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Posted by: Diovid.9506

Diovid.9506

But what about racial skills though? It wouldn’t make sense for them to suddenly require energy for no reason.

I suspect only weapon skills require energy, similar to how only a Thief’s weapon skills require initiative.

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Posted by: LanfearShadowflame.3189

LanfearShadowflame.3189

A class whose primary mechanic is energy management. Huh, go figure.

And yet, that’s one of the best mechanics they could haven given to it.

Maybe. Not necessarily. A lot depends how its actually implemented, and that’s not talked about in great detail. It’s interesting to see upkeep skills return though.

Since it’s a primary class mechanic, it kind of kills any chance of any type of e-denial being re-introduced into the play (at least I think so), and e-denial used to be such a fun spec to play on mesmer.

nostalgic

A class whose primary mechanic is energy management. Huh, go figure.

It’s not so bad. Deep inside me, I kinda regreted the disappearance of mana in GW2, which was a powerful balance tool. Sounds like it’s coming back with the revenant.

Oh I wasn’t saying it was a bad thing necessarily. All depends on how its actually implemented. It could end up really neat, it could end up super over powered, but we’ll have to wait and see.

Don’t look at me like that. Whatever you’ve heard, it’s probably not true.

(edited by LanfearShadowflame.3189)

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Posted by: Caeledh.5437

Caeledh.5437

Awesome seeing that blog post this morning. I love this design. It’s minus several pet hates from other professions. As excited as I was to hear about the Druid, there’s a very good chance Revenant could become my main.

It sounds like the Revenant may get less customization than other classes. As per usual your first five skills are determined by your weapon, but unlike other classes they said your second five skills are determined by your legend.

IMO it’s questionable how much freedom of customization other classes really have. Traits, weapons and utilities (by design) match up into a limited number of optimal builds. From there you have obviously have the freedom to tweak a bit.

Seems to me like Revenants are just saving us the effort of the utility part of that equation. Yeah I think some freedom will definitely be lost there. But we effectively get two sets of utilities we can choose to equip so it may balance out.

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Posted by: Vikaryous.5183

Vikaryous.5183

Mostly I’m curious if this new wall mechanic is going to spread to other classes.

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Posted by: Caeledh.5437

Caeledh.5437

A class whose primary mechanic is energy management. Huh, go figure.

And yet, that’s one of the best mechanics they could haven given to it.

I’m 100% in agreement.

Personally I’m not a fan of cooldown driven combat or the cooldown on weapon swap. It can feel very whack-a-moley. I’m so thrilled we’re getting another profession which uses an energy resource instead.

In terms of crafting I’d just reached the point where I had to decide which of my existing characters I should focus on for ascended weapons and armour and this blog post has settled it. Guardian it is, starting with hammer and mace.

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Posted by: Mar.4839

Mar.4839

There is one thing still very confusing to me about this blog post.

It sounds like the Revenant may get less customization than other classes. As per usual your first five skills are determined by your weapon, but unlike other classes they said your second five skills are determined by your legend. Are they determined only by your legend? As in, you pick a legend and get the five skills that come with it? Or will there be a selectable loadout of skills within each legend? And if so how many per legend?

I believe that’s how it will work. Each legend comes with a loadout of possible heals/utilities/elites. Otherwise there’s really no point for those selectable arrows to exist if it was only 5 skills per legend.

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Posted by: Caeledh.5437

Caeledh.5437

But what about racial skills though? It wouldn’t make sense for them to suddenly require energy for no reason.

Since a Revenant’s utility skills are determined by the legend they’re currently channelling I take as implied they won’t be able to use racial skills.

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Posted by: Windu The Forbidden One.6045

Windu The Forbidden One.6045

But what about racial skills though? It wouldn’t make sense for them to suddenly require energy for no reason.

Since a Revenant’s utility skills are determined by the legend they’re currently channelling I take as implied they won’t be able to use racial skills.

That would be weird though, the only profession that doesn’t have access to racial skills. Not that it is a problem or anything, racial skills are mostly useless anyway but still.

Dear A-net: Please nerf rock. Paper is fine
~Sincerely, Scissors

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Posted by: Electro.4173

Electro.4173

I think Revenants will still have access to racial skills. In fact, I think the only reason those arrows exist on the utilities is because of racial skills.

