That’s my issue, standing on a point just to die and not even really hold your ground is a terrible game concept.
In terms of support that is very true. I’d slightly disagree that runespeed could be considered team support but that’s just me. We’re also talking about multiple specs, not just support. I’m going to go back to my original argument that while the Guardian can support very well, that’s all he/she can do which is fine. It’s balanced that way. However, you’re now introducing specs for certain classes that can sustain themselves better, provide similar support and still have dmg output. This is where i’m having an issue.
Well let me explain my position and you can offer a rebuttal. We all know DPS Guardian hasn’t seen the light of day in top-tier play due to a multitude of factors. Lack of:
Reliable dmg
Mobility
Controlling conditions
Less than average sustain with said dps builds.And now i’ll explain why the Bunker Guardian is going to see the way of the dinosaurs. The one and most important thing a Guardian brings to a fight is the ability to revive far better than any other class. Why not just bring a Cele that not only sustains better but is more mobile and actually applies offensive pressure?
Edit: but it just makes absolutely no sense. What thought-process was involved when making the Guardian? Here’s a melee-centric class that can’t run, can’t control and has low health.
Edit again: If the whole point was to make a class “stand its ground” in a VERY mobile game, then that’s just terrible class design.
Im telling you guardians are thives with no venom, lower damage, no stealth, no ranged weapon. But we do get an average 1 block every 10 seconds or so…. Thou this thread was more oriented to WVW which is where move speed actually matters.
The QQ in this thread is real. I can say the same to other classes that can’t sustain themselves, team cleanse and team stability. We’re still one of the faster reviving classes (disregarding instant revive sigil) in the game. Exactly what would you change, to whats already the most balanced class out there, and that wont turn us OP in our Zerk, Carrion, Bunk or Sustain Builds?
That right there helps solidify my point. And no, we’re not the fastest as much as more reliable. I don’t think any of us are QQing, especially when bringing forth some solid fact.
Well let me explain my position and you can offer a rebuttal. We all know DPS Guardian hasn’t seen the light of day in top-tier play due to a multitude of factors. Lack of:
Reliable dmg
Mobility
Controlling conditions
Less than average sustain with said dps builds.And now i’ll explain why the Bunker Guardian is going to see the way of the dinosaurs. The one and most important thing a Guardian brings to a fight is the ability to revive far better than any other class. Why not just bring a Cele that not only sustains better but is more mobile and actually applies offensive pressure?
Edit: but it just makes absolutely no sense. What thought-process was involved when making the Guardian? Here’s a melee-centric class that can’t run, can’t control and has low health.
Edit again: If the whole point was to make a class “stand its ground” in a VERY mobile game, then that’s just terrible class design.
Im telling you guardians are thives with no venom, lower damage, no stealth, no ranged weapon. But we do get an average 1 block every 10 seconds or so…. Thou this thread was more oriented to WVW which is where move speed actually matters.
I love class diversity but this just seems like terrible class design. Lets look at symbols as an example:
Outside of PvE, you will never be able to keep your target within this tiny circle for more than maybe a second. A build dedicated to symbols is a waste against any competent player.
Another Issue i’d like to bring up is down-state traits. Yes I understand everyone has those but I’m not a fan of speccing for when my teammates go down. I’d like to be able to keep them up as long as possible instead. Once again, it seems like a design flaw.
Well let me explain my position and you can offer a rebuttal. We all know DPS Guardian hasn’t seen the light of day in top-tier play due to a multitude of factors. Lack of:
Reliable dmg
Mobility
Controlling conditions
Less than average sustain with said dps builds.
And now i’ll explain why the Bunker Guardian is going to see the way of the dinosaurs. The one and most important thing a Guardian brings to a fight is the ability to revive far better than any other class. Why not just bring a Cele that not only sustains better but is more mobile and actually applies offensive pressure?
Edit: but it just makes absolutely no sense. What thought-process was involved when making the Guardian? Here’s a melee-centric class that can’t run, can’t control and has low health.
Edit again: If the whole point was to make a class “stand its ground” in a VERY mobile game, then that’s just terrible class design.
