Yup, I hope the omission of any mention of weapon QoL fixes or trait rebalancing (unlike other professions) is simply in the interest of keeping the announcement short and sweet.
Also, you can change all you want on spirit weapon actives but it will be for nothing if the simple issue of cooldowns and trait placement isn’t addressed.
I am still quietly optimistic – they didn’t say we are in a good place, and at the absolute worst I’ll have something new to put in the bugs list
(edited by Tarsius.3170)
What the hell is wrath skill? There’s like 20 skills with the word wrath in it.
It’s our downed state uber dps skill. I expect everyone will switch to Strength and Revenge of the Fallen now – AH is dead!
Everyone who complains about a guardian’s low HP pool failed to grasp that it allows us to enter Downed State far more effectively than other classes.
Be prepared for all guardian zergs in WvW like this one:
(edited by Tarsius.3170)
Guardians already have sports equipment covered:
OP: there have been no hints on what guardians are getting – history suggests we’ll be largely overlooked, although I’ve seen one off-hand dev comment about buffing Smite Condition.
What we would like to see is another question entirely. 2-hander Polearm, crossbow and offhand ankh would all work for me….
Really I’d be more happy to see traits reworked and skills fixed than any new weapons
(edited by Tarsius.3170)
I think I’ve run into this Guardian in WvW before – way way OP, had loads of health and kept using some “un-guardian” skills.
If his nick was something like Commander Seigerazer, I’d report him for exploiting at once.
- Only a WvW blacksmith can afford their own tropical island
- Only a WvW mesmer gains a tactical advantage by being downed
- Only a WvW player does a jumping puzzle with their map open
(edited by Tarsius.3170)
Mace
- Protector’s Strike ∞
- The blocking component will consume itself and other sources at the same time, like Aegis or Shield of Wrath stacks.
- The skill will fail to block any attack from enemies that were not previously aggressive towards the player, meaning that if you preemptively cast the skill, move into aggro range and the mob hits you, it will not block any attack.
- Faithful Strike ∞
Only hits 1 enemy, despite indicating a target limit of 5, and the other 2 auto-attack chain skills cleaving up to 3 targets each. However it does heal up to 5 allies.
Utility Skills
- Hammer of Wisdom ∞
The push-back mechanic pushes enemies through Line of Warding and Ring of Warding.
- Judge’s Intervention ∞
Teleporting towards the end of a fall from any height will allow the guardian to avoid all damage on impact ( provided there are targettable hostiles nearby ) – probably a feature!
- Signet of Mercy ∞
- The tooltip is ambiguous, should indicate it rallies downed players, not revives, as it does not revive a defeated player.
- Can fail to rally a downed player while poisoned with very low hp, user reported it brought him to 70% instead so maybe the poison cut the healing and it did not heal enough to rally?
- Purging Flames ∞
Due to ground targetting, this skill is very hard to use effectively underwater.
- "Retreat!" ∞
Cannot be activated whilst jumping or falling, like other shouts can despite having a 0 cast time.
It can still be chained mid-channel with other skills.
- "Save Yourselves!" ∞
PVP only: Is not listed in the hero panel build editor skills list ( but is still selectable in the utility slot bar ) – probably due to the pvp/pve boon duration skill split.
- "Feel My Wrath!" ∞
Does not play the voice audio. ( available from the original Tome of Wrath #1 skill )
Elite Skills
- Renewed Focus ∞
- Sometimes it may start the animation and not offering any protection for the 3 seconds, if you move the spell will not go on cooldown and you can cast it again.
- Dodging while under the skill effects will often stop Virtues from being refreshed, and the Elite is forced into cooldown ( although invulnerability is unaffected ).
Other Issues
- The boon Quickness continues to affect leap distance ( even after the 7/7 patch ) for skills like Leap of Faith and Mighty Blow. Approximately, the former will have the leap distance reduced from 600 to 460 and the latter from 300 to 240 ( about 20-25% shorter ).
