Black Gate – Immortals of the Mist [IoM]
Black Gate – Immortals of the Mist [IoM]
Please offer a wider variety of weapon options since we are stuck with 2-5 abilities per weapon. Hopefully these suggestions do not conflict with the lore. I will start the list and the players can add more. Try to keep it generic… i.e. Katana! Well that would be considered a sword.
Two-handed Axes – No clue why this was left out in the first place.
Polearms (halberd, bardiche, pole-hammer, spear) – increased melee range/slower attk speed 250-300 range
Javelin (range) – 600 traitable to 900 (condition oriented).
Crossbow – 900 traitable to 1200
Flexible weapons (Flails, whips, etc) – whirl finishers or blast on flail.
Fist weapons (knuckles, spikes, blades) – fast attack speed + leap finishers
Throwing Knives/Stars/Darts – 600 traitable to 900 – projectile finishers – fast attacks for medium to light damage with built in conditions (poison, crippling, bleeding, ice, and immobilize).
Warhammer – Wasn’t sure if this would fit under mace…
Double-bladed Sword/Axe/Mace – Darth Maulesque
Probably more out there for sure. I really want each weapon type to have it’s own playstyle. I don’t want to pick up the two handed axe only to have similar playstyle and attacks compared to the greatsword if you understand my meaning.
Fist weapons would have a lower coefficient than polearm for instance but fist weapons attack speed is fast compared to polearm which is slow. Allows for variable damage speeds. Fast and steady medium damage or slow but bursty high damage.
Honestly, 2h weapons should have a base of 200 range while 1h smaller weapons can stay the same. 2H swing slower but higher coefficients making them more bursty damage and 1h weapons have lower coefficients but faster attacks. Balance them a little bit to make them different and allow the player to make the choice between burst or sustained.
Black Gate – Immortals of the Mist [IoM]
Just make it intricate to make armor through crafting where we can add certain reagents to building armor (or discovering new recipes) to match the stats players want. Give crafters a meaning to craft and making it so they can profit with the economy.
Black Gate – Immortals of the Mist [IoM]
I don’t think protection boon should be given to warriors. Why? High base health and wears heavy armor. They should just adjust some of the weapons to include a block/parry function similar to mace main hand or sword off hand and allow it to block more than once attack. Make it a channel for 3 seconds like shield and show the warrior actually deflecting attacks and doing some type of counter attack.
Giving warriors boons is only a start down the path to homogenization.
Black Gate – Immortals of the Mist [IoM]
The difference between 2700 and the max armor (which is not 4000 btw) is something like 20% I believe. At least that’s what I remember from punching stuff into buildcraft some time ago.
If you would like to make a long story short unless the wiki’s wrong, damage is:
power * weapon damage * skill coefficient / armorLets break this kitten down barney style, just for fun.
Lets just assume for a second we’re using a skill coefficient of one, 2k power and 1k weapon damage as it just makes this easier to follow (and prevents me from having to break out the calculator)
2,000 * 1,000 / 2400 = ~833
2,000 * 1,000 / 2,700 = ~741
2,000 * 1,000 / 3,000 = ~667
2,000 * 1,000 / 3,300 = ~606
2,000 * 1,000 / 4,000 = 500 (Last time I checked 4k armor isn’t even possible)A warriors base HP is 18,387 (I’m just looking on buildcraft now). So we go HP/Damage to find out how many hits we can take and…
2.1k: 20
2.4k: 23
2.7k: 25
3k: 28
3.3k: 31
4k: 37Unless I’m mistaken about the damage formula, it seems like the returns aren’t so diminishing. Didn’t intend to do all this, but well, procrastination has a funny way of making me do stuff…
Let’s investigate your example further. Assumptions: a skill coefficient of 1, 2k power and 1k weapon damage, 18387 base health.
Please see the attached graph.
x-axis: armor
y-axis: proportion of health taken as a result of the hitYou are correct in that the number of hits you can sustain increases in a linear fashion as you increase armor. But, there exists diminishing returns when you consider the proportion of health taken per hit (not a linear relationship). A small investment in toughness when your armor is low is profitable. However, even a very large investment in toughness to go from an armor of 2700 to 3000 shows negligible improvement.