(edited by Arken.3725)
I don’t believe that’s the case at all. As I’ve stated above, you can’t make a profession that’s slow, can’t control anything and has very little health all in one. It makes absolutely no sense. This is especially true if it’s a melee-centric profession.
Yet people use Guardians successfully in PVP … how can that be?
Yet, Guardian is being phased out…how can that be?
edit: Gotta say Obtena, I expected better from you.
It’s the quickest approach I think. You just stated it yourself Relentliss how stacking might differs greatly from a Guardian to the others. Isn’t that a sign that it’s the profession?
I don’t believe that’s the case at all. As I’ve stated above, you can’t make a profession that’s slow, can’t control anything and has very little health all in one. It makes absolutely no sense. This is especially true if it’s a melee-centric profession.
Normally i’d say go ahead and look at the amulets/sigils/runes but my argument is this. If every profession were able to use all of those effectively then it wouldn’t be nearly as bad. However, since only a few class can actually use them and to a significant degree(engie,ele,warrior) while the other professions presents an issue with the classes themselves, not so much the amulets/runes/sigils.
It certainly is a tricky matter, the classes you mentioned are generally the only classes that can use the Cele + Strength to such a degree. However, they aren’t jack-of-all-trades-master-of-none, more like just-kinda-good-at-everything. Taking another ammy might make you a bit more specialized by the amount of sustain you get on celestial in addition to all the dmg you can deal while might stacking and applying condis with straight dmg is generally just better on average.
I still think we should just nerf might stacking first because it’s the +duration that makes things become silly (and the reason I started rolling Shatter Mes to help counter it).
Right but again if you’re good at everything, then it’s the profession you’re playing that’s the problem. You’ll never see a thief, mesmer or even a necromancer have the ability to stack might effectively. I’m not saying might-stacking isn’t an issue, it most certainly is.
Normally i’d say go ahead and look at the amulets/sigils/runes but my argument is this. If every profession were able to use all of those effectively then it wouldn’t be nearly as bad. However, since only a few class can actually use them and to a significant degree(engie,ele,warrior) while the other professions presents an issue with the classes themselves, not so much the amulets/runes/sigils.
I remember that video long ago. Still doesn’t make jive with me. It would make sense if you made a profession slow and had terrible ranged weaponry but you would have to compensate by increasing that professions self-sustain. This would make sense but sadly, it’s not the case.
Ele – S+
Engie – S
Warrior- A
Thief – A
Mesmer- B
Ranger- -B
Necromancer- A
Guardian – B
The obviousness of Engineer’s and Elementalist’s have been beaten to death so i’ll leave at that. Warrior is still very strong due to its sustain/dmg output but has very obvious telegraphs so I wouldn’t consider it OP anymore. Thief still seems to be very strong due to rotations/burst potential. Mesmer with Thief seem to be an amazing combination, takes a lot more risk to play due to its lack of mobility(outside of portal). Rangers don’t really have an identity yet, I honestly have no idea where to put them. Necromancer is incredibly powerful, especially with a team, i’m pretty sure it’s the one profession that will always dominate in a 1v1 against anything else of equal skill. And finally, Guardian, the one profession that used to be(still is in EU) the standard bunker. It’s slowly being taken out of the meta(for the wrong reasons) for a more self-sustaining comp. Everyone wants to be able to do everything and it’s gotten to a point to where you can take a profession that has around the same team support with more sustain/offensive pressure.
We need to move away from such compositions. They offer very little to no risk and too much reward. It pains me to say it but when the game released, there were tons of high burst builds but they had quite a bit of risk attached to them. That was proper risk/reward. Now it seems too much passive/AI play is flooding the game which is toxic to proper play.
TL;DR: We need less passive play(stats) and more risk involved with this game. Getting tired of random procs that do too much and skill activation doing too little.
Just re posting what I had in another thread that got closed. Simple fix for now: Remove Celestial amulet and Might runes.
Lol, no. Celestial isn’t a problem and might stacking runes aren’t that out of proportion compared to others. Sigil of Battle and profession skills like Incendiary Powder are the problem.
