LOL this is most funny thread ever i’ve seen why dont u just l2p?
I main dps/medi guardian and I wreck most of classess so easily dude if u cant land ur whirling blade then u gotta l2p lol
Also traveler runes with Judge’s Intervention solves most of problem.
GS with Hammer or scepter provides enough cc to burst them down within a second.
and btw warriors are ezpz cake to kill 1v1 as medi/dps guardian
I bet you are just always fighting the BEST players ALL the time.
Aegis guarantees to completely negate one attack. It can be a single arrow shot to a gigantic attack from a boss so it’s a very timing oriented virtue to activate. If your aegis blocks a cc, yes it’ll completely negate that as well which is nice. I
You really shouldn’t say that it “guarantees” a block when Anet has been rapidly shifting toward making more and more PvE attacks unblockable.
Because of the way AH works, I wouldn’t recommend it for duels because it’s not as reliable as a solo sustain option. Theoretically the build would be good for group play, but PoV is pretty lackluster on its own as a form of condition removal, so you’d likely run into a bit of trouble with conditions. Also, as with any guardian build, you’d likely run into trouble getting kited by classes with higher mobility, even WITH swiftness.
Valkyrie is generally a better choice than soldier’s if you want to maintain a decent amount of HP without taking too much of a hit to your DPS.
A DPS guardian is not very tanky, and relies a lot on active defense to survive. If you’re looking for a bruiser-type, warrior is really your only choice.
yep just look at the base HP pool between guard and war. like 2 ships passing in the night
Not only that, but a warrior has better sustain, more CC access, and higher damage coefficients. You simply don’t have to invest as much into damage or defense to get a viable amount of both.
A DPS guardian is not very tanky, and relies a lot on active defense to survive. If you’re looking for a bruiser-type, warrior is really your only choice.
Also, I’ve been thinking about a trait to replace Kindled Zeal with. What are you guys’ thoughts on a +20% damage on foes under 50% hp? I think it would give the zeal line a reason to invest into it.
“/sigh.” I’m gunna be honest: I know Percentile Damage Modifiers are one of the most important aspects of a DPS build, but I (personally, as a singular individual) think that they way they’re currently implemented is unhealthy for the game. Especially given how passive and easy most of them are to upkeep (I’d go so far to argue that the only ones I respect are the ones like Scholar Runes or our own Unscathed Contender trait. The one’s that really reward and require active gameplay).
I think there are more people that agree with you than you might think on this. They’re a major contributor to the one-dimensional nature of PvE, and on top of that they’re just really boring and don’t add any sort of depth to a build.
Alright OP, it looks like English might not be your first language, so I’ll try to keep this short and concise.
It’s rather apparent that you are very uninformed. The best way to go about things is to just stop posting here, create a guardian character, and learn how the class works. You’ll quickly see that they are FAR from overpowered.
I think you’re all missing the point on Shield versus Focus. The Guardian Focus is a selfish weapon that’s designed to keep the Guardian alive or condition free. The Guardian Shield is a team based weapon that’s designed to support a large group of players.
Shield of Judgement provides protection for anyone caught in its blast, reducing damage by 33% for 3 seconds. It’s great when a spike is incoming. Shield of Absorption is a large area block that protects and heals when it’s burst.
Both of these skills are incredibly useful in tPvP but they require slightly different play. SoA is excellent at knocking players back who are rezzing, protecting your team if they are rezzing or preventing heavy range builds such as Longbow Rangers. The heal is also nice alongside Regeneration because it heals for around 1.4K
The fact that the cooldowns on Shield are shorter than Focus is a bonus as well. Shield has its place, people just look at the weapon wrongly.
Focus 4 bounces onto allies and provides condi clear and regen, and focus 5 is a blast finisher. I find those more useful for a team than anything shield provides.
