1: vuln-stacking chain, second attack does boomerang effect (i.e., sends a projectile out that also hits on the way back), 3rd attack leaves a charge that explodes AoE after a second.
2: fan of chilling bolts, one per target in range, max 3.
3: Omnislash that hits seven times, also stacks might, randomly jumps to people around 450 range of you, but if there is only one enemy in range, all attacks hit that enemy.
4: 2 second block with 15 sec cooldown, blocking an attack gives you the second skill, which is an immoblizing cone attack
5: shadowstep 600 away from the guy you hit, then pull them to you.
Shiro skills
Heal: Basically a selfish Vamp Signet; base heal, then 6 life siphon charges. Seems more damage/healing per siphon that Vamp signet too
Utilities: Riposting Shadows: Roll away from target, breaking stun, gaining endurance and cleansing movement impairing effects, basically Roll for Initiative on steroids.
Phase Traversal : Charge that gives stacks of unblockable attacks.
Impossible Odds: upkeep skill that gives Quickness and Superspeed. highest upkeep cost at -10, or -5 cumulative.
Elite: Jade Winds: 600 range AoE 3 sec stun. It does damage too, so you could probably combo it with Phase Traversal...
Traits
minors are chance of vuln on hit (not crit), more damage against vuln'd targets, and life siphon against vuln'd targets
Adepts are party ferocity, stacks of universal skill speed increase with sword attacks, or your next attack(s) after being blocked are unblockable.
Masters are Jade Winds when downed, might stacking with Shiro skills, or ferocity when dual wielding (Sword/Sword, Mace/Axe, or any combo of the two).
GMs are Close to Death, Revenant version, CC skills remove an additional stab stack (and CC someone with just one stab stack) or life siphon when attack foes from behind or sides.
Hey, everyone! If you caught the Points of Interest livestream today, then you’ll know that we’ve made some changes based on the tons of awesome feedback from the test weekend as well as internal testing feedback. We didn’t go over them all during the livestream, but now is the chance to do it!
These changes are made internally and will be seen in the next iteration of the revenant that you all get to play. This will be a chance to see what’s coming for the revenant and a chance to give feedback. Also, the legendary assassin stance, sword (main-hand), sword (off-hand), and devastation traits will be available in the next playable iteration, in addition to this list of changes. The blog post can be found here if you haven’t had a chance to check it out.
In general, we understand the revenant felt like it needed some tuning during the test weekend. A lot of these changes are to address things like damage output, condition output, flow, casting times, and weapon versatility. Hopefully these changes will provide a much different experience when you get the chance to play it next!
General
These are a few broader changes made to the profession. There was a lot of feedback on the lack of speed and versatility of the profession, and these are intended to help address those concerns.
Weapon swap has been added.
Invoking legends is now an instant cast by default.
Fixed a bug that prevented skill queuing from working correctly.
Staff
Staff damage was lower than it should have been and felt weak even as a support weapon. Damage will be increased, and the healing-power scaling will be increased to improve the staff’s support aspect.
Rapid Swipe: Increased the damage by 30%.
Forceful Bash: Increased the damage by 36%.
Rejuvenating Assault: Increased the healing-power scaling by 50%.
Punishing Sweep: Increased the damage by 33%.
Debilitating Slam: Increased the damage by 100%.
Renewing Wave: Increased the healing-power scaling by 30%.
Surge of the Mists: Increased the damage by 11%.
Legendary Centaur Stance
Like the staff, this stance is all about support. The scaling of healing power was a bit low, and there was also an issue with the amount of time required to control the tablet.
Ventari’s Will: Reduced the casting time from 0.5 seconds to 0.25 seconds. Increased the healing-power scaling by 33%.
Natural Harmony: Increased the healing-power scaling by 20%.
Purifying Essence: Increased the healing-power scaling by 100%.
Protective Solace: Fixed a bug that allowed this skill to block unblockable projectiles.
Energy Expulsion: Increased the knockback distance from 240 to 450.
Salvation
These changes will help boost the support feel as well as improve the duration of traits, which was too low in a few places.
Tranquil Benediction: Increased the regeneration and swiftness durations from 1 second to 3 seconds.
