Showing Posts For Delgotta.3817:
i found that changing up my gear and my build helped alot with this. adapting to the battle and all. that and avoiding glass cannon builds..
When I tried out the Firebrand, i found that the tomes replacing my weapon was the biggest turn off. (besides the cone issue). I would rather tomes replace my utility bar or virtue bar instead.
Using tomes ruins an iconic ability of the Guardian, Symbols. It also prevents any combos or ability chains you can do.
As it stands, in Knights-Clerics gear, using mace-shield, i can provide better support via pure of heart aegis blocks and mace symbol than any mantra or tome. ill be sticking with Core guard. I refuse to give up my weapon, as any self respecting guardian would.
this is from a pure pve perspective, I run a pure support tank on my guardian, (valor, virtues, honor with mace-shield)
the heal scaling needs to be buffed, alot. mace 1,2 and the heal provided by pure of heart out performs tome of restoration in both overall healing and ease of use. meditations outperform mantras and give me zero reason to use them . as a front line support, using the heals or support is not an option because of the cone effect.
replace mantra cone effects with a pbaoe, but make it a 3 second pulse. this can either be centered on the guardian or by placing a non movable mark on the ground similar to symbols.
as far as tomes, these should replace our utility skills, NOT our weapon skills. at least then, it makes combos possible when using our weapons, like the axe pull, then the tome of justice attacks. as a front line support, loosing my weapons is not an option for me.
the cooldowns need to be removed, but have the pages slowly replenish as per the ammo system, but have all tomes share the pages. this will allow us to switch tomes, create combos and still have a restrictive resource management.
as it is, firebrand should be using staff and scepter and be a rear or mid line support. it has no reason to be on the front line at all.
I can help. just PM me what kind of playstyle or roll you want. ill do a custom build for you.
I say mace-shield guardian. I’ts what I use. basic setup as honor-valor and whatever else for flavor. (i personally like virtues for extra support). Feel free to hit me up in game for a demo.
if you ever need help or some traveling companions, let me know. both me and many in my guild are casuals and like to take it slow. feel free to hit me up in game any time.
The issue isn’t to bring back traditional tanking, with a static aggro-threat system, but to make better use of the gear, stats and skills Arena-Net implemented. gear like berserkers, sinisters, vipers and damage oriented gear sinergize so well that gear like knights, nomads, settlers and clerics are considered obsolete. If these gear sets actually worked better, then there would be different play styles. Its a bad mechanic to have a lot of options and only have a a small few actually work well. This is not a “no trinity system”. this is a “we have a trinity and a few other things, but only dps is viable system”
We do not have a only dps is viable system. For the most part we have an, “everything is viable system.”
and yes, while you can DO almost all content with any gear and random build
So we agree that non pure dps options are viable. Excellent.
you can also build a house using loafs of bread, doesn’t make it viable. it makes it possible. stupid, but possible.
You might want to reevaluate your understanding of the word viable.
If it works, or can work, it is, by definition, viable.
Optimal is of course something else entirely.
vi·a·ble
?v??b(?)l/
adjective
capable of working successfully; feasible.
“the proposed investment was economically viable”
synonyms: feasible, workable, practicable, practical, usable, possible, realistic, achievable, attainable, realizable; informaldoableby your definition, jumping out of a plane without a shoot is viable, just because it can be done. for science sake, see if going out an air lock without a suit is “viable”.
for argument sake, lets talk OPTIMAL. you have yet to prove any other build or gear set is even an appealing suggestion. all you have done is dance around semantics without any case. please. by all means. tell me how we have all these gear sets and i have YET to hear “looking for necro in full givers”. or a organised group kicking a zerk for a warrior in magi gear.
If the desired outcome is to die by falling from a great altitude then jumping out of an airplane might very well be a viable approach.
If the desired outcome is to live after jumping out of an airplane then doing so without a parachute is probably not a viable approach.
Note that the example given in your quoted text is of an action with a desired outcome (an investment).
Players were successfully completing content in GW2, and having fun doing so, long before current metas developed. Gear that people continue to, inaccurately, refer to as non-viable now has been used to complete content successfully many (potentially tens of thousands or more) times.
I do not need to prove that any non meta build or gear set is an appealing option compared to current meta because my position has been that other options are viable, not that they are optimal or appealing. In any discussion, debate, or argument one is not required to prove positions that are not one’s own.
The only proof that I could possibly provide that non meta options are appealing would be that people choose, sometimes, to run non meta builds because they prefer such. There have been many posts and threads stating just that on these forums. I personally have some non meta builds that I prefer over meta options for the class simply because efficiency can be important but does not, alone, define fun for me.
Now that I think about it I suppose there is something approximating proof that non meta options are appealing…people play classes and specs that are non meta despite the ready availability of information about meta options.
