As I have said many times before on these forums, the following would make the staff so much better at being a real support weapon:
- - Either a heal like Ele Water 1 or even grant a small barrier to each player you hit with it.
- - Get ride of the flip part and just make it a 6s CD targetted blast. You shoot the orb towards the location healing those on the way then it detonates healing those in the area targetted.
- - Make it cleanse 2 conditions on placement. All symbols currently give boons (axe is not but that might change in the updates come release, here’s hoping) and half of them have an additional effect. Scepter has extra hits, Sword blinds, Bow burns, Hammer is apart of the auto chain. So giving an extra effect on placement should be apart of the remaining symbols (healing for mace, condi cleanse for staff, bigger damage hit for greatsword).
- - Anet already made it heal per pulse like I thought they should make it do, but I still think might should be removed and a damage buff added to the final tick (equivalent to 5 stacks of GotL but doesn’t stack with it). Usable on movement would also be nice.
- - Should hit break bars in PvE on placement and should heal those who pass through it.
Those are changes to staff that would be nice and make it a more viable support weapon. And concerning scepter:
Scepter is love, scepter is life.
a.k.a. the thing hits like a ton of bricks and is really the only range weapon we have, though it does like to miss moving targets at range (though nothing beats torch for missing like a boss).
Both 99cm and 100cm are around the same time. I think my best PUG for 99cm was ~18 minutes with an average of ~24 minutes while PUGs for 100cm was ~16 minutes at best to ~27 minutes on average. If 99cm is considered fine but 100cm is to long, I guess 3 minutes is an eternity. My static takes ~20 and ~23 on average respectively with dailies taking 30 minutes for all 3. Does everything have to be 10 minutes entirely?
For fractals with 3 bosses, an average of 5 minutes per boss and some run/event time inbetween is fine. Now if future fractals are only going to be made with 1-2 bosses max (molten boss have effigy and the actual boss, swamp being Bloom, and Mai Trin being Mai and a pack of mobs) then that is fine, just don’t make each fight super short that a good group finishes them way to quick for anything to happen.
Here, I’m in a good mood, I’ll leave you a relatively simple TL;DR: your legendary pvp set was never supposed to be prestigrful and was never supposed to be something you can show off. Period.
And this right here is why, as a raider, I am not upset with WvW or PvP getting Legendary Armor even though Anet said it was only going to be for raids. Since it doesn’t have a unique look, I can’t blame Anet for giving them a Legendary since the Legendary look is still only in raids (even though Foe-fire gloves are more Legendary than anything on the actual armor and the WvW tier 3 armor beats most of it as well).
Another things that makes me laugh is why do sPvP players need Legendary armor? It’s not like you actually need the armor to change stats. WvW players needing it I can understand but sPvP?
I have a sneaking suspicion that Greiver’s Firebrand for a DPS build is going to be where it’s at. Using radiance and Zeal (or Virtues depending on Permeating Wrath effectiveness) will be a DPS build contender. This of course falls into Anet fixing some of the problems with FB though.
The cooldown reduction on virtues is bugged at the moment. It’s 30% for both justice and resolve and 15% for courage. I personally believe it should stay at 30% for everything but I know as soon as Anet realizes this (don’t worry, Anet only looks at Guardian once a year) they will nerf it to be 15% just like how the bug in Pure of Voice got nerfed even though it was perfectly fine at 2 conditions removed.
None the less an above poster already explained with dev quotes what is exactly going on with dungeons, any other assumptions are wrong.
Oh we know about the fact that Anet destroyed the rewards on purpose because they hated dungeons. But it is also a fact that rewards have been restored to be equivatent to how they were, so the arguement of dungeons are no rewarding is no longer true.
The main thing you are missing here, is that I could have done 3 paths AC, and walked away with 4.5 gold and called it a night, and moved on to doing a daily fractal, thus dungeons we an easy addition to paying the game.. now for that same time investment I get 1.5 gold, or I need to commit to doing 8 total paths of dungeons, it goes from being a nice addition to game to an obnoxious grind.
“I don’t care about the dungeons themselves, just the easy money”
The only thing I wish Anet would teach their players is what a Break Bar is and how to break it. That wiki page is so helpful yet only people who know what it is would ever read it.
