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Revenant Rework (There's a lot you can do)


(XBOX)LZonut
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Passive - Wave is 10m, destroys enemy attacks hit.

1 - Enthrall - Personally, I don't like the thralls. For one, they don't do much. They're just enemies ready to be reaved, which makes reave a forced synergy and yadda yadda yadda. Other than this, they're plain weak. Pillars are trash and have stats that you can't even see (pillar bullet range, enthrall chance, and the fact that enthralled enemies by the pillar do not make a pillar). So, either make pillars do some spicy damage through like 10% max health or make them enthrall easier. Also make thralls only die to Revenant and enemies. Allies can still lower their health of course, to 1 health point, which at that point they can count as dead already but do not grant bonuses for when Revenant kills them with a mod that uses killed enemies, to prevent double kills. Thrall cap is increased to 10 now, so you can actually build an army (not sure how this'll play out). Thralls teleport to Revenant when he moves 25m away from them, and thralls stay within 15m of Revenant. This should provide better CC and make them block bullets. 

2 - Mesmer Skin - Does not synergize with Reave that well. So, Mesmer Skin will use health with each charge (You still get charges and you get 7). Every hit makes Revenant lose 5% health over time. Probably about over 2 or 3 seconds. If the attack deals less then 5% of Revenant's health, it hits shields. This should make it so one, you can't die instantly, two, you can use reave to get health back, and three, be able to minimize charge uses. This makes the skin good in high levels and low levels.

3 - Reave - Not much to change. Holding fire slows down Reaves movement speed. Thralls killed wither, and will walk to the nearest enemy and explode. This form last for 5 or so seconds before they die. Enemies hit will be enthralled. Extra health gained from Reave accumulates into over shields or constant health regeneration. I'm stuck between the two.

4 - Danse Macabre - Same thing but deals 10% of thrall max health as extra damage and cost 15 energy to channel. Holding fire increases base damage and increases bonus damage to 20%. This is just a base boost to it and encourages more thrall use.

Edited by (XB1)LordZonut
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