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ScottBroChill.3254

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Posts posted by ScottBroChill.3254

  1. Idk I sorta like it for condi weaver in pvp. Going in and out of fire constantly just keeps triggering it. But I just don't get why fire is the only traitline they ever touch, and it's always some wonky shit like this where there wasn't a need for a change but they decided they wanted newer stuff. I dig it because I like new stuff, but how about you go and use that creativity on stuff like arcane and earth ya turkeys.

  2. Dude and ele's skills are so bland and lack any cool new features that other classes have had added to them. They can't strip boons, they have low access to a lot of conditions besides burning, they don't provide very good boon output, their might and fury generation is about to be gutted in the new patch, they don't provide any special boons like spotter and assassins presence. All ele can do is mediocre direct damage, direct healing, condi cleansing and burning. They are so dependent on having a support with them and yet they get no compensation for it. They also have the most conditional traits reliant on whatever attunement you are in.

  3. ele can build for survivability for sure and do just fine not dying, but the problem is that ele has to invest fully in dps to do any damage. Their combat and access to special abilities is abysmal compared to other classes. They don't bring unique buffs like spotter or assassins presence, their personal might generation is mainly through blasting fire fields, their condition damage relies soley on fire which is only in 1/4 of their skills. To top it off their best weapon sets are all close range which puts ele in a tough position since they don't have a lot of access to protection or stability unless they take the worst traitline, earth. Sword and weaver is a good example of how they had to make the weapon full of evades because ele just can't hang in melee, yet both weaver and tempest are melee or close to melee specializations. They keep trying to shoehorn ele into being this pbaoe machine, but its the most paper thin class and doesn't have the spike damage of an assassin nor the in-and-out capabilities of the thief.

     

    But seriously, why are all elite specs and half of the weapon choices for ele close range.

  4. Having spent most of my time playing on two different revs my personal opinion on why it's so low is because of the limit build/customization of the class. You can't really tweak the builds at all like you can other classes. On my ele I can change a utility, a weapon, a traitline, change a trait here and there and come up with some nice varying builds focused on a specific area (condi dps, power, hybrid, support, etc.) but you don't really get to have that tweaking power with revenant. It feels like a quasi preset build profession.

  5. downstate promotes tank meta. Also its just annoying. In call of duty it works due to the ttk. But in this game, the rezzing power is more times than not more powerful than an enemies ability to cleave. It really should be balanced to a point where you can cleave a downed player easily with a no damage healing build. Rezzing a player should be the result of lack of opposition or because of taking ressurection skills, but the whole rez if your enemy dies is bad. it makes too many things one sided. If I have a player on my team downed, and they also do on the same point, if I kill the enemy downed then that should not rez my teammate. I should have to take the time to rez him with F.

  6. > @"Shao.7236" said:

    > > @"ScottBroChill.3254" said:

    > > empty vessel was a toxic trait because of how good it was, but the entire class was balanced around it which now makes rev feel clunky as all hell because they have no reliable stunbreaks.The problem isn't the lack of empty vessel, but the lack of anything to fill that void. Our stunbreaks are on large energy skills because of empty vessels accessability, making any stunbreak on a low cost skill almost overpowered. So we have gaze of darkness, the only low cost stunbreak, making herald and glint one of the top specs when you aren't running with an organized raid group. Sure herald and glint have a lot of other things they bring to the table, but without that stunbreak they wouldn't be as highly regarded in pvp or other solo or openworld content.

    >

    > There isn't supposed to be anything to fill that void, the game pacing has been shifted for every classes. It would be extremely unfair if Revenants could still stunbreak every 10 seconds + a full reset while every classes in the game now have 35+ seconds stunbreaks.

    >

    > The only exception I can think of is the engineer slick shoes tool belt which is honestly still a step below what was empty vessel and how Revenant currently is also. If I had to change anything right now for Revenant, it would be nothing, Core is extremely powerful and so is Renegade. However for Herald? Cooldown is too high at 25 seconds and needs to be 20 seconds again, this increase broke the pacing and uniformity in between legends cooldown. If I Swap to Glint to stunbreak right away, I expect myself to be able to Stunbreak again when I'm coming back to it after, not be vulnerable because there's an extra 5 seconds to wait, as far as I know Core would have already been able to stunbreak thrice.