I do not need to prove that any non meta build or gear set is an appealing option compared to current meta because my position has been that other options are viable, not that they are optimal or appealing. In any discussion, debate, or argument one is not required to prove positions that are not one’s own.
you just contradicted everything you have said at this point
7 paragraphs and all the nutrition of a twinkie. I have read your posts, and posts in other threads, and have noticed all you do is create a counter argument with zero grounds while trying to use people words and phrasing against them to position yourself in a superior light. hell, you even countered your own non argument with a counter. in all the previous threads you have posted in you have provided zero insight, or any constructive thoughts at all, only a haughty opinion in the attempt to sadly spin round and round with no point or end. so i will call this here.
you sir, are a troll.
good day.
The issue isn’t to bring back traditional tanking, with a static aggro-threat system, but to make better use of the gear, stats and skills Arena-Net implemented. gear like berserkers, sinisters, vipers and damage oriented gear sinergize so well that gear like knights, nomads, settlers and clerics are considered obsolete. If these gear sets actually worked better, then there would be different play styles. Its a bad mechanic to have a lot of options and only have a a small few actually work well. This is not a “no trinity system”. this is a “we have a trinity and a few other things, but only dps is viable system”
We do not have a only dps is viable system. For the most part we have an, “everything is viable system.”
and yes, while you can DO almost all content with any gear and random build
So we agree that non pure dps options are viable. Excellent.
you can also build a house using loafs of bread, doesn’t make it viable. it makes it possible. stupid, but possible.
You might want to reevaluate your understanding of the word viable.
If it works, or can work, it is, by definition, viable.
Optimal is of course something else entirely.
vi·a·ble
?v??b(?)l/
adjective
capable of working successfully; feasible.
“the proposed investment was economically viable”
synonyms: feasible, workable, practicable, practical, usable, possible, realistic, achievable, attainable, realizable; informaldoable
by your definition, jumping out of a plane without a shoot is viable, just because it can be done. for science sake, see if going out an air lock without a suit is “viable”.
for argument sake, lets talk OPTIMAL. you have yet to prove any other build or gear set is even an appealing suggestion. all you have done is dance around semantics without any case. please. by all means. tell me how we have all these gear sets and i have YET to hear “looking for necro in full givers”. or a organised group kicking a zerk for a warrior in magi gear.
(edited by Delgotta.3817)
The issue isn’t to bring back traditional tanking, with a static aggro-threat system, but to make better use of the gear, stats and skills Arena-Net implemented. gear like berserkers, sinisters, vipers and damage oriented gear sinergize so well that gear like knights, nomads, settlers and clerics are considered obsolete. If these gear sets actually worked better, then there would be different play styles. Its a bad mechanic to have a lot of options and only have a a small few actually work well. This is not a “no trinity system”. this is a “we have a trinity and a few other things, but only dps is viable system”
We do not have a only dps is viable system. For the most part we have an, “everything is viable system.”
and yes, while you can DO almost all content with any gear and random build
So we agree that non pure dps options are viable. Excellent.
you can also build a house using loafs of bread, doesn’t make it viable. it makes it possible. stupid, but possible.
The issue isn’t to bring back traditional tanking, with a static aggro-threat system, but to make better use of the gear, stats and skills Arena-Net implemented. gear like berserkers, sinisters, vipers and damage oriented gear sinergize so well that gear like knights, nomads, settlers and clerics are considered obsolete. If these gear sets actually worked better, then there would be different play styles. Its a bad mechanic to have a lot of options and only have a a small few actually work well. This is not a “no trinity system”. this is a “we have a trinity and a few other things, but only dps is viable system”
We do not have a only dps is viable system. For the most part we have an, “everything is viable system.”
when was the last time you had a guild meeting and someone said " you know, we need more thiefs in Apothecary gear!"
and yes, while you can DO almost all content with any gear and random build, dps, by flawed design, is so much more efficient, that it trivializes all other gear. in fact using these inferior sets, not only take much longer, but are much harder to do the same content. just for fun, try to do any regular content using ONLY gear that has support stats. no power at all. no precision. no ferocity. when your done, we can talk again about “viable”.
The issue isn’t to bring back traditional tanking, with a static aggro-threat system, but to make better use of the gear, stats and skills Arena-Net implemented. gear like berserkers, sinisters, vipers and damage oriented gear sinergize so well that gear like knights, nomads, settlers and clerics are considered obsolete. If these gear sets actually worked better, then there would be different play styles. Its a bad mechanic to have a lot of options and only have a a small few actually work well. This is not a “no trinity system”. this is a “we have a trinity and a few other things, but only dps is viable system”
Valor: merge Retributive armor with Stalwart defender
all falling traits need to be baselined and included in the class. gliders make this trait silly.
master of consecrations needs something as well. something fun that changes how it function, like adding cripple or chill to its effect, a ring of warding or causes daze or taunt when an opponent leaves (only) the circle
another trait idea I would like to see is:
Accord of Retribution: when a boon is stolen while under the effect of retaliation, it conveys the condition instead.
this is what i use to face tank most stuff. works great if you have a herald giving boons
if you have a minion master, ranger/druid or a full group (can mix and match either of these but use altruistic healing)
or if i need more party heals
1) Total rework of spirit weapons. pref not a pet.
