Showing Posts For Bleeds.4029:

Grenadier condition damage?

in Engineer

Posted by: Bleeds.4029

Bleeds.4029

If conditions aren’t good with grenades, and the 6% x3 chance isn’t good either, why are we using it? Why not Incendiary Powder instead? Isn’t burning damage pretty much always better than a bleed unless you can stack bleeds to 3+?

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: Bleeds.4029

Bleeds.4029

@daphoenix – true enough
@zzled – thanks for the breakdown

Dungeon Leader leaves... All get kicked...

in Fractals, Dungeons & Raids

Posted by: Bleeds.4029

Bleeds.4029

/signing

This has affected my game play twice and it is highly frustrating when on a strict time budget.

[Guide] Mastering the D/D ele 7/15/13

in Elementalist

Posted by: Bleeds.4029

Bleeds.4029

@daphoenix – Just wanted to add to your armor list that it looks like (if I have this right) the #3 HotW exotic vendor set is also PVT and it’s better looking.

P.S. If you agree, lets get some guild groups running HotW!

Thanks, Shep

Why not make dungeon solo-able?

in Guild Wars 2 Discussion

Posted by: Bleeds.4029

Bleeds.4029

@munkiman – I agree, and really would add to that any of the story mode dungeons. More specifically, incorporate the Destiny’s Edge story into the personal story.

When the game first came out, and on my first character, there were opportunities for story modes everywhere. Now, working on my fourth character there isn’t very many opportunities.

Why not make dungeon solo-able?

in Guild Wars 2 Discussion

Posted by: Bleeds.4029

Bleeds.4029

You asking for this from the perspective of an ex-Rift player? Just curious since they kind of did this.

D/D vs D/D thief

in Elementalist

Posted by: Bleeds.4029

Bleeds.4029

@Weapon X – I think we got off track bro-migo! I assure you, what I said I can do works. I do it every day in WvW. I try to run only D/D except when the guild needs me in staff or Scepter/focus.

You asked why use evasive arcana, I told you why I use it.

Respec 0/10/0/30/30, use D/D and see for yourself how Evasive Arcana works, I think you’ll like it.

Tanky DPS Elementalist [Videos] 11/21/12

in Elementalist

Posted by: Bleeds.4029

Bleeds.4029

@chandelier – Don’t forget that crafting is still a fast way to make exp if you just aren’t into the PvE grind. I’m messing with a engi and a thief on the side and leveling by crafting and DE’s that I come across while out gathering. I have leveled up 2 other chars besides my ele and I feel your pain on filling in hearts to level! Hang in there, I find the 35-50 level range to be the worst. Once you break out of it you can get to zones with a lot going on and a good flow to them.

@Aurum – Yes, daphoenix definately uses that build in WvW.

D/D vs D/D thief

in Elementalist

Posted by: Bleeds.4029

Bleeds.4029

@Weapon X – evasive arcana does the same thing with D/D that it does with a staff or any other weapon.

For example, in three moves I can heal myself three (technically four) times. One, swap to water (healing ripple heals you and nearby allies) and regen starts. Two, cast cleansing wave (heal and condition removal), Three, dodge one time (evasive arcana grants a second cleansing wave).

In four moves, I can add a fourth heal by using cone of cold. Doesn’t matter if I target something or not.

That’s a lot of healing in seconds.

D/D vs D/D thief

in Elementalist

Posted by: Bleeds.4029

Bleeds.4029

/agree Kuthos

Mist form is the answer, also try a 0/10/0/30/30 build; so much condition removal it isn’t even funny. Also, a death blossom spammer is probably actually a noob. A smarter thief would Steal, CnD and Backstab you either until death or you were 50%or less and then heartseeker you to death without ever using death blossom.

