What about Guardian?
The traps are actually not that good imo the CD,lack of traded support and even the animations. On ranger you could take 3 traps but still have a great healing+regen+cleansing and carry evades,on thief you link them to SA with Trapper Runes without those thief traps would be ultimate trash I hate how they made me slot them but I did the trait changes also seem to improve them and ranger traps are getting rework.
So yep they can start by lowering CD on traps and not make the line (forgot name) not so basic and somewhat less restrictive.
No, no, no. If a ranger takes traps, they lose mobility, condition cleanse, breakstun, stability, and defensive skills. That’s why so few people aside WvW ranger takes traps, and they only take traps because of trapper rune.
You guys can cleanse with f2, access to block (heal, elite, aegis), projectile defelction on f3, symbols that grant vigor, even without putting utilities in it.
The traps are actually not that good imo the CD,lack of traded support and even the animations. On ranger you could take 3 traps but still have a great healing+regen+cleansing and carry evades,on thief you link them to SA with Trapper Runes without those thief traps would be ultimate trash I hate how they made me slot them but I did the trait changes also seem to improve them and ranger traps are getting rework.
So yep they can start by lowering CD on traps and not make the line (forgot name) not so basic and somewhat less restrictive.
I do agree that the cds are a bit high and could stand to be lowered, and i do understand the concern for self sustain/support, but i think there are going to be different options that may open up, personally, and keep in mind i mostly pvp, I am looking at a melee trap/medi build. And i actually plan on using the medi heal (omg i know total noobness). I think we really need to start re-looking at stuff we already have with the new stuff, instead of just picking apart the new stuff seperate.
[Rev]
Obviously was a typo and was meant to be Vulnerability (i just got done reading the necro forums and the comments about needing stability for GS)
Who said anything about dragonhunter being back line support? we have backline support, its called staff/shouts. If anything DH is meant to be a more kite based damage build, that is effecient at killing enemies before they even get to you, hence the VoC change, the VoR change (which can be used to make distance) the traps, and the fact that you get a knockback on trait every 7 seconds with LB when enemies get close. So where does any of that sound like backline support?
As far as avoiding and dodging traps, we are getting the mechanics to help with that or already have them, Hammer alone with immob/warding will hold people in them, add in the snares from LB/ward from LB, and heck even the trap that does significant damage to enemies trying to leave it. Are some going to be dodged? sure are they will. will all of them with the tools we have? most likely not, since there are other abilities that need to be dodged as well. Once again, not you are not looking at the big picture of how this is going to fit into builds, and looking at it ONLY has LB and traps, nothing else.
And if i want to call people out that is my right, just like its your right to call me out. I do think its insane that people are doing most of the complaining regarding the name instead of the mechanics, and if you RP i get that, i understand that, but if not, its just a name, get over it.
“… the dragonhunter—a ferocious big-game hunter that specializes in ranged combat and back-line support.”
-Karl McLain, https://www.guildwars2.com/en/news/meet-the-dragonhunter-guardians-elite-specialization/
I’d take that as a sure sign that it’s at least partially intended to be a backline supporter. Which, let’s be honest, is a terrible fit for something close-range like traps, even if the traps themselves weren’t terrible. But, they will be, because eliminating ground targeting and forcing an activation time on them will ensure that no smart player will ever fall into one unless you plant it beforehand without them seeing it. And that’s provided that you don’t put it in an obvious location where they can just activate it by dodging over it without taking any damage. Oh, and that’s also neglecting how traps lack any sort of sustain or condition removal, which are kind of important.
As for the name, people have every right to complain about it. Some people just don’t like it and want it changed because it sounds stupid and is a poor fit for a guardian spec, even if they aren’t into RP. And yes, you also have the right to tell people to just get over the name. In a similar sense, you also have the freedom of speech required to tell a Jew to get over the Holocaust. But having that right doesn’t mean that using it for that purpose exempts you from being an kitten.
The devs said they gave it the name kuz of lore, not as much because of play style, wait until the expansion before yall go saying its just thrown togeather. Anet usually provides great game depth (even if the characters lines in the main plot are a tad simplistic). That being said I’m not going to complain about what Anets giving us when everything we already having is working just fine. (Go talk to a theif/necro/memser/ranger about stuff not workin right)
Even if there is a lore explanation, the specialization could use a simple name change (e.g. “dragonbane”) and have many of its abilities and aesthetics (e.g. angel wings) changed to reflect that whole draconic and foe-slaying motif. As it stands, the trait and ability names feel disjointed and like a hodge-podge of differing elite specialization ideas haphazardly thrown together.
