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I’m going to try my hand at commanding on occasion when my guild needs it. I’m not new to WvW, but am new to commanding. If anyone has a good guardian commander build to share I’d appreciate it. I’m also looking for any general advice from seasoned guardian commanders.
AH build with full knights or clerics.
Anyone actually still doing fractals? You get more gold by chopping an orrian sapling.
No one ever goes to fractals to get gold.
People go to get ascended infused rings and weapons which saves a ton of gold on having to craft them.
Fighting a giant ice guy that we pour lava on. All my stuff is broke and I’ve been dead for an episode and a half of Archer now. If this is 80, I’ll just start another character. This is brutal.
There’s a reason most of the fractal vids on youtube for higher lvls usually show only warriors and guards with maybe 1 Mesmer.
Testing things without traits or gear is not going to be an accurate reflection of actual dps in game.
The only way to accurately measure actual dps to compare is to have a fully geared and traited guard’s dps compared with a fully geared and traited warrior.
Been running lots of CoF, SE, AC this weekend in mostly rares and haven’t had much problem with survivability at all. As someone who’s new to the class, instead of “elitist”, I can confirm that AH is just that, a crutch.
You’re making a lot of assumptions. AH traits don’t mean they have to gear towards non dps.
A guard can trait for AH and still wear full zerk gear and do high dps.
Hello ! I’m coming back after break to gw2, and here’s my question: What do you think about AH builds in PvE ( right now ) ? I always used 0/0/30/30/10, but now I’m looking for something new, maybe universal build which I could use with almost every weapon ? All I want is good dmg, survivability and a bit of support..
Guard builds haven’t change much if at all since release. AH and Med are still very much the same.
After next month’s patch med will gain more dps but AH is still better for group content.
I have been playing GW2 for almsot 2 weeks now.
I’ve been going back and forth through pretty much all characters so far [Created about 10+ characters overall >< This game put me through an identity crisis… xD don’t ask why]Anyhow, I’ve finally decided to stick with my Guardian. So far he’s lvl 34.
I’ve been trying to set up how will my build look at end game, so I’ll have a goal…
This is what I have so far:
http://gw2skills.net/editor/?fUAQFABlYgKC33RLcioSR8uHmCMmxrHU0hJEPurpose: Mainly PvE and dungeons. Perhaps some WvW.
Main weapon: Greatsword. No doubt there. I freakin’ love it.
Second weapon: Can’t decide. Scepter+Shield is good for some extra DPS and supporting the group, Hammer can be really good too, Staff is also useful for swiftness and Empower, though I really can’t see any use to it beyond that ><
Utilities: I’ll probably constantly be changing them to fit the situation at hand, though I’d like your opinions about what’s practical at what situation. I currently see “Save Yourselves” as a must have
and what I put in that link is all around PvE utilities
Elite: Can’t make up my mind…. I need help there too [I’m a Charr btw, so there’s Racial skills…]
Traits:
I’m pretty confident on my traits there. Just one other thing is bugging me, In the 3rd valor slot I’m considering taking Altruistic Healing [Applying a boon to allies heal you], so I wanted to ask, how does that work?
Does it heal for each boon I apply to an ally? Does it heal for each ally? Does it heal for each ally AND boon? How practical is that in combat?I’d love for some feedback,
Thanks
If you are mainly doing pve and wvw then AH build is good. Some variant of x x 30 30 x with shouts.
Some combination of hammer and staff or GS and staff with shield/scepter in bag.
Your only other alternative is go meditations build. It’s decent but it lacks the utility of shouts. (No stability, no protection)
Just use both. Guards do have 2 weapon set slots.
Problem solved.
Hey all. Been running the same AH build for pretty much the past year (knights armor with soldier runes and mix of knights zerk jewels). Everything just feels weak and outdated. I want to do more dps, but still be a rock in group play.
So, looking for a solid build that still allows for situational swapping based on type of play. Here’s what I have:
Any thoughts? Is dropping soldier runes too selfish in group play?
