Showing Posts For Dominus.4153:
Nerf please. QQ.
(joking about this for anyone that didn’t pick up on it)
…
But in all seriousness, I think I’ve read a “too strong” post about every single class in the game. Some bugs need to be fixed first before the devs worry about balance issues.
(edited by Dominus.4153)
The smite condition affects shelter too. From my experience, shelter is still stronger by a bit because of the 2s block.
It’s actually can be very useful in PvP. 5 seconds of quickness on that short of a cooldown is great. You need the right group setup with at least 2 or 3 high burst classes.
I’m still trying to work out the best build to use it. So far, I would say an offensive shout support build seems strong.
Valor: focus mastery, communal defenses, and altruistic healing
Honor: protective reviver, pure of heart, pure of voice
Virtues: unscathed contender, absolute resolution, indomitable courage
Celestial amulet, staff and scepter/focus
Shelter or Healing Breeze, 3 shouts, and Feel My Wrath.
Is there any way to access data for a PvP match a player is in?
I would like to access the following data:
*Match time remaining
*Buff status (when buffs are available / taken on temple map)
*NPC health (lord/guards, chieftan/svanir)
Thanks!
Add a bank to the Heart of the Mists but make it restricted to players who have recently PvP’d (and not just hotjoin AFK). For example, as long as you have 3 tournament wins in the last 24 hours, you unlock access to the bank.
Guardian staff #3 change is going to hurt the guardian’s mobility even more. To get full effect, we would have to wait in the circle for a few extra, crucial seconds. I would rather it be kept the same over this change.
From my experience so far, this build is very effective versus other glass classes like typical thief or mesmer builds. But it has trouble when dealing with sustain classes like regen warriors, bunker rangers, etc.
Still not addressing who gets first hit or if you do and they just say ok, and leave. You can’t stop them outside of Scepter 3 which you mentioned.
I absolutely agree that this is a weakness of guardians. Our best dps weapons lack quality CC. There are classes that are going to be able to back out of a fight no matter what we do. Thus, guardians have to fight a positional game more than being a player-killer. Fighting on points and jumping in to support another teammate are where guardians are the strongest.
However, you can be effective enough to counter another glass if they jump you and you should be able to ward them off. You have several options to block a burst (2 stun breakers, shelter, renewed focus) and can then counter with some quick damage abilities (torch 4 can be activated without breaking other skills, smite condition). Landing a decent burst on a thief for example and loading them up with a little burning will force them to back out of a fight for some time.
(edited by Dominus.4153)
I think you are spot on with the 0/30/30/5/5 trait setup. With the new fury on meditation changes, DPS guardians are even more locked into triple meditations. Any dps build that doesn’t use meditations (and thus 30 into valor) is not viable.
The 5 points in honor and virtues are well worth the cost, giving you constant vigor as well as access to might/regen/protection boons when using virtues. The protection is the most significant if you use it well (i.e., when being bursted).
The only question with this new patch is whether to use the rest of the traits in radiance or zeal. In my opinion, radiance traits are still superior to picking up zeal. Even though zeal gives extra power and the 10% on burning from the first trait choice can be nice, what a lot of people don’t know is that radiance also gives significant damage boosts: 1) the extra base precision significantly increases your crit chancel (18% based on a build editor); the level 30 trait right-hand strength increases it even more (15% onehand weapons), 2) 25 points into radiance gets you 10% more damage to enemies with any condition, and 3) with 20 points you can pick up Radiant Fire which gives 20% increased burning duration and torch cooldown reduction. I’ve compared the difference using zeal traits compared to radiance traits in an excel spreadsheet and found the radiance to be overall superior, in addition to having better supporting trait choices.
Personally, I use sword/torch and scepter/focus. First, about the greatsword. Greatsword can be OK, the #3 is nice for mobility and the retal field is helpful when fighting on a point. However, I find that I die way to easily to good players when using it. The abilities are too apparent to enemies and very easily dodged. Furthermore, you are extremely vulnerable when using it. Spinning around with the greatsword #2 or #5 is just inviting an enemy to burst you or land an otherwise hard to hit ability on you. If you do one of these attacks in the middle of a teamfight, you’re going to take so much damage you will either be dead or forced to back out.
