Wait wait wait…So the base radius for our symbols is now what it used to be traited with Writ of Exaltation??? Does this mean I can finally run something else instead of ensuring my symbols actually hit something outside of the range of my toes? Sweet.
Most of the symbol changes were just correcting the effects to match the actual area of the symbol. A lot of the symbol’s effects were 120/180 when the actual area was 180/240.
That being said, we did increase Symbol of Swiftness and Symbol of Faith from 120/180 to 180/240 to be consistent with the other symbols. =)
Nice, I like this update!
On a note though, can you guys please fix Symbol of Swiftness. The swiftness it provides has not been stacking with any other swiftness boon for ages. It only works when you have no Swiftness and then receive Swiftness from the symbol and after receive additional swiftness boons.
However if you already have a Swiftness boon active and receive another from SoS, it doesn’t add anything, there’s no stacking…
It adds 1 second every time the Symbol ticks. If you cross the Symbol between ticks, you get nothing. It’s always worked this way.
Hm….wish Merciful Intervention was a stun breaker…but that’s asking for too much xD Gonna drop contemplation for it to see how it pans out in tpvp.
Is it not when traited with Focused Mind? ( I don’t know, I’ve never used it ;-)
Focused Mind makes it instant (Able to cast it in the middle of casting other spells) but I don’t think it makes it a stunbreaker.
lon no, its already horrible with SoR – TC – SoS
To be fair, SoR – X – X is pretty much a terrible matchup these days.
Now Guardians autoattacking with a staff in a 1v1? See that kitten all the time, and man are they easy kills lol.
I can see where this would be a problem. People switch over to staff to get #4 off and then are stuck with the staff until the swap cooldown is gone. It’s one of the reasons I don’t use staff too often.
Using 2 on the staff would actually have a higher single target damage return.
I loved this video! Best music selection possible.
The critic in me says that a Shield or Judges Intervention could make this more fun. (The reason I’m going for Flameseeker Prophecies as a 2nd Legendary instead of a Greatsword)
You really want to know why? Because you are sitting in vent and they aren’t. That about sums up 99% of your “superiority”.
I don’t disagree. It’s embarrassing they are not. To quote a dude from before "if 3 staff eles choke point a 30 man Zerg and kill them all…. It should be allowed. The morons in that 30 shouldn’t hve stood in the red circles. ". Hands down should be allowed. If youre dumb enough not to play in vent with groups that are focused on killing around, and then stand in circles or “clump up” and Aoe mows you down….learn those strategies don’t work. Shouldn’t be babied like Anet has created. Comfort zone lol.
What if a melee gets close to those 3 staff eles? Should the massive advantage they have at range mean that if a melee cuts the distance, he should be able to wreck 3 Elementalists at point blank?
It really depends on the style you want to play, or what type of content you’re looking to do.
Guardians excel at providing buffs to their party, as well as being naturally defensive. Most builds you find will have you trying to provide buffs to people around you.
At lvl 34 it doesn’t matter much. Just keep your gear as updated as possible, and you can pretty much use a Greatsword exclusively for levelling.
Ok Necro staff is 22% faster than this skill. I think we just missed upping this when we did our pass to up projectile velocity on skills that were absolutely too sluggish. That being said it looks like you can fire one of these orbs every .8 seconds whereas Necro staff fire rate is 1.3 seconds. Grasp does pass through targets in a line so I feel that differential is fairly warranted. I can’t promise when this is going to be fixed, but I can say I WILL fix it.
It’s pretty sad that I can get to a boss, and use Orb of Light… and outrun my Orb and hit the boss before Orb hits. I don’t mind if we don’t get a super long range weapon. The fact that people can spam ADADADADADADA and cause all my scepter attacks to miss unless I hit Chains of light is what makes me want to cry. Please, just increase the speed of the attack and projectile velocity, and we’ll be fine.
That’s the thing, though. WILL we be fine? Remember, Scepter auto attack is a very high damage ability, with a very fast swing speed. If they increase the projectile speed on it, maybe they have to lower the strength of the ability elsewhere.
