Coelia Sunspear-Genius; Caudecus Manor-Phantom;
We Are My Eyes-Hunter; I Am Unicron-Paragon.
I think that shout warrior approaches the level of team support that a Guardian offers (no group stab, except after you use your warbanner), but I can clear 6 conditions from my teammates and burst heal them for 10k if they’re in shout range, with a 20 CD on two of my 2.5k heals. If I notice no one is targeting me anymore in consecutive games, I can drop shrug it off, and go double mace/warhorn for vigor, endurance on swap, team swiftness, block, and 2 conditions converted to boons.
How much do I have to donate to get onto the VIP waitlist?
Unless you have a score of 0, you’ve probably contributed something to the team. I pretty much only bunk, and on incredibly rare occasions, the game might end with me only getting 10 points for the mid cap, then bunking the point. There are occasions when getting 0 points is actually helpful to your team, for example: you fight 1v2 or 3 on the far node for the entire game, which allows your 4 teammates to easily crush their 2 or 3 and cap home and mid. Personal score is useless, and I hate that tie games are decided by which team had the highest personal score
I usually just left click on the environment, but I’m lazy
Just dodge the condition applications bro, they’re really easy to see… I jest :P. Surely 3 cleanses and a significant reduction on condition duration is comparable to 4 cleanses with the standard shout build. Let’s say a s/p thief uses infiltrator’s strike to immobilize you, then begins to cast pistol whip; normally you’ll be immobilized long enough to get hit by the PW, but with PF up, you can just dodge away before he finishes casting PW. Whereas if you’ve already used your 2 shouts, and your virtue of resolve cleanse, you’ll take a pretty good chunk of the PW damage before you recover from the stun.
Chaotic, for some reason, whether or not I die at the beginning mid fight is often what determines the outcome of the game. That’s why I came to the forums for a potentially bunkier build :P. I can dodge all day, but I still need to stand in a tiny circle that is constantly bombarded by aoe. I wouldn’t mind losing my consecrations, I hate standing still for Sanctuary, although it’s good for de-capping with a bunker on point (or trapping people on the stairs leading from Tranquility to Gate on ToSS, muahahahaha ;D) without having to use hammer. I’m definitely glad I came here, because I realized during my calculations that symbol heals aren’t really worth it compared to a lower CD on shouts, or a 20% reduction on 2h skills (16 sec CD on Empower, woo).
I get targeted surprisingly often (massive spiky charr tends to draw attention, and my staff auto-attack hits for 1.5k thanks to might and my soldier’s amulet), and I’m usually playing against people in the top 300 for tpvp. I guess I just have to get in the top 5 or something, so no one targets me :P.
Well I suggested Lyssa runes, but most classes have better condition removal than our 4 conditions removed from shouts every 24-28 seconds even without Lyssa, although I’m sure it couldn’t hurt to have more removal.
Warriors can spec for cleansing ire, automatic “shake it off”, and Berzerker stance.
Thieves can spec to lose 1 condition every 3 seconds in stealth, spam sword 2 without a target, or just shadow return to lose 3 conditions.
Elementalists have a heal that cures 8 conditions every 15 seconds, they’re able to spec for condition immunity above 90% hp, and they can spec to lose conditions when they grant regeneration in water attunement.
Engineers can spec for immunity to conditions at 25% hp, and a 15 second CD heal that cures 2 conditions on healing turret.
Rangers have healing spring, and can spec to give 3 conditions to their pet every 10 seconds.
Necromancers are the uncontested masters of conditions with their staff 4, their consume conditions heal, their passive signet that acts as a permanent “Save yourselves” with a larger radius, which can then send all of their conditions to a target, and they can spec to give the conditions they suffer from to their minions.
Mesmers can spec to remove a condition on heal, then run the mantra heal, spec to cast mantras 3 times and remove a total of 8 conditions from their heal, plus an extra 6 from mantra of resolve.
