Showing Posts For casius van.5186:
That’s odd because the patch explicitly stated stalwart was added with tribal and the other whose name escapes me. I thought that was the heavy armor
Unless the rotate vote percentage is going up, then the only reason the simultaneous vote isngoing down is because of the “don’t count my vote” percentage is going up.
TL;DR: Quit kittening panicking.
How about faithful strike being a pbaoe with the same range as the heal? I’d like it to be a blast finisher too but this will do.
Have you considered crusader armor instead of cavalier? Pretty easy to swap over for a sacrifice of some toughness?
So it’s late and a slow night at work so I thought “hey, lets throw some ideas at the wall and see what sticks.”
So I thought about traits and how we all complained about bad placement and worthless traits so my balance theory, was rearrange and change some traits at random see how they work. So I present to you the changes.
Zeal minor: zealous scepter is change to zealous strikes where attacks grant might for each justice passive proc.
Zeal major: zealous blades changed to zealous strength cd reduction applies to all two handers (hammer, greatsword, staff) and grants effects based on weapon; greatsword heals, hammer chill on crit, staff boon duration. No damage increase due to wider application of trait.
Zeal grandmaster: expeditious spirit remains largely the same except for the weapons have more health in addition to their previous effects. A interesting nugget was if the spirit weapons could combo off fields (hammer and greatsword blast, bow projectile) or create fields (shield light)
Radiance minor: Right hand Strength effects main hand weapons (mace, sword, scepter) for cd reduction and crit chance. Shaving crit chance down to 10% to compensate.
Radiance grandmaster: perfect inscriptions to again cleanse one condition on activate and grants a single stack of a single boon dependant on signet (bane might, judgement protection, mercy regen, resolve swiftness, wrath fury, courage stability).
Radiant retaliation increases damage dealt by retaliation by 50%.
Valor major: communal defences is moved to virtues line to replace glacial heart.
New trait called heart of valor introduced that will add 8s of swiftness and fury on a 10s icd.
Honor minor: invigorating bulwark applies to all blocks with the shifting of mace cd to right hand strength.
Honor major: to replace honorable staff we will have pure soul which converts one condition to a boon upon using a heal skill. It will have a icd of 35s.
Virtues major: communal defenses moved here to replace glacial heart.
Well thats all i came up with on a lazy saturday night at work and pardon the format doing this from phone.
(edited by casius van.5186)
Aversion to being farmed in this state of (un)balance.
I personally expect more of the same.
I logged in because the spawn camping salt is ludicrous. Almost every spawn has 3, that’s 1-2-3, exits. If you’re tired of getting spawn camped, go out the other kitten door.
Go into wvw, grab one of the banners so many people hate. Voila! Breakbar
I think the Guardian would be better served by some base game mechanic changes myself. Considering all our symbols are light fields, changing the combo effects would go a long way. Like blasting the field, instead of granting aoe retal, instead cleanse one condition with a 5 player cap. Also with the light aura changing it from a retal a hit, to cleanse one condition per hit.
This will make our symbol application more valuable in all game modes and also apply some incentive to take perfect signets in the radiance for on demand condi cleanse in a condi spam meta.
If you gotta stop and ask yourself, “will I get in trouble for this?” Then I would say, no. Don’t do it.
What communications? Just a flesh wound is doing all the heavy lifting here.
In a power comparison, dh and ranger are only different in that ranger doesn’t have reliable burst, but steady damage and dh has their burst tied to trap spam. Both their high damage skills, lb 2, are dodgeable and avoidable, but can cause high damage to the unaware. Key word being unaware.
So in the end, your choice is preference. Not viability.
I payed some matches today and it looks to me smite does remove two condis. But I can say, it doesn’t look like smiters boon does in heal.
As an aside, does anyone know which condition turns into resistance? Using cop today against a malyx and a reaper i gained it and the tooltip doesn’t say it applies it
I think changes to light fields would help hammer just as much as weapon speed increases. All but two finishers cleanse conditions, so if blast would do an aoe cleanse instead of an aoe retal application.
I run a similar build with the crusader amulet, but with bow instead of great sword, but I’ve been using exuberance because durability has been removed. It works very well, just less healing power than your setup.
If you were more offensive minded, you could trade out rf for fmw for the fury and group quickness for team fights. I use to run ji for the stunbreak and heal, but now cop is a viable alternative for the condi conversion.
