Showing Posts For Orion.1678:
Brawler’s recovery:
Burst skill is immune to blindness.
I like this idea. That or
Brawler’s Recovery: Clears blind on weapon swap and become immune to blind for 2-3 seconds.
2 Seconds may be enough; 1 might not be enough and anything 5 or more is too powerful.
The 20% damage is actually applied whenever a target is dazed, knocked down or stunned not just stunned. So the way I use it is mainly for burst damage: for example
F1→#5→#2 etc
I made a warrior a little while ago, and just recently have I leveled him to 80 and geared him relatively well. So far I enjoy the play style much more than guardian, although I’ll hop on my guardian every now and then for WvW, which is pretty much all I do (I also use your healway build, thanks for that).
I don’t enjoy roaming on guardian as much as I do warrior, but I prefer not to roam for the most part. Conditions still seem to be the meta right now, and I generally run -condition duration on gear/food with plenty of condition clearing. I was actually considering a condition build for my warrior ha ha, which I unfortunately cannot do on my guardian
Honestly, this is the most frustrating thing to me about dungeons. I run CoF frequently and need to run CoE more so I can transmute the armor. If Anet made an option to allow an underflow server for each zone (if a zone from all severs has too few people then they would all be dumped into one underflow so they could play with more people) then I might change my mind. However, as it stands the contested dungeons is more frustrating and a hassle than something fun and interesting.
So I changed out the sigils so I’m using two accuracy and one energy. The only change I’ve made it using signet mastery instead of warrior’s sprint, since most of the time I’m in wvw I’m running with my guild or another guild group and we have swiftness up 24/7. I was somewhat tempted at trying mighty defense, because with shield in a zerg group I get a ton of blocks.
So far this is my favorite spec for warrior that I’ve tried…excellent work, sir.
I started using the build yesterday and I absolutely love it. The only difference was gear and/or sigil choices; not because I wanted to, but that’s what I had at the time.
I had soldiers with melandru runes with zerker accessories; although my knights set does not have any runes so I went ahead and placed an order for some hoelbrak runes to use in it. My hammer and sword have sigil of fire in them (energy on shield) and I’m liking that so far.
my warrior isn’t my main (well, it is now since I don’t play my guardian very often) I don’t have the ascended armor that my guardian has, which kind of sucks. Not looking forward to fractals.
I think Hoelbrak is a good set to add to knights gear … since knights has such low power…. Me I’m a junky for monster crits that make weak hearts scatter so I use zerker all day!…. But a small word of advice that not many people are aware of … if you use an on crit sigil like fire… it will put your energy swap sigil on cooldown… which is why I stick with static stat increase sigils.
Ohh, I totally forgot about the shared cooldowns. Thanks. I’ll change it out for something else then.
UPDATE: I went ahead and changed out the sigils and the spec has been a blast, pun somewhat intended. The only thing I changed is warrior’s sprint; since I usually run with a group in wvw I have swiftness up 24/7, so I decided to try signet mastery for more SoR up time.
(edited by Orion.1678)
I started using the build yesterday and I absolutely love it. The only difference was gear and/or sigil choices; not because I wanted to, but that’s what I had at the time.
I had soldiers with melandru runes with zerker accessories; although my knights set does not have any runes so I went ahead and placed an order for some hoelbrak runes to use in it. My hammer and sword have sigil of fire in them (energy on shield) and I’m liking that so far.
my warrior isn’t my main (well, it is now since I don’t play my guardian very often) I don’t have the ascended armor that my guardian has, which kind of sucks. Not looking forward to fractals.
Maguuma= Ma-goomba
Actually, I have been getting credit for the achievement without being on any siege. You just have to do enough damage to the door to get credit.
The purpose of brainstorming is to get ideas and thoughts flowing; good and bad ideas are welcome because a bad idea might need some tweaking then it may be a good idea or it may help spawn similar ideas, which could be better.
I’m pretty sure he either misspoke or didn’t phrase what meant correctly, but I’m fairly confident Amins meant fury alone will not solve our offensive problems. I kind of agree with him on feeling a little pigeonholed into the support role only and Anet only focusing on that aspect.
