http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash
Don’t get me wrong, Guardian has access to a lot of heals—if you build and trait for them, that is. But when I go from playing my Warrior with Healing Signet to playing my Guardian I’m still amazed at how superior Warrior regeneration is with so little effort. For example, Healing Signet + Adrenal Health (minor trait) grants a warrior approximately 500 health per second in full Berserker gear and full Berserker trait. Pair that with Warrior’s health pool and I rarely ever pay any attention to my Warrior’s health in PvE gameplay. That’s pretty insane.
Currently Virtue of Resolve heals for ~100 with a full Berserker build. Now I’m not suggesting it be anywhere near Healing Signet, but surely increasing it to 150-200 wouldn’t be game breaking considering Guardian was given the lowest HP pool in exchange for “more healing”
So ya want it to be 250, then be able to 1250 hp/s (to 5 group.)
On a non-#6?
Sure, as long as you buff every single passive heal in the game to compensate.
Virtue of resolve coupled with AH coupled with Writ of the merciful and selfless daring… Guard HPS is fine. Warrior HPS is ridiculous because they aren’t sacrificing much to get a ton of healing… guardians sacrifice all damage to get their amazing heals.
Warriors sacrifice a burst heal for a 4k heal over 10 seconds.
Warriors can get banners which AOE heal, and shouts which AOE heal.
Remember, they can get one or the other, not both.
Also, speccing for Meditations heal (Monk’s Focus) makes Merciful intervention heal you for about 3-4k when specced for healing power if I remember correctly. That’s pretty much like using Shelter and soon you WILL be able to use it whilst using shelter without needing to get Focused mind and then it would be like using your signet heal… now that’s OP.
EDIT: Did the calculation in SPvP for 1098 healing power. You can get 5k healing from Merciful intervention…. yea… what were you guys saying about heals again?
Let’s regain our focus again. Keyword: PASSIVE healing, not active.
Some people were talking about Shouts surpassing meditations.
And even if we were talking about Passive, with active healing like that, who needs passive healing?
Aye, which is why I was calling for a focus to the topic.
Passive or Active should be a choice imo. I’ve played Active healing ala Mediations before, and yes the burst healing is nice, but you end up sacrificing DPS to get to it. Thus why Passive healing would become attractive.
I personally don’t think we sacrifice much of anything to get that healing. But with the change to Focused Mind coming, people won’t need to take right-handed strength anymore and this should change the point spread a little bit.
Warriors can get banners which AOE heal, and shouts which AOE heal.
Remember, they can get one or the other, not both.
Also, speccing for Meditations heal (Monk’s Focus) makes Merciful intervention heal you for about 3-4k when specced for healing power if I remember correctly. That’s pretty much like using Shelter and soon you WILL be able to use it whilst using shelter without needing to get Focused mind and then it would be like using your signet heal… now that’s OP.
EDIT: Did the calculation in SPvP for 1098 healing power. You can get 5k healing from Merciful intervention…. yea… what were you guys saying about heals again?
Let’s regain our focus again. Keyword: PASSIVE healing, not active.
Some people were talking about Shouts surpassing meditations.
And even if we were talking about Passive, with active healing like that, who needs passive healing?
(edited by Dirame.8521)
Recently came back to the game and mentioned that I like to use hammer on my Guardian. Voice com got real quiet, “Don’t you mean mace?” was the reply. “Uhh, no I mean 2 handed hammer. Ya’know, kinda like Gallagher.”
Well that didn’t go over well at all. Apparently attempting to do damage as a Guardian is a cardinal sin if you want to participate in GvG. I was simply instructed to re-roll a warrior if I wanted to smash things.
This will not do gentlemen. This will not do at all. This game attracted me because of Anet’s attempt to stray away from these restrictive role classifications in the first place.
So you tell me, denizens of the forumscape, what has to happen for my hammer to be an acceptable tool for dealing with these conveniently shaped watermelon like invader heads.
