I will say that my main problem with it is that, there is no real trait to give us more dmg.
That’s just how it is. It doesn’t have an option to increase damage because it wasn’t meant to really do much, it was designed for support. Maybe next x-pack they’ll be releasing the droid you guys are looking for, although I wouldn’t bet on it considering how good ele is at dps already. Guess we can just hope that they’ll take suggestions and work to make Tempest more able to fill the melee group support role it was meant for without flopping to cc and long recharges. I’m hoping that it’ll end up quite a bit better than it is now before launch. It has high potential to be good, at least if they give it the attention it needs.
Invocation is a mishmash of a lot of different things that somehow works in a few ways. Like how “Cruel Repercussion” works well with “Malicious Reprisal” and how “Shrouding Mists” can work with both Ventari/Salvation and Jalis/Retribution. It kinda ties everything together and even though it seems kinda messy, it’s functional. Of course I do have some alterations to make, though.
“Cleansing Channel” should either cure a condi for allies as well to help with group support or cleanse 2 for just you. “Fierce Infusion” instead of granting you fury makes your heal skill a stun breaker with a 30 second ICD. Revenants blatantly need some stun breakers. This would at least help to solve that problem, right? “Incensed Response” no longer grants fury upon stun break, but instead grants you a small chunk of energy back and heals you a little bit (I’m allowing it here, this is the ‘everything’ line where I don’t worry about self heals belittling my beloved Salvation line <3). “Equilibrium” now grants you bonus energy regeneration while below 50% energy and boon duration while above 50%. I’ve added a few ways here to regain energy faster which is something Revenants don’t have, but definitely could use. “Invigorating Flow” could be renamed and become a skill that grants you fury when you gain debilitating or movement impending conditions with a reasonably small ICD. Just some love for Mallyx builds, and fury’s always good. I would tentatively suggest a new grandmaster that would reduce the energy cost of elites by 5-10 energy, but that would probably end… amazingly. That could replace “Charged Mists.” As for the other two grandmasters, I have no clue. Keep em, maybe?
Well, there’s my big Revenant trait rework! We’ve had a great time, haven’t we? I would love to read some feedback or your ideas on how to improve the Revenant. Feel free to drop a comment telling me how broken my a Retribution line is!
I might take a short break to eat XD
Retribution isn’t actually all that bad! It fits it’s theme fairly well; It just needs a bit of cleaning up and buffs.
It needs a hammer trait that could make hammer 1 pierce and grant you retaliation when you block an attack with a short ICD (so with staff 3, sword 4, and hammer 4…I think). This could go in the master tier as a replacement for “Retaliatory Evasion.” It’s a shame that I can’t combo “Redeeming Protection” with “Eye for an Eye” and “Improved Aggression”, so get ready for a massive swap. “Redeeming Protection” moves to adept, “Improved Aggression” moves to Grandmaster and gets slightly buffed, “Reflexive Summon” moves to Master. There. Now you can have that combo. “Steadfast Rejuvenation” is ANOTHER FREAKING SELF HEAL SKILL THAT BELONGS IN THE SLUMS OF SALVATION! 3:< Kick it out and replace it with a trait that either reduces the cast time of Legenary Dwarf skills or causes them to grant you aegis upon cast with a moderate ICD. Then it would combo well with the hypothetical Hammer trait or “Reflexive Summon.” Then just buff “Empowering Vengeance” so that it also makes Retaliation do more damage which would also go well with the hammer trait. There you go! Sound good? I’m quite proud of that. Number’s and values would have to be tuned, but I feel like that would have some really fun synergy.
continuing below almost there!
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Corruption suffers from having traits that just aren’t useful or strong enough.
This line has to provide ways to negate conditions on yourself and empower your own conditions to tie with Mallyx and fill its role as the condi line. It also seems to try to dally in the crit region and boon removal. I think it needs a bit of work finding what it really needs and eliminating what it doesn’t. “Replenishing Despair” is a pretty strong trait when you’re being constantly bombarded with condis, but healing is more of a Salvation thing. This trait also competes with another skill that’s meant to fill its role of ‘dealing with condis’ and I think that if “Demonic Defiance” sees a buff to duration it’ll never be picked by those going for Mallyx. I think it should be scrapped and replaced with some trait that would see more appreciation in this tier. Venom enhancement might not see too much use as currently poison is only available on mace and potentially one underwater weapon if the datamines don’t lie. I’d suggest adding some mace trait in here instead of either of these adepts that increases crit chance or condi duration while wielding it. Even though “Bolstered Anguish” is a flat damage modifier, it fits with the theme of the line and – as a damage modifier – is readily accepted. Chill is strong and “Frigid Precision” seems to be an ok trait, but Revenants already have quite a bit of Chill available. Maybe this is where a condi duration trait would be more appropriate to buff existing chill while providing a bit extra. Longer chills would be nice. Maybe something like a 20% increase?Spontaneous Destruction is perfect here. I think every grandmaster deserves a buff. “Diabolic Inferno” should apply at least 2 stacks of burning, “Pulsating Pestilence” should have its trigger chance upped to 25%, and Maniacal Persistence could also increase the chance for “Opportune Extraction” to steal a boon every few seconds until it procs.