Tranquil Balance: Reduced the health threshold from 90% to 75%.
Invoking Harmony: Increased the duration from 5 seconds to 10 seconds.
Momentary Pacification: Fixed a bug in which daze was not working properly. Increased the daze from 2 seconds to 2.5 seconds, and added a 10-second internal cooldown.
Hammer
Overall, there was a lot of feedback that the hammer felt too weak as the profession’s ranged option. We wanted to keep the slow feel of using a heavy two-handed hammer, so instead we’re compensating by increasing the weapon’s damage across the board.
Hammer Bolt: Increased the damage by 12%.
Coalescence of Ruin:
Increased the first tier of damage by 25%.
Increased the second tier of damage by 17%.
Increased the third tier of damage by 12.5%.
Phase Smash: Increased the damage by 75%.
Field of the Mists: Increased the field’s width slightly to make it more reliable.
Drop the Hammer: Increased the damage by 20%.
Legendary Dwarf Stance
The casting time will be reduced here to help improve the flow of play and make it a bit more useable in a reactionary way.
Forced Engagement: Reduced the casting time from 1 second to 0.5 seconds.
Retribution
The changes to this line will push the profession into a more tanklike direction. We want you to feel sturdier when you choose this specialization.
Close Quarters: Reduced the range threshold from 600 to 360.
Determined Resolution: Increased the damage reduction from 5% to 10%, and increased the health threshold from 50% to 75%.
Enduring Recovery: Increased the amount of endurance from 15 to 25.
Mace
In a similar situation as the hammer, the mace wasn’t generating enough conditions to really feel like a threat. Since the mace and axe are the main condition weapons, we want to make sure they feel like they’re filling that role.
Echoing Eruption: This skill will now also apply 3 stacks of torment for 6 seconds when it hits.
Searing Fissure: Increased the burning duration from 2 seconds to 4 seconds per pulse. Reduced the casting time from 1.25 seconds to 0.75 seconds.
Axe
Just like the mace, the axe felt a bit weak for the amount of conditions it output.
Temporal Rift: Increased the torment duration from 4 seconds to 8 seconds.
Legendary Demon Stance
This legend was a bit clunky overall, with casting times and condition output issues similar to the mace and axe. Embrace the Darkness will be changed to help provide more condition applications, casting times will be adjusted, and self-applied conditions will be changed to no longer use your condition duration so they feel less punishing.
Embrace the Darkness: Reduced the pulsing interval from 3 seconds to 1 second. Decreased the self-torment duration from 3 seconds to 1 second per pulse.
Empowering Misery: Reduced the casting time from 1.25 seconds to 0.75 seconds. The self-applied weakness no longer uses your condition duration.
Pain Absorption: Reduced the casting time from 1 second to 0.5 seconds. The self-applied blindness no longer uses your condition duration, and its duration has been reduced from 8 seconds to 6 seconds.
Unyielding Anguish: The self-applied cripple will no longer use your condition duration, and its duration has been reduced from 5 seconds to 3 seconds.
Banish Enchantment: The self-applied vulnerability will no longer use your condition duration.
Corruption
Condition output will also be increased here, and the infinite resistance bug will be fixed.
Opportune Extraction: Reduced the recharge from 15 seconds to 10 seconds.
Diabolic Inferno: Increased the burning from 1 stack for 3 seconds to 2 stacks for 4 seconds.
Rampant Vex: Increased the torment duration from 3 seconds to 4 seconds.
Demonic Defiance: Fixed a bug that granted resistance when canceling legendary demon stance skills.
Invocation
There was an issue found in using instant skills after a skill completed, causing the next skill queued to cancel. That meant that whenever you had the invocation specialization line equipped, your skill queue would not work. We also lacked damage multipliers on the profession, so we’re taking this chance to remake the first two minor traits to help add more damage output options.
Swirling Mists: This trait has been removed and replaced with Invoker’s Rage.
Invoker’s Rage: Gain 5 seconds of fury when you invoke a legend.
Revitalizing Breath: This trait has been removed and replaced with Ferocious Aggression.
Ferocious Aggression: Gain 7% increased damage while under the effects of fury.
Empty Vessel: Since invoking legends is now instant by default, this trait has been modified to make invoking a legend a stun breaker.
