Showing Posts For Hamish.1384:
If guardians are so bad, why are they so prevalent as frontliners in serious WvW guilds?
While I admit I only watched for about 2:30 seconds.
In that time here is what I noticed;
- No one focused him, let alone attacked him directly?
- His zerg/team/guild w/e had almost perma meteor shower going, must have a lot of zerker ele’s.
- His staff auto was hitting for 1100ish (On crit)…IE, he isn’t really contributing much offensively, but to be expected if he is just a meat shield.
- Hammer auto was hitting for 1200ish (On crit)..I think I saw a 2500 (With a crit, lol.) damage Mighty Blow in there…whoopity doo.
- His biggest contribution to the fight was empowering might, however, I wonder if it was helping his true damage dealers the Ele’s since they were probably in the back?
-It looks like he has 21k HP, so Sentinal’s? Celestial maybe with some PTV mixed in for extra VIT? Definitely running some variation of a 0/0/30/30/10 type of build.
- So basically he is a buffbot. Sounds fun.
If running around tickling people for 1100ish damage is fun then ok…
In personal experience, versus good mesmers, and also playing a mesmer vs good guardians, yes. Engineers and Mesmers seem to be our hard counter classes, at least when played well. Kind of like how we counter any minion classes (like spirit ranger/MM necro) Though once again, this is personal opinion.
Hmm, I can sit here, and honestly say, that I don’t think I have ever lost a 1 v 1 to a Guardian on either my MM Necro or (Any Build) Ranger, in sPvP.
I’ve pretty much already switched, I want to make S/W DPS Ranger my main but the problem I’m having is a lot of my guildies don’t want me to play him in PvE. The reason I still play my Guard at this point is high level fractals he is EM/WoR/SoA bot…and my “usual” FotM 50 group only “tolerates” my Ranger on rare occasion.
Regardless, I have 9 level 80’s, and Im not sure people can fully understand the issues that are inherent in Guardians until they play other classes a considerable amount of time. Im getting sick and tired of hearing “Guardians are in a good spot” right now. Just about every class in the game for the past 8-10 months have been getting buffs while the Guardian gets minor “tweaks” that are considered by some including myself small nerfs.
Lets face it, Guardians being “in a good spot” have cause us to get left in the dust.
Interesting perspectives.
I currently have 8 Black Lion weapon skins (Weapon Skins acquired through Black Lion Claim Tickets) that are sitting in my inventory, unbound/unused. They are duplicates.
How will we be reimbursed for these types of skins if at all?
I also have 4 Gem purchased weapons skins (Marjory’s) all unbound/unused.
How will we be reimbursed for these skins, if at all?
I will say, in high level fractals 49-50 I run 0/0/30/30/10.
Being able to add 300 more vitality will give me the flexibility of running full Zerker gear in the high level Fractals and still having plenty survivability.
pls stop saying that spirit ranger is an AI build. spirits do not attack players. spirits are just like moving signets. it takes more than auto-attacking to play this build well.
Well, not really. If said Spirit Ranger is using SB then they its just passive auto attack spamming with the occasional 2 and 4 button press. So, no not much skill. If said Spirit Ranger is all melee, then yeah a little more skill and timing involved with the built in evades through many of the melee attacks.
Of course, in the end, just about all Spirit Rangers are maximizing defense and condi damage, which, in the end, is passive damage, so, apply condi and kite…again, no skill.
Regardless, that’s the meta we play in.
Just had to chime in on this.
My comments are solely in regards to sPvP too.
Personally, I cannot stand playing guardian right now. Other classes have so much more versatility and survivability to me. I’ve been playing Bunker Warrior a lot lately, the nice thing is I can bunker a point and actually kill people. I also think my Warrior can bunker a lot better than my Guard. Guard I just feel like I’m buying time for help to come, so my team has to divert resources from other points to come kill the dude that’s on me. Warrior, I’m like don’t ever come to my point unless I say so.
Also, Ranger is probably one of my favorite classes to play in sPvP right now, they bunker very well and have multiple sources of condi damage they can dish out. Not quite a tanky as my Warrior, but they kill people faster while still being pretty tanky. In WvW I freaking love power/crit LB now can get so many kills just picking people off, GS does great damage, and still have good escape ability.
Anyway, I tried my Guard again tonight, tried bunker, DPS, and a burn hybrid build. The class in its current state is very underwhelming.
