Showing Posts For Evangeline.8197:
As a general rule of thumb a build geared towards pvp will be worst at PvE as same rate and vice versa.
PvP its not that fights are short, it’s the fact you’re playing against different style and more often than not you’re going to be recieving incoming debuffs/damage because Guardians are generally vanguards. Personally I feel the thing that kills me the most are all the debuffs. Even with all the conditional damage cures, guardian’s biggest weakness is their lack of HP against the defence piercing conditional damage.
PvE, against common mobs almost any build would suffice. The long winded battles are the ones with either Events or Champion mobs. In both scenerio it is a rare occurace (outside of dungeons of course) for any player to literally “tank” damage from the powerhouse mobs for any long duration of time. In most cases simply paying attention with the dodge skill will afford you the hp you would have to have made back from the healing power.
@senoph immobilization doesn’t make up for the slow attack at all. You can attack while chasing with a greatsword which easily makes up for damage. The great sword is effective due to it’s lower cd and versitaility. Hammers have slow animation easy to avoid, long CD and more linear attacks.
and no it’s not complaining it’s stating the nature of the game.
Other guardians with specific builds actually.. any class with a specific conditional damage build seems to either be the bane of my existence that and cloak thieves, because they run really really really fast and they’re cloaked so… yeah can’t kill something you can’t catch granted they can’t kill me either.
You can’t escape conditional damage from relying on the trait. bleed is reapplied from pistols as a normal attack and conditional damage by-passes toughness and deals direct damage making it draining on a class with low max hp.
Yes they have plenty of ways to remove conditional damage (requiring specific traits) but it’s still their bane due to the low hp (the main issue here). You can block massive spikes but you can’t block continuous bleed, you can remove it a few time but when it comes from normal attacks it will severely hampen your survival rate.
For the record I do main guardian so i’m fully aware of how tough it is to even take one down(seriously it’s a lot of effort) still the main reason I die is to the continuous conditional damage like poison and bleed.
@Daboris Hammer/Symbols doesn’t work,
First of all the main attack takes so long to initiate all your bonus effects are wasted in PvE. You would kill much faster with a mace or staff even. The symbol lasts roughly 2.5 sec. The trait that extends the symbol duration is a mere 20ish% it’s not noticable because the extra tick doesn’t reactive any of your other traits.
To answer your question in bulks, build was similiar to one I theorized and tested out before in PvP. It has no real rhythm to it because the awkward third hit has such a huge duration you’ll miss it. Even if it does land, the damage and effect does not warrent it’s usage because a mace + anything really would be a better combination for symbols. Spirit weapons require specific traits to work and they overlap with some of the major symbol ones.
Lastly Symbols are not viable in WvW because they aren’t ground target-able anyone can avoid them intentionally or even unintentionally just running away.
While I agree they do have rather low hp for a melee based class guardians still have a rather high survivability rate already. The thing that bugs me the most is the fact that Conditional damage is super effective against a Guardian comparative to every other class.
One could say it’s Magic hitting Heavy armor but still, bleeding is much more dangerous on a guardian. Yeah we can factor in all the well “if” we had xtrait or y skill we can remove condition that still doesn’t justify why you just magically die to numbers.
The trait and skill restriction is creating staples within builds which means builds are just going to be restricted to few trait/skill differences compared to each other. This defeats the purpose of, creating diversity.
My best ranged weapon on a Guardian is someone else playing Mesmer or Necro. It has not failed me yet.
You mean cooperating? Actually playing with another person in a multiplayer game? You’re crazy man.
Your sarcasm is quite like the range capability of a Guardian good sir.
A guardian could cooperate by protecting their allies, on the flip side if things should be working as intended, any class can be protecting the guardian while they range as well. Yes Guardian in WvW do actually in wreck people if they get up close. They got reasonable amount of ability to close the gap get that job done.
But when you stare up at a keep and that pot of oil is sitting there what the heck do you do. During a large scale fight on the large open field where does all the range goes? Straight in the guardian’s face. Not only do we tank for the sake of other classes we tank because we unwillingly have to. When guardian close into in on a giant zerg ball everything is just directed into their face. If they had a range weapon that would actually function even just as supportive damage that would be reasonable. Everyone has their own play-style, and if Anet intended to live up to that no holy trinity theme a Guardian should have a viable range weapon.
I personally play to use melee weapons in both slots but thats just my style. Some people enjoy playing unorthadox play so at very least make the range option possible.
They need a range weapon that actually functions for the purpose of range. If this game was designed on the principles of no class being designated as a specific class of the holy trinity, guardian being limited to only melee combat is well defeating this entire purpose. I have no quirms about what weapons would be actual range weapon decided by ANET but at the very least have it’s usage make sense. The orbs don’t even fly up on the staff and default attack lacks range which is the intentive purpose. I’d almost rather it be used as an actual melee staff and just beat on people because it gives something else to melee with. The scepter shoots extremely slow, which I mean by the rules of all things magical and fancy, magic should be slower than a bullet or an arrow but what use is it if all it does is throw little cotton balls at the enemy.
Weapon swap was designed to give you additional options and have no range merely defeats the purpose. Every range can pull out a melee weapon right? If guardian is suppose to be terrible at range thats perfectly acceptable because they have such great melee capability. What is pitiful is the fact that their range capability is so bad that no playing ability can make it viable for this option.
(edited by Evangeline.8197)
Absolutely agree with the OP, and slightly disagree with the counter arguements (slightly!).
First of all the Hammer is fun because of what their skills do, which reasonable demonstrates how a hammer should be used be it clubbing an Enemy into a wall or over a cliff. Slamming down to cause fissure are all nice touches but it is way too slow for it to be a viable weapon.
Let’s start with the basic attack, it doesn’t simply give you protection as some people pointed out. It generates a symbol which in turns with the help of traits can do various things assuming you actually get it off. Any reasonable opponent can simply avoid the third attack. There’s almost no reason why people shouldn’t be able to avoid it. It’s melee range, it’s EXTREMELY slow and it’s also ridiculously obvious. Once that attack does finally go off, the guardian is actually left in a vulnerable state. The remaining skills do not offer any mobility support, nothing stops an incomming snare/disable and they have long CD which.
We don’t need a perfect godsent weapon, what we need is something that can actually be used. Melee are already on the frontline soaking up damage. They tank damage regardless if people say there are tanking class or not does not change this fact. When you play as Guardian you’re 95% Vanguard or Rearguard and having the slowest weapon in the entire game which doesn’t generate protection until a great deal later is more hindrance because you just run around uselessly.
Compared to a GS, which grants leap/binds/blinds/AOE damage which can be used with other traits allowing versatile builds I do not see why the Hammer is a viable alternative. The symbols traits hardly benefit the hammer all that much because Symbols with other weapons are much easier to activate and Symbols don’t move. In an active combat game like GW2 symbols are only viable support skills which combo into useful effect. As an offensive ability imo they are a waste to invest trait points into if you plan to go symbol/hammer guardian.