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Insta stomp?

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Bobnintendo.1256

Also you don’t draw boons from others with Save Yourselves, you draw conditions from your allies. It also gives you a bunch of boons, but that is even if there are no allies around.

reduce Conflagrate voice please

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Please Anet never change this. It’s so awesome

Greatsword Change Doesn't Affect Retaliation

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The thing is that retaliation is a lot more effective in PvP than PvE because most mobs attack really slow anyway. But if you fight like a D/D thief who already throws out a couple of auto attacks a second, Retaliation really adds up.

Merciful Intervention

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Bobnintendo.1256

@Bobnintendo

Judge’s intervention requires a target, I have had no problems with this.

Yes. An Opponent. Clearly they don’t want you to have spells that target allies, because to my knowledge, there are only 3 spells in the entire game that target allies, and they are all revive spells on a huge cooldown.

Signet of judgement no longer affected by 25%+ trait!

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I assume Vengeful will be changed fairly soon. Since they say they want to push retalation into another direction I guess the new trait will be something like “Retaliation deals more damage” or “Take less damage while under the effects of Retaliation”. It would make no sense to say they don’t want it to be permament, yet still give us a trait to increase the duration.

Is Shield of Absorption broken?

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Doesn’t work in sPVP

How does the Purity trait work?

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Bobnintendo.1256

I’m not a 100% sure, but I assume it is (b). Considering it always removes the first trait right away, (a) would not make much sense.

Merciful Intervention

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Bobnintendo.1256

I think it should just be targeted on the Ground. Like the Mesmer’s and the Ele’s teleport ability. I understand why they don’t want you to target allies. Imagine having to select your ally, teleport and then reselect the enemy. Feels very clunky compared to how dynamic GW2 combat currently is. I assume they made it this way because they didn’t want you to have to click your allies. But targeting it on the Ground would be perfect in my opinion, although it might be too good for escaping, especially with the instant meditations trait.

I really don’t know where to go with this skills, it’s an awesome concept but it’s hard to come up with a way it can really work in combat without being too strong.

How does the Purity trait work?

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Bobnintendo.1256

It should be worded like this “Automatically removes a condition. 10 second cooldown.”
The cooldown will only start if a condition was actually placed on you. So if you just started a fight, and someone put a condition on you it will get removed right away. Then it goes into a 10 second cooldown.

Downed abilities are terrible?

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I would argue that the Guardian’s downed state is one of the best. We have propably the second best stomp interrupt, after Mesmer’s and Thiefs because theirs can’t be countered by Stability. But aside from Mesmer, Thief and Guardian, no class can survive when two people attempt stomp them at the same time right after being downed. Our third skill has a long cooldown before we can use it, but if you ever find yourself downed with no one trying to kill you, this can heal you up so incredibly fast.
Guardians propably have the best chances at rallying after they were downed. Thief’s can just escape from you for a while. I’d still say Mesmer’s have the best downed state because their illusions persist and their third skill actually deals considerable damage.

Having a great time with no dungeon finder

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Bobnintendo.1256

I agree that the dungeon finder in WoW made people treat you like you were expendable and like a bot. The low difficulty of the dungeons didn’t help either.
I still think we need some way to improve finding a group. Maybe a global chat channel for finding Dungeon Groups? Because when I try to find a group for AC I don’t know wether to ask in Lion’s Arch, Black Citadel or before the actual dungeon.

Line of Warding nerf. What?

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“Dodging through Line of Warding” is obviously a bug, and I’ve personally never seen it before. They propably just had Stability.

Also, it was always intended to be 5 seconds, and it’s just fine for PVP, you just need to use it smartly. Even on the open field it’s at least a knockdown if you use it ahead of a running enemy

Wrathful Spirit nerf, deserved?

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It was a bug, it sometimes gave even more than 10 seconds. It’s hard to proof because there was never a clear tooltip, but compared to traits such kittentered Aegis, which does like 3 seconds of Burning, 10 seconds of Retaliation seems a little extreme doesn’t it?

Besides, if you want Retaliation, with a Greatsword with Reduced cooldowns and increased symbol duration you can already have permanent retaliation. And if you need to move out of your Symbol, you still have Save Yourselfs, Stand your Ground, or Signet of Judgement giving you more than enough Retaliation.