I agree with you Proteous, I play so many other classes in PvP, its funny to see when you actually play them for any amount of time how much better they perform than Guards.
Just keep in mind that “DPS Potential” is based on having food buffs, 25 stack Bloodlust, 25 Stack of might, Fury…which is very plausible for PvE.
DO NOT expect that to be the case in PvP especially, or in WvW. But that’s why its a PvE guide; additionally, similar test can be done with any class and with Warriors for example, you will see a HUGE difference in the DPS done, just FYI.
I tried my Guardian again after this patch to see about the changes, mostly all useless. I do mostly play a meditation DPS guard and now days I mostly play PvP so while I have not yet tried the new heal in PvE/WvW I can say in regards to PvP it is mostly useless.
The biggest problem I noticed and a problem already inherently lacking in Guards is Meditations builds mostly lack one HUGE factor for PvP; stability. For this heal to be efficient, or even useable you need to be up, and dishing out mass damage. In 5 v 5 the chances your WW is going to hit all 5 of the enemy at once is slim to none, yer lucky if you can get 3 in the area at once, and even then you’re lucky if the entire WW even hits.
Then on top of that, with all the CC spam out there, immob’s, Knockbacks and downs, Fears any player worth their grain knows if a Guardian is in the fray at mid he is probably DPS so you are going to get CC’d out of any attack.
My suggestions, to make the heal worthwhile, would be 5 seconds of stability while it has been casted (We have no other way of getting stability now as a med spec DPS so why not?). I’d personally like to see the trait that gives Fury on Med use also apply 3 seconds of stability or something to that affect, or maybe just the heal itself gives stability during the 5 second window. If this is not an option then increase the time from 5 seconds to about 8. Otherwise, in its current state, I will never use it, and most of my guildies and friends that tried it agree, for what that’s worth.
Fellow Guardians, welcome to Mesmer Wars 2, my friend and myself already tested the heal, pretty much cannot be killed.
Complete and utter joke. ANET tell us again why your new Guardian “MEDITATION” heal has a 1 second cast time? What’s with all the Burning upgrades when as a whole its still worthless anyway? Where’s our soft CC?
EDIT: I’m not saying burning is worthless, just burning on a Guardian is.
In regards to Flashing Blade and Judge’s Intervention:
Here is what I would like to see contrary to what I previously posted.
If I don’t have a target selected, then port me to the farthest direction possible in the direction I’m facing. If some schmuck is behind me trying to kill me, don’t make me auto target that guy and flash 2 steps behind me to him.
If I do have someone targeted, then flash or JI to that target, if said individual is outside my range, then flash me as far as I can in his/her direction. You can leave the damage from swords where it is if you gave us that.
The change to sword damage from 5% to 10%. I’ve seen a lot of talk that maybe it is not really needed. The fact was this was a lackluster trait and this is a lackluster change to it. I would love to do the right thing here and have a change that MH sword wants rather than just 5% more damage.
Thoughts?
Jon
Hi. The reason most people think ’it’s not really needed’ is because the raw damage on Guardian has never been the issue, it’s the amount of sustain/utility you have to lose as a DPS guardian (which is what I assume you’re trying to fix). Even still:
Powerful Blades:
5% damage increase when using a Sword or Spear. Critical hits gives one condition and it’s remaining duration back to struck targets (20 second cool down).This would help with some of the sustain Guardians lose when trying to spec as DPS in PvP. Also has synergy with Radiant Power.
More importantly though, I think DPS guardians would benefit from better Hammers and Mace weapons. The last hit of the Auto hit on each takes slightly too long at the moment. Shave that down and these weapons become better DPS options, which are worse damage than sword, but better sustain/soft CC.
So idea:
Mace:
Faithful Strike: 1 second cast —> 1/2 second cast (like sword)Hammer:
Symbol of Protection: 1 1/4 seconds cast —> 3/4 second cast.Glacial Heart:
5% damage when using a hammer. Critical hits with hammer chill enemies (100% chance. 10-20 seconds cool down).This is what I think is more required for Guardians than extra damage on Sword. The damage isn’t the issue.
Red,
I agree 100%, we can all agree that going full DPS (Zeal/Radiance/Valor) and Zerker/Assassin gear or something of the like means we are going to be sitting at around 11k HP which “can” be tough to pull off in the current condition heavy meta. We lose out on a lot, you’re right.
