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Spirit Weapon evaluation thread

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GSiege.3076

Wish the cast direction wasn’t limited. I would really like to cast SoJ behind me as I try to kite.

This is mainly how I was using HoW last night while roaming, kiting in circles and casting without facing them, works well.

Spirit Weapon evaluation thread

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GSiege.3076

I actually slotted the hammer into a longbow/sword+shield medi-trapper build for roaming in place of Test of Faith and it worked decently in small fights. The thing does good damage and the utility puts it above the others for me.

I like what they’ve done to the SW skills as a whole but they do need some tweaking. They could use a slightly lower cast/after-cast because of how telegraphed the sword/hammer can be. The main problem I had with them was how the casting interacted with the range of the skill. I felt that by the time it was cast and started moving, just basic strafing or a dodge could put the enemy beyond the 900 range and the skill makes no attempt to course-correct. Wherever the enemy was when it was cast is where it’ll strike and that’s essentially never going to hit unless you were within 300-500 range. The effective range of the melee SW is much shorter than it seems and once non-guardians get used to the animations for the new skills it’ll be even more difficult to hit.

As a sidenote for the hammer, I’m never really a fan of single target utility skills because they can just feel more difficult to use, especially in hectic situations with multiple players, pets, and minions. I think the after-cast and lower number of charges on the hammer warrants and AoE effect, but I feel hesitant in suggesting something like a hammer knockback on nearby enemies (in addition to the knockdown on target) because of how oppressive it could be. Maybe it just needs better timing and to grant a boon on hit? Protection or X stacks of might? Without considering traits it seems considerably worse than Bane Signet’s passive power boost and 1200 range knockdown that has less telegraphing. Its saving grace is that it does good damage and can be cast again when you miss the first use. Once you consider traits I would much rather apply 180 power to nearby allies than get a quick burn on one target.

The Shield I had trouble using. It would randomly disappear, I wasn’t sure if it was because I had no target/lost my target. But the shield should be target-less and spawn on the caster or should be a placeable AoE. I was using it in some zerg wvw fights and it felt so difficult to use when attacking a tower/keep while you’re trying to target enemies within. Any time people duck out of range while casting the shield just fizzles.

The Bow has such a small AoE for how slow it shoots, it might be better suited for pvp but you can’t use the thing on the move or you’ll likely receive only a half-pulse. This one seems like the weakest of all because it doesn’t have any other trick. The sword applies vuln, the hammer knocks down, the shield applies weakness, and the bow is a bow. This could really use a larger AoE and some other boon, or even a condi clear on each pulse to reward those that stand in it.

Overall I like where this is going, I’d like to see the skills do their thing more consistently and maybe feel a bit more rewarding. They’ll have a tough time competing with meditations and traps which are more flexible and provide a wider array of boons and conditions.

Reduced all cast times to 1/2s from 3/4s, hammer now applies 3? stacks of might for 6s? on hit, shield now has no target/is a placeable AoE, increased bow healing radius to X from Y and each healing pulse now removes 1 condition from allies. I didn’t use the sword as much so I can’t speak on that skill yet.

(edited by GSiege.3076)

Difficulty of Being a DH This Season

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Posted by: GSiege.3076

GSiege.3076

I don’t think our survivability is bad at all, I’ve been playing with paladin lb/mace+sh and I’ve felt solid and can hold a 1v2 until help arrives while dipping in and out of melee. If there’s anything wrong it’s with other build outshining us. If scrapper gets a little nerf and if a revenant nerf side buffs thieves, then we’ll do better. But I also put stock in DH being about the longbow and kiting with traps, and it may be more viable to stay in melee range with a classic meditation build. While I may not spend all my time in melee, I haven’t had a big problem with living and I’ve felt very rewarded for correctly timed lb #5 and traps.

Has anyone been exclusively solo queuing?

