purchased with gems the ability to do the livingworld season 2
on 8. point of no return, im on “The Mystery Cave” it says to activate the cave entrance with the divine fire.
with the torch in hand. i can hit the action key, right click, double click, use the attack all i want, but it never does anything to the entrance. i watched a video and you are supposed to channel after hitting the action key but nothing happens. this is pretty aggravating because i want to get the story done and its the last bit.
tried everything i can. even stooped low enough to watch a youtube video thinking i was doing it wrong, but all you need to do is click on it and it should channel. the best it does when i click F or right click is put me in combat for a second or two like it tried to do something. and then nothing.
took a haiatus from playing for a bit, and want to get back at gw2 for a bit. been through most of the dungeons save a few i never felt like doing (sylvari one). done pretty much all the content when it came out except for this very last one. and didn’t want to deal with the stupid politics of the last large guild i was a part of. so i figured id see if another guild was looking for more for their runs and wvw. seasoned vet of wvw, played from the very beginning on one of the servers that was always in the top three at one point or another in one of the largest guilds on the server.
basically just want a group of people active during my times ( UTC -06 central standard) and i typically have time in the mornings between 9 and 1, and possibly some late night play. but no guarantees, i have a life outside of the game. which is why i would prefer a guild that understands when people can’t spend tons of time online, and know that even if they come on for an hour or two, the support is welcome.
i main guardian, but also have a mesmer and engineer at max.
send me an in game mail for response, thanks.
(edited by Kracin.6078)
boon duration is a huge help when you start getting above 50%. then you start getting tons more stats all the time and not just for short durations.
i don’t know why this wasn’t done long ago. but this is ridiculous, having to hope you don’t accidentally up 10 different warrior banners, or downed npc’s in the middle of a big fray while trying to collect your loot and keep up with the group.
it would be incredibly helpful if we could have a key we could bind to specifically loot chests and items. something to help make the large fights much more enjoyable than sighing every time you start trying to pick up random consumables on the ground instead of looting corpses.
the scepter overall as the only real ranged weapon for the guardian is incredibly weak. the bolts are too slow for pvp where an enemy can literally run away from you and not be hit.
and the attack times are WAY far out. causing the dps to drop even lower than it states it is. .8 per attack is ridiculous, if it was really .25 per attack like it says, then i wouldn’t make a single complaint, because then it would be on par with melee weapons for dps, except that the number 2 is useless for real dps unless your target is downed, stunned, or not paying attention.
it seriously needs a projectile speed, and attack speed buff up. something to make it so guardians will be able to use it during fights where ranged is necessary and not feel like taking it off afterwards.
right now guardian are forced to play specific types of weapons at all times. you are either a staff and greatsword, or a staff and hammer for PvE play (sometimes mace+shield/focus/torch). but nothing beats out the benefits of the greatsword and staff when it comes to large numbers of PvE stuff popping out. a single target weapon just doesn’t cut it.
^ is what i use, it has a much higher survivability. and your contribution to team dps outweighs doing your own dps
Not sure if trolling…
Your build has 1900 ePower (mine 4600), it can be summed up with: overkill survivability and terribad damage.
not trolling at all. that site doesn’t accoutn for constants like might stacks and such. theory and practice are all different, and even that build site doesnt have my stats correct in the game either. effective power still doesnt take into account other variables like ability to stack might and vulnerability and how long you can keep them up.
unfortunately some builds only shine when certain people play them, and i’d love to see a small video of yours doing those high level fractals and dungeons, just because with 15k health and next to no survivability or extra healing, you are gonna fall short and have to stay back away from the action causing your dps to suffer over time.
yours can be summed up with a guy who thinks he has a good dps build and gets 1 shot by anything remotely strong
I wanted a build capable of high DPS but high support too for my 40+frac everyday runs.
Other high DPS builds I tried offered very little support and unpredictable DPS, while a full support dealt low DPS and grew boring to play, so I built both high DPS and high Support into one build.
Ran a 46, 44 and 42 all went smooth from both a damage and a team survival perspective (all 3 with not-so-pro PuGs instead of guildies, so I could test the failsafe limits).Highlights:
- High DPS (4600 ePower).
- 71% base crit chance, up to 100% with Fury/Perception stacks.
- 15k health 2700 armor.
- Great support; mostly from high team-wide protection uptime and wide access to projectile blockers.
- +50% boon duration.
How to use
Before a fight unload Empower from staff, shout Retreat then switch to Sword/Shield.
The trick is applying 21s of protection to your team right before the first clash through VoC, SoJ, HtL, then apply another 13.5 when it’s almost over (SoJ followed by HtL once it loads), and continue to apply both plus VoC when it’s off CD.
Versus projectiles we apply WoR, when it’s over we pop SoA, then go next the ranged dealer and ZD for a total of 21s of projectile protection – 10s later you’ll be able to restart this cycle again.
During the above just continue DPSing with your sword and spamming VoJ; there is nothing to stop your reliable crits from happening while you support as the majority of your support doesn’t require stopping your DPS.Learning Version
If you are new to Guardian/Fractals or just not used to this setup, I suggest you start with an AH version which has a less support (you lose protection from VoC and WoR CD/duration) but makes you basically immortal just like any other AH build out there.
Even though it isn’t as much supportive, it still offers the same high DPS and offering good support.
Once you get to the point where you skill surpasses the need for AH heals, start with the former build.Results
Most groups will notice the easy rolling through dungeons and will thank you/friendlist you, and wonder if you’re support even though you’re technically a DPS character.