Crithammer, one way of playing with it.

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Bobnintendo.1256

Nice guide but I didn’t see any mention of the ridiculousness that is Staff’s Empower + Altruistic Healing? If you’re in a Group of 5, you will proc Altruistic healing 12 times (12 stacks of might) for each person, meaning 60 procs of Altruistic Healing. In my opinion every build based around Altruistic Healing should have a Staff and Two-Handed Weapon Mastery, you just just heal yourself for 30-40% of your health every 16 seconds.

Guardian scepter needs some SERIOUS HELP

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No offence Silver, but small packets of damage are EXACTLY what plays into our profession’s strength. Virtue of Justice, as you propably know, procs on every fifth (fourth with trait) hit, and skills like Smite hit multiple times. If you use Chains of Light on an enemy and then Smite him, Smite alone can proc VoJ 2 times because it hits so often. I agree the auto-attack is horrible, but the Sword and Scepter are perfect for Virtue of Justice.

Scepter does have some issues with the auto attack and Smite being kind of random, but Sword is almost perfect. I have only one issue with the Sword, Blinding Blade should at least deal noticeable damage, about as much as an auto attack, 65 damage is just laughable. But the other skills just synergize with the Guardian perfectly.
The auto attack is one hit, one hit and then three hits. So a whole auto-attack chain is 5 hits. Which, not coincidentally, is exactly how many hits you need to proc VoJ, and Zealot’s defense hits a couple of times too, so that’s even more procs.

I think if they want to fix the Scepter’s projectile and really play into a ranged condition weapon for the Guardian they should change the auto-attack to a channeled auto-attack beam, like the Ele’s Air Scepter or Mesmer’s Greatsword auto-attack. That would make the projectile instant and it would give us some nice multi-hits like the Sword does.

Auto fire on first target

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If you mean your autoattack is not attacking automatically anymore, you need to Ctrl + Right Mouse Button on the Icon of the ability to turn auto-usage on

Guardians and Combos

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Few classes, besides the Elementalist, have many self-combos. Warriors for example, have tons of finishers, but only like one or two combo fields through the Longbow. Guardians have an insane amount of Light combo fields. I’d say we are the best, or at least second best at constantly keeping a combo field up, unfortunately they will almost always be Light fields. Our number and variety of combo finishers I’d say are average, a little low for a melee class, but we have a lot more self-combos than say Warriors or Thiefs.

'virtue of resolve' and 'inspired virtue'

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All activated Virtues, as well as the boons from that trait, are also applied to your allies. The passive effects of your Virtues only apply to yourself

Guardian scepter needs some SERIOUS HELP

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I’ll be honest. I play a Male Human Guardian and I find the way he swings the weapon on the auto attack totally rad. But the projectile is just ugh. We all agree that it is far too slow, so I don’t even use it in PvP, but I like it for PvE but even there the way the orbs fly just looks so not menacing at all. They wobble around at walking speed for Christ’s sake. Smite isn’t even that bad, but if they turned it into a Symbol it would be completely inconsistent with the others. They all tick for the same damage every second 5 times. Smite ticks for lower damage 15 times, and not everyone in the are is hit every tick, it’s kind of random. But I do wikitten would have some more consistency or apply some kind of condition, because right now it’s just very boring. It’s got to be one of the blandest (non-autoattack) skills in Guild Wars 2. It literally does nothing beside deal damage in an AoE, at least things like Lava Font are combo fields.

sPVP Might Centered Build (Scepter/Dagger)

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I’ve heard toughness was not as good for survivability because it doesn’t reduce damage from conditions, not sure whether that’s true though

sPVP Might Centered Build (Scepter/Dagger)

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Playstyle:
While this is not the tankiest build ever, you should still play very defensively. Try to be in Air Attunement before fights start, and use the extra movement to get from point to point. If you see an enemy open up with Lightning Strike and blind him if he tries to attack you. Try to keep your distance from him and harass him with the Air auto attack. If you manage to channel it all the way it can deal incredible damage. If he starts attacking you (e.g. a Warrior got too close to you) Switch to earth and try to blind him again. If he’s in melee range stun him with Earthquake. If you ever find yourself in Earth Attunement and have a few seconds to spare, use Rock Barrier. It’s not amazing but it’s a good deal of Toughness for 30 seconds. If they put too many conditions on you, simply use Cleansing Fire or switch to Water to remove them with Cleansing Wave. Don’t be afraid to stay in Water too long, Ice Shards may not be your strongest spell, but they’re still good at softening up your foe. Try to hit Shatterstone two or three times, so your Fire Combo will deal 8-12% more damage.