2) Retaliation rework
3) Retributive armor merged with Stalwart Defender (unfair competition in the gm slot.)
4) Glacial heart to cause chill when you inflict burning. (more interesting traits that do more “stuff”
5) Master of Consecrations to do something cool, like have a secondary trigger at the end of the CD, or explode, or have a ring of warding. CD reductions are soooooo boring and uninspired.
i find mace-shield guardian in knights-celestial (or clerics) quite tanky. as a player with arthritic hands, my reflexes are quite slow, so i tend to go to the more survivable classes. minion necro, druid ranger and tank guardian seem to be the best for me so far.
So, let me elaborate a bit here, the concept of the skills is the opposite in function to a heralds facets even our own virtues. with Herald, it constantly pulses, might, fury, protection, swiftness and protection, then triggered to create an attack. With this, it creates the attack (or effect) then the pulsing. so, unlike the herald, who can run around giving EVERYONE massive buffs just by standing there, we have to use up an attack that could save our lives, to earn the associated buffs.
while my ideas can combo well, it will be at a cost, and you have to be strategic to use it. personally, i always found spirit weapons out of character for the guardian, it doesnt really fit and should be used more like an attack or a buff .
While they would make great kit skills like engineer or elementalist, our tomes did that instead, which i am assuming we will get back in the next elite spec. at least make spirit weapons provide a flavored effect like a thiefs venoms or daredevils physical attacks, but “magic-ish”.
The idea of pets on a guardian seemed silly to me, but the idea of empowering your weapon, like an enchant seemed to fit the theme of guardian.
The idea is to add strategy on when to use the active or when to waste it and use the passive. the original idea was to borrow from the thief’s venom abilities, and heralds facets, with a twist of a guardian flavor. so, this is a rough idea of what i came up with.
edit: now the cool-down effect could only last half the cool-down duration or the whole thing. totally up for debate
SPIRIT WEAPONS: (spirit enchantments)
spirit blade: 25 sec cool-down
sends 3 spirit swords out and impales an enemy, pulls them in (like sword 5), causes cripple 5 sec. while on cooldown pulses fury and might for 3 sec, each 3 sec.
Spirit maul: 30 sec cool-down
slams the ground causing a pbaoe shock wave that causes knockdown to nearby enemies for 1 sec and cause cripple for 5. while on cool-down: crits have a 33% to daze for .5 sec
spirit shield:40 sec cool-down
creates a symbol on the ground pulses aegis for 5 sec each 2 seconds. grants resistance and stability for 5 sec. while on cool-down 7% of the damage taken heals near by allies
spirit bow:40 sec cool-down
sends a ray of light (like focus 1) transferring conditions on allies to foes, and boons from foes to allies, in the order they make contact. bounces 5 times. while on cool-down pulses protection for 4 seconds each 5 seconds.
paired trait:
strength of spirit: spirit enchant cool-downs are reduced, but cd effects linger for an extra 3 seconds.
Feel free to add ideas, suggestions, tweak or twerk, (if that’s your thing) even flame. If you do flame, please list the spelling mistakes first, than the grammar. Then any concept criticisms after that in an neatly formatted flowchart with nonsensical reasons in italics, and legit reasons in bold (preferably in a colored font)
(edited by Delgotta.3817)
As an older gamer, I have arthritis in both my hands. its not crippling, but it does slow my response times down considerably. A lot of these adventures are quite challenging because of this. I do not want A-net to dumb down content for me, nor do I consider this a “L2P you kittening noob!” issue. My hands just don’t move as fast as the twitch generation. I honestly don’t mind grinding for the same rewards as the twitch gamers. So they get it first. i’m good with this. I may not get my rewards until even months later. I can deal. Just give me an OPTION to slowly grind it out and eventually get the same rewards.
This is why I main a tank-support guardian. My hands will NEVER be as fast as many players. I don’t ever expect to do the same damage or survive by twitch instincts. but eventually i will win the battle. At least that play style gives me an option. Adventures however, do not give me an option.
(…)
giving us more pulls like on greatsword, or justice would help as well. Ideally, i would like to see more pull options with a pulsing chill, slow or taunt with weakness on my symbols, and a knockback (back into the symbol) if one tries to escape without using a counter.I use spear to pull them to symbols+trap and if they move i can KB to it and criple with shield.