Lol, yes. You can’t have the best of both worlds. Both are out of proportion compared to others. Might stacking is really only powerful for a few classes that can actually stack it effectively(Ele, Warrior comes to mind). The same can be said about Celestial(Elementalist comes to mind the most, Engie isn’t far behind).
Edit: Just to reiterate again, Runes/sigils are meant to augment your build, not define it. Might stacking runes do exactly that.
(edited by Arken.3725)
It might not happen but it should be considered. Passive stats carrying you is not what this game is about. Risk/reward is what’s need. Berserkers /Rampagers/Carrion/Clerics is the definition of that.
Just re posting what I had in another thread that got closed. Simple fix for now: Remove Celestial amulet and Might runes. Introduce them later when they’ve been extensively tested. Also, remove Settlers while you’re at it.
Edit: Also, this might sting a bit but I believe Rabid needs to be looked at. A lot of these amulets are really profession specific. You’ll never see a Guardian/Thief/Elementalist run it because of the low-tier health. By having medium-high tier health, the other professions can run it while maintaining their sustain through physical mitigation from said amulet.
(edited by Arken.3725)
Some things could be looked at but the elephant in the room here is obvious. Celestial amulets and Might runes. I would be 100% ok if they removed these from the game and introduced them later after extensive testing. You should never be able to sustain yourselves while putting out comparable dmg to a zerker. If it were up to me, Celestial and Settlers would not exist in PvP.
Not so much of a forbidden thing in 1v1 as it’s a crutch to the player who got hit with cc. You’re essentially being rewarded by getting hit, contrary to the games design.
Except that degree of passiveness is toxic for the game. Maybe add more stun-breakers to the Engineer’s kitten nal?
Monmalthias brings up some really good points, a lot of these changes would most certainly make the engineer rely more on the actual skills their using instead of the traits doing the work for them.
I still want to bring up the topic of defensive traits. Protective shield/Injection are also poorly designed traits. The whole purpose of CCing someone is to setup burst, why reward someone who was unable to avoid it with damage reduction? Maybe attaching some of these to skills or maybe gain protection when successfully stun-breaking out of a skill?
Edit: Once again, i’m sure quite a few professions have access to some of these but the discussion here are Engineer’s.
Haven’t posted in a long time but I do believe Engineers bring a bit too much to the table, let me explain.
IP: I think everyone here can agree this needs to be changed. It is literally the mainstay to every Engineer build. You could avoid every single one of the engineer’s abilities that apply pressure and still potentially lose the fight due to the burning application.
Defensive Passive Procs; The whole point of CC is to setup burst, right? Now if I successfully cc/crit someone and they’re rewarded with a defensive boon, there’s an issue. You should not be rewarded for such passive play.
Multiple Kits: This has been a long-standing argument that needs to be brought up. Just because you have access to more skills, doesn’t mean your profession is more SKILLFUL. In fact, to the contrary, you have more buttons to apply both defensive/offensive pressure.
Uninterruptible healing skill: I have NEVER been able to successfully interrupt Healing Turret. We don’t even have to talk about the fact that it’s one of the most effective healing skills in the game.
To finish off i’m not saying there aren’t problems elsewhere because there certainly are(terrormancer, warriors still, cele’s to name a few). I’m just voicing my opinions on simple facts about this profession. Just to reiterate, anyone will drop when you have 2 or more on them bursting, this isn’t Engineer exclusive. One last thing, this post is meant to be constructive, if anyone can provide information to keep this calm discussion going, please do so.
Actually yeah, it was a nerf. Here’s are the reasons why:
When you put the dome around it, nowhere does it say if you move the dome dissipates. Secondly, if you do move after you cast it outside of the area the dome protects, it doesn’t help. And lastly, you forgo the healing part of detonating the dome if you do move, so in essence it should stay within that area.
(edited by Arken.3725)
I don’t know if i’d put meditations in a good spot, let me explain why:
-One of our newest traits, Focused mind now grants Fury to not only ourselves, but within a small area. I was hoping this was to be more of a selfish trait seeing as how Meditations are just that. The group application needs to be removed and the fury uptime needs a buff.