As to whether they’ll take energy or not, I suppose that depends on exactly how energy works. If energy works in place of cooldown ala Thief initiative on weapon skills, then they’d have to be reworked to accomidate that system.

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Posted by: Ferever.7014

Ferever.7014

New information from the Polygon interview about the Revenant

http://www.reddit.com/r/Guildwars2/comments/2wcf47/introducing_guild_wars_2s_new_profession_the/

  • Revenant’s design was influenced mechanically and narratively around GW1 concepts.
  • New legends are unlocked via skill points.
  • Healing skill cool-downs aren’t carried over when switching legends.
  • Jalis utility skill —> call rune from sky, damaging & weakening enemies along the way, knocking them back when it hits the ground.
  • Jalis elite skill —> Rite of the Great Dwarf: turn player and party members into stone, boosting power and defense.
  • Revenants are anti-heroes, using whatever legends are necessary, no matter if the legends are “good” or “evil”. (I.e., revenants are Batman.)
  • Mallyx utility skill —> Unyielding Anguish: jump to target spot, knocking back enemies.
  • Legend and weapon skills consume energy. (This is important!!)
  • Each legend should have at least one upkeep skill.
  • Revenant preview on Twitch 2/20/2015 (Friday) @ 12 p.m. PST.

Hmm if we get new legends at skill points so we go where the legends energy is the strongest like gwens grave at ebonhawke?

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Posted by: Kraljevo.2801

Kraljevo.2801

Jalis elite skill —> Rite of the Great Dwarf: turn player and party members into stone, boosting power and defense.

This is kittening cool!

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Posted by: Xukavi.4320

Xukavi.4320

I think he meant you unlock Legends using skill points not at skill challenges.

Elyas Wolfbane – Ranger, Xukavi – Thief

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Posted by: Khenzy.9348

Khenzy.9348

“The current active legend will determine the skills on the right half of your skill bar. It’s similar to weapon swapping, but instead it affects your healing, utility, and elite skills. Not only will the legend you select determine your skills, but you’ll have an energy bar tied to your currently invoked legend.”

It is very vague, but that’s how I understood it:

You get to choose each Legend’s Heal,Utility,Elite(the skill swap arrows are there above each skill). But this means you can only use said skills while you are channeling that specific Legend.
Example, you take Utility1 on Mallyx and Utility2 on Jalis. When you have Mallyx active, you can only use Utility1. You must swap to Jalis to use Utility2.
While out of combat, you can put Utility2 on Mallyx and Utility1 on Jalis if you want.

“The current active legend will determine the (current)skills on the right half of your skill bar(that you selected for that specific Legend while out of combat).”

It seems Upkeeps stay even when you swap Legends, provided you have the Energy to maintain them. Since the Upkeep skill is not available anymore once you swap Legend, we will probably have a mechanic like double clicking it to remove, just like Monks Upkeeps in GW1)

Take a normal class like Warrior, you get 5 skills from your weapon, 5 skills from your swap weapon and 5(Heal,3Utilities,Elite) skills from the right side of your bar. That makes a total 15 skills.

The Revenant does not get weapon swap, so 5 skills only from your weapon. But you get 2 Heals, 6 Utilities, 2 Elites(of your choice). This also makes a total of 15 skills.

I know that having 2 Elites sounds very OP, but keep in mind that the Revenant has the Energy management system to cast/upkeep the skills, and Elites probably have a very large cost(possibly the full energy bar) and it seems unlikely you can use both Elites back to back.

You may be right on track, but keep in mind that not having weapon swap and having an adidtional set of utility skills, healing skill and elite skill means those are mostly going to be relatively stronger than other profession’s utility skills… unless these use the Revenants new resourse mechanic, possibly.

I also think that choosing from Legend to Legend just changes your stats a bit and opens up a new pool of skills to choose from, but those skills are not necessarily fixed on your bar, you can change them freely (within a small pool); Legends just adds new ones. It would lessen flexibility otherwise, never a good thing.

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Posted by: Ferever.7014

Ferever.7014

I think he meant you unlock Legends using skill points not at skill challenges.

