They’d have this if Unyielding Anguish was more easily controlled as to where people would get teleported.
the randomness of the teleport from this skill is useful in PvP since enemy players also have to adjust.
So condition, and UA, and sit back. Works well. only problem is Energy cost.
It’s not random.
They’d have this if Unyielding Anguish was more easily controlled as to where people would get teleported.
I actually tested this. They get teleported to wherever you’re standing in the circle, so for example: If you’re standing left of the center of the circle and you have someone coming from the right, they will be teleported to the left. I have attached some files for a visual representation below.
EDIT: For better wording on the last attachment, I meant to say that “The enemy is almost always teleported back to the side they came from.”
(edited by MercenaryNote.8506)
Champion Invoker
Champion Vessel
Champion Ritualist
sound nice.
Revenants already have some of the shortest CD’s that the game has to offer and that’s primarily because they spend energy on weapon skills.
It’s supposed to resemble a ‘third eye’, kind of like enlightenment, for revenant’s ability to to use these powers learned from historic legendary beings in the mists.
I’ll be honest though, it looks like a man on a hang-glider :S
Conclusion:
The revenant is pretty solid right now. Just needs a couple bug fixes and number tweaks and I can see me playing it for the rest of my life.
What do you guys think?
Other suggestions:
I feel like some weapon skills should have upkeep. here’s my ideas.
Axe 5 could pulse as long as you keep it active, maybe it very powerful CC at the cost of 10 pips.
Sword 4 could keep blocking until you activate it’s sequence skill/use another skill. 10 pips
Hammer 4 would keep its shield up,
Staff 3 would keep blocking and blinding OR Staff 4 could keep cleansing and healing until interrupted or cancelled. The latter should solve condi issues people have. 10 pips
Another idea would be that Staff 3 and hammer 4 would give you energy every time you block or destroy a projectile respectively.
Another suggestion would be adding 2 more themed skills to each legend, but you’ve already heard this.
(edited by MercenaryNote.8506)
So what can be improved?
Energy: Though most of the skills energy costs are fair, there’s still not enough energy to go around. Many people suggest to remove energy cost from weapon skills, but I do not agree with that as it’s what keeps the weapon cooldowns low and keeps the revenant unique. They have also suggested that legend swapping give us an instant 100% energy, but they forget about the threshold traits. Personally find with the 100% energy switch if they rework the threshold traits. I find it interesting how the dev’s wanted energy to have a “Push and pull” mechanic, but so far all it is right now is pushing (Or pulling depending on how you look at it).
As for suggestions, we can either:
A) As suggested before, let auto-attacks generate energy. This would reward the Revenant for engaging on their targets and let upkeep skills last longer. The tradeoff being that if you’re only auto-attacking for the longer upkeep duration, you’re not really doing anything else.
B) Have energy regenerate in the background, so if you’re channeling Jalis and have Shiro not swapped in yet, there will be a black bar indicating where Shiro’s energy is, and it’ll turn grey when it exceeds Jalis’s current energy so it’s clearly indicating how much each have (See attachment below for visuals)
C) Lower energy costs across the board.
Personally, I feel like the former 2 are the best.
Condition Cleansing: boy, this is one most people have complained about. So far our only real condition cleanse is staff 4, Jalis’s heal skill and Ventari’s tablet. I’d say Mallyx is condition cleanse too, even though he isn’t technically cleansing them.
Most people have suggested that having impossible odds clear conditions like how it worked in first game but they have no idea how broken that is. Instead, let Shiro’s heal cleanse them every time it procs, I feel this would be a better solution as you don’t have on-demand cleanses but you also do have a cleanse at your disposal.
(edited by MercenaryNote.8506)
So what’s bad?
Hammer: feels extremely slow, unreliable and clunky.