So Carabidus – is there a confirmed sweet spot? Do we know what the best proportional min/max is out there?
Black Gate – Immortals of the Mist [IoM]
Daecollo, please reroll or stop complaining. It’s sad I see your QQ’s on the guardian forums as well.
Diablo - Warriors do lack mobility because their mobility isn’t spread out across all weapons. Only on Sword’s lunge, GS has rush and Whirlwind, Hammer’s burst and axe’s burst and shield bash (300) and horn. The nice thing is you have access to a lot of CC so it helps warriors maintain range once in.
Not to mention all the traits that can be used to break movement impairing effects.
Black Gate – Immortals of the Mist [IoM]
http://www.youtube.com/watch?v=Tp_vc9aQmMo
You can reference this video. Sanny is a well played roamer but his build works well in the zerg blob as well. Always easier to destroy people when you’re not being focus fired!
If you swap to Axe/Shield over GS you will lose two gap closers and 100B but you pick up block, stun, a solid auto attack, and a decent burst ability with axe.
Black Gate – Immortals of the Mist [IoM]
Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target’s Armor)
So for example we’ll take a Greatsword guardian that has 3000 power and hits us with "Strike" (auto attack) and correct me if I am wrong down here.
Damage done = 1100 * 3000 * 0.8 / 3000
= 1100 * 0.8
= 880
So if my math is correct my auto attack should hit for 880 damage outside any other boon factors or conditions I am suffering.
If we used the same attack on someone with 2200 armor (GC Thief, they usually have less) then we’ll see....
Damage done = 1100 * 3000 * 0.8 / 2200
= 1200 damage
It’s rather shocking that an 800 armor difference will only increase your damage by 320, if my math is solid. That’s what, 36% damage increase for a difference of 800 armor?
Ref: Wiki for damage formula and https://forum-en.gw2archive.eu/forum/professions/guardian/Guardian-Skill-Coefficients-List-Partial for Guardian damage coefficients.
Black Gate – Immortals of the Mist [IoM]
Couldn’t warriors effectively keep a melee target doing less than 10% damage to them if they used a mace and ran high armor?
How do you calculate armor + weakness debuff? Is it additive or multiplicative?
Black Gate – Immortals of the Mist [IoM]
You guys do realize I posted this on April first, right?
However I do find guardians kind of ridiculous at the moment.
So you’re back-pedaling while using April Fools but your past quotes always point towards wanting to improve warriors or complaining about the guardian’s pros vs the warrior’s cons.
I still think you are still trying to find the class that can do everything and excels in it.
Elementalist’s forum is that way —-—>
Or maybe you should try to overcome the popular belief that warriors are underpowered and need buffs and find what suits you. I play both and I understand the difference.
Black Gate – Immortals of the Mist [IoM]
I would love to see:
Polearms
Crossbow
Flail
Warhammer
2H Axe
Dagger
Fist weapons
....list goes on....
Black Gate – Immortals of the Mist [IoM]
Would you like dual shield too? Or even better, dual rifle. Then we can get some AK47 skin and a rambo outfit…
Working on my gold camouflage right now…
Black Gate – Immortals of the Mist [IoM]
i run with melandru + -36% condi duration (-40% is too expensive, i think 1s, when -36% is only 4c) for 4-5 months now
im full toughness/vitality banner warrioralways last standing in zerg fights, but zero dmg
my role is to give constant regeneration + fury + switness + 3-5 blast finishers + (almost constant) stability to 5 ppl around me
I wouldn’t advise a PVT set for banner warrior, honestly, even with the buffs, the regen is not worth it and you can still be an effect piece on the battlefield rolling something different.
Even with Clerics gear ticking 300-400 won’t compare to a solid hammer or dps warrior. But I digress, I won’t tell you how to play or what to play.
Black Gate – Immortals of the Mist [IoM]
About what my guardian runs since I gave up trying to have my guardian do crazy burst with 11k health.
