What if the Long Bow skills change based on what Legend you are using? That could be sick.
That could really make Support Healer Centaur Legend actually useful with a handfull of useful Bow healing skills akin to Ranger Druid’s staff.
Also imagine Dwarf ‘s version on Bow skills, very CC heavy and all about control and defense, more closer to Guardian’s Dragon Hunter.
Assassin Legend Bow Skills all out Power attacks.
Demon Legend bow skills all about conditions and torment and life stealing or perhaps life draining aspect.
wait, so Anet leaks the stuff to cause excitement, yet ban people for linking to the leak that Anet leaked? wtf thats crazy
Anet wasn’t the source of the leak, which was unintended and unwanted. They plan to slowly reveal small fragments of infos in a looong lapse as they did with HoT (which personaly bored me to tears, so I tried to absorb any valuable infro from the leak to save time).
original Elite Specs were also leaked by people like That Shaman, and that not once took away hype from the game. In fact, that brought more excitement. The leaks did a better job of hyping the first expansion than the marketing team did themselves.
Can anybody link the post about the leak? The only thing I know about is the months-old reddit thread that says nothing about rev
Anet effectively Infracted everyone that linked to the leak and had Imgur remove all the images that the reddit post was created around. Quite a few people got banned from the forums due to the leak being linked to/ posted
wait, so Anet leaks the stuff to cause excitement, yet ban people for linking to the leak that Anet leaked? wtf thats crazy
I am curious, if there is a issue with adding new land weapons to the game? Is that something that is hard coded into the game that makes it difficult to add new weapon types to the game?
I really wanted Greatsword or Great Axe.
but if Short Bow it is, I hope the legend is more fun to use than Glint was.
wait iam confused.
you all talking about this patch?
Revenant
Some of the core trait lines of revenant have been lacking in either synergy or uniqueness. In particular, the Mallyx legend and the associated corruption trait line aren’t up to snuff. Further exacerbating this, there’s a lack of synergy from other trait lines. As a result, we’ve reworked and tuned up some of the traits in the invocation and corruption lines to offer more to condition-centric revenants. Additionally, we’ve selected a few places to make small effects on condition-applying skills. Lastly, we’re also reworking the Ventari Tablet’s energy expulsion to give it a stronger place in large group support.
Misery Swipe: Torment duration has been increased from 4 seconds to 5 seconds.
Anguish Swipe: Torment duration has been increased from 4 seconds to 5 seconds.
Manifest Toxin: The number of poison stacks applied has been increased from 1 to 2.
Echoing Eruption: This skill is no longer able to multistrike targets. Torment duration has been increased from 6 seconds to 10 seconds. Torment stacks applied have been increased from 3 to 5. This skill will no longer automatically track the revenant’s target and will instead fire the skill forward.
Frigid Blitz: This skill now applies the slow condition for 2 seconds in addition to its other effects. The cooldown of this skill has been reduced from 12 seconds to 10 seconds.
Temporal Rift: In addition to its current effects, this skill now applies 3 stacks of confusion for 8 seconds to enemies that are currently using a skill when struck by it.
Energy Expulsion: Reduced cost to 10 energy. This skill now consumes all remaining energy when cast and removes a condition from up to 5 nearby allies for every 10 energy consumed (including the casting cost).
Ferocious Aggression: This trait now additionally increases condition damage inflicted while under the effects of fury.
Incensed Response: This trait now grants might when you gain fury.
Fierce Infusion: Reduced the effective cooldown from 20 seconds to 10 seconds, and reduced the duration of fury granted from 8 seconds to 5 seconds.
Invigorating Flow: Renamed to Rapid Flow. Now grants swiftness in addition to healing when using an energy skill.
Venom Enhancement: Reduced the effective cooldown from 20 seconds to 10 seconds.
Opportune Extraction: This trait now steals a boon once every 10 seconds per target when you apply torment to a target with at least 4 stacks of torment.
Yearning Empowerment: Reduced duration increase from 33% to 20%. Torment damage is now increased by 20%.
Frigid Precision: This trait has been replaced by Abyssal Chill. Abyssal Chill causes you to inflict torment when you chill a foe.
Maniacal Persistence: This trait no longer increases your critical-hit chance. It now lashes out torment at nearby enemies when you gain resistance.
Diabolic Inferno: Reduced the effective cooldown on this trait from 10 seconds to 8 seconds.
Unyielding Anguish: Removed one of the two strikes on initial casting.
I prefer a Casual system added to make all dungeons and instanced content easier for casual players as a option, instead of NPC party members.
