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[sPVP] Bunky Guardian Build

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Posted by: Arken.3725

Arken.3725

The other day I also tried guardian and bunker seems to be squishier than any celestial build out there. Even full zerk medi guard seems to have more sustain than bunker guard lol.

What a lot of people don’t realize, bunker guard is all about active defense. You have to use your blocks, blinds, and skills appropriately. You can easily spot a new bunker guard. They usually blow all their skills very quickly, and then they get punished hard for it.

Most people think you can just stand there and take all the damage, you can’t, especially on a Virtues bunker. The more you play the class, the better you’ll get, and know how to adapt to situations.

I’m going to go on a bit rant here, but oh well.

Bunker Guard requires a different type of player and mindset. It’s all about your team, everything you do needs to help benefit them. If you’re only thinking about yourself, you already failed. You need to know when to sacrifice our own defenses to help them. For example, lets say you’re in a fight and you see some team mates getting loaded with conditions, yet you used all your clears. This is when you need to use your Renewed Focus to refresh your virtues and help them out with clears. Sure you didn’t need it, but your team did. Another example is you see a necro on your team getting trained; you need to get on that necro and use your abilities to help him and not worry about yourself.

This is why a lot of players fail with bunker Guard; it requires very selfless type of mindset. You have to put your ego and personal agenda aside for the better of your team. A lot of other professions are just about you and your own survivability. However, bunker Guard is much different. It’s all about empowering your team (no pun intended), in order to win. This is the reason why I enjoy bunker Guard so much.

Ok I’m done now.

I pretty agree with all of your points made. I honestly can’t find any (significant) passive play attached to the spec(or Guardian as a whole). While this excites me because it of more active-play and less reliant on passive benefits, the benefits from said active-play aren’t significant enough, or even outweigh said passives from other professions.

When you look deep into the bunker-guardian spec, you’ll notice it’s the one of only two professions in which you MUST spec heavily into your elite to make it even half-decent. Another issue I’ve encountered is that Guardian’s used to be the king of aoe condition-removal, this now belongs to Warriors.

This post isn’t meant to rant but to enlighten those thinking of playing a Bunker(or Guardian in general). I have over 4k hours with a lot of experience in PvP. I never really enjoyed Bunker guardian so I pretty much played dps. Much like the bunker spec, dps-guardian also requires active defenses and proper positioning to be effective.

So just to reiterate my point: Guardian is the profession that requires the most active-play but I don’t believe it’s rewarded nearly enough, especially when compared to passive counterparts.

Shield is still bad.

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Posted by: Arken.3725

Arken.3725

Shield is just one of the many issue’s I find with the Guardian. Just to name a few: Shield near-useless, only profession that requires its elite skill to be traited for it to be any decent, worst-ranged weaponry.

Edit: Maybe once the expansion hits, things will change for the better.

(edited by Arken.3725)

What builds are broken?

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Posted by: Arken.3725

Arken.3725

I don’t think you’re understanding the point of my thread, just because a class isn’t used in group setups more often than others, doesn’t mean that the class hasn’t got any problems.

Yes celestial is strong, but so are those that aren’t using celestial, a class doesn’t need to be used more over another in Tpvp for it to be obscenely powerful.

This is why I listed the 3 above. It’s not the amulets/runes that make them strong but rather their trait/skill setup.

I agree, to an extent, for example if you stick a D/D ele in a zerk amulet, they’ll dish out obscene amounts of damage, but they’ll also get wrecked by the blast from a guardians shield of wrath alone.

That’s also false. They still maintain 65% or more up time on most boons which most professions cannot rip.

Edit: Like I said, the amulet helps accentuate the problem but the main issue has always been the professions themselves.

DD ele still had all of those boons before the celestial buff and were complete trash tier. They did recieve a few small buffs but no one thought it would make a difference… until they learned of the celestial buff. Can’t just compare things about builds in a vacuum, every class is op in a way.

Never considered them trash-tier, just there were better options(hambow/spirit ranger) at the time. Just because something is more viable/powerful, doesn’t mean the build you were using was trash.

Edit: It’s only when unnecessary buffs are put into play that put certain skills/traits over-the-top. This does not make any prior build “trash.”

(edited by Arken.3725)

What builds are broken?

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Posted by: Arken.3725

Arken.3725

I don’t think you’re understanding the point of my thread, just because a class isn’t used in group setups more often than others, doesn’t mean that the class hasn’t got any problems.

Yes celestial is strong, but so are those that aren’t using celestial, a class doesn’t need to be used more over another in Tpvp for it to be obscenely powerful.

This is why I listed the 3 above. It’s not the amulets/runes that make them strong but rather their trait/skill setup.