Focus 4 is also easily dodged or blocked and it only clears 1 condition. It’s not mind blowingly good. As for Focus 5 being a Blast, that’s great but considering Medi Guardian’s use Hammer it’s largely irrelevant.
1 condition per bounce, which even still happens to be 1 condition more than shield clears. And not everyone runs the hammer build. I, for one, do not.
I really wish they would just tone down the damage for the spirit weapons, make them invulnerable and a toggle skill.
They used to hit for less and be invulnerable. Nobody used them.
Doesn’t mean that it wasn’t better that way. The reason why nobody uses them is because they’re on a timer and don’t go on cooldown until they’re gone, meaning you have anywhere from 20-60 seconds of downtime where you’re all but useless.
- Make heal skills either heal for a lot with high cooldowns or heal for a small amount with low cooldowns.
- Make healing power scale better with guardian heal skills. Everything except for Selfless Daring scales too poorly IMO.
- Speaking of Selfless Daring, remove the PvP nerf for this please. It’s only effective on builds that have no damage anyway.
- Remove the projectile property from sword autoattack.
- Make Zealot’s Defense on sword hit more reliably, whether that’s faster projectiles or the ability to cast while moving or both.
- Make Zealot’s Defense worth using over the sword autoattack, whether that’s by upping the DPS, stacking vuln per hit, etc.
- Remove the projectile property from Whirling Wrath and allow it to deal full damage from melee range without requiring the user to be INSIDE the target hitbox.
- GIVE US SOME GODkitten SOFT CC.
- Redesign shield skills so they don’t suck.
- Decrease cast times for mace and hammer.
- Give Protector’s Strike a cancel sub-ability to grant protection to nearby allies.
- Rework Protector’s Strike so that it works similarly to other weapon-based blocks that only proc a counter on melee-range attacks.
- Allow for Ring of Warding to be cast while moving.
- Either increase the speed of scepter projectiles or give them a homing property that requires an actual DODGE to avoid.
- Rework Smite slightly so that it hits more consistently on single targets but splits the damage based on the number of targets in the AoE. A slight damage decrease may be necessary to compensate.
- Fix Zealot’s Fire (the sub-ability of torch 4) so that it hits more reliably and isn’t obstructed by literally nothing.
- Rework Cleansing Flame so that it provides a benefit to the guardian using it, whether that’s self-condi cleanse, increased DPS, an extra effect, etc. Increase cooldown or reduce number of hits to compensate if necessary.
- Reduce cooldowns on some heal skills and utility skills (looking at you, Sanctuary).
- Make Litany of Wrath instant cast. Withdraw is an uninterruptible instant cast heal for thief, so wanting to provide “interrupt counterplay” is not an excuse for making this skill not worthwhile.
- Rework all signets other than Bane Signet.
- Rework spirit weapons so that they’re less AI reliant. If AI isn’t removed entirely, make it more consistent so that the weapons will either target your current target or the target you were locked onto upon casting them.
- Introduce a trait for spirit weapon builds that starts cooldowns upon casting so that spirit weapon builds will have less downtime. Better yet, add this as an extra effect to one of the existing spirit weapon traits since there are already way too many of them.
- Make signet traits more enticing. This, combined with better signet skills, might actually encourage their use in some builds.
- Consolidate traits. Consolidate traits. Consolidate traits. There’s absolutely no reason for symbol traits to be spread out over 2 conflicting traitlines and there’s absolutely no reason for spirit weapon traits to be spread out over 3 different traitlines. Also traits like VoC providing stability and VoC providing a team stunbreak should be combined.
- Rework traits that nobody uses. It should be pretty obvious that nobody who knows what they’re doing will ever touch Kindled Zeal.
- Speaking of Kindled Zeal, guardians either need more DPS conditions than burning, or the “condi guardian” push needs to stop. Full condition builds cannot rely on burning alone.
- Make traits more competitive. Every build that uses Zeal takes Fiery Wrath. There should be better traits that better compliment different builds so that there’s incentive to take something else.
