Showing Posts For ThePaladin.2140:
I use traveler runes JUST because it has 25% movement speed. I’d rather use something more useful like Melandru, Strength or even the new Dragonhunter Runes. But NO, to be able to fight effectively, especially when roaming or just basically getting into the heat of battle, I need the traveler runes. It basically limits my choices especially when everybody and their mommies are outrunning me.
Thanks Shadelang, I guess they need to fix that tooltip. Even when you’re traited it says “on the fifth attack”.
Ok I dont know if this question has already been asked but I couldn’t find it when I search but here goes.
If I trait for Zealot’s Aggression (Deal extra damage to crippled enemies, justice’s passive effect cripples enemies), and then trait for Supreme justice which reduces the passive burns from 5 attacks to 3 attacks, does this mean that I cripple enemies with my 3rd attack a well?, cuz the Virtue of Justice tooltip on the buff I have on as a dragon hunter says otherwise, and functionally doesn’t work that way, nobody is crippled every 3rd attack.
Been playing DH in both BWE and I did notice something fundamentally wrong with it. First, to be able to make the most use of it, you have to go zerk to be truly effective. With the attacks being very slow, you need to make each shot count thus making Zerk gear pretty much mandatory.
With that said, the most effective way to play the class is to kite. With your virtues getting cast times and your traps having cast times, for fast paced fights you really must move and kite or get your face bashed in. Considering we have a very low health pool, this further adds to the problem. Here’s the kicker, once you start to kite, Longbow2 and longbow5 are now useless since they root you. Longbow3 is a utility anti projectile and longbow 4 with the burns being removed and ground targeted wont do anything to stop an enemy rampaging towards you. Even if you caught him with all your traps, which he would undoubtedly escape anyway, this leaves you 2 things to fight him with, longbow1 and the knockback trait that you MUST have to be effective.
Overall bad design if you ask me. It’s relagated to becoming a pewpew machine, if any attention is paid the dragonhunter during combat, a prayer to all the 6 gods is your only recourse.
Been playing DH in both BWE and I did notice something fundamentally wrong with it. First, to be able to make the most use of it, you have to go zerk to be truly effective. With the attacks being very slow, you need to make each shot count thus making Zerk gear pretty much mandatory.
With that said, the most effective way to play the class is to kite. With your virtues getting cast times and your traps having cast times, for fast paced fights you really must move and kite or get your face bashed in. Considering we have a very low health pool, this further adds to the problem. Here’s the kicker, once you start to kite, Longbow2 and longbow5 are now useless since they root you. Longbow3 is a utility anti projectile and longbow 4 with the burns being removed and ground targeted wont do anything to stop an enemy rampaging towards you. This leaves you 2 things to fight him with, longbow1 and the knockback trait that you MUST have to be effective.
Overall bad design if you ask me. It’s relagated to becoming a pewpew machine, if any attention is paid the dragonhunter during combat, a prayer to all the 6 gods is your only recourse.
posted this on reddit. might help in formulating a solution.
Been playing DH in both BWE and I did notice something fundamentally wrong with it. First, to be able to make the most use of it, you have to go zerk to be truly effective. With the attacks being very slow, you need to make each shot count thus making Zerk gear pretty much mandatory.
With that said, the most effective way to play the class is to kite. With your virtues getting cast times and your traps having cast times, for fast paced fights you really must move and kite or get your face bashed in. Considering we have a very low health pool, this further adds to the problem. Here’s the kicker, once you start to kite, Longbow2 and longbow5 are now useless since they root you. Longbow3 is a utility anti projectile and longbow 4 with the burns being removed and ground targeted wont do anything to stop an enemy rampaging towards you. This leaves you 2 things to fight him with, longbow1 and the knockback trait that you MUST have to be effective.
Overall bad design if you ask me. It’s relagated to becoming a pewpew machine, if any attention is paid the dragonhunter during combat, a prayer to all the 6 gods is your only recourse.
Dang it, didn’t notice that part. I guess BWE3 then. I really don’t understand the direction of Dragonhunter now. So I’m maximizing what’s good about it and ignoring the ones that aren’t. So basically this is like making clayface look like batman. lol
OK. With the new changes to the dragonhunter coming up, I’ve done some intense theory crafting and came up with this build.
