Zealot's Defense
This is a point that has come up over and over since beta. They haven’t changed ZD significantly since then. I forget what they did exactly in beta, I want to say that’s when they nerfed it from a block to an absorb.
Painbow.6059: Ignore what anyone else who doesn’t agree with me has said because its wrong.
I’d be content with them just have it actually block ranged attacks like the description states that it does…
I’d be content with them just have it actually block ranged attacks like the description states that it does…
Important distinction – it blocks ranged projectiles, not ranged AoEs/ground targetted abilities. I.e. arrows, Kill Shots, etc.
I use it in WvW to block cheesy Kill Shot warriors all the time.
Painbow.6059: Ignore what anyone else who doesn’t agree with me has said because its wrong.
Important distinction – it blocks ranged projectiles, not ranged AoEs/ground targetted abilities. I.e. arrows, Kill Shots, etc.
I understand and agree that it only blocks ranged projectiles like arrows etc. but it doesn’t even consider blocked projectiles as a block since it doesn’t trigger traits.
(edited by Hachiman.2470)
Sword is solid guardian weapon on sPvP but one of the worst in WvW. Given it synergy with “on block” traits will not ruin it balance on sPvP, but make it better in others situations.
Important distinction – it blocks ranged projectiles, not ranged AoEs/ground targetted abilities. I.e. arrows, Kill Shots, etc.
I understand and agree that it only blocks ranged projectiles like arrows etc. but it doesn’t even consider blocked projectiles as a block since it doesn’t trigger traits.
Its just poor wording. Projectile blocking has always just been absorption. Anything that actually blocks, blocks all types of attacks. Zealots defence doesnt block, it absorbs.
(edited by spoj.9672)
I actually use it mostly when my target is running from me, which is often since it’s quite easy to distance yourself from a Guardian, or so they think. Luckily, I’m not a typical tanker Guardian in the roles I play, a mistake that is also quite often made by my targets.
If your target is running away without any swiftness or any passive increased movement speed, then there’s a 5% chance a single “slice” of ZD might connect. Other than that and a point-blank barrage, ZD will always miss.
It doesn’t target via predictive path like the staff#2 Orb of Light. So even if the target is chilled and crippled and strafing sideways, ZD will miss.
You’re rooted. Projectiles are too slow. Targeting is broken. The cone spread is too random to be effective for a single target at anything further than 100 range, and is too narrow to be effective at attacking multiple targets.
I don’t see the point of this skill other than being a poor-man’s version of Hundred Blades – a rooted skill that’s only effective point-blank against an immob or cc’d foe.
I could have swore I read some where that ZD was going to get patched to allow movement while being cast, I seem to also remember that Focus mastery was going to give us 5 blocks when traited.
I guess Guardians are in a good spot though …
Those were changes from the bogus patch notes as I recall.
Painbow.6059: Ignore what anyone else who doesn’t agree with me has said because its wrong.
I’ve personally always disliked sword, the sec skill does no dmg and as well as the points you bring up, zd has a tendancy to miss targets right in front of you, give me scepter over sword any day of the week.
Sword is solid guardian weapon on sPvP but one of the worst in WvW. Given it synergy with “on block” traits will not ruin it balance on sPvP, but make it better in others situations.
Sword is a favourite for guardian roamers, particularly when paired with focus. The auto attack alone is capable of dealing massive damage.
In any case, adding movement to ZD won’t really help it out in the damage dealing department unless they changed how the projectiles worked. All it would enable you to do is block projectiles while moving, so people would just reserve it for running away. If anything really needs to be changed with the ability, it’s just that it needs to be able to hit a target more reliably.
A similar argument can be made for why blurred frenzy, hundred blades, and magnetic shield should allow movement while channeling, but that would give something to those abilities that they don’t need.
Oddly enough, the projectile absorption portion of ZD seems to persist even if the guardian is interrupted in some fashion (i.e. hit with earthquake). I haven’t rigorously tested that though.
