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Kossuth.2168

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Posts posted by Kossuth.2168

  1. > • Inspiring Reinforcement: This skill can no longer hit the same target multiple times in a single cast.

    Quite confused. This is a pulsing skill so it doesn't make sense to limit the hits to single cast. Does this mean we only grant stab and apply weakness to one target per cast even though it's pulsing? Sounds like a nerf to me. Delete.png

     

    > • Natural Harmony: Fixed a bug that could cause this skill to fail if the player was in the air or swimming on the surface of water after the skill had finished charging.

    > • Ashen Demeanor: Fixed a bug that could cause this trait to apply conditions to the revenant if they were knocked off their mount.

    Nice to see bug fixes but there are some others that seem more urgent. 117393.png

     

    > • Targeted Destruction: This now grants 0.5% damage per each stack of vulnerability instead of a flat 10% bonus. It's also no longer split between game modes.

    We have to apply vuln to get the previous 10% so being a rampup it's q little nerf. Call of the Assassin will help on this but SoTM seems lackluster still. Delete.png

     

    > • Draconic Echo: Fixed a bug with this trait that prevented lingering passive effects from granting boons while the revenant was in other stances.

    Quite critical. Thank you. (hope it works tho) images?q=tbn:ANd9GcQYI0uxr9egKdZCKQCr0Ztud28Z0V_m3bGeeBXaumdMk74saaAo

     

    > • Shackling Wave: Increased this skill's damage per each additional strike by 40% in PvE only.

    I was excited until I saw the PvE only part. 117393.png

     

    > • Searing Fissure: This skill now applies 3 stacks of burning for 3 seconds on its first hit, and 1 stack of burning for 1 second on the next three hits. The damage of the first hit has been increased by 100%. Increased the recharge time from 3 seconds to 6 seconds in PvP and WvW only.

    This changes the skill to a condi burst on first hit, but we lose the area control we had. Damage increase is garbage. Increasing CD was not needed. Come on, this is a clear nerf by moving numbers around. Delete.png

     

    > • Rampant Vex: Reduced the duration of torment applied by this trait from 4 seconds to 3 seconds.

    Seriously? Why? What Anet insight when doing this kind of adjustments? Sure, 4sec was OP so we changed it to 3sec. Thanks Anet... Delete.png

     

    > • Song of the Mists: This trait's radius of effect has been increased from 180 to 240. The effects provided by each skill activated by this trait have been updated as follows:

    Good to see an increase on radius. Nice to have a baseline effect on use and then increase the effect based on target hits. Looks decent but let's see the details. images?q=tbn:ANd9GcQYI0uxr9egKdZCKQCr0Ztud28Z0V_m3bGeeBXaumdMk74saaAo

     

    > * Call of the Assassin: The stacks of vulnerability that this skill applies have been increased from 5 to 8. It now grants 2 seconds of quickness with an additional 1 second per each target that's hit. This skill's damage is no longer split between games modes and now uses its highest value in all modes.

    Good to have more vuln. Baseline increase of quickness is very nice, helping to set a burst with sword. Overall good change for power.images?q=tbn:ANd9GcQYI0uxr9egKdZCKQCr0Ztud28Z0V_m3bGeeBXaumdMk74saaAo

     

    > * Call of the Dwarf: This skill now grants a baseline amount of barrier with additional barrier per each target that's struck. Barrier values for each portion have been adjusted. Its damage has been increased by 50%.

    Good to have barrier as baseline but we need to know the details barrier values. I don't understand why damage is increased. Dwarf is used as defense so it would have been better to increase weakness duration or similar. images?q=tbn:ANd9GcQYI0uxr9egKdZCKQCr0Ztud28Z0V_m3bGeeBXaumdMk74saaAo

     

    > * Call of the Demon: Increased the duration of torment that this skill applies from 6 seconds to 8 seconds.

    If they change Mace to be more bursty, I don't understand why increase the duration of stacks instead of increasing the number of stacks. Good but inconsistent. images?q=tbn:ANd9GcQYI0uxr9egKdZCKQCr0Ztud28Z0V_m3bGeeBXaumdMk74saaAo

     

    > * Call of the Centaur: The radius of this skill has been adjusted.

    One of the best legends to swap in. Good. images?q=tbn:ANd9GcQYI0uxr9egKdZCKQCr0Ztud28Z0V_m3bGeeBXaumdMk74saaAo

     

    > * Call of the Dragon: The amount of burning that this skill can stack has been increased from 1 to 2. The damage is no longer split between games modes and now uses its highest value in all modes. Damage has been increased by 42%.