I’m fine with them slowing the cast speed itself down a bit, maybe to a flat 1 second. It’s at .8 right now. I just hate how unreliable the scepter is for "ranged’ fighting right now. Can’t count how many time i’ve gotten to kitten a bit late, got in range to fire, and i watch kitten dies while my orb is still hobbling toward it. -__-’
Or, you know, we could just forgo all of this, give Guardians a bow, give it a piercing 1 ability, the second ability does more damage if the target is burning, the third is a symbol of stability, the 4th is a copy of the Spirit Bows active, and the 5 skill just does a small, quick push back.
To much to ask for tho lol
I’d love a longbow as a Guardian. It would make Bow of Truth make more sense, for sure.
Ok Necro staff is 22% faster than this skill. I think we just missed upping this when we did our pass to up projectile velocity on skills that were absolutely too sluggish. That being said it looks like you can fire one of these orbs every .8 seconds whereas Necro staff fire rate is 1.3 seconds. Grasp does pass through targets in a line so I feel that differential is fairly warranted. I can’t promise when this is going to be fixed, but I can say I WILL fix it.
It’s pretty sad that I can get to a boss, and use Orb of Light… and outrun my Orb and hit the boss before Orb hits. I don’t mind if we don’t get a super long range weapon. The fact that people can spam ADADADADADADA and cause all my scepter attacks to miss unless I hit Chains of light is what makes me want to cry. Please, just increase the speed of the attack and projectile velocity, and we’ll be fine.
That’s the thing, though. WILL we be fine? Remember, Scepter auto attack is a very high damage ability, with a very fast swing speed. If they increase the projectile speed on it, maybe they have to lower the strength of the ability elsewhere.
if they dont want treb to be blocked, they should just fix treb projectile instead
This doesn’t even make sense.
I’m disappointed in the change to our projectile absorbing skills. Our reflects already didn’t work on unblockable projectiles. There are a lot of unblockable projectiles in PvE, and now there’s absolutely no reason to bring either wall of reflection OR shield of the avenger when facing these enemies.
Only siege shots are unblockable, IIRC. As far as I can remember, any player-based projectile is absorbed by one of our 4 anti-projectile abilities.
if they dont want treb to be blocked, they should just fix treb projectile instead
This doesn’t even make sense.
Why do we need giant hammers? These current ones are already fairly massive if you are going for more of a realistic look.
Pic related, a real warhammer.
This is why I used the Seraph Hammer till I got THE JUGGERNAUT (all caps required)
Sword is fine as a weapon. Its the best 1h main hand for a single target dps build because of the teleport and the rapid attacks will proc burning off of justice a lot. The autoattack can also hit 3 people if they are lined up right. It’s a niche weapon. All weapons are not meant to be equally effective in all situations.
only reason i’d use a sword is so i can have a defensive offhand. i dont use it because i like it, rather because its the only viable option. yes teleport is nice but sword 3 is a bit crappy
Hit Judge’s Intervention at the same time you start casting Zealot’s Defence, by the time your target realizes what’s happened, you’ve done 6-8k burst to them.
JI+RoW on the hammer is my favorite though. Followed by Banish.
Scepter is the only viable ranged weapon we have (staff is but support/tag only) and yet it cannot hit moving targets. Result: ranged guardian do not exist. Wait what? Yes!
This is true for most ranged attacks in the game. I fail to see what the big problem is. If the opponent is side-strafing like that, he is most likely not doing anything useful.
If you watch closely, the hp only went down when he stopped strafing during the 45 second movie. Imagine what an elemental can do to you in those 45 seconds while you cannot chop any HP off a player while using a scepter.
And no, this is NOT true for most ranged attacks in the game. Jon said it himself, scepter is overlooked when a 22% projectile speed increase was shipped across the board. This combined with the fact that we have no other ranged option make it gamebreaking for players that are interested in ranged viability for guardians.
Yeah OFC … they should definitely hold off releasing global game content that everyone has access to for a minor bug that affects only one class. What was I thinking?
Yes when something is broken in such a draconic way, new content should be put on hold while old content gets fixed.