Everyone will feel like Warriors due to the sturdiness and might you give them all the times so any class will be useful and give its best.Hope you have fun with this
^ is what i use, it has a much higher survivability. and your contribution to team dps outweighs doing your own dps, while staying alive. during any run the entire group is at 20+ stacks of might. making the average power of this more support type build, higher than your dps build. with onyl 12 stacks of might, which is standard without anything dying, power is greater than 2100. and is at 2520 with 25 stacks, combined with a constant ability to throw down vulnerability on everything, means in this “support” type build, i do 3k crits with greatsword attacks, and crit often enough to constantly proc might on everyone. and every time might procs, you get heal procs on AH, which means better survivability than trying to go all out.
also. damage reduction is 43% on the site, add in 33% for constant protections, + 10% for sigil protection that is always up , and its 83% reduction in total damage. effective health is the same even though you have a higher health pool, which means its much easier to keep it topped off than to refill more health with less healing
the key to any of these builds is making sure to always use virtue of justice nonstop. applying might, blinds, vulnerability and heals to yourself for every single renew on virtue of justice, if you cant keep up the VoJ, then there is no point in playing this type
Please arena net, we need bags that help organize these massive inventories.
invisible bags are good, but we need bags that we can put our equipment in, swap weapons between a 2h weapon and a 1h+oh and then back and not worry about items filling that empty spot before the weapons go back in their spot, and end up with misplaced items and have junk filling invisible bags that were meant for items we want to keep that happen to get swapped out.
that or we need an option to disable selling soulbound items with a right click option of “locking” it. or simply having a “soulbound bag” would help too.
thats the link to your builder sinos, but doesn’t show benefits of skills added, like the signet to reduce damage by 10% more.
but it does show effective health which is good, which shows that you have an effective health of nearly 22k, and damage reduction without signet at 40%
Iron marches “plated” set looks great imho
with Cultural t1 helm
Dyes : Celestial, Redemption, Ox Blood.
here is mine, best armor i’ve found to date for a large norn, but im seein some other good ones in this thread.
colors are
Celestial
Redemption
Oxblood
http://img.photobucket.com/albums/v217/kracin/gw108_zps2152e650.jpg
http://img.photobucket.com/albums/v217/kracin/gw104_zpsa27f15fe.jpg
(edited by Kracin.6078)
look at the top threads for builds regarding boons in this section.
boonway
the paladin build listed
and my boon duration one i listed.
all are good, just pick something that suits your playstyle
It may not have been the mob as much as you actually doing valid damage on the mob. The game has a bug or it maybe meant to be this way. That if you don’t do valid damage to a mob you don’t get credit for helping kill it. So say things that run through purging flames a single tick. A vast majority of the time you don’t even get loot credit for those mobs. To counter that bug or just the way it works is I AOE combo.
Which allows me to get credit I deserved might stack or just hold VOJ for when I need it. Like a well timed blind on a boss instant KO attack.
these were done while in a group, and while in a group your group is contributed damage as a whole. ie, 5 man in the world all count as 1 damage coutner, as long as you tag something and yoru group does enough damage, you get the kill..
some things i would get kills, like the jellyfish boss underwater in fractals, and none of the adds would proc it at all. along with a few other select adds in fractals.
just seems certain monsters are meant to be purely trash
http://gw2skills.net/editor/?fUAQBgiIXg9BCipAjw/6hDpIDB
a quick link to the variation that you can use to go with a far more offensive route, whilst keeping 80% of the original survivability of the build.
keeping the boon duration runes over something like a crit/damage rune set is more beneficial omho, as you are still going to be relying on keeping things like protection, fury, and other beneficial boons on you longer than normal.
not to mention the might itself will stay on 50% longer than a build that uses close to no boon duration, which is a big bonus to it and provides more steady dps than builds that dont have any boon duration.
all of the skills play off of each other which is the main idea of it
p.s. dont forget your maintenance oil and omnom ghosts to get the critrate to the right %. they are a small price to pay for a big bonus, you more than make your money back in the long run, food are a necessary part of some builds unfortunately.
Kracin, quick questions.
I just crafted a bunch of cleric’s gear for this build b/c I wanted to try it out, so what ascended ammy do u recommend for this.
I’d also like to know a bit more about this might generator build u just referred to.
Are u gaining more precision to proc might hits with crits, or reducing the cd on ur staff to keep the 12 might stacks up all the time)
i have zero ascended gear, but have ran 28 with a good group (2 of us werent geared for any ascended, the other 3 had appropriate gear), the 8 fractal runs i’ve done hav ebeen a half and half of 15’s and 28’s. no doubt having agony resist (as much as i hate artificial gear checks) will help a lot, but playing smart can prevent dying in 90% of cases where agony occurs.
for the standard build, might is built using the standard build layout i mentioned.
for the one i was testing out, keeping most of the healing and boon duration gear on while changing around to put a split that is 0/15/30/20/5 where you end up going with might stackers… VoJ renewing upon death of an enemy, VoJ providing might with proc, and allies gaining 5s of might with every crit.
combine those new traits with the high healing and decent critrate gained through master maintenance oil/omnomberry ghosts, and you end up with a very useable build that provides 25 stacks of might to your party easily during large fights, while consistently healing you an uncountable amount of times (you get a heal for boons you provide, every kill you renew VoJ and provide might for everyone, proccing 300+ healing. and every time you crit you give 1 stack of might to your allies, for 300+ healing on every crit, combined with your 45% boon duration regen, virtue of resolve regen, and omnomberry crits proccing for 385 health 66% of the time you crit).
