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Posted by: Ravenmoon.5318

Ravenmoon.5318

Stop complaining, pick a greatsword and be done with it. Even though they kittened it last month it still has more “synergy”. Not to mention that hammer skills are awlfull, you really open up yourself to a lot more damage with a hammer.

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Posted by: Bash.7291

Bash.7291

Being someone that completely hated the hammer at first, I can understand alot of the complaints with it. However after really learning how to play it I really don’t think it needs a buff and is fine right where it is.

1. Fine for a combo, 3rd hit is a little slow but hits like a truck an gives you AoE protection + a combo field to combo retaliation for #2
2. Small leap, good damage, blast finisher.
3. pretty good CC, not super useful for PVE unless you need to run, GREAT for pvp/wvw. 1,200 range immobilize on a melee weapon.
4: Decent for PvE, works as a knockdown when used into a wall or Ring of warding. Great for WvW for throwing people off siege/cliffs.
5: Personally I use this as a combo field for #2 most of the time and thats about it for PvE. WvW and PvP this skill is great. It is actually really easy to set up but does need other skills to do so. #3 → #5 will lock them in, as will #5 and casting Judges Intervention to teleport ontop of the enemy to lay it down. The dodge rolling out of it does need to be fixed but does not always work, and with the judge’s intervention combo almost everyone is going to run into it the first time as it just appears on them.

Overall I think hammer just suits a more CC mindset but still can dish out decent AoE damage. The biggest thing is that it needs to be paired with the right utilities and proper weapon switch timing.

Living Dead Girl ~ Necro
[Rev]

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Posted by: DreamOfACure.4382

DreamOfACure.4382

The initial concern that always comes to mind is that some cast times feel really long.
Skill 1’s symbol. (It just disrupts my rhythm) Skill 3. Skill 5. (It’s really hard to cast on mobs that move around a lot.)

But this seems inconsequential. Just something I have to get used to.

*My main concern to see the perimeter immobilize mobs for 1 second if they try to pass through (stacking over launch/knock-back if they’re pushed into it)

I hate seeing mobs with stability just waltz through it – I get headaches from seeing mobs TELEPORT out of the circle…

“Bleeding, Poison, Confusion, Torment, they all look delightful on you.”

Lv80s: Guard, Thief, Necro. Renewed my Altaholic’s card on the HoT Hype-Train. Choo choo~

(edited by DreamOfACure.4382)

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Posted by: Shuguard.7125

Shuguard.7125

I’d like a slight change to human(as far as i know) animations for the 1 combo series, because who swings a hammer while holding 2 hands far apart (one hand bottom and one hand near the hammer head. A more precise hit maybe, but you’d use something smaller in that case). A good hammer swing tries to get the full length of the hammer unless the human animations are trying to look weak and we need the hand near the hammer head to support and swing it. That’s the only part that bothers me about guardian hammers.
Edit: example swing that would look much better imo.

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(edited by Moderator)

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Posted by: LordGustoff.3752

LordGustoff.3752

1. Agree
2. Agree
3. I would say almost worthless…. it’s nice to have when you are facing an enemy in in PvE that wont stay the kitten in one spot. (I’m looking at you Risen Abomination outside of Caer Shadowfaen in Cursed Shore, even though you’re immune to binds). But the cool down on it is too long to be much use in keeping your enemy in one place. Definitely could use a tweak in PvE.
4. This skill irks me the most… I never use it because of the knock back. I can’t see why I would want to knock my enemy OUT of melee range. And when I’m running with a group, I would get yelled at for knocking the enemy away from the group. This really needs to be changed to a KNOCKDOWN. Same effect, and more synergy with melee combat. As for using it against a wall, all I’ve ever succeeded in doing is knocking the enemy INTO the wall, thereby making them untargetable.
5. I disagree that this is worthless. It’s more of a situational skill. I have had great success using this skill to create death-by-AOE choke points in both PvE dungeons and WvW. Wouldn’t change this skill at all as I have had gotten great utility out of it.

Personally even though there are more skills on the greatsword I would actually use during combat I wouldn’t trade a hammer for it any day. I have tried a few GS builds and I just can’t seem to survive as well as I can with the hammer.

If you did what they did, you would have what they have.
You have what you have because you do what you do.

(edited by LordGustoff.3752)

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Posted by: Zzod.5791

Zzod.5791

Eh, no.
3rd attack in chain for Attack number 1 is too delayed and awkard while fighting strafing/dodging/moving targets. Needs to be made faster.

Fix number 5. People should not be able to just dodge roll out of it. That is BS.

Umm, you are aware that one of the current Meta Builds is built around that attack, aren’t you?

I don’t know what you are talking about. I only play paid tournaments, so I am not familiar with how a slow, awkward attack enhances any build.

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Posted by: rajule.8054

rajule.8054

you people are crazy. I’ve used the hammer almost exclusively on my guardian in pvp and pve and love it. the only critique I would agree with is people being able to dodge out of ring of warding which is bs, but it is not at all useless.

its great in pve to cause mobs to knock themselves down/ interrupt there attacks, or to slow them down if you’re in over your head and need a breather. and I use it constantly in pvp to trap ranged while I tear them up.

the overall damage may not be as high as GS, but it shouldn’t be since its more about CC and has better burst than the GS.

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Posted by: Branix.7801

Branix.7801

I really think the Guardians Hammer should be boosted speed wise, like as fast as the warriors. I know that the Guardian has the cast time for the hammer because of the symbol at the end but seriously a warrior has a smash skill that wrecks everything. I really like it at the moment its soooo slooooow and needs to be made faster and more reliable, for example, No.1 skill needs to be made faster (like the warriors). No 2 skill is fine, its a great skill love it! No.3 is fine, good for pulling foes to one place or covering an area. No.4 is fine. But skill No. 5, geez that is a bad skill for wvw/pvp that is slow and annoying, by the time you cast it the enemy is 20 meters ahead (not exactly but you get my point). I just don’t really use the hammer for these reasons and thats probably why I see every guardian with a weapon thats not the 2h Hammer.

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Posted by: Chriswck.6490

Chriswck.6490

Whaaaat? What’s wrong with the hammer? What?

Yes, the only gripe I have with it is that people can dodge to get out of Ring of Warding. Other than that, the weapon is great.

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Posted by: ironzerg.3196

ironzerg.3196

Stop complaining, pick a greatsword and be done with it. Even though they kittened it last month it still has more “synergy”. Not to mention that hammer skills are awlfull, you really open up yourself to a lot more damage with a hammer.

Wait? What? How is having nearly 100% uptime on a 33% damage reduction opening yourself up to A LOT more damage.

Every time I’m in a group with another Guardian, and I see them “spin to win”, I laugh. The greatsword is great at giving players the illusion of damage and effectiveness, while still be far inferior to the hammer.

Guys, do yourself a favor and save the “spin to win” for the strippers. Man up and grab your hammer. With both hands.

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Posted by: Relentliss.2170

Relentliss.2170

You need to use skill 5 + judges intervention in pvp.

As to the gs, its nice in wvw for the leap + judges intervention. Also ww + judges is a hard to beat tactic.

The hammer is nice, once you get used to it.

I believe I mentioned the couple of skills that I would most like tweaked earlier.

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

Anet lied (where’s the Manifesto now?)

(edited by Relentliss.2170)