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(edited by Treetoptrickster.4205)
This is just a post to go over the state of Revenant trait lines thematically and has been made for the purpose of providing feedback as to how to make individual specs feel better and be more satisfying over all. Fellow Revenant player feedback would be much appreciated and I’m sure you all have some feelings about the traits.
Devastation is in a pretty good place I think. Just a few tweaks from spot on!
This tree definitely achieves what it was designed for: damage and busting through defenses. Ultimately the only things I see that are in need of some changing are Assassin’s Presence and Ferocious Strikes. 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, and that’s the second reason these traits need some work. Well, Assassin’s presence is actually fine, but the issue is the similarity between them. They both grant the same amount of ferocity, but one grants it as an AURA and CONSTANTLY while the other only grants it to you and only while dual wielding. Ferocious strikes could still increase crit damage, but in some unique way that isn’t completely overshadowed by Assassin’s Presence.
Salvation is also a pretty solid line that just suffers from a few weak traits and possibly too much of a good thing.
Weak/underwhelming traits include namely Nourishing Roots, Tranquil Benediction, and Selfless Amplification. There might be a slight problem with benevolence spam, but I like that you have the option to opt for full healing. Regeneration in itself is meh. Having it pulsing to allies near an object that might not even be out a lot of the time just isn’t very wow. Maybe adding vigor to it would help? I don’t actually think Tranquil Benediction is a bad trait, it’s just kinda… dull. I don’t really think it needs a change, but making it seem a tad cooler would be nice. It does help with the lack of the Revenant’s use for boon duration though. If I’ve done the math right, in pvp with a fully stacked life sigil, healing power runes, and a cleric’s amulet you can achieve up to 1625 healing power (or so the build calculator tells me) which means about a 25% increase to outgoing healing for going full healing power. That’s good – don’t get me wrong – but there’s a trait in Invocation that gives us that for just being above 50% energy. From what was said on the stream about going overboard on benevolence I think that they’re contemplating some changes. I suggest something that really ties in with “Salvation”; something like increasing the effectiveness of your heals based on your allies’ missing HP possibly. Much stronger heals when they really need them. I also fee like some traits that grant self heals should be taken out of other lines and put here as it is the healing line. If I recall the purpose of Benevolence was to allow for characters to fulfil the role of a healer without becoming overly tanky while still being able to dish out enormous heals. If that’s true then traits like “Hardened Foundation” may be out of place. I think the Invocation adept trait “Invigorating Flow” could have a home here. You could still be survivable like they wanted from this minor, but in a more healy way that doesn’t start to creep into Retribution’s Territory! Lastly, Natural Abundance is cool. I like Natural Abundance.
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Hey guys. I was talking with guild members about my disappointment that ele gets this cool elite that reduces skill recharge by 25% – a HUGE reduction if you time it right – and Mesmer is stuck with Alacrity which seems… underwhelming?
I get that Alacrity is the anti-Chill – it speeds up recharge rather than slow it down – but in the small amounts we’ll have access to it, it just doesn’t seem like it’ll do enough to pick all the traits for it. (At least not in PvE.) And anyway, Chill doesn’t just slow skill recharge, it also drastically reduces movement speed. That’s really powerful in certain situations.
That’s when I thought… if Alacrity is the anti-Chill, what if it made you go really fast? Like… Super Speed fast?
So here’s my suggestion: Alacrity should give a +33% movement speed boost in addition to the reduced skill recharge. The Temporal Enchanter trait should be updated to give 2s Alacrity instead of 2s Super Speed. (Thematically, Temporal Enchanter giving Alacrity makes sense as well.) This would technically give non-Chronomancer Mesmer access to Alacrity, but I don’t think that on its own is a huge concern. (PvE Mesmers will still probably be stuck in Domination and Dueling, so they won’t be able to bring both Inspiration and Chronomancy.)
Thoughts? I feel like this is more interesting than simply buffing Alacrity.
To make it fair it would have to give 66% movement speed. Giving it speed would be nice. But then, shouldn’t quickness and slow also grant/reduce speed as well?
Giving alacrity to base Mesmer is thematically justified for the trait, but shouldn’t be done. Alacrity was meant to be and should remain a Chronomancer specific buff that gives people a reason to want to take the spec.