I wonder what the mechanics are for the new Elite Spec. I saw the info from a youtube video that said we get stances, but what that youtuber missed is that all Legends are called Stances actually.
Meteor shower needs to do full damage against siege in wvw, Our class has been totally replaced by revenant and necromancer for either damage or healing builds, we have nothing and on top of everything you make it so meteor no longer takes out arrow carts. Seriously though, why are you trying to make elementalist players quit the game.
Revenant here, want to trade Staff, Centaur Stance and Hammer
for
Water Attunement, Ele Staff and Conjures?
Bleep man, I wanted a heavy hard hitting melee 2 hander Great Sword or Great Axe!!!
Still no new weapons in the game!
Come on Anet, step it up!
Elite Spec Name: Soul Reaver
Weapon: Great Axe
New Skill Type: Olias legend, the hand of judgment
Mechanics:
F2: Soul Harvest – turn your weapon into an Soul Harvester, changing your weapon skills into a new set of skills while the skill is upkeep. Soul Harvest skills dont use Energy. Skill 5 can generate energy when used properly.
F3: Spirit Bound – commune with death summoning a chained spirit at targeted location. Spirit’s health and duration is based on your amount of energy at the casting of this effect. The Spirit’s effect and skills are determined based on what legend you are using when casted.
Legend Skills:
Olias-
Heal Skill- Soul Drain: channel the soul from the target, damaging them while healing you and nearby minions of yours. Traited can heal nearby allies for a percentage.
Utilities- Minions
Each Legend Utility summons forth a minion to fight alongside you. These function as chain skills that can be consumed. These cost upkeep.
Elite- Realm of Grenth- Channel a gate from the realm of Grenth, unleashing a horde of death to ravage your enemies.
no major changes to the base class will be made until the next Expansion.
Still feel free to continue to make suggestions though.
The game lost is ID?
I didnt know games could have wallets.
O.o
Nobody mentioned that Sword auto attack animation? man that bugs the crap out of me.
So no answers for our Rev questions in the feedback thread today?
Or are they just specifically dodging us ? xDI told you all already, they not going to say much about the class until close to the reveal of the next expansion. They did this to Rangers and Necros as well for reasons that we saw later on.
What reasons? (I am serious here, sorry, not coming from the english speaking folks
)
those classes are far better now than in Vanilla.
The Energy system was designed around the class only having one weapon set and the Legends were suppose to be more effective. this all was changed in beta, and Energy need to reflect this change, yet here we are today…
That cool down on Ventari’s Will need to be decreased, as well as tablet movement speed need to be increased.
Energy Cost on all Tablet skills need reduced by 30%.
The Range on Ventari’s Will need to be increased.
Protective Solace need to provide a defensive/ support boon to allies in the area to make it useful against non ranged fighters. Currently its just good for light field. I say a passive Heal/Protection tick.
Purifying Essence need to convert some conditions to boons, or reverse for enemies.
Tranquil Benediction need to also make Rejuvenating Assault and Punishing Sweep do more damage and heal nearby allies a percentage of that damage. Both chain skills so it balances itself out.
Invoking Harmony effect need to be merged into Selfless Amplification. Because it doesnt benefit the class much 50% of the time. This should be replaced by another support trait that make all your blast finishers heal nearby allies regardless of field type.
So no answers for our Rev questions in the feedback thread today?
Or are they just specifically dodging us ? xD
I told you all already, they not going to say much about the class until close to the reveal of the next expansion. They did this to Rangers and Necros as well for reasons that we saw later on.
Revenant was designed as a single weapon per build, class. Just like Engineer. Thats why they have so few baseline weapons. I believe that since this was changed in beta due to complaints, they need to add more baseline weapons period.
Before the new expansion that adds a new Elite Spec and new Weapon Combo, the baseline class weapon list need & should be expanded to include a few more choices.
Need more heavy melee weapon such as Greatsword, axe mainhand
and need another range weapon with conditions such as a scepter or short bow.
Along side another off hand weapon like a ranged dagger, or ranged focus.
But the point still stands. The class isnt the beta Revenant anymore. You made one adjustment, but giving us the ability to weapon swap, now also expand the weapon list for the base class.
I would love a melee focused defensive support focused elite spec.
Unfortunately I think they cannibalized ritualist into the revenant, which is why we will never have our kitteny mummy themed light armor wearers ;(
But Necromancer and Ritualist channel energy from the same god. So these is a lot of cross over. I dont believe any GW1 class should be bound to any. Necromancer in GW2 doesnt really channel the dead currently. So things can change.