For the people complaining about the scaling issues, it breaks down as follows to needing to deal 120 break bar damage per player at 5 people and scales up to 180 break bar damage at map cap. So yes the bar damage scales to higher amounts the more people you have, but when skills like Bane Signet do 300 damage so 2 Guardians do the work for 3, it is not that hard to get to the 180 needed per person. The hard part comes from the fact that you don’t get 2/3 of the people throwing CC but only 1/4 of the people, so the bar does not break. If each person threw at least 1 CC each time the bar came up, then bars would break all the time. I am of the opinion the opening instance for HoT should have forces a break to occur in order to get past the instance and into VB.
I forgot to say, whoever thought of giving the Renegade a Legend that most players don’t even recognize, that’s not even worthy of the status of a mildly interesting NPC, clearly needs to go back to Dev school.
With so many interesting legendary NPCs in GW mythos, the Devs go and pick a legend that’s utterly non-important, is trully abysmal design.
“Revenants channel Legends, such as Mallyx, Jali, Shiro, VEntari, Glint….and…Kala?”
Yea… they probably should have gone with her grandsire Pyre Fierceshot instead… at least he’s recognizable as a legend… and hey just like Kalla he too was a Ranger and a Renegade… granted his abilities would have been significantly different from Kala’s since he had no warband…
Pretty sure it’s Kala over Pyre to help with the female to male ratio.
It’s hard to say which stat set will be good for FB without seeing the changes they are making to it. Though just going off the fact that it is supposed to be a condi/support play style these would be the following sets to think of:
Seraph (CONDI, PREC, healing, conc)
Sinister (CONDI, power, prec) – can get 85% burn duration between traits, balth runes, and smoldering
Griever’s (POWER, CONDI, prec, feroc) – same idea as sinister but since currently burn guard is 60/40 for condi/power damage, the ferocity is pretty nice and capping crit is easy for guard
??? (don’t know the name but it’s POWER, healing, conc) – lets you support with greater concentration than other gear while still doing better power damage
Those are the 4 sets I have been looking at for Firebrand but it will all depend on how Anet makes changes.
They are dead because of that time when you didnt get the extra tokens or the extra 5G. That was the time when the community “moved”(forcefully) on, Anet took away almost all the gold reward for dungeons for a period of time and just left tokens behind. It was only after massive amounts of complaints that they even added that in. Unfortunately it never made a recovery, probably never will.
And I totally agree that is what killed dungeons, but that doesn’t change the fact that the rewards are just and good or better (depending if you think double the tokens is worth more than 1g). It also doesn’t change the fact that dungeons never recovered because people think they’re dead and not worth it still while they are. This is just like how everyone though only Ele did good DPS but as soon as DPS meters existed and opened everyones eyes, people started to use other classes in PUGs.
Concerning dungeon rewards, back in the day it was the following:
3 AC paths for 4.5g
2 CoF paths for 2g
3 CoE paths for 3g (Charged cores/lodestones)
This would get you 9.5g and 480 tokens. Nowadays you’d get the following:
3 AC paths for 1.5g
2 CoF paths for 0.66g
3 CoE paths for 1g
Extra 5g for 8 paths
So you will now get the following of 8.16g and 950 tokens. So the difference nowadays is losing 1.34g for 470 tokens which is totally worth it imo. Yes there was a time when you didn’t get the extra tokens or the extra 5g and that was terrible, but nowadays the reward is pretty much the same or better. So dungeons are now dead because people keep saying they’re dead and the community moved on.
Edit: And this math is with doing AC for 3 paths, the gap gets even closer once you ignore AC for 3 other paths except Arah.
(edited by Azoqu.8917)
Out of curiosity, was is the thought behind the marble mechanic? To me, it didn’t feel an organic part of the fractal itself, more a random mechanic added, because more mechanics were felt to be needed.
I think that is what set this apart for me – the mechanics didn’t gel with what was going on around. Much of the other fractals work a) because they are short bursts and b) because the mechanics are organic to the environment. This felt too random or out of place if that makes sense.
I believe we have not seen the end of this fractal story. We may have seen the end of the Arkk/Dessa story but not of the celestials. The 2nd boss in normal mode just wants to have fun, why she’s there is not explained but she just wants to play. So the ball is like playing catch and at the end of the fight she gets tired and falls asleep. In CM she has a different name, is “inflicted with insight”, has the same destroyed planet painting as the harbinger, and wants to kill you. I have a feeling we have not seen the last of the celestials and think the story will end with us fighting the Harbinger himself in a CM.
