Guarding seriously needs a dedicated long range dps weapon

Guarding seriously needs a dedicated long range dps weapon

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Posted by: AzzaCin.3691

AzzaCin.3691

I’m sure that there are many threads about Guardians not having a long range weapon for dps but I’m here to say my opinion of which weapon can be added to the Guardians list of weapon skills. One weapon that can only be used by 2 others which is the rifle. The rifle in the game doesn’t get used as much and now ANet has a chance to give Guardians a new long ranged weapon as well as give the rifle more use in the game. Give a class that has so little ranged rifle skills plz.

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Posted by: tom.7468

tom.7468

rifle with 2500 range that pulses the animation in autoattack when downed on skill 1
then a more powerful railgun beam on skill 2 with 15sec cd ? just an idea
but agree the lack of ranged weapon really make them a lackluster especially in wvw its so easy to dodge the attacks you hardly kill anyone with it.
the scepter can deal an ok amount if all bolts hit but its still just 1200 range and all other professions outclasses it.

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Posted by: Rainshine.5493

Rainshine.5493

the scepter can deal an ok amount if all bolts hit but its still just 1200 range and all other professions outclasses it.

You do realize this is the max range for most professions, right? Off the top of my head only rangers get longer range (with a trait required) and warriors’ Kill Shot. I’m not sure where you’re going with this. If guardians had super strong range they’d be lolOP.

Ruse Torrent (elementalist) on JQ
trixnotes tumblr: quick hits of lore | personal tumblr (some other GW2 stuff)

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Posted by: Drekor.5217

Drekor.5217

We need scepter to be made into an actual ranged weapon. We don’t need a new one. Staff does great AoE damage at 1200 range so really the only thing we are missing is decent single target the scepter seems to be intended to do that but due to poor design does not.

The Shipwrecked Pirates
Tarnished Coast

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Posted by: Ganzo.5079

Ganzo.5079

for me there are 2 ways to achieve to lack of ranged effect.

1) modify scepter and staff with some faster projectle (scepter #1 and staff #2)
or
2)give to our gap closer and ranged attacks some type of slowdown effect (like cripple or chill)

i prefer the solution number 2 because guardian can mantain their distinctive trait, they can go always FACE TO FACE against the enemy, but is a pure matter of taste ^^.

Because, like Guild Wars before it, GW2 doesn’t fall into the traps of traditional MMORPGs.
It doesn’t suck your life away and force you onto a grinding treadmill"
LOL

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Posted by: knives.6345

knives.6345

Scepter is fine, except maybe the projectile speed.

Vi Veri Veniversum Vivus Vici

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Posted by: Relentliss.2170

Relentliss.2170

Scepter is garbage. The times you want to really use it, in a zerg v zerg, it hits nothing.

We don’t need to make mandatory gear treadmills, we make all of it optional

Anet lied (where’s the Manifesto now?)

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Posted by: Guanglai Kangyi.4318

Guanglai Kangyi.4318

At least we aren’t thieves. Thief ranged options are hilariously bad.

Then again, their melee options aren’t that great either.

Poor thieves. Destined to forever be the worst class.

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Posted by: Blackrain.5760

Blackrain.5760

scepter is not garbage. Mostly due to chains of light. That ability has saved my life on more occassions and smite is good to take out defense siege weapons.

Also Line of Warding is nice when a group of guardians use that ability to stop the enemy from entering broken gates, walls or into the keep lords.

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Posted by: Relentliss.2170

Relentliss.2170

I used it from a keep today since it was a long siege and I was bored. I reckon it hit less than 10% of the time. Its the single worst weapon in the game.

The chains are ok, but unless someone is kitten Smite only does a little damage to them. Even held by chains, I doubt it does more than 2k to anyone. A little pathetic.

We don’t need to make mandatory gear treadmills, we make all of it optional

Anet lied (where’s the Manifesto now?)

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Posted by: Phoenix the One.4071

Phoenix the One.4071

Warriors can get 1500 range
Rangers 1500
Engineers 1500
So three profession:)
Guardians got 1&2 at 1200
Mesmers got 1&2 at 1200 (not totally sure
Elementalist and necroes got staff for 1200’ though necroes are forces to use ground target abilities like engineers.
Thieves got one ability at the range of 1200, ground target aoe bleed, most like engineers 1, just a bit slower.

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Posted by: Active.1538

Active.1538

At least we aren’t thieves. Thief ranged options are hilariously bad.