Notes
- Auto Attacks chains won’t start by themselves on enemies being hit by symbols, for example symbol of wrath without the player activating the auto attack chain by himself before the symbol is cast, is this intended or bug?, if the enemy is being auto attacked and then the aoe field is laid down the auto attacks will continue normally.
(edited by Tarsius.3170)
Fix all our broken skill facts, once and for all
oh my…
Christos knows his stuff. Don’t be critical of him.
Christos can’t be critical, he doesn’t have enough points in radiance!
Guardian Healing Skill Chart with 1000 Healing Power
Self Per Cast Self Per Minute Ally Per Cast Ally Per Minute —-————————- —-—————- —-——————- —-—————- —-—————- Shelter 5255 9482.71 0 0 Signet of Resolve 9400 13756.1 0 0 + Signet Mastery 9400 17090.91 0 0 Healing Breeze 7525 10500 5325 7430.23 Antitoxin Spray 4520 8748.39 0 0 + 1 condition 5201 10066.45 681 1318.06 + 2 conditions 5882 11384.52 1362 2636.13 + 3 conditions 6563 12702.58 2043 3954.19 + 4 conditions 7244 14020.65 2724 5272.26
Strength of the Fallen
– Fixed a bug with this trait that makes it lose health 33% slower while downed instead of the previous 11%.
Discu….
…nm
Please bear with me while I update for the June 2015 specialisation patch
If you have discovered a new bug please make sure you post it to the Official Bugs Forum first and foremost.
I will not be listing bugs which I think can be used to exploit unfair advantages in PvP settings. (Although I do forward those directly to Anet)
Next to each entry you’ll see a ∞ link which you can right-click and copy for a direct link to that specific issue (incase you want to post a reference to it in another thread).
Specialisation Traits
Zeal
- Zealous Blade ∞
Master II
When using the Greatsword skill Binding Blade the player does not receive any healing from either the initial blade strike or the subsequent tick damage. Players also don’t receive healing from the bolts cast from Whirling Wrath.
- Expeditious Spirit ∞
Grandmaster I
Sword of Justice command skill will fail to trigger if activated within 10 seconds of previous usage
Radiance
- Right-Hand Strength ∞
Adept II
The 15% extra crit while using a 1 hander weapon is not reflected on the character panel. This is most likely due to the fact it only applies to your main-hand weapon, and isn’t a general stats boost.
- Renewed Justice ∞
Minor Master
Will only trigger if the defeated foe awards XP.
- Wrath of Justice ∞
Master I- Does not activate immediately when using Greatsword skill Leap of Faith – however if you wait 2 seconds after triggering Virtue of Justice, the bind effect will work as expected
- Is not affected by Perfect Inscriptions (see below)
- Perfect Inscriptions ∞
Grandmaster II
Does not grant a Light Aura when activatingSignet of Resolve, Signet of Courage (elite) norSignet of Wrath via Wrath of Justice or reduce its cooldown.
Valor
- Stalwart Defender ∞
Master I
Does not award +180 bonus toughness if you have no other active toughness passive bonuses. ( therefore it will never work in PVP, and only work in WvW/PvE if you have toughness awarded by food or WvW faction bonuses
(edited by Tarsius.3170)
Virtues
- Indomitable Courage ∞
Grandmaster III- Swapping this trait in/out gives Virtue of Courage a new cooldown timer, allowing for double activation.
- Couragous Return will not reset Virtue of Courage when this trait is enabled ( because of the alternative timer )
Hammer
- Symbol of Protection ∞
- Has a tendency to form itself in the ground below or floating above the guardian in uneven terrain or areas with several layers like the Orr ship.
- If the target dies just before the third auto-attack lands, the symbol can be placed twice resulting in double tick damage and twice the amount of protection stacked.
- Ring of Warding ∞
- Enemies may exit the ring without stability if timing their jumps or dodges correctly.
- Cancels the knockdown animation from enemies affected by banish.
Staff
- Orb of Light ∞
The orb may rarely get stuck in the terrain or more commonly in WvW fortress doors prompting you to detonate it.
- Symbol of Swiftness ∞
Can fail to apply swiftness if a player runs through the symbol between ticks ( This is more likely if the player is already under the effect of swiftness ).