- Make traits more interesting. “Deal X% increased damage to a target with conditions” and “Reduce the cooldown of X skills by 20%” are boring and add little to the way a particular build is played. I want to see more traits that can create an entirely unique playstyle, like Fresh Air ele or Terrormancer necros.
I’m sure there’s probably more, because I think of how I would want to change this game’s balance all the time. But that’s what I’ve been able to come up with for now.
(edited by Black Box.9312)
If you still don’t like DPS builds, you still won’t like this game.
Never said I didn’t like DPS builds, just said that it doesnt necessarily feel “right” for classes whose concepts are meant for things other than pure dmg. Like I said, if I have to switch out my old build for a “DPS-centric” one I guess i’ll have to. Just checking in to see how the Guardian is coming along after my couple year absence.
From a “conceptual” standpoint, any class was meant to be able to fit any role. What makes guardian not fit for a pure damage role?
If you still don’t like DPS builds, you still won’t like this game.
I think you’re all missing the point on Shield versus Focus. The Guardian Focus is a selfish weapon that’s designed to keep the Guardian alive or condition free. The Guardian Shield is a team based weapon that’s designed to support a large group of players.
Shield of Judgement provides protection for anyone caught in its blast, reducing damage by 33% for 3 seconds. It’s great when a spike is incoming. Shield of Absorption is a large area block that protects and heals when it’s burst.
Both of these skills are incredibly useful in tPvP but they require slightly different play. SoA is excellent at knocking players back who are rezzing, protecting your team if they are rezzing or preventing heavy range builds such as Longbow Rangers. The heal is also nice alongside Regeneration because it heals for around 1.4K
The fact that the cooldowns on Shield are shorter than Focus is a bonus as well. Shield has its place, people just look at the weapon wrongly.
Focus 4 bounces onto allies and provides condi clear and regen, and focus 5 is a blast finisher. I find those more useful for a team than anything shield provides.
Oh man, thanks for the good laugh, buddy. Now go on your way.
PVE wise: Lupi Phase 2 and might help on the harpies fractal (just for the #5 skill).
This was the case, until they changed it so you can no longer keep the bubble if you cancel the channel. Now you’re just better off using the projectile defenses you already have so you can actually do more important things while they’re up.
They are bugged.
The sword #3 also does not block, it simply absorbs projectiles. Meaning it cannot interact with traits.
Also even if it fired all of it’s attacks off & even accounting for the fact that the sword AA will often miss on moving targets the #3 skill is a DPS loss to just using the AA and hoping it all hits.
These skills aren’t alone in their problems either.
If you look at the mace #3 in combat you will notice it is the only melee block in game that can be triggered & ended by ranged attacks. Every other melee block can only be ended by a melee attack & will thus continue to block ranged attacks until it ends.
can you give an example of other melee blocks that you are referring to.
Warrior mace 2, warrior sword 5, mesmer sword 4, ranger greatsword 4. There might be a couple of others, but those are the ones I remember off the top of my head.
engi shield 5
also the difference with mace #3 is that it can stop an attack no matter whos being hit, as long as its in the radius. also the attack is aoe.
The radius is like, virtually nonexistent. I’d honestly rather just have a self block that only triggers from melee range.
They are bugged.
The sword #3 also does not block, it simply absorbs projectiles. Meaning it cannot interact with traits.
Also even if it fired all of it’s attacks off & even accounting for the fact that the sword AA will often miss on moving targets the #3 skill is a DPS loss to just using the AA and hoping it all hits.
These skills aren’t alone in their problems either.
If you look at the mace #3 in combat you will notice it is the only melee block in game that can be triggered & ended by ranged attacks. Every other melee block can only be ended by a melee attack & will thus continue to block ranged attacks until it ends.
can you give an example of other melee blocks that you are referring to.
