaponskills underwater.
We’ll probably get to try underwater combat when it’s announced/ready™
EDIT: gonna use Rev then Dragonslayer…ehm…hunter
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Boon focus on Glint makes a lot of sense with the lore and it’s what Revenant lacks at the moment (we have boons but all across the board).
Also in gw(1) she had a skill similar to regen (well, more like resistance+regen), a skill similar to retaliation, and something similar to slow + boon removal.
I won’t mind if she gest swiftness even if she didn’t have it in gw(1), as long as she is boon oriented it’s fine to add new boons.
Also condi cleanse would be nice, otherwise we’re basically forced to simply use glint+jalis with no other options.
I don’t really remember the effect of the Glint skill that Rytlock uses in the story. Guess I’ll see it again saturday. Was it damage+slow? Could be Crystal Bonds maybe?
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I’ve seen the reaper @ gamescom and I can’t wait to try it saturday.
It looked like an immortal juggernaut with slow but heavy hits.
Nice job dev team. This will probably save necromancer.
Thief doesn’t even have to walk to go faster then any other class ahah
I don’t know if that’s the right section to ask.
Would it be possible (or a good idea) to add those characterology videos on the wiki as external sources?
Here is the playlist:
https://www.youtube.com/watch?v=36fdZgsRorI&list=PLu6e24dQtVRerleVcx9bL0IRr1iyqy7NA
I’ve noticed that some character bios (like Taimi’s) are outdated compared to the video done by this guy.
Rage is better. Revenant gets +10% crit rate and +7% damage from traits under fury, plus the normal 20% from the boon and 7% from the rune. 25 might is easier to achieve and mantain, expecially in pve and wvw, so you’re comparing a 5% with a 42% damage increase (factoring only 100% crit damage).
It’s math.Price doesn’t really matter, since Revenant is the first class that gets so much boost from fury.
Also in group play both are outshadowed by scholar runes.
First, trait is +30% crit rate (not +10%). (20% from Fury + 30% additional from GM trait). I’m not sure if did math or just did the napkin version and compared Fury/Ferocity against Might/Power only without other boons and total boon uptime.
I’d like it if there was an actual Rune alternative.
As confirmed by Roy, the trait gives 50% of the usual + 20%, so it’s 30% total (20+10). He also sait it may be buffed. Description is misleading
Yeah, I’m looking at buffing it because 10% crit for a GM trait is a bit weak. Might try making fury 100% better so it’d give 20% extra crit.
Revenants may get some access to swiftness.
When it’s ready™
Great news :>
The displacement skill so strong in WvW. So, stupidly strong.
It’s a personal joy when I watch the enemy zerg randomly flipping around as they rush into our backline.
oh, good to know it has some uses.
It would also be more synergic with Mallyx and his random displacement skill. That’s a mess and has to change, but at least with a mid-range axe you’d be able to gain some advantage from it.
It may become a flat +20% in the future.
However Rage is already the second best option for Revenant, right after Scholar.
Just math.
IMO, it would make more sense to tweak Mace for short/medium range as oppose to melee range (for that other range choice) instead of introducing Scepter.
+1
That’s actually a very good idea. We have 3 melee weapons but no mid-range weapon. Having mace mid-range is a quick fix to make an already outdated weapon shine again and become original. There are no mid-range maces yet.
You put the MH sword in one weapon set and the OH sword in the other weapon set, then you always have dual sword, but can also swap for on-swap effects like leeching/battle/doom/hydromancy etc.
^
Also, people say this will end up picking Staff for the heal/condition removal or Jammer for the blast finishers/range.
If anything..staff for additional block on 3 and burst/stunbreak baiter on 5
Hammer is too situation and too slow to make it work properly with 240 radius.
Staff also has condi cleanse. It’s an awesome secondary weapon for full melee sets.
Sword for damage, staff for extra utility.
It’s actually a good way to make staff useful now that sword is probably going to be the main weapon for everyone.
They simply have a bigger invisible collider. They still should not hit the ground or a wall (pretty sure they don’t hit the ground already, just walls, so it’s just an oversight).
Sword was just placeholder, no real skills (copy from dagger). Shield had the skin datamined, along with warhorn skin that ended up being elementalist’s
I don’t really see thid trait dependency.
I’m going to use swords+hammer and shiro+jalis, but only devastation related to them. Other trait lines are going to be invocation and salvation/corruption
It’s pretty easy to fix. Game physics has layers, so simply put map and hammer colliders on different layers. It takes me 5 seconds in Unity, I’m pretty sure they have more advanced tools.
There are already many skills that don’t collide with the map.