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http://greatarchitect.us
(edited by SeeingBlue.8453)
Hello,
If you are looking for a structured multi-game community you can call home then I invite you to review Great Architect. Instead of giving some TL:DR article, I have provided some key points below.
Our Community
In-Game Activity
I believe this covers just about everything. If you have any questions feel free to mail me in-game. You may also submit an application at http://greatarchitect.us
Thank you,
SeeingBlue
-Great Architect Admin
(edited by SeeingBlue.8453)
Introduction:
ArenaNet has offered the ability for people to replace Guild Wars 2 ingame music with different custom playlists that will play at certain locations / situations. This guide will explain how to do this.
Getting Started:
What you need is any media program that can create and save music playlists. The following playlist formats are supported: .wpl, .m3u, .pls, .asx, and .wax
For Windows users Windows Media Player is the easiest option.
Supported audio files are: everything FMOD supports by default, which includes .mp3, .ogg, .flac, .wav. aiff, and a bunch of old-school music formats, like .mid or .it files
Setting Up The Playlists:
Drag the song(s) you want for your playlist inside the playlist menu, and go to File, then select Save Now Playing list as… and locate your Guild Wars 2 music folder, which should be under: C:\Users\Your Name\My Documents\Guild Wars 2\Music
These are the recognised playlists: Ambient, Battle, Underwater, City, Crafting, BossBattle, NightTime, and MainMenu – Saving under any other names will not play the list ingame.
A how-to-do video on setting up your playlists (excuse my English… not my main language…):
http://www.youtube.com/watch?v=0cQFoMQTnns&hd=1
How They Work:
Custom playlists work the way you’d think they’ll work. Whenever you’re out in the field during daytime you’ll have your Ambient playlist playing. During battle with more than 3 enemies at a time, the game will activate the Battle playlist. In the huge instanced cities, your City playlists will be playing.
Songs don’t seem to get randomised very well. A playlist will always start off with the first song on the list. What I’ve noticed from the little testing that I did with the MainMenu playlist is that after the first song it does seem to randomise the songs. So a possible solution might be add one very short silent sound file as your first song on the list.
Tip: Using a short audio file as the first song does function as a playlist randomiser. Randomising works for all playlists, except MainMenu and BossBattle.
A Fix To Quiet Playlists
In the previous custom music thread there were people having trouble with getting it to work. The most common problem was setting up the playlists as described in my video, but not hearing any music ingame.
Luckily I found out what caused this, and how to fix this.
This is caused by having your Windows Media Player writing shortcuts for the file location in the playlist. Then moving the playlist to another drive, the game will not be able to find the location of the audio file from the written shortcut in the playlist.
The easy way to fix this is to save your playlist on a different drive than the one you saved it on previously, and then copy/paste that playlist into your Guild Wars 2\Music folder.
If you don’t have a second drive to save your playlists on, you can try this. Open your playlist file in Notepad. You’ll see the file location for each song in the list is noted as a shortcut. Manually edit the noted location so it shows the full location. Example of playlist with full locations for each song:
http://i80.photobucket.com/albums/j165/Milennin/ScreenShot218.png
(edited by Milennin.4825)
Changing armor also changes the geometry of the models in GW2. It’s not a model on top of a model like it was before. I assume this was implemented to avoid clipping issues.
Clothes and armor in GW2 aren’t… worn like I think you think they are.
(boring part here)
Unclothed body model is a completely different thing – something like a separate suit of armor. There’s no actual… body under any armor. This is what WOULD cause many clipping issues, more than you can imagine, considering how actually low poly GW2 bodies are.
Body is split to few parts: hands, feet, upper and lower torso, and head. Accordingly, armors are made of few pieces, gloves part, chest, leggins, boots that are loaded upon your model (as in swapped with the currently worn piece). All these pieces have the same skeleton and proper rigging, so that when combined together, they animate properly.
As far as I understand, this is why the armor segments are usually of the same size, so mixing them would be easier and more seamless. If they have skin showing, that’s not because there’s a “body” under it, but because a body part is actually an armor itself. A pro could explain that better, but since we have no 3D artists visiting the thread…
(/boring)
So the thing with breasts changing size is rather a result of how actually the separate armor sets were sculpted for different body types. There were more than one person working on different sets. They can’t all be identical. They can be fixed I presume, but apparently it’s not that important.
(edited by Marge.4035)
Well, a growing baby Norn would need more substance to… Oh who am I kidding. Faaaan seeerrivce.
Game Designer
Thanks for the feedback everyone and please keep it coming. Personally, I find that one of the hardest parts of being a desginer on GW2 Live is coming to terms with the fact that not every update will please every player. We do our best to deliver appealing content with enough variety to keep as many people as satisfied as possible. And If there’s one thing we can do consistently, it’s improving the experience of said content each time. I think we made some great strides with the Jubilee. I think we have a lot of room to keep growing. But our team isn’t done yet. We’ve got some exciting things coming later this month. Things you’ve never seen in this game before.