I’m hoping Anet does another line-up of Elite Specialization reveals and that Druid is among them.
They’d better >:(
So far the only thing I even remember was the odd lightning-surge vine-launch thing that norn druid was doing in a video. That much would indicate a ranged staff.
Thinking to the DAoC druid, they had ranged area control using vines, what were effectively boon strips, little actual damage (rather, controlling an area so allies could do the dirty work.) Maybe an area control theme could work. But it could also be pretty obnoxious… there’s already a “pirate ship” meta in WvW to a degree with all the lines and statics, if there were more aoe immob in the mix as well… mhmm, that might not be fun.
Well, staff aside… what are we getting for utilities do you think? We’ve seen a load of shouts go in, but rangers already have those so it won’t be shouts. Glyphs?
Out of all of the options I’ve seen I think that Mantras, Consecrations, Kits (animal shape-shifts), or minions (plant buddies) would be interesting.
The spec will add an F5 skill that allows us to meld with the pet. Behold I give you – MOA BOY! And lo, it’s like polymorph moa but forever and self-inflicted.
Or how about… again you get an F5, but this allows the pet to stow the ranger. You get to run around as your pet! Ok so that’s useless too.
A bow that fires jaguars?
Pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls pls
Anet HIRE this guy!
I really hope so. It’s kind of cruel to announce our name and weapon first then only give us the important details last.
druid revealed 2 months after HoT’s released
Anyone think Druid’s going to be announced in this upcoming set of elite specs? Anyone think this is actually going to be a set of specs or was it just Tempest? Anyways, I’m looking forwards to the next couple weeks.
Like I said in another topic… Why not an aoe daze storm that grants allies stab? :/
Bring Maelstrom back!
Yeah… have you seen the Wyvern boss fight for HoT? Give us that plz.
First of all, can Overload Air grant aoe Swiftness please? All of the other Overloads grant boons, but here poor air is, sad, because he can’t swiften.
The Tempest trait line has potential, but it needs some changes. It seems like too many traits try to improve the same things. I think ALL elite specs should be based off of the Reaper’s style of themed trait lines. For instance, the top three traits for the reaper improve brawling, the middle three improve chill, and the bottom three are based around movie monsters. That way every elite spec will have a variety in what their traits do and there shouldn’t be as much overlap.
The three roles I’ve picked out for each line of traits are:
Improving Tempest mechanics and group support,
improving combo fields,
and improving brawling.
Minors
Singularity – keep as is.
Stable Conduit – gain 2 stacks of stab for 3s when you begin overloading an attunement.
Lucid Conduit – remove movement impending conditions when you begin overloading an attunement and become immune to them while chanelling an overload skill.
Adepts
Tempestuous Aria – shouts grant allies affected might while weakening affected foes. Cast “Eye of the Storm” when disabled.
Elemental Proxy – Damage, condition duration, boon duration, and healing caused by combo fields is increased by 7%. (This does not mean from finishers, just the pulse effect of the field)
Torrent – breaking out of stuns restores endurance and grants 3s vigor to you and your allies. Endurance gain: 10
Masters
Imbued Melodies – warhorn skills break stuns for you and your allies. 10s ICD
Volatile Expanses – combo fields you place blast themselves upon creation.
Rising Storm – launch foes when you rally. rallying recharges your attunements.
Grandmasters
Elemental Bastion – overloading attunements grants you an aura when completed based on your current attunement. auras you apply heal allies.
Supercell – combo fields have their radius/length increased by 10% and grant allies within 2s of resistance when created.
Maelstrom – daze and damage nearby enemies and heal yourself for a small amount when you are disabled.
Thanks for the read! Any suggestions or trait reworks of your own that you want to see? Might as well post em somewhere so that the devs juuusst miight see them and have a chance to improve on what will hopefully end up a very unique and entertaining spec to run.
I see tons of issues with Tempest, but I think they are all the result of one questionably bad decision: trying to make the elementalist a melee class.
Why not make a new buff that gives you 1500 range for a short period of time? A trait that extend your staff range by 300 for 5 seconds after an overload. Or something remotely refreshing.
Feels like all of this has been designed only for PvE.
Some others are saying it’s like it was only designed for PvP. Everyone sees this elite spec completely differently it seems.
Seems pretty good. I feel like they need to make you look a bit less frozen when you’re sitting in the Water overload bubble and when riding the Earth overload pebbles. A number of skills need to be more visually impressive.
In fact, here’s a list of skills that need to be gussied up:
Heat Sync
Wildfire
Every overload except for maybe water
Sand Squall
Dust Storm
Lightning Orb
Shouts seem cool, I like how they all give you auras. From existing specs and Tempest I deduce that Anet REALLY wants us to be rolling auramancers.
