http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash
definitely good fights +1
just post your build pls
You should post some where the enemies aren’t so heavily outnumbered. It would give people interested a better idea of what the spec can do in even encounters, or even when you are outnumbered.
I’m sorry, but all I saw was you running around outnumbering people to support the validity/usefulness of build.
This has nothing to do w/ your Skill, but everything w/ the Condi Guard and its viability.
sPvP this could work as they are forced to stay on point and will pay for it… outside of that, people will just run away (like the warrior did first scene, good thing the ranger was pew pew pew’n) or if against anyone group in TS it’ll be purged and you’ll be locked down.
Permeating Wrait NEEDS to be Master trait, NOT a grandmaster.
I’ve already posted what they need to do (and they only need to make minor changes to the Virtue Tree), but Anet really doesn’t care about the Guardian: “it’s in a good place”.
I recently put up a video that shows the condi guard in small scale skirmishes. There’s a few comedic moments where I scream a lot because I didn’t pay attention to incoming zergs but you’ll definitely catch a few good fights in there.
Has this patch improved/declined the pvp experience for you?
Also as a note of interest, post your rank/experiences pre-patch
Gameplaywise, fun is in the air BUT;
Necros rule the condi world, the only people who can threaten them are thieves, Warriors and specially crafted Engineers.
Thief condi can get a little to hot to handle.
Eles are back in the game and are as annoying as ever.
People say Engies are OP and Balthy runes are the cause and I say…. that’s totally bull.
Finally, rise of the condi guard woot woot!
Who is going to be regenning 900+ DPS from burning alone, exactly?
literally everyone.
The only people who will be able to out regen that kind of damage will have to remove it first.
Perma-stealth thieves with Condi-removal in stealth will always cleanse it and if they have heal in stealth as well it’s even worse. Thief’s Stealth heal always renders burning, bleeding and poison useless.
Good mesmers with great awareness running Mantra of Resolve will also make the build look useless but in a team fight where very few people even pay attention to what’s going on sometimes, you can really wreck face.
MM is extremely easy to play because of how bad the target system is in this game.
It’s not the targeting system that makes MMs formidable it’s their deathshroud. First you have to eat through all of that +their minions then you have to eat through their health. It’s absolutely painful to fight solo if you’re not a high DPS AoE profession.
Retal test, you can see how high it can get in PvP with 24 might stacks.
http://www.youtube.com/watch?v=5xUbJi7Qtm0500 per tick does hurt. Is that in PvP or WvW, Dirame? Remember that the damage is reduced by 33% in PvP and WvW. How much condi damage do you have?
It was in SPvP; Without might stacks 1577. With 10 might stacks, it’s 1927 or thereabouts.
In WvW, you can probably get that to over 600 retal damage per tick.
EDIT: AH WvW has a retal cap. Nevermind that.
The spvp lobby does not have the retal cap. So that is why you were seeing big numbers. As soon as you get into a spvp match your ret will hit for around 271 or so with that amount of condition damage. And a bit over 315 per tick if you manage to get to 1927
Did another retal test and this time in a match and for some reason I managed to get 25 stacks of might without the help of another guardian.
358 per tick with 25 stacks of might.
ever heared of this class ?
Oh, the one that just received nothing but nerfs, 5 grandmasters that aren’t worth taking over anything that already exists, suffered the highest overall DPS loss of any class from the ferocity change, and had their only viable rune set in competitive PvP (Lyssa) nerfed? No, I haven’t heard of them. Please elaborate on how they’re OP.
Man you’re talking nonsense at least 3 of those traits can be used in builds. Revealed training + Sigil of Intelligence, Resilience of Shadows + Stealth spam thief, Bewildering Anguish + Torment stacking thief. You’re telling me 6/0/2/0/6 thief build is bad? You probably haven’t even tried it yet.
couldnt agree more on the chaotic play as you dont need to do much to burn your enemies
so as long they’re on your back they get burned1. block – passive
2. zealot’s flame – passive
3. JI – active to jump in and burn ppl around you
4. smite and PF – aoe burningbut i find it really hard to do 1vX as they tend to run away easily from you and heal and re-engage
maybe if you go more rampager gear you can dish out more dmg but you have less armor and vitality to stay alive longerfought against thieves and it so funny to see them burning making them go stealth to cleanse and then burning again so the fight goes longer till they Shadow refuge
Yea it can be difficult especially against classes who can stealth up and run away. I try to time my Ji for the moment I feel they’ll be trying to disengage.