But in the mean time, please keep telling us what you’re thinking. We are listening. Not only to what you’re saying but also to what you’re not. The very first living world team actually did the thing some of you have called for. Some 40 or so permanent events were added around the game in our very first content update. They were met with little interest or fanfare. Granted, Halloween may have stolen the show. But those events are still in the game today. I’ve seen very little reaction to them, however, positive or negative. Despite this, there are many events I would still like to add. Many zones and bosses I would love to revisit. As we get better at the living world, I strongly suspect we’ll have room to get around to them as well. Assuming that’s what our players really want. You are all the second half of the collaborative process, so thanks for helping!
Dulfy is a great place to learn tricks and tips, especially for the living world events:
http://dulfy.net/category/gw2/
Are you just doing hearts or are you also doing the dynamic events? The ones that pop-up with red circles?
This guide is great for crafting, especially if you want to level craft and have enough coin. I suggest the normal crafting guide to start and make sure you expand discovery for instructions. Each craft will cost you roughly 10-15 gold to level the craft to 400 using the guides but each craft you level should give you about 20 character levels per craft.
Also if you have not read this thread check it out:
https://forum-en.gw2archive.eu/forum/game/players/OMG-If-you-only-knew-this-tips-for-new-players
Finally ignore people like Hicci.8761. They must have confused PhP (players helping players) with PvP. Kind of ironic that he chose to say “Did not read” when it seems he didn’t read the name of this forum.
Anyway hope that helps and feel free to PM me with questions.
Well then you need to make a thread saying only that set of professions, the berserker warrior and the other profession, should be the only professions played. At a 4 to 1 ratio. After all, mathematically that is the correct choice so all should bow down and delete and reroll.
You are projecting, we didn’t make the game this way or ask for this. But we have done this content over and over again and crunched numbers and more and it is evident that berserker is the most optimal gear for any player that can successfully use it.
The reason for the 4 warrior groups is because they have the lowest skill ceiling with berserker and are the most forgiving while wearing it. In other words they take the least skill to be good in full berserker.
By the way. I don’t even have a warrior. knowing the information doesn’t mean you have to be all berserker warrior all the time.
What someone else does in the privacy of a dungeon with 4 other consenting adults is none of my business. What I do object to is someone who comes on the forum and makes negative, value laden comments about other people, who they don’t even play with. Telling other people that they MUST wear a specific set of armor or these people are selfish, lazy or bad when the people who say this don’t have the knowledge that god gave a grasshopper about mitigating circumstances in other peoples lives. They trot out some math and wave it around and claim that this applies to all people. And this is complete nonsense. I’m sure they are correct, that in optimal circumstances the berserker gear is the best. But the average person is average and what is optimal for the elite is not necessarily optimal for them. To come on the forum and call others lazy, selfish and bad because they don’t play or wear the same armor as what they say others must have, when they are ignorant of other people’s lives and circumstances is arrogance.
Main thing I’d like them adding to combat is a cast timer underneath the mobs health or something. It just feels so arbitrary to make everything about dodging but then giving you no indication as to how far into a cast something is.
Supposedly the mobs have special animations for that, but thanks to how dodge is both a evade mechanic and a movement mechanic the timing becomes iffy between the various mobs.
One example is the ettins in Queensdale. You more often dodge them thanks to the movement part than the evade part (but only the evade part counts for daily “dodger”). Contrast that to the adult wurm, where if you dodge like you “learned” when dodging ettins, you still get hit.
This because apparently ANet wants us to react to the end of the animation, not the opening. And the only place i can think of that “document” this is in the south town in Queensdale, where you can practice blocking. Yet every avoidance instinct i have tells me to get out of the way the moment i notice something, not wait for it to be in my very face.
Oh man. Sometimes I leave WvW and maybe try running a dungeon, Sometimes I think I might even finish my personal story. Then I run into this. Do you know how hard it is to find 4 people willing to accept someone who is very forthright about not already knowing the dungeons in this game? It doesn’t matter that I can play the game well, and throughly understand its mechanics. If you’re going to be asking for pointers on every boss, you’re useless. It’s kind of funny how toxicly competitive the part of the game designed to be the least competitive is. Yeah, I wanna run in my PVT gear, and yeah, I wanna try something new once in a while. So I guess, yeah, by the PvE community’s rigorous standards, I am greedy. Sorry!
Little customization? Are you crazy? You pick 3 utilities out of like 40, 1 heal out of 3, and 1 elite out of 3. Not only that, but 2 weapon sets. In many other MMOs every elementalist or necro you see would have the same exact skill layout
In game-play, deep is the opposite of shallow. GW2 has some complexity, but complexity is not depth.