Warrior mace 2, warrior sword 5, mesmer sword 4, ranger greatsword 4. There might be a couple of others, but those are the ones I remember off the top of my head.
Reaver of Smiting
Spirit Weapon. Summon an arcane axe to strike foes you attack. Whenever you strike a foe, the reaver shadowsteps to the foe you struck and delivers an attack of its own. No ICD between attacks.
Damage: 521
Number of Targets: 1
Duration: 20 seconds
Cooldown: 90 secondsCommand. Command the Reaver of Smiting to shadowstep to the target area and deliver a vicious spinning attack that reflects projectiles, evades attacks, and deals damage. (Functions like a stationary Whirling Axe in target area that also evades for the reaver and reflects projectiles)
Cooldown: 20 secondsThere you go. Elite spirit weapon that rewards active play, can be countered by killing it, by pressuring the Guardian to prevent it from freely attacking you, by blinding or CCing the Guardian, etc.
No ICD means it could hit up to 14 times with a single whirling wrath. It would need some sort of ICD for sure.
Yes, we know. It’s because some kitten at Anet got obsessed with the thought of a melee weapon being projectile-based.
Also, OP is talking about the third hit in the autoattack, not the 3 skill. Come on, guys.
(edited by Black Box.9312)
It’s not amazing but it’s not minor either, especially if you combine with other sources of healing. And once again, that’s from a solo perspective. From a group perspective, it’s actually a hefty heal overall if you catch 5 allies in it. Once again, group focus, not solo focus.
The channelling is next to nothing, it takes like a second, then you can pop the bubble for the heal if you wish and carry on your merry way (you don’t have to wait till the Shield expires if you don’t wish too). You probably aren’t going to get rupted – the bubble just pushed melee ‘rupters away, and projectile ’ruptions can’t get you because of the bubble. There is exceptions of course (like Necro fear, Stability or Defiant Mobs), but that’s usually how it’s going to go.
My fresh air burst ele (with zerker gear) can both outheal and block projectiles for my party better than a cleric guardian’s shield 5, and that’s without having to be made vulnerable by a pointless 2 second channel. Granted it might be with two separate skills, but I’d much rather have 2 separate skills that do their job well than have them combined into one kitten skill.
Shield is good for an AoE knockback. There’s literally no other reason to take one into a fight, ever. And even then, it’s heavily outclassed by focus in virtually any given situation. If you prefer using shield, then I don’t have a problem with it. But it’s also your loss for limiting your potential with such a terrible offhand.
2600 HP/m is really not that substantial. Also the bubble requires a channel, which makes it pointless to use for anything beyond the knockback.
I vote to make the tomes a “kit”, where the tome itself has no cooldown and does not remove your utility/profession skills, and it just has high cooldown 1-5 abilities that are really strong.
It’d be like 5 elites in 1 skill. That’d be pretty neat, I think.
That would be intruding on engineer a bit too much if you ask me & since guardians do have weapon swap it would be a bit too much.
Most of us would settle for making them of comparable power & usefulness to other elites in game without having to spec into them.
As is there is no reason to run tome of wrath because its a damage loss & even if it weren’t because they don’t give stability you end up making yourself a big target.
So aside from the damage increase TOW needs they either need to give stability at base as all transformations do or be considered a summonable skill kit that only replaces your 1-5 skills.
I don’t really think I agree, honestly. It wouldn’t be a replacement for your weapon skills because all of the cooldowns would be very high to compensate. It would just make the tome less of an all-or-nothing “you have 20 seconds to use all of these skills” weapon.
I vote to make the tomes a “kit”, where the tome itself has no cooldown and does not remove your utility/profession skills, and it just has high cooldown 1-5 abilities that are really strong.
It’d be like 5 elites in 1 skill. That’d be pretty neat, I think.
Great Sword: Got a crap ton of nerfs. Not only did the skills get rearranged, but the cool down of each skill increased as well. Symbol went from 10-20 seconds, Leap went from 10 to 15 and Whirling wrath went from 8 to 10 seconds.