Elite Spec Name: Soul Reaver
Weapon: Great Axe
New Skill Type: Olias legend, the hand of judgment
Mechanics:
F2: Soul Harvest – turn your weapon into an Soul Harvester, changing your weapon skills into a new set of skills while the skill is upkeep. Soul Harvest skills dont use Energy. Skill 5 can generate energy when used properly.
F3: Spirit Bound – commune with death summoning a chained spirit at targeted location. Spirit’s health and duration is based on your amount of energy at the casting of this effect. The Spirit’s effect and skills are determined based on what legend you are using when casted.
Legend Skills:
Olias-
Heal Skill- Soul Drain: channel the soul from the target, damaging them while healing you and nearby minions of yours. Traited can heal nearby allies for a percentage.
Utilities- Minions
Each Legend Utility summons forth a minion to fight alongside you. These function as chain skills that can be consumed. These cost upkeep.
Elite- Realm of Grenth- Channel a gate from the realm of Grenth, unleashing a horde of death to ravage your enemies.
Weapon: Duel Swords (get both an offhand weapon and main-hand weapon)
2 things :
- On an e-spec, weapon is merely flavor while traits and mechanisms are important.
- Forgot about getting 2 new weapons for an unique e-spec. This is the most unlikely thing that’s gonna happen, to much balance work for the devs.Am I unaware of some vampiric invasion going on?
There are those weird winged things in maguma forest that are a pain to kill because of excessive life stealing and are conveniently called vampir. Maybe it’s that, however I’m not sure it’s necessary to dedicated a whole profession to to the eradication of those pest.
you forget that Dragon Hunters are also a similar concept of a name, but doesnt really limit them from fighting non-dragons.
Hunter is a nice name for a spec, except not for Warrior but for Ranger.
so whats another name for my idea?
Elite Spec Name: Vampire Hunter
Weapon: Duel Swords (get both an offhand weapon and main-hand weapon)
New Skill Type: Blood Ritual
Mechanics: F1- Metamorphosis change into a Vampire Form. F2 – Spawn Coffin. Lifeblood replaces Lifeforce.
Necromancer Elite Spec becomes Vampire Hunters.
With the invasion of the demons and their Vampire lords into the lands, the Necromancer cults took the sacrifice of drinking from the Blood Ritual, to gain the strength of the Vampire themselves, to hunt down the Vampire Demons Lords that march forward on their path of destruction.
Lifeblood replaces Lifeforce. Instead of the Health Pool getting replaced, Lifeblood is consumed for Metamorphosis skills. Coffin on the other hand replaces health pool similar to traditional Shroud mechanic.
Vampire Hunters can transform into a mobile melee focused form with F1. The Vampire Hunter sleeps into a hibernation in their floating coffin for self defense and AoE group support but has slower movement speed.
Vampire Hunter takes 75% less damage while in Coffin, and move 20% slower. Coffin heals nearby allies, and damage nearby enemies every 2 seconds passively. Coffin has PBAoE Support and Damage skills as well as ground target rituals that can be used. Generates Large amount of Lifeblood while in Coffin passively and from Coffin skills.
Allies can also channel their own health back, by using their interaction command when near the coffin.
Blood Rituals skills can be used while in Metamorphosis form but not while in Coffin.
Whats your thoughts on this idea?
Elite Spec Name: Bard
Weapon: Short Bow
New Skill Type: Coda
Mechanics: F1-F5 skills are changed into what are called “Verses”. Traits that normally work with Shatters also trigger on Verses.
Mesmer Elite Spec becomes Bards.
Bards take their short bow into the field of war to inspire and heal their allies with their soothing voice whiling channeling their music.
Bard is a new Healer/Boon support Elite Spec. Bards sing loud Verses that shatters their illusions into wonderful sounds that apply boons and heals allies.
Codas are ranged channel skills that deal damage from afar to enemies. Codas apply Boons to allies within the Coda’s sound wave, and heals allies near the target’s location, making for great sustain healing verse the burst healing of a Druid.
whats your thoughts on this?
Elite Spec Name: Hunter
Weapon: Great Axe
New Skill Type: Butcher
Mechanics: F2= Beast Skill, F3 Mount Beast
Warrior Elite Spec becomes Hunters.
Hunters wield mighty Great Axes as they cut through forests to hunt down those who try to escape their final prison.
Hunters can pick between 3 type of Beast companions from Grand Master traits. Each with a different role that they excel at.
Mounting your Beast replaces your current Health Bar with the Beast HP. While Mounting the Beast, your 6-0 skills are replaced with unique Beast Mount skills. Weapon skills can still be used.
Butcher skills use Adrenaline similar to burst skills while also triggering traits effected by Burst skills.
whats your thoughts on this?
