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Hoshikogi.7160

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Everything posted by Hoshikogi.7160

  1. I think that shield 5 could use some work. It would be nice if the reverent was rewarded for blocking attacks: such as each block placing a building barrier on 5 allies within a 180-240 radius or even releasing a small heal to players around them with each block. Otherwise, this ability just seems like a selfish waste of mist for a spec that is based around party/raid boon support.
  2. This is a common sense addition for the tablet, so I definitely agree with this addition, even if it were just for the reverent themselves to see. Also a green arrow over your own tablet, should be standard. It's fairly easy to track your own table when you are alone, but when there are 3 or more tablets on the screen, it's very difficult to keep up with your own. This is an issue which has been around since the Tablet's inception, and should be addressed as well.
  3. I agree, this does feel like a pretty nasty hit for a build that was already struggling to be competitive. Had they given quickness, flat damage reduction, Resistance, or something else more desirable or lacking in more hardcore comps, this would have been more impactful. Vigor just feels like a toss away buff that is overshadowed by Engineers and their condition to boon convert abilities.
  4. This is usually what most MMO's end up doing. But it's something that I really do not want to happen to the spec. Of all the healers I've ever played across 10 or more of the most popular MMO's, the Tablet Revenant is by far the most unique and fresh experience I've ever encountered. I would rather they maintain lore-based properties but be more reasonable with the mechanics, and understand that the class needs tweaking and bug fixes which make the class feel more user-friendly, without completly gutting the challenge of playing the class all together. I'm looking at you engineers with all your instant-cast, un-CCable, 600 range cleanses with an ArcDPS condition clear rating of 1,200 cleanses per minute.
  5. I don't See why they cannot heal the Ventari user AND the single people they track. It is an emergency-based Skill after all. Under the more viable builds, most of a Tablet Rev's healing is outgoing, making all healing on the reverent themselves practically worthless (Halved). For example, mine heal others for about 3.3K but they only heal me for about 1.2k. Since they do not heal 5 targets, I see this as a very balanced mechanic considering that Tablet revenants are the more dedicated support/power-healers of the game.
  6. That would work too. But Now I'm concerned about these healing orbs which are quite useful, but vanish if no one contacts them. I do not see why they cannot at the very least explode for their 120 healing radius after the 3 seconds expire. As much as I really do not wish to bring this up, the -healing orbs all over the place for player pickup- is a mechanic as old as Mist-weaver Monk From World of Warcraft. When they performed certain abilities or met certain requirements, Chi healing orbs would spawn all over the ground around them. It was an interesting concept, but Blizzard realized that it then made half their healing reliant on the knowledge-base and competence of players who realize the full potential of these orbs or can flat out see them in the heat of (in our case: Necro-bombs/field bombs, 20+ enemys, etc) intense battle. Blizzard eventually gave the orbs a tracking ability via legion's Mist-weaver relic weapon. But now the mechanic is gone and only provides bonuses for the Mist-weaver themselves. If a developer is going to make a healing mechanic that places very tiny healing orbs on the ground, there needs to be mechanics which make them viable in various circumstances. That's why I suggested that these orbs and fragments track/follow allies like the green orbs in Kingdom Hearts and/or (at the very least) explode after their 3 second duration expires.
  7. The Revenant changes are a welcomed sight to behold. Tablet revenants often suffered from wasted healing due to their bursty nature. I just hope that the orbs will be large enough to actually run over or be easily triggered in a productive manner, unlike the tablet pieces from the elite skill which blows randomly into unconventional locations and are often wasted. The Orbs' healing range is 120, so I assume the hitbox is roughly a 120 radius and within a reasonably close range to the revenant or the tablet?
  8. I agree with many of the posts that it's certainly one of the hardest support classes to play across Guardian, Elementalist, and Engineer. I've had to devote all my keybinds and Action cam just for this one class, which I prefer to play above all other healers due to the strength and challenge of it's utility. I think it could use a few tweaks here and there. Also they still need to fix the issue where the tablet sometimes tracks underground, sometimes and gets stuck. But all in all, it's becoming a more valuable sustain with each and every patch. And it seems that Anet is listening.