Then again, their melee options aren’t that great either.

Poor thieves. Destined to forever be the worst class.

You don’t PvP much, do you?

Anyway, imo Guardians are fine. If your build is decent and matches your gear/weapons, you will have no problems killing anything. Except for other Guardians which I avoid like the plague… and the occasional mesmer. These two fights will last forever.

Active – Guardian – Far Shiverpeaks

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Posted by: exphryl.3857

exphryl.3857

I love scepter 2 and 3. But the base attack leaves a lot to be desired, kind of wish it had either more oomph to it or added another condition to the target of some sort.

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Posted by: Guanglai Kangyi.4318

Guanglai Kangyi.4318

@ Active:

PvP is especially where thieves are bad. Getting a crappy situational burst that never kills anything that isn’t already half dead is not a good tradeoff for being killed in one hit in every other situation.

At least guardians live long enough to get into a range where they can reliably hit with scepter. Thieves are usually dead before they even get into pistol range.

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Posted by: tom.7468

tom.7468

in pve scepter is fine in pvp absolutely not. you can dodge it by just walking it deal so little damage its laughable. In wvw i was defending a tower everytime somone got downed and if 1 person was resurrecting him when i attacked the downed person he survived. as downed you can’t move and what about those who are not downed? they never die against scepter alone unless their build is for damage only.
problem is sometimes melee just wont cut it. this is the case when defending in wvw against a bigger army or some boss fights in pve.

So i agree its fine in pve but not in pvp. that’s why all guardians in wvw use 95% melee.
Don’t get me wrong i understand that it would be overpowered if they made it stronger than ranger for example because of their melee abilities. but not able to kill player at all in its current state is just weak no matter what.

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Posted by: Svarty.8019

Svarty.8019

I’d rather have more hit points, but yet, the ranged weapons feel rather… crappy.

Nobody at Anet loves WvW like Grouch loved PvP. That’s what we need, a WvW Grouch, but taller.

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Posted by: Tinni.4351

Tinni.4351

Scepter #2 needs to be changed to a symbol but apart from that, I think Guardian ranged is not as sucky as people make it out to be. I mean, Guardians aren’t supposed to stay at range.

My brain is shagging under the weight of changes… having six characters was not a good idea!

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Posted by: Ynna.8769

Ynna.8769

I mean, Guardians aren’t supposed to stay at range.

Serious question: Why not?

“Come on, hit me!”

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Posted by: Ganzo.5079

Ganzo.5079

I mean, Guardians aren’t supposed to stay at range.

So if an enemy flee from us? we have not so much close gap skills, and they are pretty stupid imho, the only really usefull is judge intervention.
We dont have conditions that can slow down enemyes, so we cant keep an enemy on close combat for much time.

yes we are not a ranged class for sure, but now the only useful weapon we have against ranged foes, is that stupi.d and OP boon called retaliation. (and wall of reflection, but it cant be used always and its easily avoidable).

Because, like Guild Wars before it, GW2 doesn’t fall into the traps of traditional MMORPGs.
It doesn’t suck your life away and force you onto a grinding treadmill"
LOL

(edited by Ganzo.5079)

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Posted by: Manticore Five.9867

Manticore Five.9867

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Posted by: Active.1538

Active.1538

^^^ It’s stuff like this ^^^
Builds and weapon combo’s/switching weapons the right way are everyting. Learn your profession and skills people, Guardians are not meant to burst other players in 2 seconds (although we can!! be it with the right build..).

And if you don’t like it, maybe this is not the class for you?

Active – Guardian – Far Shiverpeaks

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Posted by: Ynna.8769

Ynna.8769

And if you don’t like it, maybe this is not the class for you?

Rubbish. I love the Guardian and pretty much every aspect of it (except for Spirit Weapons). It’s my favorite archetype of things you can pick in the game. But we do lack range and it’s an issue in some situations.

“Come on, hit me!”

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Posted by: Ganzo.5079

Ganzo.5079

And if you don’t like it, maybe this is not the class for you?

Rubbish. I love the Guardian and pretty much every aspect of it (except for Spirit Weapons). It’s my favorite archetype of things you can pick in the game. But we do lack range and it’s an issue in some situations.

