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Surviving as a rev boils down to buying time with other skills for your Glint heal to come back from cooldown. You do it with:
- Two dodges
- Two Shiro dodges
- Two extra dodges from endurance recovery from Shiro dodge
- Heal from legend swap below 50% with Invocation trait
- Shield 4
- Shield 5
- Shiro heal
- Sword 3
- Staff 3
- Staff 4
- Staff 5
And that’s it, basically. There’s more traits and such, but the idea is to dodge, evade, block and blind while buying time for your main heal (Glint heal) come out of cooldown. If you’re looking for passive sustain or damage mitigation, this isn’t the best class for it at all.
Fun videos as always. Keep them coming!
Rev had no weapon swap once and it was AWFUL. No, thanks.
Heh, thought this thread was about the chick on the videos. So not impressed with her.
kitten , now here I am laughing like silly to this.
an 8v8 and a 3v3 would actually be interesting
As a GvGer, I had a lot of fun doing 15v15 for example. Different sizes of teams for different game modes being supported in PvP could be great.
The problem is 8v8 for conquest. Its just worse for the things that makes conquest, well, conquest. Even more with a forced trinity.
BG focus on fights now, not in PPT.
The losing server always says this.
Obviously? Duh?
You’re making the wrong assumption. Is not because a server is losing the PPT run that they use this excuse. Is because they focus in fights that they lose the PPT run. Servers can lose because they try to out-PPT their opponents and they fail, or servers can lose because they don’t even tryhard to begin with. No one is walking the extra mile to get more PPT or having it as the main focus of their playtime. Of course they will lose if the opponents care more about PPT. This isn’t rocket science to understand.
If BG out of nowhere start to win week after week, there’s 3 possibilities: BG got so much coverage that playstyle don’t even matter (even fight guilds will capture a tower out of boredom), or the other servers lost a huge amount of coverage (and then BG playing normally would have more PPT), or BG did start to care more about PPT and is focusing on it. Again, obviously the server that focus less on PPT will have a worse score. When losing or winning only means a extra chest or not of two blues and a green, people start to value other stuffs besides PPT score.
EDIT: broken english, isn’t my first language.
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This game was created with one overlapping idea: no trinity. The trinity system allows for more flexibility in terms of pvp format, because with a set healer class each archetypes (tank, dps, support) job becomes cohesive with each other. With no healer, there is only one alternative: team support.
Guild Wars 2 has excellent team support mechanics already in place, but the current 5v5 format either stifles or completely removes this aspect. It forces 1v1s and 2v2s, which favor class counters over which team played better. This is the current source of our profession balance see-saw.
From a viewers perspective, increasing the player cap would be a good thing. I can enjoy watching the pvp tournaments only because I am an avid player and understand each professions intricacies and inter-profession relationships. This is too complicated for the random viewer, and introducing a build before the match does not solve this problem. What you get is a confusing, desolate, and thus unexciting show for the viewer.
So, I believe raising the cap would lessen the strain on both profession balance and viewer interest, as well as provide other builds a chance to shine. They would not be solved completely, but I think its clear by now that the current format is not successful. Something needs to be done, maybe my idea isnt the right choice, but I think having a conversation on this topic can lead to good things.
Jesus Christ, I don’t even know where to begin. I can’t even. Okay. I’ll try to be as short and concise as possible.
Needing a tank, a healer and a dps doesn’t increase flexibility. It actually decreases, because you need a tank, a healer and dps. Having classes that are better in 1v1, 2v2 and full teamfights is what makes rotations important. Is more than just brawl to death in the middle, there’s strategic deep in knowing to be in the right place at the right time. The game is already a mess to watch in a 5v5 exactly because of the amount of things going on and the complexity of the system between classes, increasing it will not make it better for viewers.
Or ANet could just remove it and make people happy.
Even being 1h later than before, even being disabled for half hour, it was still way better than saturday resets.
Glad you guys changed.
And this is actually a good topic about the state of T1 and the game.
SoR/BG/JQ in T1 NA pre-season 1 days.
Full of good guilds around, fights 24/7, server loyalty was still a thing so people really cared about the server, plenty of guilds with different sizes and different focus, no big drama in any of the servers or anything like that. Everybody was having a blast.
It took 3 years for the game to reach that state of balance. HoT obviously changed a lot of stuff. But if it took 3 years for the game to reach that, well…is expected that we gonna have to wait a bit more.
