stealthed thieves can take 75% of my HP before I realize I’m being attacked, imho I should be able to see stealthed thieves.
neither traps nor GS were buffed…
so what’s with the now stuff?
Biggest reason is cleric amulet removal and bunker tempest being nerfed.
if anything they still need more QoL changes on weapons like hammer/staff and reworks on entire useless trait lines (zeal in pvp, radiance) and the dichotomy of half the virtue traits encouraging spam activation while the other half encourages NEVER activating
a trait like zealous scepter and big game hunter existing in the same class is just hilarious.
I agree this would be nice.
If using the spear strictly to pull I believe every other tether is a pull(unless you wait a while between tethers) also renewed focus refreshes BOTH the spear and the pull.
renewed focus already refreshes both…
who gives a rip about low skill floor when all that floor gets you is mid/high ruby tier?
yes, the brain dead DH might get an output of 5 from a skill input of only 3, but any further than that the input output scale sharply drops off, to the point where at high end levels, you need a skill input of 10 to achieve an output of 8-9.
If you have trouble dealing with 5s 1 shotting you with traps, get better. Guardians are literally the squishiest class in the game when their 3 defensive cooldown skills are spent. (lowest health pool, worst mobility)
Hey guys
Why don’t we relax a bit?
I think the main traps people have an issue with are the elite and the whirling one. Combined together, they can seriously hurt you if you don’t have a block or stability…
Just give it time. Builds/people will adjust… Like I’ve had to, season after season…
and those are the 2 traps that any guard worth half a kitten would never bring because it is so utterly useless against even above average players.
zealous scepter is inherently counter intuitive to mediguard, the trait that is meant to benefit you with might prohibits you from actively using a spear toss that cripples foes and is a 1200 range pull…
literally what?
for my money, I’m still sticking with the LB/Sw/Foc mediguard build.
Tage only played guardian when oRNG fell apart and they were simply messing around without even TS and I don’t recall Frae on guardian even once in pro league matches.
yes, most of these discussions revolve around spvp, the meta build for wvw hasn’t changed in nearly 2 years and in non raid pve content you can usually slap on w/e the hell you want.
guardian’s pure 1v1 on point fighting capacity is definitely on par with the meta bruisers now, but the mobility is nowhere near it.
and as such that’ll be the thing still holding it back in pro league.
the KB is unreliable now.
that’s where the skill cap comes from.
separates the mediocre guardians from the gosu ones
fwiw I think the best build this season will still be sw/foc longbow mediguard.
it has the highest skill cap and burst potential if you setup a sword burst with deflecting shot correctly.
Why is Hammer 5 a ward and not a symbol again?
same reason judges intervention is a meditation and not a shout
because that’s just the way it is.
Hmm. It may not be as useful as I thought xD. I don’t hit 25% hp enough
like I said in the update thread, this trait is still terrible, it only looks shiny, the actual application of it leaves so much to be desired.
for example, if it procs automatically at 25% hp, it would be decent, but requiring you to get HIT after dropping 25% hp means a lot of times, your bubble drops when you enter down state since the trait somehow has a 1 second cast time.
lol the merciful sanctuary trait is TERRIBLE
compared to removing 5 condis with absolute resolution, its still a no brainer pick
Absolute Resolution is only adding one extra condition cleanse.
Virtuous Solace is still good on paper and can have good application – especially when reviving but one change I’d like to see is have it trigger at 50% health rather than 25%. 25% with Mauraders is around 4k health which is awfully low and still prone to burst/condition ticks.
I could be wrong but I believe absolute resolution ADDS 3 condition removals on top of the 2 baseline.
if it is indeed only 1 additional removal then yea, master of consecrations and merciful sanctuary trait will likely be the new default mediguard traits.
sword is just a straight beast of a weapon now, the changes to zealot’s defense is decent enough that it finally warrants self rooting somewhat.
also, even with wings of resolve, the 2 baseline condi removals of resolve activates at the start of the leap.
lol the merciful sanctuary trait is TERRIBLE
compared to removing 5 condis with absolute resolution, its still a no brainer pick
so the true measure of gerdian skills will now be decided by how many people you can knock back per deflecting shot.
intredasting
Guardian
Guardians are receiving a few reworks and changes to their baseline abilities. We felt it was odd to have heavily incorporated symbols to the profession and its traits but not have symbols available with all weapon builds. Thus, both sword and scepter are now receiving symbols, with both also receiving a few other changes to improve quality of life. In other areas, we looked to make quality-of-life improvements to baseline weapon and utility skills.
