Using your two professions in your own signature:
Mesmer:
http://wiki.guildwars2.com/wiki/Blurred_Frenzy
http://wiki.guildwars2.com/wiki/Phantasmal_Warden
http://wiki.guildwars2.com/wiki/Phantasmal_Berserker
http://wiki.guildwars2.com/wiki/Spatial_Surge
http://wiki.guildwars2.com/wiki/Mind_Wrack
Necromancer:
http://wiki.guildwars2.com/wiki/Ghastly_Claws
http://wiki.guildwars2.com/wiki/Life_Siphon
http://wiki.guildwars2.com/wiki/Life_Transfer
http://wiki.guildwars2.com/wiki/Rending_Claws
(combination of multiples of any of the below minions at once)
http://wiki.guildwars2.com/wiki/Summon_Shadow_Fiend
http://wiki.guildwars2.com/wiki/Summon_Bone_Minions
http://wiki.guildwars2.com/wiki/Summon_Bone_Fiend
http://wiki.guildwars2.com/wiki/Summon_Flesh_Golem
http://wiki.guildwars2.com/wiki/Summon_Flesh_Wurm
those abilities by themselves or combined with additional effects such as persistent ground effects or followed up in conjunction with auto attack abilities should grant you an interrupt on a guardian with shield of wrath and even an aegis or two.
(edited by CMF.5461)
if you can’t figure out how to land 4+ hits with either a multi hit ability or layer multiple skills to generate multiple hits to break shield of wrath every 36 to 45 seconds….I can’t help you.
you have 5 abilities on weapon and 3 utilities available to possibly have additional “hits”. Unless everything is down all at the same time, and all you can do is auto attack…and badly at that….then yes the guardian will get the orb……otherwise, learn to use your abilities?
There is a bug with blocks and aegis where the aegis gets absorbed with the additional block mechanics (duno if it was fixed…or maybe it was intentional).
But regardless, it is pretty easy to get more than 3+ hits in there, especially if you have team members spamming the orb….
Thank you sutcliffe, I was trying to find a way to articulate that with numbers, that wouldn’t cause confusion or argument over semantic …but the most simple thing is to just say it outright like you did
Theoretically, what should happen is:
classes with the lowest base health should have a lot of
damage avoidance/mitigation/condition cleansing available to them, as they are squishy and rely on other mechanics to stay alive.
Since they are focusing on other mechanics to stay alive, they should have inherently high damage output, so that they “can” focusing on building themselves more for survival.
Classes with high base health can forgo “some” of the
damage avoidance/mitigation/condition cleansing and focus on ramping up damaging abilities, as they inherently have more survivability.
For the classes in the middle, they are supposed to be more diverse and can go either way, but excel in neither field.
So if a high base health/low base damage class were to push for even more survival, they would excel in survival more than anyone else.
If a low base health/high damage class were to push for more damage, they should excel in damage more so than anyone else.
Mid range classes should provide good damage and ok survival, or vice versa ok survival and good damage, but not as great as the other ends of the spectrum (more balanced/jack of all trades).
…
This is of course not how the game is at the moment, and theory always looks good on paper but may not pan out in reality well.
(edited by CMF.5461)
Read over the talking points again Dekk,
Yes, some of it is saying other classes could use a tone down, but not because they are hard for guardians to fight, but because as a whole they are causing problems for all professions.
They speak up for mesmers, elementalists, and any other professions to gain more bunker viability, besides guardians.
So it is not all “my class sucks buff me”. I think it was a fairly balanced discussion, with additional view points from representatives from the other professions as well.
Yes it is from the guardian perspective (name of thread?!?! omg!) and that will inherently have some bias, but they maintained an even discussion well.
If they are going to increase it to 3%, i will swap my scholar runes for boon duration rune since i am already going into 25 in virtues for absolute resolution and master of consecration
You have to factor in that the scholar runes add power while the boon duration runes add healing power as well.
Would those damage numbers be higher or lower? I’m not sure.
