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How would you redesign the revenant?


Lonami.2987

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I would redesign revenant in some kind of Meditating-Fighter style.

With the same legends, but its not about getting energy and draining it through skills.It would be about reaching an "middle" of the canalised energy. Below or higher would make the efficiency go down. With Medidation-Skills on the F-Skills. That reward the rev with buffs, the more energy will be changed to reach the Middle.

But not everything on rev should be changed^^

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  1. Let energy regen up to 100 out of combat. Switching still only give 50. Other classes get to prepare and come into the fight with 100% of their strength, why are we limited to whatever we can use with the 50 energy? Especially with how high some skill energy cost are the current 50 start makes them basically unusable.
  2. Change how weapon skills energy cost work. Make it so each weapon work similar to Trident in that they have different effect over the base skill depending on the legends you currently invoke, though some skill will still cost energy + no legend bonus because their base effect will be good enough (sword 3, hammer 3). If the skill you use doesn't work with your current legend, it cost no energy but is also on the weak side without the bonus effect. With legend bonus each skill is above average. The idea is that if you're channeling a legend, then you should be better at using their favored weapons.For example, if you use a shield on Herald, the skills will also have damage component when used with Glint, and will just be the heal/protection without.Instead of healing, Staff 2 will apply Torment with Mallyx, and can do a strong isolated hit (like sword 2) when used with Shiro.

The general theme of bonuses would be:Shiro - isolated hit and/or delayed hit (to get overwhelming odd hit more often)Jalis - self barrier and stabilityMallyx - more conditions and boon corruptVentari - healing, condi cleanseGlint - group boons and hybrid attacks (has good scaling on both power and condi)Kalla -the bonus from warband members in a lesser degree

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@RoflCat.9827 said:

  1. Let energy regen up to 100 out of combat. Switching still only give 50. Other classes get to prepare and come into the fight with 100% of their strength, why are we limited to whatever we can use with the 50 energy? Especially with how high some skill energy cost are the current 50 start makes them basically unusable.
  2. Change how weapon skills energy cost work. Make it so each weapon work similar to Trident in that they have different effect over the base skill depending on the legends you currently invoke, though some skill will still cost energy + no legend bonus because their base effect will be good enough (sword 3, hammer 3). If the skill you use doesn't work with your current legend, it cost no energy but is also on the weak side without the bonus effect. With legend bonus each skill is above average. The idea is that if you're channeling a legend, then you should be better at using their favored weapons.For example, if you use a shield on Herald, the skills will also have damage component when used with Glint, and will just be the heal/protection without.Instead of healing, Staff 2 will apply Torment with Mallyx, and can do a strong isolated hit (like sword 2) when used with Shiro.

The general theme of bonuses would be:Shiro - isolated hit and/or delayed hit (to get overwhelming odd hit more often)Jalis - self barrier and stabilityMallyx - more conditions and boon corruptVentari - healing, condi cleanseGlint - group boons and hybrid attacks (has good scaling on both power and condi)Kalla -the bonus from warband members in a lesser degree

To go along with this make each weapon basically embrace the legend that you currently channel and have effects based on that, such as trident. Id love if all the weapons function like trident and gave specific bennefits for the legend you're CURRENTLY channeling. This means that weapons would have more than one form of nature, and could basically offer more terms to the engagement. This could EASILY help with our limited build craft, and would essentially make every single legend viable while not stripping away the classes unique feel.

There are mechanical issues, and some legends just don't feel good..... those need to be worked on but we lack weapons and we either need more in core or need our weapons to offer more due to our limited Kit.

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@RoflCat.9827 said:

  1. Let energy regen up to 100 out of combat. Switching still only give 50. Other classes get to prepare and come into the fight with 100% of their strength, why are we limited to whatever we can use with the 50 energy? Especially with how high some skill energy cost are the current 50 start makes them basically unusable.
  2. Change how weapon skills energy cost work. Make it so each weapon work similar to Trident in that they have different effect over the base skill depending on the legends you currently invoke, though some skill will still cost energy + no legend bonus because their base effect will be good enough (sword 3, hammer 3). If the skill you use doesn't work with your current legend, it cost no energy but is also on the weak side without the bonus effect. With legend bonus each skill is above average. The idea is that if you're channeling a legend, then you should be better at using their favored weapons.For example, if you use a shield on Herald, the skills will also have damage component when used with Glint, and will just be the heal/protection without.Instead of healing, Staff 2 will apply Torment with Mallyx, and can do a strong isolated hit (like sword 2) when used with Shiro.