Taunt targets to trap…. would be to easy,
i was referring more for taunt in symbols. traps as they are right now, i have no issue with. consecrations and symbols need some love.
i’m more in favor of either chill or weakness while in, and slow when they exit. giving shorter cd on spear would combo nicely as well.
the thing that drew me to guardian was playing mace-shield consecrations guardian and claiming an area by overlapping my symbols and consecrations. creating my own holy ground of burning death that healed me. becoming master of this little turf i dug out. if they tried to run, switch to great sword, use my pull, drop another symbol, switch back to mace and watch them burn.
(edited by Delgotta.3817)
the problem isn’t symbols being stationary, I actually LIKE the nature of symbols. The problem is KEEPING your target in them. GW2 has many ways this can be done, taunt, root, knock-down, stun, chill, slow. hell, add a ring of warding to symbols. The Guardian is the master of pbaoe, with consecrations, traps, meditations, symbols. Moving symbols would cheapen the pbaoe-ness. its bad enough consecrations became targetable. I use to enjoy overlapping my consecrations and symbols and frying anything that came at me.
giving us more pulls like on greatsword, or justice would help as well. Ideally, i would like to see more pull options with a pulsing chill, slow or taunt with weakness on my symbols, and a knockback (back into the symbol) if one tries to escape without using a counter.
edit: spell check mishaps. consecrations should be less “concentrated”.
(edited by Delgotta.3817)
the big problem is that we have seen what other classes are capable of, and how each trait line is thought out. The Guardian IS convoluted. each trait line doesn’t really scream “pick me for this kind of play style” like revinant or necro is designed. there is no direction, no synergy. (other than medi build).
Hopefully in the next pass, they will approach each trait line with a concept of HOW the guardian plays.
zeal should focus on damage and how you deal it. directly via weapons, indirectly via counters (retaliation, aegis) or vicariously, via others (supplying buffs to others to deal damage, or via spirit weapons.)
radiance should focus on engagement and conditions, focusing on burning, enhancing burning, adding conditions like cripple, slow and chill to be used as gap closer or to keep foes in range of symbols. or to grant movement buffs and a passive speed boost
valor is your defensive area do you want to dodge, mitigate, block? all located here
honor is support, heals, buffs, boons, how do you want to keep alive, selfishly? selflessly? pick a line
virtues, how to change your play mechanic. key here is change.
I often get invited to pugs because I look so freaking awesome. I just stand in the back (cause I cant help in the front lines) and help the group by making them feel better because my presence elevates their fashion sense. Im like a bard, that just looks awesome and cant play an instrument, or sing. that’s it! new guardian elite FASHION BARD!!!
As a Pve casual hero with admitted tunnel vision, who comes from a long line of mmo-face tankers, I STILL think the Guardian is in need of drastic help and lags behind all other classes in terms of damage, utility, durability and build variety. I have a maxed elite in every other class in non ascended, and they still out preform my guardian in full ascended. hell, my Reaper out tanks AND damages my guardian in dps gear or in knights, hell, im sure my reaper can out do my guardian naked…. brb going to go check that….
edit….ok, I needed at least a weapon.
I had to log in just to support Swaggers post. has some really great ideas there. I agree, support rolls, all of them are lackluster compared to damage. I actually ENJOY healing, tanking, buffing and supporting. The game has all these tools to make each roll viable, right down to gear options, which rarely get used because it isn’t supported.
Having each class have its own “flavor” of support, like the OP suggested, would really push this game over the top. I know A-net wants to prevent a trinity, but having only damage is a bad design. Zerker still is the preferred method.
poster 1: Guardian moves too slow, it’s the only class that forces you to use up rune and utility option to keep up with every other class!
poster 2: It’s not a problem if you run Travelers runes and slot “Retreat!”.
poster 1: But I want to use a different rune and skill combo like other classes.
poster 2: sure! just use Travelers runes and slot “retreat!” and it’s no problem!
poster 1: ……….
this “vote” should actually be made an in game ordeal. let the entire population decide, not the 250 people out of millions decide the fate of the game. keep in mind out of the entire player base, these 250-300 people were the only ones who had issues, while everyone else were either indifferent, or are right now picking out their die colors for the new armor. the few of us who oppose this change, were the only ones fortunate enough to catch this conversation, while the rest of the player base have no idea that this is going on. This forum is only a very vocal minority, most players have no idea what goes on in the forums, let alone where they are.
give the mass population a voice and a choice.
keep the female variant, but allow a toggle or an option to have the male OR female variant. win-win. those that want to keep with lore get it, and my wifes asura don’t need to be constantly look like they are in drag.
considering he also just made the same accusations in EVERY other class thread, I will say he just is a troll. I clicked on his posting history and had a good laugh.
personally, I never used “save yourselves” because it sounds so cowardly. I can’t imagine my Guardian running around yelling that and still having some self worth. same with “retreat!” I know Guardians are in a “good place” right now, but it seems from the onset, we were designed to slowly run from battle. Should change “retreat” to “charge!”. and “save yourselves” to “come at me!”…. more inline with a guardian. stupid complaint, but still.
as for the run speed, I agree, give something, anything, besides running through a zone yelling “save yourselves! retreat! save yourselves! retreat!” …yup I feel cool and heroic doing this…..Im a GUARDIAN NOT A COWARDIN!
