Because what the game needs is thinking before you apply boons.
>_>
<_<
Nobody does that.
The goal at all times is to have as many boons as you can when you need them, because they make you stronger. If they get corrupted, it hurts, but having to keep in mind which boons you get because one class can corrupt them is stupid. And can’t even be done if some people apply AoE boons.
Might aswell overhaul the whole game. Impossible to implement, man, and would also make 80% of the playerbase rage in furious anger xD
AND ALSO town clothes are now tonics…really anet? Why in the eternal alchemy did you do this? You know what I did when I wanted town clothes? I made a hotkey for it.
Step 1: Press Z. DONE! And they could be colored, and I could add or remove pieces, and it automatically removed my weapon for me, and it didn’t take up an inventory slot, and it lasted as long as I wanted it to.
Now they last 15 minutes for no reason at all, they can’t be colored, take up an inventory slot, you get where I’m going with this. It’s dumb, it’s unnecessary, fix it. While you’re at it get rid of the timer for all endless tonics. If they don’t get consumed why are they timed?
I’ll confess I don’t agree on the stats thing, or I don’t care. But yes! The clothes thing! Whyyyyyyyy, why did they ruin it? I dumped my clothes now because lol, tonics! xD
Epic fail
This is my personal ranking system, when it comes to playing spvp. 1st tier being the hardest to play, last tier being the easiest. This is a generalized list.
Tier 1
-Ele
-Thief
-EngyTier 2
Mesmer
NecroTier 4
-Ranger
-Warrior
-Guardianplay styles with the highest skill cap IMO are Staff ele and Sword/dagger Thief.
I agree mosty with your list, though shatter mesmer goes in T1, along with burst guardian. Staff ele is deffo T1, D/D ele is tier 2; it’s not as hard if you have the right build. Power ranger goes in T2 in my opinion, not easy, but not hard either. Necro, warrior and Spirit ranger are the easiest.
Like somebody pointed out earlier, a lot plays into how easy or hard a class is to play. The build you run, the skills you use, the people you fight, but overall, in PvP, having a lot of health and a lot of control makes the playstyle much easier and forgiving than having no control and low HP.
I’ve been trying burning builds since the patch and finally settled on this one below.
It’s been played in hotjoin, Soloq, tPvP and even duels with top tier players. I’ve come to a conclusion about the build and would like to share both it and its pro’s and cons with you.
http://gw2skills.net/editor/?fVAQNAR7flsApcoNDxaI8DNR8QZVHUdAMBP61/wOkDA-TJRHwAV2fIwFBAZZAAPBAA
Before you ask, skill level ofcourse plays into it but I was able to go 3v1 with this and kill them all. It was in hotjoin so perhaps they were newbies but it counts for something, considering in PvP, ussually, even a 2v1 is tricky.
Pro’s
- The burning ticks for about 900 and with the runes, it lasts much longer than it says on the skill info. Even something as small as VoJ passive will tick twice for a total of ~1700 damage
- The burning uptime is basically forever, if you don’t spam your skills and re-apply if they cleanse, they’ll burn forever.
- 3/5 burning skills are AoE, this is huge! In teamfights, JI and Purging Flames can just wreck the other team.
- It has cover conditions. Vulnerability from symbols and two extra cover conditions from sigils. Binding Blade ? Pull ? Swap Weapon (Poison and Bleed) ? Zealot’s fire is really deadly and it’s all AoE!
- Shelter gives you might! Time this one and your ticks will tick for 1.1k!
- Purging flames cleanses conditions and is a fire field. Leap/whirl finisher causes burn on enemies.
- Good direct damage, build is basically played mostly like a medi guard, but instead of massive crits, you’ll see ticks.
- People don’t see it coming! This is a thing! Nobody thinks to cleanse a guardians burn, so they focus on dodging your WW and other skills, while taking massive burn damage.
Con’s
- With only moderate toughness, no healing and moderate HP, you’re very vulnerable to burst skills.