Black Gate – Immortals of the Mist [IoM]
(edited by ArtemisEntreri.4138)
My personal opinion is to give hammer a go. It sounds like you do SPvP. Here is what I recommend. You won’t be a roamer and you’re not going to have crazy burst like prior to frenzy nerf but you’ll serve a purpose on the field with your knockdowns and stuns.
http://gw2skills.net/editor/?fIAQNAS8ejcOxu1QuQMxCAkCr4yUooTBlUKsruUBxA;TsAA1CqowxgjAHLOOck4sKYQw+DA
I picked sword + shield for defense and lunge for escapes. The other alternative is to go GS for mobility or you can go Axe/Mace for knockdown, vulnerability, and a burst attack. To switch to more DPS oriented just pop in a Berserker’s ammy and your choice of gem.
Almost 3k attack with hammer, almost 3k armor, and 25k health will keep you alive even when focus fired to give you time to react and the rampage gem + eagle runes give you precision and crit dmg. Toss in a fury buff and you have nearly 48% crit and +50% crit when you stun someone. Hammer hits pretty hard when you couple it with bull’s rush, frenzy (+endure pain if you’re taking damage), and go in and knockdown again, 2,3, 4 and then you’re burst. Non-bunkers are usually scrambling for a stun breaker or heal while trying to run away.
I can’t claim this design completely for myself. Sanny’s video’s inspired me to play a good hammer build since I found guardian’s to be clunky and lackluster and very situational. Your only weakness is conditions and hopefully but running with the group or a class that can cleanse conditions (i.e. guardian) you will be ok. If not, just pick up mending.
I started out Thief(deleted) got tired of pressing a few buttons to win so then I played a guardian and didn’t quite find the dps I was looking for matched with survival. I found a support bunker to be the optimal build for them (healway). I am thoroughly enjoying my warrior now.
Black Gate – Immortals of the Mist [IoM]
would love a flail! was thinking how cool that would be the other week. can’t actually think of a mmo that has flails
Diablo 2 wasn’t an MMO, but it’s the only game I can think of that had flails.
Dark Age of Camelot had them. They were considered “Flexible Weapons”.
Good times.
I agree with all suggestions. More weapons = more unique ways to play.
Black Gate – Immortals of the Mist [IoM]
Move 100B + Frenzy speed to burst ability and give GS a parry mechanic. Parry attack and counter attack doing X amount of damage. Stop parrying and gain adrenaline.
Though, in hindsight, this might make GS an overpowered weapon so damage would have to be monitored.
Other idea was increase damage of arcing slice and let it grant 3 seconds of frenzy but without the 50% increased damage.
Let 100B attack move but at a reduced speed, similar to Whirling Wrath.
Too many ways to improve the warrior.
Black Gate – Immortals of the Mist [IoM]
Hey all,
As most of you are feeling the lack of burst potential now, moving to more of a balanced condition/direct damage build, what gear layouts would you suggest? I thought S+S or S+A was a good choice for stacking bleeds, vulnerability, and GS for mobility/aoe.
Focus: WvW
Trying to adapt or perish here.
Cheers
Black Gate – Immortals of the Mist [IoM]
Jax, you can go to Guild Wars 2 > Forums > Professions > Guardians for that type of thread. :P
Are you working on your link for the symbol build?
I guess so, and which symbol build isn’t working? 0o
Symbol Nuke Builds — (no link)
Symbol builds provide high AoE DPS as well as high amounts of support, through symbol boons and healing. They can easily turn the tides in fights, and can 1v1 very well. They have a few optionals but usually these builds sacrifice armour and health to gain high crits on the symbol ticks (easily over 1.2k tick damage each symbol).
Black Gate – Immortals of the Mist [IoM]
Option 1
Frenzy: 50% faster attacks and suffer 25% more damage from all sources for 5 seconds.
Option2
Frenzy: 25% faster attacks and deal 10% more damage and suffer 10% more damage from all sources for 10 seconds.
I believe option two would help with warrior sustained damage since this balance clearly moved them out of the burst category.
Black Gate – Immortals of the Mist [IoM]
Are you down leveled in an area?
Black Gate – Immortals of the Mist [IoM]
I do agree this change was not well thought out as usual. Longer duration with either a 25% increased attack speed and 25% increased damage received might not be bad over the course of 10 seconds (12 if traited).