If you make one trait stronger, you have to weaken others or you wreck PvP balance. It’s not as easy as HEY GUYS GUARDIANS SUDDENLY GET A HUGE DAMAGE BOOST.
Well, considering how far down the tree (25 points) power of the virtuous is, and then considering the placement of other + damage % traits are, it is difficult to stack them effectively. Also taking into consideration that the virtues trait line does not inherently increase damage by itself (arguably, longer might and fury is more damage).
So the idea in increasing damage down various trees is not to make them “all” accessible, but to create build diversity, upon which you can still be effective in combat (dps is everything?) but have some flavor (I focus on boons/support?).
So the question is, do we sacrifice enough to warrant higher damage return out of power of virtuous and other such build diversity traits?
I just went 25 down virtues, I have 45 points left. I can now either maximize power, precision, OR crit damage….but not all three or even two, because of how our trait lines are split up.
I think we do sacrifice a lot of damage, but I’m sure the numbers can be adjusted to make power of the virtuous promote more build diversity without making it overpowered and break balance in pvp and pve.
Not saying you can’t disagree, or maybe I am wrong and this would be game breaking, but less screaming and more thinking/talking Guanglai.
Awesome, thank you for the summary cymerdown.
The “only” reason I want to see VoR buffed is to open up more viable builds that are not focused around AH/MF/Healing Power.
If there is a way to do that without provoking the fears of making it OP, then I’m all for that.
That said, what I want seems to be trait related, so that players can have a “choice”.
The discussion is a little cyclical and we already know our own faults, but still worthy in the sense that they are trying to include the rest of the community to guardians needs and problems instead of just milling around here within our own community.
So contribute and voice opinions, to help bring light to our class! Talking = good!
want op? have it increase damage of guardian by 1% for every boon on all allies that the guard has active…../drool……
but no really 2-3% per a boon on self would be nice.
edit:
Going back to the idea for a serious second…. if it did increase damage of guardian for 1% per boon active on all allies, it would work like altruistic healing in terms of damage instead of self survival.
Really effective while grouped, “ok” while solo….
Also at most we can have what, 7 boons on 5 people for a short duration? giving 35% increase in damage.(regen,stability,might,retaliation,protection,vigor,regeneration)
We can probably sustain 2-3 perma boons depending on what weapon set you are bringing. giving you 10-15% perma boost in damage.
(Vigor, retaliation, and then either regen/might/protection)
10-15 perma and a 35% burst doesn’t sound so bad, considering limitation to trait line synergy and how far in the tree power of the virtuous is, you would have to sacrifice a lot to go for it.
It’s a long shot and I know the numbers scare people, but you have to consider duration, situation, and limitations/sacrifices you take to get 35% damage increase burst.
A more realistic fix is still 2-3% for boons on self though. Just wanted to flesh out that idea and see if it was crazy or not.
(edited by CMF.5461)
Just finished watching the whole thing.
I think this video branches out to more than just guardians, but the state of the game as a whole, which is good general feed back that should be noted.
Again, I think build variety needs to be looked at, as a whole, but yes for guardians as well.
I do agree that there are a lot of passive effects that are pretty prevalent at this time, with that famous quote about how we need to “actively react to the passive effects” being a frustrating thing to be told.
Bringing down the amount of dodging and the 100% vigor is good and bad. On one hand, if you talk about PvE, there are encounters that are built around a certain amount of dodges per second, so those would have to be relooked at.
This is about pvp though, so vigor in pvp does create a lot of dodging, but it is a paced and steady(slow) return of energy. I think the biggest issue where people are frustrated in opponents that evade a lot are when the evade is built into animations. Especially to point when the animations are on short and spammable cooldowns.
Dodge by itself is not that detremental, and there are large enough windows of opportunity to lock down a target, but again, in conjunction with the evading animations and weapon skills, then it becomes a problem.
You can argue that some classes are more squishy and thus the need for evasive styled fighting, but then you need to create a “control” counter for said evasions, and also to point, I think that it is nto evenly distrubuted on who we consider “squishy” and not.
