Thank-you. Didn’t know about poison. Seems strange, got it to work on fully defeated players, but not on downed and everything else in between. Just when you think you’ve saved someone’s bacon…..
“Signet of mercy didn’t seem to work?..I’ll try it on you again in 3 minutes during this elite boss dungeon fight.”-
“Sure, no probs..thanks for thinking of me.”
Said no one ever.
You sure this is soloQ?..solo gives 150 rank points for win..your screen shows 202? This screen taken after tally I’m taking?
I played my first solo que.
My team had 3 players. There’s had the full 5.
I was the highest ranked player on team being rank 29. Their teams lowest ranked player was 36.
We Had an additional player join us bringing our number to 4. They left instantly.
The downstate took 15 seconds to respawn with a 20 second load screen.My first match was my last. Why would I wanna play this?, in hopes that next time it maybe better? These problems have been known about for ages from Tpvp. It looks like their going to continue giving me fair reason to just not want to play.
None of you in the match probably had any solo queue rating yet, because you need to play matches to be ranked. The Rank 36 could be a zerg chaser, and your Rank 15 could be someone who actually cares about winning the objective-based game.
I bet you don’t stay in many games long if getting 1 mismatch out of the gate makes you quit.
Your absolutely correct. If a game pairs me 3 vs 5 and still starts anyways and doesn’t penalize leavers, you’re correct..I pretty much leave it straight away. Why would anyone not leave it?..like I said, in hopes that the next match is better?..especially considering for months Tpvp has complained about unfilled spots on their team and still having the match starting, that you cannot change your settings to ‘not ready’ and leavers don’t face any penalty. These issues aren’t new, they’re not unmentioned and they do have a heavily negative impact on players who just want a balanced game and not get this sort of stuff happening frequently. I still dont understand how I can be ranked pretty much dead last in the world without it being noted in 90% of matches lost I’ve had unfilled spots which has progressed into leavers because of rage quitting.
I have these things happen daily in gw2, in gw1 I had them maybe 3 times in 8 years of constant PvP across all modes from team arenas/random arenas/gvg/HoH. So to make a point, when the PvP is good..I tend to stay for years.
These are legit claims about what is really taking away from the PvP aspect of gw2.
I’d settle for helms that don’t make me look like I’ve got a pot on my head. I understand it is personal taste, but most the helms in game for heavies share way too much similarity. The helm in my opinion is one item that creative art teams can go overboard on in terms of concept designs.
First noted over 9 months ago. As of 22/08/134 it is still not working properly. It has an estimated 15% chance of working as stated. In the balance patches since all signets have been given new descriptions, which is far more important than actually making sure they work as stated. However in fairness it did take one year for them to fix seismic blow so that it acts as a combo finisher now. Maybe in 3-6 months we’ll see this one fixed.
Not sure if this is a bug, but during lupi fights in Arah I will often carry signet of mercy for the revive at range on downed players. Is it me using it wrong or is it just flat out bugged that it only works 15% of the time?
What I truly don’t get and am frustrated by is this whole leaderboard thing. How can you rank solo players in a 5 man game? Any one individual only makes up 20% of the team. A players individual score is heavily influenced by others they play with.
I have just had the worst losing streak through leavers, people just skirismhing off of points, or 4 people standing on home and leaving one other to roam. All it took was a few legit loses and I’ve been scaled back down to the newbies who don’t communicate or clearly understand what the objective is here. While currently being in the bottom rung of players through this disaster my chances of winning are now purely 50/50 rng, because that is the caliber of tactics being used by the people i’m playing with.
What makes it worse is that being a champion slayer/avenger i can usually capably hold off, if not down 2vs1 newb players because they don’t understand what build I’m running and what I’m doing. It makes it unchallenging. When I was being matched in higher tiers the same build would get better counter play and I would generally get higher quality matches.
All in all either I dominate newer players, or the newer players get annihilated by the opposition who are communicating thoughtfully.
