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Bish.8627

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  1. Its better, but I still think auto attack needs to affect allies outside of hitting enemies
  2. "The concept of charging the skills with your autoattack chain proved to be a mechanic that didn’t add much to the weapon’s gameplay. It was too easy in PvE, and it was too unrealistic in competitive modes. We’ve removed this mechanic and adjusted the skills accordingly. Unlike warrior’s Line Breaker, we felt ally targeting could improve revenant’s Blossoming Aura skill. You’ll now be able to place it on an ally, sacrificing the damage for guaranteed support." I just hope this means in situations where you cant hit enemies in any game mode, you can still give a good amount of barrier. And also that the thing isnt so busy, so I can use vindi skills or tablet and it actually be fun to use rather than
  3. Might be just me so aplogies if so. But the language with rev scepter, all the changes are what I mostly found not effective with it, but the one thing not clear is if the change to auto attack means rev can now deliver barrier without hitting an enemy?
  4. I posted earlier similar. My other take was tether should determine the weapons ability so tethered to your allies you can auto attack allies for barrier and boons, to an enemy you do damage and conditions etc. Kinda like vindicator. But I really like the idea of tied to legend abilities. I imagine if stacks built up on tether you could have skill 2 do a per hit (I think on allies too like druid staff) boon or damage depending on legend, like skill 2 on dwarf gives stab per hit on ally, assassin gives quickess per enemy hit or something, not absolutely those but I like the idea. This was a great take though, pretty much my feeling too, everyone in this thread seems to be smacking golems, real use especially in WvW I couldnt justify it over staff/staff swapping losing the cleanse, CC and blocks, not to mention the heal on 2 did more for me than the barrier on scepter because I could never get the full amount with blind, block and immune spam.
  5. Anyone else struggling with CoR in WvW? I swear I never hit anything now even when they seem within range
  6. Its bad, really bad. I get the idea, its BETA vindicator, or the offensive heal all over again. Rev do damage, rev do heal! But its kinda undercooked and asks too much while managing the other class skills to deliver very little reward in damage or barrier. A little test and celesital stats do less barrier in 6 seconds than my zerker warriors warhorn, which also cleanses that the scepter doesnt. I spent so long testing and typing here trying not to be horrible to the designers, but its not good at all as is. Its slow, clunky and has little reward, though cool visuals. Honestly the look is cool and the tether is a good concept, but I think they missed a trick. What if instead of skill 2 and 3, 2 is just the tether and 2 combined, increase the range big time, dont have it crazy debuffing, damages, cripple and slow on 3 is good. But here is my change, what the tether is locked on determines auto attacks and skill 3. If it is on an enemy, you auto attack, each blow gives might and final one gives fury and barrier kinda like now, apart from, it also deals burning and torment in some way. If tether is on an ally, now you can auto attack allies around you, giving boons like, regen, then protection and finally stability (maybe, just an idea and makes it useful for more than one mode) and each hit gives a small barrier and again final ones big, the tether, not hits, determine getting the barrier bonus on 3 stacks and also on an enemy 20% damage on 3 stacks. This to me does 2 things, makes it engaging and fun and makes it viable in more game modes. You could maybe also do a boon removal and addage thing depending on the 3 stacks ramp up, fury maybe. And then skill 3. Here is the beauty of a tether focus weapon. Have skill 3 do a flat barrier and aoe damage/condi/ if no ones tethered, but mega weak. Now if an ally is targeted, you shadow step to them, now you see I can auto attack them and the step isnt taking me away from enemies, if 3 stacks, you also cleanse in the area as well as barrier. Or this could be how you give stab. If an enemy is tethered, immediate you can pull them and another enemy depending on stacks, 3 stacks at the end they get the cripple. Also tether should be more like deadeye mark, its a mist connection, it should be strong, and not vanish when a bit of terrain doesnt path correctly. But the pull should be limited of course. Also it should damage, but unlike deadeye mark, it can be dodged out of. I think the upkeep of the tether balances it, because if you are doing class stuff too, lets say WvW I managed to tether someone on a wall, I wait for 3 stacks, I pop that skill 3 pull and they fly off the wall, I am bled of energy on that stance, I cant burst, I cant stab unless I switch and then tether is broke anyway.