Feryl Grimsteel (Charr Engineer)
Tarnished Coast
I’m incredibly excited. Just like how I used staff as an amazing source for not only support, but with significant utility and burst as well. I’ll find ways to utilize the lb just the same.
Obviously was a typo and was meant to be Vulnerability (i just got done reading the necro forums and the comments about needing stability for GS)
Who said anything about dragonhunter being back line support? we have backline support, its called staff/shouts. If anything DH is meant to be a more kite based damage build, that is effecient at killing enemies before they even get to you, hence the VoC change, the VoR change (which can be used to make distance) the traps, and the fact that you get a knockback on trait every 7 seconds with LB when enemies get close. So where does any of that sound like backline support?
As far as avoiding and dodging traps, we are getting the mechanics to help with that or already have them, Hammer alone with immob/warding will hold people in them, add in the snares from LB/ward from LB, and heck even the trap that does significant damage to enemies trying to leave it. Are some going to be dodged? sure are they will. will all of them with the tools we have? most likely not, since there are other abilities that need to be dodged as well. Once again, not you are not looking at the big picture of how this is going to fit into builds, and looking at it ONLY has LB and traps, nothing else.
And if i want to call people out that is my right, just like its your right to call me out. I do think its insane that people are doing most of the complaining regarding the name instead of the mechanics, and if you RP i get that, i understand that, but if not, its just a name, get over it.
“… the dragonhunter—a ferocious big-game hunter that specializes in ranged combat and back-line support.”
-Karl McLain, https://www.guildwars2.com/en/news/meet-the-dragonhunter-guardians-elite-specialization/I’d take that as a sure sign that it’s at least partially intended to be a backline supporter. Which, let’s be honest, is a terrible fit for something close-range like traps, even if the traps themselves weren’t terrible. But, they will be, because eliminating ground targeting and forcing an activation time on them will ensure that no smart player will ever fall into one unless you plant it beforehand without them seeing it. And that’s provided that you don’t put it in an obvious location where they can just activate it by dodging over it without taking any damage. Oh, and that’s also neglecting how traps lack any sort of sustain or condition removal, which are kind of important.
As for the name, people have every right to complain about it. Some people just don’t like it and want it changed because it sounds stupid and is a poor fit for a guardian spec, even if they aren’t into RP. And yes, you also have the right to tell people to just get over the name. In a similar sense, you also have the freedom of speech required to tell a Jew to get over the Holocaust. But having that right doesn’t mean that using it for that purpose exempts you from being an kitten.
Considering you just compared me telling people to get over a name and look at the mechanics of a GAME to telling a race of people to get over one of the wost genocides in history… yeah… im done even considering responding to you now.
[Rev]
Obviously was a typo and was meant to be Vulnerability (i just got done reading the necro forums and the comments about needing stability for GS)
Who said anything about dragonhunter being back line support? we have backline support, its called staff/shouts. If anything DH is meant to be a more kite based damage build, that is effecient at killing enemies before they even get to you, hence the VoC change, the VoR change (which can be used to make distance) the traps, and the fact that you get a knockback on trait every 7 seconds with LB when enemies get close. So where does any of that sound like backline support?
As far as avoiding and dodging traps, we are getting the mechanics to help with that or already have them, Hammer alone with immob/warding will hold people in them, add in the snares from LB/ward from LB, and heck even the trap that does significant damage to enemies trying to leave it. Are some going to be dodged? sure are they will. will all of them with the tools we have? most likely not, since there are other abilities that need to be dodged as well. Once again, not you are not looking at the big picture of how this is going to fit into builds, and looking at it ONLY has LB and traps, nothing else.
And if i want to call people out that is my right, just like its your right to call me out. I do think its insane that people are doing most of the complaining regarding the name instead of the mechanics, and if you RP i get that, i understand that, but if not, its just a name, get over it.
“… the dragonhunter—a ferocious big-game hunter that specializes in ranged combat and back-line support.”