- No Vigor, no stability
- You are hard countered by bunker guards and ele’s. When they’re around, they cleanse your conditions so fast on themselves and others that you just can’t keep up. You become pretty much worthless unless you somehow kill them
- Little to no team support
- Forced into Sigils of Geomancy and Doom
- People will call you a noob when you are countered and can’t help the team. Every time, without fail. It’s annoying.
That’s it people, you can swap out the RF for ToW but Renewed focus is needed to stay alive under pressure. Like I said, I went 3v1 with this versus a mesmer, thief and ranger, so it’s very powerful but when hard countered you’ll have a bad time. Try it out, melt some faces and let me know what you think!
Highly Skilled Player hits you with confusion…
You:
A) Do nothing, and die from Highly Skilled Player auto attacks.
B) Defend yourself, and die from confusion damage.
C) Cure the condition, only to have it instantly reapplied.
D) Log off and play another game, because it’s the sensible thing you can do.
Not very nuanced and they shouldn’t remove it altogether but there’s a point to be made here.
A) This actually happens if you know you can’t remove the stacks and you run out of dodges. People can say it’s untrue all they like, when you fight a perplexity warrior, and you get confusion you have three options.
- Attack and take massive damage
- Dodge his next attacks and hope they wear off
-Run away until they wear off
When he’s pressuring you or when it’s 2v1, the confusion will hurt you much more than other conditions.
B) Not always die but it’s very hard to predict how much damage the confusion will do. I’ve had 5 stacks of it and used a rapid attack and took only 1.5k damage and I’ve had 7 stacks of it, tried the same and melted in huge numbers. When you see it, you don’t know howmuch damage it’ll do until you try it out.
C) If there’s no cover condi’s there, you can cleanse it pretty fast, but this is something I disagree on. Key here is knowing howmuch confusion the opponent can give you. engineers have several confusion skills. If you cleanse the 5 from pry bar and then run into a concussion bomb, then yes, they’ll be back. But other than that, rapid re-application isn’t really a thing. It’s sometimes best to see howmuch confusion he has, and then cleanse it.
Still a very powerful condition, and losing to an engineer because he just runs and stacks conditions on you with confusion being the biggest of them is not fair and not fun.
I can think of three reasons why they wouldn’t dodge:
1. Learning to dodge on reflex is useless if you can’t have enough endurance to dodge at the required moment. Most classes have easy ways to augment their dodges so when they “dodge on reflex”, they will get rewarded more often. Necromancers on the other hand will not and therefore will give up on dodging and search for other defenses.
2. The necromancer thought it was benificial to take the hit for various reasons. Necromancers are designed for taking hits and punishing enemies for it, the amount of skills/traits that revolve around it are enormous. In fact I had once a fight with an ele and decided to eat it’s churning earth just to send back all the bleeds to the enemy. Ele died soon after. I did not dodge the highly telegraphed move but was it less skillfull?
3.He wants to save the dodge for when you pull out your mace, hammer,… .
On a final note I think that you make a mistake by considering dodging as the indicator of skill, I believe that resource management is equally (if not more) important and I believe necromancer is the class that require the most resource management or at least high on the ladder.
Ps: necros are a light armor class. :p
Good points but in example case here, they aren’t exactly applicable.
- True, Necromancers have very bad CC counters and dodges but Evis is a very deadly skill. If you should dodge anything, dodge that, because it hurts. Most of them soaking it doesn’t mean they aren’t skilled but if you don’t dodge Evis, then what do you dodge? Most of the time they were just 1v1 and I didn’t use stuns.
- Evis doesn’t leave bleed, or any conditions, it’s a flat out huge stomp in your face. True, Necro’s can play with condtions, I loved letting them stack high when I needed HP and then eat them all. But unless I missed a skill, there’s really no beneficial effect to eating an Evis.
- I ran, Longbow Axe/sword on my warrior, they didn’t have to worry about hammerstuns. Feels like such cheese playing with that weapon. Boom boom boom, 50% of your HP is gone, Trololo.
