Hey there! First I would you to check out the build I’ve scrambled together for WvW(S/D Longbow, merciless permanent dodges are the type of defense that goes well with full berserker):
http://gw2skills.net/editor/?fZUQNAsYVl0MpyplOx7JsPNBNB5dY+SZ0KAdfko0XA-TVCEABps/ABPQgEV/ZLlgMp8zgDhQb6bA4AB8wZIIAACwNbz28mZzbezbeoDdoDdoDtbezbezbezSBsowK-w
The things the link doesn’t reflect: extra ~700 power(bloodlust 250, might ~10 350, WvW bonus 100) and CDamage(~450) as well as 250 vitality from WvW bonuses. Feedback on the build alone would be appreciated ;-)
3100 power with 39-59% cchance and 50% cdamage sounds about right according to the table in the link below.
http://www.reddit.com/r/Guildwars2/comments/1li5q3/breakeven_points_of_power_vs_precision_mathtable.
The par amount for 60% critical chance at 50% cdamage is 3360 power, and for 40% cchance at 50% cdamage is 2940. Throw in Sigil(s) of Air and Fire, which make precision more valuable, and relatively insignificant Mug(which makes power more valuable as it does not crit), and the optimal amount is inbetween 3100-3150 I would say.
And that is all great. It convinces me that Full Berserker offers the best direct damage output possible, and that Assassin is not actually going to help in WvW at all, unless you are going for some ridiculous 100% crit chance build in search of reliable damage output.
But there’s still rampager left. If I would use it, would I get more damage? I’m already sporting +60% condition duration(food +40% condition duration? Not +10%?…. balance team pls…) purely for non-damaging conditions, and with the different gear set would come different runes and sigils of course.
TL:DR
GIVE BUILD FEEDBACK
RAMPAGER OR BERSERKER?
(edited by Evalia.7103)
Out of 21 game played today, got 7 4v5’s, 6 of which were with me being in the lesser team.
I’m pretty kittened today… Can’t harsher penalties for leavers be introduced?
They just thought that putting 1.5% or 2.7% or 3.4% critical chance/damage on items is unpleasing to look at. And the whole % numbers didn’t do their job, there was too much disbalance between berserker items.
lol. Takes a lot of investment and a lot of skill to play the build. Screw up once or twice and you’re dead.
Nothing compared to hambow warrior, especially with new sigil of intelligence they can go valkyrie amulet and hit as hard as berserker.
It’s all about timing skills, after all. Even 10/0/0/30/30 thief build can only dodge 60-70% of the time. What’s so hard about timing skills right after their dodge moves end, or immobilizing them, or CCing them?
But I have to agree it’s one of the hardest and one of the most rewarding thief playstyles. Something you don’t get to see on a warrior.
But of course you’d rather get a hit with Earthshaker on a thief instead of seeing him Evade. Except that a stun combo is going to take around 80% of zerk thief’s HP.
Not convinced bane signet is the best option.
As for which heal to use I think it really just a case of no healing power + AH use shelter.
High healing + no AH use signet.
Receving stacks of might from shelter are to unreliable, compared to 4.5k extra heal and a condition removal (as weak as it is).
After saying all this in a DPS build shelter would win every time, but in a tanky build with high toughness and condition removal the extra hp is more important.
just IMO, whatever, enjoy the game !
Yup, I can agree with that. That’s exactly my reasoning behind the Signet.
And condition removal happens once ~5 seconds with the reset trick, and it also was buffed to remove the first condition that is applied to you instantly as well!
Shelter is always stronger.
Unless you don’t know what you’re doing.… Because? Is it because everyone uses it?
Give some constructive criticism, will you.Too lazy, I’ve talked about it hundreds of times. Go watch some videos where I go over it in detail or soemthing.
Was enough to see a couple of these to point out how inefficient your Shelter usage is. Was it a coincidence? Hardly, given that you’ve uploaded(presumably of your better plays) these. On a good day you’re blocking 5 attacks. Sometimes not even one. And not even on a good day it’s worth it.
(edited by Evalia.7103)
Too classy. Everyone runs that.
What can I recommend?
Don’t run 2 blood sigils. The moment you swap to another weapon, the cooldown persists. Nothing major, but quirkie. Better use something other than that, Bloodlust sounds great for example.
Celestial Shoulders, Gloves, Boots.
Why? It is simple – they are the most efficient Celestial parts there is. They provide 40%
stat increase – which means they are providing as much stat points to power, precision, ferocity, toughness and vitality as soldier or berserker does(which you use to min-max your stats somewhat properly – 85 points spread amongst these 5 stats). Essentially free healing power and condition damage on these 3 pieces, not a single point is taken from 5 main stats.
Well, a sigil change together with a little gear change. About as good as it gets I have to say, though I’m personally using Scepter and not a Sword.
Shelter is always stronger.
Unless you don’t know what you’re doing.
… Because? Is it because everyone uses it?
Give some constructive criticism, will you.
…
Shelter is stronger in a 3med. Because 25 in valor.
Signet is somewhat superior if you don’t dip that much in valor. Moreso if you do the cancel trick.