Foefaller on
+3
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
1: vuln-stacking chain, second attack does boomerang effect (i.e., sends a projectile out that also hits on the way back), 3rd attack leaves a charge that explodes AoE after a second.
2: fan of chilling bolts, one per target in range, max 3.
3: Omnislash that hits seven times, also stacks might, randomly jumps to people around 450 range of you, but if there is only one enemy in range, all attacks hit that enemy.
4: 2 second block with 15 sec cooldown, blocking an attack gives you the second skill, which is an immoblizing cone attack
5: shadowstep 600 away from the guy you hit, then pull them to you.
Shiro skills
Heal: Basically a selfish Vamp Signet; base heal, then 6 life siphon charges. Seems more damage/healing per siphon that Vamp signet too
Utilities: Riposting Shadows: Roll away from target, breaking stun, gaining endurance and cleansing movement impairing effects, basically Roll for Initiative on steroids.
Phase Traversal : Charge that gives stacks of unblockable attacks.
Impossible Odds: upkeep skill that gives Quickness and Superspeed. highest upkeep cost at -10, or -5 cumulative.
Elite: Jade Winds: 600 range AoE 3 sec stun. It does damage too, so you could probably combo it with Phase Traversal...
Traits
minors are chance of vuln on hit (not crit), more damage against vuln'd targets, and life siphon against vuln'd targets
Adepts are party ferocity, stacks of universal skill speed increase with sword attacks, or your next attack(s) after being blocked are unblockable.
Masters are Jade Winds when downed, might stacking with Shiro skills, or ferocity when dual wielding (Sword/Sword, Mace/Axe, or any combo of the two).
GMs are Close to Death, Revenant version, CC skills remove an additional stab stack (and CC someone with just one stab stack) or life siphon when attack foes from behind or sides.
Those sword/sword skills sound ridiculously awesome.
0
-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
edited July 2015
So basically sword sword revenant in assassin mode IS like playing Factions Shiro.
You just get the new offhand skills, like mesmer got offhand shield. Theymight be changing stuff about attunements in the elite spec though, lets see what they announce. I'm super hyped, I love my Ele.
CorriganX on Steam and just about everywhere else.
Yes, a horse is nature's missing link between floors and (the use of) chairs. A culture does not understand sitting on anything beyond a floor until nature presents it with a horse.
0
mojojoeoA block off the park, living the dream.Registered Userregular
Yes, a horse is nature's missing link between floors and (the use of) chairs. A culture does not understand sitting on anything beyond a floor until nature presents it with a horse.
If only we could sit- without the horse............................HONEY GET IN HERE I have a big idea!
Chief Wiggum: "Ladies, please. All our founding fathers, astronauts, and World Series heroes have been either drunk or on cocaine."
+1
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
Yes, a horse is nature's missing link between floors and (the use of) chairs. A culture does not understand sitting on anything beyond a floor until nature presents it with a horse.
If only we could sit- without the horse............................HONEY GET IN HERE I have a big idea!
As an ele, I was a little disappointed at first that we're getting warhorns instead of swords. But now? Sounds like a blast!! (No pun intended, but I'm gonna own it anyway!)
Bonus: More crazy effects to annoy my adventuring partner with!
And the only raw healing skill in the game as of current?
And elite group quickness/recharge reduction?
that all looks very good...
and .... Guardians..... got traps.
IM JELLY
I am slowly coming around on the Dragon Hunter thing.
My favorite class in GW1 was my Paragon. . .
its a solid meh. I may tinker with the spec but not using long bow. have to see
You need to stop thinking about the traps as traps and think of them more as PbAoEs with a slight delay. Like Engi Bombs. Engi Bombs you can set up as booby traps.
I get where they're going with it. as a mid to backline class the idea is to use the traps to set up backline support.
Like I said. . .It's growing on me.
Mostly just huntin' monsters.
XBL:Phenyhelm - 3DS:Phenyhelm
0
mojojoeoA block off the park, living the dream.Registered Userregular
edited July 2015
I put together a fix for a pretty nasty performance issue on our game servers. This should make it into our next release so I’d be curious to see if it makes a noticeable improvement. The bug looks like it was introduced around when this thread popped up.