Elite Spec Name: Shaman
Weapon: Hammer
New Skill Type: Totems
Mechanics: F5= Avatar Form
Elementalist Elite Spec becomes Shaman.
Shaman wield the powers and fury of the elements through their Hammer and slams it into the face of their enemies.
Totems similar to Glyphs, will change effect based on the Element the Shaman is attuned to. Totems have their own Health Poor separate from the Shaman and will hover in the place that they were summoned to until consumed.
Avatar Form (F5) changes the form of the Shaman for temporary time period. Graphically Avatar Form changes you into a creature based on your race, but function the same across all races. Example: Charr Avatar form is an Effigy, and Asura Avatar form looks like a Golem, Sylvari avatar form looks like a Oakheart. But they are just visual effects to fit their fantasy. The Avatar color changes based on what Attunement they were transformed during its use.
Avatar Form locks you into a unique set of skills from 1-7 skill 6 and 7 being unique to the attunement the Shaman was in when they transformed.
Hammer is a melee/defensive oriented weapon with some ranged options depending on the Attunement you use.
whats your thoughts on this idea?
Elite Spec Name: Golemancer
Weapon: Staff
New Skill Type: Golems
Mechanics: Golem Energy Battery
Engineer Elite Spec becomes Golemancer.
Golemancer build golems for multiple roles and to do multiple different task. Golemancer channels Golem Energy both through their battery as well as their Staff rod.
Golemancer generates Golem Energy from toolbelt skill usage, as well as damage taken.
Golems require Golem Energy to be made.
Golem skills come in multiple types. Some Golem skills spawn Golem companions that do different roles. Some Golems are mobile suits that allies can jump into. Some Golem skills create multiple golem bots at once.
http://wiki.guildwars.com/images/7/70/User_Knighthonor_Golem_Type.jpg
whats your thoughts on this?
Elite Spec Name: Runepriest
Weapon: Short bow
New Skill Type: Runes
Mechanics: F1- F3= Tomes, Wisdom.
Guardian Elite Spec becomes Runepriest
The wise knowledgeable Runepriest using their bow and tomes, brands enemies and allies alike with runes of great power, to damage enemies and heal allies.
Tomes require Wisdom, which is generated from heals and boon application.
Tomes replace the virtues, but each virtue still grants a passive effect similar to how virtues work.
Tome of Wrath replaces Virtue of Justice, and focus on ranged damage.
Tome of Light replaces Virtue of Resolves, and focus on healing output.
Tome of Honor replaces Virtue of Courage, and focus on a hybrid of defense and CC.
Rune skills have a two part activation chain. First activation place runes on target for an passive effect, and second activation triggers the Runes for powerful effects.
New Warrior Elite Spec:
-Warlord-
new Skill Type = Conjurations New Weapon Type = Land Spear
Elite Spec Mechanic Change: Warriors get a F2 skill that is based on Offhand weapon or two hander weapon if equipped. F3 is new War Presence mechanic that has 3 different effects based on adrenaline level. -Grants Fury to allies, and Weakness to enemies nearby. level 1. -Slow to enemies nearby. level 2. -Taunt nearby enemies and grants protection to nearby allies. lvl 3
Skills:
*Heal:
-Conjure Healing Urn – group healing skills and support.
*Utilities: -(Glaive) – Melee skills, and ranged pull attack. -(Crossbow) – ranged skills and conditions. -(Flail) – mid ranged skills with CC. -(Chakrams)- Ranged skills and CC.
*Elite: -(BattleAxe) – Melee skills with strong CC and Conditions
The Problem with Racial skills with Revenant, is that Rev may be the only class were the Racials are a better choice over the normal utility skills…
I wouldnt mind replacing a few Tablet skills a norn racial.
Also replacing Dwarf IR with a racial, or Dwarf Elite with Norn Racial. that could be cool.
Hammer:
Make Hammer 4 into a attack as well as a projectile shield. Enemies that touch the shield is damaged while in contact. Better would be a sort of life drain from this damage as well. makes a better tanking weapon.
Hammer 5 should get a secondary chain skill that activates after the hammer falls down. Maybe make the Hammer explode on the chain effect giving a boon or condition or something.
Staff:
Staff 4 need bigger healing baseline, or add a damage effect to this.
Staff 1 chain should have a heal with each strike or at least on second chain for a small % of the damage along with orbs. Makes for a better Raid support weapon.
Staff 2 skill need change. You can take the above idea and apply here. First strike Daze target, if interrupt, the second attack heals a large percentage of the damage.
Hammer should be more defensive or something. Staff need better support or defense.