+1
is not a problem about damage, but its most a problem to keep the class in ranged\active combat. if an enemy flee, you have to run behind him, if you had no gap closer, you are screwed.
From my play vision, is ok if guardian have no ranged options(i love close combat classes), but we need something to force the opponent to stay in our action range (pull skills like GS#5, slow down conditions etc etc.)

Because, like Guild Wars before it, GW2 doesn’t fall into the traps of traditional MMORPGs.
It doesn’t suck your life away and force you onto a grinding treadmill"
LOL

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Posted by: Rainshine.5493

Rainshine.5493

Guanglai Kangyi

@ Active:

PvP is especially where thieves are bad. Getting a crappy situational burst that never kills anything that isn’t already half dead is not a good tradeoff for being killed in one hit in every other situation.

WAT

Ganzo

is not a problem about damage, but its most a problem to keep the class in ranged\active combat. if an enemy flee, you have to run behind him, if you had no gap closer, you are screwed.
From my play vision, is ok if guardian have no ranged options(i love close combat classes), but we need something to force the opponent to stay in our action range (pull skills like GS#5, slow down conditions etc etc.)

Guardians have LOTS of gap closers/pulls and decent access to swiftness to run people down. 1h sword has one on a 10-second cooldown (that also blinds!) for pete’s sake. Hammer has a small gap closer, a knockdown, and an immobilize, plus a ring that can either keep people out or in. Staff has swiftness + a wall to plop in front of a retreating person. Greatsword has a leap and a pull. Scepter has a ranged immobilize.

In fact, Mace is the only mainhand that doesn’t have at least one gap closer/CC. I have no idea what this complaint is about. You already have exactly what you’re asking for, in all but one weaponset. Let’s not get into the fact that it’s extremely easy for guardians to purge conditions like cripple/chill while they’re at it.

Ruse Torrent (elementalist) on JQ
trixnotes tumblr: quick hits of lore | personal tumblr (some other GW2 stuff)

(edited by Rainshine.5493)

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Posted by: Ynna.8769

Ynna.8769

@Rainshine: A quick count of skills that can be used specifically to deal with ranged combat (ranged attacks, gapclosers, cripples, immobilizes…) shows that the Warrior has 21 and the Guardian has 16, which is a pretty noticeable difference. (Elementalist for example has 30).

“Come on, hit me!”

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Posted by: AvivKing.5863

AvivKing.5863

as my guardian i use the staff for AOE at WvW whitch is awesome cuz its hits behind walls and doors !
and Scepters is only agains cannon

seriosly , if they change the scepter blue Tennis ball speed its will be awesome !
also seems like people run faster then the projectile , so i realy cant run after people with this weapon !

if guardian get Bow that shoot light arrow , or riffle , or just change the scepter shooting into light laser like mesmers GS

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Posted by: Rainshine.5493

Rainshine.5493

@Rainshine: A quick count of skills that can be used specifically to deal with ranged combat (ranged attacks, gapclosers, cripples, immobilizes…) shows that the Warrior has 21 and the Guardian has 16, which is a pretty noticeable difference. (Elementalist for example has 30).

I don’t know what you’re counting, and that’s OK, because I don’t see how it’s remotely relevant. In no way, shape or form do I struggle with ranged characters on a guardian when I WvW, and I’m only level 50 on that character. I don’t struggle with my D/D ele, either, but again, that’s irrelevant. The point is, guardian has ample access to CC, gap closers and defense from ranged damage, even before you take utility skills into consideration. You also have to consider cooldown. Most of these gap closers/CCs are on relatively short cooldowns for guardian — some extremely so!

Guardians are really, really spoiled in general. EDIT: That’s not to say I’d argue against speeding up the projectile on scepter a tad, but even if it doesn’t happen, the guardian isn’t hurting against range.

Ruse Torrent (elementalist) on JQ
trixnotes tumblr: quick hits of lore | personal tumblr (some other GW2 stuff)

(edited by Rainshine.5493)

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Posted by: Ganzo.5079

Ganzo.5079

Guardians have LOTS of gap closers/pulls and decent access to swiftness to run people down. 1h sword has one on a 10-second cooldown (that also blinds!) for pete’s sake. Hammer has a small gap closer, a knockdown, and an immobilize, plus a ring that can either keep people out or in. Staff has swiftness + a wall to plop in front of a retreating person. Greatsword has a leap and a pull. Scepter has a ranged immobilize.

now look what you have write… the only right thing is about the hammer but:

leap + blind, explain HOW a reverted aegis like blind, can help me to mantain the target on my attack range. is good as defence if i have a target that is already attacking me, but if im running behind someone, and i use flashing blade, WHO care if the target is blinded, he can run at the same speed! (and the same thing is for leap of faith!) if the effect is leap + blind + chill (2 or 3 sec), i can really have nothing to say, but only leap + blind is a joke.