To the guardian’s case, we are squishy while being tanky as well. The lowest health tier, but the highest armor tier. The armor/toughness is not as crucial, especially considering conditions at the moment, so the active gameplay aspect in “evading” and avoiding attacks is more pertinent, which we do not have the same avoidance per second ability as other classes.
By being mobile other classes can avoid being hit in the first place, with invisibility/dodges/blinds/evading attacks it compounds the “survival” aspect of not being hit. Those have a longer duration for the most part to provide longer “survival” for many times, multiple attacks.
For the guardian we have blocks, blinds, and perma vigor. Blocks only stop the next attack, blinds as well just the next attack, and I expressed that I don’t think perma vigor is as detrimental by itself as attack evasion animations, because those last for a few frames, versus just the next attack.
So we are “squishy” (we are tanky, and the classic bunker, but in terms of skill survival and lowest hp), without the ability to break combat, and on top of that, shorter “survival” skills versus evasive classes.
What we do have is good healing, and two really strong duration survival utilities (shelter and renewed focus). Is it equivalent to mass evades? If we built to it yes, I think so, but goes back to the one build type is viable idea.
This post is more just a ramble to respond back to some key points brought up in the video, I’m sure there are holes in my thought process, but I hope I got the main idea about evades through.
I know not everyone PvPs, but I saw a thread on the spvp forum with a video about guardian balance. I think it is a worthwhile watch, even though it is a long watch. Many of what we talk about here tends to be limited to just this circle, and some of us feel we have been “ok” for a while which has led to us being mostly ignored on patches besides tooltip updates.
Give it a watch and add to the discussion, as I think it will help to develop and round out some of the cool things about guardians that are just not there yet.
I “think” I’m surprised that this doesn’t get more attention, but I guess I just expect it at this point in the game.
I do believe that it should have been more focused in discussion and streamlined to “get to the point” as it is sort of long, but still a good attempt at bringing up issues regarding guardians, and thank you for that.
I have not finished watching all of it, but so far a lot of it is what I and other had addressed months ago, and some of it on release. It is only now being noticed by a larger population because as it was pointed out, we have stayed pretty much the same without any drastically large buffs or nerfs, while the rest of the game has advanced. So the downfalls we do have are not more highlighted.
I somewhat disagree that the only useful AH build involves a staff, as hammer and/or mace apply symbols frequently enough, that even if people do not stay in for the full duration, there are enough symbols falling on the ground you will get a frequent enough application of boons on allies to proc AH. Although I do understand the dislike for the lack of mobility with symbols and that does present a problem.
I also concur that fury on meditations is nice….but not what the problem was.
A common theme has risen with guardians, and that is that we can’t get away and we can’t lock someone down to get a kill. Thus we are forced to fight.
Many feel the solution is to give us more control and ability to keep a target in combat with us.
That is one solution but not the only solution.
Other solutions are to either increase the staying power of all builds, not just bunker builds, to maintain melee range combat at a hearty pace.
This can be looked down on as people feel guardians are unkillable right now (popular opinion and many times over exaggerated, but still has a hint a truth).
I suggest a increase in base healing of VoR to open up more build diversity instead of being forced down AH or Monk’s Focus, or building full healing power and relying on Regen. Although I believe this is an unpopular opinion.
Another solution would be to increase the burst potential of guardians across the board, and make it so that when we do connect it hurts and is lethal, but we remain easy to kite and get away from. Right now we do good damage sure, but not amazing burst damage much in the way that you might see other glassy builds pull off.
As mentioned in the video, much of our burst is easily telegraphed and avoided, and even then I still think it is often not enough to push it over the edge and become as threatening as other classes. This is probably another unpopular decision.
The last option is the one mentioned. We gain more control to set up burst and keep targets within reach and inside of our damage radius. Keep the damage where it is and the survival, but make it so we can land our attacks reliably.
The biggest advantage that guardians present is the group utility and support. Yes we can be bunkers, but I agree with Arken, we are not the “best” bunker. But we are the more versatile bunker and excel in team fights.
I still need to finish watching the video, but the 2 hour long thing cuts into my time, so I will continue more later.
