Showing Posts For Rasp Sabreblade.5421:
if you say you are seeing alot of guardians in queensdale – i would expect that from the key runners, but thieves are a suprize to me.
my main is a guardian, but I also play and ele, mesmer & engi also.
my advice is – if you want to play a guardian then do so, but don’t expect it to be a paladin/cleric class, because it is not. The guardian is more about party mitigation than healing, and imo the ele is more of a cleric class then the guardian.
Also, you could start in a different area other then queensdale (human) – there are 4 other races and each has their own starting area.
Heck – i did a pug the other day in a dungeon and ended up with 5 mesmers. So eventully no matter what class you choose to play you will end up seeing a lot of one profession in an area at some point.
personally i would like to see 5 maps. the first one being a 45-55ish zone, the second a 60-70 zone, third a 70-80 and the last 2 be just lvl 80 zones.
I think this would be a nice progression to perminent content, considering these zones will hopefully remain after LS2 is over. This is just thinking about when ppl start new toons it would be nice to have a few other higher lvl zones, but not just max.
I am hoping for a few mor JP also.
thanx – i am very behind on the personal story atm with 5 lvl 80’s you would think at least one of my toons would be beyond the lvl 30 personnal story.
So since we have had plenty of time to experience the crown pavilion before the LS2 is released, I thought this would be a good time to post this.
The one area I disliked being in was the destroyer zone, because every time the fifth hit would strike I would get to see the lovely ‘Invulnerable’ word pop up on the screen. This got me thinking. So eventually when Anet adds Primordius’s Living Story to GW2, how useless will most of the guardians’ condition dmg be since this is their inherent trait.
So my proposal would be for Anet to change the inherent burning trait from burning dmg to holy flame dmg (or something like this), which would make it a blue flame instead and thus then can be adjusted independently from burning dmg.
Then flip: Radiant Power (Deal 10% more damage to foes inflicted with conditions) with Fiery Wrath (Increases damage against burning foe by 10%). Then change Fiery Wrath to Holy Wrath (Increase dmg against holy flaming foe by 15%). So holy flame is maybe not the best name for it, considering the poorly worded descriptor I gave.
All in all – Anet added torment without any major issues from what we(I) saw; I would think this would be no different. Besides a few descriptors for the traits, but they mess with these also all the time.
So I logged on this morning and didn’t see any update come through and I checked reddit and this forum to see if anyone else had posted something related to the pic I took.
I didn’t find anything.
I don’t know if my graphics card glitched or what is going on, but with this upcoming release I thought I would post this.
I also checked the map from that_shaman and saw the area uncovered, but I forgot to check wiki for the fully explored map. I am not sure if this is actually an uncovered area or not. It just struck me as being wierd with the 60 that showed up, when it is not part of bloodtide coast, which is a kitten lvl zone.
So way off base just a quick – switch to your map completed toon and take a look. your being a dumb kitten.
just maybe got over excited for the upcoming LS2 and was hoping for something new.
I miss the armor ignoring skills, hexes, roaming mobs, skill capturing and a number of Skills that either negated dmg or inflicted it back to the source, ie…sliver armor, stone flesh aura, holy wrath, SoJ and the hex skill spiteful spirit and insidious parasite to name a few.
As I have stated before – the issue of the guardian having traits to increase burning duration and dmg isn’t the concept. It is the execution.
The limit is the guardians burning (fire dmg) is tied to all other professions in the game so it can’t be scaled based on if it is OP or underpower for one profession.
What Anet needs to do is change the guardians burning trait from fire dmg to holy dmg and make it a blue flame. For those of you who didn’t play GW1 – Holy dmg was an actual type of dmg which wasn’t carried over and was inherent to monks and could be added to weapons. This would just basically add another condition (which they have shown they can do, ie…torment) only for the guardian and then make a few tweeks to some of the skills – but i am not going to get into that now. This should only be able to be used by guardians
On a side note they should do the same thing for necro and call if Dhumm’s Fire or dark fire and make it a green flame and then remove the generic fire condition from necros.
Lonewolf would you mind being a bit more specific about the trait changes.