  7. As far as I know, we dont know exactly its damage and barrier/boon capability yet. So here are my ideal scenarios WvW, if it does damage it could slot in with hammer rev as its melee weapon swap, I would probably take axe for the CC as maybe most you would be doing is auto attacking in a zerg fight. If it really helps rev support because the barrier is strong, then shield offhand, my hope is the barrier is strong enough I can drop centaur and give stability, making it a slightly weaker firebrand for stab, but better for healing/cleansing and on top giving a ton of might. Could see herald as a support if the barrier is good enough. PvE group content, if the damage is decent it just slots instead of sword with sword maybe even sword/scepter/sword swapping between legends like staying scepter on herald and sword on assassin. If it does some condi damage, it could become a condi herald weapon with axe again. Open world, if its got some condi, easily slots for high survivability vindi or herald in celestial gear, who already get barrier per boon, this would top that up and with axe offhand for CC/Torment be super strong. If its just physical, could be nice for a more survivable build that doesnt rely on celestial stats, like herald with the barrier trait, quickness and barrier to face tank stuff. In that case sword/sword/sheild as weapon swap for extra survivability. Either way I play Rev 90% PvE and a little WvW as I play Firebrand/Willbender in WvW most of the time. This weapon is the one I am most excited about as it could open the door to Rev having more roles or just make the ones we have stronger. Glad I got that legendary starter pack as I dont have a legendary scepter but quite ready to gamble and make it and hope it means I can take my rev into WvW just as much as I play it open world.
  8. I get weird stuff sometimes if I dont let the character select screen load when switching characters quickly. Might not be your problem, but next time you do switch between, try giving the character select a few seconds to show everything first.
  9. You got a lot of replies so not sure if I am repeating someone but try support or utility builds and join a group. If your server doesnt have a lot of open tags, move to one that does if you dont feel like being on voice all the time. I speak from experience as someone who often doesnt feel competitive but want to take part, so I run Firebrand or Druid and give boons/heal/cleanse. As long as you stay on tag and do your bit you are good, you dont have to worry about a thing. If you go with something like Guadian you can have a damage build on call too, or maybe Warrior for boon rip and a zerker build for damage. I find offering a squad something that allows me to be a little off the ball lets me relax
  10. Killed squad, got credit for kills, chased squad off tower, came back, no defense credit. I think it needs to be reverted. I think they changed it because people were repairing walls and getting credit, but honestly I am fine with that, if they are delaying a wall coming down while people get there its as important as anything
  11. Also interested in a decent roaming build that can maybe handle a little smale scale too. Maybe Celestial. I mostly play healing Druid in a zerg, but between tags and maybe late hours I usually just have to be on a sic em varient. I have been messing with some untamed celestial builds but I am not super great at theory crafting. Sometimes there are big ques, so I dont want to log another character only to log back into my ranger to support later on.
  12. I doubt they would never come back to elites. Each expansion will need a selling point especially as they are not going to be as large as the previous. This one has weapon master as a selling point, along with the rewards overhaul among others. Next one wont have weapon master so it will need a selling point to diversify gameplay, could be new elites, could be new weapons, could be hybrids mixing elites or something, we cant know yet. But I couldnt see ther never ever being new elites again, I cant imagine them asking what they ask for expansions for just a few story missions and nothing new in terms of gameplay.
  13. Give clearing cache a go, I wish I could tell you the full guide maybe someone will be helpful, but when they switched to DX11 I was getting loads of random graphic issues, like textures not applying so items were just wild greens or oranges like base colours. I cleared cache, the bin file that has your graphic options (take a screenshot of them first) and I think off the top of my head Nvidia cache too and it never happened again. Sorry I cant remember the exact files off the top of my head but its a starting point.
  14. I was about to recommend looking at timers also. You can honestly have a lot of fun and fill quite a bit of time checking META events and world bosses coming up. You can in a way always be doing something
  15. I think you are after a low intensity build right? I went back to Rev when it got a second dodge on Vindicator, its not as low intensity or ranged but it clicks with me, and sometimes thats what you need. I would go on youtube and search low intensity guild wars 2 builds, have a look at some of the newer vids, there are a few compilations of builds that do good damage but are more streamlined to play. Try a few out if you can.
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