Even still, as full DPS as addressed throughout this thread is the fact that just about any class can “escape” from us. So, to add to your ideas this is what I would say:
“Powerful Blades:
5% damage increase when using a Sword or Spear. Critical hits gives one condition and it’s remaining duration back to struck targets (20 second cool down).”
Change the current 5% to 7.5% increase. Yes to some type of condition damage on crit.
Flashing Blade: Maybe a 1 second knockdown (which would give us a nice interrupt), or a 2 second chill, but I don’t know a lot of people like blinds. Personally to me a 3’ish second blind on Flashing Blade is meh…Being as a larger of our issues is other classes being able to kite us so easily.
“Mace:
Faithful Strike: 1 second cast —> 1/2 second cast (like sword)”
Agreed.
I would also change Symbol of Faith from 1 1/4 to 1 second.
“Hammer:
Symbol of Protection: 1 1/4 seconds cast —> 3/4 second cast.”
Agreed.
Banish: I would also change Banish from 1 second to 3/4 second.
Ring of Warding: Cast while moving (This would help with escape ability for us)
“Glacial Heart:
5% damage when using a hammer. Critical hits with hammer chill enemies (100% chance. 10-20 seconds cool down).”
Couple ways to look at this here, I think if you go 100% chance on crit then the CD should be 15 seconds. If its 50% chance on crit the CD should be 10 seconds. I also think if it stays in valor then it should be a 10% increase because of all the options in this line you would be sacrificing.
Another idea to help out Zeal as previously mentioned a Trait that converts power to vitality similar to what Warriors have.
Lastly I’ve been thinking about this a lot in terms on condition damage. Guardians as we all know use burning damage, I like the idea, love the blue burning flames and what have you, but in the end the burn is the same as any other burn in the game and one of the main reasons Guardians don’t trait condition damage is because the way burning condition is (if a target is already burned your burn just adds duration, so your 1200 condition damage is worthless if the existing burn is from someone who only has 300 condition damage.)
So I propose Cleansing Burn (Frost Burn, w/e). It is a burn unique only to Guardians so its not shared by other classes and we do our own unique burn damage, keep the “burn” aspect of it as is now, but add to the burn a chill affect on every other tick. So, to be clear, every 2 seconds while the burn is there, it chills the target for half a second.
Just brainstorming here…
(edited by Hamish.1384)
Dat edit. Also, there is no ‘zerker trait’ so I have no clue what you mean by full zerker. Zerker is a gear stat and if I choose to trait correctly I can pull it off just fine. Everyone knows how bad the zeal trait line, no need to regurgitate. The problem is fixing that trait line isn’t going to allow us to go full zerker + full zeal without still covering it with defensive traits or armor. That’s why every one is suggesting many broken ‘buffs’ which won’t work due to balance issues. Also they have to -balance- around PvE as well, which I have no interest in regardless. And showing off your time in game doesn’t really mean much here.. I’ve mained guardian since beta and have eight 80s, just like almost everyone else.
Pretty sure no one ever said anything about a “zerker trait” before you did just now. Full zerker means you are both gearing and traiting for maximum damage versus either survivability and damage or survivability alone. That is a commonly accepted bit of terminology in this game. I don’t profess to have all the answers as to how to fix zeal or anything else in this game, as I am not a developer and do not have the time, inclination, or access to all the game data to make a correct set of decisions. I do know that now is the time apparently to suggest any ideas that can possibly lead to improving zeal as we recently had the ear of a dev. Whether you have interest in a particular game mode or not, that game mode still exists..along with the other game modes and all deserve balance. I personally do not pvp much, but I don’t have a problem with pvp balance…so long as it does not prevent pve balance. As far as I’m concerned, showing off whatever you get from pvp does not matter much either. Nothing really does except enjoyment of whatever game mode one chooses to participate in. I personally began with a warrior main and have been through several other mains until I settled on guardian.
He states going into honor traits doesn’t mean you’re going full zerker, but my gear IS full zerker. We all know Zeal needs buffs, but fixing zeal isn’t the problem. Some of the suggested buffs about boosting our HP/Defensive stats more while speccing for “full zerker” is out right broken. A warrior with zerkers and no defensive traits/stats, regardless of his 3-4k extra HP drops almost nearly as fast. It is practically just a buffer to survive an extra two hits or so. And yeah.. I’ve read every post in this thread, and you should too. Because no one else is reading them and just acting like they know what I’m talking about when a lot of the proposed changes are way out of line. There ARE good proposed changes, and most of these are generally asked by a lot of people such as the need for soft CC.