Why would new content get put on hold? They clearly have more than 1 dev team. Why would the Living World or WvW team need to stop doing stuff while waiting for the Class Balance team to do something else? Is adding people that don’t work with those systems regularly going to somehow improve the speed at which something gets resolved?
T1 is a lot more about large scale zerg battles than a smaller scale skirmish. Going off on your own without friends can be effective, but most of the time, it will get you killed. (Although most servers employ REALLY good scouts that don’t get caught often)
It can sometimes be laggy, and frustrating. But all the T1 servers use community voips to work together on all 4 maps at once, and to coordinate multiple large zergs.
SOS or Ebay seem to be a good choice for an NA transfer. They look like they may have some potential to compete higher up. SOS in particular has a sizable oceanic community to extend your NA gains.
JQ really needs some NA help if you want to be in a top server, and FA can use an NA guild after BT left there, if you want to make wvw more competitive overall.
As far as DB goes, lets just say they have a suspect community, and have clearly lost steam since their initial entrance into tier 2. You cant be sure if they will spectacularly implode or stabilize until some time has passed.
Stay away from BG, as another poster mentioned, it seems guilds just go there to die, or end up a complete shadow of what they used to be…… Black “hole” Gate.
I dunno, my guild seems fairly solid since joining BG. The server does have a heavy PvE population, though. We originally came from Darkhaven as well, so we’re familiar with Rethesis. Lunaticos on SoR should be pretty familiar with them, too.
Laurels are so anti- multiple toons as is the whole current wvw Wexp set up, it’s like ANet saying ’ PLAY ONLY ONE TOON OR ELSE’
This is exactly what it’s about. +5.
Ascended items are Account Bound, Soulbound on Use. Unless the WvW ones are different. I haven’t gotten home yet to check.
Did you really think that they were going to add Ascended items for JUST badges? There’s no other Ascended item in the game that is obtainable with a currency that is theoretically unlimited for a day.
Ascended items have always been gated. Why would the WvW versions of them be any different?
if u know anything about programming or even the very very basics of software / game dev, ud know increasing sceptor projectile speed should be as simple as changing some variables…. ie; i could do it for them.
Correct wording and syntax also matter in programming. I wouldn’t trust you at coding anything at all.
I agree but then again, I didn’t make the assumption that if you don’t have projectile control, you aren’t putting effort into mitigating your team’s damage. I’m of the opinion that there are better, more generally applicable damage mitigation tools and those also include the ones your teamates should be using to mitigate their own and the team’s damage.
What tool is better than WoR at mitigating projectiles for Guardians? Please tell me of this ability that’s better than literally reflecting the damage back to the source, which not only mitigates the incoming damage, but also increases the speed at which you kill an enemy.
I’d also like to know what tips you have for doing Dredge Fractal at 40+ with no projectile mitigation.
This whole time you’re being chased around by mobs, are you in the dungeon by yourself? Is your team not doing anything to help you?
If not, get better teammates. Aggro in this game is purposefully obtuse. It varies from mob to mob. Some will have triggers to send them after other players, some will wander, some will stick to a player based on which stats or abilities they have or don’t have.
It’s designed this way so that people have to react to the situation and work together to end the fight.
Nope. Zeal is terrible. Zealous Blade heals for like 34 HP and isn’t affected by damage, or healing. It’s awful.
So.. the boonway build, that everyone points to, was nerfed, hard, and they still felt the need to hand out boon hate to thieves….
So.. the boonway build, that everyone points to, was nerfed, hard, and they still felt the need to hand out boon hate to thieves….…and you people still play this class?
So.. the boonway build, that everyone points to, was nerfed, hard, and they still felt the need to hand out boon hate to thieves….…and you people still play this class?
Most people play Alturistic Healing, not this Boonway build.
The nerf to SY! was only in sPvP, and it was months ago.
I play Guardian because I enjoy it, I’m not some bandwagon jumper that freaks out at every change to the game like the sky is falling. I don’t need someone coming along questioning why I play a class because thieves got a buff.
i have a set too, but i don’t like the helm, makes me look like shredder
I switched to the T2 Helm and just use the chest and boots, really.
http://www.getoffenris.com/images/phocagallery/gw2-images/thumbs/phoca_thumb_l_2.jpg
Not a great angle picture, but you get the idea.