That threw me off for at least 2 weeks. I was so mad.
I think people are trying to concentrate on making the fight shorter, but there isn’t enough raw damage or soft CCs to manage the slipperiness of the most commonly encountered classes and fights.
So people ask for buffs in soft CCs mostly as no one wants to get insta gibbed by anyone, so for the most part I believe the guardian community is against crazy high damage buffs to compensate for what we believe our weakpoints are.
Guards have been balanced since the dawn of the game, we have been in a good spot and seen little to no changes. Maybe everyone else is just over powered then? But do you want to see the nerf hammer going around or do you want to see the buff machine? Maybe a little of both?
I think you bring up a good point in that damage has never been the problem for guardians. Things like increasing the % modifier for Powerful Blades from 5% to 10% were nice and all, but they’ve done nothing to solve the problem in that it’s still too difficult to apply that damage to an enemy that can see you coming. A medi guard’s burst is already pretty much all or nothing, with high cooldowns preventing most of our big skills from seeing any more than one use per fight, so it’d be really nice to at least be able to more securely land our attacks.
Does anyone know if SYG acts as a stun break for everyone who gets stability, or just the Guardian?
It is only a stun break for yourself. If you want to get a skill with stab that is a stun break for your allies you have to go deep into the virtues trait line and grab shielded mind for virtue of courage
Stability with VoC and allied stun break with VoC are actually two different traits, sadly.
I actually mostly agree with what was said by Ragnarox. the estimated 30K effective HP for a fight is far less effective than completely avoiding damage consistently via kiting, dodging, combat breaking, and so on.
Our heals are the longest used, making our sustain mechanic highly relied on via utility skills and traits. Other classes do not have those traits but their sustain via heal skills and weapon skills are much more frequent, even if smaller in total. Giving “them” a much higher sustain and effective health by continuously regenerating life.
All is not lost/vain though, we do well enough and are dangerous in pvp, but I feel we are a step behind at times. Still everyone swears up and down that guardians have been and always will be so OP and have too many blocks/heals. I don’t feel that, or maybe I am biased?
Guard also has access to kiting, dodging and combat breaking, along with the effective HP that he has.
If you give the guardian any more hard CC, it’s going to eat everyone alive. The point of the guardian is that your teammates do the crowd control part, and then you look like a hero by pulling off a 10k spin to win attack.
It would be senseless if the guardian was able to consistently land the kind of damage that it puts out, while being as survivable as it is. The celestial builds pale in comparison to the berserker guardian damage. Every class needs to have strengths and weaknesses, and the weakness of the guardian is that it lacks crowd control on its own.
What makes a high damage guardian so much more likely to be OP than a high damage warrior or thief though? Both of those classes can bring both damage and CC to the table, while still having good enough survivability to hold their own in an extended duration fight.
Sure, medi guard has a lot to bring to a fight, but it’s all locked behind high cooldowns. A medi guard’s chances of winning a fight decrease with every second that passes. The only tool you have to help you land a burst is the element of surprise, so if you can’t get the jump on someone, good luck doing enough damage to kill them.
OK, double burn burn damage .. like two ticks at the same time? Definitely not how we understand burn should be working. The fact that Anet hasn’t told us about such a big change … I’m betting on buggy.
They never told us fraction scaling was going to be added. Unless that’s in the patch notes? I’m just assuming since everyone thought that was a bug too. It’s working as intended.
Anet being open and transparent with their patch notes? Hah, good joke.
… And of course because they have no idea what they are doing with the class. The problem with the guardian is that in sPVP its balanced around 6 points in Valor and 4 in virtues. and any deviation from core spec is considerably bad.
Only goes for meditation guardians, but k.
Not sure I agree with the 4 in virtues being necessary, but the 6 in valor is definitely factored as baseline when you take into account how little sustain a guardian otherwise has.
