So an 8 second cooldown 1200 range Leap high damage AoE Blast Finisher with Chill that also counts as an Evade.
Playing Revenant has blinded you to what is ‘balanced’.
This. People need to stop with crazy suggestions. Revenant is not supposed to have everything. If you want a leap in WvW, go Mallyx.
Mallyx needs serious work. The traits and skills doesn’t have the same synergy. They changed only half of the legend (for worse) and let the other half there.
I just wish they reverted the changes. It was more cohesive, funnier, with more flavor and better risk/reward. Just overall better.
I also recommend Hoelbrak. Everything you need for anything you will do in the game, be dungeons, open world PvE, WvW zerging, roaming…
Is not the best for every situation, but is pretty good for any.
And yeah, Shiro with 5s cd 1200 targeted blink that goes through Z axis and terrain totally does not have mobility.
5s cd 1200 range is not mobility now, lol. Every other single class would sacrifice a entire set of utilities for it. Even thieves.
I like the 1 and 3 suggestions. They aren’t skill changes, they’re just mechanical changes between the skills that would make both situations less clunky.
Suggestion 2 is complicated, and I don’t like it. Is a whole change, and I believe that there’s risk and reward in activating heal or risking letting the trait proc and overlapping the two. Is more a player skill issue and should stay like this.
And why do you think you’re supposed to always catch thieves?
You know, I don’t think they need or they will, but if they gonna buff it back somehow, I’d like to see something like this: no cooldown. When you use Phase Traversal, you get a specific debuff that lasts 3/5 seconds. While the debuff is up, every next Phase Traversal use costs twice as much energy. So you can wait for the debuff to go out (working like a fake cooldown) and have the same energy cost or you can spam it two, three times, but only if you have like 80%, 100% energy stored.
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Every 6 months they say it. I don’t trust anymore.
Every ranged attack in the game has like 15%, 20% extra range than what the tooltip says, because of lag and some movement compensation. Ranger longbow can hit 1800+, for example.
I like it. But I can see why some people don’t, and a option would be nice.
Ehhh it doesnt work, except for #5 Drop the Hammer, but only if someone is standing on the other side of the door at EB, doesnt work any other way.
It does work. Sometimes, in some places and in just some positions, but you definitely can hit someone totally in the other side of the wall. And by the way, is not just rev hammer auto, but other autos like necro staff auto can do the same.
Try to target things and move around finding the spot. Sooner you later you will find a situation where it works.
Nice blog post.
Yeah, I really miss a hybrid weapon. Mace power coeficients are way too low.
I only see straight up buffs, most of them nonsensical, without any reasoning behind them.
Is really hard to take this thread seriously this way.
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I love rev hammer to the death. Everything about it. The skills functionality, the feel, the sounds, the animations, the skill effects. Only problem are the bugs as Sylari said above.
Yes, it’s way too big and disruptive. A smaller one, and/or placed in another position would help. If you could disable, would be great too
Yes?
15 characters.
I feel like Herald is almost a must in a lot of situations but mostly WvW. I’m like Revenant in everything but WvW. The lack of lasting stability makes playing frontline pretty hard which just means you have to make yourself more tanky to compensate for it.
As a WvW player, I gotta say that I love it in WvW and I actually think that is pretty versatile. Well, somewhat. Not much, but one build can do a lot of things.
I’m running a full zerker Shiro/Glint, Sword/Shield – Hammer that is very similar to the PvP meta build. And with this build I’m playing backline, gank, and even a bit of frontline. Not full frontline like a guardian or warrior built for it, because as you said, the lack of reliable stunbreaker, condi clear, stability, leaps, squishyness and such makes it a pretty hard time for a revenant be a real frontline. But walking a few meters from the melee train and still getting some stability gives you room to use Glint and Shiro elites for CC, cleave people and do some work. Is not optimal but heh, you kinda can do it.