If you want more dps you can switch out the soldier gear for knights or berserkers but that will make you squishier.
Aside from that there’s very little you can do to have more dps but still be as tanky with AH. Very little has changed with AH build since last year.
11, soon to be 13. Goal is 16.
@Ryn, Dawdler, DeathPanel
No clarification on why you make those choices?
Also, how many people swap in/out traits during a dungeon? I’m too lazy to do it myself though I probably should start.
Pretty straight forward. Those choices result in the high dps where the sword/focus and GS gives flexibility with melee and range for all sorts of encounters.
DPS makes dungeons end sooner so it’s always helpful.
For the record, this isn’t me just creating a platform to judge everyone, and I’m genuinely just curious to find out peoples’ views.
So I was curious, when you go in to a dungeon, what weapon sets do you use and what sigils? And why do you choose specifically to use them? Do you change weapons throughout a dungeon or do you roll the same two sets?
Sword/Focus and GS.
Full Zerk.
Bloodlust sigils.
Hey, I’m a newbie at Guild Wars 2, been playing for about 2 weeks… My Guardian is lvl 57 and I have a question
Eventually, I’d like to run some kind of Regen/burst damage with my Guardian and I have no idea how does that work or what should I do with Guardian
I think Guardian regen build or dependant on Altruistic Healing trait, is that true? if so how does that work?I’d love some Guardian explanation from the more in-depth guys here [Video prefered, if there is one
].
Thanks in advance
AH trait is effected by nearby teammates when you cast any team based boon.
Meditation build based on Monk’s Focus trait has more burst if you gear for dps but has less healing than AH in full team.
AH for team play, MF for solo.
With the new patch in 10/15 mantra support may become viable.
Retaliation
15char
Yes, retaliation is a hard counter to the flamethrower, but most people won’t even use it at the right time (in my WvW experience at least). The truth is, most people you’ll play against are simply too clueless to use it properly. The overwhelming majority of opponents are never going to have 100% uptime on the buff. There is no need to post “ZOMG RETALIATION” on every flamethrower thread lol…
Retaliation effectiveness is also reduced in pvp/wvw so even with 100% uptime it won’t be that big of a problem.
I have been playing elementalist for only a short time now, recently started. But there is one thing that bugs me. How come Anet added a stunbreaker to the skill Glyph of Elemental Power? What purpose does it serve? From what I understand, this skill gives a minor boost to conditions, and it also breaks stuns. But then you would have to choose between using the skill offensively as condition boost, or wait till you need it as a stunbreaker. Isn’t this skill negating itself? And if you really need a stunbreaker, there are better options(armor of earth, mist form, arcane shield).
Even if you used the skill for more conditions, is it really that good? Is there anyone here who uses this skill? If so, can you explain to me what is good about it, and how it’s best used?
Oh, and another thing. I also don’t like that they removed stunbreaking from lightning flash. I can understand that the skill itself would bring too much utility, but the skill bugs out sometimes without stability. If you get cc-ed, then teleport away, you might get stuck, unable to do anything in 2-3 seconds(even after cc ends). With a stunbreaker aswell they could increase the cooldown or something.
What do you guys think, do you like GoEP, or the removal of stunbreak from LF?
It’s their failed way to get people to use that skill more since it’s totally useless 99.99% of the time.
It’s still a useless skill and people still don’t use it.
So i had a conversation with my guildie the other day and he said that a guardian with a sword and focus is stronger that a guardian with a greatsword. i was wondering if anyone could clarify this for me and if so, what is your build. thanks
“Stronger” is a loaded word.
Depends on what he’s talking about.
GS does more dps in pve while s/f has more utility in pvp.
The October 15 patch may make mantras viable in pve but in pvp it will still not be suboptimal.
In leaked patch notes they said they are buffing staffs.
I’m sure they will then nerf staffs about 2 or 3 weeks later when they think staffs are op.
“Elementalist
We’re working on the staff in an effort to make it a stronger support weapon, and we also improved the conjure weapons so that they’re stronger for support. You’ll see improvements to all 4 of the conjure weapons to make them stronger and better for support.
