I guess stalwart speed coupled with hallowed ground makes for a nice quickness factory
If you are sure it was behaving that way – perhaps you stumbled on a bug that only manifests if you have a certain trait configuration.
This kind of thing has happened many times in the past, and is often very hard to reproduce.
Did you change your build at all from your initial tests?
sword is wonderful.
Great speed and accuracy on zealots defense, reliable damage from #1 that doesn’t blow back in your face and flashing blade finally gets a symbol
I was worried when I read the patch notes they’d do something like put the symbol before the tp, or remove the tp altogether.
no complaints ( and I’ve not been able to say that for a few years )
(edited by Tarsius.3170)
I find I agree.
The elegant chaining of JI with other skill has now become especially clunky.
While I have enjoyed the fun of teleport jumping over the past 3-4 year – I understand that it would be fixed at some point ( it took 3-4 years longer than I was expecting ) – unfortunately the patch has been executed in a very heavy handed fashion and a staple guardian skill has become increasingly frustrating to use.
Along with the line-of-sight restrictions introduced a few patches ago the skill no longer feels like a teleport at all.
I really hope the artificial limits imposed on it can be tuned with a little more finesse in the future
as long as #5 still interrupts…
Thanks to Tarsius for assisting me in finding this one(I feel like an idiot not being able to do so).
It’s not you – blame the hopelessly broken forum search – I needed google-foo to find your posts ( site: and intitle: and date range queries )
Courageous Return is bugged when used in tandem with Indomitable Courarge:
Stalwart Defender only adds toughness if you have passive bonus toughness applied ( which is not possible to do in PvP ) – here
Lastly, as GSiege mentioned, it’s intented behaviour the Communal Defenses doesn’t affect the caster.
Hope that helps
Yes, so I will echo the general sense of clunkiness observed by others.
We have a stack of new trap skills that require good mobility to use effectively, longbow skills that encourage you to constantly move in and out of melee range, and re-position for maximum effect.
But not the in-fight mobility to achieve these things.
As well as make F2 insta-cast with a more fluid animation, perhaps also make it spammable consuming 1/4 of your energy bar with each jump ( alternatively 1/2 + evade ). That way at least Symbol of Energy will also be a little more interesting/useful. This would allow for some quick repositioning at the expense of some damage mitigation.
The tether should perhaps last a bit longer, considering you can break it by moving out of range ( or as others have mentioned, make it traitable for extra duration )
(edited by Tarsius.3170)
He’s 100% correct, the skill has no counterplay(outside of being ranged) while doing a significant amount of damage in an area. I love my Guardian and even I can see the bs in it.
Edit: Just to clarify, any instant skill has basically no counterplay to it, just sayin’
While this is true, smite condition is also a counterplay to the excessive condition stacking and CC of many other professions and a crutch for our lack of mobility – our 10k of health doesn’t stand up to much unless our active defenses are unhampered.
I could envisage a change which would allow the damage component to start low and scale with the number of conditions applied to you, rather than being a simple high/low switch – which at least would encourage skillful timing, and perhaps 360 range is a touch high – but we need to be able to punish people who get to close to us.
Edit
Undead Rune’s 7% of toughness to condition conversion, doesn’t convert the toughness gained from Strength in Numbers nor the toughness gained from Stalwart Defender trait.
This is for the same as for Retributive Armor from FAQ#3
Active or conditional bonuses are always applied after percentage boosting traits are calculated
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
No clue if Tarsius is still around
Pretty sure he’s still around.
More or less
Although my time for play is very limited these days. I’ve been focussing on the bug-list recently, but I do plan an FAQ update soon.
@ Gail – is there a reason for unstickying the guardian issue list in this subforum?
Of all the threads it was probably the most up-to-date and is was useful for preventing constant reposts of the same problems guardians encounter over and over.