-Karl McLain, https://www.guildwars2.com/en/news/meet-the-dragonhunter-guardians-elite-specialization/I’d take that as a sure sign that it’s at least partially intended to be a backline supporter. Which, let’s be honest, is a terrible fit for something close-range like traps, even if the traps themselves weren’t terrible. But, they will be, because eliminating ground targeting and forcing an activation time on them will ensure that no smart player will ever fall into one unless you plant it beforehand without them seeing it. And that’s provided that you don’t put it in an obvious location where they can just activate it by dodging over it without taking any damage. Oh, and that’s also neglecting how traps lack any sort of sustain or condition removal, which are kind of important.
As for the name, people have every right to complain about it. Some people just don’t like it and want it changed because it sounds stupid and is a poor fit for a guardian spec, even if they aren’t into RP. And yes, you also have the right to tell people to just get over the name. In a similar sense, you also have the freedom of speech required to tell a Jew to get over the Holocaust. But having that right doesn’t mean that using it for that purpose exempts you from being an kitten.
Considering you just compared me telling people to get over a name and look at the mechanics of a GAME to telling a race of people to get over one of the wost genocides in history… yeah… im done even considering responding to you now.
Not comparing the two at all. If that’s what you read from it, then you misinterpreted.
If anything it’s the PLAYERS that hate Guardian because we got alot of the things we have been asking for, yet still find cause to QQ about the dumbest things. Always be careful what you ask for.
This I feel is the reason players aren’t excited about the class. It’s like opening a present … and you already know what your getting.
Hahahahaha! Sorry. Let me catch my breath. For a second there, I thought you implied that guardians asked for traps.
You would be wrong. I didn’t imply that at all. The joke if there is one, is that you’re reading into things not said here. I said we got ALOT of things we asked for. I didn’t say EVERYTHING and I definitely wasn’t specific about WHAT we got that we asked for.
(edited by Obtena.7952)
The guardian is so so so dead i can say that before i see the rest of the professions expansion, traps really ? at 45 sec(near) each and hope he will be stupid or idiot to hit and stay in the trap when i’m positive they will dodge and teleport out of there
LongBow(we asked for it) some skills are good , but no vulne apply/stack pretty much trying to shoot a moving wall (and many will have it constantly up)
What the guardian needs for the future is more condition cleansing from the start i see the game going to condition stacking and applying ore burning will be dead the devs shown that to us ,well have crippled but its not slow like the chronomancer that slows skil recharge
They will get some wings they will need it because they will die so fast and go to heaven/hell because they will not cope with the constant pore of conditions on them
And you will prove me right about it one day
You would be wrong. I didn’t imply that at all. The joke if there is one, is that you’re reading into things not said here. I said we got ALOT of things we asked for. I didn’t say EVERYTHING and I definitely wasn’t specific about WHAT we got that we asked for.
We didn’t really get much in the way of mobility apart from a ‘meh’ virtue jump.
Feryl Grimsteel (Charr Engineer)
Tarnished Coast
The devs said they gave it the name kuz of lore, not as much because of play style, wait until the expansion before yall go saying its just thrown togeather. Anet usually provides great game depth (even if the characters lines in the main plot are a tad simplistic). That being said I’m not going to complain about what Anets giving us when everything we already having is working just fine. (Go talk to a theif/necro/memser/ranger about stuff not workin right)
Even if there is a lore explanation, the specialization could use a simple name change (e.g. “dragonbane”) and have many of its abilities and aesthetics (e.g. angel wings) changed to reflect that whole draconic and foe-slaying motif. As it stands, the trait and ability names feel disjointed and like a hodge-podge of differing elite specialization ideas haphazardly thrown together.
I’m sorry but Dragonbane just sounds terrible. But to each his own. I rather have Harbinger or Grainger (play on words).
As for traps usefulness, we’ll be able to pull them off easier than rangers can. People are so quick to judge and compare.
I didn’t want mantras, shouts, or spirits. Traps are fine for the theme. They’re especially fine for condition builds which happens to be my specialty
Rank: Top 250 since Season 2
#5 best gerdien in wurld
The traps are actually not that good imo the CD,lack of traded support and even the animations. On ranger you could take 3 traps but still have a great healing+regen+cleansing and carry evades,on thief you link them to SA with Trapper Runes without those thief traps would be ultimate trash I hate how they made me slot them but I did the trait changes also seem to improve them and ranger traps are getting rework.
So yep they can start by lowering CD on traps and not make the line (forgot name) not so basic and somewhat less restrictive.
No, no, no. If a ranger takes traps, they lose mobility, condition cleanse, breakstun, stability, and defensive skills. That’s why so few people aside WvW ranger takes traps, and they only take traps because of trapper rune.