So the 2nd fight might seem out of place, but I have a feeling it will be tied into everything in a few fractals time. Arkk was screwing around and almost destroyed them so he may have kittened them off.
I understand that most people that are main guardians are more interested in Tome of Cheese. To even suggest that the nerf was done for balance is just silly since ToJ is a game breaker imho. Vastly over powered and requires about zero skill.
As a Guardian main, I am not interested in Tome of Cheese. The part I am most interested in is the mantras and using them to provide healing, quickness, and a perma ~18 might stacks solo in fractals and open world bosses (for raids, chrono, PS, and druid all need huge nerfs in order for anything to take their places). Sadly the mantras suck and hopefully Anet is fixing it.
When it comes to the tomes, they are pretty meh to me. ToJ is amazing but as amazing as it is, the other two suck just that much. ToR scales horribly, takes forever, and is a worse CA in every possibly way. ToC has some nice skills but suffers because some are situational and popping into ToC to cast that one skill puts it on full CD so it feels like a waste if you don’t use all of the pages. All the tomes suffer by having the problem of jumping in for one skill then feeling like a waste unless you spam all the pages.
So as a Guardian main, I want the spec to be playable, I don’t care about it being OP or not so long as it is fun. FB has had the opposite effect compared to DH on me. When DH was first spoiled I hated the name, hated the traps, and the only redeeming thing was I finally got a bow. When it was release I liked the traps, the name is whatever, the bow was great (now nerfed to trash, scepter is love, scepter is life) and all the complaints got dealt with. Compared to FB where I loved the idea of it, loved what the mantras did, loved how it was support or condi. Yet when playing it it was slow, the mantras sucked, axe was meh (though at least it has break bar damage on mainhand). Unless huge changes happen it will be the complete opposite of how DH was for me.
Arkk is tougher than Ensolyss (and it’s longer too, you can stun Ensolyss repeatedly for massive damage unlike Arkk) and Artsariiv is tougher than Siax, so I wouldn’t say it takes the same time.
It might be tougher, but Arkk is quicker with a good group because he doesn’t move around so much so the DPS is way higher on him. The event between the first and second boss in Nightmare also takes forever compared to Shattered’s event. The best NM run I’ve had clocked in at 18 minutes while my best SO run has clocked in at 16 minutes (both pug times). So both fractals taking the same amount of time is totally reasonable, though for weaker players, Arkk can stone wall them a fair bit making it take longer.
Concerning the rewards, I believe both types of infusions should have been in the box and the randomness of how many essences you get should be removed, either 3 or 2 or just make it 1 and reduce the amount needed to what Anet deems the number of kills needed. It makes no sense that someone got 90 while I was still at ~70 while doing it every day. Now I’m at 76 while I have a friend at 85 yet we’ve done the same amount of dailies, if not the fact I’ve probably done more. I have no problem with random rewards like coins, armor boxes, rings, aetherblade skins, and the like, but for the guaranteed rewards, I hate them being random.
Back to the main topic:
For gear sets for a DPS Firebrand I’d go the new griever’s stat combo. Burn Guard currently is 40/60 split between power and condi so increasing the power side by having all the power stats would be nice. Expertise is not needed because with balth, smoldering, and the trait you already reach 85%, so maybe 1 or 2 pieces of vipers.
I always thought for a unique mantra (cause lets face it, cover condition mantra sucks) would be one that gave everyone an amount of their unique resources back. Give thieves 1 initiative, warriors some adrenaline, revs energy, firebrand gets a page (would also work great with pages as initiative for tomes), and so on. It’d be a unique buff that only Guardians could give (cause 150 toughness doesn’t cut it).
Zealous Scepter is a buggy trait. It either works with Permeating Wrath, or it doesn’t. Currently it works with PW but not without.
Yes exactly unless you happen to have all the minis and tons of decoration fragments.
Which begs to question why there is not a reward for collecting all the minis and unique drops from the raid.