also, i get an attack power with clerics gear and the boon duration rune setup up to 3560 at peak times, and on average it stays around 3000, which is as good as a decent dps setup with survivability, but this has that plus better imho
the last CoE runs i did we flew through with no problems, and i rarely have a need to use my signet heal which is inteded becaus eit provides another passive condition removal
First what does your ingame stats look like? The reason i ask is something does not add up. You say you reliably hit 3k with mighty blow, while also having tons of healing power. My build with 45% crit and 71% Crit damage has issues clearing 3k on a crit, which sacrifices healing power to achieve this. Thats also while having 2915 attack. I took a look at that build but its all PvP gear which honestly can be very misleading when trying to show a PvE build.
let me ask you this. how often are you at 12+ stacks of might, and how quickly do they fall off.
if you run hammer and staff, and are using any kind of combinations to swap between weapons during cooldowns you will make the best of your build to always have a high amount of dps.
couldn’t find a build calc that has PvE style calculations in it, i put a quick blurb about the gear used and why.
just 12 stacks alone (which is bare minimum to keep up) puts me at 3150 attack roughly. add in VoJ, save yourselves, or any other might adder and you are typically above there most of the time. and as long as you are attentive to your buff durations and timing, you can easily swap back, throw more stacks on, get a couple of other heals/symbols off for group effectiveness, and then go back to dpsing again through 3 sets of smash cooldowns.
i have been experimenting with an exclusive might builder variation of this build that i am liking a lot more now. but involves losing 15% boon duration, but it doesn’t seem to affect the build too much for the increased dps that comes from having up to 3500 attack power and 28% crit (48 when save yourselves in up)
(edited by Kracin.6078)
Ok so I settled on this build 0/15/30/20/5. Keeping the core of what I wanted in the build but increasing it’s power. The gear is pretty much what ever you want it to be. Don’t feel you gotta have berserker’s gear.
You can do whatever gear you like or feel comfortable with or can afford. The build is all about flexibility and making it your own as always. It’s not my build it’s yours and how you want to use it
.
i tried some extremely similar. actually the same trait spread
but i found it was only useful in select situations to try and get might stacking going.
a LOT of mobs dont proc the virtue of justice reset at all…. anything that is even remotely “trash” won’t reset it, which means there are not very many fights where it becomes useful to spam your VoJ to stack up might, i have an easier time swapping to staff, using empower with 80% boon duration. throwing a couple of blasts out, then swapping to a dps weapon for burst, then back to staff to bring the group back up to 12 stacks before it wears off. having to sacrifice other traits just to get the might stacking doesn’t seem extra beneficial to me unless you are going for specific encounters.
have you had trouble with getting the VoJ to proc on large groups of mobs in dungeons?
apparently the forums will crap a link out if its long enough to wrap around. that should work
also looking for it, not too many people on CD are wanting to get it done for some reason and it takes quite a group. any updates at all?
It sounds awesome, will def try it out once I hit 80. And Lalangamena, obviously I don’t have much experience at guard since I’m a lower level, but correct me if Im wrong hitting for 3k per mighty blast sounds like pretty good dps.
Right now in WvW I hit for like 300
a) 3K for mighty blast on crit is not that high, if he could reach these numbers on hammer swing, that’s a different story.
also the build he linked has 9% crit, (29 with save yourselves) so you will crit once or twice in ten hits…
b) my suggestion takes his AH over-healing and makes it party wide healing, his attack/crit stays the same, so if he could crit 3K on the original build it will be the same for my suggestion.for solo running or www the “standard” AH/meditations 0/15/30/20/5 is a better build, in DPS and versatility and it has almost the same minimal group support.
for group content 0/0/20/30/20 or ‘healway’ 0/0/10/30/30 provides better group support, while conserving the same DPS.
that’s it.Hmm, you can always throw in a Superior Sharpening Stone and bring that dps up.
which i mentioned as well.. 6% bonus to precision from toughness brings it up a bit. or 5% bonus to power from toughness and vit
I am really tempted to try this, but that 13k health also really scares me. It does not sound like something that would pass in ARAH. Have you tried it in higher level dungeons/bosses such as Lupicus? Maybe I am just coming in at it at the wrong angle, my role wouldn’t be as the ‘tanky’ type, would it? More of the symbol healing/boon focus, and let someone else worry about taking the hits, or? My main concern is getting downed to fast with a health pool that low.
But I am very tempted to try this
i haven’t had a problem in most dungeons, i’ve done arah more than a few times, you just have to watch out as much as the next guy. you will have protection more often than not, putting you at 43% reduction, well at 13k health. you could realistically say you have 18590 health with no reduction in damage. you can get away with the 13k because of the protections, the bonus to running the low health with high healing and high protection is, you have far more EFFECTIVE health, than you do a larger health pool. its much easier to heal for 3000 and get 3000 of 13000 health back than get only 3000 of 30000 health back, and then have each point of damage take down only 43% of that total amount you healed back, as opposed to taking 100% of all the incoming damage on your large health pool. it becomes much easier to stay up and manage everything by using effective health vs large health pools.
i’m always willing to put my build up against another one in a friendly match if someone wants to see how well it fairs, because i wouldn’t say it’s the best, but it is the best that i have found for me, and i know a lot of people i have spoken to about it seem to love it as well because of how versatile it is, you won’t ever find yourself scrambling to change abilites before getting attacked by a class you didn’t fight 2 seconds ago, and you won’t ever find yourself in a pinch that causes you to panic because you are running around with no health and no way to get it back in a fight.
to me, constant steady dps, win’s when played smartly, over higher more bursty dps that relies on taking opponents down before you run out of cooldowns to blow.
