Showing Posts For Tryble.6819:
Which means shattered aegis will do extraordinary damage in wvw.
I’d love for this to be a thing, but Shattered Aegis is an AoE centered on the broken aegis. The two zergs would have to be right on top one another the moment Communal Defenses actually triggers to get value out of it. Given that random aegis procs from VoC or other guards can mess up the timing, I can’t see it getting much use.
Maybe coordinated groups will abuse it…but then it’ll be patched to have a target limit.
I don’t know if another invulnerable on a class that already has so many blocks/heals/vigor ect ect ect is prudent. I could see a small AoE bubble that reflects projectiles instead of just the cone.
Sword Guardians aren’t the ultra durable Guardians. They’re the opposite of that.
Besides, we don’t have much invuln, really; Shelter and Renewed Virtues, neither of which let you act during the block duration. Hate to be that guy, but Warrior shows us that extreme access to invulnerability is apparently okay.
I suspect that the retaliation damage cap in pvp has something to do with the scaling not appearing to be better.
It’s not a cap, it’s a direct percentage reduction.
Still, it could be 200 more damage and it’d still be no good; nobody with 30 in Radiance stacking Condition Damage has the survivability to make it useful.
Is this PvE or PvP?
If you’re in a group in PvE, using Renewed Justice/activating Virtue of Justice will keep burning active on an entire group of enemies basically forever. On a single target, VoJ alone delivers 20s of burn out of 30s CD, before any increases whatsoever. That’s not even going into any other sources the party will use, which you’ll be competing for burning uptime for (including your own VoJ activation…). Most traits aimed at improving burning uptime are not much use. A Fire Inside is especially bad when there is plenty of burning to go around already.
Hammer of Wisdom deal horrendous damage, even traited, and will be hitting defiance stacks most of the time anyway.
Fiery Wrath and Radiant Power don’t affect condis, and Spirit Weapons in general will improve with power, so going full condi is putting much of their capabilities to waste.
In PvP, an enemy will just wander away when you have your spirits out should he even feel threatened, and wait till you apply all your burns and use a single cleanse to wipe it. At that point you’re basically working with nothing.
On a side note, Permeating Wrath with a staff equipped, hitting five targets per attack…you’ll keep burning active on five targets permanently with autoattack alone. It’s…not especially good, but kind of interesting nonetheless.
(edited by Tryble.6819)
Low HP is probably Guard’s biggest drawback, and going 30 Honor grants 6000 health now; that’s a fricken lotta health. No matter how people hate on it, a bigger health pool is crazy useful for surviving through burst and heavy condition pressure (Not that it’ll come close to Pure of Voice…).
But a passive stat bonus as a grandmaster trait?
And why is it in Honor?
argh
It’d be cooler if they dropped it somewhat and had us grant a portion of it to nearby allies, like Strength in Numbers. Group vitality buff, even though its also passive, would be pretty snazzy.
(edited by Tryble.6819)
Bump to notify anyone that hasn’t noticed; the item in the OP is fixed.
Thanks to whoever got the fix out on that!
This thread has people saying it’d be too good for bunkers AND bad for bunkers.
I have a guardian bunker, and it if there’s a slower enemy melee on graveyard, i’ll just run in circles and frustrate him. Good for me.
If there’s a ranged class, he just sits off to the side and shoots. The point is so big an enemy can stay at huge range, keep attacking, and still be on point. Sucks for me.
…so yeah, a larger point will work both ways.
Personally, I’d like there to be objects around to LOS with on points, I don’t particularly care about the size. But of course a bunker would say that…
The more I look at this ridonkulous change, the more I hate it.
This is the only set of armor I really liked, too…
In terms of the halo, I find there are too few sanctified items available in the game, while there certainly is an abundance of satanic options. A properly implemented halo will be a great addition to a growing theme.
Oh man, this.
My character has this whole holy knight/paladin theme going on, but there’s so little to work with…there’s very few weapons and effects that fit the theme. I wish there was more divine/radiant type equipment in game.
I got one of those tickets…I THINK it came from a dragon coffer that was spit out from an ultimate citizen rescue bag.
Nothing inane about this tactic. What’s wrong is the mechanic of contested itself.
Second this. The structure should be contested when it’s in real danger, such as when any portion of it takes damage from a siege engine, or there’s a breach somewhere.
He’s saying catapults need to fire from a minimum range to be effective, so that we don’t get silly stuff like point blank catas attacking walls.
For me, Retaliation is one of the best things in game and should stay as it is now.
Agreed, it’s the best way to punish extreme AoE spam.
Threads like this are proof that sometimes, someone shouldn’t be unloading all their DPS at all times on the nearest group of enemies. This is a good thing!
On a side note, it’s actually not all that easy to grant a zerg all that much retal; Guards’s most accessible source is Stand Your Ground, which is 5s/30scd (base numbers).
If you’re talking about blasting light fields…no group ever really does this intentionally, everybody demands fire/water blasts. I don’t know of any group that is clamoring for 3s of Retal on five dudes.