Deimos requires exactly 3 people who know what they are doing:
- 1 chronotank who can press WoP every 30-40 seconds and dodge one of the most obvious boss attacks ingame
- 1 black kiter who can stand behind the boss and run up to the tank every 30-40 seconds
- 1 handkiter
You forgot about the description of the hand kiter; they need to be able to not fall asleep.
Someone died to Arkk.
Some advice for this fractal:
1 – Bringing a meta group to kill him quicker means less having to dodge.
2 – The special action key is amazing and OP.
3 – Guardians bringing Aegis is actually a thing.
4 – Not everyone can do CM.
5 – Half the mechanics can be jumped over.
Do we think they’ll leave Balthazar runes as is anyway? It’s giving a frightful amount of burning duration, compared to a lot of other ones. Which is cool mind you, just you know, it seems to have been dialled back a lot into Expertise rating elsewhere.
Anyway, I’d definitely wait too. I also agree with Mikau, that’d probably be my dream stat.
I can’t really see them changing Balthazar runes. Every rune set that increases a singular condition (or boon) increases it by 45%. It is the benefit for specializing in one condition (and how i could see both burn/power guardian using Greiver’s with balth runes, just swap utilities and elite spec).
I personally would grab Virtues as your second line. Yes most of it seems awkward, but Permeating Wrath will let you keep 25 might up permanently (if you have Zealous Scepter on) which will let you cleave through everything you come across. Absolute Resolution will allow you to ignore conditions as well.
Kitten is the profanity filter.
Anyone who complains about too much skimpy armor in this game clearly only plays light female characters. If you play a male character, or a female medium or heavy, your choices for skimpy are next to nothing. Heavy female has a grand total of 5 sets that are skimpy (one being zodiac which may or may not pass on certain peoples radars, I myself want a zodiac without the star pattern). This game just needs more armor in general (especially skimpy for heavy/medium, and covered for light).
Mostly, the class that uses that kind of build dishes out massive conditions and goes invisible, invincible or out of range. Very annoying.
The only fair condi build, imo, is burn Guardian. It has 1 damaging condition and very few covers (unless they throw on sigils/runes, thus distracting from their main focus). Every other condition class just looks at you and you instantly have 6 different conditions, with all of the damaging conditions being at relatively high damage numbers, so even if you cleanse 5 conditions, you still have a very damaging condition left on you. Meanwhile against burn guard you just have to cleanse the burn, it doesn’t matter if it was at 50 stacks of burn if you manage to cleanse it before it ticks.
You list cosmetics as the things you want that are gated behind content you do not like. The OP mentions basic character progression behind which content is gated. The difference is significant.
For core Tyria, they are all not needed. If you want the fractal masteries, there is more than enough in fractals for all of them. For pact, doing the story and the 9 new open world masteries should be more than enough. For Legendaries, if you’re not willing to grind out those mastery points, how are you going to grind out a legendary?
For HoT, besides gliding, everything else is only needed at rank 2-3 unless you actually spend time in the jungle. And if you do spend time in the jungle then you probably have the mastery points. The raid mastery points were added so that you can train the raid mastery with them.
Lol people saying Vitality is Condi damage mitigation, mitigation means reducing FYI. Shows us where vitality reduces Condi damage.
Just like toughness, it make you survive longer. Same effect. If you have 100 hp and someone do 20 dps give or take, you survive 5 seconds. If you have 140 hp, you survive 7 seconds. Not too complicated.
And then you realize that vitality has the same effect on power damage and your point of vit being great for condis becomes moot.
You can always join CM Title groups saying that you know all mechanics and that if you fail they are free to kick you. That’s what I did before I had finished 100 CM.
I had a guy enter my CM group, which was asking for the title, and say he had gotten Arkk down to 4%. We told him that we’d take him but if he royally screwed up we would kick him. 22 minutes later he killed Arkk for the first time and left no heroes behind.
Any decent group will be willing to take someone who speaks up, but if you’re slacking don’t expect to stay around for long. As an elitiest jerk myself, the thing that annoys me the most is liars, semi-decent players who are willing to listen and improve I can stand, but liars are the worst. Once had a guy for VG say he was in all zerker gear, and once we pulled he instantly got kicked from the group because VG decided to chase him around instead of the minstrels chrono.