Offering choices that make players think adds depth. In GW2, too many game-enhancing abilities, and too many of the counters to prevailing game mechanics reside in too few of the skills. This often makes the decisions of what to use a no-brainer. How many times do people do without condition removal and/or stun break, for instance?
In deep game play, players would agonize over which skills to slot, because the opportunity cost of slotting A, B and C would be not having skills X, Y and Z — where all would enhance game play and/or offer meaningful counter-play. Too often in GW2 that is not the case.
We often get players who do not want to play GW2 and wish they were playing some other MMO. Those often come here to complain about the GW2 combat system, and to point how ArenaNet needs to change it so it’s exactly like the system in their favourite MMORPG.
OP, what MMO would you rather be playing right now?
I have not seen a single good answer to the question “Why should 30 minutes a day for 7 days be rewarded more than 3.5 hours a day for one day?”
I’ve seen people questioning the definition of “reward”. I’ve seen people insulting each other’s motivation for playing. I’ve seen people creating false dichotomies between dailies and a game ruled by hardcore players. I’ve seen people saying dailies are better than nothing. I’ve seen all that, but not a single post that can explain why two people who spend the exact same amount of time in-game are rewarded differently, simply because of when they play.
More and more in modern video games, I see time-gated content and dailies.
In my opinion, this makes a game worse than grinding. The explanation of quite simple: It turns a game into a job, at which point it stops becoming fun.
Normal people work during the week, then go home on the weekends to binge on their favorite video games. In an entire week’s worth of work, they are able to make up for it in one day by working extra hard.
However, dailies prevent you from doing that. Instead, you are forced to log on every day, even when you’re not in the mood. (While some argue against being “forced”, the fact is it will take a very, very long time if you do not log in every day.)
This creates a false addiction, where players feel like their game is more of a hassle or job than a game.
This is a plague to modern gaming in general, and I’m especially concerned with the direction of Guild Wars 2.
Dailies are not a good thing!
(edited by Kain Francois.4328)
Well I guess since other gear stats are not ‘acceptable’ to what seems to be the majority of the player base, armor stats should simply be removed.
While we’re at it, since so many people seem to hate so many of the armor skins, we’ll vote on which single one is the best for each armor type and we will have only that single skin for everyone in that armor type. So, we’ll all have the same skin and the same stats.
Next, we’ll remove all the weapons from each profession except for the optimal set, this way we no longer have any weapon discrimination. Don’t forget to remove all the stats from weapons too, nothing except zerkers is allowed on anything anymore.
/ end sarcasm
Variety is the spice of life. Opting to run something other than zerkers is not selfish. It does not make you bad. Running something that isnt completely optimal is not the end of the world.
Did you completely forget or did you choose to ignore all the previous updates where we had to kill stuff?
You know, Karka, molten mobs, aetherblade pirates, that sort of thing?
Karka I’ll give you.
But aetherblades appeared ocassionally when you had to hunt holograms. Ooh…fun.
And you’re talking about temporary dungeons that lasted 2 weeks. It wasn’t an immersive story that involved us wandering Tyria and noticing pirates everywhere, slaughtering centaurs, and pillaging asuran outposts. Instead they materialized out of thin air as we played duck-duck-goose with holograms (something we spent the previous 2 weeks doing for taffy). Where were the Aetherblade DEs? The Molten DEs?Pretty much this, in response to your question Vol. It wasnt substantial real combat. Ocassionally a small pack of pirates. Ocassionally you stumble on some charr coming out of a portal.
To this end, Southsun was probably the most significant real content we received. Even though it promoted karma trains, you had people completing dynamic events..DYNAMIC EVENTS! Champion mobs, Karka queens. Karka invading towns, and we have to hold locations to spawn the queen. These things that are everywhere in the game, except in most of these mini patches.
Granted, southsun is as empty as it was. But lets be honest, its the only patch this year that has had real combat/content with dynamic events.
Southsun is an entire zone. It is unreasonable to expect such a thing to happen every 2 weeks. Same with new dragons or insane new monsters. Do that every 2 weeks and you simply don’t have enough monsters left to drive forward the lore and the game.
I want epic content just as much as you guys but you need to realistic. Stuff like that takes time and sometimes you need to prolong content so that you don’t run out of it.
We as GW2 players are spoiled as kitten. Other games like Rift, when I played it during release, we had zero content updates until several months later. Even Aion didn’t have anything special added until they had the expansions.
Faction added like 20+ zones in 2006, less than a year after original game launched.
Not to mention their team was much, much smaller than it is now.
