SOTG 4/26 Guardian updates
Another Spirit Weapon HP buff, other than that they were very cagey about what we’re getting, specifically. Warriors are getting a buff to Signet of Might, when they pop it their next 3 attacks become unblockable, so they’ll be able to interrupt Shelter now. Warriors are also getting a “boon hate” trait, 3% bonus damage against targets for each unique boon they have on them. Not sure where in the lines it’ll be. Basically, hope you’re getting Prot in there somewhere.
Painbow.6059: Ignore what anyone else who doesn’t agree with me has said because its wrong.
It’ll have to be a 30 rank trait line for boon hate at least. 3 unblockable attacks isn’t bad at all, especially since they have to use the signet’s active for it to work.
It’s gonna be a huge kick in the nuts for a lot of people. Kill Shot/Eviscerate, unblockable. Think about that for a second. You get down to 1/3rd health, Shelter expecting to block a big hit and make it worthwhile, and instead you get hit with Eviscerate and killed outright. And they’re getting a Burst cooldown reduction trait combined with.. something else I forgot. Pretty big game changer.
Painbow.6059: Ignore what anyone else who doesn’t agree with me has said because its wrong.
Well they better make Shelter reflect or something because that’s just ridiculous. Hmm yes… reflect. There’s an idea. I call it – Sheflecter. Lol. Drinking
(edited by SplendidDust of AncientSuns.8453)
It’s gonna be a huge kick in the nuts for a lot of people. Kill Shot/Eviscerate, unblockable. Think about that for a second. You get down to 1/3rd health, Shelter expecting to block a big hit and make it worthwhile, and instead you get hit with Eviscerate and killed outright. And they’re getting a Burst cooldown reduction trait combined with.. something else I forgot. Pretty big game changer.
Sounds more like they changed warrior from a joke to something worthwhile, in my opinion. Maybe warriors won’t be free kills anymore.
Fort Aspenwood
It’s gonna be a huge kick in the nuts for a lot of people. Kill Shot/Eviscerate, unblockable. Think about that for a second. You get down to 1/3rd health, Shelter expecting to block a big hit and make it worthwhile, and instead you get hit with Eviscerate and killed outright. And they’re getting a Burst cooldown reduction trait combined with.. something else I forgot. Pretty big game changer.
You still have dodge, don’t forget about dodge. That’s usually the primary counter to eviscerate and killshot since they have a noticeable wind up.
A shield bash → eviscerate combo would be deadly though. I kind of like it though, keeps guardians on their toes. My fraudulent guardian might not be able to succeed anymore with some of these changes.
Also, if your worried about killshot you could always use Wall of reflection. I use it already so an unblockable killshot doesn’t really scare me :P
Wait so what specific nerfs are guardians going to get? And when is the update suppose to take place? Because I tried searching for the patch notes online but couldn’t find one.
From what I am hearing, warriors will be my number 1 threat
Wait so what specific nerfs are guardians going to get? And when is the update suppose to take place? Because I tried searching for the patch notes online but couldn’t find one.
From what I am hearing, warriors will be my number 1 threat
I don’t think Guardians got any direct nerfs, at least none were announced. The nerfs are indirect, aka other classes got stuff that makes them strong against us.
Wait so what specific nerfs are guardians going to get? And when is the update suppose to take place? Because I tried searching for the patch notes online but couldn’t find one.
From what I am hearing, warriors will be my number 1 threatI don’t think Guardians got any direct nerfs, at least none were announced. The nerfs are indirect, aka other classes got stuff that makes them strong against us.
Oh ok I understand, thanks for replying
Wait so what specific nerfs are guardians going to get? And when is the update suppose to take place? Because I tried searching for the patch notes online but couldn’t find one.
From what I am hearing, warriors will be my number 1 threatI don’t think Guardians got any direct nerfs, at least none were announced. The nerfs are indirect, aka other classes got stuff that makes them strong against us.
Oh ok I understand, thanks for replying
Scratch that, I guess retaliation did get nerfed directly. Though that isn’t really a guardian nerf but more everyone that uses it.
How is Retaliation being nerfed, exactly?
How is Retaliation being nerfed, exactly?
Apparently it will do the same damage it does in spvp in wvw now. So 2xx damage instead of 3xx damage.
Just watched the SOTG. They only thing they said about Retal was that they’re concerned with how much of it comes from light fields because it allows for groups to put it up very often. They’re concerned with uptime and will likely only change that.
Something about high group uptime lowering the value of direct AoE damage.
I also wasn’t aware that Retal did less damage in PvP. I feel like I would have seen that in patch notes somewhere in the last several months (granted, I’m only rank 15 in PvP and am almost exclusively a WvW player).
Doubling the passive stat boosts on signets might make a signet build guardian and perfect inscriptions more viable. +270 power with one signet passive? That would be pretty strong. Although I’m more worried about the boosts it will give other classes like signet warriors, thief, etc.
Just watched the SOTG. They only thing they said about Retal was that they’re concerned with how much of it comes from light fields because it allows for groups to put it up very often. They’re concerned with uptime and will likely only change that.
Something about high group uptime lowering the value of direct AoE damage.
I also wasn’t aware that Retal did less damage in PvP. I feel like I would have seen that in patch notes somewhere in the last several months (granted, I’m only rank 15 in PvP and am almost exclusively a WvW player).