I’ve had a discussion with Josh about the merits of continuing it in the past, and he agreed it was a good idea, provided the bugs continue to find their way into the support section aswell after de-duping
(edited by Tarsius.3170)
I hope the JI fix also includes " Made Monk’s Focus actually reduce the cooldown of Judge’s Intervention"….
edit: nope, looks like they really did fix it
(edited by Tarsius.3170)
Guardian
- Sword of Justice: Removed the unnecessary skill fact when Expeditious Spirit is equipped.
- Invigorated Bulwark: Fixed an issue that caused this ability to apply for 8 seconds instead of the full 10 seconds.
- Wrath of Justice: This skill no longer incorrectly sets Signet of Wrath on cooldown.
- Judge’s Intervention: Fixed a bug that caused this skill’s recharge to be reduced by Smiter’s Boon.
- Justice is Blind: This trait no longer penetrates through defenses such as block and evasion.
For some reason, with +50% burning duration, the burning of Spirit Weapons are 4.25 instead of 4.5 seconds (at least is shown in this way in tooltips).
I couldn’t replicate this – with Sigil of Smouldering ( +20% ), Rune of the Forge ( +20% ) and Radiant Fire ( +10% ) – I get 4.5 seconds of burning on both the sword and the hammer ( in the tooltips and with an extra half a tick of damage as expected ).
Perhaps you were using a different trait/rune/sigil combination that is bugged?
I’ll make a note about the extra burning skill fact though.
thanks!
Thanks. The spirit sword issue is already covered under Expeditious Spirit.
I will check out your other observations and add them soon
Just checked it. Indeed it does not put the skill on cooldown, but still this trait activates the torch skill #4, so you cannot use Zealot’s Flame when this trait activates.
Yup – Radiant Fire actually activates Zealot’s Flame for you – so you either cast Zealot’s Fire to reset the chain or you wait for the 3 second duration to expire before you can cast it again yourself.
As others have mentioned communal defenses had always worked this way.
The reason you’ve not noticed it before was because pre-patch shattered aegis never used to hit more than 1k in a full power build ( and most people at events never ran full power builds ). Most of the time communal just isn’t worth wasting the slot for.
Post patch the damage of shattered was increased a bit too make it actually useful. But it still shouldn’t hit for more than 1.5 to 2k.
So what you see here is not an issue with the guardian skills, but insane power creep from other post – patch changes.
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 )
2015-07-19_____________________________________________
- 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 )
Added: Faithful Strike’s lack of cleave ( thanks Velho.7123 )
tldr; it’s bugged and won’t work when Indomitable Courage is also enabled. ( Indomitable Courage gives Virtue of Courage and alternative cooldown timer, and Courageous Return is not aware of it.
You should make a compilation of all current guardian bugs in bugs section, here no dev will look at, even if is sticky. I’m thinking to make one with the next patch (which is most likely to still be a lot bugs).
like: Guild Wars 2 > Forums > Support > Bugs: Game, Forum, Website >
Guardian: Issue Compendium – Post 7/7
( Already done – but it’s scrolled off the first page – feel free to add anything I missed to bump it back up )
(edited by Tarsius.3170)
So is this something that is going to be fixed? Or would I be better off just picking a different grandmaster trait?
Well as you can see from the link above there are a LOT of outstanding issues, and a lot of new ones introduced by the recent specialisation patches.
So far, anet promptly responded and fixed one issue that’s 3 years old that no-one really minded and incorrectly fixed 2 others ;-)
Indomitable Courage is a good GM and worth having in a build regardless of whether it breaks Courageous Return.
tldr; it’s bugged and won’t work when Indomitable Courage is also enabled. ( Indomitable Courage gives Virtue of Courage and alternative cooldown timer, and Courageous Return is not aware of it.
reserved for future additions
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 )
(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)
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)
Hi,
I’ve finished my update of the guardian profession forum bug thread for the June 23rd and July 7th patches. I’m copying them here incase some haven’t been reported through the proper channels yet (although most of them should have).
It’s nice to see some of the long-standing bugs squished – keep up the excellent work!
Cheers,
=Tarsi=
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)
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 )
a) yes it does – although Courageous Return will restore it early if you have it traited ( and you res someone, or get res’d ) – it’s a little buggy though
I’d prefer if they’d fix the issue where the cooldown is tied to Signet of Wrath’s timer and just remove the recharge from the trait completely.