Points to consider. This moves heavily into both passive and active defense. Toughness and vitality are both high enough to make a difference but knockback, condi removal, more endurance on swap and stunbreaks make up your actives.
Power is fairly high with acceptable crit range and adequate ferocity. Let me know what you think. M trying him out in bwe2.
I primarily play solo roaming wvw. Tried many builds with the dragon hunter and none of them felt powerful and satisfying. If you are a ranged class with only 10k base hp, you should NOT be as slow as the DH currently is and with less responsive skills. virtues with casting time and traps that take forever to lay down, combined with our very slow movement speed and longbow slow attacks, we feel like sitting ducks!
They justify the 10k hp and slow movement speed by saying that we DO have active defenses like aegies, blocks and stability. Well, not when these have cast times and require a couple of seconds to pull off.
Gimmick. Tell that to the teams who’ve won tourneys running burn bunker.
I was getting really confident with my build to make 3 good short montages of it.
It was only when I hit something I couldn’t kill, a really good ele with diamond skin. My Dire pure burn guard might as well have been throwing pebbles at a Terminator.
What traits are you using there? Are you not running Valor/Zeal/Radiance?
Radiance/valor/virtues. Zeal has too little contributions compared to virtue.
You were using GS. Zealous Blade, Fiery Wrath, Symbolic Exposure, Symbolic Power? Perhaps you might be better off with sword/focus than GS, since it doesn’t do much for you here.
Pure Dire burn guards are not very effective condi classes, which is why I opt for a hybrid with just 700 condition damage and 2300 power. I still manage 3-3.5k burn ticks. With only one primary damaging condition, it’s really easy to cleanse, so I prefer Zeal for the GS CD reduction, symbol vuln, and extra damage against burning foes. Since Dire already has a lot of sustain, I would trait into damage further.
Glassier classes would benefit from Virtues a lot more, I think, although I suppose Supreme Justice makes more sense for a pure burn Guard.
The build works a lot better with sword/focus with the scepter/torch. I’ve tried it. I have just fallen madly in love with my sunrise not to use it haha. I have run into people who know how to cleanse effectively watch my second video. There’s a fight there with a really good ele who kept cleansing my burns but ultimately, all the cleanse will not help you when 2-3 stacks are built every other attack.
When built just to burn, a guard can be quite effective. Ele with diamond skin has been my one big direct counter.
I was getting really confident with my build to make 3 good short montages of it.
It was only when I hit something I couldn’t kill, a really good ele with diamond skin. My Dire pure burn guard might as well have been throwing pebbles at a Terminator.
What traits are you using there? Are you not running Valor/Zeal/Radiance?
Radiance/valor/virtues. Zeal has too little contributions compared to virtue.
I was getting really confident with my build to make 3 good short montages of it.
It was only when I hit something I couldn’t kill, a really good ele with diamond skin. My Dire pure burn guard might as well have been throwing pebbles at a Terminator.
Mesmer: Perma stealth, shatter with mantras (if they’re being used), go stealth, rinse and repeat (Guardian skills have really long CD)
Warriors: Time Berserker Stance for the Guardian burn spike (Purging Flames, JI, Torch 4, etc.), as said before Shout builds with Trooper Runes can neutralize really easy.
This is pretty much the way mesmers deal with me. Kite all day, stealth all night lol. Shout warriors are a bit of a problem but they simply cannot cleanse through that much burning in the long run. By the time they’ve exhausted their cleanses I’ve taken half their HP and stacking more burns. It’s the ones that prevent you from stacking in the first place who are an absolute nightmare.
I’ve been having trouble with none of the ones you mentioned except mesmers and that one weird engi that I can’t seem to burn down. Eles are easier for me and so are necros. Warriors are a bit tougher but they are very susceptible to burns.
What I’ve taken from the recent burn Guardian threads is that your counters are going to vary depending on your weapon set and choice of utilities, because right now, lots of people seem to have a different experience with what counters a burn Guardian and what doesn’t. There’s even disagreement on whether or not condition cleanse is an effective counter, likely because some people play the condition Guardian for burst (popping cooldowns to stack 14+ burns all at once) while others use it for more sustained burning (spacing out burns and rapidly reapplying them after cleansing to maintain 5-8 stacks).