True, dodging isn’t the only indication of skill but it’s something some other classes cannot afford to miss. Like I stated in the original post, there were elementalists who missed the dodge and for them, that ussually meant ‘game over’. So most of them dodged it, because their class required it. Necromancers did not always dodge it, because their class allowed them to eat it. Taking this back to the topic subject, that’s a huge difference in skill requirement, right there. Evis is a fast skill and dodging it when the warrior is right next to you is not easy.
The Guardian is a supporter but not a good healer (not for your allies).
You can obtain good defence and self healing ability, but to healyour allies is better use a ele, engi, warrior, ranger or mesmer.
You can heal whit symbol, but there’s only someone that us ehealing symbols. and it’s like 130 hp x pulse. You can heal whit F2, and it can be good, but only every 60 sec. You can use the Staff and heal by 1500 every 20 sec. Or dodge-roll, healing by 450 hp.
A mesmer spash heal by 3k every 3 sec.
A ele can heal by 1300 just dodging, cleaning a condition. Or heal by 1500 every 20 sec and by 1500 every 40 sec. And give a lot of Water Field, healing whit every Blast Finisher.The Idea for the Guardian is to make a self healing Supporter. Your Light Fields can clean conditions whit Projectiles and Wirl Finishers and your traits focus on clean conditions (Pure of Voice and Absolute Resolution). And give Retalation whit Leap and Blast Finishers, that make your enemy lesser eager to attack you and your allies.
That’s why they will never let us obtain Water Fields.
You’re comparing Guardians with ~300 healing power to ele’s with ~500 healing power. A support orientated guardian van heal allies for ~1.2K each dodge roll, the staff 4 skill heals for 2.5. Mace ticks are very good, F2 is 2.2K on a decent cooldown, guardians have many many tools to heal, but water fields are not among them because it would be OP. However nice it would be to have 1 on a long cooldown, probably won’t happen indeed ;-)
If all the skills listed here were actually bad, only 10% of the skills in the game would be good. The idea behind the thread was a good one but I’m afraid you just openened the floodgates for all the QQ in the world. :P
What a stupid statement. Do you expect Necros to dodge a lot, with no access to Vigor and limited access to energy sigils?
It seems like you’re only talking about MM, since you’re not going to “lay back and melt” anyone with any of the other builds.
I noticed they have little acces to vigor, but I also noticed that many players who play necro do not dodge, at all.
Example. On my warrior, when I used Evis, many classes would dodge it, Guardians, Mesmers, Engineers, even some warriors. But Necromancers would always just get hit by it, as if they’d never learned to reflex to dodge giant hitting attacks.
I pointed that out because I suspect that while they do not have access to Vigor, they could still get sigils of energy but simply didn’t because the massive healthpool and relatively good armour allowed them to soak that damage instead.
Staff: Nice idea to have LoW do more than block people, I personally never understood why it wasn’t also a light field or something. The other suggestions might be OP, fury is a very powerful boon.
Sword: Very powerfull weapon already, I do agree on the missiles → melee idea though. The Zealot’s defence blocking ranged instead of absorbing would be… awesome! Leap on Flashing blade would be nice too, leap finishers aren’t very poweful.
Torch: Good ideas! The 5 skill just need to apply burning or do more damage though, it leave you wide open for 4 seconds, no amount of damage justifies that.
Shield: Shield 4 is pretty bad, would either increase damage done, make it a knocback or add regen on top of defence. Shield 5 blocking… again, would be awesome!
Spear: Nobody cares about underwater weapons. :p
Mace: Epic weapon, doesn’t need a change!
Unfortunaly, water fields in such abundance and on short CD’s would break WvW :O
This isn’t about conditions versus Power builds. It’s about skill ceilings and requirements.
And guardian 7% toughness → precision
Heavy Armour
Warriors: What to say? I have played it a LOT and… it’s easy, it’s very easy. If you have even the slightest clue about what you’re doing, you’ll be beating people of your own level pretty easily. Warriors have a low skill requirement and a medium skill ceiling. The simple fact is that many of a warriors abilities and skills are “Click and Forget” or happen automatically. Healing Signet, Cleaning Ire, they just work whithout me needing to keep them in mind. Warriors are both powerful and not hard. I love playing one, but I feel so bad about it when I beat an ele just because he misses a dodge and my evis hits him for 8K.