Well, warrior is still trash, you’re the difference by being a good enough player to overcome it.
Congratulations on the legendary!
Oh my god, you are the embodiment of what is wrong with WvW hahaha.
“This isn’t about having clean good and fair fun, is about winning the PPT score!”
Maybe if Blackgate didn’t have such a sour attitude towards pugs and pve players they would have MORE people to put in those hours and there would be no grind. But alas, Blackgate is a “skilled fight” server and have chased away all those no skill pvd players.
Your inability to get the coverage speaks volumes about your server culture.
What? Are you really in BG?
I’m yet to see pug shaming in BG. And some of the biggest and most traditional guilds in WvW are actually PvX guilds that also does a bunch of PvE. You have no idea about what you’re talking about.
Remove it entirely, along with the other garbage
This. Just remove, please.
BG and any old T1 servers have been in the PPT mentality before, but after 3 years, not anymore. BG focus on fights now, not in PPT. More bags are better rewards than two extra chests at the end of the week and fights are more more fun than humping a cannon in SMC for hours.
Thanks. A step in the right direction indeed.
Let’s just not stop here.
No the server fees were there to PREVENT SERVER STACKING. We had no server transfer fees for 6 months of the game and everyone moved to the top tier servers and left the other tier servers
Just for some clarification, the only reason why we had free transfers was because megaservers didn’t exist and we didn’t have guesting back then, so transfering was the only way to play in another server’s PvE map. Once they implemented guesting we got server transfer fees.
ANet doesn’t carry much about servers stacking or not. Server transfer fees are only there for revenue.
Hammer rev isn’t half as bad as people think in 1v1 against some classes/builds. I do agree that staff is stronger in 1v1 overall, tho.
But in a 2vX situation, hammer only gets stronger and stronger as more people join the fight. A hammer rev doesn’t need to fight a zerg to be more efficient than a staff. In WvW, of course.
-1, they are fine as is. It’s just the population imbalances that are causing grief. If you can’t take smc in a 20v20 when 1 side has airship, then you couldn’t take it if the entire castle was removed and it was just 20v20+lord. Meaning your group is simply weaker than the other. Dat pvp law you so want deems ur group to be the loser.
What? In even numbers in a structure, the defense always has the advantage even without tactivators because the offense needs to push on them. What are chokes? What are sieges? What is the need to use stab first than the enemy? Do you even play this game?
They should be only available if you’re outmanned. Maybe with this the outmanned buff is worth something.
Enought people have expressed for me about some other subjects, but something that hasn’t been addressed enough are the ridiculous guild upgrades for WvW. Not only the +5 that HoT guilds lost and have to work super hard in PvE to get it again, but things like Chilling Fog, Iron Hide for NPCs and SMC Airstrike are ridiculously overpowered and can be abused by anyone.
This needs to change. I’d doubt that you guys would just remove it after people already spending time and effort to acquire it, but it can’t stay the way that it is right now. My suggestion: make Iron Hide for NPCs, Chilling Fog and SMC Airstrike only be available if the server has the outmanned buff. Because right now, full map zergs hiding inside a fully sieged up T3 SMC can abuse these guild upgrades and make impossible to take it.
And also banners. They still need to be tonned down.
Instead of the skyhammer doing damage, it does knockdown/knockback outside of the circle, that is also dodgeable and has a telegraph. More CD on the skyhammer. A way to walk to the skyhammer instead of the teleport. A bigger plataform for the skyhammer.
At this point of the game, T7 and T8 should get free transfers out and then be closed. People down there deserve better.
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Yes, change it back to Friday!
And I’d rather see the same old reset time. 7 PMPST is kinda too late for those who play Late EU/Early NA and also would like to enjoy the reset rush.
If diferent lord mechanics are too much PvE for you I don’t even know what to say. Because there actually waaay less PvE in the new borderlands than in EBG. I hate the new borderlands for a bunch of reasons. But thinking that it has more PvE content when there’s not isn’t one.
The fun fact is that rev is supposed to weak to condi (anything that inst mallyx) yet engineer which was also supposed to be weak to condi like Roy says, cleans them like no tomorrow. Balance archieved. Skill in this game doesnt matter anymore, its all down to builds now.
It has always been like this. Hell, it has been like this since Guild Wars 1, where people called it Build Wars. And honestly, in a game with a build system this complex is not surprising at all.