A blast finisher on Heat Sync or Sand Squall would be VERY nice. Pls pls pls pls pls pls pls pls pls pls pls <- this pls.
Traits are kinda ok. Some are dull, others are pretty cool. Elite spec lines are kinda difficult considering they need to support both everything new to the profession while maintaining synergy with exsisting elements. I feel like Tempest only really did this for auramancers.
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If “rebound” flops why not just go with maelstrom as an elite?
Big ol’ aoe daze storm that could also give you and maybe your allies stability to help with overloading.
Are we going to get another reveal tomorrow with a short teaser video from Anet like we did for the others or is this it until the stream?
Professions Pic:
https://wiki.guildwars2.com/wiki/Profession
Chronomancer Teaser:
http://dulfy.net/2015/04/27/gw2-mesmer-elite-specialization-teaser/
Dragonhunter Teaser:
http://dulfy.net/2015/05/04/gw2-guardian-elite-specialization-teaser/
Reaper Teaser:
http://dulfy.net/2015/05/11/gw2-necromancer-elite-specialization-teaser-released/
Tempest Teaser:
http://dulfy.net/2015/07/20/gw2-elementalist-elite-specialization-teaser/
Notice how the characters in the teasers are the same ones in the base profession pictures, but specialized? I think it’d be cool if after every elite spec is revealed they update the prof pic to include Revenant and create another spec pic with all of the teasers together.
Could you elaborate a bit more on your points? I’m not really understanding where your concern lies and what you think the warhorn has to be. From what I gather you’re saying that the staff already does so much and so well that the warhorn won’t be used due to the staff simply being better at what the warhorn tries to achieve. Are you basically saying that the warhorn has to be stronger than everything other than staff to be seen as
good enough to be used over staff?
If so my response is that the staff relies on targeted aoe, is slow, and lacks very much mobility or flat out burst. It’s very versatile in role like every ele weapon, but not so much in how it plays. It has its weaknesses where you’d rather pick other options. I think that warhorn will be another one of those options that you’d pick because it’s right for the job but not for others like the staff. In order to be successful it just has to be unique, strong, and cool enough at what it does to see play, not better at what other weapons do than they are.
Anyways, the main idea of the original post was just that we shouldn’t be overreacting to warhorn because we don’t know what it could offer us that sword or existing weapons can’t, not what that is because at this point, we just don’t know it. We just have to remain open to the possibility of it either going well or failing miserably.
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Stances could be cool. Mantras could be interesting but I don’t see them being used too much. Other than that I have no idea what it could be other than shouts, and those are already taken!
Yes, it will fight with focus an /d but any new weapon would, and that’s not a bad thing so long as it fits its own unique niche although I’ll admit I can’t come up with one.
PvE wise, it will fight with neither focus nor offhand dagger. It will fight with staff. And I’m reluctant to believe it can make mainhand dagger better than staff.
Of course other weapons would still be more useful in certain situations. We can’t rule out that warhorn could be good for PvE yet, though. I’m just trying to say in my post that we can’t say warhorn will be bad at what it’s supposed to be able to do.
Elite specs weren’t really made to be better than the base class, they’re supposed to open up a new style of play and I’m hoping that Tempest will fulfill that goal. I’m also hoping that warhorn will be a weapon that people will have a reason to use, not a weapon that overshadows every other option. Since new stuff is exciting people are naturally going to be expecting and wanting to be able to use whatever’s fresh everywhere but that’s not how it’s going to work :/ Tempest and warhorn will just have their own place in the game so I don’t think it’s a problem that you’d still want to run staff for PvE.
To anyone who’s instantly going to respond with a warhorn complaint, please read through the whole post first (mwahaha your week is booked). I’m up for civil debates in the comments. Ahead of time, I’m not saying warhorn’s definitely going to fix anything or that it will be better than sword would be. Just that I personally think it’ll be cool and that we should wait and see the new stuff before we can say that warhorn sucks and that it doesn’t add anything to the class. If that turns out to be the case I’d be more than happy to complain to Anet, but not about choosing warhorn over sword, just that they did a shoddy job with their elite spec.
Is there anyone out there who’s interested in what’ll be coming to ele and happy or intrigued by what warhorn and what may bring? I’m really excited/worried to see how Anet portrays that weapon in the hands of a theme like the elementalist. I’m hoping… interesting abilities. I’d definitely be disappointed if it’s just an ele-fied version of other warhorns. If you want to feel free to type below any datamines or concepts you have for what the trait line, mechanics, or weapon will have to give.