Guardians: Mixed bag, much like rangers. Bunker guardians are surprizingly easy. You heal like a beast, you support like a beast, and you have acces to so many defensive skills that for anything somebody throws on you, you have a counter to negate its effect. Other than condibombing, there’s really no answer to a bunker guardian. Then there’s DPS guardian and suddenly whoop, you’re squishy and have only few answers to pressure. People saying DPS guardian is as easy as bunker because it has good defence skills probably don’t know that unless traited for it, guardian have very few defensive skills. So, as with rangers, kudos to the dps guardians, that’s actually skill right there!
I don’t mean to say that if you play X build you’re unskilled and if you play Y build you’re awesome. GW2 allows you to be awesome at everthing. But it was so obvious to me that some classes are just… so much harder than others to play. Going from Warrior to thief is a world of difference, no more facetanking everything, no more easy condi-removal, suddenly it’s learn to dodge or die. You all have you own main class, did I get it wrong, or are skills requirements per classes really different?
Medium Armour
Ranger: This class is so odd, it’s like ranger is both overpowered and underpowered at the same time. I played a Power Ranger – For Zordan! – and while I destroyed people I had so few defensive tools that the skill required was pretty high. A few wrong clicks, standing in the wrong place and you’re in a bad spot. But then you go spirit ranger, and suddenly, you can roll your face over the keyboard and still not die. Pew pew pew, it’s a shame to have to say it like that but it’s true. Spirit rangers are very easy. So I think ranger is sort of a mixed bag. If you play power, you need to be on top of things, if you play condi, you can just take it easy. Kudos to the power rangers!
Engineer: This class is OP. But ho! Does that mean you can just roll it and win? Hell no! This class has so many skills, so many synergies, so many things going on that unless you know what you’re doing, you’re going to die. I’ll admit, I rolled engineer and expected to spam and win but that’s not how it works at all. You need skill to be OP with this, lots of skill! Engineers have – in my opnion – NO skill ceiling, if you’re not so good at it, you’ll be a not-so-good engie. If you’re a godlike player, you wil go 1v4 and they burn and break in your awesome powers. I loved playing it, but I wasn’t OP with it. Gg to all OP engies who beat me and made me rage. It’s not the class, it’s you, you’re amazing!
Thief: Thieves can do insane damage, and while most of what they do is very annoying to the other player, it’s simply using the class as it should be played. They’re so squishy it’s not even funny. They melt in condi’s so fast and only shadowstepping is the direct way to staying alive in the condi meta. I wasn’t good at this class, I’ll openly admit that I was pretty bad at it. The skills requirement to not suck on a thief is very high, but players who master the class can become machines! It still has its limits though, low base HP will do that to you. Again, thumbs up to you people playing this one as a stealth, zerker!
I have now played all classes in PvP quite extensively, and I have noticed that there is a huge difference between them in terms of skill required to play certain builds. I’d just like to sum up my experiences with each class and I’m curious if other people think the same. Please no biased replies, try to be honest about it. I will try to do the same.
Light Armour
Mesmer: Mesmers have some pretty great builds that can confuse the other player to such extent that he just roams and aimlessly attacks your clones while dying. They can use stealth, they can hide and they can support the group in minor ways. Overall, I found that this all requires a good amount of skill to pull off. It took me quite long to stop dying in hammerstuns with this class. And when I got condibombed I flailed and died. In my opinion, dps orientated mesmers have a relatively high skill requirement. The skill ceiling is also high, excellent mesmers are very hard to beat. Kudos to you people out there playing this one offensively and winning, you have skillz!