Oh well guess I read to fast about that.

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Posted by: Tseison.4659

Tseison.4659

I guess it’s still not known how many legends overall we’ll get to invoke? Would love for them to add legends such as Master Togo, Jora, Gwen, Mhenlo etc…

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Posted by: Cyrrin.1230

Cyrrin.1230

Are the new boons exclusive to revenant or will other classes have them worked into current skills? Maybe classes will get them in their spec?

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Posted by: Mikhail.4961

Mikhail.4961

Mmmmmm… not entirely sold on this so far. It sounds like a sibling to the Guardian (a sort of Paladin derivative, I guess): a heavy armour powerhouse who, while not so fast, dishes out a lot of slow, but high, magic damage and controls boons and conditions. The colour scheme also looks… wrong. While the realms in the Mists may take whatever shape and form their rulers wish, the general proto-matter feels looks more like it focuses on whites, pale blues and that colour spectrum. That rift opened by the axe skill looks really out of place and gaudy. I mean, if we go so far as to say that Rytlock acquired these skills from the Hall of Heroes, the colour scheme still doesn’t make sense (HoH: primarily golds and yellows).

we incorporate the core feel of using the Mists, and your connection to them, into the skills

Nothing so far sounds very “the Mists” to me: what exactly does ANet define as the Mists? The proto-matter that is everything: past, present and future, physical and magical and all things? How is that incorporated into a move-able Wall of Reflection?

This profession doesn’t have access to weapon swap, but its legends more than make up for that, which you’ll read about below.

Eeeeh… weapon swapping is one of the most attractive things about GW2. The Ele circumvents this by essentially having 16 weapon skills through their Attunements, and the Engineer changes/augments his weapons through his utilities. But the Revenant only changes his utilities through his class mechanic, not his weapon skills. What happens when you face a Thief when you’ve got a hammer equipped? Unless changing legends also gives you an Engi like melee kit, you’re screwed. He’ll be cutting your face, whereas you… have some completely useless skills? A reflecting wall doesn’t mean a thing to melee damage.

“Slice into the Mists, creating an unstable rift. After a short duration, this rift will collapse in on itself, pulling in enemies.”

It doesn’t sound intense, it sounds exactly like an automated version of Mesmer Focus #4.

“Summon the power of the legendary demon to transform into a powerful avatar. Increase all attributes, and copy conditions to nearby foes every few seconds.”

Dervish shoutout, but can we expect the Revenant to be similar to the melee fighting, whirling storm of death that the dervish was? It sounds like you’re replacing the Gods with old legends, making the profession available for everyone, but forgetting exactly who and what made it what it is. Is the lore department chucking darts on a whiteboard again and it just “happens” to land on “the gods” every time? (Not saying that it should be the gods instead of the legends, but you know what I mean: humanity and their gods are getting the short end constantly)

Also, since Jalis is a legend to be summoned… does that mean Jalis has died in the time between GW1 and GW2? Fighting the destroyers is no longer on the table for the dwarves?

Taunt

Diminishing returns or this will be abused to no end.

This was just the tip of the iceberg. There are more weapons and legends coming with the revenant, but you’ll have to wait to find out more.

Let’s hope so, because so far, it isn’t looking all that good.

Finally, because it was last, I assume the picture at the bottom is invoking Glint: crystal-like effects, as well being a dragon that’s dead (thus legend-applicable) and against the ED.

Any class is easy to play, but not as easy to master. So sod off, warrior-haters.

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Posted by: Ferever.7014

Ferever.7014

Are the new boons exclusive to revenant or will other classes have them worked into current skills? Maybe classes will get them in their spec?

I believe that other specs and other professions will get access to them as well to.

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Posted by: Turtle Dragon.9241

Turtle Dragon.9241

Are the new boons exclusive to revenant or will other classes have them worked into current skills? Maybe classes will get them in their spec?

If you read the interview carefully, it says other professions will have access to the new boons and conditions but only through Specialization(the wording used is unclear, but seems to mean vanilla version of classes do not gain access to said boons and conditions).

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Posted by: Cyrrin.1230

Cyrrin.1230

Are the new boons exclusive to revenant or will other classes have them worked into current skills? Maybe classes will get them in their spec?