Now we get to the sword vs warhorn problem…
I was ok with eles getting sword and definitely wanted to see what it was about and then decide whether or not to use it, but I just thought it was an overused weapon that probably wouldn’t bring anything new to the game since the auto chain appeared kinda bland. I was excited by the fact that it was an auto CHAIN, though. When I saw the warhorn datamine I was thinking “Hmm, this could be neat.” I just think there’s a lot of creative wiggle room with warhorn since it’s a fair bit more mystic than a sword. Not saying there aren’t cool skills on the sword for some professions – looking at you guardian and revenant – I just wasn’t really looking forward to yet another set of skills revolving around the same cleaving and mobility as other sword sets, but just elementalist themed. I looked at sword with the same prejudice based on existing skills as some are looking at warhorn. The class might need all that the sword could offer, but I’m just saying that I wasn’t too excited to get what so many others already have. I also thought that melee skills and mobility are already partially covered by the dagger so unless the sword was very unique (like I’m hoping warhorn will be) there would just be overlap. For all we know sword could’ve sucked and failed the class more than warhorn might.
To all the warhorn nay-sayers out there, complaining about the skills it offers being useless, OP, or UP compared to other off-hand weapons simply isn’t a valid complaint at this point since we all have NO solid info on what skills it has. Yes, it will fight with focus an /d but any new weapon would, and that’s not a bad thing so long as it fits its own unique niche although I’ll admit I can’t come up with one. I only really have sympathy for those who wanted another viable main hand, wanted the sword play style, a chain AA, or a new main/two hander simply so that we would get more new skills than an off hand provides. Wanting a melee option isn’t really something I can agree is a valid reason due to every skill in the game being able to be used at melee range. Wanting skills that aid in melee combat, however, I can agree with, but we already have a number of skills that do so with the focus and the dagger such as auras, mobility, defense, and PB AOEs. There are some other reasons that are valid such as a hating warhorn animations, although for all we know the tempest may not even have to blow in it. Not liking any warhorn skins works too. Point is, most viable complaints are just that. Viable. They just shouldn’t make people automatically disqualify the notion that warhorn could be a good at what it’ll do and be an interesting off hand option.
The class may be lacking in multiple departments, but so far it has been and still is one of the strongest in the game even though it ironically doesn’t have some elements that other classes have. I say instead of worrying about what it didn’t get we should be excited or at least interested in what it may get.
TLDR: Looking for others who are excited for Tempest. Don’t hate warhorn for not being sword, wonder what it could be and wait and see weather it should be welcomed into the class.
I can’t wait to see how many people delete their eles out of fits of rage and then beg Anet to give them their toons back when Tempest turns out awesome.
These two traits are essentially the same thing except the ADEPT version permanently grants you and your allies ferocity while the MASTER gives the same amount to only yourself and only while dual wielding. I think I see a problem here. Ferocious Strikes should be replaced by something that isn’t overshadowed by an adept trait.
I was actually on the ‘weapon swap nay sayer’ boat before it was added and I saw what it looked like and realized what it meant. I thought there could have been so many other ways they could have added diversity to the revenant and solved its issues without breaking the symmetry. Now I’m quite happy with the change and I’ll tell you why it should be kept as well as how well it works with the class and how it solves a few of the issues it resolves.
Adding it did not necessarily flat-out buff the profession. As it was said in the live stream, a second set of skills opens up more windows for you to screw yourself over with energy costs. It comes with its pros and cons and makes the energy mechanic a bit harder to master. It’s an improvement on the capability of the Revenant more than anything.
The Revenant will be the only profession that’ll be able to swap skills on both sides of the health globe. This offers more mix and match opportunities when it comes to how your weapon couples with your utilities and visa versa. For instance, if I were to take Hammer and Staff I would have two sets of skills that work well with Ventari skills. One offers further support through healing while the other allows for more control-based support and allows me to manage the tablet from a safe distance. That’s the norm for every profession, but the Rev will have to think about how both of their weapons will synergize with a second set of utilities. If I also had Shiro equipped I would be also be able to be a mobile front liner that can pump out healing orbs thanks to impossible odds and keep on people’s tails with staff 5 and Phase Traversal. With Hammer I could use Impossible Odds to negate the long cast times and Riposting Shadows to stay at range. You have to put in more thought with what legends you take and how they can compliment both weapons’ play styles.
Weapon swap opens up the option to spec fully into two roles where before you could only have one. If I have mace/axe equipped it’s pretty obvious I would be channeling Mallyx, but my second legend would go unfulfilled. Now I can take the weapons that work with both legends so that I can feel as if I can fill both roles better. Being able to swap between weapons just opens up more adaptability in terms of your playstyle and your role, and that’s what the Revenant’s about!