The reason for the following suggestions is due to the fact that Guardians lack any type of major access to any type of real condition dmg and no real access to conditions outside of burning, blind & vulnerability (I don’t count the chill chance when using a hammer). So why not adjust the guardian to utilize the conditions we have access to and tweak some of the traits we have to use make the guardian stand out as the symbol dropping, vulnerability & blind inducing class it seems they were meant to be (plus group protection).
I know there are some holes and balancing issues that will be caused because of this, but IMO they should be very negligible, if any.
I also have a big gripe, with why necros have DhuumFire – 100% chance to cause 4 secs burning on Crit. Why oh why doesn’t the guardian with a base mechanic (virtue of justice) of dealing a burning condition on hit, not have any trait that does this? I mean even if it was a 60% chance to cause 3 secs burning on crit would be better than nothing. The reason I say it as 3 secs – 60% chance, is because it could get OP if traited with my changes below to Supreme Justice.
Guardian Changes:
Burning issues — Burning should be broken into 3 different forms: Holy Fire, Dhuum Fire and as is(current burning state).
Guardian – Blue Flame = Holy Fire – Holy dmg
Necromancer – Green Flame = Dhuum Fire – Dark dmg
Mesmer & Necro – Remove existing burning condition
All others to remain the same
Currently burning applies condition dmg after one tick (second), which if someone has any type of condition reduction – it completely nullifies a base component of the guardian. So either the tick should come all at once in the beginning or be broken down into 1/8th or 1/16th tick over the course of the second, which would give you the same overall dmg without having the all or nothing. This change/modification should only be applied to the guardian – thus the reason for a different type of condition dmg.
Virtue of Justice:
Causes 2 ticks (seconds) of holy dmg every 6th hit.
Spirit weapons:
Remove destroy on command and just leave it at command
Adjust all spirit weapons to be 45 second recharge 20 second up time
Cause holy dmg when traited instead of burning condition
Greatsword of Vulnerability – adds vulnerability to foes
Command: causes retailiation
Scepter of the Blind – blinds foes
Command: immobilizes foe
Staff of healing – functions much like a reduced healing breeze currently does, without condition removal
Command: chills foe
Dagger of bleeding – causes bleeding
Command: causes weakness
Spirit Weapons:
Splinter weapon – much like skill of same name from GW1 for Ritualist (hits up to 5 foes adjacent to target foe)
Add some more of these type skills – Brutal Weapon, etc…
Add a major trait to adjust number of foes affected by these skills
Skill changes:
Healing Breeze – Heal yourself and create a symbol (120/180) at your location to heal allies & removes 1 condition unless you have Absolute Resolution as an active attribute then 3.
Takes on all attributes that effect symbols
Attribute changes:
Inspired Virtue & Virtue of Retribution should be combined – functions like Inspired Virtue
-Elusive Power – creates symbol of immobilization and/or vulnerability (180/240) on dodge
-Absolute Resolution – Should be minor in Master trait line
-Selfless Daring – heals allies and creates a symbol (180/240) that blinds foes
-Fiery Wrath & Radiant Power should switch positions
-Fiery Wrath – increase dmg to 15-20%, but only Holy Fire (not regular burning condition)
-Supreme Justice – holy dmg every 5 attacks w/ AOE dmg symbol (180/240) at target foe location
-Power of the Virtuous – @ 25% health gain Retaliation which deals 66% back to foe for 3 to 5 secs
-Eternal Spirit – Move to Grand Master Major – makes spirit weapons invulnerable
Add trait to reduce the recharge time of spirit weapons by 20%
-Zealous Blade – change to 2-hand weapon attacks deal 5% more dmg & heal you, but move to Grandmaster Major & change name to Zealous Power
The following attribute changes are based on my thoughts about minor traits being generically helpful instead of weapon/skill specific, which most of the minor traits currently are.
-Symbolic Exposure – move to Adept Major
-Shattered Aegis – move to Master Minor
-Symbolic Power – mover to Master Major
-Kindled Zeal – move to Grandmaster Minor, but this is based on my above change suggestions
Please post any suggestions on improvements or reasons why something won’t work.
(edited by Rasp Sabreblade.5421)
Not to derail you post, but I think a off-hand offensive mace would be better suited for the guardian. something like a ground smash to send foes flying and teleport to foe healing allies and burning foes in a 240 area around you