    We use Dragon for damage, I don't care about an increase on burning stacks. I would have preferred more chill duration. Damage increase in WvW and PvP to have it aligned with PvE. Wow... 117393.png

     

    > * Call of the Renegade: The amount of bleeding that this skill can stack has been increased from 1 to 2 in PvP and WvW. It now always grants 1 fervor stack in addition to the stacks gained per each hit in all modes.

    Good to see an increase on bleeding stacks and also getting baseline fervor. images?q=tbn:ANd9GcQYI0uxr9egKdZCKQCr0Ztud28Z0V_m3bGeeBXaumdMk74saaAo

  2. > @"Milan.9035" said:

    > > @"Aeolus.3615" said:

    > > > @"Elric.4713" said:

    > > > > @"Milan.9035" said:

    > > > > I just hate thier silence on renegade.

    > > > >

    > > > > Like this is this only little comment i seen about renegade from them.

    > > > >

    > > > >

    > > > > Reddit and anet love renegade.... Guess its fine.... To reddit herald was a dead spec. Pve vs pvp :(

    > > > >

    > > > >

    > > >

    > > > Yeah, they're so proud of their strong female Charr and portal animations that they won't even acknowledge that they designed a trash specialization that's only useful in one game mode.

    > >

    > > Its actually a very strong condi /hybrid spec for anything a player does independent the game mode, if u keep high condi stats.

    > >

    > > Q: Why to u think renegade is weak????

    > >

    > >

    >

    > Its useless in pvp and wvw. Herald does better even in a condi build.

     

    Agree. I can only see Renegade "good" at supporting <10 players with Kalla buff, protection and alacrity. Perhaps some support group roaming for WvW, but in PvP or mass scale WvW, you better drop Renegade and go Herald. Renegade is weak by definition.

  3. > @"Madara.7435" said:

    > As far as I know anet sword4 most likely gets nerfed into the ground next week.

    Hope not. They already reviewed sword offhand and buffed sw#5. Reverting the burst status of sword would be one step forward 3 step backwards balance.

     

    > Hopefully Shield will be buffed enough to decently replace that. anet actually giving us the option to DECIDE whether we go squishy burst or more durable - i dont think so. either one or the other

    Do you really think shield would replace sword offhand? That's totally wrong. Shield would include some anti condi options and maybe no root on sh#5 but no offensive weapon for sure. If we want to go squishy burst we go sword offhand. If we want support we go shield, with the possibility in the future to maybe replace staff but that we'll see. Staff is totally superior to shield even in the future scenario so why I should drop sw/sw staff? I don't want to become a potato even more...

     

  4. > While Glint may have bided her time in the distant past, we wanted to push more impactful gameplay to this specialization and began with the F2 ability, Facet of Nature. Previously, this facet would grant nearby allies an increase to their outgoing boon durations. Soon**`it will instead`**grant allies prowess based on the legend that you invoke!

    Man... I don't like this. I don't trust Anet until we have a clear and detailed description of the changes.

  5. > @"SirTomato.3627" said:

    > On a paper it's a really good buff. But it need some time to say how good it will perform.

    >

    > Also, Pulsating Pestilence now transfers conditions instead of copy. It's a really good reason to use corruption spec in all pvp gamemodes.

     

    People is reporting Pulsating Pestilence to be bugged tho. Is that accurate?

  6. > @"Klypto.1703" said:

    > It would be good if resistance could resist corruption lol.

    >

    > Also:

    >

    > Banish Enchantment: The number of boons that are corrupted is no longer split between game modes and will now use the higher 3-boon corruption count in all modes.

    >

    > If I'm mistaken in-game says removed but not corruption does it corrupt boons now?

     

    I don't know, I didn't check it but looks like an error on the transcript. If they are corrupted it'd be great tho

  7. > @"Buran.3796" said:

    > ^ That's a very interesting build; never saw a condi Rev using sword + axe/staff in EU. Most of times I see condi Rev they use mace, which works as the main source of damage at the cost of having no defense. In your build seems that are the utilities ans traits and not the weapon skills the origin of the condition pressure. Would probably try with my alt (probably won't work as good as power Rev but is always nice to try new builds after so many months using the same one).

    >

    > Question: why not viper amulet or carrion instead of warender?

     

    I guess for the extra Toughness that Wanderer provides.

  8. > @"Lincolnbeard.1735" said:

    > > @"Aza.2105" said:

    > > > @"Lincolnbeard.1735" said:

    > > > > @"Razor.6392" said:

    > > >

    > > > > There's a reason why people don't mind going against rev or FA ele. They do a lot of damage, but their invuln periods are small and predictable. They're well balanced classes (FA burst a little unfair atm though).