We also increased the healing on Water Blast, the radius on Geyser and we reworked
Unsteady Ground to make it function more like line of warding.”Not really much of a buff in my opinion. How about a non “support” buff. Anyway, you can see the whole thing for yourself here. Another swing and miss from our buddy Jonathan Sharp
As long as the conjured weapons have the same charge limitations and cooldowns it’s irrelevant how much they get buffed they still won’t be used.
I have a d/d and a staff ele so any buffs however minor I’m not going to complain about.
My staff ele is a class cannon so I probably won’t see much difference anyway.
If you are going with Staff in wvw, then go full zerk build. You’re a free kill in any 1v1 situation anyway so might as well run with a zerg and provide heavy fire support.
It just occured to me, maybe its the new 5th attunement: Heart
Unfortunately Captain Planet’s CD is too long to be an effective elite skill.
I’d like to see horizontal progression in terms of alternate experience progress bars similar to those seen in star trek online where based on how high lvl you are in those alternate bars you get permanent stat bonuses as well as new abilities to your character.
This way it allows for your character to grow more powerful despite still being 80. It also makes gaining exp after 80 more useful.
This year we have seen many improvements to the game, not least in terms of loot etc.
While we have seen a some new dungeon-style content, the old dungeons have been continually improved by Robert Hrouda and his manservant. Sadly, while the great, old skins are still available at exotic level, crafting and world boss loot is moving on to ascended level. I wonder if ascended stuff will become available for dungeon tokens at some point and whether this point will be when ascended armour arrives?
You do get about 20 ascended mats for each path completion.
Also you still need tokens for the gifts which are required for legendary.
Are thiefts wanted in dungeons,especially in speed runs?
They aren’t preferred but it doesn’t really matter you can clear any exp dungeon with any team setup really.
It only gets iffy when you talk about high lvl fotm.
Maybe there should just be a certain window in a dungeon where party members cannot be kicked. Like at the last boss or after the last boss is defeated. And then everyone has to leave the dungeon before anybody’s kicked. That doesn’t seem entirely unreasonable.
Then you’d just get exploiters who go afk after the window is passed so they can leech off the work of others.
@DeathPanel
Let’s not get into a personal argument. I dismissed the “kit” idea because this has been proposed before, talked about over and over, and covered thoroughly.
Elementalists simply won’t have kits.Now, I don’t disagree that conjures do need some buffs, especially to be viable in PvP, but in PvE there are countless situations where they become very desirable.
Let’s forget about 360 degree changes because the devs will not do that. We have to stick with the initial concepts, and that includes both charges and duration limits. We have to focus on what we can realistically do to make them more attractive.
Unless you are the dev team lead you are not qualified to say GW2 “simply won’t” have something.
The point is to get enough people talking about it to get some momentum behind the idea and hopefully the devs will at least take the idea under advisement.
I’m under no illusions since it’s unlikely to happen but your summary dismissal of the idea without any valid reasons against it is not constructive. Just stating it’s been discussed before without actually elaboration is not helpful.
Obviously your opinions are your own and I don’t expect you to change it so you are free to exclude yourself from this discussion.
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Except that toggling to a fgs would make endless qq threads about the elementalists zipping around like warriors on steroids, thus nerfing the said fgs to oblivion.
Those QQ threads will always exist until the end of time regardless. Even if the conjured weapons do get nerfed a bit it’s still far more useful as toggles rather than what they are now.
Currently there’s no real point to ever slot them unless you are in a specific dungeon encounter like AC mounds.
You’re wrong, the new buff is already being nerfed.
They are nerfing the buff before it’s even released?
Is that some sort of time travel nerf?
Just one conjured skill would be fine, and since we’re stuck on the conjured elemental weapon, they could simply make the ele conjure the weapon according to its current attunement. That would make more sense, and let us have 3 new utilities. Just like the elemental summoning, if i ever haven’t made myself clear.