Your guildmates are the people stopping you from using the Hammer, not the game. I’ve seen people use the Hammer for DPS and that number 2 skill seriously kicks some kitten tail I’ll tell you that.
Custom arenas are more or less what you would expect. I don’t remember people asking to be able to turn off nodes, but it could have happened, I’m not sure.
I asked for that but they replied in that thread saying, if I remember correctly, that they don’t have the tech yet.
Paid/free rework was inevitable. It was a horrible cash grab gone wrong from the start.
Was solo queue in response to the community, or in response to the fact that every other game in existence has it?
Ele nerfs? Ya, they nerfed eles alright. Sadly they completely ignored every suggestion given them for how to nerf eles while keeping them viable, and now they’re virtually nonexistent in high level play.
Necro/war buffs. Sure, they buffed them. But again, did they buff them in the ways the community was asking for? Nope. Instead we got torment, burning, and warriors turned into Irelia just so that there was at least something that could fight necros.
Custom arenas? So what? They left out the most important feature everyone was actually asking for. Until they let us turn off nodes, custom arenas are little different than old hotjoins, except that it gave them a plausible excuse to delay putting /duel into the game.
As for what you listed for wvw, are you serious, lol? Have you even read the wvw discussion board lately? No one wanted bloodlust. No one wants their kittenty league system. No one wants any of the crap Devon is shoving down our throats. The only potential one there is culling, and I don’t know if fixing a massively broken, hugely embarrassing problem that shouldn’t have made it out of beta really counts.
But ya, I guess there are a few things anet has done in response to the community. Sadly, they are dwarfed by the things they completely ignored, or just partially ignored and ended up doing completely wrong because they didn’t listen to any of the specifics players gave.
Dude, you sound like you don’t read these forums, go read the old Necro threads there was definitely (and I bet my life on this) threads that had something to do with improving Necro damage and Warrior sustain but hey, you say no one asked for it so it must be true. And when you mention Custom arenas you say “So what?”. By saying that, you’ve just basically removed all possible perceptions that you’re here to actually give constructive feedback. It sounds more like you’re here to give constructive flaming.
The only problem I have with Scarlet is her motive. She’s been behind so many things, and the only motive we have is “she’s crazy”. That just doesn’t cut it.
We haven’t revealed her motive yet. I can understand the confusion and/or frustration surrounding that so we’re looking at ways to accelerate the plot and implement some features that will make it easier to track Living World content. The first phase of that system will be implemented before the end of the year.
Please don’t accelerate it just because we don’t understand her motives. Just pepper some hints as to what her motives are so we can guess them till you’re ready to reveal things.
7. Other classes do it better. What specifically? Just name it. One exception: Aegis…. wow…. that’s real game changing there.
Let me let you in on a little secret, you know that new dungeon path that just opened? You know when the last boss does his 5 time ground pound charged attacked at 30 stacks? THAT can be totally negated by Aegis. Yeap, that team wiping move, negated by well timed Aegises from two Guardians. Talk about a game changer.
Oh and guess how my team killed Sparki one time? Protection and Retaliation. It was funny.
So you are comparing two boons we can apply in the most optimal situation it will ever come to, and as you said you need two guardian for the Aegis part. So Why don’t i see more Guardians with a shield?
In theory you can block over a million projectiles as long as they shoot them during a 4 second window. Or Warrior and guardian invur should be reduced to have maximum one second since you can ignore unlimited amount of damage, same with evade. Why don’t we limit dodge and evade to only one attack since you now evade or dodge unlimited amounts during those seconds it lasts. Well maybe cause that would be the dream scenario, sometimes average things or extremely situational things are precisely that, situational.
Yea, it is situational. But the situations where you will use Aegis, are anything but rare. So many 1-shot skills from bosses can be blocked by Aegis and just popping and screaming “Aegis!” means that my team doesn’t break DPS because they know I’m going to block the damage for them.
I have no problem staying in Melee. In fact, I find Guardians and Warriors annoying with how many ways they can gap close when I’m not playing one.