If I recall, you also play your burn Guardian primarily in WvW, while Saiyan plays Guardian in sPvP. There is no Dire amulet available in SPvP, so most burn Guardians opt for the Carrion amulet there, and that likely changes our performance against similar builds in these game modes.
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That explains it. Spvp is totally different from WvW. Having multiple suggested counters is actually a testament to the effectivity of a burn guard. You don’t know if he’ll be bursting or sustaining a stack of burns so you’ll have to adjust your playstyle accordingly.
No well played Mesmer should ever lose to a burn guard. They can out sustain us by simply kiting and/or perma stealth. In fact, lack of sustains is almost always the reason why Guardians will lose a given fight.
Warriors tend to either burst down Guards very fast, or manages to exhaust our stunbreaks to deliver the finishing blow during their CC rotations. Warriors are definitely an easier fight compared to Mesmers for the sake of there being forms of counterplay involved.
Burn Guardians have a rough time with Eles, Mesmers, Necroe’s condi cleanses/transfers, and other Medi Power AR Guardians, in that order. Everything else is Thief, Engi, War, Rangers that’s roughly a 50% win or better.
Thieves can be tougher and listed higher in the hierarchy but those perma stealthing builds aren’t exactly viable in TPvP.
I’ve been having trouble with none of the ones you mentioned except mesmers and that one weird engi that I can’t seem to burn down. Eles are easier for me and so are necros. Warriors are a bit tougher but they are very susceptible to burns.
Hello! I’m a burn guard. Dire, pure burning. My best advice after running this build for a bit now is two fold:
1. Kill us fast. REALLY FAST. Cleansing the burn will only delay death. We have cleansing of our own so if you’re a condi build as well, make sure you stack fast and get the kill.
2. Don’t allow us to stack more than 3 burning. Kite and kite all day. I’ve had my kitten handed to me by mesmers who know how to stealth and kite good. And, stack some torment on us while you do this.
Hope this helps and if you take this advice, I hope I dont run into you in wvw.
I wouldnt give up balthazar for burn on block runes though. It’s very situational. also I’ve been running with the staff for a bit now. It’s quite decent in zerg fights but I find myself using stand your ground for the stability. The staff delivers more than enough hits in a zerg fight to trigger VoJ burns. However, you need to wade deep into the fray to do it, this needs stability. On single target the staff attacks are too slow to stack some decent burning.
Here’s some new footage of the build in action. https://www.youtube.com/watch?v=-RNDzyBzUZg
As mentioned mesmers have been giving me trouble as well as really good engineers. Some of these fights I just facetanked while I apply some burns. The first one in particular.
(edited by ThePaladin.2140)
ANET should have not mixed the beta with the game in the first place. Lol. Or have a HUGE FAT WARNING IN BOLD DIALOGUE box that appears each time you log into your Rev and you have to type “I understand and accept” before you can continue.
There’s only a warning permanently at the top of your screen the entire time you’re playing….
^This. You already have a permanent warning.
I tested sinister condi guard for a while. You get power + precision + condi dmg from sinister armor, which is nice, especially if you can make use of condi dmg AND physical dmg. But the problem is, the medium physical dmg(around 2-3k) + high cond(up to 10k burnticks, average around 4-5k) still doesn’t top zerkers dmg. With zerker, every physical attack does top dmg, which makes most of guards skills. The latest meta, which uses mace, can hit up to 8k with the final strike in auto atk in cof. Playing condi requires permanent 10k ticks to top that, which is not possible.
Looking at it from a tpvp perspective, the Permeating Wrath’s AoE burn procs will effect other classes who are Blocking.
Lets take Whirling Wrath’s effect inside a group of 5 people, 3 of which have gear shields on.
Zerk Guardian will deal full, non cleanseable, damage to two people resulting in about 5k damage each (average)
Carrion Guardian will apply 7 AoE burn stacks to all five classes, resulting in about 2k damage each (average)
Assumes all of WW hits land on the two targets, and if SJ+ PM is traited on the Carrion GuardJust thought that was interesting o_o
Damage wise, zerk will always win hands down. Problem is survivability. When everyone and their grandma are using condis, you die, FAST. You get at max 2 full cleanses and 2 mini cleanses (1 condition each). Trust me when I tell you, in a 2v1 or even in havoc, when you are focused, that is NOT going to be enough. Especially with only 10.9k base HP. People stack SSSOOO much condis these days it’s not even funny. The toughness will help mitigate direct damage and the vitality will give you time to react and stew on those condis a bit before another cleanse comes off cooldown.