The build above is what I run now (previously 0/0/10/30/30) and I haven’t worried about thieves at all. One swap to water and a dodge or cleansing wave and all conditions are usually gone. Then don’t fall in love with water, pop your aura (#4) and get out of water so it can reset. (Important)

For anyone getting dodged by players on your updrafts; one of the easiest ways to ensure that a person (any class) isn’t ready to evade your RTL/Updraft combo is to target them and run directly away from them. They will be occupied with giving chase thinking you are running away. Then hit RTL and updraft. You can fix the camera angle after they are knocked down (because you will rtl toward the bottom of your screen) and go into your normal attack sequence. It’s a little wierd because you can’t see where you are going or see your target, but you should still hit them.

Tanky DPS Elementalist [Videos] 11/21/12

in Elementalist

Posted by: Bleeds.4029

Bleeds.4029

Update from my findings last night:

I swapped over to the 0/10/0/30/30 before the guild met and went out. It worked really nice! I didn’t have any survivability issues at the loss of the 10 in earth and the increased swiftness is just sick.

We had several instances where the guild leader was calling everyone away from the zerg vs. zerg battles and I was able to hang in and distract and confuse people while our guys got away and then evac myself without being caught. Awesome feeling!

I also really, REALLY liked being able to chase down enemy players so much easier. I got a lot more kills than normal because people couldn’t escape me.

All this and I only have 5 PVT exotics, 1 knight’s rare weapon, 1 carrion rare weapon, and mis-matched improper runes….can’t wait until I’m fully geared!!

Side notes:

Swapping over to a staff in this build also works just fine. I only do so for keep defense and providing aoe healing and damage on gates/wall defenses, but I am content with the results. Magnetic aura (earth staff #3) will trigger a secondary speed boost with this build btw in addition to air staff #4 regular skill.

I am pretty sure that fire shield will also activate the aura buffs if you find yourself with a focus equiped. (which you should on occasion)

I did run into another D/D ele from Yak’s Bend and found it to be a stalemate just because I either couldn’t catch them or our abilities canceled each other out. Great fight either way, even though it ended in a draw with them running away one direction and me the other.

Tanky DPS Elementalist [Videos] 11/21/12

in Elementalist

Posted by: Bleeds.4029

Bleeds.4029

Aurum the post you copy/pasted is the old build. (But it will still work if you want to use it) If you do, I would put the extra 10 points into water for cleansing water or arcane for evasive arcana. Both are really nice.

daphoenix is now running a 0/10/0/30/30

I run a 0/0/10/30/30 but may swap to his new build. I find in wvw I need speed, and lots of it. There is never enough swiftness. Also, giving up the armor of earth at 50% health will force me to actually use my cantrip of armor of earth a lot more which is a good thing. Right now I mist form and lightning flash a lot, but forget I have the armor of earth.

Guide elementalist d/d conditions + tricks

in Elementalist

Posted by: Bleeds.4029

Bleeds.4029

Great stuff Laz

Power ele should be a viable build

in Elementalist

Posted by: Bleeds.4029

Bleeds.4029

I just dinked around with the idea of a power based, fire focused build that should be workable (see: viable) with gearing. I doubt it hasn’t been tried already and it reminds me of a burning mage from warhammer.

I would choose staff or D/D.

25/0/0/25/20

Fire = 4, 6 (traits in the upper numbers are really bad…sheesh)
Water = 3, 5 (or whatever turns your crank)
Arcane = 5, 8 (though I would want to see if 8 actually allows me to kite things into the #2 staff abilities more reliably, if not I would swap it out for something else, like 3 or 4)

No doubt there are better builds, but in simple terms of being able to survive, it should work if you make use of all your abilities. Getting toughness gear would be very important.

I also wonder if popping mist form and armor of earth together or even add in lightning flash would all stack for 6 – 9 stacks of might. Seems like it would be pretty bursty if you can.

Premise of the build, pop your cantrips to boon up and build up your burst attack, maybe save one cantrip for escape, or maybe two for escape. Either way;

1 cantrip = regen, might (3 stacks) and vigor. Thanks to 25 in water that’s an extra 6% damage. So basically, you’ll beef up and try to blow things up before they can react.