GS pull is good, but its too random and it dont always pull foes… most of the time it simply interrupt.

hammer the only good weapon we can use for now… but lemme say to you that hammer #4 is not a knockdown but a KNOCKBACK, is good if you have a cliff right near, or to save someone, but is slow, and it enlarge the gap between you and your enemy.

scepterwe have a chain every 20 sec, and we have to lose time to cathc the target, because autoattack with scepter when you are not in close combat, is a huge loss of damage, chain and switch weapon is better, but you cant have a weapons, for only a skills that you can use every 20 sec… autoattack need a little speed up.

about the staff swiftnees, all classes have access to a lot of swiftnees, when im using my warrior a have permanent swit thanks to horn+signet, with my thief i have the signet. so all classe have access to this boon, but all classes have a good rooster of ranged attacks, they can use when they are running. But not guardians, so what im say is:
less ranged attack = more stationary control to compensante.
Or simply give to guardian more ranged attacks too. its not so difficult to undestand.

and what we are talking about, are weapons, so we cant use all this things in the same fight.

Because, like Guild Wars before it, GW2 doesn’t fall into the traps of traditional MMORPGs.
It doesn’t suck your life away and force you onto a grinding treadmill"
LOL

(edited by Ganzo.5079)

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Posted by: Rainshine.5493

Rainshine.5493

The blind doesn’t help you at all to stay on a target, nor was I suggesting it did. It’s simply a nice bonus on a short cooldown. You’re correct about knockback vs. knockdown, it’s simply another CC.

Basically, if you’re having trouble keeping up with ranged players (other than thieves…and frankly almost no one keeps up with thieves for long except other thieves) you’re doing it wrong. Hammer is nice, but it’s absolutely not the only weapon that you can PvP on effectively.

Let’s recap gap closers/CCs that let you catch up to people.
Mighty Blow: 5 sec
Flashing Blade: 10 sec
Leap of Faith: 15 sec
Zealot’s Embrace: 15 sec
Chains of Light: 20 sec
Binding Blade: 30 sec
Ring of Warding: 40 sec
Line of Warding: 40 sec
Judge’s Intervention: 45 sec
Hammer of Wisdom: 45 sec

^Note all of these are untraited. Some of them can be reduced even further with traits. That’s a potential crapload of gap closers on any two weaponsets you choose. That’s also ignoring skills that grant swiftness (Symbol of Swiftness, Save Yourselves or Retreat which has a really long duration), ignoring easy CC removal for snares, ignoring multiple ways to access stability, and ignoring skills that have greater than melee range (which sword, scepter, focus, staff and torch all have), and all the defense against ranged characters you have if they happen to be attacking you.

All the while you can also hit hard with good survivability and great group support. Guild Wars 2 is not about permanently CCing your target. Sorry. Your opponent is going to have some time to react.

I really, really, really don’t see the problem dealing with ranged characters, unless you just have trouble sticking on a target — in which case you can always resort to melee assist option.

Ruse Torrent (elementalist) on JQ
trixnotes tumblr: quick hits of lore | personal tumblr (some other GW2 stuff)

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Posted by: Bobobejumbo.4951

Bobobejumbo.4951

The blind doesn’t help you at all to stay on a target, nor was I suggesting it did. It’s simply a nice bonus on a short cooldown. You’re correct about knockback vs. knockdown, it’s simply another CC.

Basically, if you’re having trouble keeping up with ranged players (other than thieves…and frankly almost no one keeps up with thieves for long except other thieves) you’re doing it wrong. Hammer is nice, but it’s absolutely not the only weapon that you can PvP on effectively.

Let’s recap gap closers/CCs that let you catch up to people.
Mighty Blow: 5 sec
Flashing Blade: 10 sec
Leap of Faith: 15 sec
Zealot’s Embrace: 15 sec
Chains of Light: 20 sec
Binding Blade: 30 sec
Ring of Warding: 40 sec
Line of Warding: 40 sec
Judge’s Intervention: 45 sec
Hammer of Wisdom: 45 sec

^Note all of these are untraited. Some of them can be reduced even further with traits. That’s a potential crapload of gap closers on any two weaponsets you choose. That’s also ignoring skills that grant swiftness (Symbol of Swiftness, Save Yourselves or Retreat which has a really long duration), ignoring easy CC removal for snares, ignoring multiple ways to access stability, and ignoring skills that have greater than melee range (which sword, scepter, focus, staff and torch all have), and all the defense against ranged characters you have if they happen to be attacking you.