-Merciful intervention is a bit clunky but a good start to where it’s supposed to be.
-Litany of Wrath is still, in my opinion, one of the worst healing skills in the game. It’s an offensive healing skill given to a class that has very little to no capabilities to sticking to its target. It seems this skill should have been given to Warriors and Guardians should have been given the stance heal.
How about we not buff spirit weapons by a large margin? As I’ve stated a few posts up, we need LESS AI in every mode. I don’t mind them as introductory to playing the game. However, their effectiveness should NEVER equal or even come close to that of active skills.
It also surprises me by the heavy discussion of said AI. I’m sticking to my guns on this one about the previous issues that I brought up earlier. Here’s an overview of the weapons that need to change for the better and why:
Hammer: Too slow for the damage output it produces. Now I understand that this is supposed to be a CC-related weapon but it’s too slow even for that. I keep looking at the Warrior hammer and picture how awesome it is to fight with that. Not to mention traits that have a significant synergistic behavior with said weapon.
Sword: This one is minor but Zealot’s defense is very static and Counterintuitive to the games design(constant movement). Not to mention the blades barely hit a moving target. Also one change i’d like to see is the #3 on its AA. Its cleave is well below average. Why can’t this just be a single-hit like Axe on Warrior. That thing hits like a truck and even hits behind the player using it.
Scepter: Only thing this needs is tracking improvements. I’m still seeing it easily avoidable with strafe-dodging.
Great sword: This is actually has a pretty decent kit outside of 2 skills. I’m looking at Symbol of Wrath and Binding blade. One offers static game-play and outside of PvE, is near-useless. Binding blade isn’t terrible except for the cool down is a bit long and the leash is a tiny bit too small. Not to mention it can be completely negated by dodging just as you pull someone. Last but not least, i’d like to see WW have its projectiles removed and just increase the base damage, those things are completely random and contribute very little.
Mace: The Auto-attack needs a change, even with more than 1000 HP, the heal from the third strike is insignificant. Make this more selfish or something to be of actual use. Symbol of Faith, once again, offers static play and outside of PvE, is near useless.
Torch: Cleansing flame not affecting the Guardian? Now this might be too strong if it did but you could just increase the cd to make up for that.
Focus: I’d like to see Ray of Judgement’s projectile be faster. Maybe drop Shield of Wrath’s cd a tiny bit.
These are just off the top of my head. I still believe that symbols as a whole(I forgot to add the hammers version) need to change. I understand that pretty much all of these are buffs but if you honestly looked over each skill, you’d realize how slow and in some cases, ineffective they are regardless of how long the wind-up is. Just my 2cents.
(edited by Arken.3725)
I haven’t posted in a very long time due to other games occupying my time but from the looks of this I can say that it’s not nearly enough. We need LESS AI in the game, not more. The Tomes needed changing after they removed stability many months back so this could be interesting. Overall, this is a list of stuff i’d like to see addressed:
Symbols: too static/weak, very little use outside of PvE
Mobility: Getting to the target has never been an issue, sticking on them is another. This applies to weapons that are too slow/don’t have enough reward for how slow they are.
Ranged: A proper ranged weapon would be nice and/or fixing Scepters terrible tracking.
Adjusting the Virtues: Passives are FAR too weak compared to their active counterparts(especially when traited). I was never a fan of passives but if you’re going to keep these, at least make them strong enough for the Guardian if he/she’s playing solo.
This is just off the top of my head. I’m sure there are more concerns from others but this has been on my list for at least a year.
Edit: Also just like every other profession, I can probably name at least 20 traits that are completely useless.
(edited by Arken.3725)
What i’m suggesting is that for meditations is that it have some decent boons attached. There’s very little sustain. Also, I consider Vigor to be more powerful than Protection but that’s me.
Not exactly sure why we got off topic.
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The one and only true streamer of streams.
I’d like them to remove the ICD from Empowering might just to test it. If it’s too strong, nerf it.