I’ve done some rushes over the same distance( 3 rushes each, with no bonus, with feathers, with traveler runes and with swiftness, also one with all to prove it didn’t stack).
(Don’t forget to seize the difference, 100% speed increase would halve the travel time, -50%, not make it zero!)
16.25 was the average for no bonus.
14.6 was the average for feather. 11.13% speed increase, travel time -10.2%.
13.05 was the average for traveler. 24.52% speed increase, travel time -19.7%.
12.25 was the average for swiftness. 32.65% speed increase, travel time -24.62%
The numbers are 25% for traveler and 33% for swiftness as we know. My mistake was less than 1% on the scale, so I would suggest Feather being inbetween 10 and 12.5% speed increase.
And that is lackluster. In my opinion at least. Definitely not worth a nourishment slot, especially for it’s price. If it would be at least 15%, then it would be worth considering.
As a tactical choice, Runes of the Pack are great because they also give Furry(175 power, 125 precision, swiftness, fury? Godsend for a Guardian). If you apply Swiftness using Staff out of combat(and swap it out constantly), you’ll have near 100% swiftness uptime out of combat with these. You will probably still lose swiftness in combat occassionally, against boon corruption and stuff like this at least.
But Traveler is more reliable. The movement speed difference is not all that great to Swiftness. You save yourself a gimmicky weapon swap out of combat(especially if someone attacks you while you try to get some swiftness with your symbol, or a mob aggros and steps into it, you’ve just lost more speed than you’ve gained), and most importantly – you get reliable movement speed boost in combat. Pack may provide you with ~15 sec of swiftness(25 in virtues 25% rune itself) once every ~22-25 seconds(be realistic, it’s the 25% chance!), and combined with Save Yourselves that would be near 100% uptime in combat on paper. But in real game swiftness either vanishes, either gets stolen, either becomes cripple.
TL:DR
Commander/Zergling Guardian – none of the two, permaswiftness lulz.
Party Roam Guardian – Pack beats it with AOE Swiftness/Fury/Might
Selfish/Lone Roamer – Traveler.
Feather – $$$ and get 10% speed increase ;D
(edited by Evalia.7103)
…
1. Excuse me?! What about Aegis removal heal(only self by the way), signet heal, dodge roll heal, GS heal(VS spirit ranger and minionmancer, it’s pure hax), Regeneration from focus/SY, virtue of resolve? Does that seem as little healing to you?
This is not entirely DPS build, and 3med build is ofcourse stronger 1v1(though I beg to differ in WvW), but 3med doesn’t have Purging Flames, Save Yourselves, Empowering Strikes(AOE might), dodge roll heals to share with your allies.
2. Focus #4, Virtue of Resolve x2, Signet 1 condition/5 seconds(know-how channel interrupts), Consecrating Flames, Sigil of Generosity. The cure ability is far beyond 3-med build for instance.
3. It still seems quite strong to me. Protection and Vigor especially, more so after Vigor nerf.
4. 180 power is a very welcome damage increase of around 10%, even more because it’s not a cleric amulet but Celestial one. It rounds up the stats, and the active is very versatile and can be used in multiple situations.
5. Signet removes a condition once every 5 seconds, and heals twice as much as Shelter. Even if you would negate ~5k damage in shelter(which is highly unlikely against a skilled foe), Signet still wins. You have to be more skilled than with Shelter however, and watch out for interrupts or you can be screwed.
6. It. Is. Not. A. Cleric. Amulet.
7. I win all duels versus warriors(hambows, condi warriors, etc). Guardian’s have high skill ceiling in negating key abilities with well-timed blinds and blocks. 1 stunbreaker is more than enough, and it’s not like meditation build has more(two? If you use JI which is pretty lackluster imho).
And finally, as I’ve said, ‘tis not a full DPS and not a support bunker. It’s somewhere inbetween. Moreso your so called DPS build you linked completely lacks any swiftness, which is as bad as it gets for a roamer.
And I’m not a newbie. I’m 34/13 in team arena and 145/110 in solo, ranked as 400 and 700 in both at the moment, and I only play Guardian, in all builds, from 3 med and bunker to the one I’ve posted here – and I’ve found it enjoyable.
Sorry, just being a little bit mad, especially when you drop completely invalid points about comparing it to 3med in a duel, or such as it having low healing, low condition removal, or about cleric amulet which it certainly does not sport.
(edited by Evalia.7103)
Clearly, me.
My arrogance left alone, It’s a good lesson to stop deciding who’s the best. Without any criterias to judge, bias here is at it’s strongest.
What do you think about it? :P
http://gw2skills.net/editor/?fVAQNAR7dl0ApfnNDxQI8DRR8QlZd8iWFCVGANAmJx/B-TpBEwA23fAxRAI+FAAwDAgaZACHEAA
Feels really stronger in WvW(SLDaring/SYSelves halved in PvP?) than PvP, but I enjoy the balanced feeling of it in both modes.
Oh, I want to hear whether you like it or not, and if you don’t, then tell me what exactly do you not like :P
Celestial gear is used in many builds to create a solid foundation of stats, some niche ones even use a full celestial gear set(focusing on stats comes through the food and other kind of buffs in this case).