If you read the interview carefully, it says other professions will have access to the new boons and conditions but only through Specialization(the wording used is unclear, but seems to mean vanilla version of classes do not gain access to said boons and conditions).

Ah thanks!!

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Posted by: Muchacho.2390

Muchacho.2390

Mhh i guess switching legends will trigger weapon swap sigils if revenants dont have weapon swaps.

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Posted by: PSX.9250

PSX.9250

I guess it’s still not known how many legends overall we’ll get to invoke? Would love for them to add legends such as Master Togo, Jora, Gwen, Mhenlo etc…

If i could channel the legend that is Master Togo, i would be chuffed to bits..

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Posted by: Caeledh.5437

Caeledh.5437

I think Revenants will still have access to racial skills. In fact, I think the only reason those arrows exist on the utilities is because of racial skills.

Oh I see what you mean. I must have gotten my wires crossed somewhere.

(edited by Caeledh.5437)

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Posted by: Muchacho.2390

Muchacho.2390

I wonder if the different legends will a some passives attached to it. Like in the Dwarf stance you have extra armor etc. Or do they only change your 6-10 skills.

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Posted by: Vortok.6975

Vortok.6975

I don’t know how many legends will be there but if every one of them is different in playstyle (conditions, power, hybrid) this is going to cost a lot for armors, trinkets and weapons, except if you go hybrid. I think it’ll cost too much, hope not.

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Posted by: Invictus.1503

Invictus.1503

I don’t know how many legends will be there but if every one of them is different in playstyle (conditions, power, hybrid) this is going to cost a lot for armors, trinkets and weapons, except if you go hybrid. I think it’ll cost too much, hope not.

Celestrial will likely be a popular stat for armor and weapons.

It’s better to keep your mouth shut and appear stupid than to open it and remove all doubt.

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Posted by: Terrahero.9358

Terrahero.9358

Finally some information on Revenant, and finally something I can feel excited about.

-What about profession customization? It honestly seems a bit lacking. Engineers and Elementalists lose the ability to weaponswap because they (potentially) already exceed the basic 10 weapon skills you’d have with a swap. Revenant seems to swap his utility skills, that’s nice and dandy, but than the class mechanic that is Channeling doesn’t add more skills.
5 weapon + 10 utility vs other professions who get 10 weapon + 5 utility. But for the Revenant it’s the profession mechanic? Those utility skills must be useable quite often, and the whole Energy system add a lot more skill use as well. Else you’d run out of buttons and just boringly auto-attack. But…

-Revenant skills consume Energy in order to work, but some will also feature a cooldown. These must be some pretty powerful skills to avoid spamming them. Speaking of spamming powerful skills, how ’bout them Thieves?

-Taunt is just another CC. It’s something new, it’s something unique. Alternatively they could’ve just given him another Fear or whatever. A CC is a CC.

-Slow seems pretty kitten powerful. Can you imagine getting an extra 50% cast time on your skills? Some abilities will be right kitten difficult to land. I fear what professions might end up getting this.

-Resistance just sounds like a condition immunity akin to Berserker. But unlike current Berserker it can be countered with boon removal. So its not a bigkittento conditions, unless they start handing it out like candy to everyone and their pet goldfish.
But yah, what about direct damage immunity? Is that going to be a boon as well?

-Will existing skills get reworked? Or is only a Revenant going to get Slow, Taunt and such? Seems to suggest skills will get updated.

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Posted by: Palador.2170

Palador.2170

I don’t know how many legends will be there but if every one of them is different in playstyle (conditions, power, hybrid) this is going to cost a lot for armors, trinkets and weapons, except if you go hybrid. I think it’ll cost too much, hope not.

No, I think you’re about right about how it will work.

They noted that when you change to the other of your two legends, you’ll be at 50% power. I think the intent is that, in a long and difficult battle, you’ll HAVE to switch sooner or later because you’ll burn energy faster than you can rebuild it. So, you switch legends to get back up to 50%, but now the playstyle switches some too.

This might be a class where running full out ’zerker is actually less than optimal, because staying in that skill set will require holding back and not hitting as hard and as fast as you can.

… maybe. We’ll have to wait and see.