I agree that we have a lot of cool things, that start out as great ideas, but need a little more polish and push to make them “effective”. There are just areas where we just aren’t there yet.
Again, thank you for trying to bring up guardians into the discussion light instead of “they are ok” and we get ignored again.
(edited by CMF.5461)
Writ of the Merciful is approximately the same healing output as having 3 other people around you while using Empowering Might.
So while solo, it doesn’t hurt to go Writ for better survival, but if you can just man power it down with 1-3 extra might stacks then you don’t need to heal anyway.
Writ also depends on if you have a frequently applying symbol (mace or hammer). If you don’t, then EM all the way, as it would be a loss in healing at that point.
If your goal is to help others, the best way to do that is to layer VoR(battle precence & absolute resolution), Regen, and Writ of Merciful together, as you can maintain about 1000 health a second for up to 5 people that stay in your symbols.
Although, if you are PvEing, common practice is to just dps things down quickly.
(edited by CMF.5461)
As combat with bosses typically is hindered by Defiance/Unshakable, in order to not allow players to trivialize the encounter, it in turn causes control abilities to be unreliable and pointless to bring along as opposed to more damage.
What if they scrapped that and worked CCs INTO the encounters.
Such as bosses that are highly agile and dodge a lot. In order to lock them down you need to immobilize or stun the boss to land attacks on them and they are debuffed to take more damage when immobilized or stunned.
What if a boss has a frequently used (not excessive but more than we can dodge reliably) kill shot? Blinds and interrupts prevent them from landing this dangerous attack. After every interrupted kill shot they are vulnerable to take more damage.
Bosses with a PBAoE effect or Fury if you fight in melee? Immobilize and Chill/Cripple to maintain distance. Again takes more damage if you keep them slowed and away from players.
The idea is to promote players to play smart and “do” the encounters, which in turn rewards them with more damage done, as well as better survivability.
Right now CC effects are long enough that by the time you burn through defiance stacks you are waiting a while before you can use it strategically again.
So build the adverse of the control effects and have players learn what CC to use on different types of encounters as a sort of paper rock scissors style of counter.
Pretty rudimentary, but thought it could spark more ideas.
Phys’ idea kind of goes back to original GW. Skills were organized in to different disciplines and schools of magic, and higher stats would increase that school of magic/skill.
With the current system, and the idea that there shouldn’t be a tank or a healer, the effectiveness of a lot of non-dps abilities is kitten.
Add in the condition cap and stability, and conditions as well as control abilities become less useful. (pvp, conditions are still good…almost too good, but that’s another discussion)
So the only viable stat setup that you have is a raw damage based set, which is berserker, P/Pr/CritD.
The new Tequatl encounter sort of addresses this with the limitation of “no crits” allowed, but this is a restrictive and band aid solution.
Fixes to the viability of other gear should increases effectiveness of other playstyles which would encourage diversity, not the nerfing of current playstyles to try to squash out people in a category and force them to try different things to be viable.
The one weakness berserker has, which would cause more players to try different gear sets is the survivability aspect. The problem is, this downside is over ruled by the ability to dodge attacks and the speed at which you can kill things, thus negating the supposed negative which should balance the positives.
There is not enough risk/reward for berserker gear in current PvE content.
Was waiting for Teq to spawn and someone said “this area really could use a JP or something”….
That got me thinking, while Teq is a bit hard for the majority to clear, the idea wasn’t a bad one.
Some world bosses could open up a JP with unique rewards at the end such as crafting mats to make unique skins, or potions of slaying for that said boss. Something that opens up “more” content for clearing a boss, not just popping down a chest and dishing out rewards.
That may give more incentive to revisit and clear world bosses besides saying you did it once already and got your achievement.
Maybe allow failure to also do the JP or enter the area, but it is filled with dangerous traps and mobs, that make it drastically more difficult, so as to not exclude failure. I remember the devs saying they didn’t want to punish people for the actions of others, thus most events reward both failing and success.
Icarus Pherae.4680 I just wanted to give you some good feedback and a +1 on your ideas.