    >

    > Doing the math, it takes 8 seconds to get 40% which fits 3 times in 25 seconds, there's a reason why core is superior given the Stability and damage reduction rivaling Infuse Light.

    >

    > Herald as of right now is factually inferior in stunbreaks(Off Topic but probably burst damage as well), weaker than Renegade even, it might be 12 seconds but there's an effective time for it which explains the extra 2 seconds over 10.

     

    Yeah i feel it. I realize that number wise rev is in a good spot, but playstyle wise when we take out rotations, rev really lacks a lot. So as much as they perform all right, I really believe that they should knock down some of the easy dps and should make stun breaking and support a little easier. So you got in coordinated group play rev is fine, he has stab covered and empty vessel at this point is almost forgetable. but you bring in any dynamic play like pvp, open world pve, or solo stuff then the lack of that stunbreak is not ok. you have glint which brings the illusion of having easy stunbreaks, but you are locked into that specialization. Now we have core and renegade, and to be honest it works but the problem is that the lack of stunbreak is replaced by plain sustain and damage that requires little to no skill because its all trait activated. So we have core and renagade who are purely pumped by numbers who, because of that, can forget about the actual combat dynamics in the game. So either you bring herald and notice only 50% difference in stunbreak because you have gaze of darkness on 0 energy, or you don't bring herald and face having high energy stunbreak in which you are forced to take the trait that gives you 25 more energy so you can use skills on legends swap.

     

    The problem isn't that rev can't perform, it's that its performance is tied to herald for having an on demand stunbreak, or renegade for op dmg modifiers that cover the fact of the lack of stunbreaks, or core for having an extra energy boost. So basically, without herald you are forced to take the extra energy trait with renegade, or take core for the echo energy. No matter where you go you are almost forced into trait choices resulting in limited skill building. It's always one way is best for rev and with static utility bars, it becomes really sad. Every rev is cookie cutter. You don't see revs running unique builds like one would with other classes.

  7. empty vessel was a toxic trait because of how good it was, but the entire class was balanced around it which now makes rev feel clunky as all hell because they have no reliable stunbreaks.The problem isn't the lack of empty vessel, but the lack of anything to fill that void. Our stunbreaks are on large energy skills because of empty vessels accessability, making any stunbreak on a low cost skill almost overpowered. So we have gaze of darkness, the only low cost stunbreak, making herald and glint one of the top specs when you aren't running with an organized raid group. Sure herald and glint have a lot of other things they bring to the table, but without that stunbreak they wouldn't be as highly regarded in pvp or other solo or openworld content.

  8. What they need to do is go further with reducing the dependency of traits on attunements like they sorta touched on recently. And bring the earth traitline up to 2020 because it's just not that great compared to fire, air, and water. They should keep trying to bump up the synergy between the different element trait lines while keeping arcane the boon powerhouse. This makes arcane hard to replace for might, prot, and vigor generation on self and also makes it beneficial to take two element traitlines. Of course the added benefit of the elite spec would be adding stuff like dmg modifiers and new skills for the elite specs. It would make it a bigger decision to consider ditching either arcane or air+fire (or any combination), since they would work less without eachother.

     

    Or go as far as to replace the element traitlines, at least in name. Like others have said, make it so the defensive traitline doesn't just benefit earth magic. Hell, half of the traits are "...while you are attuned to earth" which totally defeats the purpose of the elementalist. Make my healing traitline have something that makes all combo finishers behave as if they were executed in a water field (maybe overpowered, but just an example). Instead of blasting fire fields for might or fury, I'm blasting them for healing or leaping through them for frost aura. Give me an offensive traitline that changes the healing from my water skills and traits become ice skills that damage instead of heal. I feel like there is a lot of creativity being ignored on ele.

  9. The interrupt style gameplay of domination mesmers in gw1 isn't really here in the same effect that it was in that game. You can still build in order to do some interrupts and dazes, but that generally will be more useful for pvp and is a little harder to accomplish than in gw1 due to the combat being more fast and action paced, and having to look at characters animations instead of a skill use icon popping up thats more easily noticeable. Warrior's have an elite specialization called spellbreaker that actually focuses a lot on interrupts and I believe boon ripping, so you get that kind of anti-mage feel that gw1 mesmers had.

     

    Buuut, mesmers in gw2 still fill the role of misdirection and can be more support like than dps like in a lot of cases. In pvp and wvw you might feel this more where other roles are more useful, but summoning clones, stealthing, shadowstepping, and shattering illusions are all things I think you would dig. They do also have decent raid builds I believe (could be wrong) but they are generally a wanted class in end game content if you ever decide to go there.