So basically summon a different weapon depending on your attunement?
That would work but the fundamental reasons with why people don’t use conjured weapons are still there though since it will still suffer from inconsistency like charge limits and long cool downs.
If they were kits so you can toggle them on at any time at the cost of an utility slot, that would bring a lot more build variation to elementalists.
Staff elementalists would no longer be free kills in wvw for example if they can toggle on their fiery GS at will.
It would make elementalists far more versatile and effective.
It’s not very likely since that would mean they’d need to also add in and balance new traits for that kit in keeping with existing kit specific traits.
I’d be happy if they buffed some of the existing kits with new effects or higher stats.
Question, have you tested with the sup runes of perplexity on this build?
I have been thinking about a Burning and Confusion build myself, so would be interesting to see how it works.
Somethings i would change, Likely go with Giver’s Weapons. That would give 70% condition duration for all conditions and Burning if i went with NS would be 103% though the extra 3% means nothing really as it cant go back 100% but rather be over it then under.
I would likely change some of the traits as well, 70% duration increase and if Perplexity duration got fixed it would be 100% which would be great. I am thinking
Explosives(10) : V
Firearms(20): I, VIII
Alchemy(20): II, VIIII would have 20 points left to spend. I could go another 10 into Firearms for another 100Condition damage, 100 Precision and 33% longer Burning. So could get 100% burning and Confusion duration(Once Perplexity is fixed) and that would leave 10points to spend.
Sigil wise i would go with Corruption until 25 stacks and then move it out for something else Maybe Earth/Poison and Force
I would invest in burn/confusion eng build except I’m worried that there’s a massive nerf incoming to perplexity. I’m trying to spread my resources efficiently on a dozen alts.
After the next patch top dps builds will definitely be meditation based due to monk’s focus granting fury on meditation use. Depending on how long the fury lasts with the right setup it may even be possible to have perma fury with triple meditations slotted.
The only way for conjures to be successful is to make them overpowered. When we throw down an ice bow we want our allies to actually want to pick it up. If they have to reduce the duration to 30s then so be it. It will be funny when no one runs conjures even after they buff them.
The main reason people don’t use conjured weapons is they have long cds and limited charges which makes them very inconsistent in effectiveness.
There’s also no flexibility because once you swap weapons you lose them until the CD is finished so it forces you to use them without weapon swapping for the duration.
It would be far better if they were simply made into kits like the way engs have. (After some rebalancing) That way you may see some interesting new build variants based on certain conjured weapons. (Bunker hammer elementalists, dps roaming fiery gs elementalists, a lot of possibilities)
Anet nerfs DD, Nerfs fresh air, some eles run scepter/focus now but rarely. I wonder if they will nerf that to force us into using conjured weapons then nerf those to?
In leaked patch notes they said they are buffing staffs.
I’m sure they will then nerf staffs about 2 or 3 weeks later when they think staffs are op.
I’m fairly sure copy pasting a mechanic from an other class is less imaginative.
I think the developers want us to use our weapon skills, and situationally the conjures, not the other way around. I think they are right, because bypassing class mechanics and locking ourselves into one skill set is very boring.
Not as lacking in imagination as dismissing an idea without elaboration of any kind.
Also, there’s no reason not to leverage mechanics that works well over mechanics that’s currently known to not work well.
If the goal is to encourage people to use conjured weapons more then my idea would work.
Unless there’s some massive boost to conjured weapons such that they grant some huge overpowering temporarily advantage(far more than they do now) I don’t foresee them being slotted for use unless in niche situations. (Like AC mounds with frostbow for example)
A more consistent way to incentivize people to use them is to take away one of the biggest penalties which is the limited duration by making them work like kits. The damage and effects can be toned down to balance this if needed.
In 90%+ of all situations they are simply not worth wasting an utility slot for due to long cool downs and limited charges as I’ve stated before.
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According to the leaked notes this may simply be one of the existing water attunement staff skills that was revamped.
You killed me with the use of the word “dedicated”
Maybe you just lack imagination.