Though this does hurt the burst capability of a warrior but could assist with sustained damage. Might be a decent trade off.
Black Gate – Immortals of the Mist [IoM]
Again, too much homogenization going on. Why don’t you just combine warrior and guardians, rangers and thieves, and all the caster classes so you only have to pick Heavy, medium, or light classes and you can play all of them.
I also agree CookMETinder. Group up all your suggestions in to one post. I think I saw you have 5 open posts at one specific time on here. My brain is always thinking about ways to improve and play GW2 but even I know when to chill.
Black Gate – Immortals of the Mist [IoM]
He does says there are diminishing returns in the thread. There are others in posts who pretty much confirmed it hits around the 2900-2925 range. I came to the same conclusion when I calculated it.
Be careful when you use that website it still bugs out. If you switch gear around too often sometimes the stats will not change properly.
“Bunker” in WWW works differently then tPvP. In tPvP you have to do some form of damage, and if you are going against another mid bunker guardian then you basically have to use control to get him off your point because if you are both skilled you won’t kill each other.
For WWW, a bunker build that utilizies AoE Blinds and AoE control is helpful which would include GS, Sword, Focus, and Shield.
Do you have a link? I found two possible threads from gw2guru but they confirmed there wasn’t a soft cap or diminishing returns where if I increased my armor by 100 I would only see 90 and it would gradually get less and less the higher I went. They did speak to effective health based on starting health and type of armor available.
Black Gate – Immortals of the Mist [IoM]
Thanks. I read possibly the same thread if not similar about effective health and I don’t think it really said there was diminishing returns but that in trying to focus primarily on one stat would prove less effective. They gave an equation too.
This build seems to be what I am going to push for if I choose to go bunker since all stats are linear.
Black Gate – Immortals of the Mist [IoM]
Hey Artemis,
Loving AD&D!
The point of diminishing returns start at approx 2925 armor, from there you will see your dam reduction go down hill. If you are an experienced dodger then it is fine, but im not so i need my armor and dam reduction that is why i fight with hammer and boon duration.
I hope this is something you can use
Thanks Blazin, can you source where you learned about the diminishing returns on armor? I’ve searched the web and only find posts about linearity and no diminishing returns.
Black Gate – Immortals of the Mist [IoM]
Jax, you can go to Guild Wars 2 > Forums > Professions > Guardians for that type of thread. :P
Are you working on your link for the symbol build?
Black Gate – Immortals of the Mist [IoM]
I wondered if anyone knew or could quote a source that showed if armor had diminishing returns or if it was less effective after a certain amount.
Black Gate – Immortals of the Mist [IoM]
Dear sir, thank you for taking the time to help others.
My question: between Power, Prowess and Precision, what is the most important and in what order should we spec these.
I’d be inclined to max my power, then go into precision and finally prowess. What’s
your input?
Power to 3k>crit 50%>crit damage
After 50% crit go….
Power>Crit damage>precision
Black Gate – Immortals of the Mist [IoM]
I think superior rune of earth makes you more tanky then dolyak. I’d also suggest switching mighty defenses for either heightened focus or mobile strikes. Rest looks good!
Would runes of earth be a little lackluster due to no source of protection boon besides the proc on hit? 40% would only give me 1-2 seconds increased for the boon. Magnetic aura and defy pain going off at 20% health wouldn’t be too bad either though.
What about Superior Rune of the Guardian or the 1s burn? Don’t care much for the +healing power...
I just grabbed Dolyak for the +vital too. The health regain wouldn’t be that noticeable. Melandru looks rather nice though!
Black Gate – Immortals of the Mist [IoM]
Hey guys - short description and let me know how it looks. I have this build and a GC build in mind revolving around hammer. Method is to run in to the zerg and take a ton of punishment, dish out some damage, CC and get out. Run in, block to reflect missles and gain might, stun my target with shield bash, stomp nearby, switch to hammer, do some damage with my aoe cripple+1 sec immobilize, knockbacks, knockdowns, stuns, fears, and when I get focused dropped endure pain as I retreat giving me defy pain as a backup.