Sylpheed,
You said: “We don’t really sacrifice that much for a dps build, I run zerkers with 16k HP and find myself being just fine.”
It is widely accepted, that in the “guardian community” a DPS build for a Guardian consists of typically 10/30/30/0/0. Add on top of that Beserker gear (Assumption here being since you didn’t not otherwise state you are FULL beserker) then you would in no way shape or form have 16k HP.
I was confused by this, because this is not possible, but I digress.
One of the bigger issues in my opinion is if a Guard is full berserker running a DPS build he/she has minimal condition removal and VERY low HPs. My server is against SBI this week, I kid you not but the majority of their zergs consist of Necros, Condi Mesmers, LB/Hammer Warriors, the condition meta is out of hand. The ONLY way for Guardians to combat that and survive longer than .000024 seconds is to trait something like 0/0/30/20/20 (or along those lines).
So Sylpheed, if you really WERE running a DPS build, and full beserker gear, you would be sacrificing a lot, a lot of HPs and valuable condition removal, just to get some burst DPS which in the end isn’t comparable to our heavy counterparts the Warrior, who will have almost 6-7k more HP without even gearing/traiting for Vitality.
I might come back to talk when you stop over exaggerating.
That’s ok, I could really care less. I know both classes well enough to base my own opinions of them, I don’t need your input just trying to help you understand what it means when you tell someone you are full DPS and beserker.
Dat edit. Also, there is no ‘zerker trait’ so I have no clue what you mean by full zerker. Zerker is a gear stat and if I choose to trait correctly I can pull it off just fine. Everyone knows how bad the zeal trait line, no need to regurgitate. The problem is fixing that trait line isn’t going to allow us to go full zerker + full zeal without still covering it with defensive traits or armor. That’s why every one is suggesting many broken ‘buffs’ which won’t work due to balance issues. Also they have to -balance- around PvE as well, which I have no interest in regardless. And showing off your time in game doesn’t really mean much here.. I’ve mained guardian since beta and have eight 80s, just like almost everyone else.
Pretty sure no one ever said anything about a “zerker trait” before you did just now. Full zerker means you are both gearing and traiting for maximum damage versus either survivability and damage or survivability alone. That is a commonly accepted bit of terminology in this game. I don’t profess to have all the answers as to how to fix zeal or anything else in this game, as I am not a developer and do not have the time, inclination, or access to all the game data to make a correct set of decisions. I do know that now is the time apparently to suggest any ideas that can possibly lead to improving zeal as we recently had the ear of a dev. Whether you have interest in a particular game mode or not, that game mode still exists..along with the other game modes and all deserve balance. I personally do not pvp much, but I don’t have a problem with pvp balance…so long as it does not prevent pve balance. As far as I’m concerned, showing off whatever you get from pvp does not matter much either. Nothing really does except enjoyment of whatever game mode one chooses to participate in. I personally began with a warrior main and have been through several other mains until I settled on guardian.
He states going into honor traits doesn’t mean you’re going full zerker, but my gear IS full zerker. We all know Zeal needs buffs, but fixing zeal isn’t the problem. Some of the suggested buffs about boosting our HP/Defensive stats more while speccing for “full zerker” is out right broken. A warrior with zerkers and no defensive traits/stats, regardless of his 3-4k extra HP drops almost nearly as fast. It is practically just a buffer to survive an extra two hits or so. And yeah.. I’ve read every post in this thread, and you should too. Because no one else is reading them and just acting like they know what I’m talking about when a lot of the proposed changes are way out of line. There ARE good proposed changes, and most of these are generally asked by a lot of people such as the need for soft CC.
Sylpheed,
You said: “We don’t really sacrifice that much for a dps build, I run zerkers with 16k HP and find myself being just fine.”
It is widely accepted, that in the “guardian community” a DPS build for a Guardian consists of typically 10/30/30/0/0. Add on top of that Beserker gear (Assumption here being since you didn’t not otherwise state you are FULL beserker) then you would in no way shape or form have 16k HP.
I was confused by this, because this is not possible, but I digress.