It’s just nice to be able to swap between weapons as well. I like the staff, but I also like the swords. Now I can have both! Weapon swap also allows you to have hammer plus a melee weapon so you can have a mix of range when you need it. So that’s one issue solved.
In conclusion, adding weapon swap to the Revenant fixes a lot of its problems and should make it feel more diverse, entertaining, and complete. Sometimes the easiest way is the best way I guess. Who cares about symmetry anyways? We’re not all death the kid; be happy about this!
(edited by Treetoptrickster.4205)
Got anything to away about the Revenant’s visuals? Questioning Shiro’s green scheme? Loving the hand aura effects? Spout your criticisms and compliments here!
As for me, I have a few tips on where to add a bit of glitter…
1. Three of the vines covering the Ventari Tablet grow straight off in the same direction and are all kind of the same length. It just looks a bit too uniform. Maybe have a few more of them be curly too. Another thing I noticed is that the tablet always faces the same direction. I think it should turn and face it’s destination when you move it with Ventari’s Will.
2. I find it pretty difficult to see the wave from the “Equilibrium” trait and the healing pulse appears to be smaller than the damaging one. Just brighten both up a tad and have the healing wave look a little bit bigger and it’ll be perfect.
3. The crack effects of Coalescence of Ruin could pop a bit more from the ground and be a bit more defined as it looks a bit pixelated.
Don’t really think I have any other suggestions. For the most part the Revenant is 10/10 in the visuals department. GJ, Anet. GJ.
Here’s just one idea on how to make the Ventari Tablet a bit more user friendly:
1. The tablet is automatically summoned when you invoke Ventari and follows the player.
2. The tablet would normally follow you closely and not roam like pets sometimes do. While the tablet is following you its skills originate from the character’s position including the passive pulsing heal.
3. “Ventari’s Will” unbinds the tablet for 5-8 s during which the tablet remains at the targeted area. The tablet would not blink back to you while it is currently using a skill, so if you were maintaining “Protective Solace” or using “Natural Harmony” the tablet wouldn’t stop and port to you because the 8 seconds were up, it would finish its current skill first. This means that if the player is actively using the tablet it will function identically to how it does now, but if you stop using it the tablet will return to you.
4. Increase the knock back radius of “Energy Expulsion” slightly and make it so that using this skill destroys the tablet and summons it again at the player’s location.
there was no stealth in gw1 and shiro was nothing like a thief
But he was an assassin and could and probably would have had stealth if it was a mechanic in the first game.
I’m not the greatest gw1 lore buff. I don’t know if Shiro was a stealth maniac, but as an assassin in kinda makes sense for him to bring stealth to the table. Consider this. Currently both Mesmers and Thieves have access to stealth. That’s one for light armor and one for medium. If Anet wants to balance out distribution of mechanics it would make sense for stealth to be added with the legend that fits it so perfectly and to the only armor class lacking it. Stealth would be a great tool to allow Revenants to regenerate energy safely and be able to cast abilities with lengthy cast times without being interrupted. Seems like a match! Why add stealth to a heavy armor profession though? Aren’t they already tanky? Meh. Not too many forms of active defense outside of staff and blinds from Salvation. Retribution really just makes you take % reduced damage. Consider Mesmers with their countless evades, blinks, interrupts, blocks, and blinds and they have a medium health pool to boot. They got stealth. I don’t see a problem with giving it to Revenants and I’m excited to see if they do! COME ON WEEK, GO FASTER!
On the first day of the beta I made my Rev and headed to Orr. I found a group of approximately 7 revenants who were mostly Staff/Ventari as I was. We all got into a fight with a standard champion out in the open and it managed to wipe us all about twice. There was a warrior nearby, helping out, and surviving. Just a funny little tale of my first experiences with the revenant.
I just have a couple of ideas for some quality of life improvements to these weapons. Not going to get into the whole “low dps” and “slow and/or clunky” side cuz those topics have already been beaten to death.
Staff:
Punishing Sweep – Maybe just remove the chain mechanic. Instead just have the skill inflict weakness and have its cool down refreshed if it hits an enemy using a skill.
Warding Rift – Grants you swiftness while channeling. Useful for moving around to block projectiles for allies.
Hammer:
Coalescence of Ruin – tentative suggestion Make the first impact inflict a short duration cripple to help with staying at range.
Field of the Mists – If the first suggestion isn’t taken into account, perhaps this skill should knock back foes in front of you to just beyond the wall when it’s first cast.
One idea some guy in chat and I had was to allow for you to choose from a pool of legend utility skills that all tie to the legend’s role. For instance, Ventari could have a set of skills for healing, a set of skills for damage mitigation, a set of skills for boons and buffing, and a set of skills for condi removal. Your utilities would still be tied to your legend’s role, but you would be able to choose how you provide that role.