Let me see… I like the Pirate armour, I didn’t like the Magitech, didn’t look good on my Asura, I liked the Aetherblade armour, Sorrow’s Embrace Armour looks good, Rascal’s looks good as well, I like CoF armour, Heart of Koda looks good I think, I also like Commando’s, the Chest Armour of Assassin’s actually looks alright, Stalwarts Helm and Shoulders are quite nice, Rugged’s are also good as well….
I think that’s a pretty good amount of armours.
7. Other classes do it better. What specifically? Just name it. One exception: Aegis…. wow…. that’s real game changing there.
Let me let you in on a little secret, you know that new dungeon path that just opened? You know when the last boss does his 5 time ground pound charged attacked at 30 stacks? THAT can be totally negated by Aegis. Yeap, that team wiping move, negated by well timed Aegises from two Guardians. Talk about a game changer.
Oh and guess how my team killed Sparki one time? Protection and Retaliation. It was funny.
(edited by Dirame.8521)
Hi Arenanet
Remember Guardians? They were one of the classes you made when you created Guild Wars 2. Surprisingly, considering the promising start, they have become the red-headed stepchild class that you left behind way back when. They need to be buffed because ever since release you’ve done nothing but buff all the other classes and, on average, Guardians can’t cope anymore.
This may seem melodramatic, but seriously, just because Josh Groucheroo constantly says, “…and guardians are fine”, it doesn’t make it so.
Did someone not read the preview for the upcoming patch on the 15th? In case you didn’t, here’s what our dear friends at Anet said about us;
Guardian
We increased the power of many support skills which weren’t seeing much play. We reworked Purging Flames: it now removes three conditions from allies in an area effect around the guardian on cast while still burning enemies (enemies that enter or exit the flames are still burned). Once the skill has been cast, it then reduces condition duration for allies who remain in the consecration’s area. It’s hawt. Literally. All meditation utility skills are now instant, and Focused Mind now grants fury on meditation use.
Wait for it….. I think I hear a stampede of people screaming nerf…. yeap… they are definitely coming this way.
Thanks for the replies. Is there any kind of obvious tell for when this is about to happen? I’m not the most observant person about details as they’re happening but if I know what I’m looking for I can probably do better about it next time.
The lightning is really slow so immediately you see it you know to dodge or block. If he knocks you back, make sure to wait till he attempts to burst you with static.D before you stun break and block. You don’t want to waste a block on nothing.
Hey I just got back in the game after a few months break. I noticed writ of exaltation are noticeably larger. With that in mind is writ of the merciful a worthwhile trait to use over empowering might when grouping? (my crit chance is 43% if this affects it)
I always take Empowering Might. Having a bit of sustain is good but people usually run out of your Symbols before they can get the full benefit of it so, I think Empowering Might would be a better choice.
Warriors can get banners which AOE heal, and shouts which AOE heal.
Remember, they can get one or the other, not both.
Also, speccing for Meditations heal (Monk’s Focus) makes Merciful intervention heal you for about 3-4k when specced for healing power if I remember correctly. That’s pretty much like using Shelter and soon you WILL be able to use it whilst using shelter without needing to get Focused mind and then it would be like using your signet heal… now that’s OP.
EDIT: Did the calculation in SPvP for 1098 healing power. You can get 5k healing from Merciful intervention…. yea… what were you guys saying about heals again?
(edited by Dirame.8521)
I think the bow for the Guardian should work like the Bow from The Immortals where the bow shot pure light energy therefore it wasn’t affected by gravity or wind. It just fires in a straight line.
I can already see the skills now.
Skill 1; Arrow of Light; Fire an Arrow made of pure light energySkill 2: Blinding Shot; Fire an arrow that explodes at the target’s location blinding them and all nearby foes for 3 seconds
Skill 3; Trailblazer; Fire an arrow at your target that leaves a trail of fire behind it. This fire cleanses a condition from all allies that pass through it.
Skill 4; Unyielding Arrow; Fire an arrow that sticks to your target. This arrow applies torment and bleeding that lasts 6secs every second for 3 seconds.