Kracin hi,
apologize for the criticism… (but this is what these forums are for…)
as an altruistic build, this build lacks DPS. (medium attack and low crit)
as a group support build, it lacks either battle presence or pure of voice and you over- heal yourself most of the time between AH And dodges with such high healing power.
it is a “safe” build for beginners.I sincerely think that if you take your build, same armor, same runes, same game play same everything etc
but change the build to 0/0/20/30/20 and take battle presence. you will be more efficient in group content, you will tick for more than 200HP for each of your party members- its like second regeneration. for what you lose in AH self healing you still have your mighty dodges.p.s. retaliation is not DPS, its extra something to make you feel good when you get smacked by mobs.
what you lack in bursty dps you make up for in survivability 2x over. i’ve gone up against higher dps builds and had no problems with them from warriors using nearly full berserker, to other guardians on triple meditations with half berserk gear and half tanky. you are also forgetting how much having retaliation up 100% of the time during fights will increase your dps. when people see the build, they think “well there isn’t much dps”, well you may think that until you see how long every boon you have lasts, which means you have prolonged times for crit chance, prolonged times for might, etc. it’s all alot higher in practice than it is on paper, especially because the build editor is only for pvp and not world/pve.
also, with battle presence, i’ve used it before, but it doesn’t do nearly enough when you are all jumping around and scattered, the range isn’t great and being clustered up is never what you want in the long run, using abilies with wider ranges that heal more in a burst will come in mor ehandy, than trying to chase around teammates to get them that extra 200 hp a second, when i could just slap a couple of buttons and put 3k health on them in 2 ticks worth of battle presence.
i wouldn’t call it a beginner build, because the lower health can be a problem for people who don’t know how to manage what healing abilities to use, a smart person won’t “over heal” at any point, they will save their cooldowns for when they are needed. i’m not going to spam every heal i have as soon as i take damage, i know how much they give and when to use them. 90% of the time i never have to touch my signet heal (which does 10k health alone).
its an altruistic build with better parts built into it. it uses altruistic to constantly give heals. so you only have 13k health, but a large amount of toughness and maximum healing. essentially 13k health is a huge health pool when you look at the fact that you have more than a couple abilities that will restore you back to full in a second or two, and the toughness combined with the constant 43% damage reduction means you don’t get hit for much at all anyway. its extremely surviveable.
1. you can easily run a hammer on it, at level 80 i constgantly get 3k crits with the hammer #2, and with the 20% reduction on skills for 2h weapons, it comes every 4 seconds, so you have plenty of time to chain 1 then smash 2 if you want, its easily doable with a hammer. and mace shield is still a decent combo, but shield is more for a ranged setup. sceptre shield is a much better combination to use than trying sword shield or mace shield… the shield has a pushback, you don’t want to push your enemy away from your close range attacks, if you want a defensive weapon, use mace/focus the focus has a blind/heal and a 3 block skill (better than the shield bubble).
the dps is fine with it. people assume that your only dps comes from your attacks, but the fact that your retaliation comes on and stays on through the whole fight through simple use of your own abilities, means that almost 30% of your damage in a pvp fight will come from retaliation alone, so you have a high power, (which you can suppliment with maintenance oils as well) and you also have more dps from retalitation, without sacrificing something like regen or anything else because they are all benefited by the boon duration…. there are times in wvw when going 1v1 with a ranger or another ranged class that thinks they can poke you to death, but they end up doing more damage to themselves than they can do to you before your passive healing and toughness give out.
i wish i had taken some videos of running wvw where i have had 2 rangers running from me simply because they didnt have enough burst to get through the retaliation +healing and toughness. and i didnt even have to pull my sword out
this is probably the single best build i’ve ever played for a guardian and i’ve been using it for so long that i can’t find anything better.
little changes can be made to it to suit your playstyle a little better, like if you play solo, or don’t need as much healing, you swap out the symbols heal allies for the 20% timer reduction on 2h weapons, or if you are doing a lot of traveling you can throw on retreat instead (but you dont need to if you use staff, as the staff alone gives permanent swiftness). and you can play pretty much any weapon set because they all have big strengths with this build.
i’d recommend anyone else to try it, and you probably won’t want to go back to another when you get into a pinch and find out how awesome it is. just seeing the amount of health you get back from regen alone is another to make people want to go to it. i remember when other guardians in my guild were trying to use runes for increased regen duration, and i have to laugh at them and tell them they were wasting their time trying to increase regen duration instead of boon, and when i told them that my regen skills heal amounts alone, they were amazed. hold the line is a (5,180) heal. and hold the line turns into a (2,878) heal. and theres more than just that, but those two abilities alone, keep regen up almost permanently, which is worth it in the long run as well
and there you have it. throw any questions out so i can answer them. but i haven’t seen any other builds focused like this, seen some pretty specialized ones, but i never have to swap between traits and abilities when running between pve, pvp, or WvW. it runs all of them extremely well.
what weapons to use with it? anything you want really. its the good thing about it, most weapons have a strong point, and heres what i use and why.
GS. for the fact that on the greatsword itself the symbol you put on the ground turns into a big heal for your allies and even bigger for you. you can even combo field the GS with certain combo fields to throw out healing bolts.