All the while you can also hit hard with good survivability and great group support. Guild Wars 2 is not about permanently CCing your target. Sorry. Your opponent is going to have some time to react.

I really, really, really don’t see the problem dealing with ranged characters, unless you just have trouble sticking on a target — in which case you can always resort to melee assist option.

I 100% agree with this.

Yes, it would be nice to have a faster auto attack on the scepter, but we are by far not disadvantaged in ranged combat except specifically during a siege. Even then though, we have many options available to us to still remain useful, it just might not be what you want. I feel like most of these people that think we need a big change to our ranged capabilities don’t understand the profession fully.

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Posted by: Minus.3478

Minus.3478

Sure you can have a 1200 range rifle, ill take some guardian protection on my warrior and call it even. Why would anyone play any other class if Anet gave guards any type of useful ranged weapon. Would be OP as hell.

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Posted by: Rainshine.5493

Rainshine.5493

Would be OP as hell.

This was the TL;DR version of my post. I feel like guardians still have some nerfs coming as they currently are, giving them a really strong ranged weapon would be crazy.

Ruse Torrent (elementalist) on JQ
trixnotes tumblr: quick hits of lore | personal tumblr (some other GW2 stuff)

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Posted by: Relentliss.2170

Relentliss.2170

Gap closing a zerg is really dumb. There are times I want to stay at range. I want to have a decent 1200 range weapon. Atm we don’t have one. The orbs miss more often than not.

We don’t need to make mandatory gear treadmills, we make all of it optional

Anet lied (where’s the Manifesto now?)

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Posted by: Tinni.4351

Tinni.4351

I mean, Guardians aren’t supposed to stay at range.

Serious question: Why not?

Umm… we wear plate. We are guardians and have to thus guard and guarding is usually most effective by being between mob and rest of your team.

Serious question back: Why be a guardian if you just keep your distance? Roll a ranger, engineer or caster if you want to be at range.

I mean, Guardians aren’t supposed to stay at range.

So if an enemy flee from us? we have not so much close gap skills, and they are pretty stupid imho, the only really usefull is judge intervention.
We dont have conditions that can slow down enemyes, so we cant keep an enemy on close combat for much time.

yes we are not a ranged class for sure, but now the only useful weapon we have against ranged foes, is that stupi.d and OP boon called retaliation. (and wall of reflection, but it cant be used always and its easily avoidable).

What you are referring to is a different issue to what I am referring to. Unlike Warriors, we cannot be a ranged only. But there are a lot of five signet, rifle warriors running around who never melee and can’t melee because their build leaves them very fragile. We cannot be ranged exclusive and that’s not a bad thing because that’s not really our classes role in life.

However, I too think that when we absolutely have to range, we are actually better off using an ele conjured bow then either of our ranged options. But this is only if we have to range for long periods of time and are not ranging temporarily because our health is low/because we dodged back from some AoE or whatever. As for gap closure, I cannot speak for your experience but I generally haven’t had too many issues with them using the weapons I do: Greatsword or hammer paired with a Staff for range.

My brain is shagging under the weight of changes… having six characters was not a good idea!

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Posted by: valdamus.6289

valdamus.6289

OP you should know a thread like this will amount to nothing.

example.

You will make a post expressing how you think some of your class’ skills should be fix a certain way. (that is consider QQing)

Must fellow class players will agree with you, while other (the minority) will take the oportunity to sound cool and tell you to l2p or quit.

Devs will NOT see this post and understand, perhaps, you are right. Their concern is to eliminate Viral QQers from the forums. So they only fix a specific QQ about a class if the person QQing does not play that class and also if say.. 1000 ppl agree with them.

see: The 500+posts on the thread about gs skill movement. they just camped the thread till it died. not one response. they just said.. hey.. They will adapt. is ok. moving on..
also see"

retal
pistol whip
stability

and any other mayor QQ that goes viral.

so no players complain about our scepter so im sorry but no change will be done.

