Guardian Paladin 2.5 Build,So We Are 80 Series “Weekly”
Guardian Berserker 3.0 Build
(edited by Silentstorm.7531)
Feel free to discuss and dissect combo’s or hit me with combo’s I didn’t list. Always fun seeing a different look on it. I posted this elsewhere and got bombarded with combos I hadn’t even considered. It was a rather refreshing thing to see guys so eager to display the skills.
I went through most of the combo’s with the Guardian’s Weapons. A thing you need to understand about this game. You have combo fields and combo starters which are usually just skill attacks. And you have combo finishers which usually cancel skill attacks. This system is very similar to Street Fighter in how strong attacks cancel weaker ones. What I’m going to do through the course of this video is show you how to link things together.
First thing I’ll put out there is this game has attacks called linkers. Most traditional linkers in this game cancel attacks. Guardian only has one of those attacks and it’s called Judges Intervention. No matter what you’re doing in Guardian JI can cancel it. And cause 3 second burning dot damage. The dot damage duration is your time to pull out another move. The way the counter in this game works is you have a second to do continued attacks. Auto attacks usually don’t keep a combo going on a slow weapon. So knowledge of what can cancel is key to getting the big damage achievements.
Another Linker you have is Virtue of Justice. It can also be done off CD anytime it’s ready. It applies a 5 second visible blue flame. To you and people around that all counts in your damage combo. Note that the 5 seconds is a great way to pile on attacks. And throw out things that are linkers that don’t cancel and take time. Take for instance purging flames and symbol of wrath. They only cancel auto attack and in the case of PF it takes a little time to come out. But once it’s out while the target is burning from VOJ. This all continues the combo and gives you more time to call out things. Like the flame dogs or the ethereal dog pet from the collector’s edition. Also note that both these pets place a burn as well. In some cases after all yours are long gone.
Where you go from there is all up to you. I have it to the point now from practicing so many different combos. And trying to see what works in what situation. I can do it on command now it took a lot of imagination and practice. For sure you have plenty of other combo’s out there. But if I tried to show you every little thing this is a 2 hour video. I’ll pass on talking for two hours and hope you enjoy this later.
(edited by Silentstorm.7531)
Did some {smooth} editing those of you in the you tube world knows what that means lol
#Insider
You know if I didn’t actually do it A HUNDRED TIMES in the video. You would have a leg to stand on. But JI does cancel any guardian attack. Some it will drag the guardian attack with it. I don’t think you know what your talking about. You may want to back away slowly from this post before you embarrass yourself further.
Even more funny as a example is me cancelling the greatsword leap in mid air and teleporting in the air still to the mob. It’s one of the only instances in the game you can actually do something while still in the air. Why does that happen? Because JI (overrided) the leap. Another instance of that is using the number 2 hammer skill. At proper timing you can lunge even further and drap the slam down hit.
Again you be better in your argument if i didn’t actually display me doing exactly what I said cancelling attacks. So try again there fail troll. Also troll because it’s apparent you fail at street fighter mechanics. A linker often cancels or has no CD either. Do some research before you post sometimes.
(edited by Silentstorm.7531)
Did the damage/effects from the GS leap still contect after you used JI?
Only if you time it correctly it will. But you have to do it alot sooner in the leap then I did. About where you rise up and start to swing. Because it drags the whole animation with it you still will land both hits. The same as when you use the hammer smash and it dragged that. That was a instance of it being timed correctly. Not always as easy as it sounds to do that every time.
I have not had an instance of JI interrupting any of the attacks I use with it.
If it did cancel then things like a JI teleport to Whirling Wrath, Ring of Warding, or Banish on people wouldn’t work.
I know these work and they are a popular thing to do, so maybe JI is interrupting your moves for another reason.
The two you listed are leap attacks which change the Z-axis of the player. The leap attacks have known issues with Z-Axis changes such as down hill ramps causing a miss.
I think there’s a semantics problem. I would argue, Silentstorm, that JI’s not “canceling” the other attack move. It’s adding, or complementing it.