Mace/Torch.
the ability to toss a heal out on the third strike of the mace is big, but what is even bigger is that when playing in a group (in a dungeon or pve, pvp) when you throw down the symbol of healing. you get a long heal for the symbol, you get a regen boon every tick, which heals you as well, and you get a heal for the symbols heal allies, AND you get a heal for every time you put that symbol regen on your allies. you get FOUR heals off of the mace every tick for the symbol, it is just a great way to keep health around all the time. add in that the torch can remove conditions with its flame, a lot of conditions, and it makes a great combo. don’t forget that you can swap the torch for a focus and get a lot more blocks, and the mace 3 also gives protection as well, which is what you want to keep protection up more… swapping for a shield is possible as well because of the protection boon that lasts even longer with the shield.
hammer. another great combo, and the funny thing about the boon duration build is that you can do permanent retaliation off of the hammer alone, for the entire group. simply doing a 3 combo on the first ability will lay the symbol of protection (that lasts MUCH longer with the boon duration build), then using your number 2 smash will set off a combo field and throw out 13 seconds of retaliation for the group, and you can easily get off another combo field aoe jump before the first boon wears off, this is great for wvw pvp, when your whole group is buffed up with retaliation and the enemies are killing themselves more than you. the bonus to this is that anyone in the circle is getting a heal, and you are getting heal ticks for every second each person stands in the circle, so still a big bonus to healing as well.
and the staff.. finally, i love using it as an all around weapon, the damage isn’t amazing, but it doesn’t have to be. the fact that you can throw down a symbol with it, means you now have 3 different healing abilities on it, the swiftness symbol heals your allies, AND you for quite a bit. then the fun bit, we all like that big might buff from the number 4 abilites, well simply running the staff and a boon duration build means you can keep 12 stacks of might up indefinitely. it’s permanent even without a food buff. and thats not the end of its awesomeness.
the fact that its an aoe buffer, and each “boom” that applies might, gives you a heal, i have seen more than 12k health come back from just using empower alone. that is awesome in itself and more than covers the usefulness of the staff in wvw and dungeon runs.
i had run a dungeon with 2 of my build and 3 engineers using grenade specs with berserkers gear, and we melted everything quicker than a 5 man group of warriors because they were constantly buffed with 24 stacks of might all the time and never dies because of all the healing.
been using a boon duration build for such a long time, close to a month in to launch, and i wanted to share it with everyone because it seems its finally starting to catch on a little more. i’m not much of a writer, so hopefully everyone gets what i’m talking about. this build is one i’ve been running for quite some time and i just cant find any way to outdo it with another build for guardian. guardian has way too many good things that combine with boon duration to not run this build, so here it is.
i have what i would say is a better variation of this build, i’ve been running it for a long time, close to a month in from launch and tweaking it with some friends here and there til i got pretty happy with what it is now.
is a link to the build.
but basically it’s focused on boon duration and AH (can’t use major runes on that build editor, only major rune of sanctuary give 10% boon duration, the superiors should, but don’t).
what this build is, is not just an AH build, and not just a protection spec build, and not just a permanent swiftness, or a permanent regen build…. it’s EVERYTHING!
using food you can bump your boon duration up to 80% (used to have 90% when i sacrificed some things to get boon trait line up to 30% bonus, but its not worth it in the end, 80% is enough).
the OP’s original skill selection is ok, but the stability isn’t needed as much as having the extra protection and regen stacks is more helpful. the more you throw protection down the better you are gonna be, because it can be kept up permanently.
when playing in groups, this build is awesome, you will have a very very hard time dying in groups thanks to the huge amount of healing from cleric gear, the power that comes from it, and the ability to constantly regen, and reduce all damage by 43% indefinitely in a fight. so using “hold the line” instead of “stand your ground” is a HUGE plus.
now the OP was worried about conditions, but the way my build is set up you remove conditions constantly without having to worry about wasting skill slot space. you have 2 active cond removal tools that are constantly removing conditions from you and you have your virtue of resolve that will remove 3 right off the bat with a fat heal to go with it. i haven’t ever found myself dying to conditions, especially because playing with a mace/torch combo makes this build much stronger. the torch does condition removal, and the mace allows for increased healing with its symbol ability and the trait that allows symbols to heal allies which doubles the healing it does.
been running with 90% boon duration, full cleric, and shouts for a while. boon duration is the king of all the other builds that rely on using abilities in a pinch, because you can almost keep all boons on indefinately.
if you run a hammer, you can easily keep retaliation up permanently with just the hammer.. combo chain 1 til you symbol, then smash it, and you are imbued with 12 seconds of retaliation off of it, and can chain it out again before it wears off.
or regen, using save yourselves, your own virtues, or hold the line then you get tons of protection and regen and it stays up constantly.
with all of these and the sigil for 10% reduced damage, you can run around with triple regen’s going, 43% damage reduction at all times in a fight, and no cares at all. it’s a good solid build and lets you play our own style while staying alive.
if you play staff and AH along with this build and a high healing, the staff 4 will heal for nearly 10k hp when in a 5 man group.
in most cases, people prefer 2h weapons for most content as they provide better dps, better support, etc. and 2h weapons tend to be all of the aoe weapons as well.. and lets face it, this is a game where AOE matters. and unfortunately when you want to dps which is most of the time as long as you are good at dodge rolling. then you are forced to run a high damage dps weapon that happens to have a lot of utility on the abilities as well.
the 1h weapon damage need to be upped, or the attacks made quicker to compensate. i rarely see a variety of weapons when running with pugs, its mostly always the same weapon sets, this is supposed to be a game about variety and choice. but there isn’t much as it stands that i can tell.
not to mention the damage. the more you do, the less you take over time, that should be taken into consideration for the fact that group support, the staff is better… in solo dps the greatsword is better also because of its crowd control. the hammer is even better at giving protection boons and single target than the mace + offhand is also.
the problem is, every other weapons outshines the mace when you start getting into build specifics…. like healing + altruistic healing.