Skill 5; Triple shot; Your next 3 attacks fire 2 additional arrows.
Not bad conceptually, though your Skill 4 is off target. Guardians are “holy” and I suspect we will never get bleeding or torment.
What we really need is at least one daze/stun/interrupt. And a blast finisher. Definitely a blast finisher.
The idea behind the 4th skill was “holy torment”. Torment brought on by forces that support the Guardian who fires them. If not the torment condition it could just be another binding blade type attack that does damage overtime until the arrow dissipates.
The second skill could be a blast finisher.
A large chunk of condi damage comes from iDuel bleed procs (confusion proc if traited and combos with pink fields), staff clones, and Chaos Storm. As Eurantien said, killing the iDuelists and clones ASAP is key. Of course you don’t bash around killing it within melee since it is highly likely that they will throw more conditions and confusion on you when these illusions are killed.
Nope, Duelists aren’t the worst thing to get hit by, the worst thing you can get hit by is the Torment from Sceptre 2. Once that hits you, you better have condi cleanse because it’s just downhill from there.
I think the bow for the Guardian should work like the Bow from The Immortals where the bow shot pure light energy therefore it wasn’t affected by gravity or wind. It just fires in a straight line.
I can already see the skills now.
Skill 1; Arrow of Light; Fire an Arrow made of pure light energy
Skill 2: Blinding Shot; Fire an arrow that explodes at the target’s location blinding them and all nearby foes for 3 seconds
Skill 3; Trailblazer; Fire an arrow at your target that leaves a trail of fire behind it. This fire cleanses a condition from all allies that pass through it.
Skill 4; Unyielding Arrow; Fire an arrow that sticks to your target. This arrow applies torment and bleeding that lasts 6secs every second for 3 seconds.
Skill 5; Triple shot; Your next 3 attacks fire 2 additional arrows.
I think it all takes time. Someone who jumps into PvP is going to spend a lot of time running around in circles when trying to get a hang of the controls. The game does a good job of trying to teach you the basics but it all about whether people listen.
There’s a PvP tutorial the first time you enter the mists. It teaches you how to stomp and all that jazz but the only way an individual is going to learn is if they want to.
Yeah I feel like some of the parts need to actually be a little harder. Foreman Spur was so ridiculously easy to fight and I only got hit by him like twice the whole fight.
We were trying to kill him with retaliation. It was funny to say the least.
It needs nerfed in so many ways if your going to add this to a rotation, it is way to hard risk vs reward and needs toned down in a lot of small ways.
Otherwise, people will do it once and never come back again.
Lol yea, hard dungeon. More like the best dungeon I’ve played in GW2 since Flame and Frost that requires brains and coordination.
Trying to do this content as a necromancer with a tagalong ranger is pure hell. When are we getting some semblance of PvE balance in this game? I’m tired of everything being designed around the damage capabilities of cutting edge warriors. No pun intended.
I did the dungeon with a Ranger, a Necro, 2 Guardians (one of them being me) and A THIEF!!!!!
Get better players in your team, quit complaining about the class.
Gameplay vid for those who would like to see how this build can be played in Solo Queues and the like.
I love when I lose a 1v1 fight against a warrior who has 8k more hp and his passive healing is 3 times what mine is and I think “Ya know, even after we got nerfed into the ground during the beta events, we still didn’t have that much damage and passive healing”
I love that
And still not able to bunker mid.
The ironic thing about that is, with the help of a Guardian, they can.
So what exactly do they offer that Mesmer Clones and Illusions dont offer? They do less damage, they dont move, they have MUCH longer cool downs. The only bonus they have is that they are killed quite easily by AoE but you can get around that quite easily
Mesmer clones don’t repeatedly immobilize targets every few seconds, they don’t burn targets every few seconds, they can’t create smoke fields and they can’t be used as combo finishers.
Also the highest burst damage I’ve seen for the Engi has come from the use of turrets.