And, FWIW, I’ve found that JI will work with Ring of Warding if you do the JI early enough. When I wait too long during the RoW casttime, the JI seems to interrupt RoW instead. I don’t get the Ring anywhere, and RoW goes on the short 3ish sec cooldown like when I cancel a skill during it’s casttime.
Your thinking far too hard on this lol. JI cancels the original state of whatever your using. And drags it along (like I mentioned in the video) or outright does override things. Say if you use the staff heal you won’t still heal. If you use line of warding and before you land you will dash out of thus (cancelling the original move). I said it exactly how it works don’t over think it.
Depending on timing of what you do JI will either cancel or link the orginal move together with it. Brings some extra added flavor and fun to things that are kinda boring usually. Also like I said because it places a dot. It links total damage together. We don’t have a combo meter in game. However the game itself does keep track and tells you when you do a big one. Maybe that’s something Anet should add. It might spice things up a little and get people to switch weapons and display a little more skill.
Instant abilities can be used while you are channeling other abilities. They can also be used while stunned or knocked down.
Ring of warding and JI is just one example of taking advantage of that. Popping VoC or SYG while in the middle of stomp is another example.
A thief using steal in the middle of stomping another thief who uses the downed state 2 teleport is another example. The port doesn’t cancel the stomp.
A warrior can use fear me while kneeling on the ground reviving a friendly player.
There are many many tricks like this for all of the classes that involved using an instant ability in the middle of a channel.
Your thinking far too hard on this lol. JI cancels the original state of whatever your using. And drags it along (like I mentioned in the video) or outright does override things. Say if you use the staff heal you won’t still heal. If you use line of warding and before you land you will dash out of thus (cancelling the original move). I said it exactly how it works don’t over think it.
Depending on timing of what you do JI will either cancel or link the orginal move together with it. Brings some extra added flavor and fun to things that are kinda boring usually. Also like I said because it places a dot. It links total damage together. We don’t have a combo meter in game. However the game itself does keep track and tells you when you do a big one. Maybe that’s something Anet should add. It might spice things up a little and get people to switch weapons and display a little more skill.
Combos are from using finishers in combo fields. http://wiki.guildwars2.com/wiki/Combo_field The game gives random voice messages in a gender specific voice sometimes when you set off a combo finisher in a combo field.
JI does seem to cancel some things and not others, but I’m afraid what you wrote originally and from what I heard in your video sounds like you’re naming everything JI does as “canceling”. I don’t think I’m the only one who got this perception.
@Kasei if you didn’t watch it you’re already dismissed. Don’t have opinions for things you didn’t properly research that’s fail. Like I said your dismissed I won’t even pay attention to you anymore. Because I’d never have the nerve to say any non sense without proper investigation. You just about called me a liar without any research. You better make sure of things like that I don’t take kindly to that audacity.
@Kurieg it also does the same thing for a rather large greatly done combo. Also I went on the explain each combo how it happens and display it. I can’t help you if you ignore the example and stuck on canceling. Because like I said we are talking about this is in a fighting game sense. When you stop a original attack doesn’t matter the outcome. You stopped the original attack as it was intended to be. And linked it into something else which is exactly what I said. Stop being so literal and enjoy it or feel free to ignore it.
But judging by the views likes and responses everywhere. And people doing versions for other classes. That be a pretty lonely view I’m afraid. It’s nothing more than a fun way to do things and spice things up. Don’t over think it I could make a 4 hour video if I showed everything.
(edited by Silentstorm.7531)
Be more interested in combo’s I haven’t seen before. If anyone has something to add on that.
Before anyone goes ballistic over semantics or what not, I would like to point out what I think is happening.
Silentstorm you are a professed clicker, so there is a built in travel time on the mouse courser as you move from one button to the next. There is nothing wrong with that, and I know plenty of people that perform perfectly fine in pvp or pve like that in many other games. I do think, however, this can limit the complex things you can do as far as timing.
One of the examples in your video you were doing a whirling wrath and then judges intervention to the risen mob. What “I” saw was that you initiated the spinning attack and it was halfway done by the time you moved the mouse to JI and the remaining attacks landed on the target.
JI did not cancel WW, but simply you didn’t get to the target in time to maximize the WW hits.