Giving control a meaningful role in pve and making use of “dead skills” on the bars.
Too many CCs in a row? Enrage
Lower damage, increase effects. If anything should have big damage it should be longer cooldown abilities and take almost all the damage off of auto attack. Problem is, some class/weapon combos have no damage on any of the skills “except!” for on the 1 auto chain….. that is not good, removes the skill from pvp on knowing what to dodge and when and it also makes it boring in pve.
Again I just wanted to give you some props on your ideas.
Not to necro an old thread, but I had this exact discussion a while back (please do not necro this thread I"m about to link, continue talks here if you want)
https://forum-en.gw2archive.eu/forum/game/gw2/Dual-Wield-Fighting/first
I am surprised at how many people think “dual wielding” is impossible in real life, and how it is not realistic when you have a whole history of Asian martial arts and European sword fighting based on it.
Of course if you are using two heavy items it is impractical, which is why they have lighter, more versatile weapons when using that, or they have a smaller off hand which, while may be more defensive in nature, it is still used in consistent attacking.
Especially in quick attacking techniques, like eskrima, where a flurry of continuous attacks from both hands is part of the main idea of the fighting style. Either armed or unarmed.
I had a side thought the other day, it would be nice if we had single wield fighting styles in the game.
Thief attacks change depending on the off hand and some of them have “no off hand” versions. They are typically weak and not effective, AND you lose out on stats.
If they were to explore this more in depth and make “single wield” items that have stronger stats but don’t allow off hand weapons, it would create more diversity with what we already have.
Single wield items (not 2handers and not dual wield, but empty off hand) could be faster and single target oriented, in which the off hand attacks are more about “control”, as you have a free hand to grab/push/move around now.
Some attacks could be something unblockable due to flipping the weapon around to your off hand and having a strike of opportunity. Different things like that would be interesting.
(edited by CMF.5461)
If you inspect the file name for the current living story graphic on the release page it says “b26859-17_TR_CurrentHero_NA.jpg” (Tequatl Rising _ Current Hero)
The graphic posted has the file name of
“7bec610-01_TA_NextHero_EN.jpg” (Tequatl A….? _Next Hero)
I don’t know if I would say she is “definitely” caithe. The skin tone is off with the previously released art style, but the direct correlation between artwork to artwork does vary, so that is excusable.
Also notice that she has a sort of shadowy mist/wave enveloping her body and outstretched arm behind her. In the had it appears to be a dagger, so some sort of rogue type character (also aligns with caithe I know, so not ruled out).
The “TA” could be twilight arbor, or it could be a continuation of the current story and its Teqatl Attacks?
The current and next hero part I don’t know if it is just how the named the release page graphics or if they coincide with each other some how.
She does not “seem” sylvari to me and the hair is parted different with a more flesh like skin tone than plant. Could still be caithe, but right now I have doubts.
Zealous Blade is for the DPS buff. The healing is presumably just there so the AH babies will hopefully stop running 0/0/30/30/10 and start taking at least one DPS-boosting trait.
If you are taking Zealous Blade, you are already taking dps boosting traits and probably have fiery wrath at that point anyway.
Zealous Blade is worthless as a heal and AH babies will never run it, even if that was the intent. Stacked with the 5% greatsword damage as it is now, the healing is just extra that no one will ever notice probably.
Side tangent, would be interesting if zealous blade lost the heal and changed it so that VoJ would proc blind with every 5 attacks instead of burning……offensive/defense?
The advantage of Zealous Blade is in an AE situation for burst healing.
99% sure there is a 5 target maximum on whirling wrath, with 7 blade hits and 7 projectile hits. Each hit healing for 25 health.
7 blade hits * 5 targets = 35
35 + 7 projectile hits = 42
42 hits * 25 healing each = 1050 healing every 10 to 8 seconds.
Here is the inherent problem with it (besides the low base healing and no healing power coefficient)…the healing gets worse as you kill your targets…
After that the auto attack/leap and symbol all hit too slow to do any significant healing to note. Although you can layer whirling wrath and symbol of wrath together to get an extra kittens on the 5 targets increasing the total hits by 25 making it hit 67 times and heal for 1675 total every time you combine WW with Symbol.
