Chuck The Stampede – Engineer
[Lg] Agatha – Dragonbrand
Obal always updates his post. Just go to the sticky mang.
https://forum-en.gw2archive.eu/forum/professions/guardian/Guide-DPS-Guardian-for-PVE/first
Bunker guards have been using DH in PvP, but the longbow is mostly used for control and harassing enemies with more range while they fight around the point. Without the need to do so many knock backs and constant little pressure with Longbow, I’d wager you are better off taking staff if you only intend to heal and do stuff like that.
You could still run DH though, and use the new VoC to block for 2 seconds for your team as they stand inside your player model. That could be cool. As far as traps for support, I can not really think of any reason to bring some of those traps outside of PvP support, so you are probably best just running shouts for condi removal and stab, and the other crap a shout build does.
I’m a pure PVE zerker enthusiast, but do play Power and Bunker guard in PVP, so I’m trying to mix the two worlds the best I can for you. But pretty much, if you really don’t care about doing any damage, just run a PvP bunker build with Staff Hammer. Hammer for Prot, and warding then staff for healing and warding.
Moving Glacial Heart is not going to help hammer at all … its a terrible trait especially in PVE.
If we are talking PVE, hammer was only ever decent in factals. And now it’s really not great at all with DH.
Hammer is going extinct.
This guy is talking JI, which is pure pvp.
It’s been several months since hammer was viable
“Cheese builds” and “profession respect” are figments of your imaginations and devalues your opinions.
Such substance. Your posts always add sooo much to a topic.
Trapper runes did not belong in PvP. I blame these runes for the influx of kitten DH’s. Any fool can go invis and lay powerful traps down. That is dumbing down a class to a whole other level.
There is a reason why thief traps are terrible, and that is because of their heavy stealth game would suck trying to see those nuke traps.
Survive the early burst and apply condi pressure. If the fight goes for more than 20 seconds, get ready for the second burst
Condi druid is one of the toughest match ups for my trapper guard.
I run a different variant of the medi trapper but it is still most definately classified as one. I do just fine but then again I’ve been playing guard for years so it’s not like I’m just relying on new cheese tactics without a solid core skillset.
Ya know… I was completely on Chaith’s side until I really started to remember how much I hate 4 sustain classes with 1 zerker thief meta.
The problem this weekend was all these kitten celestial or soldier builds having trouble killing a minstrel ammy. If you want to kill something like that, bring some more spike and stop playing the “you hold out on your tanky build while thief or ele rotates game.”
Unfortunately Apex tried that with 2 zerker revs and got shrekt. Now this could be because they are new to the class but we will never know since Anet is doing this brash change without looking at class balance first.
Warriors fat might stacks still pro for pve. But 2 revs might fill this role and out dps :/
I’m more worried about DH’s place in raids. kitten bosses move so much our traps might be kitten and with the amount of small damage always happening, a reliable block my be next to impossible, and add on all the non reflectable crap… hopefully we aren’t pushed out of meta. In team stability we trust!
(edited by Cat Has Ducks.1982)
Dragon hunters virtue leap….
Hot join is cancer. Friends don’t let friends get cancer
I am by no means an expert but I queue with 2 friends on Stronghold fairly frequently now and our win percentage is over 70% but that isn’t saying much with some of the people we find in there… anyhow
We have a basic starting strategy that revolves around nuking mid with 4 while 1 goes to defend the first group of friendly guards. If you keep those up, you can focus on teamfights and let those dudes kill the bombers.
After mid looks like it’s either won or loss, my two friends shift to offense full time, focusing on killing guards, protecting our bombers and securing the champion on their side.
I stay defense and focus on harassing the enemy if they go mid for supply. Also an important part of my job is to hold off the enemy team from getting champ on my side until my team can rotate.
After that, it comes down to timing a 5 man push on the lord. It generally comes after the enemy tries a big push of their own then you have to switch gears to offense and go all in. If you win 1 teamfights off of this scenaro, then you pretty much secured the victory assuming you actually have the door open.
I didn’t think too much about this response but that’s a vague idea of what we do. I didn’t say what our 2 random teammates do, but generally they help mid and D
(edited by Cat Has Ducks.1982)
I never use dragon’s maw so I don’t know why that lame ability got nerf.
