Q:
Defense against guards ability
A:
That ability don’t work with players. Only guards (superv, lords, sentinels, etc)
But you take it for the Applied Fortitude buff which is great.
1 – 1% reduced damage from guards
2 – 2% reduced damage (total) from guards
3 – 3% reduced damage (total) from guards
4 – 4% reduced damage (total) from guards
5 – 5% reduced damage (total) from guards
6 – All Defense against Guard abilities count against lords and supervisors
7 – 7% reduced damage (total) against guards, lords, and supervisors
8 – Gain Retaliation for 10 seconds when you negate damage from guards, lords, or supervisors This effect can trigger only once every 20 seconds.
9 – 10% reduced damage (total) against guards, lords, and supervisors
10 - Gain 1 stack of Applied Fortitude when killing a guard, lord, or supervisor
Applied Fortitude: Each stack grants 50 vitality (max of 5 stacks, stacks are lost on death)
(edited by urieldhynne.2743)
You only gain defence against NPC guards, keep lords, tower lords and camp supervisors
Currently @ some T1 server in EU
The guard defence stuff is just garbage – what really matters is the final cherry on top – Applied Fortitude.
The guard defence stuff is just garbage – what really matters is the final cherry on top – Applied Fortitude.
you have that backwards…
head here to discuss wvw without fear of infractions
The guard defence stuff is just garbage – what really matters is the final cherry on top – Applied Fortitude.
you have that backwards…
How so? Guard attacks are pathetic and they go down in seconds anyway. OTOH 2.5 k extra health against a player is almost godlike, especially if you’re playing one of the low vitality classes.
The guard defence stuff is just garbage – what really matters is the final cherry on top – Applied Fortitude.
you have that backwards…
How so? Guard attacks are pathetic and they go down in seconds anyway. OTOH 2.5 k extra health against a player is almost godlike, especially if you’re playing one of the low vitality classes.
Obviously you don’t do much roaming on your own. It is quite vital to a solo roamer, especially when tackling an upgraded camp or tower (which I solo all the time).
Figrin the Healer (Guard), Angelic Renae (Mes), Death by Figrin (Thief)
Obviously you don’t do much roaming on your own. It is quite vital to a solo roamer, especially when tackling an upgraded camp or tower (which I solo all the time).
So what? Applied fortitude is still the reason why most people pick it (not only roamers, all kinds of players).
It may be good against upgraded camps, but how often do you encounter that? (i rarely do) And against normal camps you really dont need it.
Gunnar’s Hold
You’re The Best Guyz, thank you the answers!
Obviously you don’t do much roaming on your own. It is quite vital to a solo roamer, especially when tackling an upgraded camp or tower (which I solo all the time).
So what? Applied fortitude is still the reason why most people pick it (not only roamers, all kinds of players).
It may be good against upgraded camps, but how often do you encounter that? (i rarely do) And against normal camps you really dont need it.
its not just upgraded camps, its all guard npcs. i take the concept of abusing LOS from dungeons and use it on camps and the difference between no guard defense and maxed approximately goes from “down occasionally” to “easy to solo, no supply crate required”.
its practically impossible for a low tier server to control their ppt if you put together a 5 man group where everyone can quickly solo a camp… and you take 5 camps at < 5 mins to next tick. for multiple ticks. and just disappear in the interim. and that kind of strategy is made widely available by just having 70~140 points in defense against guards and guard killer.
zerglings want the stacks more yes, and theres moar zerglings than roamers, but the lines make you ridiculously threatening even ignoring the 10th rank.
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