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GSiege.3076

I’ve been exclusively solo queuing, swapping between classes as needed but mainly playing guardian. I’ve won the overwhelming majority of games and made it to ruby so far. I only get in about 3 games on weekday nights, maybe, but it’s been a lot more fun than S1. I consistently get placed with teammates around my skill level, for some reason they’ve felt perfect in amber/emerald (residents of mmr hell?) and degraded slightly through each division, but there’s only been a few of times that I’ve actually been mad at them for doing the stupidest kitten (all in ruby) and most of the time we pull it together anyways. There’s been a number of blowouts but also a lot of well fought matches and some really close calls. More importantly, the overall balance has been so much better now that things actually die, a lot more exciting imo. There are still certain builds that need to be looked at but they can be dealt with using teamwork, as opposed to S1 where a focused target would just live anyways.

Made it to diamond in S1 with a lot of solo queue but it felt like such a grind with half of the games being won and half being lost, it felt completely dependent on having teammates and getting win streak and then stopping. The thing I hated most about S1 was that I could win and still feel incredibly salty. The balance made things too high strung. While I know I’ve gotten some easy matchups in S2, the games that have been close have been 10x more enjoyable. Even the games I’ve lost; still more fun than S1.

I’ve been reading the forums during downtime at work and I haven’t run into the bad luck that others have. The mmr trench isn’t exactly new but I’ve taken to stopping when I lose a game in an attempt to reset my luck and hopefully continue avoiding falling into the pit.

(edited by GSiege.3076)

Question to Community: Shield & Block?

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GSiege.3076

I also use shield and love it but if we still think it’s worse than focus and needs a buff I think what needs the buff most would be the channel. Everyone just uses it for the instant knockback and then a little bit of healing when popping it. The projectile absorb is nice but if I could ask for anything it would be pulsing 1s resistance every 1s to everyone within the bubble’s area, maybe starting after the first tick of the shield once it’s actually up (Giving 3s of resistance). Would be a really nice way to protect allies that get focused and would finally give guard access to resistance (discounting CoP)

Would be really happy with that kind of change but shield is in a pretty decent spot for now.

Edit: I might also add that this is why anet shouldn’t have just lowered the cooldown when trying to fix shield, because it’s impossible to ask for better utility out of it and being able to justify the cd. I’d put a 28s cd on what I described above, giving is 22s? with the trait.

(edited by GSiege.3076)

Constructive ideas

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GSiege.3076

I’m actually enjoying this patch, now that certain things are able to die to anything less than full team coordinated burst. The indirect buffs to certain builds are real.

[edit]I should preface this with the obvious, “I’m talking bout pvp builds” cause what else even matters[/edit]

Was wondering what ideas people have been testing recently and in response to other classes’ buffs and nerfs, although not much has change besides amulets. Had debated on playing around with classic medi guard or shout bunker, but I gave shield another shot before the season ended and have actually found it to be a great weapon after these changes. Always been a die hard believer in focus but the amount of healing I’ve been putting out feels great and the number of clutch decaps and revives coming from shield 5 is fantastic. There’s another thread specifically about shield but I wanted to hear if anybody had other non shield-specific builds they’ve been toying with.
I’ve successfully been playing this since patch:
http://gw2skills.net/editor/?vVAQNAT5en8ABVdiFdC+7AkdilKiSe2z9fPL8Ov0DbACgIA-TpBFABAcBAU/IAEz+DNcQAEvMABPAAA
Plays well with Marauder or Paladin and scepter can also fit in there well. Pure of Heart does work with the double Fragments of Faith for healing up on point and shield 4 for healing allies, Honor is really nice since the energy nerf anyways, so why not. Lyssa has also been interesting to use with Dragon’s Maw because you can easily fit in a Save Yourselves while casting to pull conditions and then flip em. Sigil of Speed cause swiftness, also not bad for swapping into and then casting mace 2 or Receive the Light. The build keeps its damage pretty well while giving good support, I’ve had a number of fights where allies playing sustain get focused and eventually run out of juice but can just be reset indefinitely with the heal and some blocks. Bubble knockbacks op.

(edited by GSiege.3076)

Splash Screen Not Closing

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Posted by: GSiege.3076

GSiege.3076

I’ve been getting an issue with the splash screen on map loading not closing once a map has been loaded. Happens on every map load and can be resolved by alt+tabbing out and then back in to get the splash screen to go away. I’m on Windows 10 version 1511 with my OS and guild wars installed on an SSD. Also using the new skylake i7-6700HQ.