     

    So, although mesmers aren't the same, they still scratch that same itch a little bit and better than other classes. Thief would probably be my second choice but they are more of a pester you're enemy and avoid being hit class and aren't the best and bringing boons or other supportive tactics to the battlefield which I think would limit your fun with the class since gw1 mesmers are more of an offensive support class.

     

     

  10. @"Lily.1935" Anet said they wanted to get away from actual hex and mechanics like that and instead make them into things like wells and other such abilities. They did this with mesmer hexes too, but instead they are in the form of phantasms and clones. It's more of a physical manifistation of what the hexes do instead of just another condition on your status bar that just needs to be removed. All these mechanics that you speak of aren't necessarily mandatory for the class identity. All those things are just sorta common because most games follow how D&D and other early fantasy genres portrayed the abilities and playstyles of the classes. But, Anet has taken there own initiative to take common themes and give them their own twist. This is why we have things like a guardian who is a tank with the lowest health pool that relies on aegis and other defensive traits to survive because they are squishier than the norm. We have an elementalist who is mostly more effective at melee range than afar casting spells with a staff, and who has less large powerful spells than the typical elemental mage has. Our engineers are more so garage tinkerers who go to action inspector gadget style instead of a more refined, steampunk, or militaristic type of engineer usually found. Our thieves are generally not hard hitting classes in this game and instead are in-and-out types, basically removing the rouge/assassin aspect to this archetype.

     

    The necromancer is a necromancer because of the theme of It's abilities and because of the skill animations. That's basically it. If there was a necromancer throwing fireballs or healing allies with the power of dwayna, then I might need an explanation of what's going on.

  11. It's not terrible and really its a nice open world weapon for clearing adds and attacking large targets that don't move a lot. The problems with it are mostly for pvp, but skill 2 on shortbow misses all the time and there is a lack of utility on shortbow that is only problematic because rev lacks good secondary weapon sets. It serves the same purpose as mace/axe, just at range.

     

    The problems with shortbow, and also renegade, is that it's not really designed around active combat and mobility which this game has a whole bunch of. Luckily, the numbers are buffed a lot that make the clunky playstyle feel very effective.

  12. My Asuran Revenant, Cookie Layin Jack, is a bit of a madcap. He's super into studying the mists and used programs to have his mind to freely traverse the mist. He took it a little too far and now has gone a little crazy and he can no longer control how his brain interacts with the mist. This often results in seeing, speaking, and interacting with spiritual beings in the mists as if they were there on Tyria with him. After being almost driven mad he invented a chip that was implanted in his brain that helps control the flow of magic and so he is no longer at the mercy of the spirits. Now he is able to control his powers and invoke those he wishes.

  13. That fact that ventari only covers half of your skill bar so switching out of ventari kills all your heals. Add the lack of stunbreak in ventari and from the old empty vessel and you have a healer who is only good in a closed system with no pressure.

    They should stop overloading legend skills with playstyle gimmicks tbh. What I mean I guess by that is they should be putting things like healing capabilities more so on traits and weapon skills, and leave the actually legend skills as utilities that are functional ouitside of the weird gimmick builds they were meant for. It's awkward to have half of my skillbar dealing with micromanaging a rock and then my secondary legend doesn't compliment that.

  14. > @"Aenesthesia.1697" said:

    >

    > Tempest does have a tradeoff. If the tempest doesn't use the overloads, he is just a core elementalist with a wasted specialization. If he uses the overloads, he is punished with longer cds. In both cases, there's a tradeoff for being tempest.

     

    What kind of argument is that? The tradeoff of being Tempest is that if you don't use the overloads you don't get the benefit of the overloads? Its literally 4 extra skills that are extremely usefull boon and aura suppliers, stunbreakers, aoe fields and finishers that make it so I don't have to play the ele like a piano to get good results and you're telling me that is in some way a tradeoff? I guess you're right in a way, I traded out stress for relaxation.

     

    The traitline never counts as a tradeoff for other classes so I'm not sure if thats a good argument. Having an additional option in the form of overloads is also not considered a tradeoff because it is an option that is just additional whether you want to use them or not. The skills themselves are not a tradeoff for the class because what do you trade in order to have access to these skills? nothing.

