Showing Posts For AndrinDonnas.3821:
Ok, first off, to the OP: I really don’t think we need more access to Auras, at least not in a x/D spec (I don’t really play staff, I can’t comment). Speaking of x/D builds, specifically D/D (though I think it applies to x/F builds as well… but that just gives you an extra fire aura… which isn’t bad per se, but it lacks some variety) with Fire’s Embrace trait you always have access to 3 Auras, enough for perma fury/swiftness and a good access to Protection (and a minor access to might through fire aura).
I agree, however, that a stunbreak on signets would be nice, it would add diversity and I am all about that.
What I want to do now, is argue with you, TGSlasher (not in a bad way):
I disagree with your points that signets and cantrips are uneven on a trait level, because when you factor in actual CD time between cantrips and signets, you can actually reduce the points “needed” to invest in either build down to a comparable level. Now, the build I am talking about is that same personal aura signet build (I really don’t like the term “selfish”… it makes it sound negative), and the main point of the build usually is to use signets, Zephyr’s Boon and Fire’s Embrace to maintain fury/swiftness and all that. Great. Taking that into account, you don’t NEED signet CD reduction or the perma passive bonus in order to match a cantrip build.
Having said that, I argue you can take 20 in Fire, 10 Air and 10 Earth and get all the benefits you “need” from this build, leaving you 30 points to invest for either the perma passive bonuses, OR something like 30 in Arcane for EA (my personal favorite, though Water for shared auras might make this a rather potent option for support). As an example, this is a link to the build I use currently: http://gw2skills.net/editor/?fEAQJAoYhMmcbtx4wjEABFCgwogIiCPUeMTO2A (I will decline from explaining my elite and cantrip choice, still on the fence about both, and I never use my elite* (see below))
Now, I would call this comparable to cantrips for this reason: signet CDs are already much shorter than cantrips, making cantrip CD reduction more “necessary” in a build
If we look at recharge times (I’m not gonna quote them all) cantrips run from 36-72 seconds with those 40 points, and signets run 20-30 seconds with the same 40 point investment.
Benefits for both are as follows:
Cantrips: Might, Regen, Vigor, Condition Removal
Signets: Fury, Swiftness, Protection, Fire Aura (might when hit, burning)
and signets grant those boons on a shorter CD than cantrips, even with the added CD reduction. (And as a reminder, what you can gain in one area, you can then sacrifice in another area to compensate: for example, I sacrifice condition removal from traits and instead use skills to take care of that (water signet))
Benefits: as I see it, are a little strange. Since cantrips grant an innate stun break, that puts them higher on the priority list than signets, but if I include stun break as a benefit, then I have to include the signet effects as benefits, which in turn means you need to consider the cantrip’s effects with benefits as well, which then makes the comparison problematic, since the usefulness of all those benefits becomes hard to judge with the added complexity. (So to accurately compare the specs, I chose to reduce them to the benefits from traits, and compare them purely on that level, if you want to compare the two specs on a build level, then I would argue that you need to take the complete build, weapon, traits, sigils, to whatever level you feel is necessary, then ennumerate every benefit you get from every skill and trait in that build, then judge whether either is lacking)
The intuitive answer I get that makes Cantrips preferable is Stunbreak as a dealbreaker. I agree with the consensus in this thread that adding stunbreak to signets (even just ONE signet) might make them “acceptable”, but I dont think a signet/aura build is as nonviable as people think. (I say this because I have never needed more than the three signets I carry to keep perma swiftness and fury up, and I only ever pop lightning signet regularly, preferring to let water signet tick away at conditions, and resto signet as a sustained healing/emergency heal)
End Note: I have not used this build in PvP of any kind (*and so not tested the efficacy of my cantrip or elite choice). I do plan to in the near future, but doubt with my limited experience (and skill) that I would be able to argue effectively how this build compares to the other meta builds currently. If someone wants to dash into a few arenas and tell us the results, I would get the biggest kick out of that.
(edited by AndrinDonnas.3821)
“Guardian is a Magic Knight and therefor can not used ranged weapons”
http://en.wikipedia.org/wiki/Samurai Ctrl+f search “weapons” (its down by the bottom)
And, with their spirituality and code of honor that was/is Bushido, the Samurai is a very fitting parallel to the Guardian. (I’m sure SOMEONE will argue this, because this is the internet and people hate being wrong… but really now…) And what weapons did a samurai use? Swords, Longbows, AND Rifles. So take your pick. Personally, I would LOVE to mix a magic class up with some rifle action.
And for those of you that prefer in world explanations, Guardian magic was described as more or less Battle Magic, or “pragmatic”. The thing about being pragmatic is that you find a way to make something work, no matter how “elegant” it may or may not be. Besides, mesmers already have a magic bullet skill, lets just steal their ideas…
Now, as a quick comment to the scepter argument. It has it’s problems, obviously. I think those problems are rooted in the fact that the scepter was originally designed as a mid range weapon, and the devs seem to have gotten stuck in a rut in terms of where they are comfortable taking it. A new weapon offers a chance to start fresh and make a really unique option for long range, but I can agree that just fixing our current options would be acceptable as well.
I would say that’s a little extreme Tom…
Guard can be built for damage, and from my experience (level 66) I can say it does well enough to satisfy. I will agree though, that in dungeons, I find myself paying less attention to how much damage I’m doing, and more attention to the more unique things I can bring. Basically, damage is not as important (we are not bad at it, it just isn’t the focus) as the things you do well. For example, my friends and I did Ascalonian Catacombs, and during the Lovers fight, I found it more useful to run x/shield and Hammer and focus on keeping the two bosses apart, rather than being the guy helping kill stuff faster.
I think in the end the real beauty of the guardian lies in it’s ability to bring just about anything to the table, and if you can make good use of a jack of all trades profession, the prof. is great for you.
when they add more attack skills you can swap around
Wait… WHY has no one called this out yet? is this confirmed as something they are doing? Or are you just making stuff up to make me depressed? Cus i would LOVE if this were true…
and on the original topic, i have found that using the same weapon repeatedly can make it somewhat boring… so I have switched between swrd/foc scep/shld and gs/ham sets… something about the static skills is getting kinda stale a little too quickly imo. If you just think the weapon as a whole is boring… idk what to say, I love it.