SoloQ needed 3 tiers where the player could choose their level. tier 3 is open to rank 20 and under. You can choose tier 2 rank 20-40. Tier 1 rank 40+ simply because current match making is assigning some fairly weird rank spreads to teams. A rank 30ish team can suddenly find themselves with a rank 4 and 11 in their team with what should have been a team with a average rank of 27 or higher.
No healers. That pretty much answers your question.
Playing mesmer, I rarely, if ever see someone capably dodge all 3 of my phantasms. If zerker misses, the other 2 iduelists won’t.
I personally dropped mesmer because I found them easy mode. You aren’t required to keep target. Once cast the phantasms automatically target the right person and will wait patiently if they’re in stealth. They never go for turrets, and they never go for clones if the first cast is correct.
Unlike other pets, they recharge on cast, no death.
Any build that has pets do the main damage and can be used in a fire and forget manner is unsuited to PvP play. They require little skill beyond cast your damage and now evade as best you can until you need to recast. When compared with warrior who has to maintain melee ranged, dodge heavy damage when they see it, snare, heal and back to maintain melee range against professions with passive speed boosts..it highlights just how easy mode mesmers are. No skill. Brainless and to me personally, no fun because of it. Just my 2 cents worth.
Go on ANet, nerf the class that has basically zero sPvP presence so that they’re balanced in to being even more useless.
How hard is it to watch for the clearly choreographed phantasm summon, count to 1 then dodge?
What game are you playing?..mesmer for the last year has been the second most represented profession in spvp. Thief being number one.
Did you ever fight a fight in which they have 3 MM Necro, 1 Mesmer? I don’t think you did at all. Because if u did, this thread will not be made.
Here a present for you!!!
My old friend,..we meet again. This time it is in an other persons photo, on a different persons thread,..but I still recognise you old friend..I can never forget the face of 400% more A.I than actual players…always a pleasure to see you again.
It adds overall to the guardian community, regardless of whether or not you like the attitude. It is, in the end, a good example of what i think should be a fundamental of any game. You don’t need to learn all professions to be good, you just need to learn the one who enjoy playing the most.
CC=good idea until you get hit my multiple sources and facerolled.
Conditions=good idea until you get permastacked.
stealth=good idea until players figured out how to abuse it.
Shouts=good idea until players learned how to abuse them.
swiftness=good idea until some builds get it perma with passives.
dodge=good idea until vigor heavy builds abuse it.
Block=good idea. So far it remains fairly ok.
Animation=nice effect until you have way too many on screen.
pet=good idea until there is 8 of them and only 4 actual players.
What your mentioning here is not specific to anyone thing. The PvP dynamic was based on a good idea’s..but it has gotten to the point players have zeroed in on specific aspects and put all their eggs in that basket and now it becomes a problem.
Lesson learned?..Do less. Do it better. Sometimes the layering of ‘more-more-more’ adds complications or sets up situations where players can abuse it, even though it was not intended to be used that way.
Perfect example so far today. Thief. 7 chained stealths for 20+ second duration. Probably not how Anet intended it to be used,..but players found a way.
There seems to be some confusion here. A projectile finisher is when a projectile travels through a field effect and gains additional benefit. If a thief uses pistools through their smoke field the shots will blind. If a ranger lays down a fire ring with torch and swaps to bow and fires through it, it will cause burning. Generally projectile finishers are limited to 20% chance of gaining projectile finish. Guardians torch 4 and scepter 1 have 0% of gaining additional effects.
There is a difference between knockdown/knockback/stun. The knockdown/knockback does not make the players skill bar go into reset where no skills can be used. A stun/daze will do this temporarily making the player unable to use part of/all of their skill bar. The difference seems small, but is in fact significant. Hence why stunlock warriors with mace/hammer are very effective in 1 vs 1 situations.
We don’t need a condition damage build. Conditions are useless in PvE and our lack of condition diversity hinders us in WvW/sPvP.