I agree, to an extent, for example if you stick a D/D ele in a zerk amulet, they’ll dish out obscene amounts of damage, but they’ll also get wrecked by the blast from a guardians shield of wrath alone.

That’s also false. They still maintain 65% or more up time on most boons which most professions cannot rip.

Edit: Like I said, the amulet helps accentuate the problem but the main issue has always been the professions themselves.

What builds are broken?

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Posted by: Arken.3725

Arken.3725

I don’t think you’re understanding the point of my thread, just because a class isn’t used in group setups more often than others, doesn’t mean that the class hasn’t got any problems.

Yes celestial is strong, but so are those that aren’t using celestial, a class doesn’t need to be used more over another in Tpvp for it to be obscenely powerful.

This is why I listed the 3 above. It’s not the amulets/runes that make them strong but rather their trait/skill setup.

What builds are broken?

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Posted by: Arken.3725

Arken.3725

Short answer:

D/D Ele’s
Shoutbow Warriors
Engineer’s(condition or cele)

6 more months of Turrets spam

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Posted by: Arken.3725

Arken.3725

I have to disagree there Tao, having more skill-access doesn’t make a profession harder to play. In fact, it gives the player more of an opportunity to pressure their opponent/sustain themselves than other professions.

It’s really not a l2p issue when there’s only so much you can dodge/pressure as another profession.

Edit: I don’t mind having a discussion with you, lets just keep it civil and provide factual information together.

(edited by Arken.3725)

6 more months of Turrets spam

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Posted by: Arken.3725

Arken.3725

Just my opinion Tao:

Condi-engie: Quite a bit of sustain, mobility and a little bit of CC. Not to mention the Condition access. Best healing skill on top of a low cd block makes it difficult.

D/D Ele: Agreed with you but again, with its high sustain, you’ll attain those stacks with relative ease.

A lot of the issue’s presented are with the professions themselves, not so much the amulets/runes. Go take a look at their traits/skills and you’ll see it’s a bit much. The amulets just accentuate the problem with more sustain.

6 more months of Turrets spam

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Arken.3725

I would rather deal with Turret spam than Condition Engineer’s, D/D ele’s and Shoutbow Warriors any day. It’s rather humorous to see people complain about a spec that can be beaten with relative ease compared to the three I just mentioned.

Guardian Torch Suggestion

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Posted by: Arken.3725

Arken.3725

Fair enough. It just a suggestion to have one or the other.

Shield is still bad.

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Posted by: Arken.3725

Arken.3725

Just to point this out there, I’ve been told that the Guardian has a plethora of blocks, blinds and invuls. Now obviously if you count one block at a time, you’d be correct. However, from my understanding, other professions have access to longer duration blocks on similar if not shorter cd’s which makes me feel like the Guardian has to be a lot more careful. So I feel like there needs to be more of a reward for doing so.

On topic: Allowing it to be placed and then allowing you to perform actions (like it was before they fixed it) would be an amazing start.

Guardian Torch Suggestion

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Posted by: Arken.3725

Arken.3725

Also, have it remove conditions from the Guardian as well.

Teeny Tiny Expansion

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Posted by: Arken.3725

Arken.3725

As much as it’s nice to see the additions of new skins, I think I speak for most when I say I want new ways to play. I want more than just a few utilities, weapons, elites and traits. More ways to play the game with your current toon is a lot more fun than just new areas to explore. In my opinion

You mean like hang gliding? Cause thats a new way to play, and just from the pax announcement theres going to be other things like hang gliding. sooo…

Not the same at all. It’s just another way to travel aside from waypoints.

Edit: Just to reiterate, the game is amazing and has a lot of quality features. Just after 2 years, i’d like more ways to play with my character.

(edited by Arken.3725)

Teeny Tiny Expansion

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Posted by: Arken.3725

Arken.3725

As much as it’s nice to see the additions of new skins, I think I speak for most when I say I want new ways to play. I want more than just a few utilities, weapons, elites and traits. More ways to play the game with your current toon is a lot more fun than just new areas to explore. In my opinion

Shield is still bad.

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Posted by: Arken.3725

Arken.3725

Dude even with an instant-cast litany, i’d still never use it. The CD is too long, the base heal is too low and it’s not a guaranteed heal since you need reliable dmg(which the guardian lacks).

Shield is still bad.

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Posted by: Arken.3725

Arken.3725

Other suggestion to make shield work:

  • Make the Honorable Shield trait apply 5 sec of Aegis on Shield skills;
  • Make #5 drop&go (remove the channeling) and change the detonate to “heals 400/sec while on dome”, with a decent heal scaling;
  • Add 1/4 sec daze on #4 (for interrupts).