     

    The problem lies in ele's core mechanic, attunements. It's less of a mechanic than it is a playstyle. It's more comparable to thief's initiative or revs legend swapping, which is why I think core ele should get an extra mechanic or unique buff because they can't really trade or alter attunements in many more ways than weaver did, and it will always cause a huge upheaval in balance.

  15. > @"Buran.3796" said:

    > > @"Tammuz.7361" said:

    >

    > > also, just get rid of energy mechanic all together since youve gone to a cooldown based play now...

    >

    > Then why no just run a Guardian instead? What's the point of using a Rev if energy is removed, half of the weapons are useless, you can't chose your utilities and the class is so full of bugs that you can't properly make use of basic features as the templates? Just run a Guardian or Warrior instead...

     

    The point is that the ever-so slowly creeping nerfs that keep hitting revs is hitting them both in the energy and cooldown departments and the cooldowns have gotten to such a high point that it is making energy redundant. Most of the revenant is already balanced around cooldowns, but the energy mechanic for most of those skills keep them from b being able to be cast. Subsequently we only have a few skills whos usage is based totally on energy like shiro and upkeep skills, but the majority of the class now revolves around cooldowns. Every skill is overloaded to a point in which spamming the same skill twice would be overpowered, or even a couple skills in a row becomes too strong. This results in having energy cost that reduce the amount of different skills you can use, spammable or not, and high cooldowns because casting the same thing multiple times would become too powerful.

     

    tl:dr Skills are overloaded. Energy is used to limit the amount of total skills you can use. Cooldowns limit the amount of a single skill you can use. Cooldowns are too high resulting in the inability to spam, energy is too high resulting in having to hoard energy in order to use stunbreaks or just using upkeep skills.

  16. I agree with OP. The lack of having cool rare drops is annoying. Like once in a blue moon you'll get a "rare" drop after hours upon hours of gaming only to find it's worth like 1-5g. I think the main problem is that everything that drops is basically useless items that might as well be replaced with just finding currency and salvaged materials. It's an illusions to make gaining money seem more meaningful or as if aquiring loot has some purpose, but it doesn't most of the time and there's .00001 chance of it actually being useful. It's become more of a work thing than anything, like put a couple hours into silverwaste/HoT/fractals and gain xgold/hour, instead of feeling like your'e trying to find rare and valuable loot out in the wilderness of the game. So now I have to play x hours to buy y item. It's purely work. There is no joy of searching and finding cool rare loot in specific parts of the game because most of the cool, polished skins are locked behind achievements, gemstore, or extremely high drop rates (1k+ infusions) that its almost pointless to try and work for those. It's like if they took pokemon and removed all the pokemon from the wild and you no longer had to go through the motions of finding and catching rare pokemon. Instead you just faced trainers and played mini games and bought whatever pokemon you wanted with your earnings. It takes away a lot of the magic of the game.

     

    EDIT: also, I'm not necessarily advocating for rarity in the form of stats that will cause imbalance. I'm actually mostly a fan of the noramlized states and ease of having a meta build, but I'm more concerned about how all the resources go into gem store items and cookie cutter outfits. Put a lot of that work as in game drops for fucks sake. All the in game skins lose almost all their value when they are completely overshadowed by the gem store skins. Which in turn makes the game feel more like work and grindy because most of the cool and polished skins are locked behind having to grind gold to get and are not tradeable.

  17. > @"LucianTheAngelic.7054" said:

    > > @"Doctor.1384" said:

    > > No one wants ritualist because you cant have greatsword on a ritualist because ritualist cant have greatsword

    >

    > says who? I played a Rit/Derv Spirit's Strength Scythe build in GW1... Professions in GW1 weren't limited by weapon choice like they are in GW2, so literally any profession could use anything. There were some melee weapon Rit builds, that's just a fact. And GS on Rev for a Rit inspired E-spec wouldn't necessarily have to function as full melee either, which further adds to the idea that it would be possible to get a Rit inspired spec for Rev and also get GS at the same time. Personally, I'd rather Scepter + Focus, but think GS could work as well

     

    Can confirm. Used to mess around with spirit strength and a spear, but I would dabble with melee weapons occasionally. Rits just didn't have enough armor for the front lines, but revs do.