  9. It's been quite some time since I last made a thread on the forum. I've been pleased with many of the Ventari changes as of late, including a patch which made the tablet's movement much smoother and easier to see and the one which turned the facet into a reliable pulsing healing. However, there is a mechanic which I wish to request be added to the tablet's fragments. The Tablet Fragments are created when the Revenant uses the ability 'Energy Expulsion' and/or if they take the 'Natural Abundance' Talent within the salvation line. With the right gear and proper usage of the ability, these little pieces can heal for a sizable amount of health. However, lack of player understanding, the heat of WvW/PvP battle, and random wide spread placement of the pieces after the explosion often leaves them vanishing on the ground before someone can run over their incredibly small hit boxes. It's for this reason that I request that the Tablet Fragments contain a smart heal property and be rapidly pulled towards players with varying gradients of lower health. For example, players who have less than 33% health will draw them in from very long distances (600-900 range), with lower health players being most prioritized. And as recommended, it should focus squad > party members > outside members. It's sort of like the tablet moving towards the player, but instead it's the fragments healing players who actually need healing the most. As one who has played Support Revenant for several years now, I believe this to be a reasonable request; and I believe that this change would turn what is often considered one the weakest Revenant Elites, into a very useful and rewarding emergency healing ability in a pinch.
  10. Shoot, lets go a step forward and make the summons punish people for CC'ing them as well. Turn all these horrible checks and balances into a benefit that makes WvW raids proud to have Renegades in their parties.
  11. The functionality of the summons in WvW definitely needs to be improved. --Developers greatly reduced the damage that summons take from Non-Player-Characters. They need to apply this toughness to the summons in WvW vs Player characters. Making their resilience scale with number of enemy players within a 2000 radius would help balance them and make them sustainable. This insures that smaller groups could still kill them, but 50 man zergs cannot steam roll them as easily. Balance is key. --The Renegade is a powerful support hybrid class. The talent "All for One" is a support based party inspiration talent and should to be expanded. While providing protection, it should also provide one unique buff for each summon as well. Daring should provide a few stacks of group stability, Bastion should provide regeneration, Ire should provide Vigor, Rage should provide Retaliation, and Summit should provide Swiftness. These are all the buffs that renegade provides to the party via Boon Spirit and other means, this helps them maintain those buffs better on their party while also providing the elusive swiftness boon that commanders demand of Revenants in WvW. --Razorclaws Rage is a party support buff that provides a bleeding proc on attack. Since the ability is an elite class specialized party support buff, and Revenant is locked into this skill regardless of what kind of build they choose to be, this ability's damage modifier needs to be changed to consider alternative builds, not just the revenant's own condition power. OR It needs to provide something else beneficial to the group to compensate for it's overall limited usefulness. --Icerazor's Ire should have the cripple removed on the 20x hits component, and instead pulse a ~1 second Chill effect on 5 targets every second while caught within the summon's 360 range field. His name is Icerazor after all. --If these summons are going to be CC'able and kill-able, then their effects need to be more devastating while also sustaining them too. Or even better, give them a component that harshly punishes people for killing them. That works too. Shoot, lets go a step forward and make the summons punish people for CC'ing them as well. Turn all these horrible checks and balances into a benefit that makes WvW raids proud to have Renegades in their parties. --For the love of all that is renegade, make these 5 limited summons share the Renegade's Boons. An 'ability' should not need to be buffed with exterior boons to be good. This is just taking boons away from your allies and you...
  12. I can certainly vouch for this. I've been going back and doing all the storyline quests from the very beginning of the game. Everything Was fine until I got to "Heart of Thorns". Not only is the dialog and audio cutting off abruptly, it is also cutting off portions of the storyline, ultimately ruining the Storyline as a whole. For example, the part were you and Bram argue in the jungle is completely missing, causing a plot hole.
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