You guys can cleanse with f2, access to block (heal, elite, aegis), projectile defelction on f3, symbols that grant vigor, even without putting utilities in it.
By cleansing I meant Healing Spring and EB,weapons do carry evades and a certain level of disengage, you can run 2 traps fire & spike with lightning reflexes & entangle with recharge reduction. Guardian need proper traits to survive HP too low but they need the traits. We’ll see how their trap ends up.
The Dhuumfire thread
The devs said they gave it the name kuz of lore, not as much because of play style, wait until the expansion before yall go saying its just thrown togeather. Anet usually provides great game depth (even if the characters lines in the main plot are a tad simplistic). That being said I’m not going to complain about what Anets giving us when everything we already having is working just fine. (Go talk to a theif/necro/memser/ranger about stuff not workin right)
Even if there is a lore explanation, the specialization could use a simple name change (e.g. “dragonbane”) and have many of its abilities and aesthetics (e.g. angel wings) changed to reflect that whole draconic and foe-slaying motif. As it stands, the trait and ability names feel disjointed and like a hodge-podge of differing elite specialization ideas haphazardly thrown together.
I’m sorry but Dragonbane just sounds terrible. But to each his own. I rather have Harbinger or Grainger (play on words).
As for traps usefulness, we’ll be able to pull them off easier than rangers can. People are so quick to judge and compare.
I didn’t want mantras, shouts, or spirits. Traps are fine for the theme. They’re especially fine for condition builds which happens to be my specialty
Yeah, to whoever people saying Ranger’s traps are superior without trapper rune, go try it yourself RIGHT NOW please.
The devs said they gave it the name kuz of lore, not as much because of play style, wait until the expansion before yall go saying its just thrown togeather. Anet usually provides great game depth (even if the characters lines in the main plot are a tad simplistic). That being said I’m not going to complain about what Anets giving us when everything we already having is working just fine. (Go talk to a theif/necro/memser/ranger about stuff not workin right)
Even if there is a lore explanation, the specialization could use a simple name change (e.g. “dragonbane”) and have many of its abilities and aesthetics (e.g. angel wings) changed to reflect that whole draconic and foe-slaying motif. As it stands, the trait and ability names feel disjointed and like a hodge-podge of differing elite specialization ideas haphazardly thrown together.
I’m sorry but Dragonbane just sounds terrible. But to each his own. I rather have Harbinger or Grainger (play on words).
As for traps usefulness, we’ll be able to pull them off easier than rangers can. People are so quick to judge and compare.
I didn’t want mantras, shouts, or spirits. Traps are fine for the theme. They’re especially fine for condition builds which happens to be my specialty
I am looking forward to the hybrid meta in pvp so badly… between the radiance changes and the traps… its going to be very interesting.
[Rev]
You would be wrong. I didn’t imply that at all. The joke if there is one, is that you’re reading into things not said here. I said we got ALOT of things we asked for. I didn’t say EVERYTHING and I definitely wasn’t specific about WHAT we got that we asked for.
We didn’t really get much in the way of mobility apart from a ‘meh’ virtue jump.
That’s correct, which makes what I said accurate.
Yeah, to whoever people saying Ranger’s traps are superior without trapper rune, go try it yourself RIGHT NOW please.
To be fair, Ranger traps are currently superior, as you can actually use them in game.
While the idea of a guardian using traps is alien to me the spec itself does add some good things.
They just need to look at 3 of the traits in dragon hunter, adjust the bow slightly & make it so traps have a reduced CD and provide some type of sustain/support on use or activation.
(cannot really see them being used outside of PvE due to that limitation)
The devs said they gave it the name kuz of lore, not as much because of play style, wait until the expansion before yall go saying its just thrown togeather. Anet usually provides great game depth (even if the characters lines in the main plot are a tad simplistic). That being said I’m not going to complain about what Anets giving us when everything we already having is working just fine. (Go talk to a theif/necro/memser/ranger about stuff not workin right)
Even if there is a lore explanation, the specialization could use a simple name change (e.g. “dragonbane”) and have many of its abilities and aesthetics (e.g. angel wings) changed to reflect that whole draconic and foe-slaying motif. As it stands, the trait and ability names feel disjointed and like a hodge-podge of differing elite specialization ideas haphazardly thrown together.
I’m sorry but Dragonbane just sounds terrible. But to each his own. I rather have Harbinger or Grainger (play on words).