The leap attacks you demonstrated you stated that you gained extra distance and it canceled the leap attack. Simply you could have used JI as it has a longer range than any leap attacks and traveled that same distance.
Additionally I don’t believe the leap attack gets canceled either, but as my previous post about Z-axis mentions, you may have animation issues with being too high for the leap to attack due to the arc in travel changing when combining JI with any leaps.
Same thing with empower, you may have already completed the majority of the animation by the time you initiated a JI teleport so it “looks” like it is shortened to you, but simply you didn’t start the teleport at the beginning of the animation.
If you get the same stacks of might from empower standing still as you do teleporting from JI, that shows it is not canceled.
@Kasei Like I said dismissed
@CMF Like I said originally JI is a linker. And what your describing is it linking attacks “Like I said”. And like I said again in the video and here since you guys are way too anal or bored. I’m using it in a fighting game sense. In fighting games when you cancel or cross up attack. The original attacks is not always completely cancelled. You in fact get original hits carried into the cross up attack (JI).
Which is why so many people get it and are running with it. Because this is exactly what happens in street fighter games. It’s called exactly move cancelling. Which usually leads into a super move or linking together a large combo. I’m not going to discuss it further because it’s not what the post is about. It’s one word in a deluge of info. If you don’t like how it’s used fine so be it.
Now Like I said anyone got any combo’s? I got alot of good ones I didn’t even list in the video. Still looking for more variety. Someone actually sent me on you tube a sceptor montage of epic win combos.
Im not exactly sure on ur definition of “linker” and “move canceling”
In terms of “Linker” i would say that JI is a one.
the JI+WW combo combined with 10% dmg on burning foes trait is beast. I cast WW a halfsecond (maybe even less because i do keybind) and teleport on my target spinning. I still racked up 4k+ WWs.
This isnt street fighter tho, there are no super moves into lead up too. Its pure rotation fluidity, dodge timing, and clutch-moment skill activation(blinds, immoblize, stuns, and stun-breakers). I can cast Mighty Blow, WW, RoW, Smite Condition(untraited), Binding Blade, and all sorts of other moves while teleporting.
The same way an Elementalist uses Blink + Churning Earth and it doesnt break channeling.
But in terms of move canceling?… i havent had my JI cancel my moves before. Personally i dont use Leap of Faith with JI because its a waste of 2 movement skills at once. So maybe it has to do with the interaction between 2 movement based skills.
@Wizardauz Check this out http://www.youtube.com/watch?v=N_qPSEhXoZY. He is combo cancelling and explaining it pretty much the same as I am in this game. Some times your not actually stopping the attacking. Your carrying it over to the next attack.
Which is called (combo cancelling) it’s been called that for 20 years. See 30 seconds in he is cancelling the kick animation into a fireball attack. He didn’t actually stop the attack he cancelled the animation at a certain time to link into another move. That is all move cancelling is not rocket science.
And it’s in this game as well as I showed in this video. No it’s not street fighter it’s a mmorpg that actually lets you combo like a street fighter. And that makes things a whole lot more interesting even if you don’t understand it. Like I said in another post plenty people do and are running with it. I just don’t like to leave people in the dark. Even if another 100 people hit me saying damn I’m doing that in my class. Look at for the warrior version of this it will be sick. That won’t be my creation people on gw2guru’s are taking care of that.
As far as Leap and JI I use that combo a lot as a double hit. Especially if the running person is low health. Here is a break down of that combo.
Leap of Faith=1400-2000
JI= 1000-2000
Smite Condition=1000-3000 variable if debuffed
VOJ/WW=2000-6000
If you crit everything which you will majority if your around 50% 7000-13000 damage. In 4-5 seconds. Now a person can roll out of it but in my experience they don’t do that until your at the VOJ/WW stage because it happens so fast. Most cases people who are slow I flat line. If not the next weapon switch and hit kills them. Of course this is variable to how much toughness they have.
Too bad combo’s don’t work on wintersday but I managed to do it lol………
I don’t post much. But I do follow a few people, and you are one silent. I think you should have used DC Online rather then Street fighter. I am big on fighting games, and what you describe is what the norm is on DC Online where you would do a bunch of moves in a short period of time, with each move canceling out one another, but still hitting.