Biggest weakness, condition removal but I might be ok to swap to Mending if I have to. I just really liked the idea of dropping a burst then hitting that again for another burst ability. Just hit 80 on the warrior and plan to build something like Sanny did on his warrior for GC.
Thanks!
Black Gate – Immortals of the Mist [IoM]
(edited by ArtemisEntreri.4138)
I generally want to do group. If I roam I switch to Healway build. I guess I could switch to consecrations for point defense or go two shouts + wall of relfection.
Black Gate – Immortals of the Mist [IoM]
If you go to www.wiki.guildwars2.com and search for critical hit there shoyld be a graph at the bottom of the page that will give you an outline based on crit chance and crit dmg. Personally shoot for 50% then work on 100 crit dmg. If you want more damage after that either increase crit or power. Keep in mind warriors have access to perma fury or almost perma fury based on build.
Black Gate – Immortals of the Mist [IoM]
Also, to give us a slightly lower movement speed as well. 15% speed reduction seems proper.
I would keep my current speed and damage reduction then…warriors are fine, but guardians are slow and meant to be so. Making us even slower would be really really painful…
I do agree with you on guardians being slow. For group play I roll AH + shouts or meditatiobs for solo and still have issues with kiting from the more mobile classes. It was only and idea on how to balance the increased mitigation armor provided. If they ruled out the speed decrease but gave light and medium slightly faster movement speed we would still be in the same boat. Though warriors do have a decent amount of gap closers and swiftness options compared to guardian. There would be some more changes required for this idea to work.
Black Gate – Immortals of the Mist [IoM]
Hey guys,
Still trying to find a good set up for the guardian. I was just goofing around with build craft and had to stop and think about this build.
Black Gate – Immortals of the Mist [IoM]
I guess on paper I thought it was more logical to go higher armor mitigation than dodging.
Black Gate – Immortals of the Mist [IoM]
It sounds good at first, until you realize that damage mitigation in this game is better served with dodges, blocks, and invulnerabilities. Not % damage reduction. With this change you would make heavy armor less tanky and light armor more tanky.
I do see your point but I also tried to keep in mind the amount of dodges we have available compared to consistent damage we take. We can dodge a big or small blow 1 every 10 seconds after we burn our initial dodges or we can absorb more damage over time.
For instance, let’s even say you go with a build close to this but completed. You’ve got heavy armor, almost 3800 sitting around 50% reduction. You’re basically a brick wall but you probably won’t kill anything too fast. Tack on another 14% dmg redux and that’s where I would like to see warriors sitting at. 65% damage reduction without protection would be fantastic! Sure that sounds OP especially if you had a guardian buddy with you maintaining protection but you’re going all in to defense, sacrificing offense to reach these numbers.
Black Gate – Immortals of the Mist [IoM]
(edited by ArtemisEntreri.4138)
Hey guys,
This probably will get moved to the suggestion thread by the moderator but I felt it mainly needed to be brought up here in the warrior forums due to being relative to the class (or even the guardian class but I won’t double post).
I feel the 13-14% damage reduction difference is simply not enough to help with the warrior’s or guardian’s survivability let alone make heavy armor stand out from medium or even light. They should definitely make attackers think about how to attack users with heavy armor knowing physical damage is going to be absorbed and should expect a slightly longer fight regardless of toughness level.
I think they should increase the base value of heavy armor so the reduction between heavy and light was more considerable, I would suggest 20-25% up from 14%. Now, with this though, to help counter balance it, I think our endurance regeneration should be lower(heavy right?). For example: We are given 2 dodges with full endurance, after that it takes 10 seconds without vigor to regen 1 dodge. I think it should either take 50% or 100% longer for users wearing heavy armor to counter the damage reduction. Also, to give us a slightly lower movement speed as well. 15% speed reduction seems proper. Where medium armor should have no speed bonus and light armor should have 15% speed bonus built in due to the lack of armor nature. There could be other factors that could help balance this idea but you can pitch in if you want.
Now by doing this I think having all classes have access to all armor with varying advantages and weaknesses of armor like explained above could bring about different builds and play styles (unless this defies the game’s lore).