I’m probably missing a good part of the other 7 profession’s cures, but this was simply to remind you all of how independent classes are in this game. Professions can play the healer and the tank solo, or the healer, tank, and dps (in the case of condition builds) without needing any help.
Ah K U T M, I’m glad you brought this up, purging flames synergizes incredibly well with Runes of Melandru. This gives you a 58% reduction on condition duration applied to you for 6 seconds. You can use purging flames three times in the less time than it takes for Berzerker Stance to come off CD, curing 9 conditions on yourself and allies standing near you, granting reduced condition duration to them as well, and ultimately netting a nice 18 seconds of almost 60% condition duration reduction (Plus the 15 seconds of burning you apply to enemies doesn’t hurt either). The difference between a shout-cure build and mine is that they cure one more condition than me every 28 seconds, and for 30% of a 60 second fight conditions roll off of me almost as soon as they’re applied. For example, a 4 second bleed will only tick once, because the bleed duration would be reduced to less than 2 seconds.
(edited by DanPowers.1096)
No that was just the ideal situation when I can burn stand your ground for fun, I do save it :P. Ok Chaotic, I might have just tried the triple shout build you suggested, but I’ll try the other build with my team tomorrow. Silven, I’ll practice dodging important skills, but with 2-3 people attacking me is it really going to help? I guess that’s the part where my team would come in, but what if my team is horrible at responding to my calls for assistance, or we’ll be more likely to win if one of my teammates back-caps far while I stave off death? Should I make an Asura so I don’t get focused like crazy in team fights? Have you ever tried a build similar to mine? If so, how did you fare? Can we have a bunker duel using your standard bunking build?
My teammates dropping like flies around me usually only happens late in the game when the enemy has given up on killing me, but I’m almost always their first target; perhaps I’m simply playing against bad players. So the positives of your “Control Bunker” is that once every 24 (if you use your stability for condi removal) to 28 seconds you cure 1 condition, and convert the other to a boon, with no control over which conditions are cured, and which are converted, also in comparison to my build you get almost 4 (!) extra seconds of stability on a 70 second CD. Don’t get me wrong having more condition cleanses for my team is awesome, but I can also have them run Lyssa runes if they’re Warrior, Necromancer, or Thief. They’ll clear significantly more conditions than I ever could, even if I was hyper-vigilant when it came to watching my screen for their conditions. There are 12 conditions in the game, with a triple shout build we cleanse a maximum of 9 conditions within 600 range, 3 outside of 600, which is where most dps stand if they don’t feel like being killed by aoe. If they’re running Lyssa runes, I don’t even have to worry about them being within 600 range for my shout to save them from that burning that’s ticking for 700 damage.
All right guys. I tried the builds you’ve suggested extensively, and I just get focused too much for it to be worth losing all the survivability that AH gives me. All right I’ll lay out the ideal situation with 4 teammates standing incredibly close to me. Drop mace 2, swap to staff, staff 3, “Stand your ground”, staff 4+virtue of justice, then finally detonate staff 2 for funzies.
6 ticks of 155 regen from mace 2 for a total of 930 hp,
5 ticks of 122 symbol healing on mace 2 for 610 hp,
25 ticks (5 ticks on 5 people, incredibly unlikely, but you can increase the symbol size for a better chance of this happening) of 71 AH for 1,775 hp;
then here comes the fun with staff, 2,385 hp from symbol of swiftness (healing symbol+AH),
142 hp from “Stand Your Ground”,
7,380 hp from Empower + virtue of justice (empower heals for 1,700+16 boons*5 people),
then a measly 1,219 hp from a detonated orb of light.
That’s a total of 14,441 hp over the course of about 6 seconds, and the longest CD you have is 20 seconds on empower.
Well, I’ll give the 0/0/10/30/30 build a shot. It’s just always seemed so lackluster to me. I do get a lot of compliments on my bunking though. Although I may have exaggerated the “best bunker they’ve ever seen part” :P. I’ll try 0/0/10/30/30 again, and let you guys know how it goes.