I don’t know about you, but that game has caught a lot of flak for having it. So I would be wise when you release your knowledge to people who don’t understand, or just don’t want to have a mechanic that seems to give advantage to people who abuse it.
So in essence…..ssssshhhhhh!!!!!
LOL I feel yea glad you got where it was coming from though. I forgot that DC also had that haven’t played it since it went f2p.
Yes gadgets and lanterns used this techniq a lot. To the point where I made me a gadgets guy. So now I see in almost every game that envolves fighting has this mechanic…intentional or not. The true fighting finatics will find it, and abuse the kitten out of it.
I think the problem here is that you are trying to describe advanced fighting game mechanics to people who are not familiar with such mechanics. I was a hardcore VF pkayer and understand completely but others are mmo players and are toi used to skill queues and no ability to “cancel” link skills.
Cancelling in this sense means to cancel the animation to reduce frames so you can link combos easier. It doesnt neccesarry mean to cancel the move outright thought it can be used to do so “fake out” and do a different move instead.
If this was really intended for GW2, Anet is kittening genius lol its a whole new depth to the fighting mechanic. However, the only problems i see with this is cooldowns. Doesnt exist in fighting games you can waste moves and do cancels etc
Will have to give it a whirl myself and see what i can come up with.
You explained it a bit better then I did. And this news got me excited. Gives me the chance to oomph a bit more out of my guard and ele. I just can’t imagine the outbreak of qq’s this is going to cause. But enough of the posting, and more testing.
I think the problem here is that you are trying to describe advanced fighting game mechanics to people who are not familiar with such mechanics. I was a hardcore VF pkayer and understand completely but others are mmo players and are toi used to skill queues and no ability to “cancel” link skills.
Cancelling in this sense means to cancel the animation to reduce frames so you can link combos easier. It doesnt neccesarry mean to cancel the move outright thought it can be used to do so “fake out” and do a different move instead.
If this was really intended for GW2, Anet is kittening genius lol its a whole new depth to the fighting mechanic. However, the only problems i see with this is cooldowns. Doesnt exist in fighting games you can waste moves and do cancels etc
Will have to give it a whirl myself and see what i can come up with.
For the love of the six gods, that’s all this is…
Thank you KensaiZen for explaining.
KensaiZen suggested it, but I’ll go more in depth. The terminology you used Silverstorm doesn’t work with Guild Wars 2, since canceling or interrupting skills puts them on cooldown.
Cancels
Interrupts
Auto-attacks and dodging are handled differently. The “ninja-skip” dodging, and transitions between chain skills have their own quirks.
Despite all this, I’ve yet to see a single instance where Judge’s Intervention affected another skill directly in any way. Yes, it’s can be cast at the same time as other skills, but it doesn’t reduce activation times/animation frames, or do anything else to the skill.
Honestly, I would love to be proven wrong. Then at least I would know. Show me an example, and tell me how to reproduce it myself.
I’ve watched your video now Silverstorm. You either communicate with me like an adult, or you can continue to try to ignore me.
That is not what linkers and cancels are. MMO’s have a type or resource that will limit what you can do with cooldowns.
Cooldowns or not, if the moves are available to you, and successfully landed 2+ moves that reduced frame animation but all connected and damaged, then that is a frame cancel.
There is one I can tell you right off bat that a lot of people do it, but don’t know that this is actually an advanced fight tactic. I will give the easy one since I don’t want to release what I know.
As an ele you can do a rtl to updraft. Affectively still hitting your target, not finishing the animation, and go right into updraft. Yup you can wait for rtl to finish then updraft, but you can “cut” frames from the animation to perform something else to affectively get the damage in as fast as your hands can move from 4 to 5.
Since I am on the guardian forums. You can affectively frame cancel LoF into JI. The difference in this combo is that you won’t actually cancel out of LoF, but you will hit with both moves instantaneous. The frames that is canceled is the JI causing LoF to overide it, but will be like 2 moves in 1.
Sigh….trolls now the mod hacked post smh. Hopefully he get the hint.
