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If ticket equals a .05 drop rate (just a random rate, idk what it is) you will get 5 tickets in a 100 chests (in theory). Probability of No ticket=.95. Likelihood of this happening 12 times in a row is .95^12.=.54. So you’re outcome is actually pretty likely given the sample size. Hooray math! Even if you opened 100 and got 0 it’s still possible (just VERY unlucky, but probable).
Lost it when I hit key binds… Well done
in Battle for Lion’s Arch - Aftermath
Posted by: Chaotic.9742
Bolt and sunrise
I guess I just find it distasteful to have any class be so hard to kill while also putting out so much support. It feels unbalancing for the game mode and is part of the reason why the meta has shifted to what it is now (more classes running tankier builds so they can approach the point holding ability Guardians have, and more classes running conditions to help deal with both Guardians and other tanky builds).
Edit: To put it another way, when a build is made to maximize offense and therefore its effective potential in a fight, you want it to be easy to put down. The inverse should be true; becoming more tanky/survivable should lower your effectiveness in a fight. But Guardians get to be survivable and keep a high effectiveness in fights (albeit team fights) because of their support ability.
Support should be considered on that balance scale. Building for support should limit both your damage and survivability rating.
I don’t feel like guardians caused the “shift” in the meta to more bunker like builds. Players started this because they realized they could run a safer and less volatile lineup that can yield results and now others are jumping on the wagon. Condi builds arose as they became more useful than power builds and were found to counter bunker builds easier due to the boosts they got which then started a condi heavy meta since they could outperform power builds.
As for toning down survivability… Guardians are in essence created to support. That is what their play is revolved around. It doesn’t make sense that a class with skills that happen to give buffs should be weakened when they choose them (also the hp pool is terrible which is enough of a downside IMHO. If thy had like a warrior health pool then yea. I’d agree they are OP). That said, if guard is so easy and OP as others state, why doesn’t everyone play it? Why are good guards hard to find? Why not just run 2 guards and laugh as you win every single match since they are so OP? It’s not just the class being “too strong” when there has to be a well skilled player in the driver seat.
I was rubber banding/lagging in all maps as well…
To start off, yes I play guard as my main.
Absolutely they are still the meta. No other class can take the amount of abuse they see and still offer amazing team support in the way of condi removal and boons. AoE stability/prot/regen/might/retal are all great for swinging a fight in your favor. Guards are typically seen as what makes or breaks team fights when in the hands of a great player. Just a bit ago in tpvp we came across a group that’s strategy was “focus the guard” because they wanted me to pop my cool downs and leave the point since they knew how important a guard is in a team fight at keeping the node contested and supporting the team (won’t name names to ruin their tactics but it was a higher level team). Being said, guards will remain meta until a class is able to offer everything guards can.
I guess if it works for ya it works haha. But I still stand by the couple of builds I linked regardless of the amount of conditions or focus you receive from the enemy. In theory, if they go for you, your dps will be taking out one of their squishies and relieving you of that pressure which means you shouldn’t have to soldiers ammy/heavy condi duration reduction and such like your build is. You should just call for your backup bunker to come on node if you receive a spike in dmg that’s too much to handle, then you jump off for a bit to get your cooldowns/health up. With practice, you will be able to bunker with both of the builds better than yours (but it will take practice!). I guess it comes down to what you/your team are more comfortable with (but it may hinder progression at some point so keep that in mind!).
And as to the pistol whip scenario, if he jumps you you pop your protection/regen shout or get some stability then pop your heal to mitigate it then dodge away from the rest :P Just watch your cooldowns and what the enemy is throwing at you.
Hmm yeah, if the team is targeting you as the go to target (especially just if you are a big charr haha) they are going about it wrong. I’m not saying guards are never targeted or anything but they should be going for your thief/mesmer/necro/engi over you unless they watch you blow all your cooldowns and know a hard switch to you will get you down.
Now, I get where you’re coming from and the logic behind it, but the current meta simply doesn’t mesh this way and I don’t think a team comp built around balance for each role can work well. Players shouldn’t spec for condi clear if they don’t need to because the guardian can support them enough so they can swing a teamfight in their favor by using a better skill/trait build. A few things on the condi removal, if a thief is speccing into the condi remove on stealth, he’s wasting a lot of potential. Also, I rarely see mesmers going mantra just for the condi removal. They are better off going shatter so they have greater impact. Now onto more issues with purging flames – since your ranged teammates should be kiting, you running purging flames really wouldn’t help at all since they don’t want to run to the node where you are sitting at. Purging flames is very range dependent and also on player position. So while it may help you individually, the team loses out on some support.