As for traps usefulness, we’ll be able to pull them off easier than rangers can. People are so quick to judge and compare.
I didn’t want mantras, shouts, or spirits. Traps are fine for the theme. They’re especially fine for condition builds which happens to be my specialty
I am looking forward to the hybrid meta in pvp so badly… between the radiance changes and the traps… its going to be very interesting.
Unless they add some support/sustain on to traps I doubt anyone will use more then one.
Because while they do good damage said damage is easily avoided & taking them means you lose your sustain & support.
Really?
Dragonhunter addressed issues people actually had with Guardian. It gave us a long range weapon, potential condition damage, and soft CC with Cripple.
While the Necro spec looks cool, it hasn’t addressed a single concern the Necro community has.
Here’s something I pulled from another thread regarding this.
It seems like Anet is very wishy-washy about the spec in general, honestly. They want it to be a backline support, but they’re making the virtues less supportive, and they’re trying to justify an obviously divisive name for it by saying that it’s inspired by witch hunters who actively seek to purify evil by destroying dragons, but yet it’s still supposed to be supportive and stay in the backlines and let other people do the grunt work, but then they’re giving us traps that aren’t ground targeted that you can only drop right in front of you, even though you’re supposed to be on the backlines and also actively chasing the enemy to vanquish evil.
That’s why I’m pretty peeved about the whole thing. It’s very scatterbrained and just feels poorly planned out.
So at best, they kind of gave us what we wanted? We got a more reliable ranged weapon, but it’s certainly not a support-oriented spec like they’re claiming, and traps are terrible regardless of what role you play. Furthermore, the entire Dragonhunter spec feels like it came from the minds of at least 3 or 4 different people who refused to compromise and just threw their input in it individually. There are so many contrasting elements to it that it lacks any decent amount of cohesion, both with the base Guardian class as well as itself, even.
As for the Reaper, we haven’t seen any of the shouts yet. All we have detail on to go from right now is one new GS skill and one new Death Shroud skill. In the video it looked like GS could be getting a pull skill as well, but we don’t have any skill facts to determine if it has other effects alongside the pull. I’d say wait to judge whether or not it fills the gap for what Necro players need until we get some details on the skills and traits.
Couldn’t agree more on this.
d.hunter just comes out of nowhere when it comes to Guardian, just look at chronomancers and (now) reapers, they preserved their thematic look and lore and with mechanics that actually make sense to their profs.
Guardian suddenly lays traps..? because they’re like witch hunters? but they hunt dragons instead? but all dragons are evil then?
dhunter is a convoluted mix of weird ideas in one package to me.
It only seems to come out of nowhere because for years we had no ranged attacks.
Dragon Hunters is GW2 spin on Demon Hunters from Diablo 3 which Anet are fans of, since they created Diablo game series.
Demon Hunters are like holy ranger. Well in GW2 universe the Demons aren’t the main threat/enemy, the Dragons are. So demon got replaced by dragon. Hence DRAGON HUNTERS.
Still same theme, of a holy walker Texas ranger concept…
The devs said they gave it the name kuz of lore, not as much because of play style, wait until the expansion before yall go saying its just thrown togeather. Anet usually provides great game depth (even if the characters lines in the main plot are a tad simplistic). That being said I’m not going to complain about what Anets giving us when everything we already having is working just fine. (Go talk to a theif/necro/memser/ranger about stuff not workin right)
Even if there is a lore explanation, the specialization could use a simple name change (e.g. “dragonbane”) and have many of its abilities and aesthetics (e.g. angel wings) changed to reflect that whole draconic and foe-slaying motif. As it stands, the trait and ability names feel disjointed and like a hodge-podge of differing elite specialization ideas haphazardly thrown together.
I’m sorry but Dragonbane just sounds terrible. But to each his own. I rather have Harbinger or Grainger (play on words).
As for traps usefulness, we’ll be able to pull them off easier than rangers can. People are so quick to judge and compare.
I didn’t want mantras, shouts, or spirits. Traps are fine for the theme. They’re especially fine for condition builds which happens to be my specialty
I am looking forward to the hybrid meta in pvp so badly… between the radiance changes and the traps… its going to be very interesting.
Unless they add some support/sustain on to traps I doubt anyone will use more then one.
Because while they do good damage said damage is easily avoided & taking them means you lose your sustain & support.