The onehanded weapons synergize extremely well with the 30 points into radiance. The torch gives you some underrated abilities. The #4 can cause significant burning if you have a lot of enemies around you and the follow-up attack hits like a truck. The #5 is great to use on clumps of enemies such as when one player is down and teammates are trying to power-res them. I like focus better than shield. It gives way more personal survivability.
I like to have the scepter because it gives a ranged option (notice I didn’t say good or great ranged option, just “a” ranged option). The ability to sit outside the main action where you are not taking the brunt of AoE damage and still contribute is very important. The #3 is also great for setting up bursts. I know the scepter has it’s weaknesses with slow-moving orbs and the #2 not hitting for it’s full potential, but a DPS guard simply can’t sit in a fight for too long. We are glassy and don’t have that kind of sustain in a big team fight. Despite these limitations, I still use the scepter because it can be effective if your enemy is not focusing on you and it’s better than nothing if the enemy is out of range. By only using melee weapons, you are limiting yourself to only contributing when being right up in the action (and likely taking a lot of damage).
For runes, condi’s are so prevalent in this meta that I feel there is only one good choice: Lyssa runes. Even with smite condition and contemplation of purity, conditions are so heavily used in this game and so easily reapplied. Coupled with the guardians extremely low health pool, you need all the condi removal you can get.
From my experience so far, this build is very effective versus other glass classes like typical thief or mesmer builds. But it has trouble when dealing with sustain classes like regen warriors, bunker rangers, etc.
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Regarding guardians in competitive tpvp, triple shout guardians are no longer as effective. The pure of voice fix (or nerf) makes a huge difference. Instead of going for triple shouts, I’m finding it more viable to go two shouts (with soldier’s and pure of voice) and purging flames (with 20% duration / cooldown reduction). Using purging flames in place of save yourselves helps remove more conditions because it takes off 3, lowers condition duration by 20%, and has a lower cooldown. It also has the added benefits of doing some fire damage and being a fire combo field. Taking the virtue of resolve trait that removes three conditions is also now a must, in my opinion.
Many people are getting horrible lag in pvp matches right now. Lots of dc’s. Is this because everyone is doing the pve instances? (it uses pvp armor so I assume they are using pvp servers)
Submitted team Nefarious Ninja’s for NA tournament. Let me know if you need any more info from us.
You have complete Living Story, then convert them to PvP when you get them. Be warned you can only get them once. So either PvP or PvE can’t have two sets.
I got one for the PvE reward and also found one in a random win chest for PvP.
Just wait for the “hidden” patch notes where warriors get a decent damage buff.
Yes, I think this is a good change overall. Longer lasting fights are more fun and make skill more important. However, as many other people have said, this will likely require further balancing of the classes most affected by this change to make up for it.
I think this issue needs more attention. I main as a human guardian, but I’m tempted to re-roll as an asura because of the smaller, harder to detect attack animations. Seeing the attack animation is key so you avoid certain skills like the guardian hammer launch #4 skill. On points where knockbacks are critical, such as the clocktower in battle of kyhlo, fighting against an asura guardian is a nightmare. It seems like a pretty unfair advantage to have.
Guild: This War is [OURS]
Region: NA
Activity: High, almost every night around 10:00 PM CST; we focus primarily on PvP including duels/practice in spvp, regular tpvp groups, organized tpvp teams that require a tryout, and also a little WvW.
Contacts: Vanity.6058, Dominus.4153, Kelevra.1293
Website: Visit our website at http://ours.guildlaunch.com
Thanks for contacting us Atrocity. And welcome to the guild!
Check out the guild forums. I’m in a pretty dedicated pvp-centric guild on Devona’s Rest. We have organized tpvp teams and lots of members always playing in spvp. Feel free to send me a message if you’re interested.
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Our pvp team tryout schedule has been extended to Wednesday February 5th.
I joined [OURS] several weeks ago and have had a blast since joining. Great people, lots of fun, and very competitive. Looking forward to meeting all the new members!