According to a thread on gw2guru, Guardians are apparently second-highest DPS right now, after a lightning hammer ele, with the highest max DPS. It would be nice for our greatsword to be more damage-y like the Warrior greadsword however, I think our GS has far more utility, and it would be a pity to lose all of that for the sake of some numbers.
Line/Ring of Warding are exceptionally powerful in WvW/sPvP content. The fact that champions and legendaries can walk through the lines unmolested in no way detracts from the power of those two skills. There’s a reason why every single guardian in a WvW raid runs Staff or Hammer, or sometimes both.
I agree with you on the cripple front. I also wish that we had better swiftness uptimes (without having to spam two utility slots on cooldown and rely on a buggy application via staff 3). Still think that the condi damage signet should have its passive switched to a 25% movespeed buff. The active would make sense and at least then it would be worth taking.
Yes there is a reason. Staff=Aoe and hammer equals blast finisher every 4 seconds. These are the main reasons, not the lines/ring of warding. They’re helpful in choke points, but outside of these ring ward is easily escapable. I can even knock my opponent out of with my own hammer or hammer of judgement. Engineer rocket boots or rifle knockback will also remove them from it. Ele focus immunity will also walk them right on ol’ out of it. Line of warding can be dodged/jumped through and in exposed area’s simply walked around while checking your cell phone.
This is the crux of the matter. In pvp play or legendary pve status the foe has the advantage of enormous HP, toughness, condi shake off and stoppable and damage. That is why they’re labelled group events. These skills are here to stay, so the thinking is let’s just sign off on it and make the skill work as stated 100%. I have to disagree that these skills in wvw are “exceptionally powerful” they do not damage, they do not buff, they do not strip,..they hamper movement momentarily, that’s all they do..and as stated, that hamper can, and is avoided through glitches or straight out nullification of what they do. Optimally they will stop a zerg on a choke point for 3-4 seconds,and that is optimally..any form of teleport/immunity/roll and those players are straight through. If they did stop foes/opponents dead in their tracks, then I could agree they have situational exceptional use, but this is not the case. I do appreciate your feedback though.
Guardians have no projectile finisher. —-->Torch 4/4. pretty much one shot an ele in WvW today with that.
Precision trait line paired with condition damage? we have no damaging condition that prots on critical hit.——-> oh so true. I could never understand that.
So you put down a ward and used torch 4? Primed and detonated your own field or used someone else’s? I’ll tag this along with skill descriptions that are some what vague, or just get completely ignored by some foe types and players.
The true downfall of this game is that anet decided not to have skynet run the game engine. There is no real reason anet can’t simply add 800,000+ lines of coding for idea’s on how players think this game would be better. We can blame this directly on John Conner. He may’ve saved the world, but it has come at the expense that we can’t wet wire into our games now and insta-morph coding to best suit our play styles so we never lose.
The limiting factors here is that it is a free to play game once the box price has been paid. WoW has an estimated 5.5 million lines of code that requires $175,000 up keep on servers. To date in their analyst disclosure they have recorded $200 million in up keep since 2004 (Not including development cost.) Albeit they generate approx 120 million per month.
A lot of what players want simply requires man power. This man power is not free, nor should it be. Players may as well ball of these idea’s/complaints into one thread and label it, “Things I would pay monthly to see.” if you’re not prepared to fund it, maybe it’s time to let it go and just find aspects you enjoy that are free to you once you outlay the box price.
It is easy to ask for all this stuff when we’re not the ones who have to develop it and implement it. I can’t flaw anet if on some aspects of this game the answer they gave me was , “We thought about that, but instead we went for low hanging fruit because it was more cost effective and fit within the labour resource we had at the time.”
People seem to forget that even virtual realities are generated by real world realities.