Sure it did. But it also only added a very small number of quests and missions. If you add up all the content in Factions and Prophecies, there’s actually less content than Guild Wars 2 had at launch. I think people forget this.
Between Prophecies and Factions there were under 500 quests compared to over 1500 dynamic events at Guild Wars 2’s launch. There were 25 missions in Prophecies and 13 missions in Factions. And some of them were great…others I couldn’t stand. If I never did Thunderhead Keep again, I couldn’t be happier. It felt like a filler mission.
Between Factions and Prophecies, you had 2 starter zones. You also didn’t have the personal story, which like it or not, is a whole lot of content. There’s about 50 personal story instances for each character, five starting areas, and then there are dungeons. You have 8 dungeons, with 4 paths each (roughly) as compared with say The Underworld, FoW, Urgoz’s Warren, The Deep and Sorrow’s Embrace.
The one thing Guild Wars 1 did have in spades was different PvP types (but nothing like WvW, which is like a whole game in and of itself.
So yeah, when you add in stuff like Fractals, jumping puzzles, and such…Guild Wars 2 at launch had more content than Guild Wars 1 did after Factions launched.
Anything that goes into downed state is selfish, too. Unfortunately, it’s most often the players in Berserker gear who do go down the most…
Sword: The Best Scabbard Is The Enemy’s Face
Sword is one of the Guardian’s most aggressive weapon options. A fast attack speed, multiple strikes, a teleport to close distance and a high-damage ranged attack—all of which enjoy relatively short recharge times—facilitate a fast, mobile and active style of play. Sword deals damage—quite a lot of it—but its fast swing speed and dependence on Virtue of Justice triggers mean you’ll see smaller individual numbers than, say, Hammer, but more cumulative damage with the right builds.
It’s worth mentioning that despite Sword’s propensity for aggression and the high damage of Zealot’s Defense, Sword doubles as a competent defensive weapon. The key is Flashing Blade, which—at a mere 10 second recharge—is a wonderful mitigation tool. Time your blinds in anticipation of the enemy’s attack.
Furthermore, while Zealot’s Defense does include an excellent (if short-duration) projectile nullifier, don’t feel obligated to save it as an anti-projectile. Zealot’s Defense does enough damage on its own to justify frequent use. Plus it looks amazing.
Why Sword is Awesome:
Interesting Synergies
(edited by Eveningstar.6940)
These are just a few suggestions. I haven’t even begun to figure out all the possible synergies, strategies and tactics available to Guardians. No one has, and none of us will for a long, long time. That’s part of the fun of being part of an MMO community during its earliest days—we shape the metagame.
This leads me to the end of my guide, but before I wrap things up, I want to talk about a few issues frequently encountered by new players:
What’s the best build for dungeons?
There isn’t one. Dungeons are challenging, instanced content for five players, but victory in dungeons depends on preparation. Preparation requires coordination with your teammates, setting up your Utility skills and Traits in accordance with what works best with your team. Victory in dungeons requires coordination, good dodging and smart play more than overdependence on a specific build.
If anyone’s asking you to “go healer” for a dungeon, they’re probably just misguided. Steer clear.
I’m getting overwhelmed by enemies. What do I do?
Two things:
Fights end relatively quickly in Guild Wars 2, and unlike other MMOs, standing toe to toe with the enemy and exchanging blows doesn’t work. Every enemy has a rhythm to their attacks, a timing between blows. As you practice, you’ll develop an instinct for this timing. Keybind your Dodge ability somewhere simple, and learn to dodge in anticipation of powerful attacks. Dodging alone will mitigate a tremendous amount of damage if done right.
Along with dodging, learn to use defenses judiciously. If you’re using a Mace, learn to time your blocks just before an enemy attack. Learn to stack blinds with dodge. For example, if I have a trait that makes Virtue of Justice cause Blind, I might do this: Flashing Blade to get in close; the enemy is blinded and misses. Virtue of Justice; the enemy is blinded again and misses. Dodge the next attack. Block the next one. Flashing blade again, the enemy’s blinded again.
Proper timing of your abilities can completely nullify an opponent’s ability to hit you. Standing there and taking blows, though, or wasting your blinds, dodges, leaps and heals lead to sloppy habits, which lead to dead Guardians, which makes Dwayna cry. You don’t want that, do you?
What kind of gear should I wear?
At the earlier levels, it honestly doesn’t matter much. Just upgrade as you go. As you approach 55-60, you’ll want to take a closer look at your stats. In general, you want a relatively even spread of stats, with an emphasis toward the kind of playstyle you enjoy. Gear comes and goes fine, so don’t worry too much about having the wrong kind of gear if you decide to suddenly change playstyle. But in general…
What weapon should I use to level?