Maybe they didn’t get it tested in time. Sometimes that happens. Even if people think that “oh it’s such an easy fix, signed someone who doesn’t program the game”
The point is that they’re aware of it and it should be fixed in some way eventually.
Well if you had the current dungeons as easy mode, then for hard mode just buff them up a bit like GW1 did with HM, it’s no more work than the fractals thing.. probably less
That’s just it. People – like the OP – are already finding the current dungeons too challenging, so making them EASY Mode and then adding a HARD Mode will defeat the whole purpose of this segregation. Just scaling them up infinitely like Fractals – as per my previous suggestion – will save Devs a lot of work in the long run, I think. This way, people can keep leveling up as high as they wish, or stop leveling when they reach their optimal difficulty level.
Wouldn’t learning the fights and improving personal skill levels be better than begging for nerfs to fights?
They already have a trait to increase damage based on how many boons they have. But having like a gandmaster trait to share all your boons would be pretty awesome
Not all boons are offensive oriented. Also, Power of the Virtuous has nothing to do with increasing the potency of boons, just your dps. Also, that trait isn’t that great to begin with. It isn’t worth specing into 25 Virtues just for that.
Awesome or not, sharing that many is still overpowered.
@Kami
Save Yourselves! is intended as a defensive spell.
And you’re getting this info from….?
The name, and the fact that it’s a stun breaker, as well as it pulls conditions from allies to you and that all of our Shouts as Guardians are defensive. The idea seems to be that the boons you get offset the conditions from allies, rather than making you into an offensive powerhouse.
It seems that the style of the spell is to give you the last ditch strength to hold off enemies to protect your allies and let them escape.
Save Yourselves! is intended as a defensive spell. It has the potential to kill the user, that’s why they gain so many boons when using it. Of course it’s going to be a bit weaker when used offensively.
Shelter, hands down. ~2 seconds of blocking + a heal
It’s more about mitigating damage, rather than reacting too damage. That 2 seconds of blocking can do so much more for you than any of the other heals.
Agreed. I used to run the Signet of Resolve a lot, but learning how to utilize all of my utilities, plus the passive 10 sec. condition removal trait, Shelter is just very very good, especially if you’re running with high Healing Power.
What? The healing coefficient is the lowest of all 3 on Shelter. The more HP you run, the worse shelter gets comparatively.
For me personally Signet makes the most sense. As stated earlier, it really becomes a nobrainer with signet recharge traited.
even with the signet trait do the math on how much you can heal for every second of the recharge and signet still blows shelter out of the water, i dont understand how anyone could think shelter is better than signet
The amount of damage the Shelter blocks can EASILY make up for the lower healing. I can get 25 stacks of might in .2 seconds in a big zerg fight from 25 pts in Valor.
You also can’t discount that Shelter is near uninterruptable. (I think only traited Staff Necros and Hammer Warriors can stop it)
If Shelter had higher healing, it would be kitten near broken.
I absolutely dislike condi damage and I don’t think that will change so soon. The calculation is pretty simple: 1000 condi dmg gives you, in the very best case where you have 100 % burning uptime, 250 DPS and does not scale with anything else. If you invest that stat budget in something else, I’m pretty convinced that it will turn out with some more damage.
Pretty much this for the answer. We don’t provide enough conditions to make Condition Damage a worthwhile spec.
That also means necro staff won’t get any fix……
drawing circles in a corner
What needs to be fixed with Necro Staff? (As a Guardian, I am sometimes oblivious to issues with other classes)
Also the auto #1 imo. Even it’s 22% faster than guardian scepter(lol), you can still dodge it without dodging. And from experience I think guardian’s scepter actually trace the target, I mean it turns. Necro’s staff however, goes in a straight line. The piercing isn’t that useful imo (some may argue) as it’s not a main source of damage and all it does is pull the mob behind your actual target.
The Guardian Scepter does not track at all.
That also means necro staff won’t get any fix……
drawing circles in a corner
What needs to be fixed with Necro Staff? (As a Guardian, I am sometimes oblivious to issues with other classes)
I love this change.
