http://wiki.guildwars2.com/wiki/Desert_Borderlands#Shrines
I’m not sure if there already is a thread for this since the forum search is still broken. The shrines are a nice feature on the desert borderlands giving roamers something extra to do. However I am not very happy with the effects.
Blessing of Elements
- This effect is worth having active when roaming in the desert borderlands.
- It feels borderline overpowered. I gave up using Traveler runes partly because of this effect.
- Zergs generally ignore the shrines due their remote locations and the fact zergs have permanent Swiftness anyway.
- The 5 minute duration seems spot on.
- As roamer I cannot capture all 3 south camps within the time nor do full Oasis event.
- In the north I can easily keep it up by planning the route ahead (shrine-camp-shrine-camp…).
- When I get the buff I can go on playing without constantly checking the remaining duration.
Air-1 – Actives jump pads
- The jump pads are useful/neccessary for moving around all the ridges and gorges near the keep.
- I just hate jumping puzzles. All those should be moved into Obsidian Sanctum.
Air-2 – Activates wind turrets
- Sure, it was funny to see that one poor soul get blown down from bridge for the 5th time in row. Until I had to offer him a portal.
- But the joke wears out fast. This is the kind of thing you’d put in seasonal events in Lions Arch.
Air-3 – Activates the Windfall effect
- I still have no idea how much damage this does. Never had a situation where to use it yet.
- The no damage from falling part is too situational. I have used it once to escape enemies in the SE camp.
Earth-1 – Actives hidden rock walls
- The walls are seriously annoying.
Earth-2 – Activates earth turrets
- They are annoying, nothing else.
Earth-3 – Activates Shifting Sands effect
- Stealth in general is broken in WvW context. Just say no to Stealth.
- If the target re-acquiring was ensured in WvW environment, I’d be more well-disposed.
Fire-1 – Actives Inferno Hound transformation
- Now this is fun and useful effect.
- Well balanced, too. Thumbs up.
Fire-2 – Activates fire turrets
- How unimaginative.
- I never had a fight turned around because of the turret fire – the damage is just too low to make any difference.
- The turrets are just annoying putting me in combat when I roam around the keep.
Fire-3 – Activates the Flame’s Embrace effect
- The lava portals are situational but I have seen them used for great success moving entire zerg behind the enemy.
- The inner lava portal is also nice shortcut to the lord room.
- The lava swiftness is very useful for slow professions like mine.
- The lava damage immunity turns any fights within the keep to favor defenders.
- This effect is well worth stripping when attacking the keep.
- This immunity to high lava damage effect feels overpowered compared to any other shrine effects.
So I didn’t like 7 out of 10 shrine effects.
Few suggestions for replacing those 7 bad effects:
- Earth – Sedimentation – Automatically repair walls and gates of the keep and the northern towers. Uses up supplies from the objective at slow pace. Only repairs when the objective is not contested.
- I’d have this effect only for the north part of the map. It would benefit defending home border on low tiers where Oasis event damage easily goes unrepaired.
- Maybe extend this to repair oil/cannons/mortars after the walls and gates are topped.
- Earth/Fire/Air – Quicksand/Ignite/Erode – Causes damage over time to enemy siege near the keep. 1% damage every second when the siege is not used. No damage on build sites.
- Then you dont have to worry about finding all the enemy siege.
- Usually the guards destroy the siege, but they sometimes have path finding issues and fail to attack rams at gate. I have a feeling some commanders place rams intentionally in mid air/inside walls to reduce damage but that’s another discussion.
What shrine effects you find good/bad/bland?
What would you change/tweak/replace?
This won’t hurt [Much]
Ring of Fire