However, as stated, if the goal is outright damage, zerk it all the way.
@Ghotistyx
Good point. Maybe I will try the staff. I dont have one just yet, I mean I do but it’s a loot stick in the truest sense of the word (Zerker stats). I might just purchase a dire exotic one just to try it out and make an ascended if it works out well. I’ll let you guys know. I’ll be the guinea pig haha.
I’ve been running a pure condi build shown on this thread.
https://forum-en.gw2archive.eu/forum/professions/guardian/Only-Burn-as-Damage-source-Dire-Guard
While it is viable for WvW zerging and solo roaming, it has limited use in PvE. Right now it’s only ever useful in Silverwastes as the mobs there have unusually high toughness so conditions work pretty well.
in wvw zerg fight any condi build wont work as you have shown – the only time you did burning dmg was on the down enemies
in wvw as any condi streanght it works
Please check again. There was plenty of burning on the zerg fight even before they were down. Albeit not amazing damage but not everybody deals amazing damage in a zerg.
You’re right. Greatsword isnt the best for this. I’m just in love with my sunrise. Best would be sw/f and scepter/torch. I do get bad encounters where people catch up to my burn. Right now only kiting mesmers give me a bit of trouble.
@Ragnar That’s true! Key is to restack fast and reserve your restacking abilities til after they cleanse. I general idea is survival with decent damage over going all out dps at the expense of survival. I’ve been running pure zerk medi guard and I’ve been having trouble surviving thieves and everybody that runs condis. On this, I’ve been kicking butt and taking names. The good thing about it is that I can stack some fire, get disengaged by the enemy, but I’m still dealing some ticks. Guards aren’t really THAT mobile. I guess it just fits my playstyle.
Ok, with the new condition boosts and the viability of a burn guardian. I was wondering if I could run on purely burns as my damage source and concentrate my other stats on pure defense. This is the result of that experiment. Keep in mind these are all just exotics since I wanted to wait out if Anet was going to nerf burning as a condition until I invest in ascendeds.
Not only is it viable, but it works really really well. You can find the build on the video description.
Well meta battle has to update their trait system first before we can update that build.
Thieves are the same everywhere. I have another Account on piken and thieves are no different and actually find the ones i face on my main account better sometimes. It is the same 3 builds that reign with variations in survive-ability choices through gear/rune/food. If they hit hard you will hit harder and catch them when they over extend. if you are running a burst build and allow a defensive battle you wont be the one winning. so instead of complaining how about you post your build? the thief build you are having trouble with? how you go about your fight? what do you know about the class to help you predict the flow of their moves? you are looking for advice/help aren’t you? so help us to help you
As stated this is no complaint against thieves and not a gameplay thing. It’s the system that I’m questioning. Heavy burst damage with conditions on something that stealths 90% of the time and will continue to have an initiative advantage. Not looking for help, I can handle myself pretty well thank you very much. It’s the idea I’m concerned with. Not everything especially systemwide can be answered by “Git Gud Nub!”.
OP seriously what are you talking about? I also play medi guard and melting/BBQing thieves is easier than ever.
their condi remove no longer cures immob so just land a scepter/hammer immob after withdraw and burst stealth wont clear it. even if you were so incompetent to not be able to pressure a thief have your smite condition/smiter’s boon, retal and shattered aegis do it for you.
sentinel with a lot of healing? what is the point if your counter pressure is zeros. clearly something is wrong with either your play-style, understanding of your tools or your build.Might I ask what server do you represent and where do you roam? It might be we’re dealing with different playclass thieves.
PU mesmers are farrrr more dangerous now compared to thieves. They’ve got bigger burst and better escape thanks to longer stealth duration. I’d worry about them more.
While I have taken every profession to 80 invcluding the mesmer, I would never consider myself a great Mesmer player. 80 percent of my time is on thief.
So last night I take my first look at my mesmer in the new system and rebuild him. That 100 percent to stealth duration caused my jaw to drop. I than set him up as a Condi PU mesmer build , which I had not played before, and went into WvW.