But don’t forget next nerfhammer goes to True shot increase cd to 5,6 sec plus LB#5 increased cd to 60sec and decreased duration of ward to 4 sec.
Trust me it’s not over.
We are going to the same good spot as usual.
Dragons maw is amazing in pvp. But it’s 2 nerfs away from being shelved for good.
Well it’s shelved now. I don’t see many DH in pvp now.
But new nerfs are coming I can feel it.
Catch up to my mmr to find me
I never use dragon’s maw so I don’t know why that lame ability got nerf.
But don’t forget next nerfhammer goes to True shot increase cd to 5,6 sec plus LB#5 increased cd to 60sec and decreased duration of ward to 4 sec.
Trust me it’s not over.
We are going to the same good spot as usual.
Dragons maw is amazing in pvp. But it’s 2 nerfs away from being shelved for good.
DH is currently the low skill high reward build of HoT right now.
They need to have traps work like the rest of the traps/wells. You dodge into them, trigger them, and they fail to damage you.
End of story.
I’ll be fine with that. Infact I want that. So people can stop crying about traps.
Mitigating damage > healing. And shelter does both. You can block 100k damage in 2 seconds, but can’t take the hit, survive and heal back up from that.
Shelter is love. Shelter is life
Yeah I fought a druid that ate my DH damage just fine then put some real pain on me 1v1.
nope. there are some really good bunk specs, but damage is so high. it’s actually perfect right now.
Ranger takes no skill no matter how you build it and this meta is bunker meta ATM. Prove me wrong. You will NEVER get a point back vs. a good team with a Druid because they introduced Druid/Minstrel.
lol druids have like no stab. so just lock them down.
I can generally decap a point from a druid, but actually bursting them dead is the tricky part.
What I like about DH is we finally have a spec where we can do nice AOE damage. Fighting as a burn guard is the complete opposite. You generally focus one person to drop the dps on.
I love having the choice of 2 completely different play styles.
I hope we don’t have a steady flow of nerfs over the next month that will end in our traps hanging out in the same closet as our spirit weapons and signets.
Yes it is used in PvE. The Godfather of PVE guardians updated his guide with just that. It’s stickied up top.
https://forum-en.gw2archive.eu/forum/professions/guardian/Guide-DPS-Guardian-for-PVE/first
With Tarsus playing revenant this past weekend, it just might be end days for the once Golden Boy of GW2…
Necros can place their wells from a distance. If you change necro wells to place at feet only, then we can start comparing.
And as far as not sacraficing anything. Taking Dragons Maw requires you to leave out Renewed Focus which is a sustain booster. Then any other trap takes one less medi heal from your bar.
DH takes traps hoping fights will be shorter. If something like a scrapper or Rev can mitigate the burst, we suffer a painful death as our 65 second cd VoC is on cooldown and shelter has just been expended.
So none of the QQ’er are looking at the insane amount of DPS/burst a reaper and chronomancers can dishing out? That’s really weird…. so the main section of the community is made up of Mesmer and Necro?
Mesmer has been ridiculously strong months before HoT patch is still OP currently and no one is questioning about that? Seriously?
You can stunbreak and get out of their burst. If you get caught in maw, you can’t stunbreak and get out. It’s not the dps, every class has a strong burst. It’s the cc that makes it so I can’t mitigate unless I run Signet of Stone on my bar. If they made Maw so that when I use Lightning Reflexes I am able to get out of the killzone then I wouldn’t care.
It’s an elite skill. The kitten thing has to be good for guardians to choose it over renewed focus. Can’t we have nice things top(
Traps still do a kitten-ton of dmg. I played a bunch of PVP last night, which was apparently after these nerfs (didn’t know anything was nerfed) and I still did my usual 500k+ dmg and almost never died. I didn’t notice any changes…
500k DMG ?
My Reaper make 850k-1m every game lol.
Damage that high generally means you fought a tank kitten team and did a bunch of damage but little spike damage. If I can get the same kills in half the damage, then that either means my spike is superior.
I once saw a necro beat Jesus and Mike Ditka at the same time. True story. Plz nerf.
A yeah I still spawn in combat some times. Not very common but it does cause some random stress when it pops up.
I’m surprised someone even mentioned this change. It’s kind of petty.
Go try it out and see if the damage seems the same.
Where can i read up on the new changes pls?