Everything works fine in Windows 8 compatibility mode and doesn’t lose any performance, but I believe this started happening back in November with the Windows 10 version update. Anybody else having this problem?

Edit:
Found the other thread on this, Windows 10 problem like assumed.
This can be closed.

(edited by GSiege.3076)

Why is "deflecting shot" unblockable?

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Posted by: GSiege.3076

GSiege.3076

The guardian elite specialization need a BIG nerf overall. An immortal tank full of boons, spamming cc and extreme condition damage, plus can even stealth, with rune of trapper. In my opinion it’s a joke. Fortunately I play necro, so I can transfer conditions back to guardian, at least.

We’ve done it boys, we’re back to the old gerdian 6/6/6/6/6 build, or should I say, 6/6/6/6/6/6

The skill is probably unblockable so it can’t be reflected.

Uhm yeah thats what i am saying :-) but the whole topic was made because the tooltip does not say it is unblockable, and it would be on the strong/OP side if it would be intended.. (blind + destroy projectiles + unblockable (+that can trigger the knockback trait)) on a very short cooldown means it will counter allot with the already decent amount of unblockable skills DH/Guardian have

And if you’re not using heavy light and if the skill was blockable then it be a slow projectile on a 10s cooldown that has to be aimed and does meager base damage just so you can get a blind and hope it doesn’t get reflected, and maybe once or twice a game use it to actually destroy a projectile. Heavy light is the problem, not deflecting shot.

The skill is probably unblockable so it can’t be reflected.

This.

(edited by GSiege.3076)

So I mowed the lawn today

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GSiege.3076

Now about those lawnmowers than can mow while in stealth….

The fact that you said this leads me to believe you’ve never played lawnmower. Your forum history says so too. Classic argument on lawnmower being op without anybody actually putting in the time to play it. Ya, let’s just nerf lawnmover again and again like we always do. I mean, it already makes A TON of sound even while in stealth, but let’s just ignore that I guess.

Dragonhunter updates, post BWE3 (launch)

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GSiege.3076

Fantastic changes all around, great work Karl!

The only other things I could wish for would be a leap finisher on Wings of Resolve (always about that light and fire aura life) and putting some thought into the damage reduction on hunter’s fortification being made constant, there’s so many conditions from autoattacks and aoe’s that it’s very sporadic and won’t even be active when you actually need it when immobilized or soft cc’d. And we’re talking about a GM trait.

(edited by GSiege.3076)

Stuck in PvP match/queue [merged]

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GSiege.3076

You’re the best, Ray!

Dragon Hunter Build Discussion

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Posted by: GSiege.3076

GSiege.3076

I’ve been playing this to a lot of success:
http://gw2skills.net/editor/?vVAQNAT8dn0ABVdiFdCOCBkdilAiSe7D/z3KAu2EIbBfwIE-TpBFABxs/g4lBa4gAQwDAYhjAAAXAAA

Take Zealot’s Aggression in the DH master slot
Radiance has been nice for turning VoJ into a 1200 range unblockable 3s immob, great for catching people about to run away from a fight.
Holy kitten this is a build with traps and signets what are you doing. Traps really aren’t as bad as people want them to be, they can do stupid damage when you get good at placement timing. I chose the signets because I knew I wanted more condi clear, stunbreak, and survivability (since it doesn’t have shelter and RF) and Radiance has Perfect Inscriptions to go with the toolbar signets and the one coming from traits.

Like mentioned in the post above, I’m finding Lyssa Runes to be fantastic for on-demand condi removal. It plays good at mid range and you can dive in with the sword blink to beat people up and drop traps on top of them. With the signets up and Hunter’s Fortification active, I’m finding myself with a ton of survivability when played correctly with the traps, focus #5, Wings of Resolve, cripple, and projectile destruction.