Sarcasm, delivered with a
delicate, brick-like subtlety.

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Posted by: Invictus.1503

Invictus.1503

-Taunt is just another CC. It’s something new, it’s something unique. Alternatively they could’ve just given him another Fear or whatever. A CC is a CC.

I disagree. As a dagger wielding necro, I’ve often wished that my fear would make them run towards me rather than away. I want to draw in those ranged kittens. You might then say it is like a pull, but no, it locks their skills for a duration. I can see this condition being rather strong in certain instances.

It’s better to keep your mouth shut and appear stupid than to open it and remove all doubt.

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Posted by: Sagat.3285

Sagat.3285

I don’t know how many legends will be there but if every one of them is different in playstyle (conditions, power, hybrid) this is going to cost a lot for armors, trinkets and weapons, except if you go hybrid. I think it’ll cost too much, hope not.

Celestrial will likely be a popular stat for armor and weapons.

Looks at ele,engi and war. What’s the dire spec like in wvw lol ? Waiting on different mobs mechanics.

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Posted by: Muchacho.2390

Muchacho.2390

-Taunt is just another CC. It’s something new, it’s something unique. Alternatively they could’ve just given him another Fear or whatever. A CC is a CC.

I disagree. As a dagger wielding necro, I’ve often wished that my fear would make them run towards me rather than away. I want to draw in those ranged kittens. You might then say it is like a pull, but no, it locks their skills for a duration. I can see this condition being rather strong in certain instances.

It is not a condition though. It is a status effect like pull, knockdown, launch etc..

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Posted by: Jokubas.4265

Jokubas.4265

You already have the response for these two questions in the blog post :

While resistance is up, you ignore all effects of all conditions applied on you. This includes damage AND forced movement.

Taunt, is the exact opposite of fear with two tweaks :

  • you are forced to run towards your opponent instead of running away
  • you can still use your auto-attacks whereas you couldn’t with fear. Stun breaks work the same.

Sorry, my wording was bad on the Resistance question. What I’m wondering is whether Resistance will put Conditions on hold, or simply make you immune to them, it’s really hard to tell from the wording. It says a Fear would resume when Resistance comes off, but that could mean whatever’s left of a Fear resumes, or it could mean the Fear was actually on hold during the Resistance. Immunity seems more likely, but that will be a huge blow to already problematic Condition weaknesses.

As for Taunt, I get how it works, but it calls Resistance a Boon and Slow a Condition, while calling Taunt a Status Effect. I thought Fear was a Condition. Are Status Effects something new, or just something I didn’t know had a name? It just seems weird to me that Fear is a Condition and Taunt isn’t.

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Posted by: Apolus.3157

Apolus.3157

You already have the response for these two questions in the blog post :

While resistance is up, you ignore all effects of all conditions applied on you. This includes damage AND forced movement.

Taunt, is the exact opposite of fear with two tweaks :

  • you are forced to run towards your opponent instead of running away
  • you can still use your auto-attacks whereas you couldn’t with fear. Stun breaks work the same.

Sorry, my wording was bad on the Resistance question. What I’m wondering is whether Resistance will put Conditions on hold, or simply make you immune to them, it’s really hard to tell from the wording. It says a Fear would resume when Resistance comes off, but that could mean whatever’s left of a Fear resumes, or it could mean the Fear was actually on hold during the Resistance. Immunity seems more likely, but that will be a huge blow to already problematic Condition weaknesses.

As for Taunt, I get how it works, but it calls Resistance a Boon and Slow a Condition, while calling Taunt a Status Effect. I thought Fear was a Condition. Are Status Effects something new, or just something I didn’t know had a name?

Dazed, Stun, Quickness, Stealth and many more. You know them and didn’t know they had a name.

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Posted by: Palador.2170

Palador.2170

Sorry, my wording was bad on the Resistance question. What I’m wondering is whether Resistance will put Conditions on hold, or simply make you immune to them, it’s really hard to tell from the wording.

It seemed clear to me. Basically, the conditions continue to run, but Resistance negates the effects while it’s up.

Sarcasm, delivered with a
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Posted by: Jokubas.4265

Jokubas.4265

Okay, thanks. I’m used to Status Effect being used to describe things like Poison in other games, so it seemed really weird to differentiate that from Condition in the blog. I get it now though.