That alone wouldn’t make shield OP and the shield could finally be useful.

I like the #5 change. That’s honestly what it used to be.

Teeny Tiny Expansion

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Posted by: Arken.3725

Arken.3725

It’s like people jump to conclusions or something.

To be honest, I can understand the potential frustration and why people do this. GW2 getting Guild halls more than 2 years after release? Nothing significantly changed with traits to make them better/more interactive. Meta’s staying the same for more than 6 months at a time. Can you honestly blame people’s pessimism?

Teeny Tiny Expansion

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Posted by: Arken.3725

Arken.3725

I’d say it’s not safe to say that we know the specifics of what’s coming. A significant amount of new utilities/elites/weapon skills would be enough to allow this to be called an expansion. We have no idea how many we’re getting(of each). Also, an overhaul to the trait system is pretty much a necessity, these static upgrades and useless traits need to go.

Lets hope for a plethora of new ways to play(skills/traits/weapons). Until we know the extent of these, it’s hard to say.

Shield is still bad.

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Posted by: Arken.3725

Arken.3725

There are plenty more issue’s I have with the Guardian. Shields CD reduction is an absolute waste. It actually had potential when you could lay it down, forgo the heal and attack while still inside the shield. Now it’s just a shell(no pun intended) of its former self.

Shield is still bad.

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Posted by: Arken.3725

Arken.3725

Agreed, even with the (small) change to Litany, no one will touch it with a 10 ft. pole. It would be nice if we could discuss directly with the devs on why these changes are being implemented.

My thoughts on the expansion

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Posted by: Arken.3725

Arken.3725

I’m excited. Hoping for a massive shakeup and back to the power meta!

Zerk changes that should be on balance patch

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Posted by: Arken.3725

Arken.3725

It’s a mix really. The amount of boon uptime plus the innate defenses from some amulets allow for such sustainable play.

Zerk changes that should be on balance patch

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Posted by: Arken.3725

Arken.3725

I totally don’t Gree with these proposed changes, even though I am ok with changes to berserker builds. Personally, I’d just tone down the offensive stats on the berserker amulet and increase the vitality so that pure glass builds aren’t so high dmg.

What? We haven’t had a zerker meta since the game’s creation. Nearly every iteration of balance has been leaning towards more tankiness. Instead of relying on reaction timing/ reading your opponent, it’s now possible to tank while maintaining near zerker-levels of dmg. The whole risk/reward has been thrown out the window.

(edited by Arken.3725)

Relevant to your interests: Upcoming Balance Changes

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Posted by: Arken.3725

Arken.3725

Old school Shatter mesmer is getting hit really hard by the blanket Might nerf.
We’ve been picking up 3-5% damage buffs for like a year and now you drop 14% Damage off might?

But WAIT your useless weapons are still useless because the buffs don’t go far enough.

How are you computing 14% damage loss from might?

My math is wrong.. :/

Might was cut 35 to 30 = 14%~
I can stack might and upkeep it at 20-25, by myself.
How much is that in relation to total damage? I’d wager it’s at least half
So maybe 14% is a little heavy handed, maybe more like 7%~ compared to current if might stacks =>20

Blanket Nerf Might was the Wrong way to fix this problem, It was the easiest.
They could have nerfed the higher tiers of might maybe from 18+ to give exponentially less Pow/cd to equal out to the new number of +750 p/cd
This would have been better in conjunction with a -20 stat nerf to cele and sigil nerfs.

You cannot have fewer than 975 Power at level 80. It is simply impossible, because that’s your base stat value. Currently, the max Power you get from Might is 875, meaning Might is, at max, 47% of your damage (condition damage gets murky, because then you have to account for what mix of conditions, stacks, and uptime on all of them).

Might is getting nerfed to a max of 750 from 875. At absolute maximum, which is assuming 0 investment in Power from either traits or gear, this change will lower your damage output by ~7%.

If you have any improvement in your Power stat from gear or traits, the damage loss is even lower.

4-7% is a lot when you take into account Vuln and crits though :/

I feel like I need Every point of damage to kill Cele Engineers/warriors/eles at the moment….

Their ability to cleanse vuln, facetank burst and put-out enough damage to make me disengage really makes me wonder why I play mesmer.

It’s a plethora of problems that those three possess. The only real reason Warriors aren’t top-tier atm(they’re close) is because Engies/Ele’s are keeping them in check. If we see a significant nerf to both professions, Warriors will be at the top again.

Edit: Not to mention that as a Mesmer, you already have to deal with Thieves on your kitten .

Jan 27 skill balance preview!