Theorycrafters, take over from here.

My Three Cents, Post-Buff

in Elementalist

Posted by: Bleeds.4029

Bleeds.4029

So true Schroedingercat, so true.

And please, nobody take my post as a rant. I love elementalist having come over to it being a bored guardian first. D/D keeps me on my toes and active, it’s just so engaging! It’s a challenge to play and is rewarding for good play and harsh when I screw it up which equals fun to me. I hope to see the other weapons brought into line so that I am forced to make hard decisions on which set to pick. I just won’t pick sets in their current form when they sucketh to high heaven. Thank heaven for D/D!

My Three Cents, Post-Buff

in Elementalist

Posted by: Bleeds.4029

Bleeds.4029

Just my opinion, but I really wish they would look at the time it takes for so many of the skills to actually “go off”. I usually run D/D simply because it’s the set that runs at my speed.

For example, Dragon’s Tooth or Ice Spike, both #2 skill slot abilities, different weapons of delivery. These both may cast instantly, but both hang some mystical object in the air that will actually activate some 2-4 seconds following the cast. That means you have to stand around waiting for the attack to be delivered. In pve, that means you stand at the edge of the blast radius getting hit to ensure that the mob stays in range. Can you kite? Sure, but you give up the ability to be sure that your attack will actually effect your target. Another couple of #2 slotters, Eruption and Shatterstone, same deal except its a stationary, ground targeted explosion. Lava font, works immediately, but is useless unless you are willing to position someone or something in it and stand there waiting on the damage to be delivered. Those are litteraly almost all of our #2 skills for staff and scepter and they are mostly useless unless you are willing to get beat on to use them. Heck might as well round it out, staff #2 lightning anyone? Lightning Surge is at least targeted, but it has a build up period before it actually fires and the damage is underwhelming at best. In the same time it takes it to go off you could have done more damage with #1 spam. Not only that, your #1 spam would have hit multiple targets!

So anyway, this just scratches the surface. But seriously, if we could do monumental amounts of damage with our attacks then I could understand the delays. But as it stands, our damage make take so long to be delivered that we won’t survive the application period of the damage.

In pve, you can set up attacks in your favor, in pvp not so much. For example;

I equip my staff in pve. I find a random mob (preferring single mobs at a time because its my staff not D/D)
I cast: Eruption, (swap to fire) flame burst #3, Burning retreat#4, lava font #2 at my feet and spam fireball #1 and the mob will likely die if it isn’t elite. If it is elite I will have to dance through some other skills like lightning #3 and #4 to create distance and water #3 and #5 for healing.

This scenario in pvp? Eruption = dodge, flame burst = hit with burning that will likely be cured, burning retreat = run out of it’s path to avoid, lava font = dodge #2, fireballs = hits but now my cloth wearing butt is also getting hit. Swap into lightning blow the person back if they aren’t stable, swiftness myself to create space, try to static field them which may or may not work, etc etc (I’m tired of typing, but you get the point)

That is what needs fixed.

Viable Pure Combat Build?

in Guardian

Posted by: Bleeds.4029

Bleeds.4029

First, just pvp, just wvw or just pve? Or all of the above?

Either way, guardian works “best” it seems on creating synergies between weapons and traits.

For instance, my build gets its healing from meditations and does damage based primarily on 1 handed weapons critical hitting. Conversely, there are builds that focus on shouts and defense to outlast everything, there are builds that focus around using the hammer and there are builds that focus on greatswords (that are still totally viable despite the recent changes). All of them are combat builds, all are useful.

What are you looking for?

Guardian Paladin Build

in Guardian

Posted by: Bleeds.4029

Bleeds.4029

Interesting, thanks. I hope they make the Zeal GS traits apply to hammers, it would make a build like this total hotsauce.