SO easy. Of all the classes I have tried in the new system this was the easiest and deadliest out of the gate. I was 1v4ing guys and not coming close to dying even as they got downed. Yeah they were poor players testing their own builds no doubt bt I am NOT good at mesmer either.
I than ran into other such mesmer builds and it was the same thing. 4 guys and more chasing them around and getting no where.
This right here is why stealth is a BIG draw to your initiative.
My server is mentioned in my signature and I roam the borderlands, rarely do I visit eb.
I’m on blackgate and T1 is a totally different story my friend. Thieves there who roam melt faces.
The stealth issue is something i really don’t understand. Burst, do over 10k, stealth so there is nothing the other non stealth class can react to, come back, do another 10k stealth…i mean it is absurd. That is why of all the defensive mechanics on thief i assumed stealth would be the one that would get limited.
I expected more emphasis to be put on active defense such as blind, ports and evades so its no longer a game of hide and seek but a test of reaction time and decision making. It did not cross my mind that Anet would be so blind enough to encourage unskillful gameplay like stealth spamming so this Acro nerf really came as a shock.
Theres nothing more painful to watch than 2 dp stealth reliant thieves fighting. or one of them fighting a class like necro. Necro is always the one that is forced to waste staff and wells cooldowns while thief is invisible just to avoid or mitigate the high damage attack advantage. Often times youll see a guardian waste shield of wrath to avoid the same thing.
Blinds can be countered by, condition transfer, condi conversion and fast cleanses like smite conditions . Evades can be countered by well timed skills, pressure and conditions but Stealth can only be countered by sheer luck or revealed that either not every class has access to or those who have access to it has to sacrifice something important.
A few weeks ago Devs were talking about putting emphasis on skillful gameplay like steal shortening trap cd and stuff happening when you meet certain conditions, i was silently rejoicing thinking we are going to see dynamic play at its finest, no more passive damage negation like endure pain, signet of stone and excessive access to stealth. Wow was I wrong.
THIS! Ever wonder why non detection is the primary concern of most modern military engagements? It provides a significant initiative advantage as I have stated. Good if you can counter AFTER they’ve made their move, but the way stealth and damage interact in the new system is absolutely ridiculous.
(edited by ThePaladin.2140)
OP seriously what are you talking about? I also play medi guard and melting/BBQing thieves is easier than ever.
their condi remove no longer cures immob so just land a scepter/hammer immob after withdraw and burst stealth wont clear it. even if you were so incompetent to not be able to pressure a thief have your smite condition/smiter’s boon, retal and shattered aegis do it for you.
sentinel with a lot of healing? what is the point if your counter pressure is zeros. clearly something is wrong with either your play-style, understanding of your tools or your build.
Might I ask what server do you represent and where do you roam? It might be we’re dealing with different playclass thieves.
PU mesmers are farrrr more dangerous now compared to thieves. They’ve got bigger burst and better escape thanks to longer stealth duration. I’d worry about them more.
While I have taken every profession to 80 invcluding the mesmer, I would never consider myself a great Mesmer player. 80 percent of my time is on thief.
So last night I take my first look at my mesmer in the new system and rebuild him. That 100 percent to stealth duration caused my jaw to drop. I than set him up as a Condi PU mesmer build , which I had not played before, and went into WvW.
SO easy. Of all the classes I have tried in the new system this was the easiest and deadliest out of the gate. I was 1v4ing guys and not coming close to dying even as they got downed. Yeah they were poor players testing their own builds no doubt bt I am NOT good at mesmer either.
I than ran into other such mesmer builds and it was the same thing. 4 guys and more chasing them around and getting no where.
This right here is why stealth is a BIG draw to your initiative.
Funny. I tried a sentinel build with a lot of healing. Still died the same way and almost the same uptime as the burst mediguard. So “tanking” is basically useless. Everybody melts in 5 seconds or less, even more so now these days.
Exactly this! Before, you could still counter and MAYBE if you’re good enough you survive and win. Now, whoever bursts first, wins. So it’s basically an initiative fight and stealth offers LOADS of initiative since only the thief can dictate the fight.
You have an invulnerability skill, unlike thieves, use it – or extend your complaint to the state of wvw right now in general as it’s not only thieves who burst.