Guardian
“Test of Faith: Receiving damage while crossing the threshold of this trap now has a 0.75 second internal cooldown.”So basically it’s just activation damage and 1 hit of damage at most. Unless you enjoy purposely crossing that barrier
No. I don’t think that’s far enough.
The cooldown should be increased to 45 secs due to the longer duration of the traps; 8 secs. Or nerf the damage by 40-50% and keep the low cooldown.
These traps are overperforming ranger and thief traps by a very large margin.
Thats like saying necro summons are overpowering our summons, please nerf minions to be as useless as our spirit weapons!
You just need to accept some classes will excel at similar style skills.
Stop trying to nerf me DH. A trap nerf is all we needed. Stop trying to make me go back to a burn or bunker build
The only thing that is cheesy is trap runes, using your heal skill and fragments to go invis then drop the big traps on people while stealth
I feel disgusted everytime I see a DH resort to that. Beat down some idiot who crutches that gimic because he was left with no abilities to survive.
If This change is the end of the nerf then that’s cool. If they go overboard, we can always go back to our burn builds!
(edited by Cat Has Ducks.1982)
Guardian
“Test of Faith: Receiving damage while crossing the threshold of this trap now has a 0.75 second internal cooldown.”
So basically it’s just activation damage and 1 hit of damage at most. Unless you enjoy purposely crossing that barrier
(edited by Cat Has Ducks.1982)
This man knows his stuff. Only source for Guardian PVE I trust. Will be using this for my fresh 80 rev.
The strongest comp will be whatever the winning team plays. So let’s wait and see what abjured plays going foward.
Thanks for the replies guys appreciate it. I read the DH has quite good condi damage, does that show even in your zerker builds?
No, the burning is just damage modifiers for the power build. Like more damage vs burning enemies. Things like that augment your power.
Sinister guard has a fair bit less dps than power guard. But it’s whatever you like I suppose. And if you are trying to min max
Zerker everything with scholar runes for fractals. And I have a Zerker set with traveller runes for farming the rest of my elite spec in open world pve.
All I see now is a rising population of casual guardians that were talking crap about DH few weeks ago that its a weak spec. Well, we are in a (no sarcasm) good spot right now.
By the way, spear pull and binding blades will keep you on toes while keeping your distance, so don’t feel that cheeky once you know that traps are laid.
Also, if we can’t pull you, we will come to you and drop dem sweet traps on your bootay right away
There is an animation for that. The problem is with unranked only, you are seeing so much more inexperienced players who do not even know what their class is doing let alone the enemy DH.
“The shield is a personal choice, but you can decap points really easy with your bow knockback and shield knock back
Also with shield and that trap you can set up the big combo I love.
-Lay the trap which puts up that white fence
-hit them with VOJ chain
-shield 5 to knock them through the fence trap
-VOJ chain pull them back through it.
If it crits twice yoy are looking at 7k damage ez.
Also remember if projectile finish through your light field bow #4, you remove conditions.” -quote I posted from another thread
Basically the damage comes from them crossing it. Which is why it works well in spvp. For wvw I wouldn’t run a trap tbh.
Also the knockback of longbow is really nice SPVP then your consistent 5k lb #2 comes in handy when people run away.
I’ve become frustrated with GS lately and how easy whirling wrath cam be avoided.
Also 7k on that trap combo is conservative. I’ve killed an ele in 5 seconds because I caught them off guard with that combo. It can get to 10k if they stand up just right.
(edited by Cat Has Ducks.1982)
Sorry for double post, couldn’t paste my text. Dumb phone
Due to a dumb reason my name was changed to that lol. So Chuck works.
I think adding 1 trap works. CoP with your virtue of resolve is generally sufficient. Then add condi removal on block and you are generally set. Against a burn guard you will hurt though.
VOC change does add a ton of mitigation. It allows me to face tank reapers and burst down their life force. Even if I can’t use it as a stun break thanks to the cast time :/…
For a power medi, I believe it’s an upgrade even with the cast time drawbacks. For a burn build, I believe losing your main traitline for damage is not an even trade.
This is what I run. It offers really nice point control because that trap is large and does nice damage everytime someone crosses it and does ok damage on activation. I’d try that one trap and see how it goes.