Guardians Lack Interactive Combat

in Guardian

Posted by: Bleeds.4029

Bleeds.4029

The OP has a valid point, to a degree. The problem with this is that it’s subjective material that is hard to define and quantify. I was going to type a text wall to attempt to demonstrate all the issues and variables involved but honestly it’s just too big and most of you guys are smart enough to imagine it anyway.

Do our support skills really balance out against our slower skill speeds, lower damage output and diminished hit point pools? I don’t know, I hope the devs do. I doubt they will give us a breakdown of it.

Bottom line is that I like my guardian because I can “feel” useful (to me) even if I’m not which equates to fun (for me). I feel like I do more than swing a weapon or just cast spells which is how every other profession except engineer (oddly enough) feels to me.

a great build for all

in Guardian

Posted by: Bleeds.4029

Bleeds.4029

Thanks Trungalung, exactly the point really. This build is just so adaptable.

That link is to the video where I originally found the build. Thanks Jacobin!

I keep the heavy condition removal skills on full time because that way my play style and keystrokes are the same in in pvp and pve. Besides that, if I take on something like Destroyers or Orrians that inflict a lot of conditions or knockdowns/stuns I am always prepared. Just my choice, you know.

In WvW, for the little I have done it, I usually just put on my staff and run around buffing and healing as much as I can. I also may take out Judge’s Intervention and swap in something like Save Yourselves, Wall of Reflection or Sanctuary.

Hey Trungalung, are you saying that you like the crithammer build more than this one? I really want to like the hammer, but it seems just so dang slow!! I’m pretty much waiting to see what they roll out for the hammer changes that have been stated as “coming up” before I take it very seriously. In the mean time, I do like to get my hammer out now and then when the need for a MB or two hits me.

a great build for all

in Guardian

Posted by: Bleeds.4029

Bleeds.4029

In light of the recent changes, it seems many folks are trying to find a build they are happy with and this seems to flow across all facets of the game. The build I am about to share is not my own creation, but one I found and tried and I really like. So here you go;

Weapon sets:
Sword/mace and shield/focus/torch (I like focus)
Scepter and shield/focus/torch (I find shield to be better here personally)

The build and traits:

10 Zeal and I use the 2 trait, but the 1 trait could also be useful
30 Radiance 1,5,6 all work well for the first trait, then 10 and 11 which are self explanatory
30 Valor 1 or 5 for the first trait, 6 and 12

Pretty simple! Pick which works best for you.

I use the following skills in their respective slots;
6) Healing Signet – huge heal, condition removal
7) Smite Condition – great damage, condition removal, low cd
8) Contemplation of Purity – no brainer here, lose conditions and gain boons, break cc
9) Judge’s Intervention – damage, break cc (For pvp swapping in Stand Your Ground is recommended)

(Remember 6-9 also heal you!)

This is a straight forward build that some would argue is better for PvP, and it certainly shines in sPvP. I use it to great effect in PvE however. The meditation heals and stun breaks are not to be under estimated. When you have your sword out you have two teleports readily available from #2 and #9.

I use power, toughness and vitality PvE gear and boost crit chance and damage where I can. I think the big thing is to not to try and min/max so much for PvE. In this game it doesn’t matter.

Also, I can effectively swap in a greatsword, staff or hammer for a change of pace and operate just fine. I solo veterans all the time. This build works just fine without the constant dependance on retaliation or shouts people seem to be so hung up on.

My biggest caution for this build would be WvW. Only because I haven’t really tested it in that setting.

Enjoy

Level 80 Karma help

in Players Helping Players

Posted by: Bleeds.4029

Bleeds.4029

Awesome, if this helped one person it’s mission accomplished!

I don't want to sit and farm Penitent/Shelter's/Jofast's camp all day, but I sure feel compelled to

in Dynamic Events

Posted by: Bleeds.4029

Bleeds.4029

I just made the suggestion on the “Players helping players” board that people DO leave Orr and go do events elsewhere. Yes, we may get more karma in Orr, but so what? Who are we in a race with? I’ve had to step back and re-evaluate my goals in this game. I do want that exotic armor with the great stats, but I’ll be ok to wait a while. I can still run dungeons. I can still do a lot of other things without it.