Apparently it’s caused by taking the invocation line. Specifically due to the empty vessel minor trait which you can’t choose not to have. If you really want to see it you’ll just have to stick with Corruption, Retribution and Salvation until they fix it.
So I’ve noticed while playing my revenant that I can sometimes spawn a second Ventari’s Tablet or even a third. Having three tablets out at once is obviously an issue. I’ll try to record all of the factors that may have caused this bug below.
-I found on a couple accounts that I could spawn a second tablet by trying to make it pass through a solid wall with Ventari’s Will. This was how I first discovered the bug. I was also moving while this bug occured.
-I had a tablet spawned and I jumped off of a fairly high spot. Enough to fall flat on the ground at least. When my toon got back up I had the option to summon another tablet. When I summoned the second tablet the option to summon a third came up a second later.
As far as I can tell, Ventari’s will only moved the oldest one, but the three utilities and elite skill take place around every tablet. Yes, I had three projectile block domes. I did not have three times the energy costs, they were all as if I was only paying for one x the spell. I was out of combat and at full health so I couldn’t tell and didn’t think to check if I could get 3 x the healing and condi removal. They could have very well just been ghosts. I was in PvE when this bug occurred.
Hope this helps!
Specialization: Virtuoso
Weapon: Main-hand Warhorn (would sound like a trumpet)
>Skill 1 Serenade: cast time-1.5s, cone range-500
Play a melody in a cone in front of you while on the move. Each of the three beats damages up to 3 enemies. The last note also heals 5 allies for a small amount.
>Skill 2 Diminuendo: cast time-0.6s, cone range-600, recharge-5 s
Play a demoralizing tune that damages 5 and weakens them for 2.5 s.
chains to Staccato: available for 3s, no cast time, radius-300, blast finisher
casting Staccato increases the recharge of Diminuendo by 3s
Grant 2 x might to 5 nearby allies for 4s and summon a clone that casts Serenade.
>Skill 3 Crescendo: cast time-1s, recharge-18s, cone range-500
Damage and Stun 3 enemies in front of for 1s you and apply 10 x Vulnerability to them for 5. Also removes a condition from up to 3 allies.
Utility Type Shouts
_ instant activation and create persistent 300 radius auras for 3s that buff 5 allies every second. Auras would be visable aoes. Boons and unique buffs granted by Auras only last as long as the aura (3s).
Heal “Teneramente” recharge-20s
Heal yourself and create an aura that grants allies regeneration and Intimo for 3s.
Intimo: increases incoming healing by 10%.
1 “Ostinato” recharge-30s
Gain Resistance and create an aura that grants allies retaliation and Penseroso for 3s.
Penseroso: Reduce the duration of incoming damage by 2% for every boon on you.
2 “Bellicoso” recharge-30s
Gain Quickness and create an aura that grants allies fury and Incalzando for 3s.
Incalzando: Critical hits grant you a stacking Precision buff lasting 10s.
3 “Grazioso” recharge-40s
Gain Regeneration and create an aura that grants allies vigor and Risoluto for 3s
Risoluto using an ability grants you a small amount of endurance.
4 “Allegrissimo” recharge-25s
Gain 2x Stability and create an aura that grants allies swiftness and Accelerato for 3s.
Accelerato: Cripple, Chill, and Slow have no effect.
Elite “Finale” recharge-180, radius-900
Grant you and all nearby allies 5 stacks of might and quickness for 5s. Create an aura that grants allies Distortion for 1s.
Shatter Encore: recharge-50s
All active illusions perform a much weaker version of the last weapon skill you used against their targets before dissipating.
Minors:
1 Maestro – gain access to Warhorn, Virtuoso Shouts, and Encore.
2 Reverberation – Granting allies a boon increases their outgoing damage by 5% for 3s.
3 Volume – Boons you apply last 10% longer and cannot be removed.
Adepts:
1 Amplified Aria – Shout Auras are larger and last 2s longer. Shouts recharge 20% faster.
improved aura radius 500
2 Harmony – When you gain a condition grant yourself its counterpart boon for 5s.
2s ICD. Removing a condition from an ally grants them 1 x might for 3s.
3 Dissonance – Granting a boon to an ally causes their next attack to inflict 3 stacks of
Vulnerability for 3s and have a 5% increased chance to critically hit.
5s ICD per individual ally.
Masters
1 Tempo – Warhorn skills recharge 20% faster. Cast time of Serenade is now 1s and the
final note will grant 3s of swiftness to allies who don’t already have swiftness.