Just a quick note: you may want to change some things around as boon duration is capped at 100%. Your hero tab will show over 100% but when you activate a shout you’ll notice you’re only getting 100% more. For the hell of it I ran a little over 120% boon duration and activated Save Yourselves and was only getting 20 seconds, even though the tool tip said I should be getting over 22 seconds.
Just wanted to say I really enjoy using this build, but I made a few changes for running it in WvW. Inner Fire is actually a pretty decent choice in wvw zerg fights given how much burning can be tossed around and the amount of fury you get is pretty crazy. Although this depends on the zerg fights, but in bigger fights I get the burning application rather often.
Also I find that sometimes the regeneration from resolve doesn’t always keep me alive so I switched to sigils of restoration (+670 hp on kill, no ICD) on both my weapons; hammer and staff. My survival has gone way up switching to that and I sometimes use Hold the line rather than retreat due to the lower CD and more defensive boons, plus lower CD means I can convert a condition→generate boon more often.
The armor wasn’t broken or damaged at all, they were a neck piece and a ring. Hopefully this doesn’t happen again.
Has anyone experienced a bug with agony resist where in the middle of a fractal your agony resistance on your gear disappears? I was running a fractal level 10; I have +10 AR, two versatile simple infusions on my neck and ring, and during the maw fight I was taking far too much damage from agony.
I checked my character page and indeed I was wearing the armor pieces but my agony resistance said zero. I looked at the armor and both infusions were in their sockets but when I linked the armor to the group the armor said it had none. I just hoped out of the instance and checked my gear again and it’s saying I have +10 AR again. I was wondering if anyone else had this happen?
I enjoy it here
I tried your build out the other night and kitten it was absolutely fun as hell! Even in zergs (mind you we’re in T3 so it isn’t enormous blogs, but still a reasonable number) this spec was playing very well.
My setup wasn’t exactly the same 100%: I used scholar’s runes not orbs, I’m missing one berserk ring because I’m getting the ascended version soon, for sigils I was using fire on great sword and air/accuracy on sword/focus, respectively. Mainly because I didn’t want to spend too much gold switching things around ha ha.
The main way I played was to port in, use my cool downs and burst as much as I could, pop defensive cool downs, then get the hell out of there. I had a ton of fun out of it though, thanks!
(edited by Orion.1678)
There’s a huge difference between making something easier and making it obtainable in a reasonable amount of time, even for the most hardcore player. The titles, ALL of the titles, are far too extreme; some more than others. There needs to be titles associated with each tier. 13k kills in WvW and I have nothing to really show for it.
Honestly I really wish there were some title changes for the recent WvW update, but alas we’ll have to continue waiting for a change. On the bright side Anet has addressed the issue…unfortunately I don’t see changes coming in the near future.
Doth my eyes deceive me? I do believe that’s a dev. looking into scepter.
Also. Scepter isn’t terrible in PvE when creatures aren’t moving, the only issue is that it’s boring to use and really only has two dps options. In WvW you’d may as well fight with a plastic picnic spoon, because you’ll rarely hit anything.
(edited by Orion.1678)
I generally do reasonably well in WvW, both zerg and in small encounters. I generally run either a 0/15/30/20/5 or 0/0/30/30/10; right now I’m using the latter for WvW.
I tend to mix up gear but so far my favorite set up thus far is running knights armor with rune of the pack x6, knights Gsword with sigil of fire and Hammer with sigil of strength (superior), with Valkyrie’s accessories (except for back armor, I use cavalier with valk gem.) Oh I also use sigil of perception for +12% crit on a different weapon, then switch when I hit 25 stacks.
I sometimes use onomberry ghosts for food, but usually I use Bowl of Curry Butternut Squash Soup, or the tiered food below since they’re cheaper. I usually stick to oils because there are easier ways to get might; either master or quality oils.
[/quote]
Yes, these do suck. However, out of everything wrong with WvW (and there’s a lot) – this is what you would want addressed first?[/quote]
I didn’t say I wanted it fixed first, I just said it’s something I WOULD like to be addressed at least at some point in the future.