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Posted by: Arken.3725

Arken.3725

A few good changes for might-stacking, runes of nightmare and Drake’s Breath but nothing else. The changes for Guardian are still terrible aside from Zealot’s Fire. Still not going to touch Litany or Shield. Tis unfortunate.

Relevant to your interests: Upcoming Balance Changes

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Posted by: Arken.3725

Arken.3725

Decent changes but not enough. This whole philosophy of “shaving” in terms of balance only works with frequent updates, not 6 months apart. Following changes still need to be looked at:

Engineer:

-Gearshield still needs a cd increase or duration decrease, still too strong.

-Incendiary Powder needs a notification to when the next hit will apply burning to allow for counter play

-Overcharged Shot still needs a cast-time to allow for counter play.

Warrior:

-Combustive shot needs to not automatically trigger cleansing ire when it hits nothing.

Elementalist:

-EA needs a small reduction in boon up time, 65% is way too much.

These are just to name a few. I’m prepared for the defense forces of Engie/Ele to come out and denounce these changes since their professions are “fine”.

Skills, utilities & traits that need fixes

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Posted by: Arken.3725

Arken.3725

I think another problem you’ll find is putting out a steady amount of dmg while NOT getting cced. Remember, meditations afford you no stability. This becomes tough when keeping on your opponents is incredibly difficult as well as your ranged weaponry(scepter) misses quite often.

Edit: While you do get that extrs 2k heal, the base is incredibly low, probably the lowest in the game.

I guess the big thing I’m looking at is the instant heal, god knows getting knocked out of shelter is the most frustrating thing. Then perks of possibly bigger heal + Fury, could be interesting to play with.

To be honest, Defiant stance made more sense for the Guardian class and Litany for Warriors if you really think about it. The only way I could see myself utilizing this heal is if the cd was dropped to 20 seconds and it was instant-cast. Even then it would almost exclusively be Shelter.

Skills, utilities & traits that need fixes

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Posted by: Arken.3725

Arken.3725

I think another problem you’ll find is putting out a steady amount of dmg while NOT getting cced. Remember, meditations afford you no stability. This becomes tough when keeping on your opponents is incredibly difficult as well as your ranged weaponry(scepter) misses quite often.

Edit: While you do get that extrs 2k heal, the base is incredibly low, probably the lowest in the game.

(edited by Arken.3725)

Skills, utilities & traits that need fixes

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Posted by: Arken.3725

Arken.3725

Love the enthusiasm but i’m fairly certain we’ve made about a dozen of these threads.

Skills, utilities & traits that need fixes

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Posted by: Arken.3725

Arken.3725

Still wouldn’t help Jerus. Due to the fact that Guardian’s are slow and can’t control their opponents very well, Litany of Wrath actually makes no sense for the class.

Skills, utilities & traits that need fixes

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Posted by: Arken.3725

Arken.3725

There are many more than that that need to be looked at. Here’s a list I’ve made up long ago(traits mostly)

https://forum-en.gw2archive.eu/forum/professions/guardian/The-bad-trait-skill-list/first#post3993342

If you could change one thing on guard...?

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Posted by: Arken.3725

Arken.3725

It would be to give Guardians mobility(runspeed mostly). I don’t even care much for controlling conditions(cripple) in comparison to speed.

I don’t want my Guardian to play like a warrior… improve our “teleport” skills by remove that crappy ‘shadow step’ mechanic… or just call it a shadow step so i don’t rage when my Teleport fails
Better our movement impending skills and signet knockdown skills…these signets should be an instant cast.

Not exactly sure how this would translate the Guardian to being more like a Warrior. Theme-based professions are severely limiting. Being a (primarily) melee profession with little mobility, no controlling conditions and terrible ranged weaponry makes little-to-no sense. Like I said earlier, I could give a doode about controlling condi’s, I just want speed(and scepter #1 to be fixed).

Best BM I have ever recieved.

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Arken.3725

Probably the only thing entertaining on your stream in ages.

Is that really necessary? It was a funny clip revolving around being BMed and he took it like a champ. Either enjoy the stream or….don’t. Also, that had me rolling Wilson.

If you could change one thing on guard...?

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Posted by: Arken.3725

Arken.3725

It would be to give Guardians mobility(runspeed mostly). I don’t even care much for controlling conditions(cripple) in comparison to speed.

How "Esports" deals with unbalance.

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Arken.3725

Slightly off topic but I would also like to see on process sigils removed all together…

Thing is, those sigils are allowing Zerker builds to even have a chance against the current tanky meta we’re experiencing.

The Celestial Meta - It hurts.

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Posted by: Arken.3725

Arken.3725

That is fair and as I stated above, cleansing Ire with LB need to be adjusted. The fix I mentioned earlier would certainly help but do nothing for the might-stacking.