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Posted by: Ynna.8769

Ynna.8769

Umm… we wear plate. We are Guardians and have to thus guard and guarding is usually most effective by being between mob and rest of your team.

Serious question back: Why be a Guardian if you just keep your distance? Roll a ranger, engineer or caster if you want to be at range.

I play a Guardian, because Arenanet has stated it would be enjoyed by players who liked healers in other games. They were wrong (I enjoy the Guardian for different reasons). But yeah, I play a Guardian because I want to support and protect my allies. Sometimes supporting and protecting my allies requires me to stay back. In this case, I’m limited to the unfocused Staff (and then my range is pretty limited) or the Scepter, which provides no support at all. I don’t necessarily want a new ranged weapon. I’d be perfectly happy if they tweaked the Scepter and/or the Staff.

Wearing plate is no excuse. Both in history and in this game there is precedent for people using ranged weaponry in accord with heavy armor.
Also, I’m sure that a Bow and a Rifle can be perfectly flavored as a protective weapon. Maces aren’t generally known for their healing and blocking capabilities.

“Come on, hit me!”

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Posted by: SlimJim.3087

SlimJim.3087

Just gonna throw in my 2 cents, just started PVPing with a guarding recently and I havent seen any builds similar to mine being run and the only class that gives me real trouble is ranger because of the constant distance between us. That being said I dont see any problem with Guardian range, if you play right and use our gap closer’s range is never really a problem. Guardian is a really powerful class if played right, and I think giving them more ranged attacks would make them the most powerful class in the game by a long shot… its there lack of range that keeps them slightly weak!

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Posted by: Tinni.4351

Tinni.4351

Umm… we wear plate. We are Guardians and have to thus guard and guarding is usually most effective by being between mob and rest of your team.

Serious question back: Why be a Guardian if you just keep your distance? Roll a ranger, engineer or caster if you want to be at range.

I play a Guardian, because Arenanet has stated it would be enjoyed by players who liked healers in other games. They were wrong (I enjoy the Guardian for different reasons). But yeah, I play a Guardian because I want to support and protect my allies. Sometimes supporting and protecting my allies requires me to stay back. In this case, I’m limited to the unfocused Staff (and then my range is pretty limited) or the Scepter, which provides no support at all. I don’t necessarily want a new ranged weapon. I’d be perfectly happy if they tweaked the Scepter and/or the Staff.

Wearing plate is no excuse. Both in history and in this game there is precedent for people using ranged weaponry in accord with heavy armor.
Also, I’m sure that a Bow and a Rifle can be perfectly flavored as a protective weapon. Maces aren’t generally known for their healing and blocking capabilities.

I hate to break it to you but the “back line” so to speak, has ranger, engineers, necromancers and water elementalists. All four of those classes have AoE heals much more effective then anything we have and you don’t have to stay with the backline to support them with shouts. Roll back, shout, roll forward. You can also do the same with virtues. Roll back, use virtue, roll forward. There is absolutely no reason for a Guardian to be supporting from the back.

As I said, you should go back and forth since constant movement is a feature of the game and I switch between range and melee several times during a long fight. But that’s what our range is supposed to be. Something you put on for 25% of the fight while you melee 75% of the fight. That’s what the class is. At some point, what you are asking isn’t a “fix” to a range but a complete rethink of what the class is and thus should be able to do at range. So you know, two different issues here.

Also, for the record, I also played healers in previous MMOs. Including in vanilla WoW and GW1. I tried all the classes except warrior during the beta weekend with the Guardian being the last class I tried. I immediately knew it was going to be my main. So I would say that Anet was right with their marketing.

My brain is shagging under the weight of changes… having six characters was not a good idea!

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Posted by: Ganzo.5079

Ganzo.5079

Let’s recap gap closers/CCs that let you catch up to people.
Mighty Blow: 5 sec good, the low range is capped by the low recharge and a good AOE damage
Flashing Blade: 10 sec only reach, no damage improved, no real control
Leap of Faith: 15 sec look above
Zealot’s Embrace: 15 sec good, even if avoidable by side stepping (no dodge needed)
Chains of Light: 20 sec good, but the scepter need a little rework in any case
Binding Blade: 30 sec not a real pull, but its a good interruction with burning dot
Ring of Warding: 40 sec slow and bugged, for pvp work only with judge intervention combo
Line of Warding: 40 sec slow and bugged, cast time is to long for use it as CC… very good on zergs
Judge’s Intervention: 45 sec the only good close gap skill we have, nothing to say
Hammer of Wisdom: 45 sec can be good,but we cant control the knock back effect, sometime it push away an enemy when im hitting it, so its kinda, mah