Necromancer: Okay, so this is a powerful class, but it’s not entirely “lolz faceroll”. Necromancers have very powerful conditions, they can fear for days, they can swamp people in minions and hide in DS while laughing. It’s fun! But then you run into CC and… you’re pretty much powerless. Or you run into a warrior who uses berserker stance and suddenly, your main weapons don’t work anymore and you just run away from giant hammers. However, while it’s not faceroll, necromancer allows the player to make many, many mistakes. I noticed that most necro’s don’t seem to dodge a lot, something I’d learned on thief is sooo important. But when you see the amount of punishment you can take while playing a bunker necro, it’s unsurprizing that most of them don’t think it nessesary. A lot of hate is directed towards necro’s and seeing how fast I could rip people apart with it, it’s unsurprizing if still undue. Unless they were a class that hard-countered me, I could sort of just lay back and melt them. No, I don’t think people playing this have no skill, it requires good timing to beat warriors and you’re a baws if you pull it off, but this one is so much more forgiving than the squishier classes.
Elementalist: Wow, this one is fun! It’s fast, it’s diverse, it’s good at… pretty much anything! It’s also rock hard to play at first. People often say that elementalist is either bunker and do nothing or zerker and die in a breeze. Untrue. Elementalists can be middle of the road and still rock. But it really requires skill, the entry level is maybe not so high but take this into high tier PvP and unless you’re fast, think fast and play fast, you’re going to have a hard time. The skill ceiling is also pretty kitten high, a great elementalist is just… wow! +10 for all of you playing elementalists, fun and rewarding, but wow, no mistakes allowed in this carreer track. Honorary mention for the staff eles, who basically dance in their underwear and die when looked at angrily but can destroy an entire enemy team if played with skill!
I made my own burning PvP build and nothing other than heavy cleansing ele’s can touch me. Versus condi bunkers we often both go down. I love how nobody has figured out yet that burning guardian is a thing now, you just need to use the tools in the game to work around its weaknesses.
They are the obivous choice of any class that can’t viably run a condition build because they help increase damage output directly. A big nerf to these runes would take away one of the good rune sets thieves/eles/guardians/warriors have to take the fight to heavy condi bunkers. That is not subjective, to break a condi bunker, you need to have enough defence yourself, and stacking might allows you to fight while doing so.
I would also like to add that it still requires a measure of skill to actually reach 20+ stacks of might with this. It’s a nice idea to have the 7% damage scale with howmuch might you have stacked though, to encourage playing skillfull. 7% dmg at 20+ stacks. Otherwise you get +3% at 10 and +5% at 15.
Either way, I’m using Runes of Balthazar on my burning guardian and I’m melting people with it so to me, it’s not not so much of an issue xD
Either
Fire fields – Light fields in combat do not do much on their own and blasting for AoE retal gives everybody 1 second of retal, which is hilariously little. Guardians are already a burning orientated class so seeing these become fire fields for might stacking would be amazing.
Light Fields – But make them do something other than what they do now. Condi cleanse can be nice, but retaliation blasting is useless and even leaps only grant 3 secs of retal. Unless you’re nuked in the seconds that follow, they’re completely worthless :I
Various – Hammer AA no field but just AoE dmg symbol, GS 4 fire field, mace 2 water field and longer cooldown, staff 3 light field.
A bit crudely put but mostly true.
When they die – and that does happen quite often – I am exposed and unable to deal any reliable damage until the very long cooldown expires. The sword is fine but the other weapons take very long to re-use. To the point where, when they all die, I am not really able to contribute anything.
I think you should rename your thread to “What build NOT to bring in PVP”
because that’s what I got from watching ur videos. With condi pressure more rampant than ever before, you chose the worst possible build to deal with it.
No Stability, minimal condi cleanse. You might as well bend over and take it
While it’s true that in the meta PvP – which is stale and boring – you get run over by condi’s and this build doesn’t counter that, this build WRECKS anyone with medium HP who thinks you’re an easy kill. A medi guard ran into me while I was running power spirits and she died in 5 seconds to immense damage spikes. Warriors get flattened by it. Thieves just explode in giant numbers.