Faithful Strike: This skill now strikes up to three targets, with the healing aspect only activating on the first outgoing hit. Base healing per level has been increased by 20%. The healing contribution has been increased by 39%. The healing radius has been increased from 120 to 180.
Protector’s Strike: In addition to granting protection, this skill now grants aegis to nearby allies when it ends via block. Protection is no longer applied in a radius if the guardian does not block anything.
Mighty Blow: This skill no longer places the guardian in midair, is now affected by quickness and slow, and can be used in conjunction with Judge’s Intervention.
Sword Wave: This skill no longer fires missiles but instead delivers three melee attacks at different angles, with all three attacks hitting enemies directly in front of the guardian. The number of targets this skill can strike has been reduced from 5 to 3 per attack.
Flashing Blade: This skill has been renamed Symbol of Blades and now drops a symbol at the guardian’s feet, applying fury to nearby allies for 1.5 seconds. Initial impact damage has been increased to normal symbol values.
Zealot’s Defense: The missile velocity of this skill’s projectiles has been increased by 33%. Reduced the variability of the angle that projectiles are launched at by 50%, which enhances their overall accuracy.
Zealot’s Speed: The health threshold of this skill has been increased from 50% to 75%.
Orb of Wrath: The aftercast of this skill has been reduced by 0.16 seconds. The range of this skill has been reduced from 1200 to 900.
Smite: This skill has been renamed Symbol of Punishment and now drops a symbol at the target location that deals damage to the area every 1 second, additionally delivering smaller Smite attacks. The Smite damage interval has been increased from 0.25 seconds to 0.5 seconds and will persist as long as the symbol is active (meaning more strikes when the Writ of Persistence trait is active). The range of this skill has been reduced from 1200 to 900.
Banish: The recharge of this skill has been reduced from 25 seconds to 18 seconds.
Signet of Resolve: The recharge of this skill has been reduced from 40 seconds to 35 seconds.
Sanctuary: Increased the radius of this skill from 120 to 180. Increased the base healing per pulse by 60%. Increased the healing attribute contribution by 275%. The recharge of this skill has been reduced from 90 seconds to 75 seconds. Fixed a bug that caused Sanctuary to last longer than intended when not affected by traits. The number of enemies that can be knocked back by this skill has been reduced to 10; Sanctuary will disappear after the tenth enemy is knocked back.
Hallowed Ground: The recharge of this skill has been reduced from 80 seconds to 60 seconds. Updated the skill description to properly reflect the skill’s functionality.
Signet of Mercy: The casting time of this skill has been reduced from 3.75 seconds to 3 seconds. The aftercast has been reduced by 0.25 seconds.
Shield of Courage: With the Indomitable Courage trait equipped, this skill will now grant stability when the skill begins rather than when it completes.
Virtue of Resolve: This skill now removes up to 2 conditions from the guardian baseline. This effect has been carried through to Wings of Resolve as well.
Spear of Justice: In addition to burning, this skill now cripples tethered enemies for 1.5 seconds.
Communal Defenses: Fixed a bug in which aegis could be applied to infinite targets.
Master of Consecrations: This trait now grants 2 seconds of increased consecration time instead of an ambiguous 20%.
Supreme Justice: Aspects of this trait have been merged into the grandmaster trait Permeating Wrath. In addition to burning enemies in the area, this trait now allows Virtue of Justice to cause burning more frequently. Increased burning duration has been removed. This trait has been renamed Virtuous Solace.
Virtuous Solace: Drop a Merciful Sanctuary at your location when your health reaches the 25% threshold. This trait functions similarly to Sanctuary and is classified as a consecration, but it has less active time and slightly less base healing value.
Glacial Heart: The recharge of this trait has been reduced from 15 seconds to 10 seconds. The damage of this trait has been increased by 33%.
Heavy Light: Deflecting Shot now knocks enemies back a distance of 300 on each hit, with no internal cooldown. Gain stability for 6 seconds when knocking back, launching, or pulling an enemy. The stability aspect has a 10-second internal cooldown.
Monk’s Focus: Fixed a bug in which Renewed Focus had a longer cooldown than intended if the player went into a downed state while casting Renewed Focus.
Bow of Truth (Command): Increased the base healing per hit by 3 so that this skill no longer heals for 0 when scaled into low-level areas.