The base I’ve been using in mostly spvp (I try not to use tpvp for testing purposes.)
power/precision/crit armour
Scholar runes or ogre
20 ……….signet heal
25…………signet to increase power
0……………signet to decrease damage
20………….save yourselves
5…………….renewed focus
GS -scept/focus
The build relies heavily on knowing when you’re gonna get conditioned to death and when your not. Using blinds predicatively to avoid set up combinations and using dodge to negate higher tier damage.
When traited to cause vulnerability on blind and immobilise it is not uncommon to stack 19 vulnerability quickly.
Rotation;
Focus 5 to block on closing
focus 4 to blind+vulnerability
focus 3 to immob+vuln
focus 2 to smite
weap swap
leap of faith to blind-focus 5 shield detonates
signet knockdown
binding blade while knocked down for near 100% catch
signet to reduce vigor on them to prevent too much dodging
pull
virtue for more blind and vuln
ward (cancel animation by going straight into…)
Whirling wrath
On medium armour/tougness targets whirling wrath alone will chop out 7K damage. On tanks it will deliver 5K. Most enemies don’t survive the full rotation. When the stars align perfectly it is a difficult rotation to escape for most builds. However this is also spvp so on newer players it will work better, on more veteran you may miss a few steps by them countering you. However what is usually the case is that most people aren’t expecting a guardian to deliver 17-20K+ in under 8ish seconds. Any use of retaliation only furthers its damage output.
However its defense as stated, is largely based round dodging on purpose as opposed to the hell of it and knowing when you’re gonna get condi burst and avoiding those opponents 1 vs 1.
In PvE arah dungeon, with someone else to take vuln to 25 stacks and helping buff up might and specific food buffs this will hit for 15-17.5k on bosses on the greatsword half of the rotation alone.
Its a good build for those who have played Ah/bunker builds for sometime and are now comfortable pushing their profession limits a little further and do some roaming. It can also work well with hammer and before bigger boss fights like lupi you can change traits for more scepter focused damage if you want some distance.
Just food for thought in the announced intro of new utilities/traits in the future;
Guardian has no viable alternate condition build. Every other profession can at least stack bleed..apart from engineer who has reverse problem and has no power build.
Guardians have no projectile finisher.
Guardians have a tonne of knockback/knockdown, but no stun. Cough-cough looking at the signets here.
Guardians when specc’ed to D.P.S direct damage still come second to warrior. They have the same toughness as warrior, yet 7k less HP..cough-cough power trait that significantly boost HP bar. There is shouts that help reduce damage for small windows of time, but assigning these traits takes away directly from,..well..being a D.P.S focused guardian.
Precision trait line paired with condition damage? we have no damaging condition that prots on critical hit.
Guardian has too many weakling weapon skills. Line of warding/ring of warding claim to prevent foes from passing. However in Higher PvE play many foes just walk on through those. Shield of the avenger gets shot right through. If the description states no foe can cross..well, it should read foes can’t cross unless they are mean and/or we just don’t want these guys being blocked. In PvP play more and more players are figuring out how to time a jump or roll that allows them to bypass them as well.
Guardians have no cripple. Pretty key snare for a melee power profession. We have immobilise..but much like the wards, a number of foes laugh at any attempt to immobilise them.
Whirling wrath can hit for up to 7k (power/prec build) damage on a low toughness squishy if it fully connects. Our fellow melee professions can successfully do this with flanking strikes/burst skill. The skill is very animated considering most of the time most guardians aren’t full glass cannon and will only hit for 2.2K..seems a bit stiff of animation for a weapon skill that hits for 40% the damage other melee classes can do instantly 90% of the time.
I still think the warrior/guardian are the most balanced professions in gw2. Just adding food for thought.
I have recently moved to D.P.S guardian about a month ago. I am currently suffering PvP burnout and taking a break from it in favour to collecting dungeons armours I’ve been meaning to get round to collecting.
Interesting vid. You cleanse, buff team might, cut off enemies and support vulnerable allies. I don’t really see the D.P.S in this, but I do see a tonne of team support. A D.P.S focused rune set/armour/weapons played in a supportive way is still support.