But then I go into team fights and melt in conditions because it hasn’t got a cleanse. Valid build, hits like a truck, undone by condi meta, just like so many other builds which would be fun but are ‘not done’ because ‘meta’
Okay a few tips from my end!
- First off, Force of Will, do not think this trait is bad like so many people say, it’s a beast trait. 300 vitality allows you to sink a LOT more into offensive stats.
- Knights gear, toughness is amazing for a guardian and both foods and Retributive Armour scale with toughness, if you have insane toughness in combat – I have ~ 2.4k you get like 5% crit chance and 100-200 power for free while along being tanky as hell!
- Berserker trinkets, just filling all you trinkers with berserker will give you lots of ferocity and even more crit chance!
- Don’t go into radiance, condition damage is worthless and signets are bad for a guardian.
- Not sure where you’ll run this but Signet of resolve is only good in PvE, use shelter otherwise, less healing yes, but shorter cooldown and completely blocking for 2 full seconds. Allows you to run through a giant fight and heal while doing so
- Don’t go too high in crit chance, 45% is a LOT and more will not really be noticable, I find, either way it’s also not worth going higher, if you have 45% crit chance and 2k power, unbuffed, you’ll hit like a truck.
Bunker dps guard is viable, but you need to use the synergies offered by the class to boost some stats ;-)
So triple meds + hammer /scepter focus + high crit dmg and crit chance?
I didn’t see a link to your actual build.
And complaining that against multiple opponents it gets you killed… well, you where outnumbered to begin with. What did you expect?
Moa Morph is a potent troll skill, but nowhere near a win button.
Outnumbered 2v1 does not mean you lose. I can fight 2v1 and win actually. And when I run bunker, I can certainly hold out until the team arrives.
This skills messes that up, suddenly I have no more heals, no more support, knockback anything. I never die in moa but that’s only because I run away from the fight. And as a bunker, losing your point because an elite completely ruined your gameplay is really garbage
Conditions gameplay on guardian are not that good as looks in paper.
Any words on any one that tryed on spvp?
There’s two ways of going about it. Either you combine spirit weapons that burn with torch burn, VoJ burn and some burning utilities, or you go more defensive and burning + scepter dmg.
It DOES work. The 950 ticks are result of +33% burning dmg. It ticks very high and wrecks people since most of it is AoE. However, you’re sort of squishy and everybody will hate you because you bring zero party support.
I ran many games with it, including some tPvP matches. If your party forgives you being a burning guardian, then you can do some serious damage with this. People NEVER see it coming, when you get a guard burn, nobody bothers cleansing… :p
Tons of burning ticks for ~950 per second.
by your state you mention you tick for 730 dps and not 950
you need 1545 condition dmg to tick 950
I tick 950 ish. Dunno how but I do. Maybe it’s virtue of justice active but it ticks very high Try it.
I tried a similar build myself earlier. Condi guardian is legit, man. Gimmicky as kitten but legit!
http://gw2skills.net/editor/?vUAQRAsf7flsApcoNDxKI8DNhkpQkOQLF/T/U9IekHAA-TkAgyCqIkRJjTGjMSZsyMEA
Put burning on spirit weapons, run purging flames and Spirit Sword. Pick Scepter and sword, both with torch offhand. Teleport in with JI. You have condi cleanse, Aoe burning and a minion. Even your healing skill burns!
Tons of burning ticks for ~950 per second. Use other sigils such a geomancy to make sure you can stack more than one condi, reapply and keep burning while playing defensively. the sword hits for 1.3K and 900 burning with me, 3K on crit. It’s insane.
Only downside is; people will hate you for playing a gimmick build and not a support build.
1. A condition spec’ed guardian attacks an enemy target, and stacks ~15 seconds of burning on them using VoJ active, torch #4 skill and purging flames. Assuming no might stacks and the assumption above, this will deal 10,500 damage over the 15 second duration.
Which then gets cleansed by a single condi cleanse. In WvW, those happen all the time, in PvP everybody is equipped with at least one and in PvE it doesn’t matter.