Well, one thing that being able to move while casting ZD would allow for is lining up the projectiles such that instead of trying to hit a foe moving side to side with respect to you, you can move so that they are instead moving closer or further from you. That would be kind of interesting because it would add a player skill aspect to the ability that is currently lacking. Of course, it would be kind of pointless except as a short-medium range punish for when they’re just outside of melee; but if they also upped the damage somewhat, so that it competed with Warrior’s Sword 3 (which even on my non-berserker warrior crits in WvW for 6k) then I think Sword would be much more valuable as opposed to a dumb AA weapon.
Sword 2 used to do damage and be targettable, but they changed it in BWE2 or 3. You used to be able to do a really fun combo whenever an enemy was rooted or immobilized or whatever; You’d ground target Sword 2 just behind you so that you were out of melee, and then ZD where they couldn’t reach you.
Painbow.6059: Ignore what anyone else who doesn’t agree with me has said because its wrong.
This should clear up any more confusion;
Zealot’s Defense: Updated the description of this skill to clarify that it doesn’t block projectiles, but rather destroys them.
Heavens Rage
Those were changes from the bogus patch notes as I recall.
Ah is that what is was? I should have known because adjustments like that are actually useful. But hey we got a 5% increase for Powerful Blades all is well and in a good spot.
If your target is running away without any swiftness or any passive increased movement speed, then there’s a 5% chance a single “slice” of ZD might connect. Other than that and a point-blank barrage, ZD will always miss.
It doesn’t target via predictive path like the staff#2 Orb of Light. So even if the target is chilled and crippled and strafing sideways, ZD will miss.
You’re rooted. Projectiles are too slow. Targeting is broken. The cone spread is too random to be effective for a single target at anything further than 100 range, and is too narrow to be effective at attacking multiple targets.
I don’t see the point of this skill other than being a poor-man’s version of Hundred Blades – a rooted skill that’s only effective point-blank against an immob or cc’d foe.
I typically land about about 3-4 four slices. I’d say 6-7 times out of 10 when a target flees, they run in a straight line from me. I can usually get at least 2 slices off for those that do run to the side instead. But I also watch my opponent very closely and at the first sign of them fleeing, I hit it.
Not sure I understand why you’re saying targeting is broken. This is on #2? I’ve never had an issue with it. I know a lot of people would rather have it ground targeted, which I’m against for personal reasons, but I don’t think it’s broken.
Not sure I understand why you’re saying targeting is broken. This is on #2? I’ve never had an issue with it. I know a lot of people would rather have it ground targeted, which I’m against for personal reasons, but I don’t think it’s broken.
No I was still talking about sword#3 ZD. It will fire off the projectiles to where the target is, which is fine if the target is standing still. The problem is when the target starts moving.
ZD will shoot where the target is, so slices will lag behind a moving target. In contrast, scepter autoattack will shoot where the target will be, so orbs will shoot ahead of a moving target.
I’m pretty sure all projectiles use some sort of predictive path targeting, but ZD doesn’t at all. That’s the broken part of it.
Not sure I understand why you’re saying targeting is broken. This is on #2? I’ve never had an issue with it. I know a lot of people would rather have it ground targeted, which I’m against for personal reasons, but I don’t think it’s broken.
No I was still talking about sword#3 ZD. It will fire off the projectiles to where the target is, which is fine if the target is standing still. The problem is when the target starts moving.
ZD will shoot where the target is, so slices will lag behind a moving target. In contrast, scepter autoattack will shoot where the target will be, so orbs will shoot ahead of a moving target.
I’m pretty sure all projectiles use some sort of predictive path targeting, but ZD doesn’t at all. That’s the broken part of it.
Oh yeah, I see what you mean. The orbs on scepter are just too slow to keep up for example, but they do truly follow the target rather than follow the point the target is at the time the orb is shot out. However, I think ZD’s affect is working as intended. It’s sort of like you said earlier, a Guardian version of Hundredblades. People would be moaning “OP!!1!!!1” if the projectiles did follow the target rather than position.