I would really love a reliable power based ranged weapon with its dps focused on the AA.
No. Weapons based around the auto attack are incredibly boring. I want something that gives me a reason to use the 2-5 skills.
I didnt say “a weapon that only has 1 skill”.
If the dps are focused on #1, 2-5 are most likely utility skills.
Which is perfectly fine if they are useful utilities.I just dont want another Scepter that forces you to ground target an aoe every 4 or so seconds to get dps. That doesnt add any gameplay, but is annoying as kitten.
Utility skills, even if they’re good, are situational. Autoattack-based weapons (i.e. sword) are really boring IMO, and I’d rather have at least a couple other skills that are worth using in any given combat situation.
Lol. Just tested both FB and JI and it’ll teleport you towards your target no matter the distance if you can target it. Lol.
It’s not currently implemented in the US/EU version of the game. You should probably try to improve your reading skills.
Lol. Just tested both FB and JI and it’ll teleport you towards your target no matter the distance if you can target it. Lol.
It’s not currently implemented in the US/EU version of the game. You should probably try to improve your reading skills.
The patch dropped literally less than an hour ago?
Ah, in that case I apologize. I don’t have access to my game client currently.
If you didn’t have access to the client then why did you make a statement of fact about the patch being live along with a nasty quip?
Are you a compulsive liar or just a constant contradiction?
What are you talking about? The patch hit within minutes before I made that post (without me being aware because I did not have access to my client), and then I was corrected and I apologized.
If you want to start a flame war then go find someone else. I amended for my mistake, and don’t have anything further to say about it.
I would really love a reliable power based ranged weapon with its dps focused on the AA.
No. Weapons based around the auto attack are incredibly boring. I want something that gives me a reason to use the 2-5 skills.
the only fix is to change the stand your ground to at least 12 seconds and halloween ground to 3 seconds per pulse and at least wall of reflection should reflect every enemy skill .
halloween ground
Lol.
Now I will never unsee this.
So let me get this straight: They’re trying to add more verticality to the map design, and yet they’re taking away the ability to navigate vertically?
I don’t quite see the part where this is supposed to make sense.
You are supposed to walk there. With your legs. By moving them. Not by pressing a single button. Actually, Guards aren’t even getting hit by this too much. Weep for our lil’ shortbow 5 friends…
All this will do is continue to make CC builds king. Knocked off the edge? Good luck, now you have to run all the way up by which time that warrior’s healing signet has already brought him back to full health.
And yes, this does hurt medi guards just as much as it does thieves because it’s a primarily melee-oriented spec. A ranger that’s knocked off of a structure can just shoot the enemy with a bow. A medi guard has to climb all the way back up.
So let me get this straight: They’re trying to add more verticality to the map design, and yet they’re taking away the ability to navigate vertically?
I don’t quite see the part where this is supposed to make sense.
Lol. Just tested both FB and JI and it’ll teleport you towards your target no matter the distance if you can target it. Lol.
It’s not currently implemented in the US/EU version of the game. You should probably try to improve your reading skills.
The patch dropped literally less than an hour ago?
Ah, in that case I apologize. I don’t have access to my game client currently.
Lol. Just tested both FB and JI and it’ll teleport you towards your target no matter the distance if you can target it. Lol.
It’s not currently implemented in the US/EU version of the game. You should probably try to improve your reading skills.
I think they dont even tought about guardian doing this teleport patch… Thinking to nerf Mesmer AND thief , —-> killing guardian…
I often wonder if they ever think about guardian at all anymore.
You don’t even need 4k hours on Guard to see that it’s broken. And by broken I mean trait synergy wise.
People play “medi hamm” with 0.1.6.1.6 take hammer and call it medi hammer build. How?