As K U T M said, some common pvp builds take the condi duration runes so while PF may help, mitigate the smaller duration and shout cleanse the longer ones. I only run flames if it’s a very condi heavy team like engi/engi/necro or something like that. Usually if it’s just 1 engi and necro I’ll run the 10/30/30.
If you run clerics amulet and one of the builds mentioned your heals are amazing and the shout support you give is unrivaled. That’s what makes bunker guards cornerstones of every team. They help determine who wins/loses teamfights by the support they offer.
Sometimes it can be fun to play against a friend. Seriously, if that is a deterrent from pvp that you can’t play with your friend for like the 5-10 minutes of the match then idk…go to wvw?
Team balance doesnt’t mean squat. If you balance to the “losing side” you still get the winner bonus (unless you hit don’t swap me and get swapped anyways).
I think I ran something like 0/0/30/20/20 back when the condi meta didn’t exist like it does now and I didn’t need to rely on Pure of Voice and could get away with only the virtue to remove conditions and purity (maybe even signet heal at the time I don’t remember). But like Jax said, dodging is crucial. You have energy sigils on both sets (hopefully) so you will have lots of dodge potential for the big skills you don’t need to get hit with. Plus that dodge heal never hurts. As for condi clear on your teammates, while lyssa runes do it great, they also rely on their elite skill and the cooldown of that. Once they use their elite, they are sitting ducks and should swing by you or you swing towards them to clear off that huge stack of bleeding/poison/burning/whatever.
And yeah, if the enemy team is focusing you down and not your squishy teammates (unless you run 4 warr/1guard or something) they aren’t doing it right haha. Ideally you want them to focus you over your squishy teammates but once you are higher up, you won’t be the general go to 1st target (unless they see you roll all your skills and know you are sitting with nothing left). They will go for your thief/necro/mesmer/engi over you to get rid of that dmg output. Taking out one of those will benefit them more than trying to beat down a tank while your dps picks one of them off.
If you do use the 0/5/30/30/5 build, you will need to be more frugal with your shouts to clear condi’s. Only clear the major ones while you let that cripple or 2 stack bleeding tick the duration rather than blow a shout – you might need that shout 5 seconds later to clear off that fear/poison stack you just got. Make sure you time your protection/blocks/aegis so you aren’t overlapping a whole lot. Make good use of your mace 3 as well, that can really help alongside the dodging of telegraphed attacks. It’ll have a bit of a learning curve, but once you can play it well, you’ll notice the difference and be quite pleased.
0/5/30/30/5 uses AH…
And I think you’re missing the point that being a bunker doesn’t just mean you don’t die. You’re there to support your team (you have awesome condi clear for your team so trait for it!) not just be the last man standing after your team succumbs around you then lose the outnumbered fight you are left in.
Side note: I hope you don’t pop stand your ground just to staff 4…you will want that for stomping or reviving.
Not sure if this is for yoloQ or for tpvp so I’ll try to cover both.
First, not sold on the scepter choice. I prefer the mace, personally, for the extra combo field, block, and auto-attack heal. Shield works but focus could be great too. Mace/Shield or Mace/Focus, pretty much up to what you are more comfortable with/what the map is. Staff – solid choice so not much to say on that one.
Standard Bunker Builds:
http://gw2skills.net/editor/?fUAQNApdWlUgyC33xKEfIFRuAbBYPwIH741DH+QGC-TsAgzCoIySllLLTWyssZN+Y9xsBA
or
http://gw2skills.net/editor/?fUAQNApdWlUgyC33xKEf4ES2jVCBTQsHYEH1RXFcIA-TsAgzCoIySllLLTWyssZN+Y9xsBA
The first one is my preference when I’m in tPvP since I will be able to call for help and receive it in a timely manner. It will struggle a little more vs condi spam but it can still buy plenty of time for a rotation. The second build will lose the AH heals but will gain extra condi clear and you should be able to hold off for help to arrive. Both builds are viable for tpvp/yoloQ it’s just your preference as to which you prefer.
Now for your build, it can work but I think you should consider the condi clear potential for yourself and your teammates. Your build is slightly greedy in the fact that the only condi clear you have is Purging Flames (which is a good choice vs some comps and I will swap it in from time to time in the above builds). With soldiers runes and PoV traited, you will be able to sustain vs condi better and help your team sustain them too (runes/PoV = 2 condi cleared per shout). Give the builds a go and see what you think. You will definitely be more support with these builds but that shouldn’t be a problem assuming you’ve got some dps packed in your team comp.