The second skill does a lot of damage but it’s graphics DO NOT match up with it’s range. Casting this thing at max range has left most of my targets able to flee with low health even though the earth had cracked beneath them, not to mention that if they’re above or below you, you will never hit you. This has already been address by most people but I’d like to make a point that its graphics should either match the actual range(A nerf), or the actual range should match the graphics( Intended Range)
The third skill has the exact same problem when hitting targets that are in range. Though the green targeting is obviously over the target, it would either hit or miss. No, this isn’t related to the “Oh, they’re not on the same Z-Axis as you” issue. This is more of the target being on a flat plane, and I’d either hit them or miss them, it’s random and frustrating, I only ever use this skill to momentarily dodge some melee attacks or brief AoE’s and give myself time to think.
The fourth skill is kind of weird with how it orientates to your character. I usually like to strafe but this ends up moving the shield to the sides of my character and exposing myself.
The fifth skill is really unreliable unless you’re using Impossible Odds. I find it unfair that a warrior could get the same disable with less of a tell on it while the Revenant needs to wait 1 3/4 to get this move off. Sure it has more range, and might hit a blob in WvW, but other than that, the skill never hits. I think the cast time needs to be reduced or the knockdown be buffed because right now, this skill is pretty useless.
Staff: is overall great and my favourite weapon to use as a second set, but
The second skill still doesn’t feel like it’s worth using, if you can manage to hit it, its sequence skill doesn’t feel very worth using as it doesn’t do much damage and its weakness up-time is negligible. I think the weakness duration should be increased to 5 seconds.
The fourth skill is nice, but its rooting has led me to accidentally cancelling it and getting killed by condi’s or a little damage tick. I suggest using the warrior banner swiftness animation when it’s casted while moving or reduce its cast time significantly as this skill is cancelled on accident way more than it being casted on purpose.
Ventari:I decided to use this bad-boy in WvW and dungeons. I really love the legend’s concept as I always go for supporty roles in games, but I gotta say that ventari let me down in terms of numbers.
The heal skill is you first summoning the tablet, which is fine, but its sequence of moving the tablet feels clunky, as the 2 second cool down made me feel restricted in its use, especially in WvW when your teamates are constantly moving about. Tune it down to 1 second and it should feel better.
Natural Harmony is pretty lame, It doesn’t heal for much (Staff ele does it better) and there’s that delay it has after you cast it. The healing just needs a little bigger buff and it should be more in-line with support.
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BEFORE YOU READ: These are my personal thoughts on the profession and as such, would suggest things that I would like to see in the profession, if you don’t like it, then be constructive about it.
I tried the Revenant this weekend like most of us and I have some feedback on what’s good, what’s bad and what can be improved. I’m talking from a PvE and PvP perspective and going to go a little into WvW, though I wasn’t there for much of the beta due to Issues with my PC.
So what’s good?
Swords: they were pretty nice, though I didn’t use the off-hand sword often as the damage and pull on the axe was much more valuable.
The auto-attack was nice, people complained about its animations but I think it was pretty solid. The first attack in the chain is just a basic stab, nothing too special. The second attack is much more valuable than people give it credit for as the projectile has no limit on the amount of targets it can hit, meaning that you may find the autochain more valuable in fights with more than 3 people. I’m sure this isn’t intended, but it should be kept in. The final skill’s explosion is an PBAoE on the target with a 3 target cap from what I observed, meaning you can hit potentially 9 extra targets in the area. I also like how the entire chain is setup so that your next chain feels like you’re double-striking, like in gw1.
Overall, the auto-attack chain is great and I wouldn’t change anything on it.
The second skill was nice for catching up to opponents, though I feel that either the damage scaling should be increased OR the chill duration be a bit longer (maybe 1 1/2 long?).
The third skill, the staple for the sword and one of the reasons why people like it, was a little underwhelming, I must admit. At first I thought it was alright that the skill had no evade frames, but after using it I found that I often got myself killed with the impending AoE that was about to be dropped on me. The damage could use a little buff (5% maybe) but overall is alright since you can setup some nice burst using Enchanted Daggers and Vengeful Hammers. I found this combo to be pretty deadly using a crusader amulet and basically killed every mob I came across with berserker armor. I request that this skill would not go off if the target is not in range, or that using it would automatically hit the nearest target
The fourth skill was just a basic block, it’s bugged since it doesn’t block all hits but this has already been addressed. It’s nice and on a short cooldown. It’s sequence is an immobilize, not much too it but helps set up for your burst.
