Guardian
Devona’s Rest
Some possibilities/examples to show the impact this change would have on a variety of common builds.
By using the arbitrary formula:
1 Might stack = Power/75, and hence 25 Might stacks = Power/3, here are some outcomes
Standard D/D cele ele build:
Engi cele rifle build
DPS guard 21614
Ele S/F Fresh Air
Necro PoC
There’s a whole bunch of complaints about celestial might stacking, this is because celestial is meant to be the jack-of-all, master of none amulet.
A power or condition damage main stat amulet provides over twice as much of the primary stat as celestial offers (932/438). When this is added to base stats, 926, the ratio between a main stat amulet and celestial becomes 1.36 (1858/1365), so 36% extra main stat damage.
The problem is when might comes into play, as might gives a flat rate of 35 power and condition damage, the loss of damage for celestial is mitigated. At level 80, 25 stacks of might gives 875 power and condition damage. Adding this to the previous values gives 2733 stat points for a main stat amulet, and 2240 for a celestial amulet in both power and condition damage. This ratio is now 1.22, so 22% extra damage in just one stat from a main stat amulet.
It’s also important to note that power/condi builds still benefit damage from the opposite damage stat from might, e.g. adding 875 power to a rabid build is not a negligible increase. My proposed change would affect this as well, lowering the gain of a stat not invested in.
Ok, so facts out of the way! I propose making the effects of might scale with base power or condition damage, for each increase.
Because there is no boon equivalent stat to condition damage, most boons are unaffected by stats (regeneration and retaliation being the exceptions). If might was made to apply stacks as a function of power/condition damage, e.g. base power + amulet + traits + (anything that isn’t might), this might make the damage sacrifice that celestial amulet is supposed to have more accurate.
I feel like if this happened, zerk builds shouldn’t benefit more from might than they do now. but rather should be capped similarly to the current 875 stats at present.
Condition damage seemed more difficult for me to make a formula for since each condition has separate scaling so I haven’t done anything regarding that yet. Anyway, hope you enjoy and critique away!
It should be reduced if you turn off post processing in the graphics options, it keeps the white circle for me but it interferes with animations a lot less.
Hi! In my opinion, torch skills need work! #4 is good except for ‘Out of Range’ and ‘Obstructed’ bugs that plague so many projectile skills, #5 – Cleansing Flame – however is in need of a buff, currently that skill is sub par.
Torch is the only inherent condition damage weapon guardian has, yet it doesn’t have synergy with possible condition builds. After trying out a few condition builds for guardian, I feel that more self sustain is needed to make the build less of a joke and perhaps move it to the brink of being taken seriously.
By taking 6 in Zeal (Amplified Wrath), guardian sustain drops dramatically due to the lack of condition removal, the simple fix is to have Cleansing Fire become a self cleansing skill which is an idea that has been tossed around for over a year
Notes regarding this suggestion:
Possible Solutions:
My other thoughts on Condi Guardian:
My Questions:
I hope this is all clear! Thanks for reading and discussing, this is all my opinion and I appreciate constructive disagreement.
This looks really good Zoose! The commentary is really insightful, hope you go to Gamescom!
So I just got my Daily Kills achievement in a Team Arena match. It was my 5th achievement for the daily and as such I got a pretty big experience boost so I leveled up. What I wasn’t expecting was to get the launch effect that is present in WvW and PvE, however, I did, and knocked 3 enemies to the ground for a few seconds. Is this a known issue? The knockback coincided perfectly with the level up and I don’t believe there was a possible alternative cause at the time. This shouldn’t be able to happen in PvP matches, especially ranked arenas.
Number: #543736 No contact in the last 6 days regarding a refund for town clothes.
Thanks in advance.
Edit: To display ticket number correctly hopefully.
Most of the time if you time it well enough, you can interrupt a shadowstep finish, also, any class porting away needs to use powerful abilities which can be used offensively or defensively and have significant cooldowns. Mesmers and guardians need to use two abilities to teleport finish, as mentioned by others these classes are more susceptible than others when simply face tanking, so in my opinion it’s not out of balance, it’s a large sacrifice to ensure you guarantee a finisher. In smaller fights countering a blind field is a lot harder than a port stomp.
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