I believe there wont be any major changes due to the developers working on the next Expansion. So all major changes will be on that Xpac update and will pretty much ignore the base class till then.
they did this with Necromancer and Ranger up to the release of the first expansion.
So just bite on something for now. I believe we getting something good.
Is SPvP more popular now than before the rating system was in place?
For me personally, the new rating system in SPvP is what made me leave the game for a few months, along side a few other things from PvE as well.
I wonder if this area of SPvP has gained more people or stayed the same as before in terms of population and praise.
Make the skills of Weapons good, so that the cost is justified. Or get rid of them.
- Staff 5 got nerfed (50% damage reduction)
- Sword 2 got nerfed (33% damage reduction)
wow staff was nerfed pretty hard. last time I played it wasnt all that to begin with. So I assume it must have had a buff between then and this nerf. was that the case?
Can somebody sum up what was nerfed?
I am new to recent changes.
I like it. I would love a melee tanky legend.
Guild Wars 2 for Consoles
I believe this could be really cool, specially with a interesting keyboard controller attachment.
But whats some ways you would go about designing a MMO GW2 game for consoles?
I been saying this for a while. The Rev needs a revamp. It was clear that the developed made a rush to judgement when they were trying to meet the HoT release date. Because they were still changing critical parts of the class all the way up to that date, rather that just smoothing out bugs in the class.
The class is broken.
First change the energy system.
Get rid of the Weapon Swap but also get rid of Legend Cool Down Swap as a trade off.
Make Healer Legend actually useful as a Healer, or make it do both Support and Offensive abilities.
Make Dwarf Level more of a Tank. This here go back to the original Alpha Staff design were it was a tanking melee weapon with some heal support.I would want to see the Energy System start at 50 then degrade overtime when out of combat.
Also remove the energy costs on skills and rework their CDs, leave utilities and Elites to maintain their energy costs.
I think those two changes plus fixing all the bugs would go a long way to setting a stable foundation for the class, then working on re-evaluating each legend. I like the concept of the class but the reality of it is what has held me back from actually playing it after the BWEs
The Energy System was based on Guild Wars 1. Why change whats not broken? Go back and make the Rev Skill System like it was in GW1 where you start at full and it regens over time, but skills use up Energy. Simple, and proven to Work. The current system doesnt work, especially when both weapons and legends had energy cost.
this was done early on when they were trying to slowly push the Healer concept of the Rev. they just never decided to correct it back.
Been gone for a few months. What changes have come to the Revenant class?
They nerfed the stability from Unwavering Avoidance so now condi Herald is useless at every part of the game. Power Herald with Glint/Shiro and Devastation, Invocation and Herlad traitlines is the only “viable” build. Hammer is useless.
But they nerfed Phase Traversal (energy cost rised from 20 to 35) and Enchanted Daggers (you lose the heal stacks if your attacks miss), so in order to play power Herald you must play perfect: you have no stab, almost no condi cleansing, your heals are crap, and you can be poked to death at range if you miss your burst.
how Hammer useless now?
I been saying this for a while. The Rev needs a revamp. It was clear that the developed made a rush to judgement when they were trying to meet the HoT release date. Because they were still changing critical parts of the class all the way up to that date, rather that just smoothing out bugs in the class.
The class is broken.
First change the energy system.
Get rid of the Weapon Swap but also get rid of Legend Cool Down Swap as a trade off.
Make Healer Legend actually useful as a Healer, or make it do both Support and Offensive abilities.
Make Dwarf Level more of a Tank. This here go back to the original Alpha Staff design were it was a tanking melee weapon with some heal support.
Spirits were abused and weapon enchantments were boons that could not be striped. I do not predict A-Net repeating both mistakes.
That was GW1. mechanics were differently in GW2.
If you’re doing a lot of RP and not caring about being optimal for raids, play whatever you want. If you like staff a lot, play staff.
Personally, I don’t like staff because it looks like my Charr is performing some kind of wimpy slap-shot.
I dont like Sword on Norn, for this same reason. Looks like some awkward stab motion.
Tablet works in concept, its just Anet was very conservative with their view of healers, when they made it. That is pretty clear, so they kitten it.
The concept isnt the problem. its the execution.
Tablet should not have a cool down, and should heal more. The cost of skills need to go down big time, and tablet should have offensive elements if its not going to be made into a Full Healer role.
Why not do a donation page similar to Kickstarter, to get community to donate money to developmental projects for the game, that interest them?
with something like this, we could have been had funding for a dedicated WvW developer.
Same with dedicated Gear Model Artist.
Also could have funded a dedicated World Event developer/designer.
that way Gem sells alone wont be the only way Developers can get funding.
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