That’s a game tester’s job, not player’s. Were you there when Omnomberry Ghost did not have an internal cooldown of 1 sec? Just compare Empowering Might to that and add 33% since the food only has 66% chance to proc.
Empowering Might gives a very good boost of AH.
I’ve always thought of the Guardian as the “boon” profession and yet it has trouble maintaining uptime for them even when using shouts.
What’s the trouble? When is it enough? 100% up time of Protection and Stability?
Getting aggressive already I see, alright. I never stated one should have permanent boon uptime on any specific one. Outside of shouts(which have medium-long cds), the access to boons is limited.
Alright, lets take a look at the Majors:
Valor:
Glacial Heart: RNG based, long ICD. This felt like a poor attempt at giving the Guardian much needed soft-cc.
Focused Mind: A borderline useless one in the sense that since meditations are selfish builds, shouldn’t the effectiveness of the boons applied be stronger? A mere 4 seconds of fury when 3/4 of the meditations are on long cd’s doesn’t make much sense to me.
Honor:
Empowering Might: The ICD is what makes this trait useless. Now granted if it was removed, it could become op. Other options are far better in my opinion.
Force of Will: Just a very plain and boring trait to help Guardian’s deal with the low health issue. Seems very similar to the poor attempt at soft-cc.
These are just the ones I wanted to comment on the rest I agree with you.
Glacial Heart – 50% on Crit is pretty reliable, it’s aoe up to 5 targets, with a 4 second base chill which is very long. The icd is long though and you have no way to reduce it, maybe if two-hand mastery reduced this trait since it is with hammer it could see more use. It would then be 24 second cooldown for a 4 second base chill. I think it has potential to be powerful if you just went with base duration sigil of ice+hydro+glacial you could chill someone for 8 seconds thats with no duration investment.
Focused Mind – I agree with this one 4 seconds is short I think a bump up to 5 maybe 6 seconds would be better. 2 of the meditations are offensive in nature the rest are defensive with long cooldowns so 4 seconds is a bit to short. If you popped meds off cooldown with 20 virtues it’s about 50% uptime on fury but many times you aren’t just blowing them especially COP.
Empowering Might – Agree it could it’s not necessarily a bad trait it’s similar to Forceful great sword but that is tied to a weapon with cd reduction. Not sure how I feel about this one tbh.
Force of Will – It is bland yes but I personally like this trait it’s raw stats and raw stats are never a bad thing. If it was 300 power, Ferocity, or Precision I think people wouldn’t be so down on it.
I suppose Glacial Heart isn’t terribly unreliable. My only concern is the long ICD for a master. I also thought it should be the same ICD as hydromancy.
I just look at meditations as the “selfish” Guardian spec(if you could call it that) and it’s not even that powerful for the Guardian alone. I’ve always thought of the Guardian as the “boon” profession and yet it has trouble maintaining uptime for them even when using shouts.
I’d like them to remove the ICD from Empowering might just to test it. If it’s too strong, nerf it.
Raw stats are indeed fine but as you say, i’d take an extra 300 power any day over vitality. That 3k extra health to me, isn’t going to save you.
Congratulations Apex, well done
Selfless Daring is one of the few skills that scales very well with healing power.
I love many don’t read that i’m coming from an spvp PoV where Selfless Daring got nerfed significantly. Revolving ones build around this trait is also mindless in the fact that you’re promoting random dodges in the hopes that it keeps your health up.
Promotion doesn’t mean you have to do it, especially for a trait is a master minor you have to take anyway if you went 4 in honor.
Not a Guardian expert by any stretch but that is the risk/reward. Do I blow a dodge for healing or do I save it to avoid the attack. If nobody is fighting me I can dodge to heal up incase I take damage I didn’t see coming.
And that’s fair but i’m comparing it to other professions where the investment isn’t nearly as high to gain benefit.
Alright, lets take a look at the Majors:
Zeal:
Protectors Impact: Outside of maybe WvW, this trait has very little value. Fall damage traits either need to be removed or merged with others.
Revenge of the Fallen: Same with Fall damage traits, any downed traits need to be removed or merged since they provide no significant value.