A lot of Guardians swear by Greatsword, and for good reason. It’s a versatile and powerful weapon. But, you know what? I leveled with Sword and whatever I wanted, because my build supported it, and I wanted to make the most out of Virtue of Justice. You should honestly have one decent copy of every Guardian weapon in your pack for any given situation, and you should switch weapons around to see what you like best.
It’s not like leveling is particularly hard, and most of your leveling happens from events, exploration, crafting and Hearts, not actual kills. Don’t let anyone tell you to pigeonhole yourself in one weapon.
I will make an exception for Scepter though. The truth is that it’s our only 1200 range weapon at the moment, and in the course of leveling, you will come across situations where you just need a good ranged option. In that case, having a Scepter on hand will save you.
====
That’s all for now. I’ll update this as time goes on, and clean things up and make edits. Thanks for reading, if you got this far. If you’ve enjoyed the guide or have any questions, please let me know. If I got something wrong, please correct me.
-Eveningstar
(edited by Eveningstar.6940)
But hang on—how should I make my build? Where do I put my first trait points?
I can’t tell you specifically how to build, partly because I don’t know your playstyle, and I don’t want to feed you cookie-cutter builds. Traits are about experimentation, and I’d rather not get in the way of that. Still, here are a few quick guidelines and some synergies to consider when making a build:
If you still need some direction, I’m going to include a very flexible build that I think is a good choice for beginners who don’t know what to take:
1) Go down Radiance. Go up to at least 15 for Renewed Justice.
2) After you hit 15 Radiance, take 5 Virtues.
3) When you’re done with that, take 10 Zeal for Fiery Wrath.
4) Put it all together. 15 Radiance returns your Virtue of Justice every time an enemy you’ve attacked dies. Solo, this means Virtue of Justice is up every single fight. Guaranteed. In a team, this means you’ll be spamming Virtue of Justice every time anything dies, granting you and your entire team multiple stacks of Might, plus 5s of burning against every foe. Finally, you’ll personally deal more damage on burning foes.
Why do I recommend this build? It’s the one build I can think of, right now, that’s flexible enough to fit any and every playstyle and every weapon. It’s simple, it’s straightforward, it’s newbie-friendly, and it’ll get you used to a few concepts:
When you’re ready to experiment with traits, here’s a small list of interesting synergies I’ve discovered. Feel free to come up with your own:
(edited by Eveningstar.6940)
Builds in Guild Wars 2 are much more fluid. The key to understanding Traits is realizing that they’re temporary. Traits are not set in stone. There is no single damage Trait line. There is no Support Trait line. To top it off, the Traits you unlock aren’t set in stone—every 10 points you invest in a Trait line unlocks a set of Traits, all of which can be switched and mixed around at your pleasure. To top it off, resetting Traits is cheap, and at Level 80, costs 3.5 silver.
The lesson is that you shouldn’t feel tethered to your Traits. Your Traits are not who you are. Your Traits augment, enhance and enable your chosen playstyle, but they can, and should, and will, be changed to suit your situation, your build, your weapon, and—of course—your whim.
If you’re brand new to Guild Wars 2, then Traits are an additional way to customize your character’s abilities, first available at level 11. As you progress in level, you’ll unlock more Trait points, which you may invest as you please. By level 80, you will have accumulated 70 Trait points to divide among your five Trait Lines.
Throughought this guide, I have attempted to illustrate particular synergies between Traits and Skills. It’s important to disassociate the thought of a particular Trait line being intended for a particular playstyle. Different Trait lines enhance your build in different ways. What if you wanted better Symbols? You could go into Zeal. Or you could go into Honor. What if you wanted more damage? Honor improves recharge on Two-Handed weapons. But Zeal improves Greatsword damage. And Radiance is great for one-handed damage. And Virtues improves your damage by Burning.
The point I’m trying to make is this: Traits should free you, not lock you down. Traits should encourage you to experiment with builds, try new things, express yourself imaginatively and see what works for you. Traits exist to give you the tools to make your favorite playstyle work for you.
Here’s a quick overview of Guardian Traits, and a brief rundown on picking the Traits right for you:
(edited by Eveningstar.6940)
Interesting Synergies
Taken together, we’re looking at up to three Spirit Weapons readily available in most encounters, all of which cause burning, deal a solid amount of constant, passive damage, knock back enemies, knock down foes, reflect projectiles, spread weakness, remove conditions and heal allies. It’s like a personal army!
A Few Words On Elites
If you’re a total beginner to the Guardian class, you don’t have to worry about Elites right now. You’ve got enough on your mind, between worrying about Queensdale’s bandit problems to internal debates about the peculiar frequency of giant terrifying worms destroying everyone’s crops. Take it easy. Put it aside for a little while.
But by the time you approach your first Elite unlock, you should be excited. These are the Big Guns of your Utility line-up. Your trump cards. You’ve been working toward them for thirty-something levels, and they should change the way you play a Guardian.