Orr sucks, grinding sucks, farming karma sucks! I say to heck with it, I’ll be in the lowbie zones having fun, enjoying the scenery and challenges and checking out things I missed as I leveled. You know…adventuring, exploring and playing in the beautiful world that Anet has provided us.

Level 80 Karma help

in Players Helping Players

Posted by: Bleeds.4029

Bleeds.4029

I recently found that I was feeling pretty stagnant at 80. I was running around in the same zone of Orr doing the same dynamic events over and over again. Unfortunately, this was boring as crap and truely felt like grinding. The amounts of karma needed for exotics is a bit daunting for the normal players (if I am normal).

So, I decided to take a break from karma farming and go do some crafting. To get started in crafting I needed some copper ore. I headed out to the norn starting areas in the hope that their starting area would provide more ore nodes being mountainous than my native sylvari area. (Can anyone confirm if this is right?)

During this adventure, I happened across some dynamic events going on and decided to jump in and help. I figure if nothing else I will be good help as an 80 fully trained character averaged down vs. the noobies. (which most definately is the case)

When the event was concluded, I got my gold medal and looked to see the karma total expecting to see 50 – 100 karma gained like I would if I was level 8-15. To my surprise, I was getting 283 or so karma per event! Much more on par with what I would earn in the higher zones. What’s more, the reward chests drop high level armors, weapons and armor boosts!

So, my suggestion is this;

If you are finding yourself bored in Orr, go back and do some content that you haven’t before. Revisit some areas and do events that way. Gather low level resources along the way and try out some crafting. For me at least, I find it way more entertaining than staying in the same spot static for days on end.

Hope it helps!

Armor problem

in Guild Wars 2 Discussion

Posted by: Bleeds.4029

Bleeds.4029

I now play 1 80 guardian, a 68 ranger, a 56 engineer, a 26 thief and an 16 necro. (I also played an elementalist to 30ish in BWE’s) Out of all of them, the only class that feels squishy is the thief and he runs in all self made armor with the best weapons he can have at his level. In other words, he’s my twink and he is still squishy, but can kill really well also. Oddly, the one class that feels really powerful to me is the engineer using just world drop blues that may or may not be level appropriate.

Armor doesn’t seem to be the real issue to me. It seems to be the skills available to mitigate damage through absorption, healing or avoidance.

For example, my engineer can run around in a small circle chucking grenades over his shoulder avoiding damage completely while dishing out a ton of his own. If he is hurt, he can swap to his med kit and give himself a swiftness buff and drop med packs in front of himself until healed and call for a supply drop with even more heals and then go back to carpet bombing. Veteran mobs? pshfft.

Thief on the other hand, stacks conditions until inititive is gone and then stands in front the mob like a naked warrior swinging for the fences in hopes of finishing them off, or I can stealth away and let them reset hoping to reactivate the combat before their health resets completely and try again to finish them. Veteran mobs solo are not a good idea. I have to say though, no other class I play can stack conditions and do so much raw damage as quickly as the thief. Then again, I am not looking forward to playing one in a dungeon, but I will do some research beforehand to see what is working, if anything. I just hope I don’t find that shortbow is the answer.

Ranger, has two pets plus themselves to mitigate damage plus heals that affect both the ranger and the pet and avoidance skills. Veteran mobs are easy.

Guardian, well duh! Equip mace and shield or mace and focus and stand in front of almost anything less than a world boss and solo it. Not because of heavy armor, but because of self healing and inflated toughness. I run a build that gives me 4 heals in the 6,7,8, and 9 skills plus the forementioned heals inherent to the mace 1,2 and focus 4 with mace 3 and focus 5 or mace 4,5 being damage mitigations. All that and I haven’t even toched my elite skill yet.