I also got a couple client improvements that should help reduce framerate hitching with lower-mid range video cards and/or higher shader settings. Coming next release, too.
-Bill
dub dub performance fixes
mojojoeo on
Chief Wiggum: "Ladies, please. All our founding fathers, astronauts, and World Series heroes have been either drunk or on cocaine."
So, the Mad Scientist outfit is awesome. The swirling vials just draw you into them.
Also, LOL Necros:
Jade Winds - Revenant
3 second stun
50 second cooldown
1 second cast
Chilled to the Bone - Necro
2 second stun
120 second cooldown
2 second cast
Hopefully they do a beta for Reaper so they can be told how undertuned it is, like their first pass at Revenant. The Rev changes do look really promising, and the Shiro legend looks cool.
So, the Mad Scientist outfit is awesome. The swirling vials just draw you into them.
Also, LOL Necros:
Jade Winds - Revenant
3 second stun
50 second cooldown
1 second cast
Chilled to the Bone - Necro
2 second stun
120 second cooldown
2 second cast
Hopefully they do a beta for Reaper so they can be told how undertuned it is, like their first pass at Revenant. The Rev changes do look really promising, and the Shiro legend looks cool.
Well, Chilled to the Bone last we saw also stacks stability and chills... though that 2sec cast time and 2min cooldown seems pretty long compared to Jade Winds' 1sec cast/50sec cooldown.
So, the Mad Scientist outfit is awesome. The swirling vials just draw you into them.
Also, LOL Necros:
Jade Winds - Revenant
3 second stun
50 second cooldown
1 second cast
Chilled to the Bone - Necro
2 second stun
120 second cooldown
2 second cast
Hopefully they do a beta for Reaper so they can be told how undertuned it is, like their first pass at Revenant. The Rev changes do look really promising, and the Shiro legend looks cool.
Well, Chilled to the Bone last we saw also stacks stability and chills... though that 2sec cast time and 2min cooldown seems pretty long compared to Jade Winds' 1sec cast/50sec cooldown.
Yeah, but unfortunately that's terrible anyways. Stuns have to be on a low enough cooldown to be competitive with stun breaks. Also, you also can't hit anyone with endurance left with a 2 second cast except in the middle of confusing fights. Weirdly enough, I think it might be the least bad PVP elite anyways. I'm super excited regardless, because Necros with greatswords, but if I had to speculate, I'd guess low/mid tier at best, same as always (besides the very temporary Dhuumfire saga).
Though, one update. Jade Winds has no cooldown, but uses 50 energy instead. Which is still hilariously better, but it changes the nature of how you use it.
As an ele, I was a little disappointed at first that we're getting warhorns instead of swords. But now? Sounds like a blast!! (No pun intended, but I'm gonna own it anyway!)
Bonus: More crazy effects to annoy my adventuring partner with!
I would be somewhat dissapointed with horns on any other class but due to elementalists getting basically 8 skills from that one item it actually works pretty well. And if they redo the stupid tooting and give it some cool effects it should be pretty decent. Makes me sad I did not get the war horn that looks like you are blowing into a roosters butt now though.
Posts
Also, Impossible Odds IS now a Thing. AND IT LOOKS AWESOME.
http://i.imgur.com/19n0I5K.jpg
https://podcast.tidalwavegames.com/
Sword/Sword skills
1: vuln-stacking chain, second attack does boomerang effect (i.e., sends a projectile out that also hits on the way back), 3rd attack leaves a charge that explodes AoE after a second.
2: fan of chilling bolts, one per target in range, max 3.
3: Omnislash that hits seven times, also stacks might, randomly jumps to people around 450 range of you, but if there is only one enemy in range, all attacks hit that enemy.
4: 2 second block with 15 sec cooldown, blocking an attack gives you the second skill, which is an immoblizing cone attack
5: shadowstep 600 away from the guy you hit, then pull them to you.
Shiro skills
Heal: Basically a selfish Vamp Signet; base heal, then 6 life siphon charges. Seems more damage/healing per siphon that Vamp signet too
Utilities: Riposting Shadows: Roll away from target, breaking stun, gaining endurance and cleansing movement impairing effects, basically Roll for Initiative on steroids.
