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Revenant - Underwater update and More


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Revenant

• Updated the border thickness of the icons for the Ventari and Glint enhancements. They now have the same border thickness as the other legends. (Huh?)

 

**Spear Skills:**

• Spear of Anguish:_ _This skill's damage has been increased by 33%, and its range has been reduced from 1,200 to 600 with the threshold ranges being 0–300 and 300+. Torment duration has been increased from 3 seconds to 4 seconds at minimum, and 5 seconds to 8 seconds at maximum. The way distance affects this skill is now reversed, inflicting the higher torment duration at close range.

• Rapid Assault: This skill now has a 5-second cooldown with a cost of 5 energy. Its damage has been increased by 87%.

• Venomous Sphere: The velocity of this skill's primary missile has been reduced by 22%, and its pulse interval has been reduced from 1 every 0.5 seconds to 1 every 0.25 seconds. The range of secondary attacks has been increased from 300 to 360.

• Igniting Brand: The impact damage of this skill has been increased by 25%.

• Rift Containment: The pulse damage of this skill has been increased by 32%.

 

**Trident Skills:** _Yippy, they added a trident for Revenant_

• Mistsfire: This new skill fires a single projectile that inflicts conditions based on what legend is active.

• Portal Fire: This new skill fires multiple projectiles at the opponent from Mists rifts around the revenant.

• Rift of Pain: This new skill saturates the target, creating a chilling area around them with a field type that is based on which legend the revenant is attuned to upon casting the skill. Allies in the affected area gain beneficial effects.

• Reckoning Blast: This new skill releases a blast of Mists energy that heals allies and knocks enemies back. Inflict conditions that are based on the player's current legend each time a target is struck.

• Torrential Mists: Releases the Mists from the revenant's aura. Has a chance to inflict conditions that are based on the active legend.

 

**Shortbow Skills:**

• Shattershot: The damage of this skill is no longer split between game modes and will now use the higher 30% damage increase in all modes.

• Sevenshot: Reduced the casting time of this skill from 0.75 seconds to a little over 0.25 seconds.

• Spiritcrush: Reduced the casting time of this skill from 0.75 seconds to a little under 0.5 seconds. Timings have been slightly altered so that the descending arrows serve to telegraph the attack, but the damage now occurs faster. The damage of this skill is no longer split between game modes and will now use the higher 233% damage increase in all modes.

 

**Renegade Skills:**

• Breakrazor's Bastion: The energy cost of this skill is no longer split between game modes and will now use the lower 5-energy cost in all modes.

• Razorclaw's Rage: Reduced the casting time of this skill from 0.75 seconds to 0.5 seconds, and significantly reduced its aftercast.

• Icerazor's Ire: Reduced the casting time of this skill from 0.75 seconds to 0.5 seconds, and significantly reduced its aftercast. The damage and energy cost is no longer split between game modes and will now use the higher 25% damage increase and lower 20-energy cost in all modes.

• Darkrazor's Daring: Reduced the casting time of this skill from 0.75 seconds to 0.5 seconds, and significantly reduced its aftercast.

• Soulcleave's Summit: The aftercast of this skill has been significantly decreased. Energy upkeep is no longer split between game modes and will now use the lower 8-energy upkeep cost in all modes.

 

 

• Jalis: This legend can now be used underwater.

• Inspiring Reinforcement: This skill affects a spherical area around the player when used underwater. The damage of this skill is no longer split between game modes and will now use the higher 50% damage increase in all modes.

• Facets: Fixed a bug in which these skills could be used outside of the herald specialization.

• One with Nature: Fixed a bug that displayed a range for this skill in addition to its radius.

• Assassin's Presence: The ferocity granted by this trait is no longer split between game modes and will now use the lower 150 value.

• Pain Absorption: The energy cost of this skill is no longer split between game modes and will now use the lower 30-energy cost in all modes.

• 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.

• Soothing Stone: The condition cleanse for this skill is no longer split between game modes and will now use the higher 5-condition cleanse in all modes.

• Forced Engagement: The energy and cooldown of this skill is no longer split between game modes and will now use the lower 10-energy cost and higher 15-second cooldown in all modes.

• Vengeful Hammers: The energy upkeep of this skill is no longer split between game modes and will now use the lower 6-energy cost in all modes.

• Rite of the Great Dwarf: The energy cost of this skill is no longer split between game modes and will now use the lower 40-energy cost in all modes.

• Jade Winds: The number of vulnerability stacks this skill inflicts is no longer split between game modes and will now use the higher 6 vulnerability stacks for 6 seconds in all modes.

• Pulsating Pestilence: This trait now transfers, instead of copying, up to 3 conditions from the player to nearby enemies when swapping legends.

• Heroic Command: This skill is no longer split between game modes and will now use the lower 10-energy cost in all modes.

 

 

General

•Resistance: This boon now converts to 3 seconds of chill when it is corrupted. - (no more immob while using mallyx)

 

I organized the text and added some descriptions of what things where since it all ran together in a weird order.

 

 

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1. I love the trident - applies conditions based on the legend you are currently using. **I hope they do this for all of the weapons.** Also, I have a reason to get the legendary trident.

2. **Inspiring Reinforcement**: This skill affects a spherical area around the player underwater. - I hope they make this change to the land version. I hate having to point the brick road.