  18. > @"Lily.1935" said:

    >

    > I've posted literally countless pieces of evidence showing the close relationship necromancer has to Ritualist. Which you guys keep denying there is any. I've posted them over and over and over again. And you all out right deny that there is substantial evidence in favor of the necromancer and even Make up aspects of the revenant of which you claim is Ritualist like. Revenant's are not dancers. First off, lets push that out right there because they absolutely are not. They are martial fighters. The culture that spawned them, the charr took on their militant philosophy in its design. How revenant deals with Spirits and legends and the mists are extremely divergent from the Ritualist/necromancer.

    >

    No one is denying that they are similar, but it's always been a distinction that ritualist and necromancers are seperate in there schools of thought. They may cross some lines into what they dabble in, but they operate differently and have opposing philosophies. The dancing thing and the whole ritualist casting animations are of course not going to be in gw2 at all because this game is fast based action combat and not a stand still and cast type of game like the first guild wars was, so obviously its not going to be represented in neither revenant nor necromancer. Also, I think it can be safe to say those dancing and whatever the ritualist do were methods for accessing the spirit before magic was introduced to them, so it was probably just something that stuck around and probably make casting magic easier. But, revenant has had no teacher or passing down of teachings. It's a new entity that seems to have tapped into the same energy and magic that ritualist have, albeit using it in a different way. Using a spirits strength build on a ritualist often lacked skills that had any sorta of ritualistic dance animations. And I would argue that that necromancers diverge further from rit/rev when it comes to dealing with spirits and legends. Necromancers could give a shit less about drawing the powers and spells from spirits, legends, and named characters. They just want to use death magic their own way and not by channeling spirits. Ritualist probably have more in common with Norns than anything else, because they actively communicate with the nature spirits and draw upon their strength for combat. But I wouldn't consider any of that necromancer. Necromancy defiles the dead, it doesnt respect or work with the spirits.

     

    > Why I say necromancer Adopted the piety, is because they absolutely did. We actually see it in the design of armor made for them, the NPC roles they preform such as Priests and undertakers. Not all Priests of grenth are necromancers, which I will not, some are elementalists/Cryomages. Necromancers have always preformed rituals. Its in the very identity of the class which I've shown as well. The Revenant has not been shown that their magic is a ritual. They just haven't. Now, this isn't the same as saying that their magic isn't a ritual. But a positive claim like that needs to be presented with evidence. As far as I'm aware, the ritualist's magic is more likely a conjure, however we don't have evidence for that either. Magic is poorly represented in the game with very little lore on how it actually functions and what are the divides between what a Ritual is and what is a conjure. So we can only speak definitively about what the game lore says it was. And much of the necromancer's magic, especially blood magic, is ritual magic.

    >

    I think its safe to say that rituals are just a process of casting a spell, much like how elementalists, mesmers, and necromancers probably have studied books that have specific ways to cast different spells, much like in harry potter where you have a movement and a word to help produce it. Rituals are also related to tradition. So back to ritualist having a vast history in gw1, the rituals have been passed down for ages. Now of course rev wouldn't have these rituals, but if they are in fact tapping into the same energy field I don't feel like its absurd to think that if the 3rd expansion does take place in Cantha, which has had no contact with the outside world for a long time, I don't think its absurd that revenants come in contact with ritualists who still practice and can help teach revenants how to use and perfect their magic that they have found. And also, you have to take into consideration that revenants descended from warriors who happened upon some mist magic. Had a scholar stumbled upon this magic you might see it take a different form, but no other profession is tapping into the mists like revenant is. The only other profession to ever do that is the ritualist from gw1 so that kinda has to make you wonder a bit.

     

    > Revenant magic might not even have a catagory it can fall into. Ritual or Conjure or something else. As it was stated that its new magic. So we need to take in context clues as to what these are. Necromancers in the past 250 years have adopted Bones into their clothing and armor more frequently. This is a fact. Why is this relevant? Well, lets take a look at Ritualist armors from the past. They're all using bones and teeth and animal leather. Its a part of their design to suggest their connection with death. These are decorative choices which holds a different meaning when comparing it to the Ranger who uses bones and leather as trophies or for practical purposes. The revenant doesn't wear bones, they don't dance, their is no evidence that they preform rituals. There is no suggestion that they could even summon spirits independent of their legend's abilities. There is evidence showing they can warp spacetime! So we need to work with what we can see. Not what we think it could be.