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Posted by: Apolus.3157

Apolus.3157

It seems to me that Revenant will be GW1 mode on GW2.

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Posted by: Jokubas.4265

Jokubas.4265

It seemed clear to me. Basically, the conditions continue to run, but Resistance negates the effects while it’s up.

This is mostly unambiguous, I’ll admit:
“Conditions currently on you have no effect; stacks duration.”

It’s just that the description works in either instance, and being able to just ignore Conditions will pretty much obsolete the already flawed system unless a Condition overhaul is in the cards, so I wanted to be absolutely clear.

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Posted by: Conncept.7638

Conncept.7638

A class whose primary mechanic is energy management. Huh, go figure.

And yet, that’s one of the best mechanics they could haven given to it.

Maybe. Not necessarily. A lot depends how its actually implemented, and that’s not talked about in great detail. It’s interesting to see upkeep skills return though.

True we don’t know how it works yet. But from what I see of it so far, this is how thief’s initiative should have worked in the first place. Using your thief skills to both gain and spend initiative, requiring active play instead of rewarding passivity, cowardice, and basically playing like a troll.

Maybe if it had, thieves wouldn’t have seen a year and a half long string of nerfs due not to balance, but to how incredibly antifun they were to face.

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Posted by: pdavis.8031

pdavis.8031

You already have the response for these two questions in the blog post :

While resistance is up, you ignore all effects of all conditions applied on you. This includes damage AND forced movement.

Taunt, is the exact opposite of fear with two tweaks :

  • you are forced to run towards your opponent instead of running away
  • you can still use your auto-attacks whereas you couldn’t with fear. Stun breaks work the same.

Sorry, my wording was bad on the Resistance question. What I’m wondering is whether Resistance will put Conditions on hold, or simply make you immune to them, it’s really hard to tell from the wording. It says a Fear would resume when Resistance comes off, but that could mean whatever’s left of a Fear resumes, or it could mean the Fear was actually on hold during the Resistance. Immunity seems more likely, but that will be a huge blow to already problematic Condition weaknesses.

As for Taunt, I get how it works, but it calls Resistance a Boon and Slow a Condition, but it calls Taunt a Status Effect. I thought Fear was a Condition. Are Status Effects something new, or just something I didn’t know had a name?

Status effects are things like daze, stun, knock downs, moa, etc.

As far as resistance I read it as you’ll be immune to any condis during the duration, and if there was any remaining, they would continue as normal. Which would mean that they could still be applied during the time resistance was up, but have no effect until resistance ran out. But I could be wrong.

“You know what the chain of command is?
It’s the chain I beat you with until you
recognize my command!”

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Posted by: Khenzy.9348

Khenzy.9348

It seemed clear to me. Basically, the conditions continue to run, but Resistance negates the effects while it’s up.

This is mostly unambiguous, I’ll admit:
“Conditions currently on you have no effect; stacks duration.”

It’s just that the description works in either instance, and being able to just ignore Conditions will pretty much obsolete the already flawed system unless a Condition overhaul is in the cards, so I wanted to be absolutely clear.

It’s very easy to understand, once you have the boon, all current conditions on you stop having any effect on you as long as the boon lasts. Conditions don’t go away (unless their time expires, of course), and regain their effect once the boon is gone. You’re not immune to condition application, you are immune to their effects.

If it provided immunity to condition application it would be too strong, or the boon would have to have a very short duration or come along with very high CD skills. I don’t see that happening.

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Posted by: Jokubas.4265

Jokubas.4265

I really hope the Revenant gets access to more… iconic? Legends. I’m really not sure why they picked Jalis, though maybe it’s foreshadowing for something (he had a key role, but I’m assuming there won’t be too many legends to choose from, and there are a lot more memorable characters). And I can’t help but feel Mallyx was chosen as a shout out to hardcore GW1 players over anything else. I had never heard of him before PAX because I wasn’t a hardcore GW1 player, and he’s just a monster in design. Which isn’t to say he’s not iconic, but by iconic I mean iconic to the story, not iconic to the players.