Just delete the thread XD why i even bother trying to convince hotjoiners that class that destroys strategy is bad for competetive play.
Go back to hotjoin and keep farming them chests, thats all that matters, you can kill thief in 1v1 so all is gut.
Maybe one day you will try out TPVP and realize what this game is really about.Truth, haha. And if you do TPvP you will see that Thief is the least of your worries!
EDIT: Pass that stuff you are hallucinating with! It sounds fun!
Let me guess you get killed on your thief by warrs and engis or mesmers so you think thief is fine/underpowered?
I assure you once you learn to play and start using tactics, positioning, rotations, timing, counting dodges/cooldowns then you will realize that class that can defy all these things is real problem.
I feel we need a class that can defy or cross that line and make you fear about your positioning just to keep the game moving.
Without a class like that the game can really slow down.
Hey all!
So, Im making some variations with the turreteer builds now hitting into similar territory of a decap/boon dispensing condi machine.
With a mix of the Elite supply crate trait , the two new grandmasters the amount of support that comes with this build can change a team fight very quickly.
Solo Q wise, I felt like a hero… I dont mean a decap hero but I mean I contributed to the team fight significantly when I was involved and using turrets I could control a point without even being on it.
Build Video:
https://www.youtube.com/watch?v=zyPjJkittenwSg&feature=gp-n-yBuild:
http://intothemists.com/guides/3540-turreteer_conditionturretsboonageThere will be so many variants that can be used with turrets Im just adding two of mine and leaving it at that. This build could also be used with power/rifle without any probs by switching out some traits and going for a power orientated amulet
.
Discuss guys
Thanks
Jebro
Buahahahaha, Elite supply drop change the fight, not traits themself; most of the boons provided right now lack a lot of utility (last realy too short) and only flame and riffle turret are useful for that matter.
As for forified turret, I wouldn’t give up riffled turret barrels for it, that trait is strongly situational, and most of the feared ranged attacks (illusionar blade, #2 ds necro) cannot be blocked anyway, it only leave those ranger/thief who will go melee if they see they cannot use ranged weapons.I would have rather those 2 gm traits merged into 1, so I could keep XII inventions which guarantee me that my turrets will cover more space when decap/mantain points.
And since there would be an empty slot in XIII inventions, what about if u pick up turrets the cooldowns get to 5 seconds? (except healing turret, OFC <.<).
Let me help you calculate this;
Flame turret 3 stacks of might + Elite Crate Flame turret? Another 3 stacks = 6 stacks of might for as long as those turrets are alive
Thumper Turret 4 seconds of Protection + Protection Injection or Protective Shield or Earth Runes, Grove Runes, or Forge = At least 11s of prot at most, 20seconds with forge.
Healing turret 4seconds of Vigor, + Elite Crate Healing Turret? 8 seconds of Vigor.Flame turret can stack up to 6 might before the first 3 fall off so with supply crate it would be 12.
I focus on the consistency of the stacks. 6 is more consistent than 12.
I love how the Guardian has to sacrafice everything to get something.
We want DPS… there goes any type of real sustain in anything other than havoc groups.
We want Conditions… we have to use Sigils & Runes.
We want to Bunker down… we sacrifice any real damage.
And although #1 & 3 is “balanced” in theory, the amount of sacrifice is what brings the issue’s to light w/ the design of the class.
THAT has ~always~ been “the issue”…. The AMOUNT of sacrifice a guardian has in unparalleled by any other class. Fix this and the guardians will go back to being silent and content.
Err… Intelligence sigil apparently makes Guardian hit hard even as bunkers, as far as I can tell, every burst Guardian runs Monk’s Focus with Full meditations and condi guards are powerful already, ease of application for other condis would be great but, no need to make it OP because frankly, we all like a challenge regardless of how much we’ll complain about it.