the staff far outshines it. it can’t keep up the healing like a staff can simply because the staff turns into a healing machine with AH on (numbers 2-3-and 4 ALL do large amounts of healing with AH on). 1 skill makes the mace obsolete in healing.
and the staff still outshines it in damage because you dont miss nearly as much and it adds up over time. plus keeping your distance while doing dps is far better than being in it jusrt so you can use your block skill on the mace.
for the guardian, the mace feels like it doesn’t do nearly enough damage, and the attacks feel slow.
i get that its not a pure dps weapon, but for the extra time spent trying to down something, you just can’t block/heal enough as opposed to just running a dps weapon and downing it quickly.
am i missing something when it comes to the mace? i run a boon duration build that focuses on healing over all else, and the mace for being a weapon with multiple heals, i would rather use a staff.. hit more, do more damage, and have more utility. the mace doesn’t seem like it is up to par with anything at all.
Quick over here————It’s that thread again!
Well strictly from a lore point of view it shouldn’t happen as we are all suppose to be fighting the menace that are the elder dragons. Now if you guys want to beat each other to pulp, I’m all for a PvP server or arenas in each city as a “training area”, so long as I don’t have to see all the races pretending that for some reason it is now all out civil war after the storyline I’m fine with it.
since when did people not spar with each other to get better?
that is dueling.. its not a fight to the death, it is exactly what it sounds like. two people, testing their skills and testing each other.
the REAL reason why we need this, is for WvW builds and fighting. currently you cannot get and use the same runes in Spvp that you can in WvW. i can get 90%+ boon duration on my guardian for my spec in WvW and PvE. but in Spvp…. i get a whopping 60%….. and stats are way off too. you can’t have the same character because Spvp is meant to be super balanced. and the only way to test WvW builds is to fight in random fights and hope you aren’t just fighting some bad player when you get into it.
not to mention trying to spar with someone in WvW CAN happen, but most of the time ends with a newbie enemy jumping into the fight near the end of it, ending it quickly.
attack and defend style. a new way to get the satisfaction of keep capture and defense, but on a scale that people can take home in small doses.
a suggestion as simple as.
both teams have X lives
one starts on attack, one starts on defense.
the timer starts, maybe 15 minutes?
each team member has 1 of each type of siege, and supply can be run from each teams starting points.
defense team gets 1 minute for setup and prep
by the end of the 15 minutes, the match is evaluated based on kills/deaths/distance the attackers reached into the keep/and whether or not it was captured in time.
could make these a max of 20v20 and have them be ranked eventually so guilds can really see who is better at wvw keep capturing and defense. instead of everyone calling names in the forum WvW area and getting all bent out of shape about ghost capping, PvD, and flavor of the month population capped servers
well i guess need is a strong word, but it would be very nice to have the weapon swapping out of combat looked at better, currently it takes a bit too much time when trying to keep up with a group to pull out your hero menu, right click on the weapon and find the right weapons to put in each slot without running off a cliff or telling the group to stop and wait before being put back in combat again.
having 2 weapon sets to swap in between combat is great, and fine the way it is, but it would be nice to have this set to help with out of combat build switches. possibly a way to hit a button preset to change even your skills and traits to something different, like going from a full supportive guardian, to swapping out gear and trait choices and weapon to a full dps combination.
for a game that is supposed to be very customizable and allow for easy changing from 1 build to another, i think this should be supported some time soon to encourage people to not run cookie cutter builds, and to experiment more with less worry about harsh consequences like long trips to respec and having to click things 45 times just to get switched to a better suited gearset/loadout.
i would love to see a team dedicated to taking care of these exploits.
personally i hate trying to run a dungeon and end up running 1/4 of the dungeon and the rest is completed easily due to glitching/terrain exploits, etc. and i personally try to tell the group that i prefer to run the content like it should and not glitch/exploit to a faster victory…. if they feel that is going to slow their run down, and its not worth it to them. then i will just leave the group and now they are faced with the possibility of not even being able to do the run anymore.
what one person said earlier in the thread is purely laughable!!!!
" It’s a slippery slope that I don’t think ANet has the resources to enforce, nor would they want to. Playing the game fearful that anything you do can get you banned is terrible."
^ if you are honestly fearful of being banned for your actions, that means you are clearly doing something you think you shouldn’t be doing… so stop it.
can we get a response as to why certain stats aren’t provided with the new ascended gear?
we all know that it provides basically a form of artificial gear check for the agony, but it would be nice if we could just make a set of gear and not have to swap just to run a dungeon based on agony alone.
please go back and re-check your armor stat spreads….
i am a guardian main and i use cleric gear (power toughness healing) as my stat spread and it works great for the builds i like to run…. but there is ZERO ascended rings and amulets with these stats… why? why should i be forced to wear gear that doesn’t go with my build just to get an artificial gear check stat to move ahead?
off topic a little, it would be nice if there was a way to really customize the stats your characters gear had by combining other exotic items and further choosing individual stats that can be swapped between the gear (costly, but worth it if you didnt want 1 stat that was on something, and wanted a stat that was on something else).
as a mesmer, i think downed state is my most powerful state.
number 1 spam does 1.5k crits, 800-900 normal hits. number 2 gives me a clone and teleport… number 3.. well… hes a little illusion backstabber that crits for 9k…. and 4… well. i typically dont need to heal becaues i do more damage in downed than i do when up haha..
thinking about speccing into downed state buffs and just letting myself go down to win every fight
What game mechanic? I though you cannot teleport to a contested keep ( crossed swords )
Edit: ah, I see. That’s just farkin’ kitten ..
its not a bug, its not an exploit.
its just a bad design.