What I’m trying to get at is that joining experienced groups is totally fine so long as you are honest with them. If you are expecting a free ride, and you lied at the start, even without a DPS meter you will be found out and instantly kicked. I currently don’t have a DPS meter installed but can tell the terribles pretty quickly. My friend with arc normally confirms my suspicions and then we kick.
I expect both DH and FB to be out of the raid meta within 6 months.
I remember when Spirit Vale came out, forced me to drop my Guardian for an Elementalist for 10 months. Hopefully this time around I don’t have to do that.
(Although you might think it the way guardian ranged capabilities keep getting nerfed…)
Scepter is love, scepter is life!
Though for the topic at hand, I wouldn’t mind losing weapon swap if the tomes were made/buffed with it in mind (hell, I’d even go for having to wear light armor to fit the whole scholar vibe, but that’s just more me wanting to be able to wear something else besides heavy all the time on my Guard). Like if tomes got the buff to be kites while each one was also buffed to be really good in it’s role, so if you wanted to burn VoJ, healing gets bombed out by VoR, and general protection in VoC (smiting, healing, and protection prayers oh my!), then giving up a swap wouldn’t be so bad.
Aurene is like a living bloodstone. And we know how well those go with food. (Hint: They don’t.)
Don’t know about you, but my character has been around enough Bloodstone and Unbound Magic that I’m pretty sure she has an addiction to the stuff by now.
As it turns out, the (arguably) most popular of DPS meters shut down because its developer added features that violated the protocol above (I’m oversimplifying the story — ANet and the app’s dev roughly agree on that part, though). That is, we’ve seen at least one “acceptable” app become “unacceptable” over time.
Which is sad because it was the “nicer” of the two main DPS meters. It didn’t allow you to view party members unless they also had the meter (or 4/5 had it so you were able to read the total damage done to the boss via the % damage done). Sadly the maker decided to keep trying to push the envelop on certain issues that were a problem and some that were fine but the implementation was a problem. Health bars in 5-mans is glorious and should be available in game (used to be in game, watch very old dungeon runs on Youtube), but you could use them to see enemies through walls in PvP.
I know this isn’t quite a new sink, but since Anet might be reading this thread: Infusions with concentration and expertise on them. Every other stat in the game is availiable on infusions, so let us get the last ones as well.
“Activating a tome grants barrier and stability to all allies within 600 yard radius”.
Man I was so close to getting behind this idea until I saw the range. I can only stand by you if it was a 300 cone! No cone, no deal. /s
Though in actuality it wouldn’t be too bad, but it would just be a bandaid and be masking the true problem with tomes, their cooldowns, mantras, and everything being clunky. Anet needs to remove the clunkyness, then balance the abilities. If Anet decided to make pages into initiative, then you could use resolve more often to heal (as long as the tome’s healing got fixed as well). Though this has been said multiple times throughout the forums. Barrier would make more sense on the staff auto since it has gutted range.
Maybe the devs want to prevent really radical changes
Looking at their “dynamic balancing” method in action, i really doubt that.
Well they haven’t given all healers GotL, made all profession specific buffs 10 man (spirits, alacrity), made boons 10 man, removed the 1 second cooldown from empowering might (5 years now of being meh), and other changes that would actually shake up the meta. The last shake up was when they nerfed Signet of Inspiration, and that was for WvW, and all that really did was make the group even worse than it already was. 7-2-1 was way better than 5-5 mirror.
The only radical things that happens each patch are the following:
- Which DPS profession is going to be the best?
- How is power Warrior going to get shafted this patch?
- How many classes is condi PS going to beat in DPS this build?
- Is Rev/Guard viable this patch?
- LOL necro
- Hey the engi rotation got slightly easier.
- What flavor of Ele is top this time around?
You also set the parameter for top tier dps, which for me personally is of less important and would rather have a druid/chrono tier support build than do 35k.
And this is the whole argument, people did not roll Guardian to deal DPS but because it was said to be THE support class. Anet even said it would be for those Paragon, Monk, and Ritualist players who wanted to do support.
We’re made note of these inconsistencies and will be standardizing all boss damage auras alongside the next raid release.
Check the raid patch-notes for details at that time.
Can you make all damage auras unblockable then? That would at least give aegis some reason to exist.
it would also kitten off every chrono trying to get 2 shield phantasms
Anything that nerfs chrono in raids is a plus in my books (spoken as a Guardian who wants to be able to support on the support class).