Finally, the necro in my limited experience seems to be able to stack an inordinant amount of conditions and then control the combat with pets and a multitude of self healing abilities, a second health bar in the form of death shroud, and fears.

No one fights Underwater Bosses

in Guild Wars 2 Discussion

Posted by: Bleeds.4029

Bleeds.4029

I must be the exception to the rule, I feel pretty strong under water as a guardian. But, I also get more mileage out of my trident than my spear. The trick seems to be to close distance with a trident and use all your abilities. I can solo up to 3 mobs at a time under water usually. If you are doing an underwater event look for a guardian with a trident. Free healing, retaliation and cures!

Teleporter on my Ghost Ship!

in Bugs: Game, Forum, Website

Posted by: Bleeds.4029

Bleeds.4029

In case others are having this problem, a different post from a dev has detailed that this quest is getting patched on 10/1/12.

In other news, players are reporting that jumping does work possibly. Gotta be quick with those plugs though! I will try it again tonight and post back if it works for me.

Does homosexuality in Sylvari feel rather forced?

in Sylvari

Posted by: Bleeds.4029

Bleeds.4029

Well my character’s pistol is only interested in stamens. Period! No pistol/pistol action here, no sir, no way!

Teleporter on my Ghost Ship!

in Bugs: Game, Forum, Website

Posted by: Bleeds.4029

Bleeds.4029

Hi devs, I reported this in game a couple days ago, now going to try it here as best I can and in greater detail.

I am on the quest of the personal story line where I have chosen to take over Zhaitan’s navy and use it against him. (sorry, at work here and can’t rememeber the actual quest step name) I begin the quest and it seems to work fine until the first cut-scene where I am sailing into position. The NPC’s have a dialogue that only partially plays (though the whole dialogue did play on one attempt). But, this isn’t the real trouble.

The main problem is that I get into position to begin my attack on the shore. I can fire my cannons and kill any troops and the two giants pretty easily. I can destroy the bone walls also. The trebs do not render as destroyed but I can apparently do damage to them and enough damage will trigger the oozes to start coming into the ship and the quest updates to tell me to go below and help Merri.

I run below and as soon as I reach the bottom of the stairs, I somehow get teleported back onto the main deck of the ship. I can aggro the oozes by running down below so I am actually below deck briefly and then I kill them all over the main deck because they will chase me up the stairs and onto the upper deck. I can revive Merri through the main deck which…you know…I probably shouldn’t be able to do. I can pick up the balls of goo left from the ooze corpses and I try to run below deck and make it to one of the holes to plug it. Before I can even get close to one of the leaks, I get teleported back to the main deck. I cannot plug the holes through the main deck. I have tried jumping overboard with the goo to try and plug the holes from the exterior and I likewise get teleported back to the main deck. I have tried jumping into the lower hold also thinking that there may be an area that gets detected as “over board” but this also doesn’t work.

This is making it impossible to get past the quest. I have tried several times for the past couple of days to no avail. I hope someone sees this and can get it fixed.

Level 40 Karma Costs - Higher than achievable?

in Guild Wars 2 Discussion

Posted by: Bleeds.4029

Bleeds.4029

I have leveled 3 characters past 40 also, but only the one I specifically skipped all karma gear with and concentrated on events has enough to buy ONE piece of level 40 karma gear.

This begs the OP’s point, are the costs too high? I would say yes, especially for an item that as GCap has pointed out you will outlevel in very short order. What is the point of those vendors? What class uses a single weapon? Why would anyone want to make such a large karma investment for so little return? Also, if we are supposed to spend our hard earned karma on the level 40 vendors, what is the point of all the other minor karma vendors? In the current set-up you can’t have your cake and eat it too, you have to choose one or the other or none. Most people are choosing none now that word is out on the 42k karma per piece endgame gear.

These are the things that need to be considered. Why not remove those extra vendors? If they serve no purpose other than to give my computer something else to render, get rid of them. If they do serve a purpose, make them affordable.