     

    Just because something is newly discovered, doesn't mean it hasn't existed or has been utilized in the past. The Americas were visited many times by outsiders before Columbus ever arrived, but to Columbus and those who had sent him it seemed like new land. But the land had an ancient past and history that people were just unaware of until they met the native people. So in this instance, Revenants would be more like christopher columbus and America would represent the ritualist magic. The natives on the other hand would be the true ritualists. The natives taught the intruders how to live on the newly found land, similarly to how i think ritualist can teach revenants how to live with the newly found magic.

     

    And at the moment, yeah, revenants can only use the abilities of the legends they commune with. But how many times has rytlock gone to the mist and talked with spirits, literally half in the physical world, and half in the spirit realm. And apparel changes of course wouldn't be similar because no ritualists were known in the advent of the revenant. Its similar to as if elementalist had been forgotten about for hundreds of years and one day a warrior in another land found out he could manipulate magic and control the elements. But he used this to enhance his sword. You would get something similar to the weaver, but in heavy armor instead of robes and scholarly books, and the magic would probably be toned down greatly. This warriormancer thing would probably not be casting meteors down from the sky with his new abilities because A, he probably doesnt know how to because no one taught him anything, hes freeballing it, and B he has been a warrior his whole life so he is probably using his new abilities to compliment his old ones rather than his new ones. But you wouldn't go as so far to say he wasn't somehow at least partially an elementalist, it would be ridiculous to classify his magic as something other than that kind of magic.

     

    The only teachings revenants have recieved were from glint to rytlock. In context of whats going on in the gaming universe, a group of lovecraftian horrors are plagueing the planet and help is needed fast. Possibly glint only had time to teach rytlock the most powerful and essential teachings, and there wasn't time for the nuanced ritualist magic that could take decades to perfect. Using powerful legends and invoking powerful skills that already is probably the best she could have taught at the time. It was what was needed the most. She didn't need to teach him how to summon bloodsong, drop ashes for effects, or any of that, but she taught him how to summon the power of some of the strongest spirits residing in the mists to enhance his physical capabilities. That to me is revenants channeling and binding spirits to themeselves to force these spirits/mist beings to do their bidding. When a revenant uses Rite of the Great Dawrf, it isn't actually casting the spell themeselves but acting as a conduit to have Jalis Ironhammer cast the spell through them. Its honestly the fact that revenant and ritualist are the only two professions who are completely focused on accessing the mists for their powers that make it feel like revenant is more akin to rits than necros.

     

  19. Well it seems everyone thinks that their supportive arguments are objectively more important than others argument for the opposite side.

     

    > @"Lily.1935" said:

    >

    > My arguments have always been based on lore and mechanics. I've never made an argument that wasn't based in lore. I have mountains of evidence in favor of Necromancer and a small stack for Revenant. I don't deny that the Revenant has some, I never have. However I do point out just how much closer necromancer's Philosophy is to the Ritualist's. So close that in GW2 they actually do fill all of the same ritualistic practices that the Ritualist used to preform in GW1.

    >

    > As for spiritual successor, I'm afraid that's Engineer. Mechanically that's where the ritualist rests. Although I'd say Scourge Fits the Ritualist's playstyle a lot better, but that's a failure of Turrets and gyros in Anet's design. Where the Engineer has some elements with the kits and healing, they are currently lacking that party support and turret build to really take advantage of that old mechanical identity. And yes, Spirit Spam was a turret build, it functions just like a turret build in other games.

    >

    You can't use playstyle similarities as an argument here because gw1 and gw2 have completely different playstyles. ele's play completely different in both games, but you wouldn't make the argument that gw2 elementalist isn't the same as gw1 elementalist. Because they both are channeling and attuning to the elements. Similarly, both rit and rev put on blindfolds to better commune with the spirit world and summon otherworldy energies from the mist. But even with playstyle similarities then renegade makes an attempt at being a spirit spammer. It literally summons named spirits, as well as having a spirit that dazes just like ritualist. it has both offensive and supportive spirits, just like ritualist. This is in contradiction to rangers who only have supportive spirits, and necromancers who only have offensive minions, a clear distinction that is stated in the description of ritualist from gw1. Hell, even when communing spirits like Shiro you hear shiro say "I demand that you release me!" because he is forceably bound to the revenant until the revenant releases him. Basically the same as how rit spirits are bound by chains. The only difference is most of legends are revenants channel are benevolent and are willing to help the revenant, so it seems almost as a mutual relationship.