Don’t be afraid to use Ride the Lightning to increase the gap, but mind that you have to unselect your opponent first, else you will ride towards him. Avoid bringing both Updraft and Earthquake on cooldown, chances are you will need one of them to start your combo (But Remember, Earthquake is better to set it up, since it doesn’t launch him away from you, because you want to be close to maximize Ring of Fire’s potentioal). Try not to go into Fire Attunement unless you wanna use your combo, because if you switch into Fire, just durdle around and Switch away, it will be on cooldown for a long time, and you’ll regret if when the perfect situation arises and your attunement is on cooldown. That said, don’t forget that Phoenix can be used defensively, it removes three conditions and gives Vigor, remember this when trying to escape.

Pay attention to how often your opponent rolls. If he can’t roll while you use your combo, he will eat a lot of damage, because one simple roll can dodge so many of your spells since you will try to use them all at the same time. A perfect setup for a combo is if your opponent is out of Endurance, in melee range and chilled by your Icy Aura, or stunned by Earthquake/Updraft. If he can’t dodge and he is Chilled/Stunned, he will be forced to eat all your spells.
Your combo is the stronges if you are close to your opponent, because you want all your spells to not only hit your opponent, but also proc Area Might from your Ring of Fire. Remember that Unlike Phoenix, Dragon’s Tooth doesn’t have to land in the Fire Field, you just have to use it inside one.

In big teamfights you can use Ring of Fire, Dragon’s Tooth, Phoenix Arcane Wave, then use Earthquake and Churning Earth while giving yourself Earth Armor to guarantee a succesful channel. This is very risky and if someone focus fires you while doing it you will likely have to switch to water to escape.

A well executed combo can deal ridiculous amounts of damage in a very short time. Sometimes you can take your opponent by surprise and kill them while they are at 60-70% health, before they even have a chance to use their healing spell.
————————————————————————————————————————————————-

Wow this was a lot longer than expected. Suggestions and Questions are of course very welcome. As I said before, I’m not playing this build for a long time now, so there’s still some room for improvement. But I love it because I feel it is semi-viable, since it is not very glass-cannonish, although it is definitely not as tanky as all those Water/Earth tank builds people use in tournaments. It is also a great deal of fun for me, since I love playing around my opponent and punishing him with loads of damage as soon as he makes a mistake. It almost plays like a fighting game in that sense.

sPVP Might Centered Build (Scepter/Dagger)

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Utility skill choices:

I chose Glyph of Elemental Harmony because I think it is the beast healing spell we have, especially when you attune to Water or Earth right before you finish casting. Avoid using this in Fire, it only gives one stack of might, not even comparable to the other Element’s bonuses. I tried Signet of Restoration a couple times, but I felt that the active’s heal was too weak. Ether Renewal is interesting if you have trouble with conditions because it removes like 10 conditions or so, but the heal is fairly weak. I use it sometimes, but if I do exchance cleansing fire for something else because you won’t have too much trouble with conditions then.

Cantrips:

Basically you can go with whichever Cantrips you want, but I like Armor of Earth the most because it gives stability which is amazing to have. And occasionally you will find yourself trying to combo off an enemy and Armor of Earth is still ready, then you can use it to ensure you don’t get interrupted in mid-combo. I also take cleansing fire because aside from Cleansing Wave and Phoenix we don’t have any condition removal so it comes in very handy. Also sometimes you can use it to set opponents on fire before using Fire Grab. Mistform is also a good choice, but it seems to be bugged and not work with the 20% cooldown reduction currently.
Lightning flash I am not such a big fan of, but you can definitely use it too.

Last but not least I picked Arcane Wave because it adds so much extra damage to our combo. Also, it is guaranteed to crit, and since this build has extremely high power from the might, and only moderate amounts of Precision, this will become very effective.