Engi is still pretty weak against condi without building against it. Warriors also were supposed to be weak against condi by design, but ANet forgot about that years ago.
Staff 4. Riposting Shadows from Shiro to deal with CC ones. Infuse Light from Glint to deal with damage ones. We are weak against conditon on purpose by design and this is the reason why we are weak against it unless we heavily build for it.
I believe that staying with berzerker Glint/Shiro is the best option for roaming. Is what I use (full zerker tho).
Glint/Shiro might not be the strongest of all. I belive that the viper’s Shiro/Mallyx is stronger in 1v1, even more against condi builds, but Glint/Shiro is still pretty strong AND is more suitable for roaming for a couple reasons.
1- You can use staff or hammer. Hammer is super strong outside duels (and even in some duels you can do just fine if you are conservative with your defensive cooldowns). So, if you’re roaming with a buddy that can get the enemies attention while you spam hammer, zerk hammer is kittening great. Power staff is not particularly better than Vipers mace/axe, but you have the option.
2- Glint. The heal panic button is GREAT for roaming for when you’re being ganked. The reveal is also amazing against the amount of stealth that people who roam have. You also have a extra stunbreak that is super useful. Also, perma swiftness, that is a must for a good roamer. And a decent knockback with Glint’s elite to stop ressers. Vipers Mallyx is great for teamfight damage, but its behind the support and utility that Glint have, that is super useful when roaming, because you already have enough damage from other sources.
3- Burst potential. Zerker Glint/Shiro have a bigger burst potential than vipers Mallyx/Shiro, because of the nature of the damage. And burst damage is pretty important while roaming in WvW, because people will try to disengage, or their roaming buddies will try to support your target, or people will run to a zerg or tower. So, bursting people down quickly and moving on fast is the ideal way to gank people in WvW.
Anyway, in resume I think that vipers Mallyx/Shiro is stronger but power Glint/Shiro has better tools for roaming. For the build, if you run the PvP meta build while full zerker, you will be completely fine. You really don’t need any defensive stat, your defensive traits and skills are more than enough for you to be tanky while in full zerker.
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2nd hit is just an animation. However you never know that or if there isn’t another revenant in that crowd.
It is not. Double hits are completely true when someone is in between the 3 different ranges and walk between them as the skill goes. I double hit people multiple times playing alone. And their HP and also my combat log made sure it wasn’t a visual bug.
I think that would be great if they had something like this to prevent double damage: CoR applies a debuff for 1s (for example) that prevents you taking CoR damage from the same source. It doesn’t even need to show up in the UI, but a hard lock mechanic to prevent people taking double damage is needed.
I think that CoR is indeed pretty strong, but it doesn’t need to be reworked. I personally would like to see a nerf in the max range damage and a buff in the close range damage. But a smart and reasonable nerf, not a make this skill trash kind of nerf. CoR was garbage once and I’d hate to see it being garbage again.
I was on Twitch right after they became Twitch after departing from Justin.tv.
The biggest gaming streamer had 2,5k maximum viewers back then. It was 2010, LoL season one.
It took 5 years of esports scene to grow this much. It’s the most played game in the entire world. Dota has been around for even more. WoW, same thing. GW2 will never be nowhere close in views of the big esports games, because it’s a MMO, and a hard one to watch. There’s actually a lot, a lot of reasons for GW2 scene to not explode, but making these comparisons are completely pointless.
It is still a very dysfunctional legend with controversy between legend and traitline, that needs to be reworked. For both the sake of people who wanna enjoy other builds with Mallyx, and people who play against it.
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I’d love that. But now is way too late.
It never too late. What stop them from adding extra skill? Imo actually..we should get 5 utility/legend like engi or another base legend to be on par with everyone else.
It is too late. Because it is ANet, and they never touch anything again after releasing it, unless it is a major overhaul. There’s countless examples of it in GW2 development.
Only chance we had for them to add one extra skill for each legend was in beta. It’s sad, but it’s true.
I’d love that. But now is way too late.
This is happening with long range skills
It happens with piercing attack skills in paper walls.
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Condi anything will give you a problem as revenant, even more as power Shiro/Glint. Necro is even worse, because they can corrupt your boons and go through your blocks.