    > > > >

    > > >

    > > > So, Unrelenting Assault 2sec evade + Duelist Preparation 2sec block + Surge of the Mists 1 sec evade + Infuse Light 3sec invu + Riposting Shadows 3/4 evade + 2 evades + endurance gain from riposting shadows is balanced.

    > > > Obsidian Flesh 4sec + Arcane Shield 3blocks + Lesser Arcane Shield 3blocks + 2 evades and access to vigor is balanced.

    > > > But Blurred Frenzy 2 1/2sec + Distortion (let's say 4sec even if very rarely you'll get that much) + 1 Mirror from False Oasis 1sec evade + 2 evades and access to vigor isn't.

    > > >

    > > > Good to know.

    > > >

    > >

    > > Duelist preparation no longer exists. It was replaced a few months ago.

    > >

    > > Also unrelenting assault is 1 1/2 secs. Infused light has counter play, you don't attack them. Riposting shadows is a defensive skill. It has no offensive component attached to it. Evade is only overpowered when its attached to a offensive skills. And chained with other defensive skills that allow them to easily escape or continue their offense without taking damage.

    > >

    > >

    >

    > Scrap the Duelist Preparation then and change values of unrelenting assault. Still as much evade/block/invu as mesmer.

    > Indeed Infuse Light has counter play but it's still invu.

    >

    > So, the problem now is not the evade/invu/block uptime but doing so and attacking at the same time? So dozens of skills and traits across all professions including the previously mentioned Ele and Rev.

     

    Holy shit mate, are you seriously saying Rev has the same evade/block/invu as mesmer? That's a ridiculous statement.

     

    Just to add some more information to better understand the overall situation of Rev regarding these things:

    * UA can be interrupted and also avoided by kitting properly. Damage is spread around "targets" (including shitty things)

    * Infuse Light efficiency is tied to skill, for both Rev and foes attacking. If foes do not attack, you get zero. Also, it's not invul, you can take conditions and die right after using it

    * SOTM is used for its CC, and you need actual skill to land it properly

    * Riposting Shadows as others said costs 30 energy, you can't just spam it and pretend doing actual damage right after

  9. > @"Blood Red Arachnid.2493" said:

    > > @"Flauvious.6195" said:

    >

    > >

    > > LOL what survivability? What survivability are you giving up? "So much damage" why because of swift termination?

    > >

    > > How are you going to bring up soulcleaves summit? Yea let's just compare random abilities without taking into account the fact that you have to be fuckin renegade to have access to that kitten. Also "waste weapon swap"... just what? Why us it a waste? What else you going to use It for? You think by the time you've downed someone you haven't blown all your current weapons cd's?

    > >

    > > Why you ask what sources of quickness and then go on to list the other sources? There you go. The only meta power rev build in wvw is stand in the back hurling hammers. Maybe this got nerfed because you don't weapon swap or use phase travel, but whatever, that build sucked anyway.

    >

    > You have no idea how to play revenant in WvW. This isn't PVE; you can't just mash up as many DPS skills as possible and call it a day. You need defenses, and a lot of them. For this, devastation is terrible. But, because you have no clue what you're talking about, I'll slowly explain why it is that retribution, invocation, and corruption are better than devastation:

    >

    > **INVOCATION:** Condi cleanse and legend swap, stun break on legend swap, and protection/stability/resistance on legend swap. These are all things that are profoundly important, because all anyone ever does in WvW is _stun you then bog you down with condis_. The Rev's energy mechanic means that it has to sacrifice its offense and utility for stun breaks, effectively making stuns a no-win situation. Running invocation puts cleanse and stunbreak in place that is essentially for free, giving the rev much needed survivability. On the offensive side, invocation lets you self-cap might while solo, and also lets you double fury's strength, giving even modest builds nearly 100% crit chance, along with a 7% damage bonus while under fury, making the offensive bonus that Invocation gives far greater than what devastation can.

    >

    > **RETRIBUTION:** This trait gives endurance recovery, free stability, and 15% damage reduction under stability as its _minor traits_. Remember: breaking stun isn't free with this class. Also keep in mind that the rev has only one good invulnerability still now. Its facet of light or bust, so these additional damage reduction traits are invaluable. The first major is Dome of the Mists, which gives an on-demand projectile destruction bubble, while also inflicting weakness to anything inside the bubble. This makes it an invaluable skill for hammer backline, or midline skirmishing, or running solo, or basically anywhere where projectiles or getting to close to enemies are things to consider. For the other two majors, there are two philosophies you can build with. The auto protection route takes Eye for an Eye for auto protection and counter stun, and is useful because the taunt can rip an opponent from the enemy zerg if used right. This is combined with Right of the Great Dwarf for a powerful, automatic stun break and group damage reduction skill. Also, it gives you more power. The second philosophy takes Vicious Reprisal and Retaliatory evasion to give yourself _near permanent retaliation_, while also augmenting damage by 10% and gaining might. Whether you're in zergs or in small skirmishes, all these defenses and retaliation is extremely useful in putting your opponent into a box where they cannot win.