The general theme of bonuses would be:Shiro - isolated hit and/or delayed hit (to get overwhelming odd hit more often)Jalis - self barrier and stabilityMallyx - more conditions and boon corruptVentari - healing, condi cleanseGlint - group boons and hybrid attacks (has good scaling on both power and condi)Kalla -the bonus from warband members in a lesser degree

Not true for Warrior who lose all their adrenaline or Necromancer who keep whatever Life Force it had after its last fight.Switching set energy to 50 currently, what you mean is that it would add 50 energy instead ?I love how trident work. Also, I wish Ventari and Kalla were usable underwater.Ventari heal could move the tablet to you.Kalla utility could be summoned on your target while heal and elite appear on your location.

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@Kulvar.1239 said:

Not true for Warrior who lose all their adrenaline or Necromancer who keep whatever Life Force it had after its last fight.Switching set energy to 50 currently, what you mean is that it would add 50 energy instead ?

No, switching still set you to 50 energy since it's another legend if we go by the mechanic of the energy being the legend's to empower our attacks and not ours.Though maybe the other legend should also gain energy in combat, and instead of a single energy bar you have 2 bars showing the energies for both legends, giving you the option of switching legends often (Mallyx's invoke torment) for less potential pool or switch when the other one have full energy to be efficient with usage.

Warrior's Adrenaline is a 'finisher' move so it's fine for it to start at 0, not to mention it 'decay' out of combat and not instantly drop like Rev's energy (don't have warrior, this is just referencing the wiki)

Necro can actually regenerate life force by summoning and exploding the bone minions (even using Reaper's Rise! since that spawns 1 minimum), so they CAN recharge life force even out of combat.

Btw amusingly enough the capital bombardment is essentially Thief's Unload++ when used underwater making it actually very strong in the water.

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@Orpheal.8263 said:

@Ashantara.8731 said:I hope the next Elite Spec will be more like the Ritualist. A Revenant, after all, is someone who has returned from the Mists. There should be something creepy to it (in relation to spirits and ghosts) rather than evoking some lame legends.

the only class that ever should receive a Ritualist Spec is the Necromancer - Ritualist as like Necrmancers are OCCULTISTS, they belong together, commanding ghosts or undeads is basically the same, just that ghosts are still souls that are bonded by emotion to this mortal world, until they can do what bonds them to the world to find their peace so that they can finally rest in the mists... thats also why the ritualist ghosts were all based on negative emotions, like pain, sorrow ect.

They were separate classes in GW1, why would they now be the same class? That doesn't make sense. The rev is the spiritual successor for Ritualist and should move in that direction.

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Add one more legend so Revenant have more diversity. Other classes have 20 utility skills outside specialisation when Revenant only have 12.I liked the idea on the other topic for Asgeir Dragonrender.Heal/utility/elite skills themed around the wild spirits (raven, wolf, bear, snow leopard, ...).

Add more base weapons.

  • Greatsword : alternative melee power weapon. Skill 3 chill foes, skill 4 is a block, skill 5 is a water field with regeneration.
  • Longbow : alternative range power weapon with some hindering conditions but no hard CC.
  • Scepter : Condition oriented, 900 range, no projectile.
  • Focus : Condition oriented (melee AoE fear) just so we can play Mallyx + Bindings of Ipos !

Pure power build could then choose between twin swords, greatsword, longbow, hammer.Pure condi build would then use a mix of mace, axe, scepter, and focus. And shortbow in Renegade.

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Rev needs is more utilities and more core weapons.

Right now, the lack of customization is strangling Rev in addition to the nerfs being stacked upon Rev which aren't being reverted even when another nerf has been laid down which invalidates the need for past nerfs.

Additional utilities be it a new Core legend or more utility options for existing Legends : I don't care.

Need more main and offhands.We have too many 2handed sets which are extremely 1 dimensional in function to the point that they contribute to why Rev is so clunky to play. (Stuff like Staff and Hammer for example, and Shortbow having their entire slew of issues, with the most glaring being that all their skills essentially has a minimum range requirement and directional requirement, not to mention SB2 misses targets all the time)

Also rework all traitlines.

Corruption Traitline rework was pretty good imo.More like it would be great.

All traitlines should be reworked to have a baseline minor that adds to gameplay and revolves around it.

Corruption has Invoke Torment on Swap for example.Salvation can have Cleanse upon applying healing to themselves.Devastation Battle Scars should have been a minor which gains a stack upon applying Vuln by default.Retribution can have Barrier upon swapping Legends.

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