The fifth skill is pretty unreliable, but this is only because of the nature of how players move about. It kind of feels bad when you waste 15 energy to get nothing out of it. Maybe increase the range on it?
Shiro:Like most people, I absolutely loved this legend, as it fixed some of the issues the profession had last beta.
The heal is a really nice skill, it gives some initial HP and rewards you for hitting your opponent, you practically use it as soon as you hit ~90% hp to heal back up. though I feel like the ICD isn’t needed as it removes some potential burst and healing. I found it to be the reason why I go down in a fight most of the time because I missed out on some potential health. If there must be a ICD, reduce it to 1/2, 3/4 may be in line of what the designers want however.
Phase Traversal is a nice on-demand gap closer and basically counters those pesky warriors and guardians who think they can hide behind a shield (or a focus). I found the range indication unreliable because whenever I was at about max range, I would never teleport to the target. It would only teleport me when I was sitting at around 900 units away.
Riposting Shadow is a great evade, stunbreak, debilitating condition cleanser and endurance generator. The cost is a bit big, but it’s understandable as this skill does so much at the press of a button, I often used it multiple times as a disengage move (Evade>Evade>RS>Evade>RS>Evade>Swap to proc energy sigils>Evade). I wouldn’t change much on this scale, maybe reduce it to a 30 energy cost but not needed.
Impossible Odds: I often found this skill great for executing opponents, but using it any time before is a death sentence as it drains your energy which is absolutely fine with me, this skill shouldn’t be used all willy-nilly, it should be when needed. Though I did find my self using it out of combat for the super speed, which usually ended up killing me as I had no energy for RS when I got ganked ahah.
Jade Wind is one of the skills I rarely found myself using. Not that it’s bad or anything, but it has a huge tell that basically screams “DODGE NOW” as it should. Instead of using the skill, I used it to bait out dodges and then setup a burst. A+ skill, though it may be nerfed to use energy on cast now that I’ve revealed this.
(edited by MercenaryNote.8506)
This is an idea I can support. I just hope it doesn’t become too much like the Warrior’s adrenaline system.
On top of the Z axis issue, hammer 3 absolutely refuses to hit enemies at max range, similar to hammer 2.
Probably because you start with dwarf stance first.
I’ve also noticed that Sword #2 animation messes up a bit while you use it during movement. It works fine if you stand still.
I think it looks fine as it now looks like you’re sweeping you’re sword in-front of you to send out projectiles instead of some silly spin.
Ooooooh interesting. Would be funny to see those hammers reflected by the guardian wall haha
I reported this in the beta, but the projectiles didn’t seem to get reflected. I’m pretty sure this isn’t intended as I remember them saying in a livestream that “You can reflect the hammer and have it hit you in the other direction”.
This is intended behavior. The hammers are supposed to work exactly like projectiles meaning that they could be destroyed when colliding with wall, Elementalist’s Focus 4 skill, and even Ventari’s bubble.
I think the anti-weapon swapper threads are alright so long as they provide a valid and doable alternative. I think what really should be ignored are the threads asking for no cooldowns/energy consumption for weapon skills. Those people have no idea what balance is.
The suggestion for 30 en with 1 per sec was PURELY HYPOTHETICAL.
If you regen at 5 per sec, then 75 = 15 seconds. So make a 15 sec CD ability instead, cost 75 energy. C’mon use some common sense here, it was obviously an EXAMPLE.
I’m not saying make it like something else, I’m saying make it make sense. how hard is that?
You seemed to have not grasped the concept of what my post was getting at, please read it again.
Human, because apparently I’m boring as all hell.
Nothing boring about the best race in the game!!
My Rev is going to be a Human Male.
Just poking fun at the claim that “People who role Humans are unimaginative”
Human, because apparently I’m boring as all hell.
The Ranger starts with the axe.
vizardlorde.8243Im placing my bet on mace >.> most classes start with a single 1h weapon.