One of the bigger issues in my opinion is if a Guard is full berserker running a DPS build he/she has minimal condition removal and VERY low HPs. My server is against SBI this week, I kid you not but the majority of their zergs consist of Necros, Condi Mesmers, LB/Hammer Warriors, the condition meta is out of hand. The ONLY way for Guardians to combat that and survive longer than .000024 seconds is to trait something like 0/0/30/20/20 (or along those lines).
So Sylpheed, if you really WERE running a DPS build, and full beserker gear, you would be sacrificing a lot, a lot of HPs and valuable condition removal, just to get some burst DPS which in the end isn’t comparable to our heavy counterparts the Warrior, who will have almost 6-7k more HP without even gearing/traiting for Vitality.
How about a trait in the master line of zeal that applies 2-3 stacks of vulnerability each time you set fire to a foe. That’ll give condition guardians an automatic cover for their fire applications, it will give a good bonus to power guardians, since they are setting things on fire anyways from VoJ, it would also fit in very well with the new kindled zeal for a hybrid guardian.
Its a good thought but honestly I don’t think this would address the major issue I have with Burn damage the way its currently implemented. You have to understand, if I am full Condition Damage as a Guard, and anyone else applies a burn to a target I’m about to attack, and then I apply a burn, my burn only adds in duration to the existing one but the other person’s burn damage is set.
For example; get a friend who is a Guard, go trait, gear up for full condition damage, have him apply a burn to a target then you apply a burn directly after. If he is not full condition damage and his burn ticks for say 200 when yours would tick for 700ish, you will see only his burn damage and the one you applied just added the duration to his.
Sylpheed
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Please stop, read lucent’s post as he knows what he’s talking about. If you wanna be a War, reroll.[/quote]
Hmm? Not sure what the problem is I thought this was constructive class discussion did I say something out of line? I don’t know Lucent, nor do I know you, but I know what I’m talking about being as I have played Guardian for over a year and like many have multiple level 80’s (6) and I do WvW with 4 out of the 6 so I can make very solid/sound comparisons between classes. I do have an 80 Warrior and I know exactly what he brings to the table compared to a Guard.
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I run a zerker meditation build with Traveler Runes. I have about 2 Trinkets that give me vitality, and I’m 25 in honor. So my base HP is around the 15k mark. With food and WvW bonuses I hover around 16k-17k. GS/ S+T Guardian, my burst is insane and I can kill a whole variety of foes such as Condi and zerker mesmers(most of the time) Perplexity Engineers, and Thieves which are easy for me to kill. I only lose really lose if the odds are against me 1v2+(sometimes I win them because I burst down one of them so fast i can move to the other) Though I’d say we need soft CC so some of the other builds don’t have to run traveler runes or go gimmicky Staff+ Retreat builds to just have faster movement speed.
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Can’t tell you how similar you and I are in terms of setups I vary my traits some from my main build of what I’m using now, but essentially its 0/0/30/20/20. I have about 5 sets of armor I switch between and 3 sets of ascended trinkets. Mainly though I use Knights Armor, Traveler Runes, and Celestial Trinkets or Zerker trinkets. I have similar experiences. Theives go down from our burst because of their low HP pools and one successful burst can pretty much take em out of the fight. Warriors not the case (20K HP) and Necros with their seemingly infinite pool of HPs, I have trouble with Scepter/Staff Mesmers, Condi Engis…
Well now that I think about it pretty much any class that can kite me. This is based on small to solo roaming scenarios. Zergs is totally different, little to no escape ability means if I put up Focus #5, switch to GS, #2 then JI into the zerg with my 15k’ish HP (I get mowed down so fast I start popping my meds for condition removal and heals but I can’t “get out” like a lot of these other classes can. Yes its situational I know. I imagine you and I have similar play styles though. And yeah I agree with you as I said before about soft CC and my idea on it was posted at the top of Page 4 along with some of what others have said.
We don’t really sacrifice that much for a dps build, I run zerkers with 16k HP and find myself being just fine. The only type of warrior I even struggle to fight against is pure regen tank condi warriors in a 1v1 situation, and it just usually draws out into no one dying. If you want to have pure zerkers with the same amount of survivability we currently have + more HP then what’s the point of playing a Warrior? Our DPS spec is viable, and I addressed the need for more soft CC (Which is cripple/chill/snare/etc if you don’t know the terminology). We have a good amount of leaps and blinks and utilities that give movement speed. (Which we won’t need to use if we get more soft CC). You keep saying that we sacrifice too much survivability to go dps spec but most of our needed traits are in the valor / honor lines anyway, and again.. If you want to maintain the survivability we have now with more damage, that’s just broken. There has to be some kind of give and take balance, you can’t have it all.