Thieves are choiceless as well, they need to concentrate on dealing as much damage in a window of a couple of seconds before they re-stealth so as to avoid death. Wait for their cooldowns then burst again dictating the pace of the fight.
Did you know you can hit thieves while they’re stealthed? Did you also know that they have got no reliable condi removal since the patch anymore?
So it’s burst condi or bust. That’s what I’m talking about. I’m not complaining about thieves alone. I’m more concerned about the sad state of affairs regarding the current meta being heavy burst plus the fact that they have stealth which gives them a significant advantage.
For sure let them keep stealth but let’s reign in the condi+damage on everybody so as to avoid everyone going zerk or bust.
(edited by ThePaladin.2140)
so let me recap for you… there I am wandering around looking for the thief. “poof” thief appears next to me, does 18k dmg in less than 1.5 seconds and “poof” back into stealth. I spam everything in gods creation to clear condi, heal and keep from being downed by it, placing 60% of all my utilitys and virtues on a 30+ second cooldown, then 5 seconds later, “poof” thief appears again, bursts another 18k damage and laughs as I lay there a burning/poisoned heap…. this is broken and needs fixed. no one should be able to do 40k burst damage in a total of less than 3 seconds visible time, and another 5 seconds stealthed…
Everybody does an insane amount of damage right now because anet have broken their game. Other than that thieves have always fought like this.
Exactly this! Before, you could still counter and MAYBE if you’re good enough you survive and win. Now, whoever bursts first, wins. So it’s basically an initiative fight and stealth offers LOADS of initiative since only the thief can dictate the fight.
Thieves are choiceless as well, they need to concentrate on dealing as much damage in a window of a couple of seconds before they re-stealth so as to avoid death. Wait for their cooldowns then burst again dictating the pace of the fight.
The other classes need to concentrate on damage as well so when the thief comes out of stealth you can deal your entire burst in a couple of seconds as well before the thief re-stealths.
So all in all, everybody goes zerk/full condi, damage builds that deal damage REALLY quickly. No variety.
That’s how I used to do it. No longer applicable now for some reason. Their stealth is longer now.
Hello everyone! First a backgrounder. I’ve been roaming almost exclusively for a long while now in WvW. I’ve seen my share of good and bad fights including ones I had no chance of winning which is pretty much acceptable.
Ever since the patch, I couldn’t kill thieves. Even with a pure burst mediguard. How do you kill something that’s stealthed 90% of the time and always has the initiative? With the current damage models now very fast and very bursty, anybody who has initiative in combat will have a significant advantage.
I’m not hating on thieves, they will take any advantage they can get, that’s just what combat is all about. I’m more concerned about the power of stealth over everybody in this current damage models. They are the ones who dictate who will attack first and attack they will with gusto! Factoring in the damage we all deal these days, they will more likely kill you.
Furthermore, I’ve seen 2 thieves duel, and even they couldn’t kill each other. Took a long long time! Any thoughts on this everybody?
(edited by ThePaladin.2140)
I dont know about hammer on WvW solo roaming. It seems like it will be useless unless your opponent is a melee class. At least when you close with a greatsword you can be sure to deal a lot of burst damage. Hammer utility in questionable at best, even with the new chill.
It seems like if you want to wvw solo roaming you’re stuck with greatsword/focus medi and won’t be able to take advantage of that sexy symbol trait.
Longbow skills take too long to channel for solo roaming. A good enough thief can burst your 11k hp butt, while channeling longbow 2. Guardian is the only heavy class/tank capable build who has to worry about vitality to keep up.
Add a pro for Scepter. It now generates might.
Excellent! Keep in mind though that we’ll get another closer in the form of wings of resolve. So if we go judge’s intervention we already have 2 closers or 1 closer more than we have if we use the appropriate weapons and skills.
So it seems like we are pigeon holed into using the longbow to sustain damage and to avoid being kited as well as to provide better fight control. I’m very partial towards the greatsword for many reasons, 1st is synergy, popping your leap on the symbol gives retaliation, popping your whirl gives you light aura minimizing damage. And with the new trait, all of them are on 20% less cooldown time. What to pair with the GS however is still debatable.
So let’s take that into consideration.
