I’ve gone a different direction with my testing.
been using paladin amulet with scrapper runes, 3k toughness on top of 7% less damage taken when within 600 range of enemy.
with the buff to smite condition and contemplation, we can deal with condis a bit easier (from things not named reapers) and the extra bulk from paladin/scrapper gives you that extra sustain.
working out decently so far.
The bunkers got gutted yes, but the addition of mercenary and paladin’s amulet has made the bruisers way more tanky (and harder hitting as well).
the only class a guardian can safely play against on a node now is a thief.
after the “redesign”, shield as been upgraded from complete trash (I’d say it was the single worst weapon in the game of any class) to “meh”
in what game mode doesn’t the DH suck in?
*besides hotjoin farming trap suiciding ambers?
Remember back when engi was balanced around weaknesses to CC and condi pressure? I’m sure we’re all soo glad they’ve moved on to balancing around more strengths and no weaknesses instead :^)
yep, I look forward to the day guardians get 4 900+ range leap finishers and access to poison, torment, chill, confusion and bleed on their next elite spec
To be fair on condi Necro, how many people do you see actually dodging your skills? I can confidently say that I rarely do.
It can hardly be said a build is OP when people aren’t even taking the most basic measures to attempt to counter it. In this case, dodge/blind/block. If they don’t try to avoid any of my hard-hitting skills, don’t you think they should lose?
no class has 8 dodges in a row, not even daredevils.
and yes, thats how many hard hitting/punishing spammable skills condi reapers have now.
chill turns into resistance
no I think i’ll stick to blaming the extremely bad thief, blind button mashing would have made you survive longer than the type of play in that vid you showed.
The guardian “balance” update feels severely underwhelming and…for the lack of a better word, extremely lazy:
Zealous Scepter: Increased the might gain from this trait from 1 stack for 10 seconds to 2 stacks for 10 seconds when justice is triggered.
Wrathful Spirit: Increased the retaliation gain from 3 seconds to 4 seconds.
those are the type of changes that make up pretty much the majority of the first balance update guardians have had since HoT launched.
Someone has to top. Someone has to be bottom.
Ele were top.
Now they’re not.
Such is life.Really? Guardians were never bottom, Thieves were never bottom. Those 2 have been on the top of the meta WAY longer than eles.
Eles already had ONE FULL YEAR where they were beyond the bottom because they were just so freaking bad. And now once again they are down there.
All the while other classes never were.
You logic makes zero sense.
when exactly was guardian on top of the meta? that 1 tournament where Tage used meditation hammer? or the bunker guard spec that can’t kill an ambient?
topic
/15quaggans
Mercenary amulet Solider rune shout Reaper
sustain isn’t needed to the amount of D/D ele when you’ve got 700 additional vitality piled on top of the largest base HP class that also happens to have a 2nd HP bar with the click of a button.
The damage (or even the boon corrupt) I can deal with, if reapers had to spec into say zerker amulet and an offensive runes to do it. But doing it on basically what’s equivalent to the old soldier’s amulet is just too much.
over-tuned much?
560 toughness and vitality to go with solider runes on what is essentially a zerker damage spec…lol
the new shout reapers basically feels like D/D eles post June 23rd patch but with doubled the damage/condi (minus some mobility)
If you don’t count all the corrupts tacked on here and there the changes are actually quite underwhelming.
Well other than that Mrs. Lincoln, how was the play?
played 10 games in unranked solo que
went up against 3-man PZ 3 times
went up against 2-3 man Mist Initiative 3 times
seems legit.
Just before HoT was when 4 d/d ele comps were topping…
um…u wot mate???
No mediguard (DH trapper or otherwise) will drop their meditations for the new and “improved” signets
Is anybody excited about the buff to smite conditions after it is bug fixed?
nope
still does next to kitten to address what’s ACTUALLY wrong with guardians
1. lack of sustain outside of long CDs
2. lack of sustained damage outside of gimmicky JI + insert skill combo burst.
3. unimaginative traits (ONE WHOLE ADDITIONAL SECOND OF RETALIATION on a trait buff)
the next quarter’s guardian re-work giant balance patch:
Perfect Inscriptions improves Signet passive from 10% to 11%
Sanctuary cooldown reduction, yay
still won’t be used in any build.
just add 1 and call it a day:
Zealous Scepter: Increased the might gain from this trait from 1 stack for 10 seconds to 2 stacks for 10 seconds when justice is triggered.
Wrathful Spirit: Increased the retaliation gain from 3 seconds to 4 seconds.