as someone stated before, what puts the waypoint into a contested state is when a door or wall is being hit on the keep (or the champion i believe is being hit).
if none of those things are being attacked, and the attack lasts long enough for the timer to run out, then the waypoint will be up.
aside from having to code tons and tons of checks in to try and make it so that a keep is contested if enemy players are fighting in it (which is dumb, because then kitten will ALWAYS be contested due to having a side send 1 player over constantly to make it contested easier than it is now), there isn’t much they can do except make everyone knowledgeable about how the system works.
so to be clear, if you dont want them to respawn at a point you are trying to take, you better find something that makes it contested, and attack it. otherwise, skirmishing inside does nothing to make a keep contested
apparently the concept of needing some sort of travel time between a spawn and a keep siege is flying way over some peoples heads.
this is why people complain so much, because they have no idea what they want, they just want everything that sounds good at the time without thinking what it means.
being able to pull ppl off of cliffs when you are out of range of ANY attack is complete BS
in WvW
Posted by: Kracin.6078
being able to pull ppl off of cliffs when you are out of range of ANY attack is complete BS
End of story
600 range too op for rangers to handle. please buff rangers range to 2000 , thanks
Hi everyone.
In the interest of allowing the worlds to have a place to discuss their matches, we’re going to re-open this thread one last time. We have taken the time to clean this thread up and there was a lot to be cleaned out.
These threads are for discussing WvWvW. If any further infractions are commited as those that have been cleaned, this thread will be closed and infractors will be dealt with.
Thanks for your understanding
So, are you going to do anything to change the current situation? At least you could clarify the reason why there are seperated us and european servers and why you dont want to match this servers against eachother. I thought you did it because of the timezone difference. Matching us and europe servers against each other would mean the european servers would “nightcap”(while everybody in the usa is sleeping) everything during their primetime and american servers would do the same during their daytime. So the whole wvsw would be about fighting against gates and npcs.
Now exactly this happened, because of a big american guild prefering to fight vs npcs instead of players and destroying the whole balance in the european brackets.There are two solutions:
1) Regionlock. No american players allowed in Europe and no european players allowed on us servers.2) Get rid of de/fr/ep servers. Get rid of the seperation between us and eu servers and match them against each other. Just make all servers international.(there are nearly no ping differences. i have the same ping on a german and a us server) So everybody will have to get a 24/7 coverage and everybody has the possibility to get one.
I dont care which solution you choose, but something has to be done. You have to understand that the current situation is very frustrating for many players.
one acronym
Spvp
^ what the mod said.
it’s a 24 hr game, if a server has more people on at a time than you don’t there is nothing to do but either try to find more people to fight them at that time, or wait til it somehow evens itself out. or, do what some people did and move your guild to a server that needs your “prime time” fighting in their “off time”, and that is the only solution.
somehow i don’t think people are realizing that FSP won’t have to keep fighting deso all the time, so all of these complaints are for nothing…. there is a reason FSP is not tier 1, and deso is going to move up to tier 1… FSP saying things about “nightcapping” and how badly they are losing, when there are 3 other servers besides deso that would annihilate FSP anyway is just funny to most people.
on that note, lets see what happens when deso hits tier 1, then fsp can be back to normal with their 12 hours of fighting, and 12 hours of 20v20v20 on all maps like it apparently was before all of this -rolleyes-
(edited by Kracin.6078)
@Kracin.6078 since quote doesnt work.
How can you seriously claim any of that being viable. You claim there is more pride on EU servers, sure that might be true But transfering here and facerolling as a major guild (how many guilds and side guilds do you have int he chapter with a “ruin” tag?) strips any pride that Deso once had.
When you reach tier 1 you say you will be where you wanted to on US servers. Wrong, you will be at the position you wanted, but out of a competative/skillful viewpoint no. You bash doors, its WvD for you, easy way to the top.
The US servers were too hard for your guild, so you move to where you have a great advantage. For instance, resets and match ups happen during YOUR peak hour, so you get a head start over the EU crowd.
You will never get epic fights here, because people get bored by having to back cap EVERYTHING each new day. More than likely you will see Deso get boycotted if the same kitten keeps going on without any lucky population change to other servers. By population change I mean a more multiregional population throughout all EU servers.
I honestly cant understand how you can sit and claim you want fair fights. You ditched the US server exactly due to the reason you now inflict upon the EU. You had the aussies nightcapping you, you transfer to eU and try to justify what you just migrated from.
Hypocrisy.
i see you haven’t been on the Us servers much.
as it was HoD wasn’t just winning because of a few guilds, it was winning because it had overwhelming bandwagon numbers migrating to it, which caused it to be a powerhouse above all simply because of numbers.
after HoD had a couple of bad PR moves, all the rats jumped the ship to the next best thing , Jade quarry. which is now doing the same thing HoD did, because of the bandwagon effect.
and like i said, we are moving because it will be the same story over and over again, one server dominates all day every day because of the amount of people that will migrate to the dominant server to claim victory.
once desolation is in tier one, i’m sure none of this will be remembered, and everybody will forget about how it was going to be pure PvDoor because they all know the time frames that we play in better than we do. anyone in the current match saw that fsp was keeping up just fine until their people just suddenly gave up when faced with the same thing we faced as a matter of fact.
we may be pulling ahead at X hour to a 600 point lead, but during the weekend when we had logged of (our early morning hours of 3 am to 10 am), deso was down and fsp had a 500+ point lead. twice i believe.. but the difference is staying at it. and not quitting.
back in the us servers, we had eredon terrace running in between tier 1 and tier 2, and it was the same story every time.
tier 2 we would end up facerolling because of how large the gap was, a 500k game at that. then at tier 1, we would end up losing in the end because of the massive amount of coverage by the bandwagon server at the time. add together all the contributing factors of going from a faceroll week of no pvp because the other 2 servers stop playing. and a week of only your guild being on the field because all of the fairweather people don’t want to regain territory at night, and it was obvious that since no one wanted to come over to fill in those gaps, then we had to move to somewhere and fill those gaps ourselves.
it’s about as nice as i can put it without pointing out flaws and resorting to ad homonyms of some sort when people talk about our own schedules of play like we don’t even know when we play.