Retal does less damage in spvp. You’ll generally see ~2xx damage per tick for instead of the ~3xx damage you see in WvW.
Don’t know which part of the sotg it was in as I haven’t watched it yet myself but this thread is where I found out about the retal nerf.
https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/State-of-the-game-WvW-Highlights
Just watched the SOTG. They only thing they said about Retal was that they’re concerned with how much of it comes from light fields because it allows for groups to put it up very often. They’re concerned with uptime and will likely only change that.
Something about high group uptime lowering the value of direct AoE damage.
I also wasn’t aware that Retal did less damage in PvP. I feel like I would have seen that in patch notes somewhere in the last several months (granted, I’m only rank 15 in PvP and am almost exclusively a WvW player).
Odd that they mentioned the light fields for retaliation stacking in WvW…
The most utilized fields in WvW are water, fire, and lightning (and possibly dark since they still damage the supervisors). Maybe smoke as well for small groups. The problem zergs have with light fields in WvW is that the retaliation has generally worn off by the time you actually engage, so you can’t just stack it up and run a perma-retaliation zerg across the map. At best, your zerg will maybe have about 5 or so seconds of retaliation, but that’s not worth the sacrifice of a zerg with 25 might stacks, or a zerg with perma-swiftness.
In fact, people usually find the light fields annoying because they interfere with other fields, particularly when a guardian lays their swiftness symbol in the middle of a static field, or an engg shoots super elixir in the middle of healing rain.
They should probly just nerf the amount of stacks of retal you can get. I think 3 stacks is good since its 5 ATM?? I’d rather not make my hammer blast worthless in small groups so I really hope they don’t destroy it for us.
Sharks With Lazers [PEW]
Just watched the SOTG. They only thing they said about Retal was that they’re concerned with how much of it comes from light fields because it allows for groups to put it up very often. They’re concerned with uptime and will likely only change that.
Something about high group uptime lowering the value of direct AoE damage.
I also wasn’t aware that Retal did less damage in PvP. I feel like I would have seen that in patch notes somewhere in the last several months (granted, I’m only rank 15 in PvP and am almost exclusively a WvW player).
Odd that they mentioned the light fields for retaliation stacking in WvW…
The most utilized fields in WvW are water, fire, and lightning (and possibly dark since they still damage the supervisors). Maybe smoke as well for small groups. The problem zergs have with light fields in WvW is that the retaliation has generally worn off by the time you actually engage, so you can’t just stack it up and run a perma-retaliation zerg across the map. At best, your zerg will maybe have about 5 or so seconds of retaliation, but that’s not worth the sacrifice of a zerg with 25 might stacks, or a zerg with perma-swiftness.
In fact, people usually find the light fields annoying because they interfere with other fields, particularly when a guardian lays their swiftness symbol in the middle of a static field, or an engg shoots super elixir in the middle of healing rain.
Although this has never occurred for me, despite being an engineer player when I wvw, apparently I’ve seen mention on the forums where people get hit by boat loads of retaliation for having the audacity to throw in some grenades into a zerg. Having never experienced such a situation that they described though, I am unsure if it is hyperbole/their personal build/ other factors. Theoretically though, if retaliation is too easy to maintain uptime for, I can definitely see it being a bit of a grievance for players who are now taking more damage than they deal, particularly with AoE’s which are normally expected to be zerg-busters..
http://twitch.tv/alemfi/
Just watched the SOTG. They only thing they said about Retal was that they’re concerned with how much of it comes from light fields because it allows for groups to put it up very often. They’re concerned with uptime and will likely only change that.
Something about high group uptime lowering the value of direct AoE damage.
I also wasn’t aware that Retal did less damage in PvP. I feel like I would have seen that in patch notes somewhere in the last several months (granted, I’m only rank 15 in PvP and am almost exclusively a WvW player).
Odd that they mentioned the light fields for retaliation stacking in WvW…
The most utilized fields in WvW are water, fire, and lightning (and possibly dark since they still damage the supervisors). Maybe smoke as well for small groups. The problem zergs have with light fields in WvW is that the retaliation has generally worn off by the time you actually engage, so you can’t just stack it up and run a perma-retaliation zerg across the map. At best, your zerg will maybe have about 5 or so seconds of retaliation, but that’s not worth the sacrifice of a zerg with 25 might stacks, or a zerg with perma-swiftness.
In fact, people usually find the light fields annoying because they interfere with other fields, particularly when a guardian lays their swiftness symbol in the middle of a static field, or an engg shoots super elixir in the middle of healing rain.
Although this has never occurred for me, despite being an engineer player when I wvw, apparently I’ve seen mention on the forums where people get hit by boat loads of retaliation for having the audacity to throw in some grenades into a zerg. Having never experienced such a situation that they described though, I am unsure if it is hyperbole/their personal build/ other factors. Theoretically though, if retaliation is too easy to maintain uptime for, I can definitely see it being a bit of a grievance for players who are now taking more damage than they deal, particularly with AoE’s which are normally expected to be zerg-busters..
The guardian shouts and symbol of wrath on gates, or things like elixir B are the more notorious sources of zerg-retal. Light fields might come into play during gate battles, but most zergs will be using fire or water fields in that situation.
I’ve had some bad retal situations myself when flamethrowing a gate before. That’s probably because it’s proccing 50 times in a few seconds though (10 hits per cone per 5 targets). That’s the real thing they need to address.