Unlike the other posters above me, I’ve figured out the secret to the Guardian condi build. I just need the Oct 15 update to land, to put the cherry on the top.
Denial vs Sync. Denial won.
I think they should have banned Maces instead.
Did the team with the most Ai win?
Nope. That’s the ironic part!
I don’t remember rifle #5, jump shot, being a blast finisher. It has been and still is a leap finisher. Jump shot does different sized leap and landing damage, so that explains the 120/240 radius difference.
Logically blunderbuss, rifle #3, should be a blast finisher. It is currently a very situational skill and blast finisher would suit it much better than many existing blast finishers (e.g. why is warrior’s “call to arms” a blast finisher? or necro’s putrid mark, which is already an incredibly powerful skill).
All marks were blast finishers before but they changed that. I guess they wanted to give the necro at least one extra finisher apart from their minions.
I’m glad to see someone putting some time into turret testing. I’m still hopeful that the coming patch will make these more viable than they already are.
I have 2 questions:
1. What weapon do you use? I’ve seen some recommend rifle for the CC but pistol shield has more versatility. So what do you use?
2. What does your gear look like? I haven’t tested yet whether turrets benefit from increased power or if it’s better to just do a condi build.
Anyway, thanks for the guide.
Power doesn’t boost turret damage but you can always go vuln stacking which would boost their overall damage. I think that is what Anet is going for when they decided to change Rifle turret from bleeding to Vuln.
if only cleanses could be spammed… this game would be balanced…
/sarcasm
If only cleanses could be spammed, people would complain that cleanses are too spammed.
This is my turret booster build;
http://gw2skills.net/editor/?fcAQJAqelIqyansSVF17ICIF61dJ6RlRZO2HFs1DC-ToAgyCpI0SplTLjWStsaN+YKC
I usually use the Elixir gun in place of the Thumper but since you wanted more turrets I decided to go for Thumper. The build is all about stacking might with Napalm and your blast finishers whilst your turret burns things forever.
The Flame turret has a fast CD if it dies, it also produces a smoke field which you can blast into to escape or just blind people.
If you don’t want to stack might you can also blast into water fields for additional healing.
Another build I have is my burst build; http://gw2skills.net/editor/?fcAQFAUlIqyVnty2F1LJy4DkW4D2HoH2lfNifKwWA-TkAg0CnI4SxljLDXSus1MoA
This one can burst Svanir or Chieftain from 100 – 0. Unfortunately you have to blow up the turrets to get the additional damage which means longer cooldowns.
low population
This si the issue nothing else.. cant fix that with gamechanges. If you make it scramble teams, players will qq on the forums cuz teammates are craaaaaaap as hell and winning becomes more rng.
Either way the game needs more players.
Also i met a guy the other day who said he doesnt play tourneys cuz he doesnt like all the waiting. Which i can totally understand tbh.
Bring back Random Arenas 25 win streak reward chest of awesome.
Well, they could always just swap detonate and overcharge
Actually, the way turrets work are a lot like Phantasms.
Either keep them out for more overall DPS/effect gain, or detonate them for more upfront Dmg/effect.
Personally I think they should simply remove detonate from the tool belt and make it a chain skill with the turret itself.
I think if they did that, this conversation would be about how they should move the detonate button to the toolbelt because you’re losing a utility slot.
My first reaction to that statement would be removed by the filter. Moving detonate to the skill itself would not cause you to lose a utility slot. Please explain to me why you think it would so I can tell you why you’re wrong. However having it on the tool belt does make you lose a skill slot.
Read that as me being cynical based on how I’ve seen people think in these forums. I think your idea is a good one, it’s just that I’m not very trusting of the community at this moment.
Well, they could always just swap detonate and overcharge
Actually, the way turrets work are a lot like Phantasms.
Either keep them out for more overall DPS/effect gain, or detonate them for more upfront Dmg/effect.
Personally I think they should simply remove detonate from the tool belt and make it a chain skill with the turret itself.