Hammer Pros – creates symbols more often, has better CC utility
Cons – Slow, predictable attacks, No range (If paired with hammer)
Longbow pros – excellent at range, good utility
Cons – Slow, predictable attacks
Scepter/Focus Pros – good sustain, good utility, defensive and offensive
Cons – long channel/activation on many skill, NO SYMBOLS!
Mace/Focus Pros – Good damage, symbols and blocks galore
Cons – SUCKS BIGTIME at range, Slow, no closer
Sword/Focus Pros – Excellent damage, good utility, mini closer
Cons – NO SYMBOLS! Range is limited by closer
Scepter/torch Pros- Excellent at range, good sustain/burst
Cons – No symbols
Mace/Torch Pros- Good damage, Symbols galore, mediocre at range but dependent on torch
Cons – Trait interaction is mediocre at best, with torch on cooldown you’re really bad at range, no closer
Sword/Torch Pros – Exceptional damage, mini closer,
Cons – range is dependent on closer (limited), NO SYMBOLS
Staff Pros – Good sustain, decent utility, excellent in zergs
Cons – Laughable damage, almost useless in small group fights.
anything/Shield Pros – Are you kidding me?
Cons – No you’re not kidding, dang that’s bad.
(edited by ThePaladin.2140)
I’ve taken into consideration the minor buffs and nerfs. So GS 3 leap and Hammer 2 leap will be more viable as they can no longer be limited by movement speed or cripples. Also judge’s intervention can be used to close as well as the new virtue leap. This gives you 4 closing options, 2 mid range, 2 long range. That’s why I was thinking of GS/Hammer.
Also, since they will be removing stats from traits, going into radiance for crits will no longer be viable, so I think we’ll be even more dependent on zerkers.
I’m iffy about the longbow’s usability in 1v1 or 1v2 fights wvw solo.
No certainly not. I’m proposing this one for WvW (solo roam). PVE, perhaps this will work a bit too. PVP though, questionable.
(edited by ThePaladin.2140)
Skill 4 on the shield is USELESS. Absolutely USELESS, it leaves you vulnerable as you channel it, it’s a DPS loss and it’s damage is negligible at best. Shield 5 is a total waste, you are immobile, you cannot attack, the bubble is buggy and everyone and their grandmothers can run through it.
Hello fellow guards!
I would like to start a discussion regarding the viability of the Hammer/Greatsword guardian vis a vi the longbow/greatsword or longbow/(insert anything) once we start playing with our dragonhunters.
This is purely theory crafting to get the discussion going. Focus is mostly endgame content, pve/wvw/pvp.
To start off, please consider this build.
http://dulfy.net/gw2traits#build=AgIBrAN4BuQ~
It’s aimed at maximum protection while dealing damage. Hammer is chosen with greatsword to increase symbol uptime.
Let the talks begin!
Guardians guard, protect. Looking at the “dragon hunter” it looks like a class that goes out of its way to hunt down things and bring justice, correct wrongs and down evil. That is why I propose the name Justicar. Fits the gameplay, fits the theme and doesnt sound generic. Also, nobody can claim it but the guardians who took up bows and went hunting to deal justice.
Let’s say for theorycrafting’s sake. Who here can make sentinel’s at least viable in pve ?
Anyone really.
Just put sentinel armor and go. You’ll be able to complete pretty much any content anyway. Ppl did some joke running Arah naked or in full cleric with the dodge disabled. It will take longer, but you’ll be able to complete about anything.
Any way to speed it up with the right runes?
Let’s say for theorycrafting’s sake. Who here can make sentinel’s at least viable in pve ?
I can pretty much survive on zerkers as I have a full set and I dont die often. My only goal was to find a good Sentinel’s build that goes with many tasks. Sounds like the consensus is that Sentinels = useless outside WvW which is a pity since sentinels frees up your last trait instead of opting for 300 vit.
Thanks guys. So I guess, there is no conceivable way Sentinels can be useful in PVE/Dungeon environment? If the build is shifted toward full Knights, will that be more viable?
Guys I need your opinion of this modified shout guardian. I’ve always wanted to find a good use for sentinel builds outside of WvW. I’ve drafted this build and have tested it a bit and it plays quite good. I just need a bit of input from the community regarding what they think could improve it.
The base armor is Sentinels, knights for trinks, let me know what you guys think!
Now all I need is a good illustrator to make this happen haha.