Re: titles, I actually like that they are set to be about 7 year goals, now a few of them need fixing but think of it similar to the Heros Ascent title in GW1, getting 15 ranks of that took an insane amount of time.
They just need title rewards for each step on the road to maxing that title.
I’m not sure how you’re okay with titles taking 7 years to get, because unless they had an amazing visual effect that went along with it I find them very lackluster for how much insane time is involved. I would like there to be a tiered system where you get titles along the way.
The one issue that I wish would get addressed are the titles; not the ones they’re about to introduce but the existing ones. ie: Ultimate Dominator, Interceptor, etc. because the requirements are FAR too extreme.
Normally i’d agree but this profession actually has quite a bit of mobility in terms of teleports. So far, we’re the only class that doesn’t have cripples, stuns and now 25% movement speed boon. A little lopsided if you ask me.
We have only two offensive teleports; Swords is 600 range, 10 second CD. Judge’s Intervention is 1200 range, 45 second CD. Merciful Intervention is more defensive since it teleports to a teammate with the lowest HP, although it’s possible they’re in melee range of others, but an 80 second CD means it’s not too useful IMO. Flashing Blade should be 900, but that might be too much but 600 seems a little low; 750 might be a nice medium. I think Judge’s Intervention just needs the CD reduced to around 25 seconds.
According to many other Guardians we have the worst mobility in game after the updates.
It needs a buff or a change. I don’t care what, but the scepter needs to change in some way, shape or form, because right now it’s mediocre at best.
Honestly I think the hammer abilities are just a little too slow for a melee weapon and feel rather clunky to use. I was going to write a really long “review/suggestion” list for guardian weapons/traits/etc and that’s something I’d like to see addressed.
@Vanguardian They did not buff the scepter’s #1 “Orb of Wrath” projectile speed.
They buffed the Staff’s #2 “Orb of Light” projectile speed, which makes it decent now,but it still has problems.Our scepter’s projectile speed is so slow that to be effective you need to be around 300range max. It really needs a 33-50% speed increase to be effective and add some flavor to it, such as a combo finisher.
^. I’d to either see the speed of the projectiles increased with an added ability (like get a boon every X number of hits, or a condition on them) or make it instant but have a 3-chain combo with an added effect.
Also the smite ability does damage divided by the number of players (WvW since that’s where it has the most issues.) Personally I’d like this to be changed into a symbol that puts conditions on enemies who step in it (not sure which) so that it can benefit from our symbol enhancing traits.
The #3 skill is okay but usually you use it when the enemy is getting to close to you rather than keeping them running from you, but I’m okay with that.
Scepter is not fine, in fact it’s one of the most infuriating weapons to use in WvW. The #1 and #2 skills need some work, because right now it’s our only true ranged weapon and it’s mediocre. I was having a debate with another person in the forums about weapons you’d like to see added.
I seriously doubt that at 3K toughness you’ll be hitting them THAT hard, otherwise I’d like to see so. Heal any damage? Resolve heals for a little over 8K for me with Honor traits and if you’re running +healing you’re not going to be dishing out as much damage. We have the lowest health pool in the game to offset our damage mitigation, which is good I agree. Rolling to dodge? All classes can do that too. Dishing damage back is relative; if you’re built like a tank you won’t be hitting as hard as a class cannon.
Thieves will easily be able to run away with stealth; not too sure about mesmers though. You seem to think I want scepter to shoot laser beams that are 1 hit KO, I just want it (and staff a little) IMPROVED not buffed out the kitten You seem to think we can’t have ranged weapons because we’re a melee class, ALL classes (ALL) have access to better ranged than us.
I’ve played WvW pretty extensively and while I’m not the best player the scepter is the absolute most frustrating weapon I’ve used. I do WANT the scepter but it needs to be better and most guardians, and even other classes, agree it needs to be buffed. Staff isn’t bad but it’s not really a ranged weapon and the only change needed is that the #1 attack have a Z axis so we can hit 3 dimensional not 2.