Guard- mace
ranger – axe (longbow if wiki is right)
ele- scepter (dagger if wiki is right)
engi-pistol
thief – dagger
warrior – sword
mesmer – scepter (sword if wiki is right)
necro – axe
Created a ranger recently, they start with Longbow. So it is likely that we get hammer or staff
Firstly, they seem swapped around. Shouldn’t Assassin’s Presence be a master trait? I mean it’s stronger than Ferocious Strikes in nearly every way
We need to get the idea of master and adept traits out of our head as it isn’t nearly as relevant in the new system as it was in the old system. Pretty good read though!
Back line sharing in pve? What are you trying to say? There’s no backline in pve…
Yes, but there is in PvP and WvW, other game modes do exist as the entire game doesn’t revolve around PvE
Nobody will overload fire or air in PvE because water and earth autoattacks are terrible in damage compared to fire/air.
Do note that overloading doesn’t force you out of your atunement, only puts it on a longer cooldown if you were to swap out. I can see Glass Staff Tempest being somewhat viable in PvE (not top tier like what we have currently). Also, Ele already shines in PvE, I believe specializations are designed to help a class do what it normally can’t.
Which is strange, because eles are also really good in pvp, and they are already pretty good at boon sharing and aoe.
Simply put, people should be excited about their specializations. I don’t mean ele deserves power creep comparable to other classes because it is still at the top, but at least pretend like you still care about PvE when designing new stuff.
I mean, you’re not required to spec as tempest, remember that. Your PvE effectiveness is virtually unchanged with the introduction to tempest. Tempest was designed around front line boon sharing, rather than back lined sharing, so this elite spec was primarily focused around PvP and WvW, whereas Ele’s are already in a great place in PvE (Hell, even seen as a requirement in some cases).You also forget the fact that tempest may be viable with the PvE meta for HoT’s release, so it’s rather too early to say it won’t fit with the PvE meta.
Use it on Shiro’s heal skill, get more damage and not really waste the heal
Nobody will overload fire or air in PvE because water and earth autoattacks are terrible in damage compared to fire/air.
Do note that overloading doesn’t force you out of your atunement, only puts it on a longer cooldown if you were to swap out. I can see Glass Staff Tempest being somewhat viable in PvE (not top tier like what we have currently). Also, Ele already shines in PvE, I believe specializations are designed to help a class do what it normally can’t.
All I’m saying is, why have a 15 sec CD when you can just make something cost equal 15 seconds of energy regeneration. Hypothetical situation. 30 energy regenerates at 1 per second. Ability that would normally have a 15 sec cd instead just takes 15 energy. It’s stupidly simple except its 100x more fun and make 100x more sense. tbh, cooldowns can suck a phat one. You all have no vision for the future.
Except, the way the Revenant is set up, you naturally have a +5 energy regen, meaning that something that costs 15 energy actually would have a 3 second cooldown, not a 15 second one. Also you can just legend swap and use an ability multiple times before it goes on an actual “cd”. so what you’re essentially proposing to have weapon skills have something like a 50-75 energy cost. No thanks . Another thing is that abilities would straight up be nerfed/not be as awesome if they had no cooldown. If you think the future is boring spells and facerolling your keyboard, then I don’t want to have anything to do with it. And before you mention the thief, yes their skills are mostly boring (in comparison to all the other professions) and their skills aren’t particularly game changing, only their utilities are, which IIRC have a CD.
This profession is meant to be a gw1 throwback class (as they’ve stated countless times) so whether you like it or not, it will have both CD and energy cost. Don’t fret though, the energy cost is what makes these skills have such a low CD.
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I like it, I can proc my energy sigil and not have to switch up my playstyle!
They can work on both, really, since the sigils themselves have a 9s CD they are balanced around. Even with Rev swapping both weapons and legends, they would not be able to swap any faster than a Warrior with Fast Hands on average.
Ah ! A Warrior speed to proc weapon swap sigils has nothing on the Engineer ability to do it every second !