Also, it’s not really a loss if you don’t take them. There is only one trait in the entire line that does anything to traps, and it gives them bleed on hit. You can easily build a Guardian Longbow build that doesn’t use any traps at all (which I may end up doing for WvW). Their Pure of Sight minor trait increases damage beyond 600 units, so if you’re fighting at around that range you could just run a full shout build and essentially make yourself a Paragon.
The devs said they gave it the name kuz of lore, not as much because of play style, wait until the expansion before yall go saying its just thrown togeather. Anet usually provides great game depth (even if the characters lines in the main plot are a tad simplistic). That being said I’m not going to complain about what Anets giving us when everything we already having is working just fine. (Go talk to a theif/necro/memser/ranger about stuff not workin right)
Even if there is a lore explanation, the specialization could use a simple name change (e.g. “dragonbane”) and have many of its abilities and aesthetics (e.g. angel wings) changed to reflect that whole draconic and foe-slaying motif. As it stands, the trait and ability names feel disjointed and like a hodge-podge of differing elite specialization ideas haphazardly thrown together.
I’m sorry but Dragonbane just sounds terrible. But to each his own. I rather have Harbinger or Grainger (play on words).
As for traps usefulness, we’ll be able to pull them off easier than rangers can. People are so quick to judge and compare.
I didn’t want mantras, shouts, or spirits. Traps are fine for the theme. They’re especially fine for condition builds which happens to be my specialty
I am looking forward to the hybrid meta in pvp so badly… between the radiance changes and the traps… its going to be very interesting.
Unless they add some support/sustain on to traps I doubt anyone will use more then one.
Because while they do good damage said damage is easily avoided & taking them means you lose your sustain & support.
I think it all depends, im still going to be running monks focus with 2 traps,and honestly im going to do something crazy and actually run Litany with it as well. Also I REALLY think people are thinking that traps are way too easy to avoid, between immobilize and wardings, i really think we are going to be able to land more than you think. at least in spvp. in WvW… well its a zerg fight, people are gonna get hit.
[Rev]
No it didn’t… It gave us a longbow if we sacrifice an entire line of useful traits for a line of useless ones. It gave us potential condition damage if we are willing to use inferior skills with inferior cooldowns and inferior damage. And finally it gave us soft CC if you ignore all of the soft CC we already had like immobilizes.
On the other hand Reaper looks like it is going to give Necro viable melee range combat capabilities as well as legitimate power build viability.
Lets not lose perspective here. Guardian has had nothing but superior game mechanics attached to the class since day one (invulnerability, reflection, boon spam, blocking, endurance), while the necro has had all the inferior mechanics (chill, pets, fear, conditions, poison, control, DS, life stealing).
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
inferior mechanics
keep telling yourself that
There’s like 1 utility skill with the name “Dragon” in it, and then there’s like 2 – 3 traits out of 12 which is named “Dragon” something.
Clearly the theme was not thought out at all.
There’s like 1 utility skill with the name “Dragon” in it, and then there’s like 2 – 3 traits out of 12 which is named “Dragon” something.
Clearly the theme was not thought out at all.
……. ok? I think this is sarcasm… i hope?
[Rev]
There’s like 1 utility skill with the name “Dragon” in it, and then there’s like 2 – 3 traits out of 12 which is named “Dragon” something.
Clearly the theme was not thought out at all.
……. ok? I think this is sarcasm… i hope?
Oh please, not even ANet themselves understand what this mess of a specialization is supposed to be.
There’s like 1 utility skill with the name “Dragon” in it, and then there’s like 2 – 3 traits out of 12 which is named “Dragon” something.
Clearly the theme was not thought out at all.
……. ok? I think this is sarcasm… i hope?
Oh please, not even ANet themselves understand what this mess of a specialization is supposed to be.
I meant going by just the names of skills alone alone… which is pretty bad logic.
[Rev]
Really?
Dragonhunter addressed issues people actually had with Guardian. It gave us a long range weapon, potential condition damage, and soft CC with Cripple.
While the Necro spec looks cool, it hasn’t addressed a single concern the Necro community has.
they have access to stability this was one of the biggest issues to necro, if they have to spect into reap to acess thats the same as guardian need to spec into DragonCliche for access to longbow, something like that, we cant have everything in the vanilla class right,?… That would invalidate the Elite specializations, and more will be released this are just the first ones.