(edited by Delgotta.3817)
People claim there is no trinity, and the game is meant for such, yet we have tanking gear, healers gear, support gear, hybrid gear… and we have the rolls to support the gear, yet the only viable roll is dps. its not that the game doesn’t HAVE these roles or options, its that ANET doesn’t ENDORSE the rolls.
If dps was meant as the only role, get rid of gear stats and only give damage increases. get rid of healing and tanking builds. DO NOT have these options in the game if its not wanted.
But, we DO have support builds, we do have support stats, and new stats, skills and builds are being added in with every content update, proving that ANET is going in a diverse build direction in which support has a place.
If tanking wasn’t considered, agro wouldn’t be attached to toughness. with all the gear stat variations, it actually seems that ANET wants build diversity but doesn’t want to offend the gentle dps snowflakes.
The guardian was meant to be a healer, tank and support. and has the potential to do all these roles with excellence, but ANET’S fear of committing to the system they created is holding back the class, as well as several others.
Either support and commit to ALL builds, or remove them. no more of these subtle “you have the option of tanking, healing and support, but we really don’t want you do do that. just ignore that gear and those skills. its loose code we will eventually get rid of”
managed to get in on one that i didnt use durring the issues and he got in, it
unstuck the others.
im still stuck as well, tried on several characters.
just finished “strange observations” and got an item called “golden backpack buckle” and its listed as a service. in the description is mentions the reward from the prisoners of the dragon quest. anyone know what this does and how to use it?
(edited by Delgotta.3817)
both me and my wife rolled fresh rangers after the druid reveal, both previously swearing never to roll a ranger due to a passionate hate for the class. now we both have a level 80 ranger decked out in full clerics awaiting the druid. bring on the healz!
p.s. for all the druid hate on the ranger forums, i have mained a bunker guardian since launch, and was sorely disappointed in the dragon hunter. rangers got the best parts of the guardian, where we got the worst part of the ranger. i would be happy to trade elites.
play something other than a medi build and ask: “are we in a good spot”
I can think of two girls with one cup that enjoy the flavor that Dragon Hunter provides just fine.
dude, this was epic sprinkles on a poop flavored icecream flavored thread.
for king of kings, I was thinking of having it so the lesser swords cast command, then disappear instead of lingering and being a temporary pet. but i do like the idea of gathering a few up and giving opponents a good visual that the first second of engagement might hurt a bit. also adds extra firepower to scepter and staff guardians too.
retributive armor is meant for long drawn out battles. loosing the stacks on disengage does not benefit short fights at all. lowering the total to 250 and making it each 3 seconds may give it a better feel.
boon duration can be put somewhere in honor. it fits the line. but your right, it needs it there. i still want to find a way to put in better access to stability and resistance. right now there are several classes that have perma stability and i think we should get some love.
as far as inner fire and watch the world burn, several other classes have complex mechanics and special coding, guardians dont. our virtues are little more than fancy sigils. yay. watch the world burn is similar to revinant mace #2 under the hood, but with an added flag check to see if burning has been applied already. i say we NEED something complex, instead of dressed up shouts and sigils.
i know some of these ideas will require a little extra coding, but lets face it, Guardians need it. i feel like we got left behind in all this new tech they developed.
I have mained as a bunker guardian since release, after playing the necro-reaper and revinant and now the details on the scrapper, i am sad to say ill be transferring my ascended to my revinant and running a bunker-support with my guild on him instead. things need to change with guardian desperately.
so, this is what i have so far, and is by far NOT a final edit, just needs some tempering, scrutinizing and flaming from veterans, guardian lovers and forum trolls. What i have done is moved some traits around for better synergy, combined some that worked well together but were lackluster on their own and came up with a few more. also, at the bottom is the new shield concept.
Zeal
dps line single target and aoe via symbols,
Minor Adept
Zealot’s Speed Create a Symbol of Wrath when you are struck while below the health threshold.
Major Adept
Symbolic Exposure Symbols apply vulnerability to foes. have increased damage and a chance to burn enemies
Major Adept
Shattered Aegis When an aegis you applied blocks an attack, it damages nearby foes.
Major Adept
Zealous Scepter While wielding a scepter, gain might when your justice passive effect triggers.
Minor Master
Fiery Wrath Increases damage against burning foes
Major Master
Binding Jeopardy Immobilizing or blinding a foe also applies vulnerability to them.
Major Master Strenght of Spirit Spirit weapons burn foes they strike. Spirit weapon summon and command skills have reduced recharge and are persistent
Major Master
Zealous Blade Attacks with your greatsword deal extra damage and heal you. Greatsword abilities have reduced recharge.