It then becomes a question of how often you can proc Virtue of Justice. ( eg 25 secs, or less with the help of Renewed Justice )
(edited by Tarsius.3170)
Pure of Heart is now a 0.5 coefficient, up from a 0.4 coefficient pre-patch (at least in tool-tip). Same base of 645.
Oh nice – I checked the wiki before posting my link, but it still shows 0.4 – I’ll try and find time to test whether it’s actually 0.5 and not another tooltip bug
You can check the healing spreadsheet link in my sig for some rough numbers.
It is unfortunately pre-patch information, but the communal/pure of heart info should still be reasonably accurate.Fantastic, man, thank you. Question: why do you list a 15 second recharge time for Pure of Heart?
it’s just to simulate 4 aegis procs a minute ( I didn’t want to create a special-case formula just for Pure of Heart )
– to be honest 3 procs a minute is probably more realistic.
(edited by Tarsius.3170)
You can check the healing spreadsheet link in my sig for some rough numbers.
It is unfortunately pre-patch information, but the communal/pure of heart info should still be reasonably accurate.
The best one I heard was something like:
“I know of only one other person as clever as I am, and the last time I saw him was in the mirror”
likewise – I mostly run a shield when solo-roaming – but it’s the only game scenario where it has a real tangible benefit.
Hi Arken,
I have explored this bug on the buglist already: here
short version: SD will double any bonus attribute stats ( from traits, signets etc ) you have in effect on weapon swap ( this is probably just a display issue ) – the bonuses get recalcuted when you enter combat.
Looking at your build, I’m not sure where your boost to crit chance might come from – possibly WvW bonuses?
This is most noticeable with Force of Will, because you’ll see your health jumping up and down as you keep getting +-300 vitality all the time
but if you notice any other effects, let me know, and I’ll update it.
Cheers,
=Tarsi=
(edited by Tarsius.3170)
updated the traits and 95% of skills.
Still have some work to do on utilities
could you test if it works if you wait 2 or 3 secs between casting VoJ and then doing hammer#2 – like noted here
It might have something to do with movement skills….
I’m slowly updating the bug thread right now, and will continue with the FAQ once I’m done
I’ve pinpointed the issue here. Judge’s intervention will only properly get its cooldown reduced if you are running monk’s focus AND smiter’s boon. Using any of the other adepts with monk’s focus will not properly reduce the cooldown.
Good find – although my testing reveals that monk’s focus affects the tooltip CD of Judge’s Intervention but it’s Smiter’s Boon that affects the actual cooldown.
So you can also reduce JI’s cooldown without MF – perhaps good news for a hybrid Shout+MI hammer build, but almost certainly an unintentional bug.
We were warned.
“Bad things will happen if we try and buff the shield”…
…now the whole class is broken.
Actually I read strength of the fallen wrong. That’s basically the old purity combined with the downed trait. That’s not too awful though naturally medi builds would be better with smiter’s boon.
Well what they’ve done is combine a semi-useful trait ( purity ) with one you would not want to take under any circumstances in pvp – it’s like ordering battle helmets with the horns on the inside
It’s also very handy for stacking up those 10k/sec burn conditions – Guardian’s generally short burn duration procs really benefit from quickness
Okay it looks like how it actually works is it procs from crits against BURNING targets only.
Testing the ICD but it does seem to be 10 sec.
Not sure what causes the ignoring ICD.
If that is how it works then maybe the ICD is tied to the target, and switching targets will allow multiple procs
As a long-time litany user for roaming builds I’ve actually moved back to shelter because of all the burn-on-block contributions to the 6-10k/s from condition damage insanity we have at the moment….
And it has no affect on the normal torch 4. What I like to do right now is wait for it to proc then use both instantly.
Yup, I meant that using torch 4 first will fire the ICD, so you won’t get the trait procs – as you say – wait until it triggers and then launch both at once ;-)