Traiting Writ of Persistence for larger symbols can further alleviate this issue.
- Line of Warding ∞
- Enemies may pass through the line without stability if timing their jumps or dodges correctly.
- Cancels the knockdown animation from enemies affected by banish.
Sword
- Sword Wave ∞
- The third auto-attack chain often can miss structures or be obstructed by the terrain.
- Bizarrely, this is a piercing projectile attack which can also be reflected back at the caster.
- If the target dies before the third auto-attack lands, Sword Wave can repeat multiple times until it strikes another target or sometimes striking a target more than once.
- Flashing Blade ∞
- The teleport component may put you inside the terrain unable to move afterwards, may sometimes fail to teleport to a target that should be able to like on a ledge.
- Sometimes players will encounter a rubber-band effect after teleporting where they suddenly snap back to their original location.
Shield
- Shield of Absorption ∞
- Detonation can fail if attempted too quickly.
- The projectile absorption was broken in a patch and only lasts for 2 seconds instead of the stated 4.
Torch
- Zealot’s Flame ∞
Does not apply 6 seconds of burning as described by tooltip:- Very often applies just 3 seconds of burning
- Occasionally applies a second pulse of 6 seconds of burning after first 3 has expired ( totalling 9 )
- Zealot’s Fire ∞
Frequently fails to hit a moving target at range, becoming “obstructed” even on relatively flat terrain.
Scepter
- Orb of Wrath ∞
Enemies can make the bolts fly in crazy angles with small strafing movements.
(edited by Tarsius.3170)
CHANGES
2015-07-31_____________________________________________
- Removed: Invigorating Bulwark now applies for 10 seconds
- Removed: Wrath of Justice no longer puts Signet of Wrath into full cooldown
- Removed: Judge’s Intervention now correctly receives cooldown reduction from Monk’s Focus instead of Smiter’s Boon
2015-07-19_____________________________________________
- Updated: Zealot’s fire incorrect burning duration. ( thanks SineDen.3514 )
- Updated trait positions, copied from incorrect wiki order
- Removed: Radiant Fire only proc’ing on burning targets ( after tests )
2015-07-15_____________________________________________
- Added: Faithful Strike’s lack of cleave
2015-07-14_____________________________________________
- Finished updating weapons and utilities
- Added: Courageous return not working with Indomitable Courage
- Added: Leap distance affected by quickness (still)
- Added: Missing Feel My Wrath audio
- Added: Save Yourselves missing from PvP hero panel build editor
- Added: Underwater ground targetting issues with consecrations
- Added: Issue with Purging Flames and Merciful Intervention underwater
- Added: Issue with Stalwart Defender not awarding toughness
- Added: Radiant Fire only procs when target is burning
- Updated: Zealous blade not awarding heals for Whirling Wrath bolts ( thanks SineDen.3514 )
2015-07-07_____________________________________________
- Removed: Symbolic Avenger damage multiplying bug
- Removed: Some (not all) signet light aura issues
2015-07-04_____________________________________________
- Updated: Many traits and skills from June 23rd patch ( still alot to do )
2015-03-27_____________________________________________
- Added: Radiant Retaliation not functioning as advertised
- Updated: Shield of Absorption bugged duration
2014-07-24_____________________________________________
- Added: Zealous Blade not healing with Binding Blade.