Place it towards the edge of a point so the gate cuts the point in half and forcing your opponent to navigate while fighting you. Also place it early as possible since the cooldown starts on placement and not activations.
(edited by Cat Has Ducks.1982)
You “abuse” the trait with a 30 second cooldown. Sooo OP.
Any guard taking 2 traps is losing a ton of sustain. They will be susceptible to conditions. Unless of course they counter a condi bomb with a bow 4 projectile finish. A burn guard should eat up a trap guard.
I’ve seen tankier specs shrug off traps and just fight on the point just fine.
Source: about 70 games this weekend on DH
I’m struggling to find your point. If you’re saying that DH is not a very well-rounded spec and people should quit whining and learn to play, I agree wholeheartedly. I’m also saying that DH damage does not need a nerf, but at least Anet could make the spec interesting to play, as opposed to the bottom-tier skillfloor iteration it is currently. The value curve is off. Unless, of course, Anet is aiming DH to be the new go-to class for the handicapable, in which case everything is working as intended.
What kind of nerf are we talking here? It’s not like we have a 9k trap that insta kicks your balls anymore.
The one trap I’m assuming people are hating on requires you to pass through it a couple times to nuke you(or walk laterally around it so you proc it a ton). And if you really are getting hit by 3 traps at once, then that guard is really a one trick pony who won’t win many fights vs competent opponents.
Either way, at this point I don’t even care. I still play alot of bunker or burn and now revenant. So if this gets dumpstered I’ll just stick to vanilla burn or bunker.
Ranger elite spec should have been allowing your buddy to control your pet and queue with you. I’d gladly play as a brown bear aimlessly running into a giant AOE nuke.
So you took the standard medi build and added DH to it.
The only thing that I noticed that is of any concern from this build and the vanilla version is the virtues difference. You chose the right traits if you aren’t using a bow. So it really comes down to if the new traits are seen as a straight upgrade. Personal preference really. But if you aren’t bringing a trap I question of DH is superior with virtues having a cast time. That’s the real debate :O
I recommend that build. It gives you more sustain than the previous poster. 2 stuns breaks plus the best condition clense in the game and gap closer.
Renewed focus also adds an insane amount of sustain since you have an extra VoC shield to tank then another 4k heal with condi clense.
The shield is a personal choice, but you can decap points really easy with your bow knockback and shield knock back
Also with shield and that trap you can set up the big combo I love.
-Lay the trap which puts up that white fence
-hit them with VOJ chain
-shield 5 to knock them through the fence trap
-VOJ chain pull them back through it.
If it crits twice yoy are looking at 7k damage ez.
Also remember if projectile finish through your light field bow #4, you remove conditions.
(edited by Cat Has Ducks.1982)
8kish. I also rune Sigil of air for that extra 1k
Dragon Hunter is the frenzy bull’s charge warrior or heartseeker spam thief of 2015. People only die to it if you don’t know what the skills do and how to counter them. I say that with the full disclosure that on HoT launch day I got blown up by engaging on the node like a nubsy and tanking 7.2k + 6.5k of DH goodness to the face. The L2P problem will resolve itself in a couple of weeks.
A more topical point is to discuss whether DH’s risk-reward curve is a bit off, meaning that it is too easy to get significant value by just dumping traps on node and waiting for nabs to run up and die. I would personally prefer the traps to have more of a combo-type gameplay, where you would have to combine them to get that big damage crit, which would make the skill floor higher and the gameplay more engaging. The current iteration is too simple to play for the damage it does, I feel.
Any guard taking 2 traps is losing a ton of sustain. They will be susceptible to conditions. Unless of course they counter a condi bomb with a bow 4 projectile finish. A burn guard should eat up a trap guard.
I’ve seen tankier specs shrug off traps and just fight on the point just fine.
Source: about 70 games this weekend on DH
I highly suggest watching Phantaram stream DH. True shot crits for 7k and the dazing trap trait is amazing. The healing trap can also compete shelter since it heals twice as much, damages, blinds and dazes if traited. This is strictly pvp tho.
In a 2v2 or 1v1, that trueshot is easily dodge-able. Plus with the bunker style meta, you aren’t doing that much to most classes.
Dragonhunter insta killing!? We had one spike damage trap BWE3 and they changed it so it only hits once compared to 3 times THEN nerfed that damage by 40%
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