You can play that specc with other weapons and it still doesn’t change your gamestyle. All our hammer traits are in Zeal. And you need 5 points to trait hammer for offensive symbols and and vuln on immob. Taking Glacial heart does not define a guardian hammer build. It’s an RNG element that procs without any strategical play involved.But no one goes 5 deep in Zeal. Why?
Because you can’t play guard in this meta without 4 in Virtues, 1 in Honor and 1 in Radiance. So you have x.1.6.1.4 as the base build. And you have 2 points left to customize it which sadly is not enough to make a proper build.
All you do is get the basic survival skills, slap a Zerker amulet, get some traveler runes and fill the slot’s with air/fire sigils to make up for the dmg loss.
It surely works decent enough. But how can you call this not broken when you need 12 out of 14 points only dedicated for survival.
Anet just needs to suck it up and give Guardians actual base HP. They’ve stated Guardians have squishy level base HP due to our sustain then they give Warriors Adrenal Health and Healing Signet.
Guardian’s sustain exists solely from 6 in valor (unless you stack a kittenton of healing power and roll virtue bunker, which will give you no damage). Anet’s mistake is in assuming that having AH or MF is baseline for balancing the class, which destroys the viability of nearly any other build. We’re the only class that does not have a heal skill with a cooldown lower than 30 seconds, and that combined with our low base HP makes it near impossible to play without alternative healing.
Because apparently guardian isn’t underwhelming enough already.
Can’t say I won’t be disappointed if this ends up being true. I’d have rather had axe.
I don’t think people fully understand the concept of rock-paper-scissors balance. Meditation guardian for example is a powerful counter against any other zerker build AND condition classes.
Having auto-attack off enables you to use leap of faith to get away fast/catch up to people and sword+JI enables you to catch up to even thieves who are low health and finish them off. Not to mention GS #5. Cooldown management is the key-word. Using all your CL’s in panic is only going to get you killed.
Since when does medi guard counter condition classes? It gets melted by condi engi.
Maybe they can fix this when they redesign the skill so that it doesn’t depend on being literally inside of your target for full damage.
(One can dream.)
Are you kidding me….so because one player had some success with a medi/hammer build that’s now considered meta. Please…. the truth of the matter is guardians are a dying class in the current “meta.” Our representation was low in the last tournament, and there weren’t even any guardians in the finals.
Pretty much this. Tage being a good player doesn’t change the fact that guardian sucks right now.
Swap the placement of your torch and focus. On a power build, you’ll want your torch with scepter for the immobilize/throw combo and you’ll want to be in melee range for your focus so that you can proc the bounce and land your shield blast, so it works better with sword.
Get more valk gear. You’re going overboard on crit chance; there’s a point where extra crit chance isn’t going to do as much for you as the survivability needed to sustain your damage.
I’d also suggest either running energy sigils or trading your zeal trait points for one in honor and virtues for more added survivability.
Good build, but the sword/scepter medi variant relies less on full burst and makes up for it in added sustained damage. Because of this, you need to account for a little extra in defensive stats and traits to make sure you’re alive long enough to deal your damage.
Oh, and also, you’d be better off with pack runes than the flame legion runes. Offers power as the primary stat, but gives a bit more precision and has that swiftness proc that really helps you keep up with the enemy in combat.
(edited by Black Box.9312)
Guardian is weak right now. Not because of nerfs, but rather because of the lack of buffs to compensate for buffs given to other classes. It’s been beaten into our heads that the guardian is supposed to be a “support” class meant to “stay in the fight”. What this translates to is crippling limitations (no pun intended) to the class that render it unable to keep up with the demands of the shifting meta.
I’ve mostly lost interest in my guardians by now, and am hoping that by the time HoT comes out we’ll finally get the TLC we deserve. Until then, I’ll stick to my other characters.
Guards aren’t getting knives or guns. That leaves with an axe, which is not very paladin/guardian, and a bow.
Can we just stop with this, please? I don’t care about what people think should “fit the theme”. This idea of a “theme” is doing nothing but holding the class back.