If the enemy is a glassy condi, you can try to outburst him with Enchanted Daggers+UA and then buy time for the cooldown again with dodges, evades (Staff 5, Shiro dodge) and your blocks (Staff 3, Shield 5) to do another burst and with luck, kill the enemy before he kills you. As viper Mallyx its simpler, manage your resistance buff and try to kill the enemy before you run out of energy.
Against tanky condi, things get much worse. You will need to literally outplay the opponent. In theory, its basically the same thing. Do your burst, buy time with your blocks/heals/evades/resistance and repeat. Tanky condi is a counter to rev, so you will need to manage your cooldowns really well, use the terrain for you advantage, buy time for your cooldowns or reinforcements to come and such.
I love the hammer. Every single skill on it, and the feel of it. Slow, but powerful.
As said above, there’s reasons for being slow. But if needed, we have the option to turn Impossible Odds before casting them to make them faster. While this is not a hammer skill, it’s a option to make things easier at the cost of needing a legend and consuming energy. Try it!
Your balance suggestions are completely absurd. You’re clearly a rev-only player that have no idea (or don’t care) that those balance suggestions not only affect rev, but all the other classes, in all the stances of the game.
Almost all your “balance changes” are not for balancing at all, but suggestions just to make revenant even more overpowered. As a revenant player, I’m glad that no one actually takes topics like this serious.
Well, you’re the guy from https://forum-en.gw2archive.eu/forum/professions/revenant/Can-we-reduce-cd-on-phase-traversal-to-3sec/first#post5717916 so, I couldn’t expect anything else.
20 stacks of torment without moving = 20 stacks of bleed.
And you really wanna compare burn stacks against condi engi or burn guardian, the two condi classes most used right now in pve raid content?
Condi rev relies in torment to do most of the damage. Mobs don’t move as much as players.
I’d kick too.
Desert Borderlands are still bad and full of problems that are way harder to fix. But the change in WPs and nerf in fortified/reinforced structures are a step in the right direction.
He’s the Associate Global Brand Manager. He will not just log in and nerf DH.
I feel like as the skill goes through the ground, it goes forwards following the ground for 1200 range. What can be shorter than the imaginary straight line between you and the enemy that let you cast the skill in range. So while it shows that the enemy is in range for you (because it measures by the straight line), the skill goes short, because it takes a longer path.
To all they players saying they have done nothing in 3 years, wake up. They added the WXP system which helps a lot for rewards in WvW. Not saying it’s in a good spot but they have done something.
Yeah, two greens and one blue for hours of active gameplay sure helps a lot. Even if you mindless ktrain to farm wxp, the rewards are not even close to pve.
For example, just compare the ascended drop rate from wxp chests and fractals chests. This is a good example of how large the difference is. In the last 500 wxp levels, I got one ring. If I run 500 low level fractals, how many rings will I get? And even so the comparsion is unfair, because getting a rank level actually takes more effort and time than running a single fractal.
WXP system does not helps a lot.
Every 6 months they make a WvW blog post/announcement, and nothing comes.
They just released HoT, so they will wait for the dust to settle down first. Then there’s the PvE raids coming. When it settles down, PvP leagues. After that, Wintersday and the next Living World update. And after 5 months after HoT, no one will remember about this supposed WvW update.
3 years.
3 kittening years.
I understand that balancing WvW rewards is delicate because it is a pretty complex system, but after 3 years without a single significant improvement I don’t think anymore that the issue is this difficulty. I believe the biggest issue is just the lack of effort of trying to improve it or caring about it.
Well, I know the skill is strong, but I gotta agree with OP on that.
The skill is supposed to hit enemies. Is okay hitting people you don’t want to, but at least they should be enemies. AKA players/npcs with red names.
Right now it hits everything in its radius. Ambient creatures, structures etc. With walls in WvW specifically the skill goes nuts. More times than I wish to I targeted a enemy on the top of the wall and I got teleported on the last hit to the base of the wall.
Staff 2 could use a way longer time to do the second hit. Right now you need to spam the skill twice to work, without even knowing if the first hit will proc.
Staff 4 only needs to be bugfixed, IMHO.
Shield is useless. A 6k heal when we have 16k if playing full zerker. That’s almost half a bar and we can do it every 25 seconds. On top of blocking all damage. We must have different standards.
Does the Chrono block also heal for 4k HP?
Haha, this. I don’t even think we are playing the same game. Shield is amazing.