Shattered Aegis: This trait used to be pretty solid when it inflicted burning in an AoE instead of physical damage. This allowed for Condition Guardians to have a little more viability.
Zealous Blade: I made a thread about this one ages ago and I still believe changing this to be a % of damage done would allow it to be viable. You would have to spec offensively for it to gain any significant healing which would disallow bunker specs to utilize it.
Focus Mastery: As a master trait this needs to do more than just reduce the cd.
Kindled Zeal/Amplified Wrath: I combined these two since they both serve the same purpose, increasing condition damage(one more focused on burning). However, as the Guardian has very few variety of conditions, this is where these traits become useless.
All Spirit weapon traits: Aside from the terrible AI, low health low damage and long cd’s related to them, they’re very ineffective within a team composition. Dueling is a different story.
Radiance:
Healer’s Retribution: Ever since Ret got it’s nerf, the use has been less than desirable. Retaliation is only really useful within a group and when getting AoE’d down. Single-target Ret is incredibly underwhelming.
Shimmering Defense: The very long ICD along with a small radius is why I believe this trait to be useless. Granted it’s an adept trait that shouldn’t be too strong, this trait further exacerbates the problem with condition Guardian’s: Variety.
Perfect Inscriptions: Aside from there being no viable signet build, a mere 20% increase to their passive effectiveness only promotes players to never activate them. We need less passive play.
Radiant Retaliation: The scaling is similar to Power but again as I’ve stated earlier, Ret’s only real usefulness is within a group to apply group-wide damage instead of a single target.
Valor:
Strength of the Fallen: Downed trait, needs to be removed/merged.
Glacial Heart: RNG based, long ICD. This felt like a poor attempt at giving the Guardian much needed soft-cc.
Focused Mind: A borderline useless one in the sense that since meditations are selfish builds, shouldn’t the effectiveness of the boons applied be stronger? A mere 4 seconds of fury when 3/4 of the meditations are on long cd’s doesn’t make much sense to me.
Communal Defenses: Aegis, to me is already an insignificant boon. Applying this group-wide(not on yourself) instead of more sustain seems asinine to me.
Honor:
Wrathful spirit: This trait got a massive nerf way back when and as I’ve stated many times, single-target Ret is VERY underwhelming.
Empowering Might: The ICD is what makes this trait useless. Now granted if it was removed, it could become op. Other options are far better in my opinion.
Battle Presence: Group-wide VoR sounds nice except the healing is insignificant without a ton of healing power with Absolute resolution. PoV is a far better option for sustain.
Force of Will: Just a very plain and boring trait to help Guardian’s deal with the low health issue. Seems very similar to the poor attempt at soft-cc.
Virtues
Unscathed Contender: Since you’ll almost never have aegis for more than a second in any given fight, this trait’s usefulness is just that, VERY limited.
Consecrated Ground: By itself it’s very weak but maybe if it was combined with another trait, its usefulness could be brought up?
Retaliatory Subconscious: See other Ret traits above for my opinion.
Improved Spirit weapon duration: See Spirit Weapon opinion above.
Elite Focus: Ever since the nerf to the Tomes(removed stab), they haven’t been utilized ever since. Increasing the duration while having your entire skillset changed doesn’t seem strong to me.
Permeating Wrath: Shouldn’t this trait burn around your target and not you?
Shielded Mind: Far better options on a tier below.
Purity of Body: Far better options on a tier below.
I sort of rushed the last bit of traits.
Then lets just have this be the thread. Congratulations Apex, well done.
Selfless Daring is one of the few skills that scales very well with healing power.
I love many don’t read that i’m coming from an spvp PoV where Selfless Daring got nerfed significantly. Revolving ones build around this trait is also mindless in the fact that you’re promoting random dodges in the hopes that it keeps your health up.
Congrats to Apex. Just watched the Vod’s and well done. Doing what needs to be done to win is what counts in the end honestly and they did it well.
Selfless Daring: This one is borderline useless to me because its real effectiveness is only useful if you happen to have tons of HP. Unlike other dodge-roll traits, this one is heavily influenced by a stat that scales terribly.