Well moving along only class I seen that suffers from lack of combo’s is mesmer. But they have a totally different feel. Because they can use pet bomb combo’s and status bomb combo’s. When you pull those off it looks wonderful.
i loved animation cancelling on my hard light in DCUO. I was like a ram machine gun with a good controller
Yeah, I’m not understanding the terminology, either.
So on an Ele, you can cast Churning Earth, which “channels” an AoE cripple and then a big blast at the end. If you teleport in the middle of the channel, you keep channeling, so you can wait until there’s like 1/4 second left, teleport into a pack, then boom. Is that a “cancel” or an “interrupt” or a “linking” or what?
Yes dizzyd that is linking attacks. You can do both arcane attacks during that as well.
Sigh….trolls now the mod hacked post smh. Hopefully he get the hint.
All of my posts were sincere, and I’m addressing the infraction on the “troll” post now. However, my other posts remain, and my argument still stands. If anyone wishes to respond to my posts, you’re welcome to PM me.
They removed my post after too even though I wasn’t even responding to you lol. But I know better I’m not even going to complain it. Stay on topic is the rules here learned that enough in the previous guardian paladin posts lol….
Still looking for more combo’s more than ever now that I tested how fail AH is now. Side note because of the increased use of VOJ. It places 3 stacks which acts like a mini old AH. As long as your killing mobs and constantly keeping it on CD. Which is right up my alley I spam it to extend burning damage.
By doing this you replicate somewhat AH old healing. It definately keeps it viable as long as you use it actively. The passive face roll it used to be is gone we just got to get over that. Also encourages you to combo it more so I guess that’s cool.
Anyone have more hammer combos? Some how I gotta believe I can do better than that with this weapon. You get full credit of course I’m always looking to improve on things.
Cancelling in this sense means to cancel the animation to reduce frames so you can link combos easier. It doesnt neccesarry mean to cancel the move outright thought it can be used to do so “fake out” and do a different move instead.
If this was really intended for GW2, Anet is kittening genius lol its a whole new depth to the fighting mechanic. .
Kind of like Dodging… If you’re in the middle of a move w/ a cast time (3rd chain in Hammer) and your opponent dodges, you can dodge with them and come up swinging.
It’s a nice ‘cancelling → linking’ move.
The same way you can get out of a stun state or knock down state with JI. That’s called a wake up attack. I don’t know if it’s not intentional. Don’t really care what made it come about it makes things all the more fun.
Try hammer#4, 2+JI, #5, #1×3
Haven’t actually tried it myself yet since I don’t use JI in my build.
Just remove the 5 to make a better link without a delay. I would use #5 as a way to garaintee more hits from the #1 combine+symbol.
That is actually very good dude. I tried it in spvp and basically juggled this annoying mesmer in the air. He got hit 3 times before he even hit the ground rofl…..And I did it by mistake that totally wasn’t the plan.
But what happen is I hit 4 and cancelled (by mistake with JI) I chased after where he went and hit him in the air. So I said oh kitten wtf did I just do and quick button mashed 2 lol. Completely whiped him out by accident. My guildy who was with me in the game said dude HOW?
Until you said this combo it never came to me to cancel his follow through on the banish.
Just thought of another one for maximum damage going hammer/GS
Hammer 4, hammer 2+JI, hammer1, VoJ, hammer 3, switch to GS for garauntee Whirling Wrath Max hit, finish with leap of faith. If not dead then continue with GS5, GS1 chain.
If that doesn’t kill them I don’t know what will. Pretty much a garauntee combo once the combo starter hits.
Yea good stuff I switched to hammer now for pvp. As the second weapon I’m just not in a group like I used to be. So a more direct approach is in order.
I tried 4 into 2/JI/VOJ hot key GS switch for WW= dead person. If they don’t die majority of the time they are 10%-20& there and i can just leap after them or yank them back with GS 5.
Here’s the ultimate combo
Hammer#4, Hammer#2+Ji (teleporting mighty blow to where enemy landeded), Hammer#1+Voj (just one swing), Hammer#3, Swap to GS and use GS#2 then cancel into GS#5×2 (if they stun break and dodge WW early), GS#1 chain, GS#3.