The Celestial Meta - It hurts.

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Arken.3725

Part 2 of adjustments/buffs:

Mesmer

Empowering Mantras: Increase to 7% dmg bonus.

Greatsword Training: Change to 5% dmg bonus

Wastrel’s Punishment: Increase to 10%

Dazzling: Increase duration to 10 seconds.

Blade Training: Change to 100 precision

Bountiful Disillusionment: Increase might-stack to 5, retal and regen duration to 10 seconds. Applies to allies in an AoE at a range of 240.

Cleansing Inscriptions: Removes 3 conditions upon activation

Disruptor’s Sustainment: Aside from the HP bonus, heal nearby allies for a base of 500(not including the extra HP from this trait or others/amulets/ect.) Range of 600. Scales with HP

Restorative Illusions: Increase tiers to 1000/1250/1500 respectively as well as expanding to allies. Range 600

Mender purity: Increase to 3 conditions removed.(This is before the actual heal triggers)

Dazzling Glamors: Increase duration to 5 seconds.

Blinding Befuddlement: Increase duration to 5 seconds.

Shattered Strength: Increase duration to 15, this now also applies to allies within a 240 radius.

Guardian

Wrathful strike: Either increase duration to 10 seconds or remove it and increase the scaling slightly.

Whirling Wrath: Remove the projectiles, increase the base dmg/scaling.

Symbol of Protection(hammer 3): Reduce the cast time to either 3/4 or 1 second.

Zealots embrace: Change it so the chains track its target.

Banish: Reduce the cd to 15 seconds and cast-time to 1/2.

Faithful Strike: Reduce the cast time to 3/4 second, allow for cleaving and increase the healing slightly.

Protectors Strike: Change to apply protection IF you get hit and retaliate.

Orb of Wrath: Increase the speed to match up with trick shot, increase the cast-time to 1/2 second.

Chains of Light: Reduce cd to 15 seconds.

Sword wave: Change from a projectile/poke to a regular swing.

Zealot’s Defense: Allow blades to track your opponent and reflect projectiles.

Ray of Judgement: Increase velocity slightly.

Shield of Judgement: Reduce cd to 25 seconds, revert protection back to the 5 second duration.

Shield of Absorption: Allow for the Guardian to forfeit the heal, remain inside the bubble to maintain protection while performing actions.

Cleansing Flame: Increase cd to 20 seconds, allow it to cleanse conditions on the Guardian as well.

Merciful intervention: Allow this to shadow-step anywhere.

Sanctuary: Increase radius to 180.

Renewed Focus: Reduce cd to 75 seconds.

Kindled Zeal: Change from Condition dmg to toughness and increase to 15%

Zealous Blade: Remove dmg bonus, increase healing gained to 200 but remove the ability for it to trigger on more than 1 foe.

Focus Mastery: Increase the blocks to 5 as well as the cd reduction.

Shattered Aegis: Revert this back to burning application.

Perfect Inscriptions: Increase to 40%.

Inscribed Removal: increase to 2 conditions removed.

Searing Flames: Increase icd to 20 seconds but steals one boon instead of removing it.

Inner Fire: Increase fury duration to 5 seconds.

Glacial Hammer: Add a 5% dmg bonus

Focused Mind: Remove the group application, Increase duration to 7 seconds.

Valorous Defense: Change to apply protection to the guardian when receiving a critical hit on a 15 second cd that lasts 2-3 seconds.

Force of Will: Change to increase toughness as well as vitality.

Battle Presence: Allow for Virtue of Resolve to keep its passive upon activation as well as apply it to party-members.

Empowering Might: Increase duration to 7 seconds.

Merge Protective Reviver and Resolute healer:

Wrathful Spirit: Increase to 5 seconds.

Purity of Body: Increase to 25%

Shielded mind to merge with indomitable courage.

Permeating Wrath: Change to apply the aoe burning to your opponent, not you.

Retaliatory subconsciousness: Reduce ICD to 15 seconds and change it to apply Regeneration.

Absolute Resolution: Increase the passive heal to 200.

Quick note

Merge all downed/revived traits with existing traits. Symbols need to be more effective in what they do(maybe remove conditions/boons if traited?)

I’m sure I missed a few but I think I covered quite a few, let me know what you guys think. Also, as someone who mains Guardian, I tried to be as unbiased as I could so let me know if you spot anything over-the-top that is mentioned in any section.

(edited by Arken.3725)

The Celestial Meta - It hurts.