For Elite skill I have Glyph of Elementals. I think everyone uses this because the other two are just plain bad.
————————————————————————————————————————————————-
Runes, Sigils and Amulets:

For Runes I’m using the Superior Runes of Strength
(1) +25 Power
(2) +20% Might Duration
(3) +40 Power
(4) 3% chance to gain Might for 20 seconds when hit (5 sec cooldown)
(5) +90 Power
(6) +5% damage while under the effects of might

This obviously adds quite a lot of Power, and as you might have noticed this build uses Might a lot, so the 20% increased duration comes in very handy. Also the +5% damage while under the effects of might is pretty much a flat 5% increase in damage for our build because we are under might almost constantly.

For Sigils I use the Sigil of Superior Force for straight up 5% increased damage, and the Sigil of Superior Battle which gives 3 Stacks of Might for 20 seconds when switching weapons, or in out case attunements. This seems to have an internal cooldown, I’m guessing about 8-10 seconds. But this should give you at least 6 stacks of might by the time you combo off regardless.

On the Amulet I’m not too sure yet about what’s the best option. Currently I’m using the Amulet of the Knight, which gives 798 Vit, 569 Power and 569 Precision. The Vitality ups your hitpoitns to 20k, and the added precision greatly increases your otherwise lousy critchance up to 31%. For the Jewel I use Jewel of the Shaman, which at least gives a little Toughness, because our Toughness is really low. It also adds healing power, which we can use very well, as well as condition damage, which we don’t need too much but it’s good if you can apply some bleeding while in Earth Attunement.

sPVP Might Centered Build (Scepter/Dagger)

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So, I’m sure the players (and developers) reading these forums have heard enough posts about the Elementalist to hopefully conclude that he is one of the weaker classes right now. But that doesn’t mean we should still try to improve our game and come up with new builds.

I wanted to share a build of mine I used a lot lately in sPVP. The Idea came to me when I thought how fun it would be to play a build where you try to make your opponent blow all his utility skills and endurance by kiting and surviving, and then when he’s “exhausted” and can’t defend himself anymore you combo off with a big Scepter / Dagger Fire Combo. If you play S/D you propably know which combo I’m talking about, but I’m still going to write it down.

Start with #4 Ring of Fire -> #2 Dragon’s Tooth -> #3 Phoenix -> Arcane Blast -> #5 Flame Grab

By using Dragon’s tooth, phoenix and arcane blast all in the ring of fire you will cause an Area might combo 3 times, giving you 9 stacks of might, like in any other build using this combo. But with this build you can expect upwards of 19 stacks of might and the end of your combo.

But using this build, you will propably end with a lot more stacks of might by the time you combo off, greatly increasing your burst as well as your condition damage (if he’s still alive) from Dragon’s Tooth.

Here’s the build: http://www.guildhead.com/skill-calc#McsMz9cMbTmMmbTmMGaaGamooccsV

I’m going to go through all trait choices:

20 Points Fire: This is important because Power is a very good attribute for us, not only does it increase the burst of our combo, it also increases the harassment we will cause with our Air and Water attacks while we’re still kiting the opponent. We take the trait that increases all damage in fire attunement by 10%, and “Spell Slinger”, which gives 3 stacks of might everytime we use a cantrip. These last for 20 seconds IIRC, so by the time you combo off you should have 6 stacks of might from this trait, since your Cantrips are very important to staying alive.

10 Points Air: You should find yourself spending a lot of time in air, because you can blind enemies before they can initiate on you with their important attacks (e.g. Warrior’s Bull Rush, or Thief’s Steal which can hit for 3k+ with Mug trait), and with the 5 point Air trait it makes you get around from point to point faster. It also deals a respectable amount of damage, which is good for softening your opponents up while you’re kiting them. I chose “Bolt to the Heart” which increases the damage you deal to enemies with low health, because I find that if your burst fails to take them down, it is hard to deal the last bits of damage to them, or often it will just straight up increase the damage of the last spell you use to end your combo, usually Dragon’s Tooth, since they’ll be very damage by the time DT actually lands. The Precision and crit damage is also very handy because with all the power you get from you Might stacks you need some crits to supplement your damage.