And to be honest, if I can sit on the face of a fear spamming necro as a condi guard, I call that a win.
The biggest issue with condis guard is not the damage, or sustain, for me it’s mostly the fact that we do not have any cripple, or chill, or fear, or AoE condition (except for traited VoJ?) A good necro will give you about EVERYTHING, so your heal won’t be as effective (Poison) your cooldown will be slow (Chill) you will be slow (cripple, chill) while receiving bleed, fire, torment damage. Warrior will put fire, cripple, bleed and CC you at the same time. Same goes for every other classes.
Even if the guard fire hits for 1k (in PvP it’s more like 800) it’s the only thing we have.
Also in PvP, the fact that we have low health pool means we have to go for HP or toughness, either way we get wrecked by either conditions (Toughness) or by any burst build (HP with trait and gear is hardly over 18k)
The damage hits from 800 to 1k. The damage builds up if you use might stacking in the form of Might of the Protector and Battle. It’s one of the reasons I named the build “Hit me with your Rythmn stick”, that and the burning on block/retal.
In place of the lack of soft CC is the access to Teleports directly to your target, Judge’s and Flashing Blade.
I’m not sure you can really speak until you’ve played the Defender’s Flame burning build. My Survivability comes from Merciful intervention (literally a second heal and also acts as an escape tool if your ally is outside of the danger zone), blinds and blocks, I can down two people if they don’t pay attention and I can turn a team fight that seems like a loss into a win because, burns.
I can beat any class/spec just by timing things properly. Dodging at the right time, blocking at the right time, blinding the right skills, all factor into how good this build can be.
People just don’t seem to understand that warlocks hit like trucks.
In PvE, my warlock will regularly crit for over 18k damage on bosses with large numbesr of conditions. This phantasm has an insanely high damage potential.
4k-6k crits on players in PvP is absolutely ordinary.
Not when it’s never hit like that before.
I love how the Guardian has to sacrafice everything to get something.
We want DPS… there goes any type of real sustain in anything other than havoc groups.
We want Conditions… we have to use Sigils & Runes.
We want to Bunker down… we sacrifice any real damage.
And although #1 & 3 is “balanced” in theory, the amount of sacrifice is what brings the issue’s to light w/ the design of the class.
THAT has ~always~ been “the issue”…. The AMOUNT of sacrifice a guardian has in unparalleled by any other class. Fix this and the guardians will go back to being silent and content.
Err… Intelligence sigil apparently makes Guardian hit hard even as bunkers, as far as I can tell, every burst Guardian runs Monk’s Focus with Full meditations and condi guards are powerful already, ease of application for other condis would be great but, no need to make it OP because frankly, we all like a challenge regardless of how much we’ll complain about it.
And to be honest, if I can sit on the face of a fear spamming necro as a condi guard, I call that a win.
(edited by Dirame.8521)
Pretty much the trait set-up I run with my condi-guard;
http://en.gw2skills.net/editor/?fUAQNAsdRlUgKDnEyKEf4EiVhBq6x8UPe4NDFyhA-TsAgyCuIGTNmbMzYyxsjN6Y5x8AA
http://www.youtube.com/watch?v=KmuNwDjTZbs
Only now I can neglect using Signet of Wrath to go for more survivability through meditations.
So my spec looks more like this now; http://gw2skills.net/editor/?vUEQNAsdRlsApZolDxbI8rNRYVAgVPiX9Aw1DF6wGC-zECB4iCiUHgkHQkIAZqFRjtGsIasKZER1KlYBAQAMexLexLexzMn5Mn5MnZpAgYaE-w
Contemplation of Purity is the I win card against Necros. Just wait for them to transfer condis to you and then laugh at them. I usually replace it with Judges but if you’re feeling lucky you can replace Merciful Intervention with Judges instead so you can have a good gap closer with a good condi cleanse.
(edited by Dirame.8521)
Hey all!
So, Im making some variations with the turreteer builds now hitting into similar territory of a decap/boon dispensing condi machine.
With a mix of the Elite supply crate trait , the two new grandmasters the amount of support that comes with this build can change a team fight very quickly.
Solo Q wise, I felt like a hero… I dont mean a decap hero but I mean I contributed to the team fight significantly when I was involved and using turrets I could control a point without even being on it.