I get the idea of the Revenant pulling from heroes and villains, but that doesn’t mean they couldn’t have been more iconic to the story. In my opinion, the legends should be characters like Rurik, Mhenlo, Togo, Koss, Melonni, Khilbron, Shiro, Morgahn, etc. The main heroes and villains. Obviously, some of those might have reasons to not be a part of the class (Togo being in Tahnnakai Temple for instance), but if the rest of the legends aren’t pulled from a list like that, I’ll be extremely disappointed.

(edited by Jokubas.4265)

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Posted by: Knighthonor.4061

Knighthonor.4061

There will be more than 2 legends afaik, meaning that there will be enough customization.

In one of the screens you see an elite of mallyx with king jalis’ utilies. I think you can use what you want, not sure.

EDIT Nevermind, it’s a screenshot of switching the stance.

Confused panda. :-(

Look at the arrows above the utility, heal, and elite skills. It has the change skill arrow like other classes do. So it’s safe to assume they also can change utilities like other classes, just that all right side skills function as gypths from eles

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Posted by: Achilles.8619

Achilles.8619

I sincerely hope that Anet has put into consideration the effects that taunt will have in WvW when it comes to large scale fights. While it is essentially an opposite fear, the main difference is that it will pull the targetted player away from the group and directly towards the enemy. This seems as if it is going to be imbalanced and create significant problems with the game mechanics within WvW.

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Posted by: Muchacho.2390

Muchacho.2390

I sincerely hope that Anet has put into consideration the effects that taunt will have in WvW when it comes to large scale fights. While it is essentially an opposite fear, the main difference is that it will pull the targetted player away from the group and directly towards the enemy. This seems as if it is going to be imbalanced and create significant problems with the game mechanics within WvW.

I am pretty sure stun breaks will still work, so there is a counter play.

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Posted by: Roy Cronacher

Roy Cronacher

Game Designer

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Mhh i guess switching legends will trigger weapon swap sigils if revenants dont have weapon swaps.

On swap sigils will trigger when you invoke your inactive legend.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

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Posted by: Roy Cronacher

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Roy Cronacher

Game Designer

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As far as resistance I read it as you’ll be immune to any condis during the duration, and if there was any remaining, they would continue as normal. Which would mean that they could still be applied during the time resistance was up, but have no effect until resistance ran out. But I could be wrong.

You are correct.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

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Posted by: guardian.6489

guardian.6489

I sincerely hope that Anet has put into consideration the effects that taunt will have in WvW when it comes to large scale fights. While it is essentially an opposite fear, the main difference is that it will pull the targetted player away from the group and directly towards the enemy. This seems as if it is going to be imbalanced and create significant problems with the game mechanics within WvW.

I am pretty sure stun breaks will still work, so there is a counter play.

Also they’d be no different from pulls now.

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Posted by: Ferever.7014

Ferever.7014

Mhh i guess switching legends will trigger weapon swap sigils if revenants dont have weapon swaps.

On swap sigils will trigger when you invoke your inactive legend.

Ohh wow nice thanks for letting us know.

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Posted by: Muchacho.2390

Muchacho.2390

I sincerely hope that Anet has put into consideration the effects that taunt will have in WvW when it comes to large scale fights. While it is essentially an opposite fear, the main difference is that it will pull the targetted player away from the group and directly towards the enemy. This seems as if it is going to be imbalanced and create significant problems with the game mechanics within WvW.

I am pretty sure stun breaks will still work, so there is a counter play.

Also they’d be no different from pulls now.

Well there is a difference. One pull the target to you and the other lets your opponent walk to you and then auto attack you.

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Posted by: Khenzy.9348

Khenzy.9348

Mhh i guess switching legends will trigger weapon swap sigils if revenants dont have weapon swaps.

On swap sigils will trigger when you invoke your inactive legend.

Now that you’re here, let me ask you:

When you choose a Legend, said Legend unlocks you a single set of utility skills, 1 healing skill and 1 elite, correct? Are all these skills fixed on your bar (like Elementalist’s weapon skills are depending on which attunement you are)? Or do Legends just add new skills but these can be changed regardless of what legend you are currently using (within the two selected obviously)?

That wasn’t very clear to me when reading the blogpost.

(edited by Khenzy.9348)