    >

    > **CORRUPTION:** This is the condi line, and taking devastation while running condi is obviously insane, but regardless this line still has far more utilities than devastation. First, the line lets you auto-rip boons, and in WvW boons are everywhere. Second, the line lets Mallyx sustain near permanent resistance, causing condi revs to laugh at enemies who use pure condi builds. And third, if you go for more damage, abyssal chill combined with unyielding anguish just chews people to bits. I have won several 2v1s and even a 3v1 just by luring enemies into a choke and blasting them with triple unyielding anguish. But regardless, if you aren't going for the damage route, the ability to rip boons and maintain resistance is still useful for a power rev, which is why you'll see hammer builds run it to support zergs.

    >

    > So, what does devastation give? Lets look:

    >

    > Expose Defenses: Small vulnerability at the start of a fight. Largely meaningless.

    > Ferocious Strikes: Small DPS increase. Useless for hammer/staff.

    > Vicious Lacerations: Less small DPS increase for sword only. Useless for hammer/staff.

    > Jade Echo: In order to use this skill, you have to _already have lost_.

    > Targeted Destruction: Minor damage boost. Too bad hammer/staff rev is terrible at inflicting vulnerability.

    > Malicious Reprisal: a long cooldown unblockable buff. Hard to use properly, since all it does is squeak a few hits through temporary defenses.

    > Nefarious Momentum: a bit of might, in an amount inferior to invocation.

    > Assassin's Presence: small group DPS increase.

    > Focused Siphoning: A small amount of inconsistent healing.

    > Swift Termination: A good damage buff, but it only works if you're already sealing the deal.

    > Assassin's Annihilation: Unfortunately, the vast majority of enemies you fight will be facing you, and those who aren't will be running away. In which case, this trait contributes very little to the fight, because you've already won if they're running away.

    >

    > The entire line consists of an array of tiny DPS buffs. About the only thing worth noting in WvW is Assassin's Presence. Everything else is largely inconsequential, because the defensive traits in other lines will generate far more damage via increased survival time than devastation will by directly buffing damage. Fights are won just because you have dome of the mists. Fights are won just because of permanent retaliation. Fights are won because of self-capped might and stun breaks on legend swaps. Fights are not won on Jade Echo or Malicious Reprisal. But, lets get to the trait at hand: Brutal Termination, and why I don't like.

    >

    > First is that it is inconvenient. You need to weapon swap to activate the quickness. This poses several problems. First, if you want a regular source of quickness, you'll have to buy a second ascended hammer, just to swap between them. This also poses the problem that once an enemy gets into melee range, you're toast. You no longer have a melee weapon, and after you use phase smash you're out of useful short-range skills. Using the double hammer method means you instantly lose any close engagements. Using double staff or double sword means you instantly lose any long range engagements. The idea of doubling up weapons is terrible. So if you don't double up weapons, then you will get quickness precisely once: when you swap to a melee weapon after a fight becomes a close range engagement. That's it.

    >

    > The second problem is that the rev has poor access to quickness now. You get Brutal Termination, which as above is horribly impactical. You also get Call of the Assassin, which requires you to be in melee range while swapping to shiro, in which case you'll proudly strip 1 stack of stability. Third, you get quickness from Phase Traversal. Careful, though, because in a zerg vs. zerg fight using Traversal will just teleport you to a swift death. It is, after all, a mandatory movement skill. Also, Traversal uses up over half of your available energy, so after Traversal + Surge you're helpless.

    >

    > The third problem is that removing stability en masse just isn't good. Stability is a short boon, and there's only some of it around at any time. You know what else gets rid of stability? More CC. Particularly, Surge of the Mists. Also, boon ripping gets rid of stability, so Banish Enchantment also works. This is a lot of trade for a very focused ability. It only works if your opponent already has stability. If they don't, then this skill does nothing. This makes the skill worse than boon ripping and more CC as a whole.

    >

    > So really, this is only useful if you're teamed up with a firebrand or chronomancer dedicated to giving you quickness, and you're specifically built yourself around that fact. Even then, it is only moderately useful.

    >

    > **tl;dr** You should be ashamed of yourself.

     

    Thank you for this post.

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