Because, like Guild Wars before it, GW2 doesn’t fall into the traps of traditional MMORPGs.
It doesn’t suck your life away and force you onto a grinding treadmill"
LOL

(edited by Ganzo.5079)

Guarding seriously needs a dedicated long range dps weapon

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Posted by: Rainshine.5493

Rainshine.5493

I’m curious what you consider “bugged” about stuff like Line of Warding. Spreading misinformation and presenting everything in the worst light possible doesn’t improve your stance. You are not meant to CC something constantly. If you can’t stick on a target, enable melee assist. Staying on a target should absolutely not be a problem for guardians.

As for the “but against the zerg!” comments. You absolutely can (and should!) join in a coordinated melee push as a guardian. These are important. Should you facepull the other zerg alone? Of course not, but you can wreak havoc with a good push. Hell, you can do that on a D/D ele, which has no long-range option to swap to in combat.

You should get up in their faces and use things like Wall of Reflection to punish the other side for pewpewing from range, helping your other meleers move forward. Also, zerg standoffs are usually stupid and pointless. How about using a little flanking strategy unless it’s at a keep door/piece of siege?

Guardians are hands down one of the best classes at punishing a zerg for staying at range, even if (imo) scepter projectile could stand to be a bit faster. Use the tools you’re already given. Guardians are already total powerhouses against range.

For what it’s worth, I agree that staff lacks focus. It’s got a couple of skills that are great (Empower + Virtue of Justice for a large group melts things) and Line of Warding can be situationally very useful. Those are the only things swap to it for and just wait out the cooldown to be able to go back to my “real” weapon.

However, complaining that you lack enough CC is patently false. The tools are ample for sticking with all but the squirreliest targets, and if we’re talking WvW, sending them running is still a win.

Ruse Torrent (elementalist) on JQ
trixnotes tumblr: quick hits of lore | personal tumblr (some other GW2 stuff)

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Posted by: Rainshine.5493

Rainshine.5493

Since I can’t edit.

valdamus

You will make a post expressing how you think some of your class’ skills should be fix a certain way. (that is consider QQing)

Must fellow class players will agree with you, while other (the minority) will take the oportunity to sound cool and tell you to l2p or quit.

This little passive aggressive comment couldn’t be further from the truth. I am at best average on the guardian. I just understand that you can’t be super strong in every single facet of the game, for balance’s sake.

Ruse Torrent (elementalist) on JQ
trixnotes tumblr: quick hits of lore | personal tumblr (some other GW2 stuff)

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Posted by: Sabyne.6329

Sabyne.6329

Lots of people seems to only have pvp or WvWvW in mind in this topic. When I read that we are in plate and shouldn’t go range at all or reroll another class, I find it amusing. In some dungeons, you simply have no choice. While I really prefer to be fighting at melee, I sometimes must equip a range weapon if I don’t want to be a burden for my group and waste my money in repairs. When these situations arise, I use the scepter and I don’t really enjoy it as I find its damage to be unreliable on a moving target. I’m not asking for a 1500 pew pew megalaser autoattack, just a weapon that makes me feel I’m not completly useless damage wise when it comes to some content in this game.

Guarding seriously needs a dedicated long range dps weapon

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Posted by: Jamais vu.5284

Jamais vu.5284

This class is supposed to be upfront. It compensates for it’s massive survivability by the need to get in melee range to deal real damage, and to actively protect your teammates via knock backs, pulls, etc. That was the logic behind the short-range Staff autoattack, and Scepter is the exception to the rule, with the slow projective speed evidently more meant for hitting stationary or inanimate targets.
A ranged buff would not only open the floodgates for the calls to Engineer and Thief untraited range increase and completely trivialize melee in the process (why risk to go in close on that huge boss when wanding/shooting it is equally as effective?), but also homogenize class differentiation even more than already the case is.

In some dungeons, you simply have no choice.

Can you name some examples?

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Posted by: carson yuen.6739

carson yuen.6739

why would you want to stay at range when you can charge into a group of people and wtf pwn them and retreat safely?

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Posted by: Sythus.2396

Sythus.2396

why would you want to stay at range when you can charge into a group of people and wtf pwn them and retreat safely?

