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Upcoming Revenant Changes (Global/PvP/WvW)


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Just to help sift through all the other stuff, and to provide a spot to discuss all of these changes. Please don't quote the entire post when adding to the discussion.

GLOBAL

Revenant:

Revenants are seeing a large number of changes in this update. In addition to reworks of both the Devastation and Corruption trait lines we have also revisited several of their skills. Precision Strike has been reworked as an actual melee attack as we felt didn't really make sense for it to be a projectile skill. We have however kept its emphasis on single target damage if you can isolate a foe. Confusion has been removed from various Revenant skills as they didn't really have any meaningful ways to take advantage of it and instead we've replaced them with Torment which can be used in a more cohesive character build.

  • Surge of the Mists: Added a 500ms warmup before the dash occurs. The evasion granted by this skill is active during the warmup.
  • Temporal Rift: This skill no longer inflicts confusion. Increased amount of torment applied in PvE from 2 stacks to 4 stacks in PvE.
  • Rift Slash: Updated animation to be more prominent. Skill timing unchanged.
  • Precision Strike: This skill has been reworked into a new skill called Chilling Isolation. This skill is a 240 radius circular melee strike that chills up to 5 foes for two strikes. If the second strike hits only 1 foe it does bonus damage. Increased cooldown from 6 seconds to 8 seconds in PvP and WvW.
  • Banish Enchantment: This skill no longer inflicts confusion. Instead it inflicts chill for 1 second and removes 1 boon per hit. Number of hits increased from 1 to 3. Increase PvE damage by 380% (0.25 to 1.2). Damage in other modes increased by 20% (0.25 to 0.3)
  • Phase Traversal: This skill no longer increases damage for your next few attacks. Damage increased in PvE only by 100%. Cost raised from 30 to 35 in WvW to match PvP version.
  • Unwavering Avoidance: This trait now grants vigor instead of stability when evading an attack. The cooldown on this trait has been reduced to 5 seconds from 8 seconds.
  • Determined Resolution: This trait now reduces incoming damage while you have vigor instead of stability. It no longer increases the duration of stability.
  • Fierce Infusion: This trait has been retired and been replaced by Glaring Resolve.
  • Glaring Resolve (NEW): Gain stability and heal when you stunbreak.
  • Empty Vessel: This trait has been retired and been replaced by Contained Temper.
  • Contained Temper (NEW): Gain fury when you disable a foe.
  • Sudden Reversal: This trait has been retired and been replaced by Bold Reversal.
  • Bold Reversal: When you stunbreak, gain several offensive boons and full Kalla's Fervor.

Changes to the Devastation line are aimed at two major areas. The first is that several traits are highly niche such as Malicious Reprisal and Jade Echo. These traits are being removed and replaced with new traits that have more broad uses. The second issue is the opposite, some traits are too similar to each other such as Ferocious Strikes and Vicious Lacerations that they don't offer any meaningful choices. The siphoning traits are a part of this change and we are unifying the siphoning effect into a single buff for the combat log and making it a bigger part of the overall line. The new siphon effect named after Shiro's classic skill "Battle Scars" is a stacking buff that is expended when attacking and is more restricted in its applications but stronger than previous siphoning traits.

Devastation: The Devastation Trait line has been reworked, the new traits are as follows

  • Minor
    • Expose Defenses: No changes
    • Destructive Impulses (NEW): Outgoing damage is increased by 5% for each currently equipped weapon.
    • Targeted Destruction: This trait has moved to the Grandmaster minor slot.
  • Adept
    • Aggressive Agility (NEW): Movement skills remove immobilize.
    • Unsuspecting Strikes (NEW): Outgoing damage is increased when attacking a foe above 80% health. This damage increase is 25% in PvE and 10% in PvP/WvW.
    • Battle Scarred (NEW): Gain 5 stacks of Battle Scars after using your heal.
  • Master
    • Assassins Presence: Moved to the top slot in the same tier
    • Notoriety: This trait no longer grants bonus might when using Legendary Assassin skills.
    • Thrill of Combat (NEW): Grants 1 stack of Battle Scars every second while in combat.
  • Grandmaster
    • Brutality: Switched positions with Swift Termination.
    • Swift Termination: Switched positions with Brutality
    • Dance of Death (NEW): Each stack vulnerability applied to a foe grants a stack of Battle Scars. Battle Scars healing amount is doubled while you are below half health.