10 Points Earth: 80 bonus toughness while in Earth is a nice bonus, along with the Toughness you get from Rock Barrier (which should almost always used only for the Armor, the damage is pathetic), and the trait that gives you Earth Armor at 50% health is not only a must-have to surviving burst from Glass-Cannon specs, it is also another Cantrip to proc your cantrip traits. Toughness and condition damage is good too, but other stats are more important to you.

20 Points Water: Vitality and Healing power are of course great for keeping you alive, and the traits I chose improve your cantrips even further, by reducing their cooldowns (currently bugged with Mistform) and giving you Vigor and Regeneration when you use them.

10 Arcana: Unfortunately I didn’t have too many points left to put into arcana, even though I love the reduced cooldowns on the attunement switching. If you want you can take 10 points from Air and put them here, but I think aside from “Elemental Attunement” most Arcana Traits (besides Grandmaster traits) are not too attractive for our build. Elemental Attunement is great of course because it helps you stay alive and gives you that one more stack of might to seal the deal. Also Arcane Fury is amazing, because if you are quick you should be able to use most of your Combo Moves during the 2 second period.

(edited by Bobnintendo.1256)

Fire Magic Trait XI Does What Exactly?

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I didn’t test it, but I assume it will also deal more damage. I say this because I also play a Guardian, and there’s a trait which says “Symbols last longer”, and Symbols are combo fields too. With the trait Symbols last for 7 ticks of damage and boons instead of 5, and obviously the combo field lasts longer too. So I’m pretty sure that it’s the same with the Elementalist trait.

[VIDEO] ele in tpvp

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This is not one of these videos like “Ele’s are fine, here’s proof!” or whatever, he just wanted to show off some nice kills with great editing. He never said this was supposed to show his skill. I think the editing is really nice

set me on fire

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Svarty: Easy way to look at it: It blocks Projectile Finishers.
But yeah, the wording on some abilities or traits are a bit ambiguous.

That’s not true, there are several spells that are not projectile finishers that get reflected by the Wall of Reflection. Maybe it’s different for Zealot’s Defense, but Wall of Reflection reflects several skills, including Fireballs and even Grenades

mechanics of staff and orb of light?

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Unless it bugs out, the Orb of Light should vanish due to reaching max range right before it’s ready again, even with Two-Handed Mastery, so no need to crash it into walls

Staff suggestion - symbol stick

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I’m pretty sure Symbols are balanced around having no more than one per weapon set, which is also why the Offhand weapons don’t have any symbols. Because there are so many traits that improve symbols, giving multiple of them to the Staff can be very tough to balance.

I assume you got the Idea from the Necro’s staff, but there it’s different. Marks are only available to the Necro if he’s using the Staff or if he’s in Lich Form and with a few traits. So they don’t even have much of an impact on the other Necro weapons. But Symbols are ingrained into the Guardian’s balance. Aside from the Sword and Scepter, all weapons have a Symbol.

Challenge: Score 385 or Better as Elementalist!

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I don’t think getting tons of Glory has too much to do with playing well. As far as I know, if 8 people cap a point together, all of them get glory, but it’s just as fast as capping it alone. So If i see someone else already capping a point safely I just move on, I don’t get the glory but I’m more useful to my team than if I was just standing around on the point doing nothing so I get those 10 Glory.

What I’m trying to say is, there are certain playstyles that give you lots of Glory, but those are not necessarily the playstyles you should pursue to win matches.

Are you suited to play ele?

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I agree that with a lot of hard work you can really pull a lot out of your Elementalist, but the problem is that someone playing another class who puts as much effort into playing it is going to have far better results. Sure on low skill levels classes like Elementalists and Mesmers are going to be far worse than Thiefs and Warriors due to the complexity of their class, but this problem still persists on higher levels. Many Elementalist spells are too easy to dodge, don’t deal enough damage considering the hoops you have to jump through, or are just plain bugged.

For example fire grab, this skill has a high cooldown, low range, misses a lot and only deals good damage if the enemy is burnt. Considering all these conditions have to be met for the skill to reach its full potential you’d expect it be very strong, like a Thief using backstab from behind, or a Warrior hitting his 100 blades ability. But damage wise Fire Grab just doesn’t compare to these skills.