Well—hold on.
Elites may be some of your most powerful skills in terms of pure numbers. But your Elite does not define your playstyle. In most cases, you are not going to build around your Elites. Guardian Elites are emergency buttons—long cooldown panic buttons the careful application of which can have the greatest single influence on a battle. But you need to remember that while Elites are powerful in and of themselves, your playstyle should never hinge upon the use of an elite.
Renewed Focus is poorly understood, and at first glance, lends itself to a defensive ability best used to withstand powerful attacks. In fact, the true value of Renewed Focus is not in its invulnerability, but the renewal of your Virtues. Renewed Focus grants you three seconds of invulnerability; attack skills have no effect on you, and any damage you take will be from ongoing conditions, which Renewed Focus does not cure. The key to using Renewed Focus, however, is returning all your Virtues to you and having three seconds of time to return some cooldowns. Renewed Focus essentially presses a reset button on an encounter, returning all your Virtue resources to you. Burn your Virtues prior to using Renewed Focus, absorb any attacks coming your way, and return to battle stronger.
Tome of Wrath and Tome of Courage temporarily transform you into powerful sources of aggressive or defensive magic. Each Tome lasts twenty seconds—thirty, with Elite Focus (Virtues Master Trait). Generally speaking, Wrath spreads conditions on enemies while granting aggressive boons to allies (Might, Swiftness, Fury, Quickness), while Courage heals allies, cures conditions, blinds enemies, and grants protection. Both Tomes include one very powerful spell you’ll only have time to cast once. Might’s “Judgment” deals tremendous area damage, coupled with a knockdown. Courage’s “Light of Deliverance” is a full heal on five nearby allies.
Courage is not going to turn you into a healbot for twenty (or thirty) seconds. Neither is Wrath going to transform you into a condition and damage machine. These tomes should be used in critical moments, as safety nets to catch a runaway encounter from going south. Unexpected adds, downed allies, difficult odds.
Traits: Bringing It All Together
If you’re like me and came to Guild Wars from a background in MMORPGs, traits will—at first glance—seem like the ubiquitous Talent Tree system, a set of available specializations that further define your character, a template for creating builds.
(edited by Eveningstar.6940)
Interesting Synergies
Spirit Weapons: Look, I Already Made A Bad Gandalf Reference; Don’t Make Me Quote Thundercats
I don’t see nearly as much discussion on Spirit Weapons as I should. Are you guys all scared of using them or something? They’re totally independent pets. There’s very little micromanagement. They’re versatile. Dangerous. They deal solid damage, have great effects, and you can improve them to the sky with Traits. Seriously, why aren’t you using these? Spirit Weapons can account for a massive improvement in damage and mitigation, and you can use up to three at a time!
Spirit Weapons work like this. You summon one. It lasts its base duration, or you can burn it early for a powerful attack. Once it’s un-summoned, the ability begins to recharge. When it’s off recharge, you can use ita again. Some people have this notion that Spirit Weapons begin recharging the moment you summon them. This is false. You have to wait for them to disappear before they recharge.
Let’s go over your divine panoply of awesome weaponry:
Sword of Justice is your first (usually) available Spirit Weapon, and it is beautiful. Summon it, and for thirty seconds, this weapon bobs along beside you with all the glee and zeal of a happy puppy, slaughtering and slicing through whatever enemies you’re up against. Damage is strong, duration lasts a good while, and the recharge is likewise short. You can Command the sword to destroy itself before its duration runs dry, dealing high damage (the equivalent of about 4 sword strikes) to everyone in a wide radius. If you’re trying to spike damage, you should have a Sword of Justice.
Hammer of Wisdom is a bit more specialized. Damage comes in three-hit chains, with appended knockback. Command the Hammer to destroy itself for a big, 600-radius knockdown on all enemies for an impressive three seconds. Three seconds is a long time in the heat of battle. Hammer of Wisdom does take longer than Sword to recharge (45 seconds) and lasts for a shorter duration (20 seconds), but the control it brings is worth it. Consider Hammer of Wisdom when you want to lock down a group of enemies, or you’re more interested in mitigation than raw damage.
Shield of the Avenger and Bow of Truth are your defensive weapons. Both their cooldowns are longer than usual (60 seconds) and they last as long as the Hammer of Wisdom (20 seconds). The Shield of the Avenger will follow you and periodically lay down an effect visually similar to Shield of Absorption that absorbs projectiles. Remember that, unlike Shield of Absorption, the Shield of Avenger’s effect does not cause a knockback. Be aware of both the Shield and the Bow’s tendency to lag behind you as well, at the time of writing this guide. Command Shield of the Avenger to act as a more aggressive version of Shield’s Shield of Judgement ability. Instead of granting Protection to allies, it Weakens all enemies.