Similar to the Devastation rework we are also re-centering the Corruption line around a new mechanic. Invoke Torment occurs when switching legends and causes nearby foes to be inflicted with torment. This ability can be upgraded with the grandmasters based on your preferred playstyle. The boon removal traits have also been removed as we felt that they had trigger conditions that offered little gameplay. In exchange we've added a few new powerful traits with drawbacks as we feel this is in line with the spirit of the Mallyx line and skills like Pain Absorption.

Corruption:The Corruption line has been reworked, the new traits are as follows.

  • Minor
    • Invoking Torment (NEW): When you switch legends nearby foes are inflicted with Torment. This attack is called "Invoke Torment" and can be modified by other traits.
    • Seething Malice (NEW): Gain +120 condition damage.
    • Yearning Empowerment (REWORK): Increase duration of all damaging conditions by 10%.
  • Adept
    • Acolyte of Torment (NEW): Torment deals 10% more damage
    • Demonic Defiance: No changes
    • Replenishing Despair (REWORK): While upkeeping a skill you gain +1 energy regeneration. Additionally you self-inflict 1 stack of torment for 5 seconds every second.
  • Master
    • Abyssal Chill : This trait has moved to a new location in the same tier.
    • Demonic Resistance: This trait has moved to a new location in the same tier. This trait no longer grants vitality based on condition damage. Increased damage resistance in PvE from 20% to 33%. Competitive modes remain at 20% reduction.
    • Pact of Pain (NEW): Conditions you apply to foes last 15% longer. Conditions applied to you last 10% longer.
  • Grandmaster
    • Diabolic Inferno (REWORK): Invoke Torment inflicts burning and poison
    • Fiendish Tenacity (NEW): Invoke Torment grants resistance. Resistance heals you every second it is active.
    • Permeating Pestilence (RENAME): Invoke Torment transfers conditions to struck foes.

PvP

Revenant

Profession Mechanics

  • Facet of Nature
    • Facet of Nature (Ventari): Reduced pulse base heal from 471 to 306. Reduced pulse heal scaling from 0.4 to 0.1
    • True Nature (Ventari): Reduced base heal per condition cleansed from 970 to 323
    • True Nature (Mallyx): Reduced might duration from 10 seconds to 6 seconds
  • Heroic Command: Reduced might duration from 8 seconds to 6 seconds
  • Healing Orb (created by various skills and traits): Reduced heal coefficient from 0.15 to 0.075

Weapons

Hammer

  • Hammer Bolt: Reduced power coefficient from 0.95 to 0.633
  • Coalescence of Ruin: Increased cooldown from 4 seconds to 10 seconds
  • Phase Smash: Reduced power coefficient from 1.75 to 1.36. Increased cooldown from 8 seconds to 12 seconds
  • Drop the Hammer: Reduced power coefficient from 1.5 to 0.01

Staff

  • Autoattack Chain: Reduced power coefficients from 0.65/0.75/1.0 to 0.433/0.5/0.666
  • Mender's Rebuke: Reduced power coefficient from 1.5 to 0.91. Increased cooldown from 5 seconds to 8 seconds
  • Warding Rift: Reduced power coefficient from 0.2 to 0.1. Increased cooldown from 15 seconds to 20 seconds
  • Surge of the Mists: Reduced power coefficient per strike from 0.18 to 0.001

Sword

  • Autoattack Chain: Adjusted as follows
    • Preparation Thrust: Reduced power coefficient from 0.6 to 0.4
    • Brutal Blade: Reduced power coefficient from 0.7 to 0.466
    • Rift Slash: Reduced initial strike power coefficient from 0.9 to 0.6. Reduced explosion power coefficient from 0.2175 to 0.145
  • Unrelenting Assault: Reduced power coefficient per strike from 0.57 to 0.38. Reduced might duration per strike from 5 seconds to 3 seconds. Increased cooldown from 12 seconds to 15 seconds

Mace

  • Autoattack Chain: Adjusted as follows
  • Misery Swipe: Reduced power coefficient from 0.35 to 0.233
  • Anguish Swipe: Reduced power coefficient from 0.4 to 0.266
  • Manifest Toxin: Reduced initial strike power coefficient from 0.6 to 0.4. Reduced projectile power coefficient from 0.3 to 0.2
  • Searing Fissure: Adjusted initial burning from 3 stacks for 3 seconds to 1 stack for 10 seconds. Increased additional burning duration from 1 second to 4 seconds