Also, if you are surrounded by 5+ targets, they are probably hitting you faster/harder than you can manage with just 1050 healing every 10 to 8 seconds can manage.
Now stacking Writ of the Merciful with Zealous blade, you can pretty much skip the zealous blade and just run writ of the merciful to get the same effect, but the symbol on greatsword has too long of a cooldown to make it very effective with that trait anyway, and you are better off with hammer or mace. As you pointed out in your OP.
Writ of the Merciful is kind of interesting with 5 points in Zeal for Zealot’s Speed, which puts down a symbol at 25% life. It works like an emergency heal. Combined with using mace or hammer, you now have 2 symbols healing you instead of just 1. Gives us a sort of layered healing effect when low on life. I am 99% sure that both tick, but someone could verify that one if they need.
Using Zealous Blade to augment Monk’s Focus heals is “ok” but again, the healing is so small it is nominal at best.
Zealous Blade is good for short fights of AE situations and that is it. Longer the fight and the less mobs, the worse it is to rely on.
(edited by CMF.5461)
I had to log in and +1 Viral real quick.
just ran back through as I noticed I missed the yellow bauble left of the first checkpoint hidden up above the bananas upon reviewing my fraps.
Also did the fight without any deaths, but no reward as you indicated healix.
I think my HD is full cause it stopped early in my recording on this second run
I need a real video editor/recorder/machine cause blah.
In reaction to this thread
https://forum-en.gw2archive.eu/forum/livingworld/sab-bts/W2-Z3-Master-of-baubles-bugged
I dug around on the Taiwanese websites and found the posts they were talking about.
http://truth.bahamut.com.tw/s01/201309/cbaa79ee444dc92de2d2523745938ba6.JPG
Is the screenshot this guy has showing the completed achievement, notice its sorted into the rest of the cluster instead of at the bottom of the list…still could be photoshopped, but meh? I’ll take it at face value for now.
I did the run with no continues in about 32+ minutes and frapsed it but no achievement.
I wanted to do no continues deaths, but at least one bauble has you stuck and you have to die to get out (yellow one across from raccoon stump). Also I had a couple of dumb deaths fighting the wizard, so maybe that is messing up the achievement as well. I might have to do a no death on that fight to rule it out.
My fraps started dropping to 1 fps during wiz fight for some odd reason, so I had to cut it out at the end but turned it on periodically just to try to record what I could.
If anyone is interested in it, I can compile it all together on moviemaker and post just for reviewing purposes…not a pretty run but w/e.
I think 30 minutes is a fairly fast run, and I did a previous test on first half of the run testing if baubles respawned. Waited around for about 3 hours and no respawns that I could find in that area.
Running out of ideas, but the Taiwanese guy said he got it with the exact count that we have here in this thread for total baubles. Pretty sure they used this thread :p
(edited by CMF.5461)
bauble master two broken
Funny thing is, conditions are considered worthless in PvE and overpowered in PvP.
25 stack limit is a heartache in PvE and a blessing in PvP.
Ease of application is a DPS killer in PvE (ccause your dps get clipped by allies) and just lawlz in PvP.
I almost forget that PvP and PvE can be/should be split saying all this.
Healing Breeze…
I won’t argue the solid synergy in that tree. Toughness -> Precision, crit damage, fury
Of course you can only pick 3 traits, so you have to choose between faster meditations or toughness → precision.
Master and grandmaster will always be focused mind and monk’s focus at that rate.
(edited by CMF.5461)
Dont’ you get it? The princess IS the fifth element last bauble!!
For sure it is a positive, but I omit the word significant until I see it happen.
While not as bold as Amins’ has worded things, I am on the same side of the fence I think. Fury is nice, but not going to suddenly change our game. We had it, in small amounts sure, but we had it and it didn’t make a huge difference.
If you ran with allies, it was even less than an issue.