All Stars:
Dragon’s Maw does a ton of damage and holds people down
Test of Faith does tons of damage to people walking in and out
Sword #2 for blinking in a dropping traps
Focus #5 for blocks and condi removal
VoJ for long range immob and finishing runners with burn and longbow harass
WoR for the leap and condi clear, it also provides toonnnsss of healing
SoC for the cone of blocks, actually helps a ton with stomping
Longbow #2 while awkward with the root does 4k’s with crits (80%~) crit chance with Marauder ammy and fury from radiance
Longbow #5 on top of team fights is insane
Everything about Signet of Judgement plus more light aura

p.s. it’s fun to lay down random piles of traps and watch people almost get 1 shotted

(edited by GSiege.3076)

Stuck in PvP match/queue [merged]

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GSiege.3076

Stuck in Niflhel, SOS

BWE 3 Guardian Feedback (Core/DH)

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GSiege.3076

BW3 DH is much much better and contrary to what a lot of other people are saying, I don’t think traps need to be changed much. It’s not hard to 1shot people with a pile of traps. They most certainly don’t need to be ranged, they just need a little more functionality. From a Conquest perspective, it just requires a different play style, don’t forget there’s a nice target that your opponent needs to stand on to win, and traps are just wells placed at your feet when melee fighting.

pros:
longbow skills have good damage and velocity
traits are better and give us damage modifiers, cc, and condi removal
virtue cooldowns are great, justice and resolve actually feel good to use, especially with wrath of justice (Radiance) and absolute resolution (Virtues)
I’m glad that courage is counting as blocking, it’s hard to give up the instant casts but it’s only 1/4s, the thing that might make it worth it is a baseline increase in the shield size so it’s a little bit easier to protect a moving ally.

cons:
no stunbreak trap
no instant condi removal, it’s also really difficult to use fragments of faith to it’s full potential with hunter’s fortification outside of a 1v1
longbow #2 roots us but it’s a skill on a 4s cooldown and can be used frequently so it feels awkward, long wind ups or after frames are better drawbacks than being rooted. My main concerns are that skills with rooted animations are much easier to dodge and I can do the same damage with 2 autoattacks while moving.
When using (all) traps, you don’t have shelter or renewed focus soooo….. add that on top of a heal skill with a delayed activation and virtues with cast times, yup

solution:
Test of Faith is now a stun breaker
Hunter’s Fortification 10% damage reduction is now constant
True Shot’s cooldown has been increased from 4s to 6s but the player is no longer rooted
When setting Purification, remove 1 condition

fyi the burning on the symbol is fantastic with inner fire (Radiance)

(edited by GSiege.3076)

Is the trait Courageous Return bugged?

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GSiege.3076

I actually just noticed this today too. The few times that I was watching my cooldown, it didn’t reset. Pretty sure I hadn’t picked anybody up in the previous 30s.
Gonna have to test this more.

Also, it is intentional that Communal Defense does not affect yourself when you block.

(edited by GSiege.3076)

Add one functionality to 1 skill.

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GSiege.3076

Guardian Staff #2
Orb of Light/Detonate Orb of Light

Make the detonate a blast finisher

Damage: (0.6)
Healing: (0.6)
Number of Targets: 5
Radius: 240
Range: 1,200
Combo Finisher: Blast

Ranged blast finisher would be p cool

In Response to AMA: Glacial Heart

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GSiege.3076

Let’s stick to discussion on fixing the problem so maybe the devs will give us what we want.

I thought I’d add a bit more about the changes to the trait itself and not just where it was moved because I’m actually pretty happy with Virtuous Mallet as an idea. In all honesty, Glacial Heart was an absolutely fantastic trait but it was good because you could play it with intelligence sigils and judge’s intervention to basically ensure that you could jump on somebody and proc it. It made the burst damage monstrous when you set up a full wombo combo. But it lost a lot of value in builds with low precision that relied on intelligence, so it only shined in zerker medi guard. I for one enjoy a medi build that runs valk amulet and intelligence but GH loses value when not weapon swapping into hammer. The effect that it gives is more deserving of frequent use and not just burst damage. So the fact that Virtuous Mallet is an on hit and not on crit is a buff in my eyes. I think hammer deserves to be a more ‘in your face’ sustain and support kind of weapon, not a burst weapon. We already have burst on GS, 1h sword, scepter, torch, and focus. You can get burst damage elsewhere. VM is gonna proc every 10-12s. 3s of slow every 10s is great. (Mind the placeholder numbers). If Virtuous Mallet was a small aoe maybe with some damage, then it very much competes with Glacial Heart and aligns much more with what hammer is about. It could easily drop people with a well timed slow when their heal skill takes an extra 1/2 second to cast. And I’d much rather have VM than GH when I see an enemy go down and can stop their team from spike res’ing them by applying slow (if it becomes an aoe)