I love the elementalist, and I don’t think it’s terrible, but it is definitely one of the weaker classes right now and all the people that say “it’s only weak if you don’t know how to play” just sound like they think they are excellent Elementalist players because they know basic combos like Updraft → Burning Speed →Fire Grab, as if the people complaining haven’t figured out simple stuff like that already.

Help a fellow Gaurdian out?

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Sounds like you want a Warrior. They have far more weapon combinations, and far more “self-centered” abilities is what I would call it. Many of the Guardians class mechanics are balanced around having a group that affects them(e.g. Symbols, Shouts, Consecrations, Activated Virtues, Staff’s Empower etc.), while the only Warrior abilities that directly help allies that come to mind are Shouts, Banners and the Warhorn stuff.

You can already see it on the F1-F4 mechanics. The Warrior’s burst abilities help him take his target down. The Guardian’s virtues help him and his allies survive, or take their targets down. If you want a little utility with a lot of weapons, by all means use the Warrior. If you want lots of utility pick the Guardian.

Renewed Focus vs Endure Pain

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You can’t compare two spells in a Vaccuum. You need to consider the whole class. And even then, Renewed Focus is a bad elite.

Compare “Stand Your Ground!” to “Balanced Stance”. Stand your Ground! lasts 3 seconds less, but it has 10 seconds less cooldown, gives Retaliation and it affects up to 4 other people. See, you can’t compare individual skills like that, or you’ll always find discrepancies. Certain classes are supposed to do certain things better than others.

Is the trait line being reconsidered for a rework?

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I agree, the traits need to be reworked, or at least reallocated. Almost all the good stuff is in Honor, like Big Symbols, Symbol Duration, 2h Weapon cooldown reduction, Shout cooldown reduction etc.

Boon Duration Extensions

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Another question about Boon Duration, does it affect all boons on me, or all boons caused by me? So if I have 30% boon duration, my ally has 0% and I use Hold the Line, will the boons last longer for me, or equal?

Brainstorm: Elite Signet

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I’d say Guardian has propably the best Elites, the tomes are really good, even without Stability now.

Big issue with Grandmaster traits.

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Almost all Zeal traits are terrible in my opinion, unless you go full Spirit Weapon build.
I – Applies 3 stacks of Vulnerability on Immobilize, we have almost no immobilizes and 3% is laughable for something on an at least 15 second cooldown, only the Scepter, Hammer and Signet of Wrath can immobilize
II – 10% more damage to burning, this is awesome and propably the best trait in Zeal, but if you don’t build for heavy burn it can be hard to keep burning on an enemy
III – reduced fall damage, seriously?
IV – increased downed damage by 50%, downed damage is almost never important, even if 50% is a lot, this trait won’t change a thing
V – removed aegis burns opponent, this is ok, it only lasts for like 3 seconds though I believe
VI – only works with spirit weapons
VII – 5% more greatsword damage is never bad, but compared to other weapon-specific traits it’s just too weak, see the warrior’s weapon traits (for example 10% increased greatsword and spear damage)
VIII – Focus skills recharge 20% faster is very good, but why is it in Zeal? Focus is a defensive weapon, with a blind block and heal, it fits into every tree except zeal
IX – 5% scepter damage, see VII
X – spirit weapons not destroyed when commanded, incredibly strong but again only works with spirit weapons
XI – 10% spirit weapon damage, same here
XII – greatsword attacks heal you, terrible, heals for a laughable amount and doesn’t seem to scale at all.

So If you want to play an offensive guardian, you either need to go with Condition damage in Radiance, or use Spirit Weapons apparently.
The only good traits in Zeal that don’t work with Spirit Weapons are II, V and VIII, although II and V fit far better into Radiance burn builds, and VIII would fit into defensive builds if it was an adept trait.

(edited by Bobnintendo.1256)

Hallowed Ground

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Note though that unlike Stand Your Ground, Hallowed Ground can NOT be used while already stunned.

Save Yourselves

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Save Yourselves is in my opinion one of the best abilities, both for Group Play, and Solo Play. You get almost EVERY Boon, all for 10! seconds. Some of these, such as Protection, Fury, Vigor and Regeneration are so powerful that most abilities only give you 3 – 5 seconds of them, but Save Yourselves makes them all 10 seconds, and increased Boon Duration from the Virtues tree can make those even longer.