And again, this does not work in Dungeons. Stop thinking of PvP only. Like a post a bit above me said you need to use range in dungeons as otherwise you are a burden to your group and Sceptre is just boring. We really need a proper ranged weapon!

Guarding seriously needs a dedicated long range dps weapon

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Posted by: Ganzo.5079

Ganzo.5079

However, complaining that you lack enough CC is patently false. The tools are ample for sticking with all but the squirreliest targets, and if we’re talking WvW, sending them running is still a win.

WHAT? and how is supposed to have badge if you let people run? the winner in this case is the one that flee, because he dont have to pay the repair cost! is you are a simple melee class, when you are in 1v1 if you cant control\slow the enemy for sufficent time and keep him in you range attack, you lose, or max its a draw because the enemy flee, and you are an elementalist so i bet you know well this thing.

Now, try to force and enemy in you range with leap of fait, or flashing blade, its simply continue to run lol. im not saying that we dont have CC, but some weapons, need some better of theese! for now the only good weapons that can fulfill this job are scepter(but need that kittening fast ball) and hammer, the GS pull is not good as you think, and it have a long CD.

Because, like Guild Wars before it, GW2 doesn’t fall into the traps of traditional MMORPGs.
It doesn’t suck your life away and force you onto a grinding treadmill"
LOL

(edited by Ganzo.5079)

Guarding seriously needs a dedicated long range dps weapon

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Posted by: Monki.5012

Monki.5012

How how about we deliver ideas on how to improve the scepter?

Autoattack: The fireingrate and travelspeed should stay like it is but the projectiles should be slightly homing ones. Hitting something let them explode with a short area and apply burning for 1 second.

2: It makes no sence to use groundtargeting. Imo this skill should be several quick lightrays and targettargeting (is this a word? oO). would look much cooler, and much easier to use. Each hit should stack 1 vulnability stack.

3: Now here comes the big Gun… It should be a channeled Beam over 3 seconds. Damage rises depending on duration like 100B for example and snares the target. If channeled for the full duration the target explodes, the target takes firecondition and a Firefield around the target lasting 3 secs. 35 secs cooldown

Also the focus should be redesigned to support ranged combat.

4 is fine as it is but 5 is a meleeskill because of the explosion.
I would trade focus 5 with Shield 5. A dome that absorbs missles and pushes people back would ft a ranged playstyle much more imo.

(edited by Monki.5012)

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Posted by: tom.7468

tom.7468

Can you name some examples?

Giganticus Lupicus in arah as soon as you go in melee range you instant die no matter what your armor is this is just one of many examples.

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Posted by: Sabyne.6329

Sabyne.6329

In some dungeons, you simply have no choice.

Can you name some examples?

First coming to my mind is Giganticus lupicus in Arah. This boss is moving a lot and I wish you a great “brief” pleasure to fight him in melee. Nightmare tree in Twilight Arbor can’t be fought in melee either. At least this boss doesn’t move so it’s not really a pain except in path 2 where you have to kite those oaks. Even Brangoire in story mode can’t really be fought in melee. Some mobs like abominations are really hitting you hard in melee once they have some stacks. The Butcher in Honor of the waves can be fight in melee but isn’t really safe either, I’ve done it with success but really prefer to fight him in range. Last guardian I’ve seen going melee was downed every 30 s as the animation before his pull/knock down/Spin combo isn’t always obvious so if you don’t time your stability/dodge really well it generally means you’re instant down. The destructor troll in CoE path 3 needs some good range dps if you don’t want to spend the entire day fighting him. I always end up taking one of the canon anyway as I have simply no way of touching him from the plateform. Spamming F for what seems like an eternity is really fun.
There are certainly other but these come to my mind and I haven’t done all the dungeons path yet.

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Posted by: Ynna.8769

Ynna.8769

How how about we deliver ideas on how to improve the scepter?

I have done so on numerous occasions and it’s getting tiresome. But sure, here are some of my ideas.

First Skill

  • Increase the projectile speed and give the skill a short-ish cast-time. This keeps the (the theoretical) damage roughly the same, but makes it easier to actually hit (moving) targets.
  • Make it a projectile finisher.
  • Make it an attack-chain.
  • A Combination of any of the above.

Second Skill

  • Make it a Symbol. Seriously, most of the problems this skill has can be solved by making it a Symbol.

Third Skill

  • This one is fine.
“Come on, hit me!”