Even if it’s an aoe but without damage, it’d still be a good trait. The text also mentions it being the hammer cd reduc trait. And the wombo combos coming off JI + MB + GH + damage sigils was getting a bit unhealthy. JI is a great gap closer utility and should never change, but we kept piling on damage effects and were getting a bit 1-shot-ish with very little telegraph unless you used focus 5 as well, but at that point you’re going for the 10k burst dream.

(edited by GSiege.3076)

In Response to AMA: Glacial Heart

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GSiege.3076

i guess the main problem of the new “glacial heart” is its placement in virtues. people will pick the condi remove on virtue instead of the slow. I would suggest to put it back in the Valor line (master). in pvp most of the guard(defensive and offensive) will pick both, valor and virtues. Valor has no offensive Master trait, although dps guard will go for valor because of monks focus. The dmg loss on the new trait hurts abit, but i think we will be fine with the 4 aditional traitpoints. dps guards could get a huge dmg increase out of zeal to compensate for the dmg loss on glacial heart

tldr pls Anet but Glacial Heart/virtues mallet into valor

Agreed. I don’t think it should belong in the virtues line and I could see it as a master for either Valor or Honor. Valor feels to be more of a damage line and Honor has the symbol traits, but I think it belongs back home in Valor.

Strength in Numbers has been one of my favorite traits and it feels weird saying that this might be the best candidate for swapping. If swapped with Virtuous Mallet, it’ll belong in a line based around non skill-specific team support effects, it’ll help open up a decent number of builds, and could be a good counterpart for Absolute Resolution for when you want a bit more heal and condi removal or just straight up toughness. It also let’s you keep Communal Defense in Valor where the are multiple aegis-giving effects for proc’ing CD and it’s where AH is. And I don’t think it belongs in Honor because if you’re playing hammer you might want to also play symbols, and there’d be no way to take empowering might if you wanted to make a Zeal/Valor/Honor offensive build. Valor has been a decent line to mix with Zeal when playing GS medi guard and will keep the focus on active defenses like CD instead of SiN. Especially now that Zeal has nice aegis traits as well, you could choose between playing a Communal Defense guard with Wrathful Spirit and Shattered Aegis, or take ‘Virtuous’ Mallet, Empowering Might, and Symbolic Avenger.

Putting it in Valor also let’s you swap out Zeal for Virtues to play a similar setup in a completely different way. There’s an obvious number of viable bunker builds playing Valor/Honor/Virtues but there’s very little chance of giving up Absolute Resolution. If you’re running Permeating Wrath you’re running Supreme Justice, if you’re running Battle Presence you’re running Absolute Resolve, and if you’re running Indomitable Courage, then you’re running Absolute Resolution or you could be running Strength in Numbers if you’re running shouts/don’t want more condi clear. With that kind of setup, it would still be possible to run hammer with Virtuous Hammer and not give up the stuff that makes Virtues, Virtues. I could see a Supreme Justice, Permeating Wrath, ‘Virtuous’ Mallet build, sounds fun. You have the option to select between Virtuous Mallet or Communal Defense and Pure of Heart or Empowering Might depending on where you want to be on the scale of support to offense, without breaking the coupling in the Virtues traits.

tl;dr Put it back in Valor, swap it with Strength in Numbers.
Thoughts?