- Fixed: Virtue of Courage correctly represents Indomitable Courage trait in tooltip
- Fixed: Signet of Resolve correctly represents Perfrect Inscriptions in tooltip
- Updated: Permeating Wrath with tooltip fixes
- Updated: Supreme Justice with tooltip fixes
2014-07-13_____________________________________________
- Added: Purging Flames only cleanses 1 condition when Consecrated Ground is traited ( thanks Fashion Mage.3712 )
2014-06-04_____________________________________________
- Fixed: Other players can now hear Guardian Shouts
2014-04-27_____________________________________________
- Added: Retreat cannot be cast in the air ( thanks Minae Iss.7054 )
2014-04-23_____________________________________________
- Removed: Runes of Grove, Earth, Strength, Lyssa now function as advertised
- Removed: Zealot’s Defense graphical glitch
- Updated: Symbol of Swiftness ( removed out of date reference )
- Updated: Zealot’s Flame – burning application
2014-02-06_____________________________________________
- Added double Symbol of Protection issue with Hammer auto-attack ( thanks Brutaly.6257 )
2014-01-27_____________________________________________
- Added long-standing issues with the Sword’s third auto-attack ( thanks psy.5437 )
2013-10-31_____________________________________________
- Removed: Vengeful trait now correctly shows retaliation increase in skill tooltips (thanks seekerking.2875)
2013-10-24_____________________________________________
- Removed: Purging flames now correctly removes 3 conditions on cast – (thanks xFireize.6318)
2013-10-21_____________________________________________
- Added: Channelled skill tab-switching bug – (2013-10-15 patch, thanks Harbinger.8637)
(edited by Tarsius.3170)
I’m not sure Anet will be caving in to any more player weapon requests any time soon.
They’ve already said the 5000 range sniper rifle they’re including in the early April patch for guardians will be the last weapon buff we’ll be getting for quite some time.
You never know though.
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interesting, was able to recreate it too and I get the added bonus of being stuck in a whirling wrath animation while I walk around…. :p Good catch!
on a side note, oh thank god a dev looked at the guardian forums!
ah nice! the infi-spin bug returns… now my preferred method of travel around lions arch until it gets fixed
Would be great if it was a real tether – you could just run around dragging opponents behind you through the mud.
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I highly recommend you experiment with all the utilities you have available to get a feel for what they do and how they perform.
You should really think about switching them around to best suit the situation AND take best advantage of your traits.
Some utilities are useful most of the time, and most utilities are useful some of the time – so you’ve just got to experience them a bit to learn when to use what.
I will say that there are a few that are just too bugged currently to be useful – like merciful intervention and most of the spirit weapons ( unless you are levelling )
I’ve sent a request to sticky. I hope you get it – nice work!
although Wrath as a signet could have +speed passive and active quick/fury
I’ll repaste the post I made in the December Patch thread, because the SNR is quite high in there atm:
If this change has been indeed been on the table, I find it a little odd that Vigorous Precision which is the cornerstone of so many guardian builds hasn’t had a direct mention in the guardian patch notes – as I think changes to it will absolutely require a lot of careful consideration.
The question is, what change to this would be acceptable as a guardian. When most professions complain about a Guardian’s access to Vigor, they’ve been stuck in an endless fight with a bunker or have been slowly whittled to death by a Healway. ( conveniently ignoring how little damage is being dealt in those kinds of battles )
On the other hand, a DPS guardian really relies on Vigor to survive more than the first few seconds of a fight against high CC or burst classes.
If you have 10-12k of HP and low toughness, if you can’t evade the skullcrack, shatter or heartseeker you are dead ( in one or two shots in most cases ). If you can’t dodge through a necro mark you are dead a few seconds later because we can’t remove conditions reliably at that end of the tree
A lot of builds are forced to either run duel energy runes or push 5 points into honor ( or both ).
If Anet are dead-set on pushing vigor traits into adept traits, then what are our options? 10 points investment in Virtues? ( since a lot of guards DPS or otherwise will throw 5 points in there anyway ): that severely limits the support guardians options in an important tree.
If you push it further into Honor to keep the Selfless Daring synergy you end up crippling many damage builds, and limiting shout or symbol effectiveness.
Short of making it a class mechanic ( Virtue of Alacrity? Passive vigor/active swiftness ), I’m at a loss to come up with something that wouldn’t screw over a significant number of builds ( replace Valor 15? ). Perhaps the goal is to just prevent 100% vigor uptime, which I can agree on – it which case you could make Honor 5 give you a flat Endurance regeneration boost ( +50%? )
I really hope we can just keep it as it.
Was away for the last few days, and only just got around to watching the matches.
Great job team guardian!
I groaned when I watched the elementalist match round 1, but you guys turned it around in superb fashion, and after that you made it all look so easy.
Great play, and great coaching Jax.