Sword OH

  • Shackling Wave: Reduced initial strike power coefficient from 1.0 to 0.1. Increased vulnerability stacks from 8 to 12
  • Deathstrike: Reduced initial strike power coefficient from 0.33 to 0.1. Reduced second strike power coefficient from 2.0 to 1.7. Increased cooldown from 15 seconds to 18 seconds

Axe OH

  • Frigid Blitz: Increased cooldown from 10 seconds to 15 seconds
  • Temporal Rift: Reduced power coefficient from 0.75 to 0.01. Adjusted torment from 2 stacks for 12 seconds to 1 stack for 1 second

Shield

  • Envoy of Exuberance: Reduced pulse base heal from 1620 to 1215. Increased protection duration from 2 seconds to 3 seconds
  • Crystal Hibernation: Reduced pulse heal coefficient from 0.5 to 0.125

Shortbow

  • Shattershot: Reduced power coefficient from 0.65 to 0.44. Increased bleeding duration from 3 seconds to 4 seconds
  • Bloodbane Path: Increased cooldown from 3 seconds to 5 seconds
  • Scorchrazor: Reduced power coefficient from 1.0 to 0.01. Reduced burning duration from 4 seconds to 1 second

Legend Skills

Shiro

  • Riposting Shadows: Increased energy cost from 30 to 40. Reduced endurance gain from 25 to 15
  • Phase Traversal: WvW will now use the PvP version of the skill (35 energy cost)
  • Jade Winds: Reduced power coefficient from 1.5 to 0.01. Increased number of vulnerability stacks from 6 to 10

Jalis

  • Forced Engagement: Reduced power coefficient from 0.5 to 0.01

Ventari

  • Ventari's Will (Project Tranquility): Reduced heal coefficient from 0.33 to 0.1. Reduced base heal from 613 to 306
  • Natural Harmony: Reduced heal coefficient from 2.25 to 1.25
  • Energy Expulsion: Reduced base heal per fragment from 985 to 739. Reduced fragment heal coefficient from 0.5 to 0.25

Glint

  • Facet of Darkness: Increased cooldown from 20 seconds to 25 seconds
  • Elemental Blast (Facet of Elements) Reduced power coefficient per strike from 1.15 to 0.89. Reduced weakness duration from 4 seconds to 2 seconds
  • Facet of Strength: Reduced might duration from 12 seconds to 6 seconds
  • Burst of Strength (Facet of Strength): Reduced damage bonus from 15% to 7%
  • Chaotic Release (Facet of Chaos): Reduced power coefficient from 2.0 to 0.01. Reduced cooldown from 45 seconds to 35 seconds

Kalla

  • Breakrazor's Bastion: Reduced pulse heal coefficient from 0.7 to 0.3. Reduced initial heal coefficient from 1.3 to 0.8

Traits

Retribution

  • Eye for an Eye: Reduced might duration from 10 seconds to 6 seconds. Reduced protection duration from 5 seconds to 3 seconds
  • Dwarven Battle Training: Reduced weakness duration from 5 seconds to 3 seconds
  • Vicious Reprisal: Reduced might duration from 8 seconds to 6 seconds
  • Steadfast Rejuvenation: Reduced base heal per point of upkeep from 67 to 40

Salvation

  • Life Attunement: Reduced healing power to concentration conversion from 7% to 4%
  • Serene Rejuvenation: Reduced outgoing heal bonus from 15% to 10%
  • Tranquil Balance: Reduced outgoing heal bonus from 20% to 7%
  • Resilient Spirit: Reduced base barrier per boon from 229 to 170
  • Invoking Harmony: Reduced outgoing heal bonus from 20% to 10%

Invocation

  • Spirit Boon: Reduced might duration from 10 seconds to 6 seconds
  • Rapid Flow: Reduced base heal from 500 to 333
  • Song of the Mists: Legend swap skills have been adjusted as follows
    • Shiro: Reduced power coefficient from 0.93 to 0.1
    • Jalis: Reduced power coefficient from 0.75 to 0.1. Reduced weakness duration from 5 seconds to 3 seconds. Increased base barrier per strike from 586 to 879
    • Mallyx: Reduced power coefficient from 0.9 to 0.3
    • Glint: Reduced power coefficient from 0.75 to 0.3. Reduced burning stacks from 2 to 1
    • Kalla: Reduced power coefficient from 0.5 to 0.3