(edited by GSiege.3076)

In Response to AMA: Glacial Heart

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GSiege.3076

I’m interested in seeing how slow plays. I’m not completely opposed to giving up chill for slow. My only problem is what is said above; when you take out the damage, it stops working. Nevermind the fact that the tooltip for Virtuous Mallet didn’t mention anything about the slow effect being aoe. Glacial Heart was good not only because chill is good, but because it did aoe damage and aoe chill. Nothing feels better than diving into a pile of enemies and proc’ing GH. If you kept Glacial Heart as it is, replaced chill with slow, and renamed it Virtuous Mallet then I’d be willing to try it out. I think it’s correct in saying that chill doesn’t really align with Guardian.

Let's Talk PvP Amulets

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Posted by: GSiege.3076

GSiege.3076

Don’t forget about that AMA ;o
PvP-focused specializations questions thread

Let's Talk PvP Amulets

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Posted by: GSiege.3076

GSiege.3076

But is limiting stats like this a bad thing? Well I’m excited to see what happens because limiting doesn’t have to be kittenuming we’re onboard, a build’s role will revolve more around what amulet they choose. Taking a look at something like burst guardian, a normal setup runs 0/1/6/6/1, giving 300 ferocity, toughness, vitality, and healing power. And is normally run with a zerker amulet. Assuming the trait points are just pushed over to the amulet, the build would end up trading multiple defensive stats for offensive stats and put more meaning into the decision to run an amulet we’ve labeled with the word ‘berzerker’. By instead running valk, an amulet that compared to zerker trades an offensive stat for a defensive stat, you might expect these two types of medi guards to play differently once more of the stats are coming from the amulets. Right now we have a decent number of amulets, some of which are kinda meh, but only a few of them are used popularly. I think after HoT we’ll see some more build diversity specifically because of limitations. A shout guard running cleric’s used to hit like a summer breeze because of the same 0/1/6/6/1 (or similar) distribution but will we see more of those defensive stats instead in the power minor stat coming from the cleric ammy?

So before anybody goes crying to their kittens, it might actually be worth trading our ability to balance trait and amulet stats because we don’t really factor in what stats we’re getting from traits as much as we think we do. We choose traits because we want to use a certain set of utilities or weapons. As long as we have quality amulets, it’ll all be fine! He says in a wavering tone

But now that that’s out of the way we can get to one of my actual problems. We all have trait lines that involve stats not given by any of the current or foreseeable PvP amulets. Namely condition duration, boon duration, and the stat pertaining to our profession mechanic. This problem applies to both PvE and PvP. What’s happening to these? Poof? Adiós? Say?nara? I don’t particularly care much, a lot of times builds end up with like ~5% of some of these things and it feels useless anyways.

Hopefully we get some more info from the Ready Up but it seems like the focus is elsewhere. Any speculation is welcome, and if any dev wants to comment on if the above is what direction PvP wants to be taken in then by all means.

I make this thread because you know the meta lemmings are THIS close to throwing themselves off the cliff

Let's Talk PvP Amulets

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Posted by: GSiege.3076

GSiege.3076

So we just got hit with the big bertha of teasers and while I think it’s all genius and about time that we had these kind of updates, it brings up an issue that I’ve had for a while. We don’t know everything yet and there’s obviously more to come with in the Ready Up, but the one thing that concerns me is. . .

PvP amulets, as always. So if we’re heading towards separation of trait lines and stats, what’s going to happen to PvP amulets? The easy answer is the same as PvE, where the amount of stats given by each amulet is increased like it will be with PvE armor. But that doesn’t help my stat distribution. In PvE we can mix ‘n match individual pieces of different stat types but PvP is obviously more limited, especially since we got rid of the jewel system. PvE won’t have this problem but PvP relies on being able to balance your stats with your trait lines and the amulet you choose.