Bow of Truth is a bit more passive. Rely on it to keep conditions off your allies so you can focus on smashing faces. _Command_ing the Bow of Truth will create an area around you that provides steady healing over time to any ally that enters its radius. For this reason, you’ll want to position yourself so that Bow of Truth’s Command ability hits the allies that need it most. Don’t blow this on just healing yourself. Both Shield of the Avenger and Bow of Truth are remarkably useful for midline play, but support any playstyle effectively.
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Stand Your Ground and Hold The Line are on relatively short recharges, making them routinely available for most significant encounters. At 4-6 second duration, they last long enough to give your allies a boost of momentum, but can be squandered if used at the wrong time. It’s tempting to just lay out a Shout and hope it makes a difference—but don’t do that. Stand Your Ground is a great Shout when you want to give your allies a bit more momentum, and they’re in melee with several enemies. The Retaliation will add a lot of damage for every blow dealt by enemies, and Stability should prevent any annoying stuns, dazes and knockdowns.
Hold The Line, on the other hand, is a bit more defensive. You want to use it to soften the blow, just prior to several enemies attacking you. Use Stand Your Ground to give your allies a boost to momentum, but use Hold the Line to rob your enemies of momentum. Allies with Protection and Regeneration are going to be able to withstand the first wave of attacks pretty well, which means a better counterattack.
And don’t mock _Retreat. I know I do, but Retreat has a lot of general use. Despite the relatively long cooldown, the boons last a while. You don’t have to use it defensively at all—in fact, I recommend using it for the opposite of running away: Charging! This is a great shout when rushing into battle. The free Aegis will nullify the first attack of the enemy, and you’ll close distance fast, and be able to stay on top of any fleeing enemies. The free Block is also similar to Virtue of Courage—use it to give all your allies solid mitigation just before a big enemy attack.
If you see a lot of allies standing around in glowing red circles—you know, the ones that indiciate something bad is about to happen to them? Use Retreat. It’ll help.
Interesting Synergies
Signets: Almost like extra Virtues
The concept of the Signet should be pretty familiar to you. Virtues function in exactly the same way. While they’re equipped and inactive, they provide a constant passive bonus to you. Once you use them, you enjoy a shorter duration but more powerful bonus. Guardians can actually do some amazing things with our Signets.
Signet of Judgment has the fastest recharge of every Signet in our repertoire. At 20 seconds—16 with Signet Mastery—expect it up at every fight, if not twice a fight. This is an underrated but wonderful signet. While passive, you’ll take 10% less damage from every source. Activated, and all nearby enemies gain Weakness, further crippling their damage capacity, while all nearby allies gain Retaliation, punishing the enemies for the pitiful damage they somehow manage to deal.
Signet of Wrath and Bane Signet provide more control. Bane Signet’s long range interrupt deals a modest amount of damage, while knockdown functions as a movement control, an interrupt, and even a makeshift stun. Wrath adds a long immobilization, which, coupled with Hammer and Scepter, can keep an unfortunate enemy chained to ground for nearly long enough to kill it outright. Wrath provides +50 Condition Damage at 80, which is equal to about 12 more damage per second on Burning, and Bane Signet provides 90 Power at level 80, which is a little less than 3 stacks of Might.
Signet of Mercy is an oddball. It’s probably going to sit passive in your Utility bar for 90% of its use, partly because its Active power is so rarely used, and partly because its cooldown is so terribly long. For exactly these reasons, it benefits quite a bit from Signet Mastery (which reduces its cooldown by 48 seconds) and should be used with care. But Signet of Mercy is an instant revive. Not a rally. A revive. Any ally—player or NPC—dead nearby can be brought instantly to life with a click of a button. It’s hard to overestimate just how important having another ally alive can be, so judicious use of Signet of Mercy can competely turn the tide of a losing battle.
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Judge’s Intervention and Merciful Intervention are your two aggressive and defensive teleports, respectively. Judge’s Intervention works similar to Purging Flames, in fact. It has a shorter Burning duration and no persistent area, but it breaks stun, travels a considerable 1200 range and breaks stun to boot. With 45 seconds of cooldown, this is a modestly reliable ability which, augmented by traits, can be available every couple significant encounters. Use this to close distance instantly or break out of stun and reposition yourself. You can actually use this defensively by targetting an enemy en route to an ally. And, you know. Intervene.
Merciful Intervention is a bit trickier. It’s available half as often as Judge’s Intervention, so you don’t want to waste it, but it can be a lifesaver. Just be aware of the 1200 range; it’s a double edged sword. Merciful Intervention will take you to the ally with the lowest health in a relatively wide range, and that might not always be the ally you want to go to. Still, the hefty heal creates a kind of triage effect, and you can save a life. Depending on the situation of the ally, this would be a good time to apply boons and heals, or remove conditions, or just shove away whatever it is that’s smacking them. Despite its theme, Merciful Intervention is both offensive and defensive. It’s offensive in the sense that it can immediately take you to the point of most danger—which is often the front line.