Hey, I’m generally available starting 7pm EST on weekdays and weekend times are much more open. I’m a grad student so setting a schedule won’t be a problem as I will be able to plan school around it as needed.
Total, I have 1267 tournament games total (of which 484 are guardian matches with 350 wins) as well as 508 yoloQ of which probably 75% were as guard . For tpvp I typically play the bunker role but could play a dps role if needed. English: check, TS: check, rotations: check, class knowledge: check.
I’ve been doing more PVE/WvW recently while looking for people to play with so my ranks will be decayed a bit if you look into those but I remember ending up in some yoloQ with you prior to my PVE hiatus if you remember my guards name Necitor. Hit me up if you want to talk more.
Do you want to be forced into one build and stay in mid for every battle? If not, choose necromancer.
If you are a guardian and stay mid then you almost certainly are bad. Bunker guardians should roam to all the team fights. It is actually a class where you see alot of action.
I am not as good as you, but I am pretty sure a guardians main role is mid, to debuff, and buff his allies. I don’t really tpvp, but I would assume once you have mid, then he can roam? Am I that wrong? I don’t play guardians, but I assume that is what they do, especially AH which IMO is the best spec to play ATM. AH doesn not work well when not with multiple peeps i.e. you stay on mid.
Straight up though, i do have a lot to learn about this game, but I don’t think im THAT wrong ^^
tbh my team tactics aren’t great because I dont play much team Q. But generally the guardian needs to be where the fights are so its quite active in that way. That is all I meant
I play the standard bunker guard in tPvP and for the majority I sit in mid and hold point/call inc’s to nodes unless there is a 4v3 going on in their favor then I get to rotate over and our 5th watches over mid/side node while I’m gone. So yes, it can be quite boring some games, but for the most part you will have awesome mid fights that can last for ages it feels or be over extremely quick (when teamwork is lacking) and rushing over to a side node to save the day gives ya that warm fuzzy feeling of being useful.
Can’t really vouch for WvW as they both are useful in their own different way – comes down to how you want to play.
AIM team 6 is looking for a mesmer off node and a condi necro or engi. Feel free to mail me in game or msg me on here.
If you don’t find it fun, walk away with answer E. Nobody cares if you come here to cry and knit pick over this and that. Plenty of us find the game fun. If you don’t, it’s not like its burning a hole in your pocket with a pay per month fee and you are being ripped off. Come back in that year to see if this game is finally “fun” for you rather than bring your negativity to the forums over something most of us find no qualms with. I’m pretty sure if you wanted to be a ____ warrior/necromancer/etc there are some builds for you but yea, it may be subpar to others. That’s just how it is. If you don’t like it, find a new game for now.
These posts are getting old… Less QQ about balance – I find the game fairly balanced right now. Professions have advantages/disadvantages in different matchups so I feel they balance out overall for the most part. Also, you are gauging how pointless/easy/stupid/whatever sPvP feels – how about you stop whining and try tournaments? If it’s so easy for you, come play people who know classes and counters like those who play paid tournaments competitively then get back to me. We gladly await “hotshots” like you to give us a challenge which is why we do paid tournaments instead of pug stomping. Or who knows, maybe you’ll just give us a good laugh (which is what I’m leaning towards if you are still saying HB/HS is still OP…a dodge here and there will make that look foolish)
Seriously getting tired of posts like this… It’s a learn-to-play issue, not a “OMG NERF IT QQ” issue.
Simply put, use conditions. I play a guardian and if you send a necromancer against me, I’ll die slowly due to limited condition removals but usually I can outlive it long enough for help to arrive – that is the jist of a bunker, is it not? Send somebody else with that necro — you’ll probably take the point in a short amount of time before my help can get there. Bunkers just buy time for help to arrive, so yeah, if you send that DPS who hits like a limp noodle I’m gonna win and you will whine “OMG BUNKERZ OP NERF IT ANET PLZZZ.” If you send a smart necro with somebody who has decent damage – I’m toast. It’ll either be your point or my help will show (hopefully) and it can be a 2v2 for control.
To sum it up, yes, if you send a 1 dps (namely meele) we can live for a long time. So send somebody who can pile the conditions on instead to take it slowly or send a condition and somebody else to take it fast. I won’t be able to withstand it long if they know what they’re doing. Quit crying for the nerf and use whats already available to counter it (because it does exist contrary to belief).
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