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Posted by: Arken.3725

Arken.3725

Part 1 of buffs/adjustments:

Alrighty, going to continue on with Adjustments/buffs for professions in area’s I think they need it. It’s going to take forever to discuss runes/sigils/amulets so unfortunately, i’ll leave them as they are aside from the nerfs I suggested earlier. Here goes:

Warrior-

Whirling Axe: Now Blocks or Reflects projectiles

Ranger

Predator’s Onslaught: Expand this to include more conditions(bleeding at least).

Beastmaster’s Might: Increase might-stacks from 3-5 stacks.

Strider’s Defense: Change to reflecting a projectile every 10 seconds while wielding a melee weapon

Honed Axes: Give a 5% dmg bonus as well as the ferocity bonus.

Carnivorous appetite: Expand this to the ranger but put it on a 5 second ICD.

Companion’s Might: Increase might duration from 5-7 seconds.

Nature’s Voice: Add Fury as well as Regen/Swiftness, Increase range to 600.

Nature’s Protection: Add Swiftness as well for 5 seconds.

Two-handed training: Change it from 50% chance on crit to 100%.

Invigorating Bond: Increase range to 600, reduce ICD to 10 seconds.

Vigorous Training: Increase Vigor from 5 to 7 seconds.

Necromancer

Parasitic Contagion: Increase from 5% to 8%.

Spiteful Marks: Increase dmg % from 10 to 15%.

Spiteful Spirit: Increase duration of Retal from 3 to 5 seconds.

Siphoned Power: Change to activate at 50% and add 3 stacks for 10 seconds.

Death into Life: Increase Healing power gained from 7 to 10%

Focused Rituals: Increase skill range to 1200 and reduce the cd on wells by 20%.

Weakened Shroud: Increase Weakness duration from 2 to 4 seconds.

Target the weak: Change to be a 10% dmg increase but it doesn’t scale with the # of conditions on your opponent.(flat increase).

Unholy Sanctuary: Increase healing to 250, reduce ICD to 10 seconds.

Shrouded Removal: Change to 2 conditions removed when entering DS

Ritual Protection: Increase from 3 to 5 second protection access.

Vampiric Rituals: Increase healing from 50 to 300 per pulse. Extends to group-members.

Ritual Mastery: Roll that into focused Rituals.

Vampiric precision: Increase healing to 100 per crit.

Renewing Blast: Increase healing to 500(also, make change life-blast to have a bit of a cone affect, reduce the dmg appropriately)

Soul Marks: Increase to 5% ds generated upon hit.

Well of Darkness: Reduce cd to 35 seconds.

Well of Power: Reduce cd to 40 seconds.

Signet of the Locust: Reduce cd to 40 seconds, Increase healing to 1500.

Blood is Power: Increase might duration to 15 seconds.

Corrosive poison cloud: Reduce cd to 20 seconds, Increase weakness and poison duration to 5 seconds.

Thief

Body Shot: Increase Immobilization duration to 2, increase initiative needed to 5.

Cloak and Dagger: Reduce initiative to 4.

Sundering Strikes: Change chance to apply from 50 to 100%.

Venomous Strength: Increase stacks to 4

Corrosive traps: Increase duration to 10 seconds.

Opportunist: Change chance to trigger from 50 to 100%

Invigorating precision: Increase from 8 to 12% for healing gained.

Signets of Power: Increase duration to 15 seconds.

Power shots: Increase dmg to 10%

Assassin’s Equilibrium: Increase stability duration to 2.5 seconds.

Assassin’s Reward: Increase healing to 100.

(edited by Arken.3725)

The Celestial Meta - It hurts.

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Posted by: Arken.3725

Arken.3725

Overcharged Shot: Again, instant-cced skills need to go. Give this a 1/2-3/4 cast time.

Warhorn: Increase the cd’s to 20 and 25 respectively. The amount of condition-removal on-top of it’s low cd makes this off-hand a tiny bit too strong in that department.(As well as 1 being a blast finisher)

Neither of these are good suggestions….

1) As engineer you have to buff check before using the skill. It is not a brainless skill. Besides Rangers basically have the same instant knockback without CC’ing themselves. You can argue the .5s timer on it. But still there’s no penalty for using it like OS.
2) Reducing condi removal on classes is the step in the wrong direction.

Sorry bro, i’m not budging one the 1st on because you believe it not to be mindless. It has a very short cd, is instant and does exactly what you want it to do for any ranged spec…push you back. It needs a cast-time. I’m not saying it’s completely brainless but by no means is it balanced. Oh also, your argument leads to no credibility since the ranger skill HAS a tell and cast-time.

Edit: On the 2nd, the Warrior now has more consistent condition-removal than a Guardian. Granted you don’t see the dmg output of Elementalist’s and Engineer’s, they still have the insane amount of sustain/condition removal/burst healing/mobility and Might-stacking.