I would seriously like to know how you have 16K HP in “zerkers”? I assume when you say that, since you did not specify otherwise, that you mean full zerkers, armor, weapons, and trinkets. If you are running a DPS setup, then you don’t have the extra vitality either, so you “should” have about 13,500 HP. Now, as an example, I can run full zerkers with my Warrior, and Im sitting at about 19,500 HP. That’s with nothing traited for vitality, and I guarantee you, I am outdamaging any Guard on the field by about 3 times what they can individually put out. Now, Guardians have burst, yes if spec’d full DPS I can burst a warrior down to about a third of their health in one go.
However, that means everything goes on CD, what happens next is all too familiar for us, they escape – Bulls Charge, Sword #2, GS #3 or #5 whatever you name it. Yes you touched on the fact we need better soft cc, I posted above I think a good fix for our sword #2 and JI to be more efficient they should be area targetable, but you know what, even then a warrior will gain distance on us if they are using the 25% speed trait, unless we are using Traveler Runes. I’ve run a Signet build on a guardian that maximizes vulnerability stacks and Mighty Blow hits hard but the CC you get from our Bane Signet and…the condition damage one is nice but the cast time is too long on them imo.
You also talk about abilities that provide speed, so you are talking about Retreat, and Save Yourselves which are shouts, and if you are running a “Guardian DPS” build you should be using meditations in which case you won’t have either of those on your bar. Can you have DPS with a shout build? Of course you can, but you won’t be able to maximize your burst potential.
I posted above my thoughts about our condition damage being a Guardian only condition not shared with other classes, also someone posted above an idea in the zeal line that converts power to vitality which I think would be a great idea then my idea of giving us base 3500 HP, which BTW still puts us well below that of a Warrior, only one class in the game has less HP then a Guard and that’s Thieves. I think class balance is great, obviously, but ANET needs to address this condition meta, simple fix, add immunity timers. What is the point of condi removal if it gets reapplied instantly, and for a class like us HP is what saves our you know what’s when it comes to conditions, which as pointed out, are second lowest pool in the game. So all that protection we get, don’t mean jack you know what.
(edited by Hamish.1384)
Thanks YB and IoJ for the fights on SBI BL. I was so surprised to see a 40 man IoJ blob! I had to rub my eyes to make sure I was seeing it right. Sorry that we ran you over a few times with admittedly slightly superior numbers.
Slightly superior? lol….
Not overly excited about the proposed changes. Glacial heart CD should be 20 seconds or less and a 10% base damage increase to hammers. The justification that hammer damage is on par because of the damage from the symbol is assinign because the assumption is that the person you are fighting is just going to stand there the whole time, which happens, never just about.
You want to buff “DPS” Guards? Give Guardians an additional 3,500 base HP’s.
You want to fix condition damage for Guards?
#1. As others have suggested, add some cripples, give us more condition options built into our weapon lines/auto attacks that last more than 3-5 seconds.
#2. Guards get a completely new condition damage available ONLY to guards, we will call it “cleansing fire”. It acts and behaves exactly the same as burn damage does now except it is not the same burn that Rangers (Torch), Warriors (Longbow), Necros have they would be two separate conditions. There’s is orange like fire, ours is blue…w/e you get the point.
OR
If you’re going to just make it so burn stacks in duration, then let the burn from the player who has the highest condition damage or burn damage override an existing burn. If my fellow zerker guard with 0 condition damage applies a burn before mine, then I apply a burn, why in the hell does his burn damage take precedence and mine just adds time to his?
Oh yes, the fix for escape ability, Judges Intervention and Sword #2 are area targetable <gasp>! Why not, just about every other class out there can get away or create distance gaps, but oh no’s not the base 13k HP guardians.
(edited by Hamish.1384)
Zubon,
I really feel for you guys. I will say, the few engagements we’ve had with IOJ when even numbers you guys are pretty decent. I enjoy fighting you guys and I wish you had more numbers to put up a better fight.