Supreme justice is merged with permeating wrath as a virtues GM
supreme justice gone for new trait “Drop protective area when dropping below health threshold 25%”
Sword 2 now drops a symbol at the end of teleport that pulses fury
Scepter 2 now drops a symbol that pulses might but number of hits remain the same
Also trap dazes are going back to 1 second.
According to reddit via the API
I escorted a ranger at home, an enemy druid rushed, I fought him offpoint while our ranger full capped home, i left for mid with the druid having popped signet of stone and celestial avatar and is currently at 20%.
by the time i get to mid (not even 10 secs), our home node was decapped, followed by our ranger downed then full dead in the next 10 secs. He then full caps raged in chat about me leaving him 1v2 (I think he meant the druid’s pet).
#JustUnrankedThings
If all symbols turned into walking AoE fields that follow you like the Berserker Torch, it would be a good change.
stealth punishes noobs a lot harder than DH traps
warrior condi burst punishes noobs a lot harder than DH traps
p/p thieves burst punishes noobs a lot harder than DH traps
the things you could nerf if you balanced around the lowest common denominator are endless.
the entire guardian class was designed for the pre specialization era of GW2.
it fell way behind after the specialization patch and has since been left completely in the dust after HoT and elite specialization.
true shot and deflecting shot already pierces…
Shelter would still be amazing if it couldn’t randomly get interrupted, i.e. the smite condition that procced from it didn’t trigger things like nightmare runes etc.
Purification imo is superior in everywhere outside of WvW simply because if there is 1 single class that absolutely cannot afford to have its heal interrupted, its guardians.
that and the aoe interrupt/blind can occasionally make for some clutch stomp/res plays.
your opinion on what a “great idea” is is terrible and you should feel terrible for feeling that way.
what to hear a joke?
symbols
spirit weapons
My take on what’s been happening:
other than reverting the LB 5 nerf, I could care less about DH buffs, but BASE GERDIAN needs reworks (not just numbers buffs) badly.
base guardian is in a worse place than s1-s2 warriors.
DH system too harsh?
time to nerf gerdians again.
you owe me 40 seconds of my life back for opening this thread
guardian burn builds will be nothing more than a gimmick in pvp.
we have no other cover condis save for the occasional blind or vuln or immob outside of sigil/rune procs and we sacrifice way too many defensive utility traits and slots, something that other condi builds actually are specifically specced for.
so we’re left with a single damaging condi and squishy slow target that can put up high burn ticks once every 20 secs but brings nothing else to the table.
as far as “constant pressure” with things like burn on block/aegis, its laughable, 1 or 2 stacks of burning barely tickles in today’s meta, the only way to get kills with burn is burst stack 10 stacks of burning to unsuspecting folks that either didn’t bring or have condi cleanse on cooldown.
that build of yours doesn’t run virtues (meaning no cleanse from resolve and no stunbreak/stability) and has 11k health…you’re not living long enough to apply ANY pressure.
OP is right All trap, Symbole should enter cooldown only after activation.
remember how people cried about Mantras.
lol a SYMBOL nerf?
now i’ve really seen it all
Daredevils have a 3rd dodge bar, which already nullifies traps.
Games Played 292
Games won 160Not a great win record…
I like the elite trap .
well there’s your problem right there
you CAN still finish the meta achievement starting from scratch right now, it would just take you hitting legendary division in this season and the next season.
why not give guardians the ability to see all stealthed enemies because as a holy warrior, the light should reveal everything since we’re on the topic of giving thematic functionality to classes?
reduce merciful intervention and sanctuary cooldown by 5 seconds.
reduce purification heal by 50%
spoiler: 2 revs or 2 thieves or 2 warriors can kill someone a lot faster than 2 DH
yes because wvw zerging and random sapphire league climb is the bastion of skill by which the game should be balanced around…
if you think tempest aura spamming or revenant burst has less of an impact on the meta than DH traps then I don’t know what to tell you, you and I obviously have a vast different understanding of how pvp works.
If you think about it, the power creep is a step in the right direction. The main problems are DH traps,
Lol.
Naturally of course, take it out of context, shows how smart you are doesn it.
If you think about it, the power creep is a step in the right direction.
Power creep is never a step in a good direction.
Also, DH traps? Really?
DH traps are bad for pvp in ts current state simply because it takes absolutely no skill to use. With something like that how long do you think it will take before future updates start making it look overtuned.
does magnetic aura take any skill to use? or equilibrium procs? how about skull grinder?
there’s a difference between “low level” such as emerald sapphire and “just stepped into pvp yesterday”
you’re describing the latter.
there was no mmr reset this season, division roll back happens every season.