Condition guardian will NEVER become a legit build unless guardians get a lot more on demand and reliable conditions.
This will never happen.
Well written topic but sadly undone by inherent profession design.
(edited by Aedrion.6483)
I’m glad you destroy people with your Guardian. It’s a really strong class that can do a lot of things really well. If you don’t think you should have the lowest base health, while you personally claim you destroy people, I don’t understand why you want the game to be unbalanced.
If you want Warriors and Necros to have their base health reduced (which has more serious implications against a Necro), but you destroy them, I don’t understand why you want the game to be unbalanced.
If you want Elementalists to have higher base HP, well, there might be an argument there, but I think they need to be careful on how they tweak the class’s mechanics if they are going to go that route.
Now that’s a reply I can get behind. I’ve seen many good reasons here for necro high HP, the class IS very reliant upon it’s HP to survive.
But the examples you bring up on the warrior and elementalist are my main reason for making this thread. Elementalists have to basically always sacrifice offence for defence or they become glass cannons. I’ve seen great players makes the class shine but most elementalists just don’t get there, if they go full nuke, they’re squishy. You could argue that they have a lot of healing or defensive abilities but again, that’s because they’re pretty much forced into those abilities. Elementalists have so many awesome utility skills but all I ever see in PvP is triple cantrips for survival.
Meanwhile warriors may be always in the open but their stances make them just not care. They can run into a fight blindly, bash everybody around, take no damage or no condi damage. It feels wrong that warriors can do whatever they like and always be powerful and eles have to go into a certain route because their low base HP doesn’t exactly allow more bursty builds without a team that supports it.
I’ve played both classes in PvP and I immediatly noticed that you can pretty much turn your brain off when playing a warrior but you need to stay focussed all the time when playing an ele.
Those poor, poor warriors.
I must be so painful to have high stats on everything even when you’re rolling a damage build, like there’s no choice you know. You’re always good at everything. And things like passive healing that require you to stun and use shield to allow regen… so hard to pull off.
I can’t even imagine what it must be like having to waste adrenaline that you need for even more passive healing to actually crit for 6K with eviscerate. Can you imagine?
Just the other day, I saw a warrior go down… yep, he went down. I was so sad. Not even his HS could prevent it. And even though he used his hammer to stun his opponent and nearly crit him to death with auto-attacks it still wasn’t enough.
And then there’s the longbow. What useless weapon, the fire field only covers a giant area and people can actually still run out of it. Same with hammer stuns, yea sure, it’s a good stun but I see people dodging it all the time. Dodge… you shouldn’t be able to dodge an AoE skill like that.
I suggest we give warriors Hardened Endurance which gives them +1 armour for every hit point they lose. As the first minor trait in Discipline. Maybe then they’ll actually have a change against other classes.
Guardians have decreased hp because their utilities and traits make them more survivable. Vigor was one of those things given to us to bring the survivability back up..
This! Guardians have silly low base HP because they have so many survival mechanics. If those are taken away one by one but the HP remains unadjusted they’ll end up meat for other classes to grind.
People worry about balance more to help excuse their own poor play from being a generally mediocre/bad player than to actually try to help the game. Sometimes that worry just reaches too far. See: this thread.
Are you assuming I brought this up because I die a lot? B*tch please. I destroy people with my guardian. I brought it up because I was working on something in the build editor and I noticed a huge gap in HP between some classes. A gap, I understand, but 7k difference made me scratch my head. So I made this topic to ask people whether or not they can explain why the differences are so big.
Only way this build could be a thing is to add to a guardian base HP a little and give condi sustain. Several long CD burn applying skills will not prevent cleansing and without the ability to quickly re-apply a burn, the guardian would be stuck hitting with a no condi weapon while waiting on CD’s
Warrior / Necromancer — 18372 Base HP
Ranger/ Engineer / Mesmer — 15082 Base HP
Guardian / Elementalist / Thief — 10805 Base HP
Come somebody explain to me why there is such a huge difference between some classes? And before you say that some have better healing and/or defensive abilities: That is untrue, warriors have some of the best defensive abilities in the game and necromancers have Death Shroud. Whereas Elementalists have mist form, which completely disables them and doesn’t allow healing at all.