3. Resistance: This boon now converts to 3 seconds of chill when it is corrupted. - TY

 

 

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> @"Kain Francois.4328" said:

> > @"Miles Smiles.8951" said:

> > so no late patch notes on new legend swap boon mechanic, that applies boon of the legend you swap out from?

>

> What's this?

 

Like when you swap out of Shiro or Ventari you get quickness, out of Glint - prot, out of Jalis - stab, out of Mallyx - resistance, out of Kalla - swiftness. Works only with Roiling Mists (invocation trait) equipped.

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> @"narcx.3570" said:

> I'm sure the nubs are super happy right now, and the trident's interaction with legends is cool, *BUT* WE ARE SO MUCH WEAKER IN UNDERWATER COMBAT NOW IT'S RIDICULOUS.

 

Underwater Revenant (Herald) got D E S T R O Y E D

 

"_This skill’s damage has been increased by 33%, and its range has been reduced from 1,200 to 600 with the threshold ranges being 0–300 and 300+. Torment duration has been increased from 3 seconds to 4 seconds at minimum, and 5 seconds to 8 seconds at maximum. The way distance affects this skill is now reversed, inflicting the higher torment duration at close range"

 

"Rapid Assault: This skill now has a 5-second cooldown with a cost of 5 energy. Its damage has been increased by 87%."

 

Spear now does no damage: from being able to crush Rangers in underwater combat (a thing that very few builds of any class can do) to need 20 seconds to kill a vulgar veteran shark if limited to only spear attacks (in zerk, worse with viper's stats). From top tier damage dealer in underwater combat to top bottom; now Revenant is the *Renegade* of the submarine fighting. Only quaggan do worse!

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> @"BeepBoopBap.2840" said:

> > @"Miles Smiles.8951" said:

> > so no late patch notes on new legend swap boon mechanic, that applies boon of the legend you swap out from?

>

> ? https://wiki.guildwars2.com/wiki/Spirit_Boon

>

> and it sux

 

no, I run Incensed Response ofc. And Spirit Boon table works so it gives might on Shiro, so it's different. Get in the game and check it.

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> @"LucianDK.8615" said:

> How does trident perform now? It seems pretty strong.

 

Spear now hits like a wet towel... underwater. So does next to no damage, because the auto has no range, does poor damage and #2 has now a gigantic cd which both butches the damage and makes combat with the "aid" of Impossible Odds a waste. So, in therms of physical damage you can't burst, but also the average damage over time is... nothing.

 

So if you want to do damage you need to go trident. But trident doesn't even reach half of the damage which the spear was doing yesterday, and has long cast times and even larger cooldowns. Plus, to "half perform", you need to go viper. Tha's not a problem due viper gear is expensive (because most of us probably have more than one set), is a problem due viver doesn't work well with Herald (power builds). So every time you want to kill things underwater you need to change your gear to viper, griever, or sinister or rampager, change traits, and then regear and re-spec again when you turn back to ground (and still the damage is a shadow of what was).

 

You could ask "hey, why not to play condi all the time?". And the answer is easy: because underperforms. Contrary to the popular opinion, condi Revenant/Herald/Renegade doesn't do well outside raids. It lacks burst damage in fractals, and in open world PvE has both worse mobility, range and farming power than power hammer Rev. Try to farm Istan Domain at the same pace as hammer Rev: you can't. The short bow has less range, doesn't cleave as much as the hammer, so when you reach the distance of engagement with sb/m+a the crowd already killed the target and you get no loot. And is worse in PvP/WvW due condi Rev just lacks sustain/mobility to survive.

 

ANet is pushing really hard it's condition agenda with the Revenant: you need it if you want raids, now also in the water. But the problem is that condi Rev doesn't work in competitive game modes, and is worse farming gold than power. So yeah, good luck with that!

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> @"LucianDK.8615" said:

> How does trident perform now? It seems pretty strong.

 

It's like so dumb... Despite having 4 of it's 5 skills apply torment, it finds a way to somehow stack less of it than you can with spear's AA + saving your energy for Mallyx skills.

 

And if you're playing power, it just needs to gtfo... The skills do about 2/3's the damage of their Spear equivalents at best. Even Trident 5, which seems good on paper with how many hits it claims to do bugs out half the time and just fails to cast--and when it doesn't, it still leaves the type of trash mobs that die to a single Spear 2 alive with like 80% of their hp left--I suspect it is super broken right now, because looking at the numbers and it's alleged scaling, it should be much better.

 

I guess you're supposed to make up the dps loss of our new weapons by being able to channel hammers with Jalis, but that's really only good for large hitbox bosses. And not at all for WvW (where admittedly we were probably too strong before, but still... Going from probably too strong in this one small area that nobody really cares about to lulz useless here too kinda hurts. :astonished: )

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Spear 2 change will only really affect pvers and in a small way as water is not really a content focus atm.

In WvW though, adding trident is going to be quite fun with those ranged burns ;-)

 

Trident 5 is as good as it looks. It could mesh better with impossible odds, idk why but on its 2 second channel it only procs 4-6 times rather than the obvious 8 it should be.

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> @"LucianDK.8615" said:

> Being a new weapon its sure to have its bugs. But as I said, after the gutting of the spear, trident feels much better to use.

 

Underwater Rev now feels such a waste of time. Fortunately there's no content. I'm so glad I finished the world map ten days ago with this class...

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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?

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