Phase Traversal : Charge that gives stacks of unblockable attacks.
Impossible Odds: upkeep skill that gives Quickness and Superspeed. highest upkeep cost at -10, or -5 cumulative.
Elite: Jade Winds: 600 range AoE 3 sec stun. It does damage too, so you could probably combo it with Phase Traversal...
Traits
minors are chance of vuln on hit (not crit), more damage against vuln'd targets, and life siphon against vuln'd targets
Adepts are party ferocity, stacks of universal skill speed increase with sword attacks, or your next attack(s) after being blocked are unblockable.
Masters are Jade Winds when downed, might stacking with Shiro skills, or ferocity when dual wielding (Sword/Sword, Mace/Axe, or any combo of the two).
GMs are Close to Death, Revenant version, CC skills remove an additional stab stack (and CC someone with just one stab stack) or life siphon when attack foes from behind or sides.
Those sword/sword skills sound ridiculously awesome.
Awesome.
Jaybob.5406
Sent! Please check the OP for a refresher course on guild info, as well as links to lots of current and recent game information.
Welcome back!
Thanks! I don't know how many guild activities I can participate in though since I work evenings.
Steam: TimIsOnSteam
Battle.net: TimIsOnBnet#1745
Switch: SW-7012-4788-7410
PSN: TimIsOnTheNet
CorriganX on Steam and just about everywhere else.
In response, I did some chair research to answer the question: Does Tyria possess chair technology?
Tyrians Ignoring Chairs - Album Link
Answer: Yes, but they still won't fucking sit in them.
(I also posted this to the GW2 subreddit here: https://www.reddit.com/r/Guildwars2/comments/3dzwyj/tyrians_ignoring_chairs/).
https://podcast.tidalwavegames.com/
If only we could sit- without the horse............................HONEY GET IN HERE I have a big idea!
Is that why they're so upset with the humans?
So..... thats.... alot of buffing your pals.
And the only raw healing skill in the game as of current?
And elite group quickness/recharge reduction?
that all looks very good...
and .... Guardians..... got traps.
Bonus: More crazy effects to annoy my adventuring partner with!
I am slowly coming around on the Dragon Hunter thing.
My favorite class in GW1 was my Paragon. . .
XBL:Phenyhelm - 3DS:Phenyhelm
its a solid meh. I may tinker with the spec but not using long bow. have to see
You need to stop thinking about the traps as traps and think of them more as PbAoEs with a slight delay. Like Engi Bombs. Engi Bombs you can set up as booby traps.
Like I said. . .It's growing on me.
XBL:Phenyhelm - 3DS:Phenyhelm
dub dub performance fixes
Also, LOL Necros:
Jade Winds - Revenant
3 second stun
50 second cooldown
1 second cast
Chilled to the Bone - Necro
2 second stun
120 second cooldown
2 second cast
Hopefully they do a beta for Reaper so they can be told how undertuned it is, like their first pass at Revenant. The Rev changes do look really promising, and the Shiro legend looks cool.
Well, Chilled to the Bone last we saw also stacks stability and chills... though that 2sec cast time and 2min cooldown seems pretty long compared to Jade Winds' 1sec cast/50sec cooldown.
Yeah, but unfortunately that's terrible anyways. Stuns have to be on a low enough cooldown to be competitive with stun breaks. Also, you also can't hit anyone with endurance left with a 2 second cast except in the middle of confusing fights. Weirdly enough, I think it might be the least bad PVP elite anyways. I'm super excited regardless, because Necros with greatswords, but if I had to speculate, I'd guess low/mid tier at best, same as always (besides the very temporary Dhuumfire saga).
Though, one update. Jade Winds has no cooldown, but uses 50 energy instead. Which is still hilariously better, but it changes the nature of how you use it.
I would be somewhat dissapointed with horns on any other class but due to elementalists getting basically 8 skills from that one item it actually works pretty well. And if they redo the stupid tooting and give it some cool effects it should be pretty decent. Makes me sad I did not get the war horn that looks like you are blowing into a roosters butt now though.
Not much more to it than what was already said in the TenTonHammer article though.