Karma help

in Players Helping Players

Posted by: Bleeds.4029

Bleeds.4029

I would also like to understand how to get these levels of karma. I just hit 80 a couple days ago and was happy to have 40k karma.

Bots not getting banned - can community help?

in Guild Wars 2 Discussion

Posted by: Bleeds.4029

Bleeds.4029

I too have found bots running and reported them. I can report in one instance I did check later and found them gone. Based only on this sole example, I assume they are working on the problem. It was either that, or the botter out-leveled the content and moved to a new spot.

Dungeon Player Matching System Needed

in Fractals, Dungeons & Raids

Posted by: Bleeds.4029

Bleeds.4029

The “join a guild” thing bothers me. I have been randomly invited to join about 5 guilds. I know nothing about these guilds, and I am not sure if I even want to. Perhaps I am too discriminating as it relates to what guild I will join, but that’s my right. Here’s my take;

I pre-purchase the game and start playing. As I’ve been leveling, I have been trying to watch for what I would deem to be stand-out guilds that I see doing things that appeal to me. In 76 levels, I haven’t found a guild that I am sure about. In this same amount of time, I have not done a single dungeon, though I would like to. I see on occasion people spamming for others to join in dungeon groups, but usually they have something to say like, “looking for tank-type that doesn’t suck.” Automatic no go for me because it indicates that they are the type that is a great player in their own mind and it will be a total headache. Secondly to this, I rarely watch chat because I am busy playing the game so I have no idea how long ago they were looking for players.

I would prefer to just queue up like i can for WvW or sPvP. At least going in, everyone knows its a pug and we’ll be matched up based on random factor. In this setting, I’ll still get the full-of-themselves whiners, but not always. It’s more simple for me also which is a good thing. By simple I mean time-saving. As a person working a full-time job with kids, I can’t sit at my computer all day everyday. I’ll join a guild eventually, in the meantime, I’d like to get down to some more content.

Tactics against Destroyers, PvE

in Guardian

Posted by: Bleeds.4029

Bleeds.4029

I use the greatsword to great effect against destroyers. Get them grouped up in multiples, use #4 to get an aoe blind. I pop my #2 out of habit followed by a single set of auto attack for the might boon. Once I see the might boon I hit #3. If there are 3-4 of them you will probably need to heal before you rinse and repeat. I also tend to pve with greatsword and mace/shield. If things are really hairy, the mace and sheild is the go-to for me. Just remember to be mobile and don’t stand in lava fountains.

P.S. in pve I am built for toughness, crit and some power if that makes any difference.

WvW and Guardian?

in Guardian

Posted by: Bleeds.4029

Bleeds.4029

I have a tough time in WvW figuring out what to do also. I do use my scepter from the walls of a keep and I will use shield and focus spells on the walls to protect myself and others. But, it doesn’t seem like I am doing anything real significant. Open field fighting or when the gates come down, on the other hand, seems to be just fine.

I figure it works out in the end. I have a high level ranger that can do great in WvW, but I get pwned hard in sPvP. My Guardian is exactly the opposite. My engineer does well in either, but also isn’t as strong as the ranger in WvW for skirmishes and isn’t as powerfully versatile as the guardian in sPvP.

Guardians have insane survivability, OP.

in Guardian

Posted by: Bleeds.4029

Bleeds.4029

Let’s not lose sight of tactics or the lack thereof. So there is a heavy defensive guardian on a node, so what? There are two other nodes to be capped and often other objectives. no team is going to win because of the ONE node they possess. Also, tons of classes have knockbacks. No guardian can keep stability up indefinately, even the defensive shout based defender. Instead of worrying about killing them, worry about getting them off the node so it can be capped or at least put into contention. Let us also not forget that boons can be stripped, just ask a necro.

The devs have done a really good job in this game balancing things out overall. I seriously hope they don’t mess it up due to a bunch of whiners that don’t want to actually learn to play but would rather face roll their keyboards to win.