Also necro seem prety strong to 1 vs X with this new spec for what they presented slow and heavu hits looks really good, it remminds me my meleemancer form the first years of gw1
(edited by Aeolus.3615)
You know, i’d consider giving up Renewed Focus for the new signet if it gave 25% movement speed. Another suggestion that was brought up a while ago was the passive on the new Wings of Resolve give 25% movement speed but if you pop it, you lose it.
Edit: So while most issue’s were addressed, a lot of us would love something like this.
Lets not lose perspective here. Guardian has had nothing but superior game mechanics attached to the class since day one (invulnerability, reflection, boon spam, blocking, endurance), while the necro has had all the inferior mechanics (chill, pets, fear, conditions, poison, control, DS, life stealing).
wow – inferior mechanics: Chill, Fear, Poison, DS….
/facepalm.
Lets not lose perspective here. Guardian has had nothing but superior game mechanics attached to the class since day one (invulnerability, reflection, boon spam, blocking, endurance), while the necro has had all the inferior mechanics (chill, pets, fear, conditions, poison, control, DS, life stealing).
wow – inferior mechanics: Chill, Fear, Poison, DS….
/facepalm.
I imagine queen wrote it with irony, becouse in invulnerable state guard still eat all condis :P
Some of you guys are just jumping into way too many conclusions and honestly we have yet to see the implementation of the new traits with new trait points and masteries, etc.
There is a very positive spin to look at this.
I mean look at traps with longbow this way, with celes or apoth gear we have great sustain and condi application. Dodge roll heal, boons etc. The VoR is nice because it gives us another utility to it, a gap closer or retreat.
There are some pretty cool things here and they gave us a little more mobility, more utility, condis, and a ranged weapon. Why are we so upset? Nothing is final.
I do agree the name is dumb, but personally it doesn’t bother me. I’m not saying it shouldn’t bother you.
Group Stability is a hell of a Drug – Rick James
vT
Some of you guys are just jumping into way too many conclusions and honestly we have yet to see the implementation of the new traits with new trait points and masteries, etc.
There is a very positive spin to look at this.
I mean look at traps with longbow this way, with celes or apoth gear we have great sustain and condi application. Dodge roll heal, boons etc. The VoR is nice because it gives us another utility to it, a gap closer or retreat.
There are some pretty cool things here and they gave us a little more mobility, more utility, condis, and a ranged weapon. Why are we so upset? Nothing is final.
I do agree the name is dumb, but personally it doesn’t bother me. I’m not saying it shouldn’t bother you.
I wouldn’t really call selfless daring sustain unless your in PvE or WvW.
The fact that it’s healing is halved in PvP means you need to get insane amounts of healing power for it to be any good at which point you cant really put out any damage.
If they were to bring selfless daring up to say 75-80% effectiveness in PvP then it would be good for sustain.
But that’s beside the point. They really need to reduce the CD on most of the traps and give them some support/sustain or they just won’t be worth taking.
Something I have suggested since the trait reveal is that they make deflecting shot count as a block (when it stops projectiles) and knock back enemies that it hits.
Then take heavy light & change it to the following.
Heavy Light: Reduce the Cd of traps by 25% then have it either remove a condition, AOE heal or grant a boon specific to the trap when triggered.
Then traps may be considered for PvP. Until then however its doubtful anyone will use more then one (at a time) at the very most.
wow – inferior mechanics: Chill, Fear, Poison, DS….
/facepalm.
No irony here. The game has a group of mechanics that are dominant in the game, and a group of mechanics that aren’t.