Did you just put selfless daring in a list of useless traits? How dare you! Go play a warrior, you don’t belong on these forums, heathen!
I’m sure this is sarcasm but i’m dead serious. I put it borderline because it requires so much healing power to be effective. Any sort of DPS build will get no benefit from it.
Edit to the post above: It could be a nightmare but again, it doesn’t take much to just stand out of it and range you down.
I’ll start from top to bottom for the minors from an sPvP perspective:
Zeal:
Zealot’s Speed, Symbolic exposure and Symbolic power: All to be incredibly underwhelming outside of PvE. As I’ve stated in one of my earlier post, this skill promotes static gameplay to which any player with half a brain will avoid and even if they don’t, it doesn’t do anything detrimental to them(or benefit us).
Radiance:
Renewed Justice: As this trait only works upon killing a foe, it’s far from useful in any sort of fight. This is true with any traits involving a kill or reviving in combat.
Valor:
Valorous Defense: Probably one of the most underwhelming traits I’ve seen. One block lost upon entering combat and you’ll never see it proc again and even if it does, will you notice?
Courageous Return: Any sort of trait revolved around being revived or killing off an opponent is barely of use in combat.
Honor:
Selfless Daring: This one is borderline useless to me because its real effectiveness is only useful if you happen to have tons of HP. Unlike other dodge-roll traits, this one is heavily influenced by a stat that scales terribly.
Virtues:
Power of the Virtuous: Guardians already have a tough time keeping multiple boons on them for long periods of time, good luck finding any use for this one. I could see this being incredibly useful to say an Elementalist to which they can keep around 5 boons up constantly.
(edited by Arken.3725)
All of the Symbol traits come to mind honestly. Symbols are terrible(in pvp) that provide no significant benefit to you or hinderance to your enemy.
Bunker: Kensuda, Lily Rosethorn, Silven
Best orgasm face during 1v1s: Arken Elric
It helps the focus mode.
sPvP DPS: Doyourbestbear, Mr. Stance, Gotboons
I’d personally would love a rework of symbols/traits revolved around them. This skill only works in PvE where nothing moves. One of my builds goes full 30 into zeal but I get no benefit from the minors since i’m using 1h weapons(majors only benefit 1hs).
Edit: Any sort of skill that requires you(as well as your enemy) to stand in a small circle promotes a static gameplay style. This doesn’t work with how GW2 plays in sPvP.
You would need to categorize it to make this somewhat agreeable. For instance:
DPS:
Bunker:
Support:
And just put the respective names in each category.
Kensuda is the man
Thief was definitely on my list but after playing a bit of Ranger/Ele, it’s a tossup between the two.
Normally i’d agree but with your massive health pool(Easily around 30k when combined with ds), it starts to become bothersome.
I completely agree about Balth, Nightmare runes and Energy Sigils. I’m a little bit on the fence about the rest. If it were me, the reduction of burning would be as you suggested with Balth. Put fear duration back to 1s on Nightmare and reduce Energy sigils to 25% per swap.
Sorry reread that and it was a bit harsh.
Basically I feel that the matchup vs condi is very good if playing at skillcap , which is what the OP seems to be about. My suggestion would be to play something like s/f ele to get your burst plays/key evasions up to scratch, then return to dps guard. It’s very viable from what I have seen so far.
I disagree. Those two professions(Necromancer especially) are huge counters to Guardians. I won’t go in depth the reasons behind what I believe you should already know. I’ll give S/D ele a shot.
The interesting thing is I don’t believe this patch was meant for heavy balancing. I’d say close to 90% of the changes were QoL. I have no issue with this but I don’t think ignoring what a lot of us believe to be a constant issue ever since the power-meta fell out of place is going to hurt in the long run.
It could but if were using a thief’s blind for example, it can be applied very frequently. Also, while I agree you don’t have to be as nimble as those with ground-targeted ports, it’s a double-edged sword since you can’t retreat/reset if you’re knee deep in.
Thank you sir, I appreciate it.