Minor Grandmaster
Kindled Zeal Gain condition damage based on your power.
Major Grandmaster
King of Kings has a 20% chance on critical OR when you rally a player to spawn a lesser “sword of justice” (max 5) that remains for 20 seconds and does 40% of the swords regular damage. the sword automatically uses command when destroyed.
Major Grandmaster
Focused zeal Gain Zealots speed for 5 seconds, increasing attack speed and skill recharge rate by 10% per stack. max 5 stacks each time you apply burning. all stacks are removed after the 5th stack and cannot be reaplied against the same target.
Major Grandmaster
Symbolic Avenger You deal more damage to enemies standing in your symbols. Symbols last longer, are larger, and heal allies
Radiance condition line focus on virtue of justice combo, burning and retaliation and signet combo
Minor Adept
Justice is Blind When activating Virtue of Justice, nearby foes are blinded.
Major Adept
Retribution 33% chance to gain retaliation upon being hit.
Major Adept
Inner Fire 10icd Gain fury when you strike a foe that has burning stacks over threshold.
Major Adept
Right-Hand Strength Critical hit chance with one-handed weapons is increased. Sword skills recharge faster.
Minor Master
Renewed Justice Virtue of Justice is renewed when you kill a foe.
Major Master
Radiant Fire 10icd Gain zealot’s flame when you critically hit an enemy. Burning duration is increased. Torch abilities recharge faster.
Major Master
Rising Retribution Gain increased damage while under the effects of retaliation.
Major Master
Wrath of Justice Striking an enemy with justice’s active effect triggers signet of wrath.
Minor Grandmaster
Radiant Power Attacks against burning foes have an increased chance to critically hit.Burning damage is increased
Major Grandmaster
Amplified Wrath 1icd being hit while under the effects of retaliation cause burning
Major Grandmaster
Perfect Inscriptions Gain light aura when activating a signet. Signets recharge faster and have improved passive effects.
Major Grandmaster
Watch the world burn applying burning to a new target also applies burnign to up to 5 adjacent targets who also do not have burning
Valor defencive support line. meditation combo
Minor Adept
Valorous Defense 20icd Gain aegis when you are struck while below the health threshold.
Major Adept
Focus Mastery Gain protection when using a focus ability. Focus abilities have reduced recharge.
Major Adept
Smiter’s Boon Smite conditions when you use a healing ability.
Major Adept
Strength of the Fallen 10icd Virtue of Courage is recharged when you revive an ally or when you rally .Lose conditions at a set time interval. Health degenerates more slowly while downed
Minor Master
Communal Defenses 15icd Grant aegis to allies when you block an attack.
Major Master
Glacial Heart Glacial Heart Critical hits with hammers chill enemies. Hammer recharge is reduced
Major Master
Stalwart Defender you and Nearby allies gain Gain additional toughness while wielding a shield. Shield ability recharge is reduced. Immunity to critical hits while using a shield
Major Master
Strength in Numbers 35icd Aegis casts Hollowed ground when it blocks an attack
Minor Grandmaster
Retributive Armor Gain toughness periodically while in combat. 50 toughness per 2 seconds up to a max of 500 toughness.
Major Grandmaster
sacred ground: leaving a symbol before it ends causes 2 second of taunt.
Major Grandmaster
Monk’s Focus Using a meditation skill heals you and grants fury to allies in a radius. Mediation skills have reduced recharge.
Major Grandmaster
Master of Consecrations Consecrations last longer and have reduced recharge. (baseline) concencrations cause slow for 3 seconds per pulse concencrations rally downed allies
Honor healing and support boon line counter play
Minor Adept
Vigorous Precision 10icd Gain vigor when you deliver a critical hit.
Major Adept
Invigorated Bulwark Mace abilities have reduced recharge. Gain increased healing for each foe hit by symbol of faith (10 sec 50 healing 10 stacks) protectors strike triggers signet of Judgments active effect when itdamages a foe
Major Adept
Protector’s Impact 8icd Create a Symbol of Protection when you take falling damage. You take less damage when falling
Major Adept
Sanctified Retribution when a boon is forcibly ripped while under the effects of retaliation, the converted condition is applied to the boon ripper
Minor Master
Selfless Daring The end of your dodge roll heals nearby allies.
Major Master
Empowering Might 1icd You and nearby allies gain might when you land a critical hit.
Major Master
Protective Reviver Activate Santuary when you begin reviving an ally. Health degenerates more slowly while downed
Major Master
Healing staff Boon duration is increased while wielding a staff. Staff recharges are reduced.
Minor Grandmaster
Purity of Body Your Virtue of Resolve passive effect also regenerates endurance.Healing effectiveness to other allies is increased based on a percentage of your vitality.