Build Video:
https://www.youtube.com/watch?v=zyPjJkittenwSg&feature=gp-n-yBuild:
http://intothemists.com/guides/3540-turreteer_conditionturretsboonageThere will be so many variants that can be used with turrets Im just adding two of mine and leaving it at that. This build could also be used with power/rifle without any probs by switching out some traits and going for a power orientated amulet
.
Discuss guys
Thanks
Jebro
Buahahahaha, Elite supply drop change the fight, not traits themself; most of the boons provided right now lack a lot of utility (last realy too short) and only flame and riffle turret are useful for that matter.
As for forified turret, I wouldn’t give up riffled turret barrels for it, that trait is strongly situational, and most of the feared ranged attacks (illusionar blade, #2 ds necro) cannot be blocked anyway, it only leave those ranger/thief who will go melee if they see they cannot use ranged weapons.I would have rather those 2 gm traits merged into 1, so I could keep XII inventions which guarantee me that my turrets will cover more space when decap/mantain points.
And since there would be an empty slot in XIII inventions, what about if u pick up turrets the cooldowns get to 5 seconds? (except healing turret, OFC <.<).
Let me help you calculate this;
Flame turret 3 stacks of might + Elite Crate Flame turret? Another 3 stacks = 6 stacks of might for as long as those turrets are alive
Thumper Turret 4 seconds of Protection + Protection Injection or Protective Shield or Earth Runes, Grove Runes, or Forge = At least 11s of prot at most, 20seconds with forge.
Healing turret 4seconds of Vigor, + Elite Crate Healing Turret? 8 seconds of Vigor.
Or you could just run Loperdos’ Tormentor
And grab the new trait and see how fast they go down.
I haven’t been able to play the map yet apart from in 10v10s and when I get a 1v1 in that type of scenario, I see the potential of the map. I think to test it out a bit better it should be put in the solo queue rotation.
That way, we will really know if people hate it.
Retal test, you can see how high it can get in PvP with 24 might stacks.
http://www.youtube.com/watch?v=5xUbJi7Qtm0
500 per tick does hurt. Is that in PvP or WvW, Dirame? Remember that the damage is reduced by 33% in PvP and WvW. How much condi damage do you have?
It was in SPvP; Without might stacks 1577. With 10 might stacks, it’s 1927 or thereabouts.
In WvW, you can probably get that to over 600 retal damage per tick.
EDIT: AH WvW has a retal cap. Nevermind that.
(edited by Dirame.8521)
So, tested in pvp with full condi build, ammy and rune set. Difference was about 40 more damage per tick than with full power build without the trait. What was the point of this trait again?
Edit: wasn’t full power build, was same build with carrion ammy and condi runes. Honestly not sure that the damage scaling is any different whatsoever.
Just checked it out and it does 40% to 50% more damage. And with might stacking, 8 -10 stacks can take it up to 500 per tick.
That’s a lot of damage if you ask me.
And while that’s being done, it would also be nice to have skills and traits account bound as well.
Some of you sound so entitled it’s not even funny.
When you factor in ALL the stuff you get, it’s actually greater than you guys make it out to be.
Thieves are built to take you out like that. A different class you might need to play or a different spec as to not get spiked down so hard.
If you’re going to nerf engineers, you’ve got to nerf not just them but everyone who can chain CC. That includes Warriors, Necros.
Surprisingly, I’m seeing no one using the Throw Mine. The toolbelt has a potential 5 boon removal, does ~600 each (when they all crit they can do upwards to 7-8k with the right build), and if you have the gadgeteer GM trait, with gadget cooldown, you can get aegis every 14.5 seconds, unblockable knockback with a boon removal.
Did I miss something? Since when is there a boon removal on the Minefield? These mines as well as the ones from Bunker Down are only explosive devices…
Mine Field’s been able to boon strip for quite a while, as far as I can recall – I remember using Mine Field during the Southsun event to strip Veteran Karka of their boons and spike some damage in, at the very least.
Mine Field doesn’t strip boons any longer.
I guess there can be new things with the experimental turrets trait, sure, but you will be lacking in a lot of other areas if you go that far to make it worth it.