A guardian can kill 2 stones with 1 bird
yup sorry, I’ve been slack with fixing that – I’ve updated it now, and it includes the correct interactions with “Save Yourselves!” too: FAQ #21
I heard a rumour Anet were going to add a new Spirit Weapon and revamp all the traits on the next patch.
There’s even a picture floating around on reddit:
Only a guardian has spirit weapons made out of french cheese
Tyler Chapman.1832The Guardian and Mesmer vigor traits are something that were on the table and will be on the table for change in the future. We don’t like those traits being that easily accessible. While they haven’t yet been changed as long as our thoughts don’t change internally they are part of the vigor rework we want to do.
If this change has been indeed been on the table, I find it a little odd that Vigorous Precision which is the cornerstone of so many guardian builds hasn’t had a direct mention in the guardian patch notes – as I think changes to it will absolutely require a lot of careful consideration.
The question is, what change to this would be acceptable as a guardian. When most professions complain about a Guardian’s access to Vigor, they’ve been stuck in an endless fight with a bunker or have been slowly whittled to death by a Healway. ( conveniently ignoring how little damage is being dealt in those kinds of battles )
On the other hand, a DPS guardian really relies on Vigor to survive more than the first few seconds of a fight against high CC or burst classes.
If you have 10-12k of HP and low toughness, if you can’t evade the skullcrack, shatter or heartseeker you are dead ( in one or two shots in most cases ). If you can’t dodge through a necro mark you are dead a few seconds later because we can’t remove conditions reliably at that end of the tree
A lot of builds are forced to either run duel energy runes or push 5 points into honor ( or both ).
If Anet are dead-set on pushing vigor traits into adept traits, then what are our options? 10 points investment in Virtues? ( since a lot of guards DPS or otherwise will throw 5 points in there anyway ): that severely limits the support guardians options in an important tree.
If you push it further into Honor to keep the Selfless Daring synergy you end up crippling many damage builds, and limiting shout or symbol effectiveness.
Short of making it a class mechanic ( Virtue of Alacrity? Passive vigor/active swiftness ), I’m at a loss to come up with something that wouldn’t screw over a significant number of builds ( replace Valor 15? ). Perhaps the goal is to just prevent 100% vigor uptime, which I can agree on – it which case you could make Honor 5 give you a flat Endurance regeneration boost ( +50%? )
I really hope we can just keep it as it.
(edited by Tarsius.3170)
Fixed a bug that prevented players from hearing other guardians’ shouts.
I missed this one the first time I read the patch notes because it wasn’t in the profession section.
This is probably the most significant update the guardian has ever received since beta.
(edited by Tarsius.3170)
Think of the passive as a mechanism to counter surprise attack or unwanted agro and the active a pre-emptive defence for you whole group against heavy burst or control.
While I agree the passive is a little lack-lustre, the active when traited is pretty strong, able to give aegis, 3 secs of stability and retaliation and 5 secs of protection to 5 allies on a 30 second cooldown ( with a little AH healing sweetener for yourself if you use it ) or an additional group wide stun break if you go with Shielded Mind.
This is pretty huge for your team if timed correctly, and can make or break a skirmish, especially when coupled with Renewed Focus in a pinch.
(edited by Tarsius.3170)
“Tis but a scratch. The black knight always triumphs in defeat!”
I once had an enemy champion breakout NPC hit me with binding blade on the wall – except when he pulled me I hit the wall edge and went flying 100 feet straight upwards in the air and came splatting down on the ground again.
Wish I had video capture switched on…
FYI here is how Merciful Intervention currently works
As others have noted the heal from Merciful looks like a fairly subtle star-filter glow around the player that triggers directly after cast. ( and has an effective radius of about 240 ).
I’m fairly certain from looking at the video that with new version of the skill you will no longer get any of the MI procs when you teleport with no target. But you will still get healing from Monk’s Focus.
=Tarsi=
Skill Name: “Screw you guys! I’m going home”
Type: Shout
Description: Guardian throws his weapons onto the ground an stomps off in the direction of the nearest spawn point. Guardian is invulnerable but unable to perform any skill actions until they reach the waypoint.