I think for Yak’s we are bringing the fight to your BL because we are trying to move around maps a lot to take what we can where/when we can for the points trying to avoid the massive SBI zerg. At least when we fight you guys its not auto-attack spamming zerg fest, seems like SBI all rolled up well necros and condi mesmers for the WvW season too. At least with you guys its a good variety of classes to fight from what I can tell.
This league crap sucks for all of us. When I’m not waiting in some long queue (1-5 hours), I end up having to play D to avoid being rolled up in the huge zerg. Not all of us on SBI are overly happy about the amount of transfers we’ve gotten and continue to get. That being said, IoJ and YB keep doing what you do. I’ve always loved fighting you guys and hopefully when the weekend warriors are gone good fights will be had.
Yeah that is a good point you make, you guys can’t completely help it if someone transfers over to you guys. We were commenting in chat last night the same thing, about once the weekend ends maybe we will be able to get some better fights, of course we have our weekend warriors too so…guess we will see soon enough. Happy hunting!
Zubon,
I really feel for you guys. I will say, the few engagements we’ve had with IOJ when even numbers you guys are pretty decent. I enjoy fighting you guys and I wish you had more numbers to put up a better fight.
I think for Yak’s we are bringing the fight to your BL because we are trying to move around maps a lot to take what we can where/when we can for the points trying to avoid the massive SBI zerg. At least when we fight you guys its not auto-attack spamming zerg fest, seems like SBI all rolled up well necros and condi mesmers for the WvW season too. At least with you guys its a good variety of classes to fight from what I can tell.
I take that back, it’s like 4:1 odds right now.
Aye yay yay!
How can ANET figure out a way to make these matchups more even? I don’t know, friends and I have thought it through and through and we cannot come up with a fair idea to ensure there are even numbers out there in WvW.
I will say, FA outnumbering us but was still very fun because they actually used some pretty neat tactics and you could tell they were well organized. Myself and I’m sure a lot of other Yak’s learned a good deal from the matchup and I’m proud of how well we did overall despite being outnumbered most of the week.
SBI is a whole different story, I don’t really see much of any tactics being displayed, despite being outnumbered 2 and sometimes 3 to 1 odds we’ve won quite a few battles however the SBI zerg is just overwhelming. What I’m really confused about, is why if we are queued up, and then get into the zone, are we still outnumbered 3 to 1. I’m thinking if we have a queue it means we have max amount of people out there but once in, that is definitely not the case.
I don’t understand the point to all of this if we are going to lose by default due to sheer numbers. Again, hats off to Yak’s, we’ve fought very well considering the odds and it is funny to see an SBI zerg of 50 running from about 30 of us with their tails between their legs.
I also wanted to mention, I too have blocked a few people in game as well, I do not understand why when you block someone that you still see their chat in /g or /m for example but it just blocks their whispers. If you want to be able to block someone entirely I see no reason why you shouldn’t be able to do so.
They severely decreased the amount of champ mobs that spawn. When I went back was in there for about 8 Legendary kills, saw not one champ mob the entire time. Vet mobs and below all dropped crap loot.
In Crown’s Pavilion until ANET nerfed it. God forbid we actually get some reward from killing champions and legendary mobs. I was excited, it was fun play, and still is but mostly what was fun was the opportunity for loot and neat new items and gold, but ANET once again saw that people found a way to make some coin, and promptly and quickly nerfed it. Now I’m just doing it because I want to “finish” the achievement and get it out of the way.
Oh well.
By the way, when is ANET going to address condition damage, being as that pretty much everyone in sPvP/tPvP plays OP’d condition damage classes. Immunity timer maybe? Hello?
Yes, I noticed a bit of an increase in speed. However; upon dueling while testing all the changes and their impact with scepter auto attack while my friend strafed and ran around in circles; Obstructed, obstructed, out of range, obstructed, balls flying off into the distance disappearing and not hitting, more obstructed and out of range…
So, in my opinion still not fixed. Zealous blade still not worth traiting into, 25 heal per ht? lololol.
OMG, The changes to spirit weapons? lol, non crit hits every 2-3 seconds roughly was about 750ish in damage. My warrior friend just sat down and laughed the whole time.
I am also having problems with this portion of the Southshun Acheivement. I have the correct buff (Consortium Gold Find Buff) and have completed about 15 events and I am not getting credit for completing them.