Smite Condition: Increased the number of conditions removed from one to two.
alright I guess, I already run CoP in my normal pvp build, having access to it every 32 secs ain’t so bad.
the highest point on lornar’s pass
Bounced himself MULTIPLE times off the ring of warding
I’m just pointing this out since you decided to put it in capitals. That was the Spear of Justice pulling him into Ring of Warding the second time. The first time was a 5/2 for stealth and was just short of pulling it off. Then the guard snared and pulled him back into it.
I’m hoping DH get’s knocked down a couple of pegs in today’s balance patch. It really needs it.
yea all those DH traps just stomping everyone in pro league really needs to be taken down a peg or five.
what exactly is the point of the vid?
thieves have always been more or less hard countered by guardians, even more so DHs that spec into traps.
is the point that guardians should be nerfed to the ground to the point where it counters nothing no matter what spec is being ran?
play spvp, I have more clovers than I know what to do with
find Jessica Alba’s husband because apparently I now have body switching powers.
guardian hammer feels like an offhand compared to scrapper hammer :\
the full burst burn guard was literally the squishiest toon in the entire game, as soon as ANYONE made the guard a priority target, it would spend the entire match running from spawn to node.
you’re so right, the entire gyro area should just be a walking fire field.
bunker guard can’t sustain itself against the elite specs of HoT.
2 banish enchantments, 1 axe/mace rotation followed by an unrelenting assault = bunker guard at 20% health, all CDs wasted and currently hobbling around with 10 stacks of torment, 8 stacks of confusion, 2 stacks of poison, 3 stacks of burn, 2 stacks of bleed and some duration of chill.
tier 4 diamond, played pretty much exclusively a DH build that runs only 1 trap.
letting your AI play for you in lieu of the player needing the necessary APM or mechanics to do so themselves was just bad design for pvp.
Stealth Gyro should just have permanent damage immunity for its entire duration as well.
and make it pulse fire field every second.
most people have already given up on climbing or have already settled into the tier they feel like climbing this season.
you’ll get a good amount of bad matches from people kitten ing around on alt classes to finish out their remainder of their achievements.
the new DS will still hard counter burn guards.
the top condi spec will still be viper revs, which can kitten out 10 stacks of torment and confusion just by looking at you while throwing stacks of chill, burn, poison, bleed, vul as cover condis.
To suggest “just kill the sneak gyro” as a counter-play for how overpowered they are in pvp means you simply have zero idea how they’re used in pvp, or don’t pvp at all.
same with wanting to add more damage to hammer.
If it has a 40 sec cooldown make its duration 40 seconds as well. Otherwise this is too powerful of a nerf. I do not think sneak gyro will be dead, like so many otheres, but scrappers need work via gyros as is. I think a simple radius increase would solve pathing issues.
There are a ton of useless skills and traits which need revised. Even among elite specialization lines like scrapper.
Gyro was broken on PvP, and it will still be…
Why should it? It still has the downside to have a targetable gyro.
Just kill the Sneak Gyro (which shouldn’t be a problem, they die in seconds), then you have 40 seconds to burst the scrapper.
lol…the gyros were used as 100% on demand stealth rez/stomp secure skills, killing the gyro in 3 secs does nothing when the scrapper have already secured the res or stomp.
also lol…the class that routinely puts out 1 million damage in a pvp match wants…MORE damage to offset a piddly 2 second recharge increase on a triple leap finisher evade skill.
that ruby struggle is real
for all intents and purposes, doubling smite condition’s condi removal does exactly jack kitten for guardians vs mallyx revs or necros.
almost every single weapon needs a rework to give guardians more sustained damage instead of the gimmicky “JI + insert combo” burst that we can only pull off every 30 secs
will remove 1 condition every second with 1 second ICD at health above 75% HP
lol what a joke…
not all the changes
Smite Condition will remove 2 conditions instead of 1
Piercing Light daze decreased from 1 second to 0.5 second, will no longer daze through block.
Test of Faith’s swords initial trigger damage reduced from 66% of the pass through damage to 50%
with the pace the new batch of legendary weapons are being released, we’re looking at not even all of them to be released until maybe well after the next expansion.
so if that’s the case, would the unreleased legendary weapons require a completely brand new set of crafting requirements (mastery of cantha for example if the next expansion is in cantha) or will the legendary 2.0 weapons all require the HoT stuff?
click match details…
yes
/15deadquaggans
spirit weapons need to be completely reworked from the core concept.
an AI summon that takes the slot of an utility skill will NEVER be competitive with meditations/traps/consecrations.
when you find out, you’ll know it