I don’t even think a bunker will live after this one
I’ll share my build that I have posted on my guilds website here as well as it shows all my combo’s and of course it was originally inspired by this thread
This build is for the Guardians out there who prefer a bit more damage and a bit more mobility to the Juggernaut.
The main Concept behind this build is the combo system that exists in the game. Those who play Tekken or VF or any other fighting game quite religiously will know what I mean when I say combo starter, cancels, linkers etc
So, this build has a much higher damage output than the Juggernaut build as it sacrifices some defence and vitality for higher crit chance % as well as crit damage . It is possible to drop to 18k HP and gain 60 crit chance and 70% crit damage but that depends how glassy you want to go (you just need to change the soldier earrings for berserker ones).
The Hammer is the main weapon for CC and general damage. Its attack power is equal if not more than the GS itself but it lacks in mobility. We team this with the GS for added burst damage and greater mobility. We can let those pesky people escape from us that easily .
With these 2 weapons it is possible to create very good combinations with the skills and utilities that are present for the guardian.
Now let me explain about Judges Intervention as this is a key skill to cancel into another attack. It also allows for instant teleport for skills such as Ring of Warding where you actually are rooted on cast though this can be used on any attack. It is also a very good gap closer and also a stun breaker at the same time. All in all, the best mobility skill the Guardian has.
In this style of gameplay we use JI as a move cancel which can then be linked into another move to keep the combo ticker going and reduce down time for animation as well. Any skill that causes instant damage can be used as a linker for the combo counter, even VoJ as this activates instantly without animation.
Now for the combo.
Hammer #4 is my preferred Combo starter as I mainly use Hammer as my weapon of choice, but there are people who prefer GS in which case it usually is GS #3.
The formula for the combo is as follows;
Combo 1
Hammer#4, Hammer#2+Ji (teleporting mighty blow to where enemy landeded), Hammer#1+Voj (just one swing), Hammer#3, Hammer#1 chain (all three attacks).
As I have not fully tested this build I cannot give you an accurate number for damage for this combo but its a guestimate at between 6400 with no crits and not including burn damage and 13800 with all crits and no burning damage. When you add burning damage into it the damage would go much higher.
Combo 2
Hammer#4, Hammer#2+Ji (teleporting mighty blow to where enemy landeded), Hammer#1+Voj (just one swing),Hammer#5, Hammer#3, Hammer#1 chain (all three attacks), Hammer#2 (will also trigger blast retaliation combo finisher)
Almost identical to combo 1 but with the added benefit of Ring of Warding to trap the enemy inside to garauntee the last part of the combo and enough time for the cooldown on mighty blow to finish to activate it for more damage at teh end.
Max Damage approx 18800 all crit and without burn damage.
Combo 3
Hammer#4, Hammer#2+Ji (teleporting mighty blow to where enemy landeded), Hammer#1+Voj (just one swing), Hammer#3, Swap to GS and use GS#2, GS#3.
This combo keeps up the burst damage by swapping to the GS and using whirling wrath to do high damage at the end of the combo with Leap of faith as the combo ender which can then link to something else if you like but they should be dead by the end of the combo.
Max Damage approx 15600 all crit and without burn damage.
Combo 4
Hammer#4, Hammer#2+Ji (teleporting mighty blow to where enemy landeded), Hammer#1+Voj (just one swing), Hammer#3, Swap to GS and use GS#2, GS#5×2, GS#1 chain, GS#3.
Max Damage approx 20000 all crit and without burn damage.
Instant kill combo for just about every squishy class. Those that aren’t dead instantly can be killed off very quickly.
These are just a few examples of what can be linked into a killing combo. The damage will vary depending on target but generally these combo’s are insta kill for all light and medium armour classes if all hits crit and you add burning damage.
If you are a GS user and have it as a main weapon then I suggest GS#3 as a combo starter or the GS#5 as the combo starter. Just mix and match according to your playstyle
The damage is pure guess work as I am at the office when writing the build and haven’t had time to go to mists and test the damage with steady weapons yet.
Here’s a example of good combo game play with Ele.
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