Infinite protection is not worth it you say? Perma 6 stacks of might when you drop Flame turret and Supply crate is not worth it?
I think I’ll just give up as well because frankly it isn’t worth.
https://leaderboards.guildwars2.com/en/na/soloarena
In any case a few problems:
-You need to bring back 8v8, 5v5 fill up to quickly so you end up with alot of full games in the browser and mostly just custom arenas (in which some will kick you, even though they should have password enable if that’s the case)
What they need to do is open more 5v5 maps.
-Eles have a ton of regen at the moment, unless you run necro/engi/warrior you can’t win
-Engis condis are just every now, condition removal can’t save you
I don’t see it. The only thing I see is Necro-overfear.
-Remove the cap on daily hotjoin for reward track, arenas are not fun since the ques are much longer, some may take 10mins
Yea…. no.
-Allow option to block the new map, its bad, this game isn’t balanced for TDM, you need trinity to make it work.
Just don’t go into a custom arena with TDM in it’s rotation? I mean why is this even here?
-Reward track rewards were just awful. In the 12 hours it took to get to the end, I could of earned 100g but instead I made 5-10g, pretty disheartening, probably will abandon the rest of the tracks if not fixed.
Just because you can make money doing something else, does not mean that Reward tracks must do the same thing.
My excitement over this patch was destroyed with the boon duration nerf from runes.
In fact, for a guardian, this patch sucks.
For my guardian, this patch rocks awesome socks.
But with regards to the topic at hand, I always felt that communal defenses had a better place with traits like Pure of voice and Battle presence and Force of Will has a better place with AH and Monk’s Focus but hey, that’s just me. Anet apparently don’t feel the same.
After using Experimental turrets, I find infi-prot builds to be a thing.
But the squish on you though…. the squish on you is intense.
Complainers… you no imagination. At least 3 of those traits are good for something… but hey, to each his own.
Please come up with an intuitive way of combining the PvP gear tab with the hero tab, right now, it’s just a mess of wondering where my stats are.
You have to have PvE weapons to have PvP weapons. That is just un-intuitive.
I wonder how some of those meetings go when they decide to implement these things.
It goes like this;
Dev 1: “We have to find a way to make rewards in PvP more meaningful”
Dev 2: “Gold.”
Everyone in the boardroom says unanimously: “Excellent idea Dev 2!”
Dev 3: “But if we’re allowing Gold into the economy through PvP, we have to have a way to send it out.”
Dev 2: “Gold sinks in the form of traits, skills and gear as we release them!”
Everyone in the boardroom says unanimously: “Excellent idea Dev 2!”
Dev 3: “But considering the rate at which we’ll be doling out these new traits and skills, don’t we need something else that players can spend gold on?”
Dev 2: “We’ll just make each set even MORE expensive because everything new that comes out HAS to be a grandmaster trait with no context or relation to how powerful the trait is whatsoever. And also, none of it is account bound because who cares if you have 3 Rangers pff… who plays 3 Rangers anwyay….”
Everyone in the boardroom says unanimously: “Excellent idea Dev 2!”
My frustrations vented in the form of satire.
Mesmers, Diversion + Power Block is going to be a pain in the kitten .
All of the builds. But most especially condi guardian.
Skyhammer makes so many people wake up to positioning, it’s not even funny. Watching your back has not been and will never be as rewarding as it is in Skyhammer.
But hey, if y’all really don’t like it, that’s cool too.
Or it could just be Transmute messing with you.
Custom arenas is just a renaming of hotjoin and charging players for it. In fact it is probably the only game which gets away with charging REAL MONEY – MONEY WHICH I WORKED FOR ANET – for custom arena and then they take it away from you if you leave the game for a few weeks.
So thanks anet, I really appreciate spending my real hard earned money on a game only to get something which you then remove from me.
It makes me so angry that this has happened to me twice. I feel robbed to be honest.
Sometimes there are people who play your game that have a life anet. Sometimes they have to leave the game/play way less because of this thing called real life. When this happens maybe you shouldn’t take away something that I PAID REAL kittenING MONEY FOR.