I take it you mean the traditional ‘support’ rune sets/armour/weapons are too vanilla and can actually be swapped to more damaging sets? Or you’ve assigned more traits in damage focused lines over support lines? and used more team focused utilities?
I like how you make it sound like the Pet presses cntrl T and the ranger then targets you. If you have been targeted and the target the locked, the pet will always hunt you out. If your not targeted the pet won’t. You can shake the rangers target with stealth, but the pet remains fixed if it has been set on you.
We also didn’t see any roaming guardians. We also didn’t see any roaming rangers. We didn’t see any defense warriors. We didn’t see any point holding thieves. The logic behind the above statement would mean all professions need buffs in certain area’s..which power creep is what anet said they are wanting to avoid. The mesmer is fine, the current tpvp structure doesn’t allow for all professions to be played all ways, which was the original mission statement of this game.
As for iduelist, recharge of death of phantasm, not upon cast sorts that problem out. That way mesmer pets are identical to every other professions pets.
Considering the fight itself is full of bugs and cheap gimmicks instead of actual difficulty then I wouldn’t feel bad. Maybe next time Anet will develop an actual difficult and engaging fight.
Agreed. large AoE that can one shot+3 slow moving clones that can one shot+ pulls+perma cripple+invulnerability= low hanging fruit. Every attempt to make it difficult the wrong way. Like everyone else I wasted 30 tickets learning the AoE fields and spawns and played according to that, not towards liandri herself.
Played her..to be honest,..it doesn’t give a single clue as what to do. None of the matches do…if I didn’t bother to read what the objective was here, I would have wasted untold amount of token to enter and get one shotted.
I just stopped playing pvp when I got to rank 30. I’m happier for it.
The tutorial would be difficult to change and update for every profession with meta shifts.
Gw1 had archives and wiki’s about specific builds players used for different various things. As a build got nerfed, or out dated it was moved to obsolete category. It was designed by players, for players and was administered by players. This is the best you could hope for.
Don’t expect a response on this one. Anet has already addressed this thread many-many times. “The use of clones is only meant to provide a temporary distraction.” “The clone is intended to provide the foundation for the mesmer shatter abilities, not to leave a opponent entirely unsure which one is the player.” If you back read through the mesmer forums you’ll find they have answered all of your questions in this thread, apart from the red arrow in down state.
You should be guardian condition build..oh wait..there isn’t one..unlike every other profession.
I like the part about mesmers where their clones and phantasms are easily spammable and their cool down, unlike most every other pet in game starts upon cast, not upon their death. I think it is fair to mention having a profession where their damage is fire and forget to the point that 90% of their offensive is to hit one button and then purely focus on defense while the damage keeps repeating itself is a fair call….oh wait,..you didn’t mention that at all…..biased article, not worth continued reading.
guardian is meant to be played as a defensive profession. I have seen some guardians do fairly well offensive though, this is how you do it.
1. Do your spinning sword slash move.
2. When they get out of range pull them back to you.
3. Immobilize them.
4. Do your spinning sword slash move again.
5. Keep doing your spinning sword slash move until they die.But asking for guardians to be more offensive viable is like asking for thieves to be bunker viable. Thieves are the worst kind of bunker in GW2, do you think they need to be more viable to be bunker specced?
“Where all professions can play all roles.” That’s what they said. So what your saying is irrelevant in regards to “How they’re meant to be played.”
Guardians have tonnes of gap closers. All of them flawed by ping rubberbanding and server side geomapping.
Guardians are the only profession in gw2 that have no alternate condition build. Every other profession can at least stack bleed. Relying on pure damage makes them ultimately unflexible.
All the greatsword skills you have mentioned also carry overt animations making them predictable, broadcasted and easily dodged. Even then, the pull is extremely buggy and whirling wrath offensively does 5k..defensively 1.8..not exactly hard hitting enough to justify the slow and overt animation.