Almost all the dominant mechanics are on the guardian. The necro is stuck with all the none dominant game mechanics, with a very strong focus on conditions and control skills.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
From the start i am seeing a lot of problems, i believe the devs seeing the new DH build for PVE but have they consider the PVP situation do they believe that a player will be idiot enough stay in trap to tic ,will you use the traps if each is near all 45 cooldown ? needs 1 sec immobilize on some of them or it is useless if the traps have 240 range leaving you at the mercy of the chronomancer that increase your cooldown with slow or reaper that will chill you also increasing the cooldown
The new virtues they have reduced it to 0 the spear slow to burn the player runs (over 900)breaks the chain no more burning no more condition applying the wings good escape gap closer but 60 sec (need to be desperate to escape or to finish someone fast to use)the shield a semicircle (no view rotation was that a 3-4s projectile blocking only and poff gone ) and at 90s god !! (they must make a full circle for that time )
They really are forcing the DH to be a long distance use i dont se them tele near a necro with a whopping 50K health and gap closing skills and an 1 auto that seriously heals them back and adding that chill on fear rly now ? and that chill access i’m surprised to see at the end that il have 20s of chill at the end on me dmg reduced to them by 15% and dmg receive increase
And finally the longbow
auto 1 no condition apply (except burning and sigils) ONLY !! if a sec target is close you cripple
2 CHARGE damage done no condition
3 deflecting shot scepter ball of wrath style with a small block on the way and a blind
4 shot a symbol ads vigor to you/ally radius 180 (go get it o wait to small mist it)
And last 5 a whopping 60 sec personal (Ring of Warding) giving skill the enemy still shots you dont forget that !! and a small dmg at the end (no x dmg to it) and 360 radius (each personal ring or total skill radius)
auto 1 no condition apply (except burning and sigils) ONLY !! if a sec target is close you cripple
2 CHARGE damage done no condition
3 deflecting shot scepter ball of wrath style with a small block on the way and a blind
4 shot a symbol ads vigor to you/ally radius 180 (go get it o wait to small mist it)
And last 5 a whopping 60 sec personal (Ring of Warding) giving skill the enemy still shots you dont forget that !! and a small dmg at the end (no x dmg to it) and 360 radius (each personal ring or total skill radius)
1. Guardian always lack good range dps. Scepter 1 never hits, 2 hard to hit. Staff does low damage too. Now they’re adding an auto that does way higher damage than those 2 with good accuracy and snare and you’re complaining? Not to mention how EASY that cripple requirement triggers in PVP and WvW.
2. Charge attack yes, with damage of about 70% of RF charge in one shot, a real BURST, with CD as low as 4, and you’re complaining? Yes they can dodge, but how many times can they dodge when the cd is just 4?
3. Completely counters RF, does blind, as well as GOOD DAMAGE. It’s not those utility skill that hit almost 0 damage.
4. An aoe without the need of LoS and grant vigor, and ignore reflect. So good in PVP!
5. One of the strongest range CC in the game.
Seriously, go observe other classes’s LB before you say Guardian’s LB is bad.v Not to mention it solves Guardian’s biggest weakness in PVP: The lack of good range dps option and snaring ability.
wow – inferior mechanics: Chill, Fear, Poison, DS….
/facepalm.
No irony here. The game has a group of mechanics that are dominant in the game, and a group of mechanics that aren’t.
Almost all the dominant mechanics are on the guardian. The necro is stuck with all the none dominant game mechanics, with a very strong focus on conditions and control skills.
Yes, because control and conditions are TOTALLY useless.
There’s more to this game than taking advantage of braindead PvE mobs, you know.
Here is a test imagination a battle 1v1 wvw or 1 vs x number from the current expansion professions (mesmer/chronomancer, necro/reaper so far) how will you face each if there new atks wen you use LB and (optional) traps, who will have the upper advantage ? even a little.
Imagine each new skill of the chronomancer,reaper is more appropriate to counter the the DH future skills, witch condition will you have on you from which they will have more access and give the upper hand vs the DH, how many times will they pore on you condition how will you get rid of it from you ? which skills will they use, witch you, cooldown advantage !
witch will win ?
wow – inferior mechanics: Chill, Fear, Poison, DS….
/facepalm.
No irony here. The game has a group of mechanics that are dominant in the game, and a group of mechanics that aren’t.
Almost all the dominant mechanics are on the guardian. The necro is stuck with all the none dominant game mechanics, with a very strong focus on conditions and control skills.
Yes, because control and conditions are TOTALLY useless.
There’s more to this game than taking advantage of braindead PvE mobs, you know.
This is sort of a representation of how symbols work. It’s also made me rethink about going down Zeal once the patch goes live due to how incredibly difficult it is to keep anyone inside of one. Not to mention the removal of Glacial heart which will severely hinder the Guardians ability to keep up(Since slow doesn’t affect movement speed).
wow – inferior mechanics: Chill, Fear, Poison, DS….
/facepalm.
No irony here. The game has a group of mechanics that are dominant in the game, and a group of mechanics that aren’t.
Almost all the dominant mechanics are on the guardian. The necro is stuck with all the none dominant game mechanics, with a very strong focus on conditions and control skills.
I think i see your point now, they migh not be dominant now, but when this change goes live they will be dominant since they will affects bosses.
Outside pve those necro mechanics are very strong.
(edited by Aeolus.3615)