Herald

  • Reinforced Potency: Reduced concentration from 120 to 60

  • Elder's Respite: Reduced regeneration duration from 8 seconds to 3 seconds

  • Elevated Compassion: Reduced base heal from 389 to 292

  • Shared Empowerment: WvW will now use the PvP version of the trait (4s might duration). Reduced target cap from 10 to 5

  • Renegade

  • All for One: Reduced protection duration from 4 seconds to 3 seconds

  • Lasting Legacy: Reduced bonus might duration from 12 seconds to 6 seconds

WvW

Revenant

Profession Mechanics

  • Facet of Nature
    • Facet of Nature (Ventari): Reduced pulse base heal from 471 to 306. Reduced pulse heal scaling from 0.4 to 0.1
    • True Nature (Ventari): Reduced base heal per condition cleansed from 970 to 323
    • True Nature (Mallyx): Reduced might duration from 10 seconds to 6 seconds
  • Heroic Command: Reduced might duration from 8 seconds to 6 seconds
  • Healing Orb (created by various skills and traits): Reduced heal coefficient from 0.15 to 0.075

Weapons

Hammer

  • Hammer Bolt: Reduced power coefficient from 0.95 to 0.633
  • Coalescence of Ruin: Increased cooldown from 4 seconds to 10 seconds
  • Phase Smash: Reduced power coefficient from 1.75 to 1.36. Increased cooldown from 8 seconds to 12 seconds
  • Drop the Hammer: Reduced power coefficient from 1.5 to 0.01

Staff

  • Autoattack Chain: Reduced power coefficients from 0.65/0.75/1.0 to 0.433/0.5/0.666
  • Mender's Rebuke: Reduced power coefficient from 1.5 to 0.91. Increased cooldown from 5 seconds to 8 seconds
  • Warding Rift: Reduced power coefficient from 0.2 to 0.1. Increased cooldown from 15 seconds to 20 seconds
  • Surge of the Mists: Reduced power coefficient per strike from 0.18 to 0.001

Sword

  • Autoattack Chain: Adjusted as follows
    • Preparation Thrust: Reduced power coefficient from 0.6 to 0.4
    • Brutal Blade: Reduced power coefficient from 0.7 to 0.466
    • Rift Slash: Reduced initial strike power coefficient from 0.9 to 0.6. Reduced explosion power coefficient from 0.2175 to 0.145
  • Unrelenting Assault: Reduced power coefficient per strike from 0.57 to 0.38. Reduced might duration per strike from 5 seconds to 3 seconds. Increased cooldown from 12 seconds to 15 seconds

Mace

  • Autoattack Chain: Adjusted as follows
  • Misery Swipe: Reduced power coefficient from 0.35 to 0.233
  • Anguish Swipe: Reduced power coefficient from 0.4 to 0.266
  • Manifest Toxin: Reduced initial strike power coefficient from 0.6 to 0.4. Reduced projectile power coefficient from 0.3 to 0.2
  • Searing Fissure: Adjusted initial burning from 3 stacks for 3 seconds to 1 stack for 10 seconds. Increased additional burning duration from 1 second to 4 seconds

Sword OH

  • Shackling Wave: Reduced initial strike power coefficient from 1.0 to 0.1. Increased vulnerability stacks from 8 to 12
  • Deathstrike: Reduced initial strike power coefficient from 0.33 to 0.1. Reduced second strike power coefficient from 2.0 to 1.7. Increased cooldown from 15 seconds to 18 seconds

Axe OH

  • Frigid Blitz: Increased cooldown from 10 seconds to 15 seconds
  • Temporal Rift: Reduced power coefficient from 0.75 to 0.01. Adjusted torment from 2 stacks for 12 seconds to 1 stack for 1 second

Shield

  • Envoy of Exuberance: Reduced pulse base heal from 1620 to 1215. Increased protection duration from 2 seconds to 3 seconds
  • Crystal Hibernation: Reduced pulse heal coefficient from 0.5 to 0.125

Shortbow

  • Shattershot: Reduced power coefficient from 0.65 to 0.44. Increased bleeding duration from 3 seconds to 4 seconds
  • Bloodbane Path: Increased cooldown from 3 seconds to 5 seconds
  • Scorchrazor: Reduced power coefficient from 1.0 to 0.01. Reduced burning duration from 4 seconds to 1 second