Ele too.
But they only get one set of weapon swap sigils :/
They can work on both, really, since the sigils themselves have a 9s CD they are balanced around. Even with Rev swapping both weapons and legends, they would not be able to swap any faster than a Warrior with Fast Hands on average.
Isn’t it possible to have both weapons have something like the Sigil of Battle and then Legend Swap>Weapon Swap for the most benefit (4 stacks of might in ~1 second)? I don’t think warrior can do it that fast, plus they will have to switch to a weapon they necessarily don’t want to use, whereas the Revenant CAN legend swap and still be using the same weapon. Personally I hope we’ll be able to do that but it may be broken.
No, you cannot. As soon as you swapped weapons, the Sigil of Battle would proc, then go on CD for 9s.
That also means that you can take advantage of different on-swap sigils for your separate weapon sets, assuming you want to use two weapon sets with each Legend. ie You can have Battle on your OH sword and Leeching on your OH axe and take advantage of them more so than if you had the same sigil on each, since you can swap to each twice in the same time that normal weapon swapping can take place. But since they have the 9s CD, you cannot abuse the swapping by having it actually trigger more often. It is no more swaps than a Warrior with Fast Hands has and they can only use swap sigils in this way.
So if I had a sigil of battle on my sword(set 1) and on my staff(set 2), they share a CD? Wow, today I learned.
You’re still not going to be using the blink skill more than once because you still have to manage your energy. Axe in a power build does a lot of damage especially due to frigid blitz and the buff to torment only complements the raw physical damage you do with temporal rift, the only downside to the torment on that skill is that the torment can be cleansed, but the axe still does more damage than the offhand sword, but it has a lot less utility. Also, I didn’t have any trouble with any of the axe skills, the only complaint I heard about them was the lack of condi (fixed) and the fact that frigid blitz would sometimes make people fall off cliffs (but that’s just because of how the skill works) but at no point did I or anyone I played with encounter any outstanding bugs with the axe (where you seem to imply that it’s useless).
Revenant received mobility with Shiro, much better than any ele can even dream of.
Actually, at 35 energy per use and a max range of 1200, you’ll only be using this move twice before having to wait for it to be used again and probably having to legend swap, I also doubt that if you were being smart in a situation, that you’d use the gap closer twice as you’d probably want to save energy for the stunbreaker or impossible odds, in a realistic situation, Ele still has more mobility than the Revenant or atleast matches it. Their goal WAS to have Revenant’s be as fast as thieves in combat..
https://wiki.guildwars2.com/wiki/Magnet
Can be and will be trained for 20cd, unblockable 1200 range pull. Sword pull which has to be used in melee and can be blocked is insane? Then what are you going to say about magnet? Even more stuff to combo with.
You also forget how easily telegraphed that move is, and any competent can evade this. The only times I’ve seen people get pulled by this is
1. They ran out of endurance
2. They were focused in a group fight and couldn’t see the telegraph in all the chaos
3. They just weren’t paying attention
The thing with the sword pull is that it has less cast time, so you’re more than likely to be able to hit it and that fact that there isn’t a huge telegraph also contributes to that. And your gap closer also makes your next two hits unblockable. Even with all that said, Sword 5 and Magnet are both insane moves.
Axe is a condition weapon. Makes no sense to use power weapon with condition unless you run cele. 12/15cd should be placed on offhand sword as well
Actually, the Axe does more pure damage than you can ever hope for with an offhand sword. Look and compare the moves here.
https://wiki.guildwars2.com/wiki/Shackling_Wave
586 dmg, 2 second immob. following a 2 second block.
https://wiki.guildwars2.com/wiki/Frigid_Blitz
813 dmg, 2 second chill, unblockable. Gap closer.
https://wiki.guildwars2.com/wiki/Grasping_Shadow
593 dmg, 600 unit pull
https://wiki.guildwars2.com/wiki/Temporal_Rift
382 dmg, +382-762 dmg. = 764-1144 dmg. Pull included.
So yeah, Axe isn’t a condi weapon exclusively, it’s an alternative more or less.