I know it works on crusader, so this is, in my opinion, a good build. Probably more bruiser-ish than my build.
can u share ur build on gw2skills.net ?
wanna compare with OP’s build, i think this is interesting build
@zangato I had this posted before on this forum before the sigil of energy change, so the frailty and force are replacements for now till I find something better. The traits are similar with only two utilities being different. Exuberance is handy because the vitality conversion to healing power, power and precision. Otherwise you only have 7% crit base so makes on crit sigils fairly useless on this build.
@addryn after looking at my build, I could also suggest swapping to Heavy Light for the stab on pierce and the knock back when fighting on point, but I may go back to Hunter’s Fortification during this meta because, ya know, our new necro overlords.
(edited by casius van.5186)
I run a similar build with the crusader amulet, but with bow instead of great sword, but I’ve been using exuberance because durability has been removed. It works very well, just less healing power than your setup.
If you were more offensive minded, you could trade out rf for fmw for the fury and group quickness for team fights. I use to run ji for the stunbreak and heal, but now cop is a viable alternative for the condi conversion.
I know it works on crusader, so this is, in my opinion, a good build. Probably more bruiser-ish than my build.
So far, the only way this has affected me is I can’t use tof to interrupt blocks from chrono, war and herald anymore. Which is fine, I guess, I just hope the other core get some fixes. Guess we’ll find out Friday.
And to be honest, the paladin amulet is really soldier’s with a bunch of precision. I’m sure builds that used it would migrate with little effort.
When I see these threads, I can’t help but recall the old conan obrien skit “in the year 2000.”
I would suggest changing benevolence sigil, its hard build a good amount of charges on any on kill sigil in pvp. Water might be in line with your build though.
How about changing diamond skin from a straight immunity to a passive 2 sec proc of resistance, with a reasonable cd?
http://en.gw2skills.net/ try recreating your build using this website and link the link here so it can be looked for feedback.
Because of diamond skin. A couple of sword aa chains with quickness break it very well and lets the condi on my team condi the ele. Its also worth a quick stomp. I’m not running a trapper build. I use the tof as an interrupt more than I use it to cause damage.
I’ve been wanting this too. It was also brought up at the launch of HoT. And predictably shot down by other players because of stealth gliding and players gliding into the keeps over walls. There was also the difference of non hot accounts (core and ftp) being unable to do it. These seem like easy things to fix to me, but I’m not a programmer.
So I’ve been playing this build in pvp on my dragonhunter with a modest amount of success. But I think there’s room for improvement. I’m wanting to see what other guards could suggest to make it better.
http://gw2skills.net/editor/?vVAQNAseTn8cCVDhVdCmDBEEhlGi6aYXgAAbCiguUe4T+nH-TZxHABDcEAM4EAE++DWXGAgHBAA
Feedback is welcome.
(edited by casius van.5186)
They could also implement a tiering system similar to hot for unique rewards, like armor and weapon skins and parts for this wvw legendary back piece I saw mentioned a while back. Just I would suggest more emphasis on the pvp aspect of wvw, where player kills are valued more that npc kills. Take your 5% rough number and only apply it to pkayer kills and change npc kills to something like 1 or 3%. Would discourage ktraining
I like the reduced rally from kill, but not coupled with can’t rez while in combat. It should be either or, not both. I like to add in for the removal of the oasis event. It doesnt serve a purpose if you a) don’t have people on the borderland to complete it or defend it and b) it benefits the dominant server or the server with the most bodies to field during all times.
I’d like to chime in that scrapping servers would solve population problems only and remove the coverage wars moniker. Adding participation based rewards, like in HoT maps, would make wvw valuable to entice more players to play like you suggest. But that’s the kicker, rewards always sucked in wvw. They would have to make rewards worth it to bring in people.
I view that the distaste for the desert is people’s personal preference for the open fields to fight on. I believe it’s why folks play in ebg and eotm more than the desert bls. The complaints about “too much pve” wouldn’t be satisfied by the megaserver option though.
oh wow.. my post saying if gliders were into wvw we could no longer drop players from cliff got deleted Ç_Ç why?
totally expect gliders in wvw now :P
You’re onto them! Hide!
You still could, just not as satisfying.
They could probably do gliders in the new maps, lots of high altitude points to jump from to get around the map. I mean spawn does sits on top of a hill in the bl. Just don’t expect it anytime soon.
As for zergs stealth flying in, OP is right, zergs are gonna be rolling in by the dozens no matter what.