(edited by Arken.3725)

The Celestial Meta - It hurts.

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Posted by: Arken.3725

Arken.3725

Hey Vain, good to see you. I’m going to put up an explanation of what I believe is over-the-top and hopefully we can all come to an impasse. Bullet points help for people to pick out certain aspects of the game they can relate to and have(hopefully) an unbiased opinion. Here goes:

General/Amulets/Sigils:

Celestial/Might-stacking: This has been beaten to death but here’s my input, like Vain stated many times, just because one or a few professions can exercise this amulet incredibly well doesn’t mean it’s not strong. Bruiser-types are fine in this game but there needs to be some give, there’s no give here in combination with the ability to stack might as well as the innate ability to sustain, maintain mobility, cc as well as dmg.

Nightmare Rune: Reduce the fear duration to 1 second.

Classes:

Elementalist-

Drake’s Breath: Currently, with its short cd and incredibly long burning application(AoE), the ability to maintain constant burning needs to be dropped. Even if this was single-target, it would still last far longer than any other profession with 1 skill.

Frozen Aura: This is on a relatively long cd however its duration is a tiny bit too long. I think maybe lowering this to 5 seconds from 7 would be fair. (this goes back to the whole deal about “giving” something up and not being the master of everything).

Frozen Burst: Due to its recent buff of making it a blast-finisher, this has been an offender of the incredible amount of might elementalists can achieve on their own. Keep the blast finisher, reduce the chill duration to 2 seconds.

Updraft: There needs to be an animation/cast time attached to this. Instant-cc abilities need to go. 1/2 seems fair I would think. Reduce the cd to 30-35 to compensate.

Obsidian Flesh: This needs an invulnerability reduction. It’s on a decent cd and is instant cast. Reduce to 2 seconds.

Elemental Shielding: A reduction to 2 seconds has been suggested or changing it to apply Regeneration could also work. This would help lower the massive amount of protection access.

Elemental Attunement: Reduce the Boon duration to 3-4 from 5 seconds. In combination with going 6 into Arcane, the amount of protection/regen/swiftness uptime is 65%(not counting elemental shielding). I understand Ele’s need this access to survive and they would still have 40% across the board.

Engineer-

Incendiary Powder: Either reduce the duration or make it have a visual effect upon the next attack that would inflict burning. This would allow people to avoid it.

Magnetic Shield: Reduce the duration from 3 to 2 seconds.

Overcharged Shot: Again, instant-cced skills need to go. Give this a 1/2-3/4 cast time.

Gearshield: Increase the cd to 25-30 seconds. 20 is way too short(16 when traited is incredible)

Magnet Pull: Make this visible through stealth.

Warrior-

Combustive Shot/Cleansing Ire: This should only trigger Cleansing Ire if you hit your target with the initial shot. If you miss, it shouldn’t trigger.

Warhorn: Increase the cd’s to 20 and 25 respectively. The amount of condition-removal on-top of it’s low cd makes this off-hand a tiny bit too strong in that department.(As well as 1 being a blast finisher)

Ranger-

Hunter’s Shot: Give this a cast-time of 1/2 so it can be avoided.

Companion’s Defense: Rewarding someone for a botched dodge makes no sense(this goes for all dodging skills). Gaining protection after a dodge doesn’t punish the user but rewards them for randomly dodging. Reduce the duration or add an ICD.

Necromancer-

Reapers Protection: Add a visual effect so it can be predictable.

Guardian-

Amplified Wrath: This gives Guardian’s the hardest-hitting burns in the game with less investment towards condition damage. If they ever give Guardians access to more conditions I feel this will be too strong. Reduce the dmg to 20-25%.

These are all nerfs suggested to bring things in-line for every profession. Obviously some if not all professions need more than that but these are to help bring down the power-creep.

I’ll put up another post later on for adjustments/buffs.

The Celestial Meta - It hurts.

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Posted by: Arken.3725

Arken.3725

Even 3’s a stretch Reikou. Most have 1, maybe 2 that would be considered “viable.” I’d honestly be fine with that trade-off as well seeing as how we’re limited regardless.

The Celestial Meta - It hurts.

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Posted by: Arken.3725

Arken.3725

if i had to suggest a change for cele amulet i would increase all stats by about 7-10%, but then you only get to choose 6 stats and not all 7. you’d have to give up one of them of our choice. so you’d essentially have 7 different celestial amulets (cele without ferocity, cele without vitality, etc)

Best idea 2014

Ok that’s enough forum for this year, cya all Jan!!

We might as well get rid of amulets all together and have stat points only added via traits.