That being said, while this build I’m running is super versatile, revenant isn’t as much. First, the traitlines at least are versatile IMO. Invocation, Devastation, Retribution and Herald all have a bunch of good traits that can be choosen, giving some variation. This is pretty good.
But the builds that are good and popular that will use them all play the same. Power, sword, and Glint. Always Glint. So while the traits can be versatile, the playstyle isn’t. And with Ventari and Mallyx being subpar, both legends and traitline, it hurts quite a bit the versatility of the profession.
I can’t say for my own experience as I didn’t try condi rev yet in the world since launch. So what I’m gonna say is just general consensus and what people have told me.
I have a friend that is running Jalix/Glint celestial frontline revenant in WvW with Mace/Shield – Hammer and having a good success with it. Frontline rev does rely a lot by the guardians in the party giving him stability, but it works. For roaming, BWE 2 Mallyx condi build was great, but now it has been gutted, it’s weaker and lost its flavor and playstyle.
Condi, by definition, is damage over time. So for low hp mobs, the burst from a power build is better. For prolonged fights, condi can be better. Mobs in HoT open world have a bunch of health. But even so I saw way way more power revs playing in open world while I saw one or another running condi. I guess after the nerfs is just not that popular. And I mean the pure condi build.
Considering it, if you wanna go for condi damage, I would recommend the celestial stats. With Glint you will have a good amount of might stacks to power up your lower baseline stats and it might help. But I believe that right now condi or celestial rev is not the most optimal stats for it. I can’t say for experience and I’m not saying that is bad, just that is not the very number one around.
Runes/sigils I don’t have much idea, never thought about it. But I was doing a build in pvp in 2 minutes, I’d go for geomancy/energy in one weapon set and uuuuh, I don’t know for the second one. Hoelbrak runes for celestial stats. Mace/Axe – Mace/Shield or Mace/Shield – Hammer.
And following the hammer logic, it will be a melee longbow.
I like the idea of a trait just like the old Illusionary Persona from mesmers, but for the tablet. When you activate a skill on the tablet, it also creates the same skill effect on you, like if you are a second tablet.
Obviously this would need to be balanced, even more if made into baseline, but I guess it would help a lot the legend with its clunkiness and non-reliability while maintaining the micro management of the tablet that is the flavor of it.
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I’m not sure if it’s the same problem but I’ve also noticed that Vengeful Hammers sometimes deactivates very frequently for no apparent reason.
Edit: Just tested in PvP Lobby. It doesn’t make any sense to me but it seems like Vengeful Hammers cancels after a second whenever standing on any of the ruins next to the target golems. As long as I don’t climb any of the ruins, it stays until I run out of energy, no matter if fighting or not.
This is a different bug, the hammers bug and turn off if they hit a wall or something.
This. The hammers are coded as projectiles. So things that block projectiles (as terrain) destroys them. And it sucks. I wish it was coded as a damaging AoE in your feet that follows you and the hammers were just a visual effect.
And as far as stats? What is the consensus?
I’ll speak for myself here. I’m a fairly experienced WvW player in both zerging and roaming, so take this into account.
I’m running full zerker gear without any problem at all. In zerging (backline and gank), in roaming and in open world PvE including HoT zones. I do it using a few defensive traits, like life siphon in Devastation, the entire Retribution traitline, and the Herald traitline. So my traitline and weapon choices (sword/shield and hammer) makes up for my glassy stats and I feel fairly tanky running this build. Awesome damage and good active defense.
But there’s one thing. The build that I’m using does not use the traitline Invocation, that has the Rolling Mists trait that increases the amount of critical chance that you get from fury. By the math that people did, if you will run this trait in your build, full zerker might not be the most optimal choice for full damage, as you might be able to have the damage of a regular berzerker with a bit more tankyness using other stats like valk. So, think about the build you gonna run. But my advice is: full zerker is completely fine if you know what you’re doing and it’s a super safe equipment stat to craft as it is the most optimal power damage stat in the game.