Major Grandmaster
Pure of Heart When a boon you have applied gets forcibly removed, it has a 50% to reapply the same boon
Major Grandmaster
Pure of Voice Allies affected by shouts have conditions converted to boons. Shout abilities have their recharge reduced
Major Grandmaster
Altruistic Healing: Applying a boon to allies heals you.
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Virtues
Minor Adept
Inspired Virtue Virtues now also apply the following boons to allies when activated:
Justice: might Resolve: regeneration Courage: protection
Major Adept
Master of Consecrations Consecrations last longer and have reduced recharge. (baseline) concencrations cause slow for 3 seconds per pulse
Major Adept
Retaliatory Subconscious 30icd Gain retaliation and aegis when stunned, dazed, knocked back, pulled, knocked down, sunk, floated, launched, taunted or inflicted with fear.
Major Adept
Unscathed Contender Deal more damage while under the effects of aegis. 15% damage reduction while virtue of courage is on cooldown
Minor Master
Battle Presence Nearby allies gain Virtue of Resolve’s passive effect.
Major Master
Absolute Resolution Activating Virtue of Resolve removes conditions from nearby allies. Virtue of Resolve’s passive effect is stronger.
Major Master
Permeating Wrath Virtue of Justice’s passive effect no longer only burns your target, but also burns the area around your target each time it activates.
Major Master
Supreme Justice Virtue of Justice causes burning more frequently. When activating Virtue of Justice, the burn duration is increased.
Minor Grandmaster
Power of the Virtuous Deal extra damage for each boon you have. Virtues recharge faster. cool downs for resolve and courage are reduced based on current health (above 75%, below 75% and below 50% reduce by 15%, 25% then 40%).
Major Grandmaster
Shared fate when activating a signet or virtue, it will reduce the active cooldown on the corresponding signet or virtue: justice-bane, resolve-mercy, courage-judgment
Major Grandmaster
Indomitable Courage Activating virtue of courage breaks stun and grants stability to nearby allies. Virtue of courage’s passive effect triggers more frequently.
Major Grandmaster
Burning Wrath Light fields are now Fire fields
Shield[edit]
4 Shield of Judgment ½ 12 block for 3 seconds and heal 5% of the damage absorbed to the Guardian and 5 nearby players
5 Shield of Absorption 1½ 24 Create a dome around you that pushes foes back and absorbs projectiles. The dome will INCREASE in size every second doing an additional knockback each time it grows (also increasing the detonation effect based on stage)
5 Shield of Absorption Detonate the dome to heal nearby allies. additional effect based on growth stage
stage 1- heals 1300
stage 2- heals and grants protection to 5 players in the shield
stage 3- also grants aegis
stage 4- also grants might
its kinda funny, there are 6 traits involving aegis, and 8 involving blocking. 6 involving retaliation. if you AVOID all of these traits, you end up with most meta builds. rebuilding the guardian traits is like playing sudoku with book pages instead of numbers but not knowing what the story is about.
for my “sacred ground” idea, that triggers a condition (stun) when you leave a symbol early, i was thinking about switching the stun to a 2 second taunt, to give the guardian more control. this could be used quite creatively on a staff guardian to prevent someone from ganking an downed ally, or keeping them close with hammer and mace.
also was thinking of some condition-boon counterplay:
trait 1: when a boon you applied is stripped, has a 50% to reapply the same boon
trait 2: when a boon you applied is ripped, send the converted contition to the stripper.
i also want to find a good way to have more reliable stability, add in resistance, and possibly a way to apply slow that isn’t in the dragonhunter line.
I’ve been going over forum threads, build websites, and trying to give guardians a reason to pick traits that they wouldn’t normally do, with some build concepts that are guardian flavor, but wasn’t really feasible before, like a good signet or spirit weapon build.
i hope to post the information soon
ok, i have to say that after going through the guardian traits, there are so many redundancies and needlessly pointless skills that make no sense. like strenght of the fallen (condi cleanse) and smiters boon (condi cleanse). a fully traited medi build severely out powers strength of the fallen. and the rest of the skills are all “on block” abilities. unlike many other classes, there is absolutely no theme or direction to the traits. ive made some progress with my rebuild, but it will take some time.
please keep suggestions flowing so i can include them in the revision.
elementalist has a crit immunity while attuned to earth, which gives alot more utility than crit immunity while only using shield. weapon swap at the wrong time and BAM! dead. the swap cooldown also locks you into being defenseless. timing can become a strategic element.
ideally, i want to have a theme for each trait line, and have each line have a flavor and a spec concept. there are alot of useless traits that dont make sense.
I also dont think that having monks focus and altruistic healing in competing spots is a good idea. altruistic healing feels more like a honor trait, as its about boons. monks focus i would put in zeal as its more about conditions.
valor feels more like a defensive line about taking hits (which in itself is against the gw2 idea as evasion is defense and taking hits is often fatal in most cases.) for stalwart defender i would change it so while a shield is equipped, you are immune to critical hits.
add in a trait that gives you a 33% chance to gain retaliation upon being hit
2nd trait: when hit while under the effects of retaliation, cause burning to the attacker.