I heartily agree. I play a guard and I often look at some of my utility abilities and wish there was a build in which they would be useful. Spirit weapons are cool, but really, they’re not viable at all.
I agree that balance means any skill can be useful in any build. The fact that most people probably don’t even know Healing Surge, Mending and Defiant Stance means that Healing Signet is just that powerful.
Warriors aren’t OP in my opinion, that title goes to engies. Warriors just have the weird ability to have pretty high stats on everything.
On my guardian, I have to choose. Do I want high power and crit or do I want toughness and HP? Do I want healing power or do I want vitality. Do I want high tougness with good power or do I want crit dmg?
Warriors can have… everything. I’ve played a warrior in PvP now and he’s got high power, high crit, high HP, high toughness, high crit dmg, excellent survivability, auto-healing, burst recharge, 300 healing power and so on. He has no weaknesses.
What’s up with that? It’s not like saying “Yea, but warriors have fewer defensive skills than guardians” is true. Because they have lots of awesome defence skills.
So, with the above in mind, what are some ‘low-hanging fruit’ type of suggestions for changing the way decap engineer works, without affecting existing builds unrelated to decap?
Add diminishing returns to complete knockbacks in PvP? Knockdown is fine, but the strenght of decap engy is that they can blast you back really far repeatedly. If each subsequent knockback within say 5 seconds pushed one less far, this would probably solve decap engy altogether.
Pistol whip is a pain, I don’t know how to fix that, more initiative cost?
Blast light field = 4 sec retaliation. Not 1.
Fixed
If it’s an April fools joke I will eat their souls! xD
These changes are much needed!
I like them too. More options is always nice. Let’s hope not too many are unbalanced. And if they are, let’s hope they’re on currently lon-on-love classes like the ele.
Geezus, only a few hours in and already you’re QQ’ing about how this isn’t a 500 buff to healing power or something silly.
This means that if you drop your current trait which is likely PoV, you can get 300 free vitality, which in turn means you can grab gear with much better offensive stats. This trait is big, it can make otherwise invalid builds completely valid!
It’s an ok trait, the problem I see it’s in the Honor line. Honor already increases vitality. The people that complained about Guard not having enough hp are dps builds, and dps builds rarely go that deep into Honor.
This is the only legitimate remark so far. The honor line is rarely used by offensive guardians.
If you think skill isn’t a factor in GW2, you’ve obviously never fought an actually skilled player.
I can kill most people and all classes but I’ve seen people with classes that I should be able to counter just wreck me. Trust me, skill matters. And coordination too. If you have 5 skilled players versus a team that simply outmaneuvres you, you’ll still lose.
Can’t wait to see which new and sexy traits we’ll get!
I like it. It requires skill to pull it off. Though I imagine if they power block your much needed heal… you’re pretty much dead. :P
In PvP/WvW Leap of faith or Binding blade. WW and when they dodge, JI.
I wish I could see their faces when they see that they’re still in my range
Levelling gear for any class:
Everything with power + 1 weapon with Sigil of Bloodlust.
Upgrade your gear every 10 levels +/-
Power is “OP” like that for levelling.
This. Power and/or precision.
A good ele will just about never RTL into updraft as you are basically shouting “I’ma charging mah lazor!!!”.
They do! But they follow up with skills that complement you inability to counteract. Often ranged attacks.
Best defense versus D/D ele is to watch their attunments and get ready to block or dodge when they go into fire. When they go into air. Get stability or a stun breaker to get out of the knockback, then pressure. When in earth. Avoid the AoE knockback and try nuking, same with water. Water may chill you so be carefull. Don’t use blocks during fire breath or ice breath. It’ll break your blocks and prevent nearly no damage.
You shouldn’t make topics just to link a video…
Also, that build has been around for a while. Congratulations on running it.