I think if they did that, this conversation would be about how they should move the detonate button to the toolbelt because you’re losing a utility slot.
For just bursting; http://gw2skills.net/editor/?fUAQRArd8flYgCBHHyKEfIFRWBWapggHs6R8k3+uK4QA-jwDBYfgoiQIjBmoIQkIhOnLaJPhN9JIVNoFXERjaaBSZDT7KxqXo2cFRrWKgLGGB-e (This one requires that you know the rotation; http://www.youtube.com/watch?v=-yPlw3Ul6IU Skip to 3:11 to see the rotation)
For Surviving and doing high damage; http://gw2skills.net/editor/?fUAQRArd8flYgSDHHyKEf4Eh1DCeQ/VVIeXPgYEbIA-jAEBYfgoiQIjBmoIQkIhOnLqJPZMLKIVNoFXERjqZJWTLQKbYqXo2cR2eeIrSBcxwI-e
(No real rotation for this, just get in there and make people cry).
I think GW2 just needs a death match mode. Just for laughs. Not for anything serious. I currently play smite just to punch things in the face because it’s fun.
Seriously, turrets have been broken for a while but they’re about to become pretty good with the new targeting patch.
This will be something of a rant, and somewhat off-topic, and I apologize, but it’s starting to bother me – am I the only person who’s seen what three Turrets do to a single target, and been unimpressed? The way people talk, it’s like they expect the change to targeting to take Turrets from bad to good like hitting a switch.
to take its place, and maximum Condition stacks are shaved down.
I personally don’t believe in running full turrets because I like combos, I like might stacking, I like having more tools to deal with a lot of situations. So I use just 1 turret in some of my builds. The only time I use more than 1 turret is in my turret SD burst build. Very powerful and very effective.
Why I don’t really run the build too often is because sometimes you’re fighting one of those classes with a bunch of Ai things running around but you want to focus on the player but then you have to do CC gymnastics to nail the right guy. Remove all that CC gymnastics and you have a formidable turret engie that actually has to be feared. This is why many of us believe that turrets will become better if not worth complaining about in the upcoming patches.
After reading the replies I think the thing to take away from this is that people tend to either love it or hate it.
If you play a class that has op abilities that can take full advantage of the map you probably love it. You probably tell others how great of a map this is and how it requires a degree of learning how to adapt to new adversities. You probably tell others that they just don’t know how to play and chalk it up to them being noobs and you are elite. It has nothing to do with one class outmatching the other classes ability to launch noobs over the edge. NONE at all.
If you play a class with crappy abilities for this map that results in you doing a head first flying squirrel over the edge every five seconds you probably hate Skyhammer. You might log out whenever you are forced to play the map in tpvp thereby ruining it for others. You might stay somewhat neutral on the matter in fear of looking like a “noob” from those that enjoy the perks of their class and this map. Regardless of your stance or lack thereof you still get outmatched by overpowered abilities for this map and end up over the edge like the noob you are.
Every class has an ability that pushes or pulls someone off the edge. Like some else said, it’s all about paying attention to your positioning and trying to prevent any possible situation that sends you careening of the edge.
I’ve played a mesmer with just Greatsword on this map and GS doesn’t knock people back too far.
Proved that slick shoes are viable.
Was there ever an argument otherwise? I’ve always thought it was a pretty cool skill, made only better when it got a stun break as well. Great for bomb builds, or anything where you need to be in melee range really. Allows you land big spikes quite nicely with the knockdowns, and the mobility from the toolbelt is nice also.
P.S. I hate the word “viable” in this game. It’s so… “played out”
There was an argument. There was a topic where someone pulled out a quote from Teldo saying Slick shoes wasn’t viable.
This is the point where you just look at those people and shake your head.
Found the exact quote as well;
sadly, the loudest people tend to know the least on forums sometimes.
like slick shoes can be consider weak on PvE but great on PvP.
Irony! Slick shoes are not a good choice in pvp but i am just a loud noob right
- 9mins 40 sec.