The issue here is that Revenants are supposed to manage 1 resource: Energy.
What? Who ever told you that?
Necros manage cooldowns and death shroud. Mesmers manage cooldowns and illusions. Warriors manage cooldowns and adrenaline. Revenants manage cooldowns and energy. And so go on.
If a warrior uses a burst skill and quickly regains adrenaline, he can’t use the burst skill again because it will be on cooldown. The same thing if a warrior tries to use a burst skill out of cooldown but while not having adrenaline. Revenant relies more on his secondary management than the others but this is made into account. Like most skills having a super short cooldown. The balance of the management is shifted and it’s fine.
Look, going offtopic but, people are kittened that revenant got nerfed, but I’m a player that was incredibly hyped about rev before, I’m having crazy fun playing it right now, and I saw these nerfs coming out from miles away. They were completely deserved. Rev obviously got worse, because well, it’s a nerf. This is what nerfs are. But rev isn’t even a bit less viable in any game mode because of that. The only nerf debatable is the 1s from Infuse Light, and even that.
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You need all the damage modifiers, but yeah, I believe that if all the stars align in the sky, it’s possible.
It just shows how much the revenant was rushed. I wish they fix it, but I’m pessimistic.
The point of the energy system is to have upkeep skills. That’s it.
Is this new reset day something that people requested? I personally enjoyed the Friday reset and it is the one time we get a lot of people from the guild together.
Yeah, me too. I will have the feeling that changing the reset from friday to saturday will be like wasting a good day and a half to play WvW, because people don’t take much of the last day pre-reset seriously, and the weekends are usually action packed.
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Changing matchups just for the sake of changing, and having incredible unbalanced matches is just as bad as matchups that are stale. Actually, is even worse.
But yes, this actual glicko system doesn’t follow quick changes in the game, and this have been discussed to death.
If the problem with the dungeon rewards are the raw source of gold, do you guys have any plan of not only nerfing it, but making up with new dungeon rewards, like T6 materials? Or is just a gold nerf and nothing being added?
Amazing news. This will improve a lot the quality of life from the WvW squads. It will help a lot to coordinate stuff.
Thank you Colin/ANet, our faith has been restored.
They are upkeep skills.
Revenants generates 5 energy per second in combat, if my memory doesn’t fails me. Each skill in Herald, when activated for the first time, gives you a passive constant effect while costing 1 energy/sec. If you have two active upkeep skills, for example, you will only be generating 3 energy/sec.
But when you press the same skill again, you deactivate the upkeep skill (it stops draining part of your energy) and actives a secondary skill, with another effect. So each Glint skill has both a upkeep effect and a active effect.
I hope it helps.
My biggest issue with stronghold is having to run back to your own base to spend supply. You waste a lot of time without fighting or contesting a objective. Just running. Its boring. This problem is enough to make me don’t wanna play it.
The best way to balance is to change that instead of each hit doing the same amount of damage, the damage per hit goes up with the amount of hits. So if you hold your dodge for the last hits, you dodge more damage than a simple dodge in the middle or start.
As much as I approve how more practical will be to apply the buffs, the buffs themselves are another WvW change that goes in the complete opposite way from what WvW players want.
It’s going to take some time before T2 gets back to how it was months ago. People need to understand that it’s not YB’s fault for destroying T2/or WvW in general. The people in Fort Aspenwood and Sea of Sorrows chose to leave. Now, if those suckers would’ve still been around then yes T2 would’ve still been fun. The guilds from T1 chose to come to YB on their own. We didn’t want them here, we never asked for them to come and no we didn’t pay a single gold/silver/copper to bring those guys. Some people in YB don’t like the idea of moving up to T1, and others do prefer to move up to T1. Yaks Bend knows they’re going to get stomped in Tier1 and they’re ready/preparing for it, it’s not going to be an easy fight. Now, I’ve been in YB for a long time and I’ve witnessed 2v1 matches and oh boy, YB sure knows how to defend themselves, even when our numbers were very low. I honestly don’t get why YB gets so much hate.