This is my current tpvp build. Ahh, meant to pick mace, my bad. AH + symbol heals + mace 2 = yum regen. Yea I guess I am getting pretty greedy. I’d rather my team win than constantly being called the best bunker they’ve ever seen while they drop like flies around me. I still think healing power is useless though.
Okay, here’s a build that I’ve arrived at after a few hundred tournaments bunking as a guardian:
http://gw2skills.net/editor/?fUAQNApeWlUgqCXGSPEf4ESmCRCBxUwRf01DHiiYIA-TsAA1CtIMSZkzIjRSjsGNaY9x8DA
If you have any questions I’ll gladly explain why I chose specific things, but I’m just wondering if there is any way to optimize my build? I feel like I’ve hit the ceiling on bunker guardian tankiness. Should I just slap on a Cleric’s amulet + Mercy Runes and become a full support guard? I could spec for Battle Presence, but I really don’t want to lose AH, and without the boost to Virtue of Resolve in the virtues tree it’s not quite as great. I’ll take any suggestions, thanks.
(edited by DanPowers.1096)
now we’ll finally see more necros spamming 1 in DS for 4k, yus
Were the rank point rewards decrease in both team arena and solo arena? It used to be 200 rank points for winning, now in solo arena it’s 150… Were people ranking up too fast from tournaments? I don’t understand why Anet felt a reduction was necessary
I can’t help but laugh hysterically when I see him flying around. The best part is how awful he is despite being able to cross the map in seconds
This looks like so much fun lol. Would staff have been too OP? Also blow up your minions bro :P
You could always try winning tournaments.
^^^
Roll a spirit ranger and sit on home point, eventually you’ll win a tournament. If you’re nervous about bringing your team down just remember that you’re better than an afk or someone who quits before the game starts.
http://intothemists.com/calc/?build=-7Fw3d;0RFk40B3wF-90;9;69TT;44;014A2894cG0P;1KJG4KJG48Rh
This is a guardian bunker build I just kind of threw together as a counter to conditions. Unfortunately I haven’t really gotten the chance to practice against a condition heavy team and with the steam sales going on I’m having difficulty finding GW2’s incredibly slow pvp grind attractive. Anywhoozle, 3 conditions cleansed every ten seconds, pop F2 when you start feeling condition pressure, if you’re fully loaded with condis hit 9, I tend to use the heal sparingly (also swapping out Cleric’s for Knight’s only reduced the heal by 1k), if contemplation of purity is on CD and you’re full of condis activate your elite for another condition clear. Try to stay on the offensive for the cleanse and vigor on critical. Sword is great for the ranged dps meta with its low CD block, shield gives you that awesome bubble, scepter has the immob and plenty of chances for crits, and last but not least focus has a shield and a condition cleanse. Woo. Feel free to point out mistakes in my build or optimizations I could make. Sorry for my general lack of knowledge regarding Guardian skill names XD.
(edited by DanPowers.1096)
Turn around, spam 3 and dodge roll backwards. Then begins the real challenge of winning that 3v1
Well this thread has devolved into a kitten throwing contest. I didn’t really think thieves needed to be nerfed. I can’t remember the last time I died to a thief in a 1v1, and I probably deserved it when it happened. Thieves fit in a very odd niche, excelling in stomps and quickly destroying the other team’s dps when properly specced. I’m working on Champion Shadow right now and it’s definitely a profession that requires a lot of situational awareness.
Any team winning 4v5s either has a ridiculous class advantage over the 5 man group, or they were playing terrible people. Maybe have the /resign only become available when your team is down by 200 points or if you’re missing 1 or more members.
Remove the “Are you sure you want to salvage/delete this?” prompt and I’ll be a happy camper. Also make the tourney reward chests have a higher rank point reward so I don’t feel like my time would be better spent zerging in 8v8s.
The system is fine.
If a rank 10 is in the 90% bracket, then they’re going to be the same skill level as a rank 58.