I dunno if it’s just me, or this particular item, or what….but my shoulders are HUGE after the patch.
It’s wonky lookin.
Outnumbered improves rewards, not fighting ability…
It’s probably meant to attract people to the zone to take advantage of it. But when you get enough people, it vanishes. So there’s no reason to stick in the zone anymore.
I sort of wonder what the point is.
A small or moderate % bonus to max health or all stats or something would probably be the way to go…
Another idiot. Go actually play the game u kiddo. Condi builds have spike dmg, like Signet of Spite
Looking at Signet of Spite, its damaging conditions consist of Poison and 2 Bleed.
What definition of ‘spike damage’ do you go by?
In this thread, looking at all the people with 900+ ranks who remember how many pieces they’ve got, it’s around 10 or so for 10,000 WvW ranks. It’s not the most accurate sample in the world but it’s a pretty good number to show how rare the stuff is.
Given that 1000~ WvW ranks are far, far slower than ten fractal dailies (you can even choose your ring stats doing that), and the low chance of getting a stat prefix that’s relevant to your class/build, maybe we can look into either improving the droprate, or perhaps granting guaranteed chests every 100 ranks?
Maybe selling ascended for a thousand badges or something? As it is now, WvW players really don’t get ascended stuff at all. Or maybe this is intended?
Why should Celestial have identical crit damage to Zerker? It’s not the ‘crit damage’ set. It’s the ‘little bit of everything’ set.
I’d like to see the ‘little bit of everything’ played up a little more. Replace the lost crit damage with Boon/Condition duration and I’ll definitely go and put a set together. Both Ele and Guard could make good use of it.
Then go do something else.
If you’re looking for a bunch of random loot drop go tag along on a temple run or whatever it is that drops stuff like that.
(edited by Tryble.6819)
You may wish to wait with making celestial stuff until it’s clear how the upcoming critical damage changes will play out.
Second. If the changes go through as described so far, with no alterations, celestial is getting reduced in effectiveness a fair bit.
Gather materials if you like, just hold off on actually crafting the stuff for a while.
With the Vigorous Precision change, you get 9 dodges per minute. Is 3 less dodges per minute going to make that big of a difference?
Sure. It’s not just fewer dodges, it’s less HP/s as Selfless Daring will trigger less often. With 1.4k procs, 3 fewer dodges a minute is about 24 less HP/s from procs alone, as well as who knows how much more damage taken from not evading. If you only dodge 3 puny 500 damage autoattacks, that’s closer to 50 HP/s. (on a side note, Healing Signet is losing about 36HP/s, I believe?)
It’s not the end of the world, but it’s definitely not a pretty sight.
Attaching a 75~100 heal to the autoattack would be neat.
And on a side note, Symbol of Swiftness is an ability that requires you to stand still to run faster. You can get permanent Swiftness….if you don’t use it.
Maybe they should have left the frontloaded Swiftness on and attached a 2~3s Vigor to first tick as well, or something.
Necros should get Retaliation….because Guards and Engis have it?
It’s fair because we have no vigor/stability?
Now, if only we could do the same to backstab…
A thief disappearing is like, the biggest backstab telegraph in the world.
how about raisind the allstat ratio by 5% to compensate for the loss?
will make celestial slightly more tanky and slightly more condition based, tho.
I’d be down with that, or perhaps doing something like tacking on 1% Boon and Condition Duration per piece. That’d really give the set that ‘all-rounder’ feel.
A list that you can set your own priorities would be the most beautiful thing in the world.
I feel that Guardian’s bunkering is the standard that other bunker build should be buffed to achieve.
Screwin’ up Guard’s vigor access is gonna be bad for them; consistent dodging and its synergy with Selfless Daring is perhaps the keystone aspect of Gaurd’s survivability. They do share the lowest HP pool in the game, and while heavy armor’s good, it’s of no benefit against the condition meta that’s so common right now.
Restoring Selfless Daring’s normal scaling would be an okay middle ground; with less vigor there’s less dodging, and though the HP/s would probably remain about the same, Guards still have to contend with fewer dodges to escape dangerous attacks.
In a almost any fight bigger than 1v1 you’re going to be out of endurance quickly. There is no dodging it.
If you see a rifle warrior and don’t save a dodge, blind, block, or interrupt (or line of sight, if there’s suitable terrain nearby) of some kind for Kill Shot….
To be honest I wonder what the heck is so dangerous you’re using all your dodges for when you know a 10k+ attack may be coming in the future.
The biggest problem for this skill is there’s just so many things that can go wrong. A cast time makes it interruptable, and you need to be on top of an enemy for the next five seconds to get use out of the drain.
Any CC, or even a mere cripple, at any point during the drain window turns this ability into Shelter without the block.
Even running with meditation traits, I think Shelter is still a more potent choice.
Speed has been a favored set of mine for a while, both for the much needed Vitality and the swiftness bonuses. I mostly took it to help me stay on top of runners with swiftness in WvW.