Seriously. This thread will be censored while this horrible business practice continues. They dont want me pointing out the truth to people because it might reduce their income from these custom arena sales.
What truth? Everyone and their brother knows that CAs only last for 30 days. Ignorance is no excuse. And if you don’t want to pay for it, just jump into an empty one. It’s not like Anet just stopped hosting free Arenas.
The nerf to AR will give condis a way to kill them.
If these Decappers want the same effect as the old AR they really have to go out of their way to spec for it.
NOOOOOOOOOOO!!!! Leave immobilize stacking alone!!!! I can finally immobilize bosses in PvE!
you PvP’ers are soo spoil by Anet!! At least let us have this in PvE!
Isn’t there a thing called skill splitting?
I’m a Technical Engineer in GW2
Is Guild Wars 2 PvP too complicated to be consumable by the the mass esport audience?
There’s the whole build aspect of the game, which requires a lot of analysis and reanalyzing as you go in order to put together an effective build.
- Guild Wars 2 has a lot of systems players need to understand in order to create an effective attribute setup.
- While you’re crafting your attribute setup you must also consider what weapons play to those strengths.
- Additionally you need to consider what 5 slot skills play to the strengths of your attribute setup.
- You also need to figure out what traits make the most sense in your build. You must also consider the impact trait lines have on attributes.
- Finally you have to figure out what runes and sigils make the most sense to run.
The combat itself involves variable/dynamic effects. Conditions, Crowd Control, Specific skill effects, Trait/rune/sigil effects. The magnitude and duration of these effects is also variable.
Again the question I’m posing is…
Is Guild Wars 2 PvP too complicated to be consumable by the the mass esport audience?
No. Just look at Pokemon, I can’t even begin to think about how people train or boost their pets MP or whatever stat that exists within that game.
WHY???? She was so young and so beautiful… why did she have to leave so soon…
How about increased duration, runes of Balthazar and sigil of smoldering ?
you can make Dhuumfire last for around 7s and 6s burning from Heal
Well, isn’t that something. I guess the OP has to run the numbers again when the patch finally lands.
idk how many games i lost becose someone was afk on close and enemy team just ignored him whole game
The number of games you’ve lost because a guy left close will outnumber those others by 10 to 1.
If your team is smart, they will inform each other about their movements. Leaving close isn’t a bad idea, leaving close without letting your team know to back off and hold close or whoever is about to rez is a bad idea.
Specifically mentioned soloq. All bets are off.
Your team still has to coordinate to win in solo q. Tactics don’t change between solo and team qs, it’s just methods of communication that change.
Did you just use the word “communication” and “soloq” in the same sentence?
https://forum-en.gw2archive.eu/forum/pvp/pvp/Is-there-any-Point-of-Communicating/
“If you don’t try, you won’t get anywhere” is my philosophy. But you can keep soliloquizing about soloqs, it gets to a point where everyone sees a thread you create and instantly think “what is it now?”
idk how many games i lost becose someone was afk on close and enemy team just ignored him whole game
The number of games you’ve lost because a guy left close will outnumber those others by 10 to 1.
If your team is smart, they will inform each other about their movements. Leaving close isn’t a bad idea, leaving close without letting your team know to back off and hold close or whoever is about to rez is a bad idea.
Specifically mentioned soloq. All bets are off.
Your team still has to coordinate to win in solo q. Tactics don’t change between solo and team qs, it’s just methods of communication that change.
idk how many games i lost becose someone was afk on close and enemy team just ignored him whole game
The number of games you’ve lost because a guy left close will outnumber those others by 10 to 1.
If your team is smart, they will inform each other about their movements. Leaving close isn’t a bad idea, leaving close without letting your team know to back off and hold close or whoever is about to rez is a bad idea.
It’s just a really good cover condi skill. On it’s own, without the burning or the fear, it’s really bad.
While I agree that the changes previewed may not spark the start of a beautiful friendship with Rangers, I’m still waiting to see the main patch and if there are more changes.
Warriors are tough, thieves are tough, decap engies are annoying but I still find it fun because of the challenge.
I play my own proprietary Burst engie and I got to the point where I just didn’t think about it as cheese anymore. If you roll cheese though, my mission is to roll you.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.