Sword and shield has its uses, especially since the shield changes. The pairing really is decent as projectile defence, so you can cover and block almost all projectiles, except the attacks like barrage or meteor storm.
That being said, I prefer sword and shield in the jungle, cause ya know, death tends to fly at you instead come swinging in so to speak.
I’d like to leave this as a suggestion, since 3 of my friends are experiencing the same multiple crashes since HoT and a bit before.
After several days of examining other threads (thry exist out there on reddit and other sites) we wanted to try something ridiculous.
They all share something in common and they’re using free antivirus software and they all have gtx 960 cards. Now, what we tried was disabling the antivirus. In an hour of testing, we had no random disconnects. Now whether this cured requires more testing on our part, but it might be worth a try for all who are having this issue.
This is not to absolve ANet of reaponsibility or excuse their silence. But I wanted to share this may be a culprit and worth trying.
Since you don’t want to spend extra resources, then wait. Nothing really forcing ya to do either.
I would like to ask an honest question about capes. Hopefully, somebody here can answer it for me?
Why do people like capes?
For the same reason they want bunny ears or devil horns. They’re a pure aesthetic cosmetic choice. Someone mentioned skyrim as an example of clipping issues, and its ironic because two of popular mods for that game are a couple of cloaks and capes mods.
Great video, nice to see the potential of this build.
Except signet of wrath is used on burn guard builds, replacing the condi damage increase with move speed would be a knock to burn guards while benefiting other guard builds. Maybe tweek your idea replace the highly disregarded signet trait to apply speed bonus while a signet is equipped, and just ensure its non stacking.
Super speed guards would be so reviled it would be hilarious to read forums after lol.
The thing about traps is that there is no sustain in those builds and traps are too easily negated by dodging. Dodging through a trap should not set it off and traps need a secondary function, whether that be boons/healing/whatever to add some sustain.
And that seems whatnthey were trying to do with FoF amd purification but even then it doesn’t really work as clutch sustain skills as the enemy triggers them. Least FoF has a dual role, whereas purification doesn’kittens
sticking with me, but the traps generating symbols for their active duration would grant some of this sustain that is wanted. I mean even just onWoE trait they would be a decent ,not good but decent, front line utility.
(edited by casius van.5186)
For my personal taste, a pull from SoJ would make traps more viable on wvw, spvp for the more active amongst us. It would still require a setup time, and hard to achieve in the midst of teamfights or blob clashing, but it would be nice.
Though that being said, I’m starting to think that the traps could be treated as symbols for synergy with SA. Then, outside of the FoF bug, could negate spreading around the damage of of traps.
Oh and a 25% passive run trait is really wanted, cause runes of the traveler are build limiting, not build freeing.
The longbow feels much, much better now the los issues are mostly resolved. Traps feel better, but do still feel purification should changed to a concentration. With a pulsing location heal, or a regen and condi clear. If left as a trap, then the trigger should not be the enemy, but an ally. Which would allow it to compete with recieve the light as a support skill.
Fragments of faith, in fact all the trap damage save lighta judgement and procesion of blades (!? Really, this is the weak sister now?), feel better and are enticing enough one or two traps into a utility slot. But they only work in so, so few situations that its hard to justify keeping there. Eg, drop some traps on rally points or capture points, slot a meditation or suitable concentration one cd is done. The trap will live for another 4 mins.
Because no two games are created equally? Besides that, its sounds an actual kewl mechanic to make the characters sound younger or older depending on pitch. Interesting idea there.
Actually I do, but thats irrelevant to the statement, now is it?
Because blind only affects the next attack, spending your big 4k hit utility with a 16s cd traited as a waste. This might a personal preference as I don’t just play pvp, but my smite conditions is better used for a root, chill, poison or burn stack than against a condition that is designed to only stop one attack and is often used by mesmers and thieves to prevent bursts.
Auto attack clears everytime without soending a utility
Panzer baby
/15charrs
I think, its the same time, instantaneously. So in your hypothetical situation, which is not the best way to clear blind mind you, it would clear and damage the target also.
This was a preview wasn’kitten Meaning there could be more to the balance pass that just our shield right? Maybe there’s some hope in there for reworkong the spirit trait.
I was watching the twitch stream when i saw the buff to shield and save yourself and i literally yelled kittening finally. I use feel my wrath a lot, the kitten recharge probably was needed cause I AA guys that stayed too close to me with impunity.