Obviously in Group Play, the drawing conditions is incredible too, see posters above.

How does Retaliation work?

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Kind of a bummer considering how many Blinds, Blocks and Aegis the Guardian has, but it only makes sense that way.

Staff Guardian Animation and healing question

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Posted by: Bobnintendo.1256

Bobnintendo.1256

I’ve tried heal builds in PvP but in my experience most weapon skills are really bad at healing. The Staff has only 2 heals, the Orb of Light, which heals for a laughable amount on an over 11 second cooldown, and Empower, which heals for a decent amount, but you have to channel for a long time, while standing still and not getting interrupted. In my opinion the best way to heal people, aside from the obviously good healing support skills like Sanctuary or Hold the Line, is to go with Mace / Shield and grab the “Larger Symbols”, “Symbols last Longer” and “Symbols heal allies” traits. With all these traits the Mace Symbol heals for quite a bit, since it heals due to a trait and due to the regeneration. With afocus you can get another heal and the Shielding spell, but I prefer the shield because while it doesn’t heal, it prevents a lot of damage.

Staff ties into this build very well because the Staff Symbol is very good, and you have many Symbol improving traits anyway. But the Staff is not used primarily for healing in this build, what I did was use the staff for Symbol, Empower and especially Line of Warding, but for really protecting people, the mace and shield abilities worked just a lot better.

http://www.guildhead.com/skill-calc#McccMV0MolCboolCbo9Maxxmckaocs
This is about the build I used, although it’s possible to put more points into Zeal and less into Virtues, to pick up the offensive Symbol traits, making you a Symbol focused Damage / Healer Hybrid that would propably work very well with a Staff

Your favourite weapon?

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Posted by: Bobnintendo.1256

Bobnintendo.1256

Good old Standard Mace / Shield if I’m feeling Meaty, Greatsword if I just want to kill many mobs quickly, Scepter / Torch if I wanna feel like a caster.

Now PvP that’s a whole other story…

A fourth Virtue

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Posted by: Bobnintendo.1256

Bobnintendo.1256

First of all, Swiftness is 33% movespeed increase, not 10%. Second, due to the nature of spells being able to be cast while walking, Swiftness is even good in combat.

There are enough abilities to give you Swiftness, if you don’t like using them that’s your problem, we don’t need another Virtue, aside from it being overpowered to give the Guardians even more good stuff, mobility isn’t too much of a Guardian thing, more of a Thief thing.

A fourth Virtue

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Posted by: Bobnintendo.1256

Bobnintendo.1256

Try using a Staff, Save Yourselves!, or Retreat!

Changes I would like to see for the Guardian

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Posted by: Bobnintendo.1256

Bobnintendo.1256

In order of importance (from most to least):
-Reduce cast time on Hammer chain finisher
-Make Hammer 2nd skill usable while moving
-Reduce cooldown on Shield Skills
-Give us a reason to detonate the Staff’s Orb of Light
-Increase Scepter’s autoattack projectile speed
-Give us a reason to not throw the Torch’s Fire (4th spell)
-Make the Torch’s 4th spell proc Inner Fire (“When you are set on Fire, you gain fury”), only makes sense right? This is a minor complaint of mine of course

Stats....

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Posted by: Bobnintendo.1256

Bobnintendo.1256

Guardians, along with Thiefs and Elementalists, have the lowest base Hitpoints in the game. http://wiki.guildwars2.com/wiki/Health

Retaliation?

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Posted by: Bobnintendo.1256

Bobnintendo.1256

I’m not sure about condition damage but I belive skills with multiple hits (like the Guardian 1h Sword’s #3 ability) activate retaliation on every hit.

Staff skills unimpressive

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Posted by: Bobnintendo.1256

Bobnintendo.1256

You should try playing sPVP, staff is amazing there. Symbol is good for getting from point to point and kiting.
Line of Warding is amazing for holding chokepoints, there’s several maps with spots narrow enough to completely block off.
But I agree with what you say about the first two abilities. The autoattack is alright, but the Orb of Light really irritates me. If you use it just for the damage and never detonate it it is some okay dps, but if you do detonate it you get such a little benefit for such a long cooldown that it’s just not worth it. In my opinion the detonating part should be a lot stronger.