Cooldown: 180
Cast time: instant
That Damage from Bow seem weak and slow….
Bit soon to judge. I imagine even when we see live demos they’ll be sporting full cleric armor.
I’m quite happy if they’re big attacks vs fast pew-pew, but I just hope we don’t end up with floating tennis-ball style projectiles.
I’m so totally gonna ignore WoE now XD lol
I wouldn’t do that, I was able to cover an entire borderland in 1 giant symbol of swiftness
Welcome to the Guardian FAQ. Please spread enlightenment to the curious by linking them directly to individual answers using the following forum syntax ( for example ):
Direct link for Q16"FAQ Answer 16":/forum/professions/guardian/Guardian-Frequently-Asked-Questions/first#Q16
eg. FAQ Answer 16
Feel free to contact me with new questions you think should be added ( and their answers if you are able to provide them )
Q1 Certain rune sets have effects that activate after a healing skill is used. What is the definition of a healing skill in this case?
Whenever tooltips and item descriptions mention the use of a “Healing Skill” they are always referring to the 6th skill in your utility bar. Skills or Virtues with effects that heal are not considered to be “Healing Skills”
Q2 Why don’t nearby Allies or I see any toughness added to my hero panel when I trait Strength In Numbers
The effect is only active when you are in combat. You should see the stats update once you engage an enemy.
Q3 Why doesn’t Strength In Numbers increase my critical chance when combined with Retributive Armor?
Unfortunately, since Strength in Numbers is an active effect which is only available in combat, the Toughness bonus is applied after the passive Precision bonus from Retributive Armor is calculated.
Q4 Does Strength In Numbers stack if multiple guardians have it traited?
No, bonuses from multiple applications of the same trait do not stack. However they will stack with similar traits from other professions.
Q5 Right-Hand Strength doesn’t seem to be working. I see no bonus Critical Chance in my hero panel.
This is a display bug. The 15% bonus does get applied when you equip a one-handed weapon, but the change won’t be visible in your stats.
Q6 Merciful Intervention is meant to teleport me to the ally with the lowest health, but it frequently does not.
This has never worked as the skill description describes. It will always teleport you to the closest ally with the following priority: Party Member, Party Member Pet, Other Allies, Other Allies’ Pets and NPCs
Q7 When I cast an AoE shout or symbol not everyone within range gets the effect.
Generally AoE skills have a maximum target limit of 5
Q8 If I use a combo, such as a Blast Finisher in a Fire Field, do the resulting Boons take into account the field caster’s boon duration or my boon duration bonuses?
Combos will always apply the stats bonuses of the player that activates the finisher skill and not the field skill.
Q9 Sometimes when I cast a Ward skill like Ring of Warding, an enemy will just seem to walk through.
Players with the Stability boon will be able to walk through wards. Also it can be possible to use well timed jumps or dodges to move through them without being knocked back.
Q10 Sometimes I still receive damage, or get knocked down when I have Aegis or a block skill active.
Some attacks are unblockable, and will hit through Aegis.
Q11 What is AHEM?
This refers to a specific combination of traits – namely Altruistic Healing (AH) and Empowering Might (EM). In a very general sense, this is an effective method of sustained healing by doing damage and buffing allies.
Q12 My stomps in PvP keep getting interrupted.
As a guardian, there are a number of options available to you that can help you complete a stomp – depending on the profession you are facing:
- Applying stability with Stand Your Ground, or Hallowed Ground can prevent your stomp from being cancelled by knockdowns or interrupts
- Using Virtue of Justice to apply blind just before you stop completes will help prevent an interrupt. Traited properly, VoJ will renew each time you complete a kill.
- Using Aegis (Retreat, Virtue of Courage) or a block skill like Focus#5 will give you a better chance of completion.
- If the opponent teleports/mist forms away ( Thief, Elementalist or Mesmer ), you can use Judge’s Intervention to relocate to their new position mid-stomp to finish them off.
- Applying immobalization at the start ( eg. Sceptre #3, Hammer #3 ) will prevent Elementalist from running away with Mist Form.