Just be careful with it. The teleport is far and the advantage of instantly arriving at an ally’s side can be used to get you out of a tough spot too. But have an eye on your allies before you use this ability.
Smite Condition and Contemplation of Purity are your two condition removal meditations. Smite Condition is easy to use and straightforward. In fact, I recommend every beginner Guardian get used to using this ability. Learning to use Smite Condition will teach you to anticipate and react to condition application—and immediately punish every enemy around you for solid damage the moment they drop a condition on you. Any condition. At a mere 20 second cooldown, this is a reliable staple of any Meditation-oriented Guardian—or any Guardian.
Contemplation of Purity is a fascinating specimen of a Utility. Here is a perfect example of a Utility skill that can be easily wasted, but if used correctly, has enormous potential to change the tide of a battle. It’s a stun breaker that instantly converts every condition on you into a boon. Damage-dealing conditions become Regenerations. Movement reduction conditions give you speed. Weakness gives you Might. For general condition removal, Contemplation of Purity has a prohibitively long recharge time. But in areas and encounters where you expect heavy condition application, it’s a game-changer.
Interesting Synergies
Shouts: Now Step Over To the Abdominator, and I Will Shout Slogans At You!
Shouts are utilities Guardians share with Rangers and Warriors. Powerful little bits of rhetoric we bellow and inspire you to acts of greatness or something. Shouts are versatile, the one common thread between them being their synergy with allies around you. The more allies you have, the better your shouts. The Honor trait line governs Shouts.
Let’s start with Save Yourselves, since I’ve already just mentioned it. Save Yourselves is a bit of a power-up. To be honest, in most PVE and general leveling, you’ll rarely draw conditions to yourself. In that case, Save Yourselves becomes a powerful, if selfish, shout that stacks a ton of conditions on you. Best used in anticipation of a tougher fight. However, Save Yourselves in a condition-heavy fight with allies can save a lot of lives. Just make sure you can survive it.
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Consecrations: Or, Get Off My Lawn
Consecrations are Guardian skills that emphasize terrain control. Consecrations activate effects on the ground around you (or, with the right Traits, somewhere near you), which grant benefits to your allies and make your enemies regret stepping into your territory. Consecrations are governed by the Virtues trait, and run the gamut from routinely useful to highly specialized. Here they are:
Hallowed Ground and Purging Flames are your only two Combo Field: Fire abilities. For this reason alone, they deserve special consideration. Hallowed Ground has a relatively long cooldown and will likely require Master of Consecrations (Virtues VI) to use routinely. In general, while leveling, you probably won’t need to worry about stability much. Not too many PVE enemies are going to daze, stun or knock you back in ways that can’t be easily predicted and dodged.
On the other hand, Purging Flames is a powerful and useful ability that will find room in just about any build. If you’re in melee, Purging Flames is your friend. It’s a wide-field burn with a duration about equal to Virtue of Justice when activated, removes a condition from yourself and all allies. Any enemies that enter the area immediately trigger five seconds of burn, so use it to punish enemies swarming through choke points.
Sanctuary and Wall of Reflection are your two defensive Consecrations. Sanctuary itself is pretty ridiculous. Provided whoever’s inside it stays inside it, they’re completely safe from the outside world and all its scary existential threats for a good six seconds. And they’ll take a pretty decent heal on top of that (equal to about one and a half Healing Breeze on allies. Or half a Shelter). The problem with Sanctuary is that it’s small. With a radius of 120, this is a pretty small, if totally durable, turtle shell. Master of Consecrations, again, pays dividends in this skill. Don’t forget that you could, if you really wanted, use this to cut off a choke point. It’d have to be a tiny one though.
Wall of Reflection is different. Don’t confuse this with Shield of Absorption—this is actually a wall. A flat plane, two dimensional wall you drop in front of you. This is also the sort of ability that you want to use when you want to show off your mad Guardian timing. Wall of Reflection reflects all projectiles. All projectiles. If it flies through the air and wants to hurt you, Wall will send it right back.
Interesting Synergies
Meditations: Finding Inner Peace In A Sea of Violence and Slaughter—Caused Mostly By You
Meditations are a relatively versatile set of utilities. Along with providing robust Condition mitigation, they can help fill in mobility gaps with useful teleports. Meditation bonuses come from the Valor tree, and despite the Valor tree’s (not entirely factual) reputation as a defensive tree, Meditations can and should be used aggressively as often as they are defensively.
(edited by Eveningstar.6940)
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