It seems across the two forums I generally read (and use to read on the thieves) that the classes are looking for different solutions for condition removal/stacking, sustained damage, burst, boon duration/triggering, toughness, and starting health variances. I thought this could bring about a different play style for all classes.
If all of this is way over the top and you feel heavy armor and toughness is where it should be then they need to fix how toughness scales so that a GC should not be able to drop a bunker class(i.e. Thief or mesmer burst on 3200 toughness guardian). They should simply cancel out ending in an even fight of skill.
Thoughts?
Black Gate – Immortals of the Mist [IoM]
Sadness...
Dashed my dreams of making the ultimate class.
Black Gate – Immortals of the Mist [IoM]
Ninja patched! The answer to warrior’s condition removal. I’ll try this later in the mists to see for myself.
Black Gate – Immortals of the Mist [IoM]
Is it pretty common for warriors or all classes to want everything for every possible situation and claim they want it for "group support" which in reality they just want the tools for every situation? I guess classes can’t be unique and have strengths and weaknesses and we all should be the same.
Black Gate – Immortals of the Mist [IoM]
Here is an alternative. If you don’t like shouts and want to stick with meditations then make the swap.
But to answer your question I would suggest 15 radiance for the blind and better uptime on VoJ.
Black Gate – Immortals of the Mist [IoM]
What about something like this?
Black Gate – Immortals of the Mist [IoM]
I roll something like this on my guardian. Put this into perspective.
Hammer/Mace+Shield(defensive) or GS/Sword+Focus(offensive) + toss staff in while moving the zerg for buffs and speed.
All shouts, healing breeze, and either Renewed Focus or Tome of Courage (situation depending).
I have condition removals:
Purity (self)
Pure of Voice (1 condition = 1 boon per shout for up to 5 allies)
Virtue of Resolve(improved with trait) removes three conditions from myself + 5 allies near me.
Save Yourselves (Give it to me! I take all conditions off 5 nearby allies).
Boons: (60% bonus + 80% to protection)
All for self.
Protection, regen, stability, aegis, and retaliation from shouts and virtues.
All possibilities with Pure of Voice.
Healing: (1580 w/ sigil)
Regen from Hold the Line, Virtue of Resolve’s passive and active.
Healing Breeze
Light of Deliverance (5 man full heal) or hit Renewed Focus for another VoR + invincibility.
Symbol of Faith (could heal more if I went Writ of the Merciful)
Selfless Daring 129 + healing power. Heals 5 nearby allies after dodge.
You can do the math Nicole. I have burst heals and boons covered very well. I won’t hit 20+ people with a 4-5 second regen (or longer if they stand in the full duration of the banner) but I bring more to the table. I’m no healer but I gladly take the title of support.
If you need videos of all of this working together, give me a bit to install Fraps and find some time to jump into WvW. This isn’t even my build. It’s a slight variation of Christos de Soufre. He’s the genius for posting the build.
Black Gate – Immortals of the Mist [IoM]
The warrior wins in most allies touched for healing but it is a very small amount being healed when players are getting hit for 3-7k damage every 1-3 seconds. Combat is chaotic and having a little regen buff is never going to make or break a zerg. If you are looking for heals in a burst situation, shouts are better. Banners apply the regen for light healing, nothing more. Your banners do provide a nice bonus but again, nothing game changing. Shouts and banners are both situational but I can’t tell you how many times I have been saved by my guardian’s ability to burst heal through damage from a thief or a GC (insert class here) or even stupid amounts of AoE.
Regen will not save you. It only relieves the stress of conditions that aren’t stacked at 25 intensity. Your build touches a lot and supports but to deem yourself the best healer class in the game is a misinterpretation of all the little green numbers you see.
Just enjoy your build and don’t create threads like this only hoping to boost your own ego or think you have discovered something no one else has. Forums are here to help each other and toss ideas out for others to critique and help improve. You have stated countless times you’ve received PMs about your build and educated others on how to play. That’s great.
My own opinion is each class has it’s strengths and I find warriors to be a better offensive support than defensive. I find guardians and ele’s burst healing capabilities much more supportive than a 400 tick of regen helpful based on the situation. Heck, I don’t even look at regen as a heal but a minor protection boon.
p.s. Get into WvW! We’re beating you guys!