Legend Skills

Shiro

  • Riposting Shadows: Increased energy cost from 30 to 40. Reduced endurance gain from 25 to 15
  • Phase Traversal: WvW will now use the PvP version of the skill (35 energy cost)
  • Jade Winds: Reduced power coefficient from 1.5 to 0.01. Increased number of vulnerability stacks from 6 to 10

Jalis

  • Forced Engagement: Reduced power coefficient from 0.5 to 0.01

Ventari

  • Ventari's Will (Project Tranquility): Reduced heal coefficient from 0.33 to 0.1. Reduced base heal from 613 to 306
  • Natural Harmony: Reduced heal coefficient from 2.25 to 1.25
  • Energy Expulsion: Reduced base heal per fragment from 985 to 739. Reduced fragment heal coefficient from 0.5 to 0.25

Glint

  • Facet of Darkness: Increased cooldown from 20 seconds to 25 seconds
  • Elemental Blast (Facet of Elements) Reduced power coefficient per strike from 1.15 to 0.89. Reduced weakness duration from 4 seconds to 2 seconds
  • Facet of Strength: Reduced might duration from 12 seconds to 6 seconds
  • Burst of Strength (Facet of Strength): Reduced damage bonus from 15% to 7%
  • Chaotic Release (Facet of Chaos): Reduced power coefficient from 2.0 to 0.01. Reduced cooldown from 45 seconds to 35 seconds

Kalla

  • Breakrazor's Bastion: Reduced pulse heal coefficient from 0.7 to 0.3. Reduced initial heal coefficient from 1.3 to 0.8

Traits

Retribution

  • Eye for an Eye: Reduced might duration from 10 seconds to 6 seconds. Reduced protection duration from 5 seconds to 3 seconds
  • Dwarven Battle Training: Reduced weakness duration from 5 seconds to 3 seconds
  • Vicious Reprisal: Reduced might duration from 8 seconds to 6 seconds
  • Steadfast Rejuvenation: Reduced base heal per point of upkeep from 67 to 40

Salvation

  • Life Attunement: Reduced healing power to concentration conversion from 7% to 4%
  • Serene Rejuvenation: Reduced outgoing heal bonus from 15% to 10%
  • Tranquil Balance: Reduced outgoing heal bonus from 20% to 7%
  • Resilient Spirit: Reduced base barrier per boon from 229 to 170
  • Invoking Harmony: Reduced outgoing heal bonus from 20% to 10%

Invocation

  • Spirit Boon: Reduced might duration from 10 seconds to 6 seconds
  • Rapid Flow: Reduced base heal from 500 to 333
  • Song of the Mists: Legend swap skills have been adjusted as follows
    • Shiro: Reduced power coefficient from 0.93 to 0.1
    • Jalis: Reduced power coefficient from 0.75 to 0.1. Reduced weakness duration from 5 seconds to 3 seconds. Increased base barrier per strike from 586 to 879
    • Mallyx: Reduced power coefficient from 0.9 to 0.3
    • Glint: Reduced power coefficient from 0.75 to 0.3. Reduced burning stacks from 2 to 1
    • Kalla: Reduced power coefficient from 0.5 to 0.3

Herald

  • Reinforced Potency: Reduced concentration from 120 to 60

  • Elder's Respite: Reduced regeneration duration from 8 seconds to 3 seconds

  • Elevated Compassion: Reduced base heal from 389 to 292

  • Shared Empowerment: WvW will now use the PvP version of the trait (4s might duration). Reduced target cap from 10 to 5

  • Renegade

  • All for One: Reduced protection duration from 4 seconds to 3 seconds

  • Lasting Legacy: Reduced bonus might duration from 12 seconds to 6 seconds

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I'm actually hyped to see more depth placed into Shiro through Devastation, but this further locks Legends together with a specific Traitline and build diversity is being yeeted right out the window.

Mallyx dealing mainly in Torment is kinda good too, but the removal of Confusion is a little.... Eh.

Confusion is pretty good for countering those spammy classes with low cleanse like FA and every single Mirage.

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@"Pterikdactyl.7630" said:

@LucianTheAngelic.7054 said:The empty vessel removal (plus removal of stability in Retribution) is extremely excessive especially since both Riposting Shadows and Gaze of Darkness were nerfed

Yeah, that's exactly how I feel. Imagine playing Ventari now without that and with Unwavering Avoidance no longer granting stability. Feelsragdollman.