(edited by Dirame.8521)
Dunno, cleansing bleeds is quite easy. Which probably warrants the damage.
That’s another thing, there’s too many spammed short duration conditions which are essentially immune to condition cleanse.
Which is more threatening :
1.) 3 bleeds per second (3 second duration each).
or
2.) 3 bleeds per 5 seconds (15 second duration each).
Compare Warrior Longbow Burst ability to Thief’s Death Blossom, one is countered pretty hard by cleanse, the other is practically immune.
It really depends on what build you have. Some builds can cleanse so much that neither of those would even make a scratch, other builds would die to both and, like you said, some builds can definitely handle the Warrior more so than the Thief.
It’s all about the build.
No, even if you had a passive that cleansed every 2 seconds, my first example would do way more dmg than the second example.
Which is my point, since so much of the dmg is upfront a huge majority of the dmg is practically immune to cleanse.
The damage is not upfront because it still needs to tick over half it’s duration in order to get the most out of it and cutting it off anywhere in the chain would reduce the damage.
I think you’re making bleed a bigger deal than it ought to be.
I await the time I will get beating everyone who runs that spec. It shall be most fun.
Dunno, cleansing bleeds is quite easy. Which probably warrants the damage.
That’s another thing, there’s too many spammed short duration conditions which are essentially immune to condition cleanse.
Which is more threatening :
1.) 3 bleeds per second (3 second duration each).
or
2.) 3 bleeds per 5 seconds (15 second duration each).
Compare Warrior Longbow Burst ability to Thief’s Death Blossom, one is countered pretty hard by cleanse, the other is practically immune.
It really depends on what build you have. Some builds can cleanse so much that neither of those would even make a scratch, other builds would die to both and, like you said, some builds can definitely handle the Warrior more so than the Thief.
It’s all about the build.
Dunno, cleansing bleeds is quite easy. Which probably warrants the damage.
bunker engi is nice, but guardian bunker > engineer.
I have to disagree. Two bunker guardians versus two bunker engineers and engineers won. I got tired of losing on a test build (plus the video driver was acting up) so I switched to my bunker build that is similar to my wvw build around 4:10. We won every round. Guardians cried, “We can’t put out enough damage as bunkers.”
Just wait for the upcoming condi guardian bunkers. I think they’ll give Engies a run for their money.
Can I possibly ask for a favor from the devs? Could you allow the swiftness on hunter’s shot to also affect the Ranger? I’m trying to put a build together and the Swiftness would be a big help.
Hey guys! New week, build. And this week I put together a build based on using the Rune of the Thief as much as tactically possible. It’s all about making your target turn to his/her backside so you can whip it real good. Check out the links to video if you want tips, tricks, the whats and the whys and if you just want the build, there’s a link to the build as well;
Build; http://en.gw2skills.net/editor/?fQAQNBHhZakRravSTbjePBA9Y3adOSxxBTpA+0B-TsAg0CnIsSZlzKjVSrsWNoY9xsAA
Of course you’ll have a weakness. But warriors actually get a tool, in one easy form to help them deal with that: Berzerker Stance. It isn’t a full counter, but it still gives you a long duration immunity to your biggest counters. That is an easy access, at least semi-skill based setup that involves play/counterplay on both sides. That is good design.
What do Necros get? We get ONE trait 30 deep into Soul Reaping to help deal with CC. What we need is an easier way to handle it without completely kittening our build. I don’t want a full counter to you where I press a button and everyone dies. I just want something that can be put into a build, with a reasonable cost (like a utility slot, because thats what those things are for), without gimping my entire build.
Necros have blinds, they have immob, they have Warhorn daze, they have chill, they have boon corruption, they have an elite that can continuously blind the target or nukes the target or knocks targets down. Necros don’t “need” anything. Just like you said, if someone just place Well of Corruption on their bar, all the stabilities that the Warrior has would go the way of the dodo. They don’t need to go 30 points in Soul Reaping to beat Warriors.
(edited by Dirame.8521)
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.