Black Gate – Immortals of the Mist [IoM]
(edited by ArtemisEntreri.4138)
For mass aoe heals and light healing to affect up to 20 people potentially the warrior has it down. The bonuses on the banners are lackluster but still offer bonuses after shouts have fallen off even with a bonus boon duration + shouts. I wouldn’t say banners are better but definitely easier to manage. One mentality people fall in to in this game is that they think there are dedicated healers... To clarify, you are support and should not be standing in the back tossing your petty heals (or banners) and doing nothing. A good support class brings other boons to either increase dmg output or dmg reduction which both will lead to your allies surviving and your enemies dying.
There was a post on page 1 that spoke about doing a side by side comparison to Vigorous Shouts and healing banners. Use those charts for your research so now we just need to find a theorycrafting guardian to provide charts on their possible outputs. I can only speak for guardians because I am no expert in eles or rangers but I am certain that if I go boon duration and shouts + clerics +energy food + energy sigils on both weapons and swap weapons every 10 seconds keeping my dodge on cooldown while rolling into 5 people that can take advantage of selfless daring to the max effect that I will probably surpass the banner healing. Sadly, I have no charts or videos and if I had the time I would be more than happy to supply them because I don’t want to invoke the wrath of CookMETEnder...
I will say though that banners are a great support for mass area effect and with game mechanics switching the healing to other targets based on smart targeting (heals 5 lowest players first) that you could have regen bouncing around quite a bit in a battle where health bars are always fluctuating. That could be why you see so much green bouncing around to your 50+ targets.
Just remember that banners are not burst healing so they are not going to be clutch life savers but really just another form of dmg reduction due to the low but sustained healing over time. Your banners won’t make or break a zerg but they definitely do support.
NOW GET IN THEIR AND PEW PEW WITH YOUR LONGBOW!
p.s. Not everyone that disagrees or demands proof of your discovery is a kid and I would recommend not trying to always go back to that line or boast your post count. Remember, this is a form and a good chance those posters that message you also have no kittening idea how to play as well.
Black Gate – Immortals of the Mist [IoM]
(edited by ArtemisEntreri.4138)
I was told 2600-2800 since warriors have a higher base health. That would put you at 30% dmg redux. Depends on build and play style too. I roll full zerker because I enjoy high risk for high reward game play.
Black Gate – Immortals of the Mist [IoM]
(edited by ArtemisEntreri.4138)
I guess the question is, how much of each stat is needed to make an up-leveled player a challenge to a fully geared level 80? Obviously, we can’t give them GC stats or they would go down faster. We could just give them an average of all stats based on level, gear, traits, etc. Obviously, we can’t give them stats reaching what level 80 geared players are but can’t we make it closer?
Black Gate – Immortals of the Mist [IoM]
The stat tilting for upleveled players is prime from 30-60, after 60 hits and you have access to the gear with three stats, the uplevel begins to drop per level. I wish I could take screen shots of my stats per level from 1-80 for you and what gear to show a side by side comparison.
Black Gate – Immortals of the Mist [IoM]
yeah.. a downed player shouldn’t be able to run into tower.. a thief shouldn’t be able to stealth his way out of combat.. a mesmer shouldn’t be able to clone, blink, teleport thier way out of combat.. a guardian shouldn’t be able to ignore some cc and run through enemies to the safety of a tower,, a ( insert class here ) shouldn’t be able to ( insert survivability way here )…
yeah.. someone is gonna say that its different because its a downed skill,, so what?? this is about ensuring the kill so therefore if you remove the eles ability to survive you have to remove all classes ability as well, downed or up, to ensure everyone dies.
I agree. Rebuild all classes’ downed kills. No more movement abilities.
Thief example:
1. Trail of Knives – throw knives that cripple your target.
2. Smoke Bomb – disappear into stealth for 3 seconds.
3. Smoke Screen – Lay down a smoke screen down in front of you in the direction of your target.
4. Bandage.
Do this for other classes. Remove the mobility while downed. It’s silly.
Black Gate – Immortals of the Mist [IoM]