    >

     

    > Now, what you're actually seeing is theming. Revenant has some similar themes. And even that is minor. The blindfold is only a small piece of the revenant's identity. While their Shonen characteristics are much more relevant to their identity. They're very much in the design space of the Shonen Protagonist/rival depending on the show. They're willing to tap into Dangerous legends for power and embrace it. Thematically they should be lone wolves type characters. The Ritualist is more about their piety. The temperament of the two couldn't be more divergent. Everything about their design reflects their religious and spiritual leanings. From the dance like movements they preform, the weapons they choose, the manner in way they dress. The necromancer has Adopted this piety into their design. Although they are less focused than the Ritualist they still share more of these elements.

     

    The problem with this is that necromancers have not adopted this "piety" into their design. And the whole dancing, weapons, dressing, chanting, and blindfold are all ways to better channel the spirit world. They dance in between the real world and the spirit world, just like the revenant. Thematically, revenant commune with the spirit world to enhance their combat ability. It's using ritualistic magic but in a different way. You are drawing energy from the spirit realm. And you clearly don't see the significance of how relating revenant with blindfolds is a clear shout out to ritualist with anet clearly showing what they intended by it, it wasn't just some coincidence that both happen to have blindfolds, and thats the problem. You view that as such an insignificant information, while viewing everything you say as clear indications of necromancer=ritualist even though I think most of those arguments hold a lot less water than the clear relationship revenant has to ritualist. Hell, the word revenant means someone who has come back from the dead.

    "In the biography step of character creation, revenants must decide which blindfold they wear to shut out their physical world interaction.", now this is straight from character creation. using a blindfold is a big part of revenant lore, and they use it to shut out the physical world just like the ritualist.

     

     

     

  20. say what ya'll want. I respect Lily for the inclusion of us rev/rit fanatics, but I also get the ghostly aspects of the ritualist that coincide with the necromancer. And in terms of spellcasting of gw1, necro is a better fit. But my argument is more based on lore and how revenant and ritualist both wear blindfolds to commune with the mists. They use completely different abilities, but they are accessing the same energy/mist/whatever to use their skills. So, on one side you have the fact that necromancers are more closely related to ritualists in terms of what the GW1 skills and playstyles are, but the other hand you have revenants who tap into the same energy that ritualist do but for different purposes, which is why the revenant isn't a full on spellcaster. Revenant, in gw1 terms, is basically a war/rit dual spec.

     

    With that said, I'd love to see necro's get a specter spec thats more ghostly and spiritual, but I'd also love to see a revenant get something revolving around channeling that focuses on ritualist magic enhancing physical combat or even just an aggressive style, maybe including things like spirits strength, spirit rift, ancestors rage, sight beyond sight, spirit channeling, splinters weapon, or any of that stuff.

     

    I'm biased though. I never was into necromancers and always viewed them seperately. I didn't make a necromancer in gw2 because I was holding out for ritualist. Then they released revenant who used blindfolds when fighting and talked to spirits (more so rytlock when hes traveling the mists) and I took that as a "ok, this is our new version and spiritual successor of the ritualist and the blindfold is to make that perfectly clear". So, of course saltiness would insue if like they pull, what I believe to be, a switcharoo on us revvy bois.

  21. yeah, what lucianDK said. Its a trait in mallyx thats meant to help build up condi's on yourself so you can transfer them onto foes with Mallyx true nature (the glint f2 ability) and legend swap with the 3rd grandmaster trait in mallyx. A lot of traits have been changed recently and a lot of things have been gutted, it probably wouldn't be a bad idea to have a thorough lookthrough of all the new traits and everything. Invocation and devestation are the other two other trait lines that have recieved the most changes on rev.

  22. one shot builds are fine if counterable and if they leave the person behind basically 90% vulnerable. Like if they blow their shot and fail then they are out in the wake of the sharks. This works mostly for thief who relies on initiative and long cooldowns, revs when in a burst build and lack defense, and ele's who are the squishiest who rely on speccing in complete defense if wanting to survive like other classes. Most other classes have massive amounts of innate defense in which it becomes overpowered to have strong burst but these classes have a full investment of their damage at the tradeoff of having few defenses. But I am not counting ele and rev's ability to also have extremely strong sustain, but they sacrifice a lot of spike damage to be able to survive in those circumstances.

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