I was rank 38 when I killed someone without even trying who was rank 60+
A rank 10 could solo queue for his first tourney and be placed on a premade team where he’d get carried, win his 1st game, and depending on his opponents he could be ranked significantly higher than 90%. In game rank is synonymous with play time and experience. If you don’t find it significantly easier to kill a rank 20 or below as opposed to a rank 50 or above then you’re playing against the few bad 50+ people who got their rank through hotjoins. I’d still rather have them on my team than the rank 10 :P.
Did you guys forget about the 5v5 hotjoins? :/ I mean in most of the games I used to join people actually tried to win. 5v5 matches are still there and it’s up to the player to choose between them and an 8v8 zergfest match. Unfortunately it is true that if the average 8v8 hotjoin hero decides to play tPvP he will undoubtedly be a burden to his team, I know from personal experience :P.
Hmm, this looks really interesting :P. I’ll have to try it out when I get home from work.
http://intothemists.com/calc/?build=VsBCp;1RKFM0T4wKkQ0;9;4T-JJ-467;116-26;2KNH4;2hoHAhoHA2VX
Went ahead and made a link for your build. I suggest dropping 10 from tactics and getting cleansing ire with 10 more points in defense. Maybe swap dogged March for missile reflection as I believe it works with mace 2. Sigil of superior earth has an ICD of 5 seconds I believe, so using two on 1 weapon set would have no effect. I was also thinking about the 15% stun increase sigil for the mainhand mace as it would effect 3 skills and I really don’t think this build would be critting that often. This looks so fun lol.
I wouldn’t be opposed to importing all of the runes, rings, back items, legendary skins, and allowing armor to take on different stats like in PvE/WvW. Build diversity is a good thing. Knowing I’m going to beat a class in a 1v1 as soon as I see them because they only have 1 or 2 viable builds that I know don’t counter my build isn’t particularly stimulating. Then I could finally take my warrior off the shelf because I hear they’re not awful in WvW.
I would love to play a top WvW person in a 1v1. Whenever I see a commander on my team in tPvP after I solo queue, I pretty much just assume I’m going to lose. Although conquest is a simple mode, a lot of people fail to grasp the concepts of defending points and preventing the other team from neutralizing. 5v5 hotjoin is good practice as people rarely zerg and rather play like they’re actually trying to win. PvP just needs some love from anet (despite the fact PvPers probably spend the least real money on the game). Change up your build and playstyle; learning something new about your class won’t hurt you.
Bear, Shark, Phoenix, and Dragon skins dropping from tourney chests drool. Also on a side note tPvP gear does look cooler than rank gear up until 50. I used to dream about getting heavy Inquest armor on my Charr because he looked like a transformer in the preview :P
To put this in perspective, you’re moving half the distance of sword 2’s leap return closer to the target. Essentially a single dodge roll, the damage hasn’t been nerfed and it still has a ton of utility. This class isn’t dead because you have to be slightly closer to murder something. Also if a warrior is using gap closers to get away, switch to your greatsword and swoop
What’s the problem with it? Is it something beyond disabling auto attack? I hope they don’t remove it because occasionally I like sticking to a fleeing target
I think they needed the nerf for pvp balance, it’s pretty annoying to see a ranger on the other team and know that you pretty much have a 1% chance of beating them in a 1v1 on a build that is very forgiving for the ranger. I’m sorry to hear that rangers are being discriminated against for pve. They made other pvp only changes so I don’t understand why rangers didn’t get the same treatment.
I’m thinking a longbow sustained damage kind of tanky war could be fun. Haven’t really gotten the chance to play around on it yet. Keep your head up buddy
What’s your spec magnetron?
I read recently that Moa Morph isn’t intended to instantly kill all of my necro’s minions, and put my entire utility bar on CD. So, I was wondering if there is any chance you guys could hotfix that. I know there are other necromancer options besides minion master, but I honestly enjoy playing the spec. So far my record is being moa’d 6 times in 1 tournament match. Hope for a fix soon, thanks for listening guys.
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