Their defense is relative to how many allies they have around them, they are not defensive solo..they simply have an elite that can make them invulnerable, which you a lot of because they’re other elites don’t have synergy with any build they can use.
All in all, they come closest to what builds should be like in this game, but at the cost of being unflexible.
Yes. Click on the ye symbol to the left. This will enter you into spectator mode. From there click on the crossed words icon in the top left of your screen and you’ll go back to HoTM…or just click the exit instances symbol about 2/3 down the right hand side of your screen. It looks like an arrow marker going through a circle.
PvP wise/dungeons..mass invisibility is arguably the better elite to roll with.
All I can add is that I just wiped out all champs on p3 in Arah and didn’t get any sort of drop that related to a weapon. Just higher lvl mats.
Yeah arenanet..stop 2-3 players who are friends in real life from gaming with each other!! They are cheating by simply walking up to the soloQ and all pressing enter within 10 seconds of each other..that is so-so very wrong,..it’s like their taking steroids!! I thought this game was designed for the single guy who had no friends..this totally sucks. Us lone wolves are totally facerolled!!
This is basically what this thread is about. Stopping 2-3 friends from being on the same side. Seems kinda nasty when people would rather have rank in a game, then let friends actually do stuff that friends do.
Think about what your saying.
In other games where I have featured on a top 10 leader board, most of the time the highest ranked person was,..you guessed it..the player who could dedicated the most time, not necessarily the best player. We all asked for soloQ and we got it. We got what we asked for.
Ever tried syncing with other players in Random arena’s in gw1?..it does happen..but very rarely. How bout we try this, you provide video evidence of you and a friend successfully snycing over and over again, and we’ll believe you. Otherwise it’s accusation without evidence.
I played my first solo que.
My team had 3 players. There’s had the full 5.
I was the highest ranked player on team being rank 29. Their teams lowest ranked player was 36.
We Had an additional player join us bringing our number to 4. They left instantly.
The downstate took 15 seconds to respawn with a 20 second load screen.
My first match was my last. Why would I wanna play this?, in hopes that next time it maybe better? These problems have been known about for ages from Tpvp. It looks like their going to continue giving me fair reason to just not want to play.
All stealth has no posturing or animation. Rangers hunter shot/rapid shot/whatever share the exact same posturing. All thief dagger skills have no animation and share the exact same posturing. There is no ability to counter and deny stealth thoughtfully. If your blocking at the time of attack..good one…if you evade and it happens to the attack that was going to grant them stealth,..awesome..but that’s all you can do. The disparity of this is mesmer great sword they lift and arm, or throw their hands down in their posturing on their attacks. If you know mesmer, you know what skill they’re using..guardians have the most overt weapon use posturing and animation, perhaps only second to ranger great sword..these attacks are fairly linear..yet stealth, which is highly tactical has no cue or way of preventing thoughtfully apart from, ‘hoping.’
Also I have noticed when I have a target active and a team members runs by me it will automatically select them now. At first I though it was because my mouse was too sensitive..however I have seen happen when I had my hands away from the keyboard and mouse. Its a strange anomaly.
Awesome to get a response. I currently use a hotkey for target nearest. There is times that even with a target 300 units away it still prefers to select a target much further off. In one example on capricon I selected nearest and bypassed the guardian attacking me on the node in favour for one the sharks in the water. Glad to hear it is getting reviewed.
cute game..but ping, as stated will ultimately affect everything.
It can be super hard to tell at times. Severe lag can also give the impression of teleporting and rallying from what looked like death. I, personally have used ground targeted skills before which fired correcting, but the green target marker didn’t disappear upon cast. I clicked again, and it fired again..I got 2 uses from it back to back. I have often turned off email verification and a week later I suddenly need to verify again, and the next day I don’t. It could be a case of annoying anomalies. All you can do is report and let other people better suited investigate. I don’t like everything about this game, but I do have faith the markers of it would recognise when something is legit or has been tampered with.