I don’t think Guardians need a new weapon. Perhaps a new utility skill if not a new weapon.
Bow of the righteous = Summons a bow of light (in your hands) which will give you access to a new set of weapon skills.
Something a long the lines of Engineers kit skills but with a timer. A tank with a everlasting effective range attacks would be invincible and OP.
I don’t like the idea of having a ranged weapon on a cool down. It seems cool, but taking a utility slot to have an adequate ranged option does not sit well with me. I doubt we’d be OP with better ranged options; all we need are serious changes to scepter and staff (to a lesser extent) and that would be acceptable.
Your quite wrong. Guardians have the ability to mitigate a tonne of attacks. to allow a guardian to be able to throw out good damage at range whilst being able to do it is incredibly OP.
We are pretty kitten strong in melee as it is. The only way to beat a guardian is to kite it. So what happens when you cant kite a guardian? game over.
We have wall of reflection as our main counter to range. Pop this up for 5 seconds whilst throwing out all our lets say a new guardian longbow skills would be insta kill.
If they give us better ranged ability they will have to nerf us in our survivability. I don’t particularly wan’t that so the best solution I can see is to have a range skill set on utility that’s timed. It won’t make us OP in any way as it will be limited.
If said skill set was a permanent utility skill then its use would either be for CC or do very little damage.
Got to factor in the balance factor. Sure Guardians can do with a new long range ability/weapon. But lets not ask for something that will just mean we get nerfed some more
I disagree. We can mitigate damage through protection/regeneration/etc. but when every class has ranged options that (for the most part) are far better than our own we definitely need help in the ranged department. This game is designed to play as you WANT; Warriors and Thieves are strong melee and their ranged options are better in my opinion.
Wall of reflection has a 32 second CD traited plus you can AoE around it, simply strafe around, or back up so that our ranged attacks won’t hit you. It doesn’t last indefinitely and it wouldn’t be “insta kill” as you put it. All scepter needs is a change to make it BETTER not amazing, but better than it is. Ever try using the scepter in WvW? It’s beyond frustrating, especially when you’re running with swiftness on and almost running as fast as the projectiles themselves.
Having a ranged on CD doesn’t sound fun does it? Having to sit there and wait for your timer to come up so that you can ranged attack?
I don’t think Guardians need a new weapon. Perhaps a new utility skill if not a new weapon.
Bow of the righteous = Summons a bow of light (in your hands) which will give you access to a new set of weapon skills.
Something a long the lines of Engineers kit skills but with a timer. A tank with a everlasting effective range attacks would be invincible and OP.
I don’t like the idea of having a ranged weapon on a cool down. It seems cool, but taking a utility slot to have an adequate ranged option does not sit well with me. I doubt we’d be OP with better ranged options; all we need are serious changes to scepter and staff (to a lesser extent) and that would be acceptable.
There’s a difference between having “great ranged” and “Acceptable range.” Right now the scepter is unacceptable; staff really isn’t a ranged weapon it’s more of an extended melee weapon considering shooting one orb of light every few seconds really isn’t ranged.
I’d prefer we get the scepter buffed to an acceptable level rather than getting a longbow, although if crossbows were ever introduced…. bottom line is scepter needs work, DESPERATELY.
As it stands right now I don’t consider using any of the Charr racial abilities with my Guardian, and after checking out other people’s discussions of racial abilities most of them feel the same way.
The main problem (at least for my character) is that the racial abilities don’t have much synergy with our traits and the only combo I can make is with the Hidden Pistol ability, which really isn’t that good.
One possible solution could be to buff up the abilities in the general way: reduced cast time, increased effect, increased range, increased damage, etc.
The other possible solution, which may be trickier, is to have racial abilities have classifications so that they work with traits. For example; Charr’s ability Battle Roar could be classified as a shout for professions with shouts; the only problem is that not all classes use shouts so Battle Roar would have to be classified as something else for a different profession.
While this is more complicated and probably less feasible I think something should be done about racial abilities because when I started playing this game I felt like that the racial abilities would provide for more uniqueness to each class, but in actuality they just get left in the dust.