The best argument that fury will bring more positives is that it allows us to trait into things besides crit chance. But that just gets into min/maxing at that point and nothing game changing.
We already have good reach of precision/crit chance, especially with 1handers.
Yes, it does bring more to the defensive guardian..maybe, but that won’t be a DPS overhaul for them, it just lets them get more on crit effects (energy for dodge rolls). 5-9% crit chance while defensive versus 25-29% crit chance. You won’t be rolling in the 10k crits, but you will have a frequent enough crit rating to take part in your already built in defensive synergies.
Offensive guardian’s on the other hand already had decent damage, but lacked in survival. Will this 20% more fury free up enough traits/stats to give them sustain? My initial thought is no.
I await the patch to see what we can develop out of the meta though. I’m ready to be wrong, but I’m anticipating to be underwhelmed.
(edited by CMF.5461)
Little do we know it is working as intended and we all just fail at this game
While we wait for an answer for Master of Baubles, World 2…I give you Rytlock!
Oldie but goody
Since they are not totally against 100% protection up time (see hammer auto attack) they should rework the shield to provide near 100% uptime of protection as well, being as we are boon based and such.
Either a long duration protection (less likely, and prone to being wiped by enemies….although that could provide counter play?)
Or
Short cooldown and frequent usage. Something where you have 70+% uptime of the boon.
This would pretty much be hammer but in 1hander / off hand form. Then you have a pick of main hand weapons.
Shield 5 is ok for what it does with decent burst healing involved with it. Mobility while channeling it would be nice though.
Lol, welcome to the club and thanks for putting your effort into the search. I “just” logged out from wandering around in there too… No luck
And yet, none of you could point out I can’t spell October? fixed title…cause I is are dumb.
I must have read a different post then you as I did not see the OP say the changed the guardian skills, only that they where more mobile.
I don’t know about you guys, but it’s annoying that some skills force the player to stand still and play an animation when using. Outside of PvE where it may be easier to find a safe way to cast such things, it really isn’t that cool of a thing to do :z. I like how all meditations for guardians have been made instant, so maybe it would be next on the list to possibly change skills that root a player into something that’s mobile
Is he not saying there, that there was a change to guardian meditations, hence forth, he was inspired to look to more “mobility” changes throughout the game.
(edited by CMF.5461)
My point was, they didn’t make the guardian any more mobile than it already is. So he was contributing a change that didn’t have the effect he wanted to as part of a justification for a separate change.
Now to the point of making the whole game more mobile. It is fairly mobile as it is now, but I agree, there are some abilities that are just too exposed to use them. Especially in PvP.
Common practice is Focus for PvE, Shield for sPvP to help save downed allies or control a point.
You misunderstand guardian then.
You were never rooted in one place and the cast time of all the meditations were instant with the exception of smite condition 1/4s cast time and merciful intervention with 3/4s cast time.
All this does, is allow you to cast those abilities while stunned.
Now if they made staff “empower” mobile, that would be another thing….
^ PvE (15 characters)
What bout change Searing Flames to: VoJ procs remove 1 condition from self and/or maybe 5 allies?
I…would…LOVE that….but I’m sure it is considered OP as it was brought up in the past and I was greeted with heavy negativity.
Go back to the first post on this thread and you will find it listed in there.
Area 2
The next part involves a row of four Galekeepers. There are [4 BLUE BAUBLES] dotting the path across to collect first. After you have them all, backtrack so that you’re between the first and second Galekeepers, and then drop off the ledge below for another [BLUE BAUBLE]. Then walk further in to drop down to a ledge that gives you a choice: drop forwards or drop left. Opening both Gatekeepers from the inside might count as individual Secrets, but for bauble purposes, we want to drop to the left. Open the Gatekeeper to reveal a [YELLOW BAUBLE] (the one visible from the Raccoon Stump, in case you were wondering how to get to it). However, I wasn’t able to find a way out of there without dying….
(edited by CMF.5461)
Nm, that bauble is on the list, you get it by dropping down into a secret wall across from it, and there is no way back up.
After picking it up and completing zone, did you get achievement?