They became nonviable to me when they received more conditions than I have hotkeys.
Well I don’t think what the spirits do is a problem, but the fact that the cooldown starts after they summon them instead of after they die. If its not a bug, then guardian spirit weapons and necro pets are bugged then.
Agreed. Spirit weapons and minions starting recharge on death is why you never see spirit weapon guardians. A) There damage sucks.
The weapons get destroyed by a gust of wind. C) the recharges are exhaustive.
Just another example of profession disparity. Their add’s recharge from cast..your add’s recharge from death and only last 20 seconds.
I think your being too diplomatic. Even if we did make make it that is causes it usual burn+blind when traited and chilled,..it is still not enough. The guardian is only class in gw2 that cannot stack ANY damaging conditions. We have been given direct damage only, our precision is linked to condition damage (derp) and we have short duration blind and heavy amount on invuln stacking if rotate right when traited, and a pathetic attempt at chilling..that’s it. In a game that frames itself as all professions can play all roles..the guardian is woefully behind the pact. It has no alternate condition build that every other profession in game has, should it choose to want to run with it. I think what your asking is meager and could actually be a whole lot more. Think about every other profession, they can all stack conditions..even if only bleeds..we (Guardians) can’t stack a single condition or have a single projectile finisher attach to any weapon or trait.
fix————————————————-
I have played arah every night for the last 14 days. Every time we go to enter, one person gets left out. After relogging, leaving party and being re-invited we’ve noticed that the player with difficultly will finally be accepted into the party if they log out and guest on a different server that the dungeon is currently open. It is annoying, but so far it has worked 14 out of 14 times. All you just need to post which server your on and if the entry portal to the dungeon is currently open on that server.
Sigil of minor corruption+ any of sigil of condition extension+ coupled with traits that further extend condition damage+ runes amplify condition damage on necro staff= more powerful than guardian with sigil of force+sigil of bloodlust+traits that increase great sword damage by 5%+runes that increase power= some professions would greatly benefit over double sigil than others. Already we see poor profession representation..this would only carry ranged staff wielders/ rifle users/bow users further a head of the current disparity of ranged versus melee. Great sword users would always come off second best.
yes, comparing a condi necro with a damage guardian on that is probably a good idea.
Thank-you for taking the time to state this. Your reward is the effort you took. If we look at the entire statement that extends to all 2H weapons you can see the greater implications of what I am saying. The point being, if we take any 2H weapon that can be used across multiple professions, in this case the greatsword, how it performs in the hands of a mesmer as compared to warrior is very different. However this doesn’t change the fact that damage is damage. It doesn’t matter whether it is applied via conditions or directly. Double sigil would carry more benefit to those apply damage via different sources as opposed to professions that are locked in to a singular mode of damage. That is why I specifically choose necromancer and guardian as my example. The necromancer can play a power focused role and supplement with conditions,..the guardian, unless there is a hidden pure condition build that also gets supplemental damage from power, would not receive as much benefit as other professions. Ergo double sigils would only, in the end, create more disparity between professions that have already been baked into specific play styles as opposed that have a little more range to what they can do.
The day I finished getting my entire arah set armour is the day they announced increased rewards for dungeons. Try retrospect rewarding that one anet.
I agree..less animations..more actual character postures. Currently none of the multiple stealths have any forecast. Ranger firing hunters shot, rapid fire and the start of barrage all look exactly the same. All thief dagger skills look exactly the same..it seems no form of counter play can be performed until after the stealth has been achieved. Forget about stability for no..stealth needs a visual posture cue as opposed to an animation. Their is nothing their to counter stealth and deny it besides luck of the draw blocks.
agreed. Guardians traits seem very confused at times. (Example)To use spirit weapons effectively is just a mess of traits to invest in for weapons that get instakilled in any dungeon or pvp AoE area.