That is what the celestial meta has really done, made amulets uneccessary.

i always thought they should just give you like 2500 stats nad let you allocate them however you want.

but with restrictions such as

power precision ferocity cond dmg combined cannot exceed 2k
toughness vitality healing power combined cannot exceed 2k

no one stat can exceed 900

Funny enough, this was the original intention before the games release(not sure of the number at max lvl) to allow stat allocation. I think just minor tweaks to all, not just the two in discussion would benefit greatly towards proper balance. Instant skills, traits with significant benefit/little risk, skills that promote spamming, ect.

Zealous Blade healing

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Posted by: Arken.3725

Arken.3725

Yeah, it’s pretty bad. Forget about the fact that you’re slow/have no controlling conditions to keep up with your opponent(pvp). 25/hit is pretty pathetic. I’d like to see it changed from per hit to per skill usage upon hit.

Example: Auto 3 people once, get healed once but the healing is significantly increased.

Current Balance Issues

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Posted by: Arken.3725

Arken.3725

Thing is ResJudicator while I agree bunker classes SHOULD have excellent survivability, having that AND mobility/cc as well as team-support is still too much. A slight shave to such high up time on boons brings a bit into place.

Anet, it's time look into Elementalists.

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Posted by: Arken.3725

Arken.3725

Except doing profession-wide nerfs(amulets/sigils) is most certainly not the way to do it. Again, only 2/3 professions really abuse this. Why screw over other classes who don’t?

Aren’t those the same professions who are recognized as being top tier right now? If 5/6 professions don’t use these based off your own post, would changing those things even effect them?

I suppose, I mean it would be a more immediate fix to the problem instead of waiting for those professions to receive proper adjustments.

Edit: I mean i’m all for removing Celestial from play as I think Master-of-all amulets cringe me so. Proper risk/reward and all.

Current Balance Issues

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Posted by: Arken.3725

Arken.3725

Post above nails it. I do have some suggestions.

IP: You don’t necessarily have to make this a GM but rather change how it works a little bit. For instance, every 10 crit or so, make your weapon glow and that attack inflicts burning(allowing for counterplay).

Healing Turret: This thing is indeed strong but why not keep the functionality and just increase the cd by a tiny bit?

Gear shield: Yeah….this needs a duration reduction. For such a low cd on such a powerful kit, reduce the duration but keep the cd.

Elemental Attunement: This is incredibly strong(mostly for the protection access). This alone, especially when traited so, allows for 65% up time on that plus Swiftness, Regen, Might and Vigor(not even including traited cantrips). I recently suggested a small duration nerf from 5 to 3 seconds. Even with this nerf, you’re still looking at nearly 50% up time which is still insane.

Elemental Shielding: Just a small reduction from 3 to 2 seconds seems fair.

Drake’s breath/Ring of fire: I’d leave ring of fire alone as it has a unique style of play but i’d most certainly have the reduction on Drake’s breath to be nerfed heavily. On such a short cd, aoe application in front of you and decent power scaling, this needs its duration cut in half.

Again, nerfing amulets/sigils/runes because 1 or 2 professions abuse it is not the way to go. You will unnecessarily hit those professions for no reason. Looking at each professions traits/skills (not just Engie/ele) to find a good balance.

Anet, it's time look into Elementalists.

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Posted by: Arken.3725

Arken.3725

Except doing profession-wide nerfs(amulets/sigils) is most certainly not the way to do it. Again, only 2/3 professions really abuse this. Why screw over other classes who don’t?

Anet, it's time look into Elementalists.

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Posted by: Arken.3725

Arken.3725

Ele nerfs-
Maybes:
Elemental attunement from 5 to 3 seconds protection.
Elemental Shielding from protection to regen. Or reduced from 3 to 2 seconds.
Renewing stamina ICD from 5 to 10 seconds.
Frozen Aura duration reduced from 7 to 5 seconds.
Reduce Signet of Restorations heal to 163, Increase scaling on active from 0.5 to 1.0 to promote active use.

Certain?:
Drake’s breath reduction from 3 to 1.5 seconds.
Frozen burst remove the chilling, keep the blast finisher effect
Stow Lightning Whip fix.
Small cast time to Updraft.

Buffs:
Increase cast time from the leap from magnetic leap from 1 to 1/2 seconds.

Just an idea. I’m assuming some will believe ele’s are fine as they are but with the insane boon up-time as well as consistent dmg/cc/mobility and team support say otherwise.

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Posted by: Arken.3725

Arken.3725

Ah, thank you so much. I’m trying to test to make sure they have their own cd’s.

Sigil of purity and generosity

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Posted by: Arken.3725

Arken.3725

Question, do these 2 sigils stack or share a cd?