Our diversity will revolve around the diversity of the amulets, of which we don’t even have all of the stat distribution types from PvE yet. Even if we did, is that enough? If dreams came true we’d be able to customize amulets, not that difficult seeing as amulets stick to a straightforward setup with a couple different tiers of values that can only exist in certain ways. Assuming that will never happen, I wouldn’t be surprised to see an increase in celestial play for people that want compromise and distributed stats.

more below, don’t get your kittens in a knot

HoT Specialization will affect Virtues

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GSiege.3076

Chill VoJ inc

/15 char

broken vampirism rune

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GSiege.3076

I think vamp runes are fine, I’ve actually been running them in a medi guardian build for a while with success. The extra healing is nice to have, as well as the invuln to fill in a gap between medi cooldowns. Also an interesting source of a safe stomp mechanic. But it doesn’t feel broken in any sense, the invuln comes with its downsides and needs to be played correctly. It just becomes a problem in some builds, same as everything “broken”. A free mist form/60s + shield block/16s, elixir S/60s, and a healing turret/20s and you might as well have 100% uptime of invuln. I’ve only seen a small handful of vamp engi players though, so it doesn’t bug me. They also give up plenty of powerful offensive runes for it.

Does Guardian Armor Ever Look Good?

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Posted by: GSiege.3076

GSiege.3076

Def look at the ingame wardrobe in your bank.
The wiki also has pages for heavy armor sets on different races. They even just got a visual update with some really nice pictures.
https://wiki.guildwars2.com/wiki/Human_male_heavy_armor

[Builds] Lasting Meditations

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Posted by: GSiege.3076

GSiege.3076

I might also add that going 30 points deep into Valor and Honor as well as picking up FoW for the extra vitality should be a good spot in a meditation build in terms of surviving and recovering from burst damage. Even though you have smite condition and contemplation of purity, I think the problem will still lie in getting eaten up by conditions especially with the uptime of poison that’s around right now and the fact that this wants to lean towards tank. Lyssa will give you the condi removal that you’re losing from Melandru and won’t waste more points on toughness.

P.S. I guess valkyrie also bumps selfless daring to 445hp on dodge, which is actually pretty neato.

[Builds] Lasting Meditations

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Posted by: GSiege.3076

GSiege.3076

It’s an idea I’ve played around with too but I can never seem to justify mixing meditations with tankiness. I don’t think that it brings enough to the table this way because you provide less support to the team. None of the utilities will help your allies besides the usual keeping you on your feet and in enemies’ faces. And I do think that it will lack damage (with knight’s). Maybe not terribly, but enough to put you in that limbo where your damage isn’t ‘high’ and you don’t provide ‘as much’ supportive effects to allies and you just end up outliving your allies in a fight and then running/dieing on point.

It could be a good point holder though, it comes with good mobility and if you can get to far point you’d probably do a good job of possibly 1v1ing and surviving outnumbered until your team gets there.

the other amulet that might give you what you’re looking for is Valk. You’ll pick up that might main stat for consistent damage, toughness because toughness, ferocity to match your points in valor, and healing power to increase Monk’s Focus by 200 hp. Sadly you lose the precision and would want intelligence on both weapon sets and possibly consider picking up a rune with precision in it. Although Melandru fits the theme of being tanky, Lyssa could be a good choice.

Also, I’d rather take 2h mastery instead of EM, especially in a build that runs two 2h sets and no AH. RH is also better than PoH but since we’ve already added healing power, it can’t hurt your 1v1 game. WoE is also a good choice since both weapons have symbols.

Might play around with your knight’s setup tomorrow and see how the burst is.

[Suggestion] Male Guardian anim 'Empower'

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Posted by: GSiege.3076

GSiege.3076

Agreed. The crouching animations on empower and renewed focus are dumb. It looks like I’m trying to hold my kittens together while dieing, instead of doing something useful. As an actual argument, the crouching feels more like containing the energy within me instead of channeling it to the surrounding area. Every time I empower I feel like my character gets angry that other people get might stacks too. He’s trying to hold all the might in his arms but there’s just too much and his allies keep taking it from him :\

Every day I debate making him a female…poor guy.

[VIDEO] Guardian Roaming Meds/Shouts

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Posted by: GSiege.3076

GSiege.3076

Another great BLNT video, fantastic music choices. Those were some pretty solid fights at 7:00 and 8:45, keep up the good work!