I haven’t been paying much attention to other classes, but for Firebrand the problem is not a number problem or a OP or UP problem. It is purely a mechanical problem with how the spec functions. It is a melee spec that wants to support its allies, which is fine, until you realize all of the support is front facing, short range cones. You will never hit anyone with the mantras in a real scenario ever.
The tomes have a different set of problems, which is totally fixable by become kits with an initiative system. The tome problem is how you enter a tome in order to cast the perfect solution to the problem, and then you realize that unless you do 4 completely useless things you will have wasted a super long cool down on essentially nothing. There is also the fact that it takes forever to enter a tome and then forever to cast the skill you want that by the time you did all of this, either you’re dead, the scenario has passed, or you can foresee the future with such clarity that you should by lottery tickets and just buy Anet out from under NCSoft so you can force them to fix stuff.
If you look this strictly from a wvw perspective, don’t wonder why people complain, there’s a world outside of being a stab bot.
Lmao, Yeah, not just a stab bot, support = boons + heals + condition removal= keep the damage alive long enough to kill the enemy. Im sorry i dont want to fight a npc all day rather go kill people as a group and fight outnumber.
Base Guard still does that better, instant cast virtues removing condis and instantly breaking stun and granting stab is a whole hell of a lot better than waiting forever to cast to do those. 1s is a ton of time to die in WvW, and if you get downed while the tome is out but before you get to cast anything you lose the cooldown.
The strength of the DH wasn’t in the virtues though, it was in the traps, which were awesome. I would take a vanilla Guard with trap access over a DH that can’t use any traps, any day.
I disagree, completely.
The reason why people are currently running burn DH over core burn guard is precisely because of the wicked virtues that the DH gets, not because of the traps. The burn DH build doesn’t use traps, it only uses meditations and consecrations.
Shield of Courage is love, Shield of Courage is life (literally).
This idea, instant cast or 1/4s cast to enter, and 360 mantras are what are needed for this spec. Anyone thinking otherwise are just getting “WOW’d” by the pretty graphics and not thinking of practical aplication of this spec.
The entire point of elite specs is that it feels like a new class, they are not meant to be a replica of our core traits, not every elite spec is going to be a support/dps/tank spec.
I think they should strip ALL support from the Firebrand and focus on making it a strong condi burn spec.
Oh god… if anything Firebrand should have all of the condi stripped from it and have it repurposed as an actual support spec. Then to fix being able to have a burn build, Anet can finally let the PvP version of VoJ be availiable in PvE and also change spirit weapons back to how they were but with unlimited time limit like necro minions. Those 2 changes were all that was ever needed to make a burn guard viable but Anet refused to do them so they could cram this terrible spec down our throat.
Loremaster should have been a base guardian trait.
Indeed, instead of the rubbish that is Battle Presence (which should be in Absolute Resolution).
I can not agree with this post even if I tried. Guardian is a class that actually gives up stuff unlike everyone else, and it is also a class stuck in 2012 unlike every other class.
Have you never seen a mesmer before or….?
Man I wish I could just give up damage in order to buff, heal, invuln, tank, and CC. Sadly I need to give up damage, CC, and invulns (don’t have those) in order to buff and heal, and tanking is right out because the only sustained block on Guardian is DH F3 yet if you’re a support you don’t go DH. Any Mesmer that complains about having no damage is completely crazy. I’d give up all my damage to even have half of what Mesmer can do.
And to tackle the statement of “Well with FB you can do that”, sure if I’m willing to try aiming with terrible skills that will probably miss as well as taking forever to do anything, and even then not being anywhere near close to viable because Druid and Mesmer are flat out better than Guardian at either of those rolls that you’d try to do.
I play bunker/healer in sPvP using valor/honor/DH. Using FB instead of DH is slight increase in support for a nose dive in suvivability and damage.
Another problem with FB to add to the list, when taking the “selfish” spec is better for support than taking the support spec.
I can not agree with this post even if I tried. Guardian is a class that actually gives up stuff unlike everyone else, and it is also a class stuck in 2012 unlike every other class.
I’m pretty sure the intention is stack it on multiple people, not multiple times on the same person. Once this gets fixed, good bye perma quickness without dealing with incredibly stupid design getting in the way.