TlDr
theres still a lot of playtime gap on desolation. the current score is only at a huge difference because of server morale, not because of “nightcapping”, as FS did plenty of “morning capping” until their people stopped logging on to retake
http://mos.millenium.org/servers/view/23 it may be player updated, but it shows FS consistently getting over 300 ppt at the same hours every day until recently when the people just stopped getting on to do it.
(edited by Kracin.6078)
^ this, as simply as it can be put, we came to the EU because of a couple of reasons.
one being that no one wanted to move to the us servers unless it was HoD, as they had the vast majority of players on at all times, as opposed to just prime times. so we made the move we wanted everyone else to make instead.
and two, there is a lot more…. pride… here than the US server have, in the U.S. bracket there are servers that stay somewhat consistent, but low, and there has always been one huge mega server that gains the collective bandwagon follow train of newbies that will transfer to the biggest wvw pop server there is, just to claim a victory.
when desolation reaches tier 1, we will be at the point that we wanted the us servers to be… a bit more even, because right now there are 2 dominant servers with more coverage than anyone else that have stayed top for a while, and we hope our move over here will help to create a better fight overall at the top.
in the end though, even tier 2 would have been a much more epic fight had the people on the other servers not gotten discouraged so easily. we saw this happen all the time on the US servers too, once 1 side starts taking a lead, everybody takes their ball and goes home. “no sense in fighting, they are just going to take it all back tonight”….. makes you wonder how FS got ahead of us during the first few days even though we were somehow a massive “nightcapping” force. except that when we log off, its most of us leaving around 12 am to 2 am.. leaving a huge gap before the main forces in the UK wake up, and thats when FS tend to take things back easier because there are less deso on. it happens to everyone, and complaining does nothing.
P.S. even if the server were locked, and it was impossible to play on EU while in the US or other time zones, then there would still be nightcapping complaints, except it would be complaints about which server has the most 2nd shift workers who can stay up all night to play. or which server has the most unemployed or something dumb like that.
Tl : DR
its never quite what you think it is, and its always something. right?
Ok, I had to watch the video again now. There was a bunch of guilds there as it seems. And, yes only anet can do something about the bugged orb, but still the TOS clearly says:
You will not exploit any bug in Guild Wars 2 … (bugs that grant the user unnatural or unintended benefits)
So, that was what I was refering to. Every Kodash player does this for some time now. I might add, that your video also shows that the acting player has an “unintended benefit” by having the orb buff without his server actually having an orb. I really hope he doesn’t get banned for this.
this is true, but you cant punish people for taking a portal simply because a portal shows up and they dont know where it goes.
how many times have people called “hack! hack!” whenever someone portals a group into a keep… hell, take a look at that cool stonemist take video where a hiding mesmer portals a small group into stonemist from the inner walls bypassing everything to take stonemist in a matter of 2 minutes flat! that was great lol. and it shows that if you really dont look for people, they know where to hide. especially with stealth buffs and render issues not helping much.
but heres the thing, these people who claim someone hacks just assume it was a hack because they didnt see anything beforehand and dont know what happened. and then a video comes out showing something similar happening and it goes quiet for a while until something happens again and then all of a sudden its hax again because people forget the things people employ as tactics later on.
i’d just appreciate if you just kept it to “how did this happen?” and a picture or video, and not just start pointing fingers at people
Well i said RUIN Raid and it was a full raid of them who used the hackportal and stayed EVEN after the commander pulled back AND they destroyed also the north weaponry. AND they needed to get killed to be pushed out. So what should all kodash players think about this guild?
full ruin raid? apparently you don’t really know us…. you saw what like 5 or 6 tags lol? how is that a raid.
aside from all of this, that was the absolute last keep for kodash on the map, and it was already so heavy under siege that there were already 3 different trebs built outside.
you are simply being the typical forum warrior who discredits and entire community based on a tag or two who may or may not have even been looking at their chat.
just sayin. stop trying to discredit people when you are just reaching for someone to blame….
oh and fyi. commander gray wasnt going to take that keep anyway, he was too worried about there being “5 arrow carts on the walls” at the door…. good lord no! 5 arrow carts is what stopped him from wanting to attack a door when i asked him.
20 minutes later after we got a different commander on who actually pushed a door attack, we were in and owned it even though it was being defended heavily… there were still tons of arrow carts, there were catapults firing behind every door at us, and there were even trebs firing at us from the back of the keep, it was definately still defended pretty heavily, but we still made it through because it was afterall the very last keep.
TL:DR please just keep the comments to yourself if they involve trying to discredit anyone based on you seeing a guild tag and nothing more
Nice going cheating your way into Shadaran, Desolation!
so you had no other keeps in the world and this is why you lost shadaran?
i do believe we came in through 2 doors (both the north ones actually) and took it less than 20 minutes after “commander” gray left after saying he couldn’t do it because there were 5 arrow carts on a door…. it wasn’t as heavily defended as you guys have claimed in the thread, there just wasn’t anyone attacking it in a solid enough force.