So, that Communal Defense

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Posted by: GSiege.3076

GSiege.3076

Ya, I decided to do some looking around at other things that only apply to allies and not the user, I think we could use a little fix on consistency. hint hint, torch 5

So, that Communal Defense

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Posted by: GSiege.3076

GSiege.3076

Alright, now I really gotta test this out, been a little bit busy so I haven’t been able to test Communal Defense in a WvW zerg or large group fight like Teq but I’ve seen another forum post about the number of allies gaining aegis having no limit.

Shattered Aegis + Pure of Heart + no ally limit Communal Defense would be brutal.

So, that Communal Defense

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Posted by: GSiege.3076

GSiege.3076

Well put Silv, that’s the major problem I’m having with it as well. I can’t see myself giving up my own survivability in order to gamble on an aegis for my friends.

I could see myself trying to go through a choke in WvW and being able to put up some extra aegis with it and popping courage in order to push people through without getting cc’d but that seems to be all it’s worth at the cost of our own survivability. A self aegis might just put it in the map to have some uses outside of such a niche example without putting ourselves at such risk. Other than that I guess you just have to have incredible faith in your friends’ ability to burst in pvp or group roaming and that that 1 extra aegis they get (on top of popping courage) will give them enough time.

So, that Communal Defense

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Posted by: GSiege.3076

GSiege.3076

Agreed. And if the trait was better then I might consider running it in some fotm but right now it’s just not good.

So, ways to make this trait into something you might enjoy using/would dare to pick over Altruistic Healing, Monk’s Focus, or Battle Presence?

- Give the user aegis, obvious
- Make the aegis last 6s instead of 5s

- Make the range more than 360, first thought is 600 range like our shouts but it also seems like a bit much

If I got aegis myself and it lasted an extra second, it would be a trait that I would love to try. Extra range would be a nice bonus but you could argue that it might make it too powerful or that it isn’t completely necessary.

Torch.

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Posted by: GSiege.3076

GSiege.3076

Agreed, I love torch because jank but it’s just not as good unless you’re running full glass right hand strength and can hadouken for good damage, but the 5 skill doesn’t cut it and just pales in comparison to focus and shield. I was actually desperately hoping that the 5 skill update from the fake patch leak would get tossed in, even if it didn’t remove 5 conditions. Was looking forward to a nice Save Yourselves + Cleansing Flame combo

So, that Communal Defense

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Posted by: GSiege.3076

GSiege.3076

I think that the 20s cd is enough to warrant getting it for yourself, the only place that would be concerned would be pvp or WvW group roaming and I don’t see that as crossing the line where on the opposite end of the spectrum, it would be the thing that made it viable for something like solo roaming in WvW, it’s not like we’re talking about chaining a ton of aegis, we’d be giving 1 more person 1 aegis.

And that’s interesting, that would be way too imbalanced but I’ll have to test that.

Also I must have missed whatever talk was going around about Communal Defense from the devs so I’ll look into that unless somebody wants to point me to it.

So, that Communal Defense

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Posted by: GSiege.3076

GSiege.3076

Was anybody else really excited for this trait? I know I was. The thought of being able to make use of Shattered Aegis and Pure of Heart by blocking an attack with aegis and getting another for free seemed like a wonderful opportunity for some builds and it would’ve fit perfectly in my janky off-tank build. But alas, through some quick testing it seems like we’ve run across the first “to nearby allies” effect that doesn’t include the user and the first grandmaster trait from a selfish perspective that can be paraphrased as “On block, do nothing.” It may still find a home but it feels extremely sub-par because of this, anybody have some thoughts?

celestial gear

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Posted by: GSiege.3076

GSiege.3076

I think it could use more of a stat buff, when I saw the 6% I didn’t think it was enough and now seeing the 6.5% I still don’t think it. It’s a nice effort and I agree with the concept but as a guard that runs celestial trinkets, traveler runes, and 30 valor I saw a loss of 29% crit damage while a full zerker friend of mine reported to have only dropped from a total of 253% to 22X%~ and doesn’t notice a difference in damage. I for one noticed a huge dropped in my crit damage right away, not to say that I didn’t see a very small increase in my noncrit damage. I want to do some more testing but right off the bat my fear is leaning towards celestial losing massive damage and zerker losing nothing but I need to check against somebody running ascended zerker armor as well.