It varies against players, but I’m not sure how. I’ve noticed my retaliation hitting from the 190s to the 330s. My guess is that it now either scales to the incoming damage from an attack (which would mean uplevels and fast attackers would get hit for less per attack) or it’s mitigated by armor. I think it’s the former, but haven’t tested enough to be sure.
Definitely isn’t affected by armor. I was hitting people in zergs last night for the same amount across the board.
I do seem to get the same damage in PvE and WvW, but maybe I missed something.
I noticed this too, after last night’s patch. I have Retals hitting for 400+
Retal got nerfed in WvW because in big zerg fights, everyone having Retaliation would destroy anyone doing AoE. (Not that I mind, I hate big AoE fights). Light Fields basically made Retaliation on everyone pretty much a constant with no penalty.
It’s not a bug, they’re just starting to balance WvW/sPvP/PvE separately.
Condition removal, well timed immobilize, and aggressive dodge rolling towards your enemy to pin them down with Ring of Warding, then punishing them.
Dodge roll towards enemy>Mighty Blow to close distance (most people dodge roll this late, wasting endurance even though they’ve been hit) Immobilize as their dodge finishes, then Ring of Warding so they can’t escape.
That’s the general idea, but it’s best not to be too predictable, or you people will anticipate your moves, and counter (Like I do with forcing a dodge roll with a Mighty Blow while closing the distance. Too many people are too predictable.
I use a 0/5/30/30/5 build right now that uses AH/EM and Symbol heals. I use Knights with Beserker trinkets, and Runes of Altruism. Hammer and GS or Mace/Shield. It’s really tanky, but the damage isn’t awful, either.
The warrior trait doesn’t bother me in the slightest because they have to sacrifice a lot to get it. Thieves being able to steal boons at will is a much bigger problem and will affect other classes as well. For instance, a thief can now essentially steal rampage as one from a ranger. Larcenous strike is almost certainly going to turn out to be an op skill along with dogged march+melandru’s runes+food.
Rampage as One is not a boon.
All shouts except hold the line remove a condition with soldiers runes first, then convert conditions (correctly). Hold the like however converts 2 condis to boon in addition to
removing a condi with soldiers.save yourself removes conditions like mentioned above then draws all condis on allies to you.
So if you have SY! Soldier Runes and Pure of Voice it should work like this:
1) Hit SY!
2) Soldier Runes remove a condition from allies affected by the shout
3) PoV converts another condition to a boon for allies affected by the shout
4) Remaining conditions are pulled to the Guardian, Guardian gains appropriate boons (which would obviously stack with any condition that was converted by PoV)
Is that correct?
How’s the interaction between PoV and Save Yourselves! ?
Still bugged, just tested.
Arenanet intentionally designed the classes so that none of them can really be “team healers” in the conventional sense of the word. Guardians can be ridiculously good self-healers and one of the better group healers, though. I run a “support guardian” in WvW — staff and scepter/shield with full Cleric’s gear and a consecration build. My damage output is fairly useless but I get some decent group heals plus other nice group buffs (AE might, AE protection, that sort of thing). I do feel I make a pretty good difference in group fights.
So you can’t be a “healer”, but if you want to be “support with some healing”, Guardian is one of the best choices.
Should switch Scepter for Mace. Better healing and support with it (Block, extra heals on combo chain and on SoF, protection if the block doesn’t trigger)
http://wiki.guildwars2.com/wiki/Map_completion
Read the bug section at the bottom for some solutions to this.
Try unchecking the monthly ones.
On Blackgate, my guild got both Sotzz the Scallywag (Gendarran Fields) and Yanonka the Rat Wrangler (Fields of Ruin) We had a group of 20 in Gendarran, and a couple in FoR and we couldn’t find any Suspicious Barrels or Suspicious Rats. This is a new issue, because we were able to find both on Sunday, so this is recent as of the patch today.
I’m not sure if maybe we’re just a bunch of idiots, or if it’s server specific, or game-wide.
It’s not a bug… Scepter is actually just bad.
My guild has a squad of Guardians that can use the bubbles like Forcefields from SC2 Sentries. It’s pretty entertaining.