You are wrong.
It is YB’s fault. T2 wasn’t fun after the YB stack even before the guilds quit. Not only YB leadership had meetings with the T1 guilds before they moving, but YB did pay partially for their transfers.
I’m not even in T1 or T2, but its pretty clear whose fault is.
T3 is tanking hard, so FA/SoS will not drop as easy as people think. Be ready for more weeks and weeks of miserable WvW. This is a kittening mess and will take a long time to fix.
We have a winner.
Interesting. Thank you so much. I wonder when the matchup will change haha.
Now with CD stabilizing, and T2 being a terrible place to be, I doubt the T3 matchup will change anytime soon.
No downstate and PPK enabled in the same week.
Please. For weeks. Months. Years. Forever.
I didn’t play revenant yet, but I just wanna say that is better for the game right now that he is weak, than he’s strong. Otherwise people would start with threads about how revenant ruined sPvP, that is a prepurchase 2 win method, that if he is strong incomplete he will be completely OP when complete, and this kind of stuff.
And from the standpoint from someone who fought a bunch of revenants today in sPvP, most points brought here seems true.
I’m not the best player in the game but I’m very, very far from being the worst. I faced a bunch of warriors using Rampage since the patch, and in my experience, it seems fine. Sure, it’s strong, it’s scary. But not overly oppressive. It seems to be what a elite should feel. So I’m okay with this.
Also, this came from playing ele and thief. So I don’t know from personal experience how the other classes would feel to play against.
Power is 1k base. Make Condi Damage the same please. I go “all in” with condi damage and can get nowhere close to the levels of damage from power. In order for condi builds to become truly viable, they need to be put on the same playing field.
They are not supposed to be exactly the same. They are not equivalent. Condi completely ignores armor, so you can stack 3k toughness and it will make no difference. Condi is passive, you apply and can go full defense during its duration, where power needs to be active all the time to do damage. Condi needs just one stat to do good damage (condition damage), while power needs power, precision and ferocity. Don’t compare condi damage and power damage one-to-one because from a design standpoint this isn’t logical.
Also, condi in PvP have always been strong. And is even stronger now.
Until we get the build templates, stuff like this really helps. Thanks!
I love how the bad Engineers are the only ones complaining about this.
Pretty much. This is for the better. Now people can have a real idea of how engineer is after the patch and work towards balancing the class in this new meta.
Before, it was the really annoying skill lag. But since the last patch, now me and a bunch of guildies are getting frequent several seconds of lagspikes, getting out of sync and rubberbanding all around the map. And no, not a problem with the internet, as it doesn’t happen in other maps outside WvW.
And now we don’t even need a 3 way fight between blobs to start lagging. Actually, no need of fights at all. Just randomly, walking through the map, and getting huge lag spikes and rubberbands. The skill lag was really annoying, but now it becomes nearly unplayable.
Amazing is a matter of personal taste. But Jade Quarry is a Tier 1 server, what means that the server is in the top 3 largest competitive and committed WvW population in NA servers. So yeah, is probably a great server to see if you like WvW or not. But if the tier is way chaotic and bloby for you, look for a server in a tier below.
This is true for any MMORPG. I’d even say that GW2 is actually easier to understand, as there’s “only” 10 skills for each character.
MMORPG isn’t a good genre to watch. PvP is even harder. From the camera perspective, to the mechanical complexity, to the visual cluster and everything else. Even castesr have problems to keep up with everything going on. kitten , the players in the match most of the times don’t pay attention all the combos going on in a big fight. Is a core problem of the genre and will never be fixed. To be a good game to watch, it has to be build with this is mind since the very start. And traditional MMORPGs are too deep for it.
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Reporting. I’m having the same issue. Sometimes porting to a waypoint far enough to get you a loading screen fixes it, most of the time it does not.