All builds are dedicated around certain strategies and/or weapon sets or kits for engineers.
If conjured weapons are permanent like kits it would be easy to theorycraft an offensive elementalist build dedicated around fiery greatsword for example.
This is the single worst change suggestion I have seen in a long while. Elementalists with FGS and three conjured weapons would have access to 41 skills, yes there is a reason why Engineers got kits and not Elementalists. This is a ridiculous suggestion that would be highly unbalanced. Engineers cannot hand their kits to other players to use but Elementalists can certainly give other people access to conjured weapons.
When you take conjured weapons you give up valuable utility slots to have them. In 90%+ of all situations it’s not worth it because conjured weapons are limited by long CD and limited charges and that’s why no one ever uses them outside of niche situations.
No one is going to fill up all their utility/elite slots with conjured weapons if they ever became like kits for the same reasons no engineers fills their utility slots with all kits. That’s just a ridiculous assertion on your part.
In terms of balancing, they can easily modify/tone down the abilities to reflect the permanent nature of the weapons to compensate if it is overpowered in any way.
That would actually be a decent idea too……the auto attacks shouldn’t count towards charges.
But that would most likely make the LH extremely overpowered.
I already mentioned that the conjured weapons can be toned down to reflect that.
Currently they are beyond useless for 90% of all situations simply because of the long CD and the fact they have limited charges. Making them like kits would actually make it worthwhile to take one or two of them in your utility slots over the usual utility skills elementalists take.
Having them be kits like engineers would encourage people to come up with new builds dedicated to certain conjured weapons and add variety to elementalists.
Hi guys I wanna show you my fresh new WvW solo/small scale roaming build. It was in my mind since new patch with Dire stats come out but I manage test it just yesterday (Afaik lvl 80 exotic Dire set comes only from CoE tokens right now) and it’s bit roflstomping. Dire stats + Noble runes are just wet dream of condi engineer.
(I added Corruption sigil into underwater weapon for build stat testing but count it as your backup pistol)
- I can describe this build as heavy condi bunker with great mobility and insane damage output with burning (other condis do also their part of damage:-)).
- You always have 25 stacks of Might and if you manage 25 stacks of Corruption you get almost 3k condi damage and also very decent 2k power damage, 60% condi and 103% (Well 100% is cap) burning duration. For example Blowtorch will tick 12s for 13k damage. If you manage Confussion from Static Shot and PryBar it will tick for 4k.
- Survability is just amazing you have tons of toughness and vitality (simply same as with good old Soldier gear), Rocket boots for escape but you know that all.
- 24% crit damage isn’t much but imo its enough. You haven only 2 minor traits what really use it and FT has so many fast on AA.. You always proc it.
- As usual there isn’t any rotation just use all that burning wisely and don’t unload it at once. Some combination like Static Shot->Magnet->Blowtorch->Prybar->Air Blast are pretty good. Thieves usualy burn and die on Confusion while trying pop up their heal/stealth:-)
- 10 Points in Alchemy is pretty much moderate, you can switch between protection, vigor or whatever:-)
- You can use MedKit instead Turret for even smoother Might stacking but you will have a bit worse condi removing.I’m sure you can very easily make great Dire builds for grenades/bombs ect with simillar Noble/Battle/Enhance Performance Might stacking without HGH.
Enjoy:-)
Question, have you tested with the sup runes of perplexity on this build?
Since there are new conjured weapons changes coming next month I’d like to talk about what they might be and what would make people start using them more.
Personally I think they should work like engineer weapon kits, where you toggle them on or off rather than activating and then dealing with cool downs.
If there’s some balance issues with how powerful some of them are they can simply tune down some of the abilities on the conjured weapons to compensate.
As it stands right now most people don’t ever use conjured weapons for anything but niche encounters.
By making them work like engineer kits they’d introduce a vast number of new viable builds for elementalists and exponentially increase the viability of the class.
Alrighty, so I am currently using something pretty much like this
I like my shouts and boon duration, however I also like a bit of damage and such, just wondering what you guys think of this.