We’re so lacking in mobility, it’s a godsend when getting hit triggers that 30s+ swiftness boon and it stay up the entire rest of the skirmish.
Not only did you misspell your class and most of the rest of the sentence, you posted no link and no video.
I like the idea of divided and shared MF.
Guy has 100% MF: Entire party has 20%.
Entire party has 100%: Entire party has 100%.
Mostly, I like this idea because it reverses the greed. If you wear your best gear and a dude in your group is toting around MF stuff, you get a portion of it without investment.
Hammer barely scratches 1k/s with a 10/30/30/0/0 build. That’s not an useful comparison for anyone.
If you know it doesn’t hit 1k/s with that build, that means you ran the numbers with it, right?
Why not post those so people wondering about it will be satisfied? I’m a little curious to see it, too.
You get more than 15 on higher difficulties, and you get 20 from the Jade Maw, with another 20 bonus once a day.
That cuts the necessary number of runs down a lot.
I do this all the time, actually.
JI right in the middle of the enemy swarm, unleash all attacks as fast as possible, then get the heck out of there when the heavy damage starts flowing in.
I don’t die with this trick very often; most people you pop up on take a few seconds to realize, and then prioritize avoiding you rather than CCing you.
With a combination of double dodge (triple if you run Energy on an off weapon), Shelter and Renewed Focus as emergency invuln, you can usually just walk out of the enemy and back to the safety of your own group. Some kind of immobilize breaker is useful as you will may eat one inbetween dodges/invulns.
I run Soldier armor, though, and anything less would probably not be able to stand up for all that long. It only takes about 4 or 5 seconds before you start taking ridiculous damage.
No you don’t need ranged weapon.
You stay within the lines of friendly ranged support and use Staff Empower and Wall of Reflection.
Three actions every 32 seconds when equipped with both CD reduction traits.
Yeah, that’s fun.
Second.
I always like to read the notes, even if they’re kind of unimportant.
When there aren’t any, it’s kind of annoying. Feels like we patched for nothing.
You’re absolutely crazy.
This is one of the smoother fractals. I have never had excessive trouble with it, even bringing a few groups into it blind.
Maybe the swamp would have flowed better if the timer were a little more lenient, and there were another short area between the wisps and boss to make up for it, but personally I think it’s great as it is.
A mere searchable list of people with editable notes you can fill to show what dungeons you can/want would make me happy.
Tryble, 80 Guard
LFG HotW Exp All Paths,
FotM Difficulty 5
or whatever. Shoutspamming for members is something I really dislike. Don’t need anything fancy, just give me something to work with.
The jumping sections in FotM aren’t even difficult enough to be put on par with the puzzles, really.
I wonder how someone who plays this game, which requires more complex positioning and movement to be effective in combat, complains about the comparatively simple “jump on this big thing right in front of you and repeat a buncha times”
I run scepter/torch glass cannon for siege defence..so many people get within 900m of the walls and when they do, i melt them..scepter auto hits up to 2700 in my build, smite ticks up to 1500, torch throw up to 7k not counting the burn..so afew autos, torch throw, smite, chains of light, more autos..if they live they wont get close again soon..agree that if they increase auto speed they need to nerf another aspect
This is a weird post. You know the scepter range is 1200, not 900, right?
Orb moves slow enough that even someone not specifically avoiding you will avoid them accidentally just by trying to avoid arrowcart fire.
Smite isn’t a red circle on the ground, it’s a crazy noticable blue aura with uppercuts of justice flying everywhere. It’s not even that wide an AoE. People aren’t just going to stand there. You can take two steps in any direction and all that damage is gone.
The immobilize is only a two second duration. That’s not long enough to even ensure they’re stuck in a Smite for the whole deal.
Someone who doesn’t want to get hit by Scepter attacks doesn’t even need to blow their dodges to avoid them. You must be attacking people who are afk or braindead. And brainless opponents do not make the scepter magically better than it is.
snip of ridiculously huge rant
Get a load of this guy.
You know, you can just jump over the walls and still turn the wisps in before time runs out, right?
the more clear it’ll be that it’s pretty much unanimously hated.
I’m ambivalent to it at worst.
the ‘unanimous’ hatred is no longer unanimous! I demand you use a new word.
Turn your dialog volume to 0 in sound options.
You’re welcome.
Guardian can heal 0 to Full health with 1 spell, we cannot.
Are you talking about the 3 minute cooldown, five second cast super obvious “check it out that guardian with the giant book is doing something and its taking him forever lets interrupt him” spell?
Because that’s the only full heal spell there is.
You guys can hang out with us guardians watching the battles at the keep.
We can go run supply for siege together or something. It’ll be fun, right?
One thing with the old illusions was that they launched their initial attack fast enough that they can’t be destroyed, even if you’re waiting for them, before they dealt a moderate chunk of damage to the siege they were after. Given enough time they would wreck up whatever siege even if there was someone present trying to protect it.