I had already completed the Settler events, a friend of mine had done the Consortium events this morning before the patch and he said he had no problems.
the difference between having a guardian in your group (dungeons/fractals) and not having one is huge. too huge, imo.
in a game with 8 classes and parties of 5, no class should be as important as the guardian currently is.
The reason people want Guardians in high level Fractals is because of Wall of Reflection and Shield of the Avenger…
Just adding my 2 cents. Builds, skills, traits, gear aside having 4 level 80 characters my biggest issue with Guardians is the huge disperity in damage output compared to other classes. Basically, I don’t feel that the surviveability we bring is enough to offset the minimalistic amount of damage we dish.
I would venture to say for example the damage a guardian does is currently about 1/5 of that of a warrior but we only have say, 50% more surviveability. I’m not saying the damage should be on par or comperable to warriors by any means, but there should feinately not be as much disperiry as currently exists.
For me, for Guardians to be on par with other class I would say roughly a 10-15% increase in damage output would be required, or, about a 4k in crease in base HPs.
Also, while enjoy the versatility and vaariety in build options for Guardian there are too many skills that are worthless in WvW, symbols, spirit weapons for example.
Well, getting Infused rings for me is a waste, just don’t need anymore. The final chest yielded not one rare/exotic on my last daily run at 40. Only got the one Rare the whole run where as before I would get on average about 3-4 Rares and maybe an exotic.
Everyone Ive been talking to in game has pretty much said they haven’t gotten anything good loot wise either.
I think its safe to say, SOMETHING changed in regards to the loot tables, and to be honest I personally see no need/reason to even do FotM now if this is what we can expect moving forward because other dungeons take way less time, yield much better reward for your time invested.
Wonder why ANet felt the need to nerf the loot… <shrug>
Im at level 40. Just did my first run after the patch (Was away on vacation). The whole run I got one rare drop, which was a level 77 rare with a major rune. One other person got a rare similar quality.
We got our Relics, and daily pristine couple got infused rings, myself included to add to the 10+ other worthless ones sitting in my bank (yes I know Alts can use them) but I don’t need them, they cannot be salvaged, or TP’d and they sell for like 4-5 silver.
I have fully upgraded backpeice with two infused rings with 10 AR each.
So the question stands, what’s the point of doing FotM?
- Laurels used to purchase Ascended Amulets come form completing your reguglar daily, and have nothing to do with FotM.
- Relics, or Pristine Relics are not currently needed/wanted (sure can load up on 20 slot boxes I suppose).
- The drop rate appears to have been nerfed, based on my experience and querying the 20 some odd other FoM friends I run with who have concurred the drop rates are a joke now.
- You don’t get much in the way of Gold/Silver (other than TP’ing Mats).
- We all know how useful the plethora of blue/green drop items are.
- In about 40+ Fractal runs post lvl 20 I still have yet to get a Fractal Weapon skin, which I don’t really care about anyway because they are all mostly ugly to me anyway.
So what am I missing here? I enjoy the challenge of FoM but not if there is no reward for the efforts…Will the Relics be useful towards Ascended weapons/armor? I’m not trying to be negative, but has anyone else thought this post patch?
I’ve been “practicing” this skipping sequence for a couple days now I’m starting to get a bit frustrated because I cannot seem to get any consistency with it. I followed Trungalung’s method of 1, 1, soon as second hit goes off I dodge (binded dodge key not double tapping direction button) and then 1 right after I dodge.
Most times, the actual dodge is cancelled by the third attack or its animation is skipped and most times the animation for the third attack then begins full. Ive tried timing to when just as the bar for the second hit disapears and the third is about to begin (using auto attack) and also dodging as soon as I see the numbers from the second hit and it still doesn’t seem to work correctly for me. It appears to be random because using this method I rarely sometimes will see it work the way you guys have demonstrated but it is highly inconsistent.
So, just to confirm and maybe I just need to keep practicing its as follows:
Manual: 1, 1, (soon as second in the chain hits) dodge, (then immediately after the dodge) 1 again.
Auto: 1 (wait for second in chain to hit) dodge and if in range still the 3 chain should auto…
Maybe the key here is making sure you are still in range for the third hit not sure but that can be more manuevering like you have to be off to the side in range say on the right of you enemy then dodge roll left and maybe immediatly hit strafe right to stay in range? I dunno I tried to emulate what you guys did in the video but its simply not working for me.