Yeah, Rev is going to have so few answers to CC now it’s insane. This (on top of all the years of other things being removed) pretty much makes me never want to pick up WVW or PvP again, which is unfortunate since I used to love the modes. Being a rag doll is never fun

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@LucianTheAngelic.7054 said:

@"Pterikdactyl.7630" said:

@LucianTheAngelic.7054 said:The empty vessel removal (plus removal of stability in Retribution) is extremely excessive especially since both Riposting Shadows and Gaze of Darkness were nerfed

Yeah, that's exactly how I feel. Imagine playing Ventari now without that and with Unwavering Avoidance no longer granting stability. Feelsragdollman.

Yeah, Rev is going to have so few answers to CC now it’s insane. This (on top of all the years of other things being removed) pretty much makes me never want to pick up WVW or PvP again, which is unfortunate since I used to love the modes. Being a rag doll is never fun

I almost exclusively WvW. From these changes, I see something like core condi Rev gaining major momentum for group play. Mallyx/Jalis; Corruption, Invocation, and Devastation for Brutality or Retribution for Versed in Stone. People still sleep on the spec and I only imagine it only becoming stronger with everything around it being brought down. Also Glaring Resolve is a pretty big deal for condi Rev since it is the most able spec to sacrifice Cleansing Channel, and it solidifies Pain Absorption and RotGD as legit stunbreaks now.

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@"Kravey.4563" said:How is rev gonna sustain now? Or am I still supposed to "just dodge"?

When using Shiro?Same as always : Use Unrelenting Assault together with Enchanted Daggers.

Except now with the new GM trait, yu will heal more while under 50% health with the siphons.

I'm okay with this, because Shiro gameplay is supposed to be extremely aggressive, so whenever someone goes Shiro they have to be on the advance.

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@Yasai.3549 said:

@"Kravey.4563" said:How is rev gonna sustain now? Or am I still supposed to "just dodge"?

When using Shiro?Same as always : Use Unrelenting Assault together with Enchanted Daggers.

Except now with the new GM trait, yu will heal more while under 50% health with the siphons.

I'm okay with this, because Shiro gameplay is supposed to be extremely aggressive, so whenever someone goes Shiro they have to be on the advance.

There is 1 issue. Why are they nerfing core rev for herald purposes? That's totally pointless. Shiro used to be a legend that could make all these mediocre core and renegade builds somehow viable. Now they will extinct.

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@Kravey.4563 said:

There is 1 issue. Why are they nerfing core rev for herald purposes? That's totally pointless. Shiro used to be a legend that could make all these mediocre core and renegade builds somehow viable. Now they will extinct.

Sadly this is nothing new.They keep doing this despite the community telling them to stop.

Now I just track the changes and see what gameplay changes I have to adapt to.

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Okay time for some more thoughtful analysis.