2 Muse – When you or an illusion you control removes a boon from an enemy you gain
that boon for 4s. That enemy is also blinded for 3s.
3 Synced Up – When you or an Illusion you control critically hits you grant 3s of
fury and another one of your boons to 3 nearby allies. This can only
happen three times every 10s.
Grandmasters
1 Masterpiece – Applying a boon to an ally who already has that boon grants them
2 stacks of might and stability as well as vigor for 3s. 8s ICD per ally.
2 Accented Notes – Boons you grant have increased effectiveness.
Fury – increases crit chance by 25%.
Might – grants 30 ferocity as well.
Protection – reduces incoming condition damage by 10%.
Regeneration – increases incoming healing by 10%.
Swiftness – Increases movement speed by 50%.
3 Re-Sounding Success – Shatters apply 2s of weakness and randomly grant you
and 3 nearby allies either Penseroso, Incalzando, or Risoluto for 2s. (Amplified Aria increases the duration to 3s)
I don’t think SoI will affect it. If you notice SoI it states which Shatters it recharges. The explicitness I think is intentional for the release of Chronomincers.
Yeah, I read over the description before I was going to submit a “bug” report and saw that they thought about that combo. Still. Continuum Split/Shift and Mimic equals quadra casting utilities. Imagine 4x the Illusion of Life!
4 Blinks. 4 Feedbacks.
4 x the shatter recharge of signet of illusions. Oh god Anet…you made a fatal error. Imagine what will happen with Signet of Illusions recharging Continuum Shift/Split. I don’t even want to try to think about how mimic + Signet of Illusions + Continuum Split/Shift will work together to make the server crash.
Have you read the description of Portal? It breaks your Portal if you drop another entrance.
Oh…k XD. Still, you can instantly refresh portal twice. Also, imagine how Continuum Split/Shift + Mimic will be just in general.
Continuum Split -> Mimic -> Portal en/ex -> Portal en/ex -> Continuum Shift -> Mimic -> Portal en/ex -> Portal en/ex
GG
Why don’t eles have them? Has any dev ever stated why we don’t have a single chain AA? Anyone out there have any theories as to why this is? Probably cuz you’re just supposed to be flipping through all your skills and moving on…but still.
Master of Nastiness
Works pretty well for me. Tons of dots and can reach 25 might all by itself. Feel free to replace antitoxin runes with scavenger, it’ll still be just as good.
This is by no means a new issue, but due to the upcoming changes to defiance I’m bringing it up. Against bosses and certain “unstoppable” mobs interrupt builds become completely useless because, well, you can’t interrupt them. Vs bosses with old defiance you at least had a very small chance to be the one to reset the stacks, but with the new way defiance works you will have absolutley no hope. For those who don’t know what I’m talking about, defiance is becoming a bar that has to be worn down. Once it does drop the mob just gets stunned for a while before it resets. Maybe only interrupt effects should proc when you try to cc on one of these mobs while they’re using an ability. The ability wouldn’t actually be interrupted and the mob wouldn’t actually be stunned, dazed, knocked back, or what-have-you, but you would still get the effects for timing your abilities well. Sound good?
So fun. Basically, just blind w counterspell and then use confuse ray. Next run up and blind w the prestige. If there are any allies around wait until you get a few boons from PU and summon phantasmal mage to trigger illusionary inspiration. Then just auto and shatter em down.
Anyone else notice that mantras recharge in the background now? Like, if you charged mantra of recovery and waited 10+ seconds before using the stacks the mantra will be ready to channel again the second you do.
Only problem I see with stealth duration is how easy it is to escape certain death. The boon part is perfectly fine, considering it’s all short duration and you lose it all a little over 1s after leaving stealth, and while in stealth it just helps you stand up to cleaves and aoe. Maybe increasing the duration by 75% instead of 100% or removing swiftness from the trait would be enough.
As a comparison – with power shatter you can demolish a target golem effortlessly, and that will be even more the case after tomorrow.
The whole idea with condition shatter is condition burst – so I don’t see what the problem is with high damage ticks. If you miss your shatter, you miss your damage just like with power. The only thing condition has over power is the luxury of speccing more toughness – but then you trade off being able to 100-0 your target in 1 second (exaggeration but you get the point). You also don’t have to worry about cleansing if playing power.
And I still can’t help laughing that a single scepter 2 block will do more damage than a 4 clone shatter if this change goes through. Change kittening scepter to 4 stacks if it’s so scary and reduce the duration.
I dunno why I’m bothering posting this – maybe in the wild hope that some dev is reading this thread and reconsiders the change.
Neeewww Arena net! No nerfy my illusionary counter DX
So, will you only pulse regeneration when you equip the Medkit or will it be a constant aoe aura type deal while wielding the med kit?