3rd trait: 15% damage reduction while virtue of courage is on cooldown.
got another trait idea:
valor grandmaster
sacred ground: leaving a symbol before it ends causes 1 second of stun.
i was initially thinking of having an effect like hammer#5 on symbols as a control mechanic, but thought that was too punishing, so a stun effect for prematurely leaving a symbol gives a control option for mace and staff guardians for support. this can also work great for greatsword for preventing mobs from instantly scattering or some idiot from using aoe knockback after you just finished gathering with gs #5.
granted stability can still counter this.
not really. the class mechanic needed a serious overhaul to bring it in line with other class mechanics, unfortunately the Dragonhunter now limits any future changes with how it treats virtues (like 3 lackluster utility skills). I realize that the Guardian needed a solid ranged option, but instead of improving scepter, which just needed a projectile speed increase, we got bow. may as well of given us a main hand shield for all it was worth. instead of fixing a problem we got an alternative problem. bow and traps don’t feel “guardian-ish” to me.
an offhand war horn that temporary summons spirits of heroes (like mesmer clones but think lord of the rings with aragorn and the ghost soldiers) or call down pillars of holy fire would of been a better step in a guardian direction.
right now, i’m working on a few more ideas inline with my previous suggestions, but want to put them in a cohesive form. I am looking through many of the guardian traits and creating a much more realized concept of WHO the guardian is.
here is a sample of a few new idea i had for traits:
King of Kings: has a 20% chance on critical OR when you rally a player to spawn a lesser “sword of justice” (max 5) that remains for 20 seconds and does 40% of the swords regular damage. the sword automatically uses command when destroyed.
Will of the martyr: provides nearby players with a damage reduction of 20% when virtue of courage is used for 5 seconds, but 5% of the damage is instead taken by the guardian. (this in conjunction with the shield idea could create a nice burst heal and damage mitigation, but poorly timed may get you one shot, creating a strategic risk-reward gameplay)
i have a few other trait ideas that would work well with these.
I was also thinking that when traited, shield #5 could also do an aoe rally, kinda like the necro trait in the blood line, but only applies to those under the dome.
We have too many passive traits that are now only applied AFTER we block, where prior to the class change were not. There are too many situational triggers for us to use our traits like blocking, rallying ourselves and rallying others. In most cases a heal, extra toughness or extra healing power AFTER we block is useless.
Here is what i would like to see:
Give shield #4 a 12 second cool down 2-3 second block like the Rev and Warrior have. (To keep with the theme have it so it heals 5% of the damage absorbed to the Guardian, and for “stalwart defender” have it affect 5 players in a radius. ) I hate having to use my heal skill (shelter) like a shield. It’s the best active block we have.
Shield #5 i like the bubble, but have it INCREASE in size every second doing an additional knockback each time it grows (also increasing the detonation effect based on stage)
stage 1- heals 1300
stage 2- heals and grants protection to 5 players in the shield
stage 3- also grants aegis
stage 4- also grants might
Have all the after block abilities be offensive for instance, gain might or retaliation after a block, or make the next attack after a block unblockable.
Another idea for a trait in the Virtues line would be, cool downs for resolve and courage are reduced based on current health (above 75%, below 75% and below 50% reduce by 15%, 25% then 40%).
For the mace, on Invigorated Bulwark, instead of making the healing based on blocking, have it based on how many enemies are hit by Symbol of Faith. This makes more sense than having it block based.
Give Guardian taunt. This class could really benefit from all this new tech A-Net has and it feels a little left behind. Could apply taunt on Virtue of Justice active effect.
For Virtues, with the current tech, and the new abilities coming out, we need to be more competitive. As it is, for a bunker support, we have already been replaced with Rev, Warrior, even a water-earth Elle. So, here is what i suggest:
Have the base virtues a toggle, much like the Revenant’s aspects. Have a passive selfish version and an active shared version. Don’t punish the Guardian when using his class mechanic by taking away his chances for survival or DPS.
the biggest problem is that our class mechanic is the equivalent to taking 3 traits from other classes and giving us a special button to make them into a horrendous cooldown. yay, we get an active version of burning percision and soothing mist. the shield and the trait “stalwart defender” still suck, and now invigorated bulwark only being usefull AFTER you avoided damage? ….seriously? “good thing i blocked that damage and don need the extra healing to heal myself anymore”
why do we have so many skills that only trigger after a block, yet everyone else have on demand blocks every 12-ish seconds and yet our shield has the utility of a wet pizza box?
tl;dr shield and mace still suck, virtues are a copy-paste of other classes minor traits.
just finished the labyrinth, ported to black citidel to sell loot, open hero panel to continue story, but any time i click on “my story” tab, instant freeze then crash.