  • Empty Vessel being removed is a huge change for not just Invocation, but the class as a whole. I am not heartbroken about it itself being gone, but specifically about Ventari's inability to recover from CC's. In the current balance, they have both Empty Vessel and/or Unwavering Avoidance as options. With those gone, it leaves Ventari Revenants much more vulnerable to CC as they will be reliant on the stunbreak from their secondary legend. Glaring Resolve is actually a very welcome addition to the traitline, and it would be a great addition to Ventari Revenants, but if the legend has no access to a stunbreak, and there is no stunbreak available on swap, it becomes significantly less relevant. I will continue to suggest the implementation of a stunbreak on Purifying Essence at the cost of an increase to 30 energy.
  • Another part of my frustration with the removal of Empty Vessel is that the minors are now completely dedicated to damage specs despite the traitline being an inherently jack-of-all-trades and utility-based traitline. Personally, I think the minors should have a higher emphasis on legend swaps. At this point, I think the traitline needs some rearranging and should be not be so deeply biased towards a specific playstyle and damage type.. I would suggest that Spirit Boon become a minor as a starter, although my full ideas would probably piss off all the power Revs in here so I will start there.
  • Draconic Echo and Incensed Response will both remain too strong in WvW. Both traits should be brought down to the newly desired power level. Draconic Echo should have some WvW-specific split or tradeoff, and Incensed Response should either be removed or have its PvP split moved to WvW as well. Mindless 25 might is the epitome of powercreep and this trait right here is a huge culprit.
  • Aggressive Agility is pretty hype for any build using Mallyx/Staff/Axe/OH-Sword. In general, I like the re-evaluation of Devastation, but I am curious about the numbers balancing of Battle Scars. At the very least, it seems more engaging and thoughtful, which I do appreciate.
  • On paper, I really like the restructuring of Corruption a lot. Super hyped that we can now self-inflict torment and then transfer it without FoN-Mallyx. Digestible trait synergy! It competing with Demonic Defiance is pretty big, but competitive trait choice is always welcome. Also, Abyssal Chill has its synergy restored with Mallyx! I will miss the confusion, but being able to chill players on command is huge and will make it a fantastic skill for closing down on an enemy. I am honestly afraid that condi Rev is going to be too powerful.
  • I do fear that the Shiro changes will be too heavy-handed. The nerf to Riposting Shadows is huge. My first impression is that this will push players away from Power Herald and move to core Shiro/Jalis w/ Charged Mists in order to supplement the increase in energy costs (especially with Song getting nerfed).
  • Hammer seems like it will become even more niche than it already is. To make it more well-rounded, I would start by decreasing the cast time of Drop the Hammer to ~0.75s to more closely mirror Reaper's Mark. Also, please fix CoR.
  • Healing orbs still exist. Please delete them from this game forever.
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What a pile of garbage. Sure ArenaNet is coasting hard this game towards the same graveyard Wildstar reached.

Hammer (which has 0 use outside wvw zergs) is now 100% useless. The swords do even less damage than before (power Herald was bottom tier level), but you are still slower than the Warrior and have to pay energy on top on larger cooldowns. And the overall decrease in damage across the game means that in PvP tanks (Revs were always very weak tanks) will reign supreme again (like in the times in which celestial eles were defacto inmortals). So no place for Rev builds in PvP, and bye bye to their role in zergs.

Time to go back to ESO/BDO...

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Revenant damage nerfs are LOL.

Rev was already the lowest damage class in PVP. This is hard LOL. Like I'm not even mad. Dead just laughing.

They got rid of confusion on rev condi builds, but do they realize condi rev almost completely relies on the confusion proc from the corruption tree to score kills???
The damage and duration of Revenant condis is entirely too low

Power Rev is DEAD.

They even nerfed the burn damage, so like now what is the point of mace #2. At this point the majority of Rev skills are looking like why are they there.

I have not read the entirety of the patch notes but if they did not nerf other classes as severly Revenant will probably be dead after this patch.

Not even whinning but this is 'LOL'

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@JayAction.9056 said:Revenant damage nerfs are LOL.

Rev was already the lowest damage class in PVP. This is hard LOL. Like I'm not even mad. Dead just laughing.

They got rid of confusion on rev condi builds, but do they realize condi rev almost completely relies on the confusion proc from the corruption tree to score kills???

The damage and duration of Revenant condis is entirely too low

Power Rev is DEAD.

They even nerfed the burn damage, so like now what is the point of mace #2. At this point the majority of Rev skills are looking like why are they there.

I have not read the entirety of the patch notes but if they did not nerf other classes as severly Revenant will probably be dead after this patch.

Not even whinning but this is 'LOL'

to condi revs, not really. We mainly rely on our multiple stacks of torment that all last for ~20second per skill. while being able to stack them on 1vs1 to almost 40stacks within seconds.

Confusion was always.... meh. It was a nice addition, but nothing important.And mace could actually be a bit stronger in future. Instead of having a strong short-burn we will have lower but waaay longer burns.

power rev..... never been alive. Maybe they can screw every other class so hard that rev looks a bit better

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Not worried about it, I know it's hard to wrap around your mind but what they are doing will introduce a lot of new things most players have been ignoring because they could resort to easier alternatives and that was my problem with most Revenant players out there, because we have a lot of options still to this day but people take Riposting Shadows for granted so hard.

My word is, CC spamming won't be good like it is right now because it does a big fat 0 damage and there is all sorts of ways fights will turn put given the stability on stunbreak with the addtional effects. Cooldowns have been all increased, decision making will be important and this is why Revenant lost that stunbreak, to keep the other classes having a chance against it.

I think that in all of this, the only offending skill that would be cancer is Bullscharge, they need to get rid of the evade and give it stability instead so revs can proactively defend themselves against it.

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