What crying? That is the truth. A class that was supposed to be released without weapon swap got one due to the amount of QQ on forum, nothing else. Their reason to add it is so cheap as the “dragonhunter high concept” name. They basically kitten those that been looking for a heavy version of ele and engi. Like i said if their cheap reason for weapon swap was to give revenant ability to swap between close and long range to adapt in combat, ele deserves to get that option too as well. Just like rev in beta they cant swap in range and adapt to situation.
It is crying because your statement at the end of the original post wasn’t needed or at all relevant to the topic you proposed. And it still astounds me that you think it’s alright to give Ele’s 40 weapon skills at their disposal. That’s broken beyond belief and Ele definitely doesn’t deserve it BECAUSE They’re absolutely fine without it. I’ve never heard a competent Ele complain about range or being forced into melee.
I’m not trying to say that they won’t reduce the cooldown, but come on man, you haven’t even tested the sword yet and though you do have some valid criticism, it’s not very well constructed. Wait for the next beta, give feedback when you’ve tried it.
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They gave Rev weapon swap because they weren’t very versatile without it whereas the other classes, Engineer and Elementalist, are. Melee Ele’s have a huge amount of mobility that long/close range doesn’t really matter to them, whereas the Rev had a very little amount. The fact that you think it’s alright to give ele’s a minimum of 45 skills invalidates your entire post and makes me glad that you don’t work with the balance team. You also seem to be forgetting that this skill pulls the target back 600 units, which is pretty insane as you can also combo that with your sword/mace skills or pull targets off points. If you don’t like the cooldown, then use an offhand axe instead then. That crying at the end of the post is laughable and you seem to only do it to make yourself feel better about the class not being OP. I fail to see how the class looks anything like the guardian or how the energy bar works the same way as an adrenaline bar.
Edit: One more thing to take into consideration, this class is still in development .Be patient and give constructive criticism, they added weaponswap and increased damage across the board along with other things because of feedback. You haven’t even tested this skill yet and you’re whining.
(edited by MercenaryNote.8506)
Also if you have 2 set of weapons and you swap legend, wich sigils are going to be triggered? The ones from the currently equipped weapon, or the ones from the swappable weapon?
Same way it worked in the first beta. Legend Swap affected the sigil on the weapon currently equipped. If you swapped weapons, the sigil for the next set of weapons would trigger.
They can work on both, really, since the sigils themselves have a 9s CD they are balanced around. Even with Rev swapping both weapons and legends, they would not be able to swap any faster than a Warrior with Fast Hands on average.
Isn’t it possible to have both weapons have something like the Sigil of Battle and then Legend Swap>Weapon Swap for the most benefit (4 stacks of might in ~1 second)? I don’t think warrior can do it that fast, plus they will have to switch to a weapon they necessarily don’t want to use, whereas the Revenant CAN legend swap and still be using the same weapon. Personally I hope we’ll be able to do that but it may be broken.
Pretty much what every other profession does. You’ll only really use the other legends outside of PvE as DPS is invaluable in that game mode. However, as it’s constantly stated, this should change with the release of Heart of Thorns. We could see Ventari/Jalis/Mallyx being the most useful legends when it comes out, we don’t know yet.
The only reason why the weapon skill cooldowns are short in the first place is because of the energy cost associated with it. If it was Cooldowns only, you can expect a CD increase across the board.
On the other side of things, if there was no cooldown and only energy costs, you can also expect weapon skills to have an increased energy cost and most of the skills we have wouldn’t be as potent (Imagine using sword 3 2 times in a row on a single target). They’d be nerfed. Just look at thief, their skills are straightforward and not as flashy/cool as any other profession except warrior.
Having both is fine. It allows for short CD’s and for awesome abilities.
Edit: To add to the people saying “Energy runs out too fast” or “The other side of the ability shouldn’t be punished” the profession revolves around energy management, using a utility/weapon skill should be a wise decision, not a reflex like other utility skills or something you press off cooldown. Manage your energy and learn the profession, don’t complain about the mechanic.
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