(edited by Tarsius.3170)
sounds like he could kill two stones with one bird, or cut a hot knife with butter
(edited by Tarsius.3170)
Only you could make being stomped look like a victory
Instant cast, unfortunately, probably won’t happen. Anet doesn’t want a heal that can’t be interrupted, and the next patch looks to be reducing the cast by 1/4 of a second – implying that they realize that the casting time is too much, but that they don’t want to remove it entirely.
But it can definitely be interrupted with immobalize, evade, block, invuln, knockdown, pull, fear, stun and simply being run away from – if you do no damage you get no healing – that is its counter. IMHO it doesn’t need to be interruptible during cast as well. ( I’m ignoring the Monk’s Focus effect since it does require a grandmaster trait and the heal itself is relatively small )
I’m a little confused here, what do you mean by combo invulnerability from symbols? That must be some sort of hidden trait that I’ve never seen.
Don’t be pedantic ;-) yLoon means vulnerability ofc
“I don’t often run that build in pve, but when I do I don’t tell anyone, and no one notices”
Last time I used it was at Halloween in the Mad King event to cancel group fear on the ledges ( I was just playing around and testing it )
…as others have noted I’ve really not found utility for it that isn’t better served with having Absolute Resolution or Indomitable courage ( which has the same effect, but better ).
To be honest, I hope they merge it out in the upcoming trait patch and replace it with something more useful
(edited by Tarsius.3170)
apologies, had to step out for the day – otherwise I would have posted this earlier:
Average speed in units per second against Boon Duration
Boon Duration: +0% +20% +60% +100% ————————————- ———- ——— ——— ——— Normal Run Speed 300 300 300 300 Stop to fully stack 324.19 336.66 352.24 361.59 Cast on the move 326.4 331.68 342.24 352.8 Cast on the move (2 ticks) 352.8 363.36 384.48 399 Current System 352.8 363.36 384.48 399 Perma Swiftness 399 399 399 399 – JI/Sword#2/GS#3 433.3 433.3 433.3 433.3 JI/Sword#2/GS#3/Traveler 518.3 518.3 518.3 518.3
Approximate time in seconds to run from Sunnyhill to Garrison NW gate
Boon Duration: +0% +20% +60% +100% ————————————- ———- ——— ——— ——— Normal Run Speed 26.67 26.67 26.67 26.67 Stop to fully stack 24.68 23.76 22.71 22.12 Cast on the move 24.51 24.12 23.38 22.68 Cast on the move (2 ticks) 22.68 22.02 20.81 20.05 Current System 22.68 22.02 20.81 20.05 Perma Swiftness 20.05 20.05 20.05 20.05 – JI/Sword#2/GS#3 18.46 18.46 18.46 18.46 JI/Sword#2/GS#3/Traveler 15.43 15.43 15.43 15.43
This is adjusted from my previous example to take account of the fact you only need to linger for 3 seconds, rather than 4 inside the symbol to stack full duration
Looks like it’s only worth stopping to stack swiftness if you have 20% boon duration or above, unless you have big symbols, in which case it’s always better to keep moving
(edited by Tarsius.3170)
-Massive buff to Wrath, making such builds more viable. Potentially OP
Yup screw AH, I’m respecc’ing for Strength and Revenge of the Fallen the moment the patch hits.
I’ll post my “Dawn of the Downed” build later, if anyone is interested.
(edited by Tarsius.3170)
Jon: it will be cool if you can also look at the balance of the other signets, because it’s just not worth slotting any of them in most cases ( except bane for roaming ) – more so because they can no longer be traited to cure conditions
(edited by Tarsius.3170)
Just thought I’d put in a word for Good Guy Greg “Hallowed Ground” for supplying strip resistant stability + a blastable fire field with a long duration
edit: sorry Akamon, just saw you mentioned it already – it gets my +1 then ;-)
(edited by Tarsius.3170)
Polearm ftw and Glaive for ranged attacks ( and an Ankh that’s a frikken blue laser beam )
(edited by Tarsius.3170)