Does anyone actually use consecrations?
Last I checked Wall of Reflection might be our most powerful spell.
Useful in both pve and pvp.
Anet lied (where’s the Manifesto now?)
it’s an issue of attack range. if you’re in group content(only place this even matters) then you’re kitten from range and probably front line. no one will be in your symbol or consecration besides the pets, warriors and thieves that are already in them.
then if you move around or use a scepter, well now the ranged are in it and the melee are not. there’s no way to fix this and it’s not really a big deal.
also, the topic title is not really matching your issue. especially since every guardian uses consecrations.
(edited by fony.5102)
@Relentliss
Oh, wow, what an idiot. I’ve used Wall of Reflection before. Somehow it slipped my mind. Should probably get my facts straight before posting a topic, huh? :P
@fony
Yeah, my state of mind sort of changed after I started writing the topic. I guess my gripe is mostly with purging flames, since when I throw it, enemies tend not stay close to it to feel effective, especially not in light of the 40s cooldown, which is why I suggest it moves around with you so you could get the most out of it.
Hollowed ground and sanctuary I have less of a gripe with, since allies can use it effectively. But is hollowed ground’s combo effect fully utilized when enemies keep moving away? Then again, allied ranged can move to get the most out of it, so it’s not that important.
So it’s only purging flames that I feel is so-so, but changing the mechanics for all of them just because of one skill isn’t really practical, so I ’m thinking the fact of the matter is, this skill is just not for me.
(edited by Azjenco.9425)
Depends on what trait tree you’re using, really.
As I am with the virtues tree, I use consecrations a lot.
When soloing, purging flames deal a good amount of damage.
In some dungeons you need a lot of shielding against projectiles, so wall of reflection and sanctuary are extremely good.
Hallowed ground is a fire combo opener which stays there for 10 seconds and while you sit in it, you’re granted stability. Big bosses don’t knockdown anymore.
Oh, and in WvW I trait so consecrations are ground targeted. You can put fire on them or cast a sanctuary to knockdown and block other players. Add to that all the projectile blocking / reflecting capabilities. INSANELY good. I wouldn’t be surprised to find a thread with “nerf guardians, consecrations OP” somewhere.
I really really like them, all we need is a bug fix on purging flames then all is gravy. Wall of Reflection is useful in both dungeons and WvW, sanctuary gives you room for a much needed res some times and is the easiest way to use Tome of Courage.
You may not need the ground target trait in a lot of scenarios but it’s a godsend in WvW.
God yes. I love Consecrations. I actually miss my Consecration-heavy build after moving on to Spirit Weapons. Purging Flames is wonderfully useful, and has been said before, Wall of Reflection is one of our most powerful abilities, period.
I tried Consecration builds before they’re not bad just really situational.
I can’t get away from my Meditation build. I just love the heals you get from it. <3
Heavens Rage
You’ll want the Consecrations use ground targetting and Consecrations last long + have shorter cooldown trait if you’re using them.
Wall of Reflection – Possibly our best skill. All ranged attacks that pass through this are reflected. It’s just amazing.
Sanctuary – Useful for getting someone downed up, useful for keeping melee off of someone, useful for its heal (kind of). Also useful for blocking projectiles while Wall of Reflection is down.
(this is where I forget skill names)
The Stability One. A decent source of stability, and a fire field! Burning Projectiles is kind of useless since you’re a Guardian and can perma burn in parties through F1. the extra Might and Fire Shield is nice though. Personally if I’m running a stability skill I’d much rather have Stand your Ground! since it’s also a stun breaker. On fights where you want both it could be decent though.
The condition removal one. Okay for solo play (perma burning in solo play is harder than just mashing F1!), or if you REALLY need more condition removal. In party play, see The Stability One for why burning doesn’t matter, and also on fire fields.
I think they are pretty useful in dungeons and dragon fights(my guilds daily get together). They are great in group situations but I don’t use them much when soloing.
The one that grants stability is situational of course while soloing because it depends on what mobs you’re fighting and there is a shout alternative to it as well. Wall of Reflection and Sanctuary were actually a life saver during the Mouth of Zhaitan quest.
Personally I have a harder time putting meditations on my skill bar over a shout or consecration.
yeah, meditations and signets really need 30 in their trait to unlock their full potential, while all the rest of the skill types generally need just adept or at most master.