Bad idea.
The extra boon duration from virtue line doesn’t warrant the loss of Altruistic healing. Since you have shout based traits I will assume you aren’t going for Meditation build.
Not having AH cuts your survivability to half.
Not to mention your crit damage % is cut down as well due to the lack of points in valor.
There’s really only 2 builds variants that are non-gimmp for guardians currently.
Build around meditations or altruistic healing.
The game is too alt unfriendly, I would like to be able to swap between different classes w/o being punished for having no fractal levels on an alt.
Wouldn’t this promote activate strategies, where a lack of class roles can be filled, more mesmars/thieves/guardians/etc where needed?
Fotm levels should be equal to all toons on an account, each can play different roles… This will great incentive for keeping the game fresh. It gets boring do the same fractal levels over/over/over again with the ONE class.
Terrible idea. You know ANET is most likely going to make the daily chest account wide as well if they did that. That will totally nerf anyone who runs fractals with multiple characters. It will be like the exp dungeon token nerf all over again.
Precisely why I am also against this idea. The op hasnt even bothered to consider that Anet changing fractal level to account bound would absolutely mean one chest per account. Also calling it “alt unfriendly” is completely opposite of the truth. Its alt friendly for the very reason of one chest per character rather then per account. It rewards those who chose to play with an alternate character, it does not punish them.
It also strikes me as rather lazy to demand a change to account bound levels because someone cant be bothered to redo the content on an alt.
Exactly. I have 11 characters to run dungeons with and that dungeon token nerf really hosed me.
I am currently playing a mesmer (sword – pistol / focus) and have made the mistake of coming to the forums and finding out how our main role is being better performed by guardians.
My main focus is to dungeon (fractals) with my guild and was wondering if there were any suggestions on a profession – preferably ranged that would be desirable in fractals?
Zerk build with GS/ x + focus in fractals. That’s the best ranged dps you can get. Don’t bother to do mes condition build in fotm.
The game is too alt unfriendly, I would like to be able to swap between different classes w/o being punished for having no fractal levels on an alt.
Wouldn’t this promote activate strategies, where a lack of class roles can be filled, more mesmars/thieves/guardians/etc where needed?
Fotm levels should be equal to all toons on an account, each can play different roles… This will great incentive for keeping the game fresh. It gets boring do the same fractal levels over/over/over again with the ONE class.
Terrible idea. You know ANET is most likely going to make the daily chest account wide as well if they did that. That will totally nerf anyone who runs fractals with multiple characters. It will be like the exp dungeon token nerf all over again.
I was kicked out of the party when we were about to do the last part in COF Path 3, I think everyone here knows how tricky that path is, I was the only guardian and gave them a good support throughout the path and boom! kicked when just about to kill last boss.
Is there something that can be done to prevent random kicking? Kicking should be limited to; if a player is inactive for X amount of time or if disconnected for X amount of time.
Some of you will say; “play with your guild”. Please. Not everyone wants to run all paths at any given time.
Thoughts?
I don’t believe you. Maybe if this was Arah exp but not COF 3. You obviously did something to tick off the group you were with.
If true this is shaping up to be an epic fail. The guy in charge of encounter design need to be fired. I’ve never seen anywhere near 80 people in any world boss event ever since I’ve started playing this game 1 year ago and if that’s the requirement the number of people will go down even more due to quitting.
Daily and monthly achievement rewards now include Essence of Luck. To offset this, the amount of karma earned from daily and monthly achievements has been reduced.
Karma was given out too much anyways. Magic find however is much more useful.
Except the problem with your statement is that each ascended recipe costs 21k karma. It’s not a big deal for people like me considering I have 4.1 million + karma but for most new players that may be a huge problem.
Also unless indicated otherwise magic find still doesn’t apply to chest drops, which is where all the rarest items are found so the stat is still not too useful.
Is it possible for new ascended weapons to drop in FOTM as end chest reward or is it only dropping from Orr Shrines or world mega bosses?