Can’t really go wrong with Celestial Armor set in my honest opinion.
Phantasmal haste makes phantasms attack faster.
Illusionist’s Celerity decreases the phantasm summoning cooldowns.
#NoobStatus
I would assume you’ve meant the weapon cooldown reduction with Celerity.
Which it does indeed stack, 20×0.8×0.8=12.8, just that it doesn’t reflect in tooltip and just writes 16.
(Infused) Ring has only +44 to all compared to regular +46 to all.
(Infused) Back Item has only +23 to all compared to regular +24 to all.
This Kitten has been running for 2 weeks already, when do you intend to catch it? :P
If you run full zerker and have 100% crit chance, the nerf is actually around 15.6%. This is the highest the overall damage can be nerfed, since it is impossible to crit more than 100% of the time.
But higher for the people who were using just the trinkets which used to have insane ferocity so to say.(zerk helm = buffed with ferocity change for example)
Also higher for Celestial, although compensated, still only partly(overall, a very big stat budget loss compared to what it was before)
I’m sticking with scholar, I can maintain the bonus 50-100% of most fights ^^
To be honest, Strength seems to pull ahead now even if you stay above 90% HP.
Never underestimate Might Duration… And otherwise it’s just 3% damage difference.
Wrong Forum, but a cripple is too much to ask(imho), would be too good on a GS combined with WW. Evade, I think, would be a nice addition. But overall, really, Guardian’s GS is not that weak.
I understood that when we use our present armor in PvP that it would the same as in the PvE zones. So why dos’nt the Superior rune of the Traveller’s +25% increase to running work in the PvP areas?
Traveler* is the correct name. Both writings of the word are correct, but Traveler is the one used in-game.
It’s because PVP gear stats and PVE gear stats are completely separate. Only the look carries over, and if you want/have to change the stats, you should open the Build Menu right in the top middle of your screen.
Wow such math skills.
Amazing broh uh yeha.
The overall damage of a berserker went down by 10%, that’s a fact. What part of overall damage didn’t you understand?
And yes, nerfing the overall amount of critical damage by about 20% is doing that. I had around 200% critical damage, now I have 180%. By your math that’s 40% decrease(50% bonus to 30% bonus), but the damage loss is actually exactly 10% when I crit, and I actually get more damage now when I don’t, since I sport some Celestial in my build. So as for myself I’ve lost 40% of my bonus critical damage… resulting in about 7-8% DPS decrease.
The problem I’m seeing, however, is a different one. It’s that Power, which already was more useful than precision and critical damage, is now even more useful in comparison to them… Which screws builds that utilized high critical damage, such as High-Vit Valk thieves really, really hard.
Just some math to share so if you are looking to get some really effective gear, find out which Celestial pieces are the best to round your build with!
The % increase represents the increase in stat budget. For example, 40% on Shoulders/Gloves/Boots means that if you are looking to itemize for Power/Precision/Ferocity/Vitality/Toughness(Very common in WvW), you’re getting the same 85 points of aforementioned stats as you would with any other set, but also 17 healing power and 17 condition damage on top of that.
So as it goes, most useful Celestial gear pieces from top to bottom at the moment:
119(17×7) to 85(35, 25×2) Shoulders, Gloves, Boots
40%
623(89×7) to 456(188, 134×2) 2-Handed Weapon
36.62%
287(41×7) to 211(91, 60×2) Trinket(s)
36.02%
350(50×7) to 258(106, 76×2) Coat
35.66%
308(44×7) to 228(94, 67×2) 1-Handed Weapon
35.09%
231(33×7) to 171(71, 50×2) Leggings
35.09%
399(57×7) to 296(126, 85×2) Amulet
34.8%
322(46×7) to 239(103,68×2) Ring(s)
34.73%
154(22×7) to 115(47, 34×2) Helm
33.91%
168(24×7) to 126(51, 35×2) Back Item
33.33%
As it is now, too, Infused back Item and Infused rings are bugged and provide less stat points(back item 23×7, rings 44×7).
It is also a quirk how 2-handed weapon provides 1 more stat point to each stat than 2 1-handed would.
And I believe that all pieces should give the same stat % increase, but it is not technically possible because stats are represented by whole numbers, sadly.
lol foofad, look closer – if this is true, the infused items have LOWER stats than the non infused versions…
I wait for a confirmation of this. If this is true then i will start a public donation fund to buy a $10 calculator and ship it to anet…
I think it’s just a small bug to be honest ;-) but that kind of shocked me XD
That just shows a general low understanding of economics.
Not only there are other ways to currently spend laurels on(T6 materials), eventually the market will balance itself out. Dye prices have a long way to increase with influx of newbies in the game( I think, at least, from the other side we have had more than enough dyes for everyone, but i’m not sure of that).
So that change is not to be worried about. Really. Just don’t buy dyes for a while now using laurels.
Why won’t you just sit down and wait for about a day after which you can actually play around with Condition Guardian without crippling yourself? :P
… Add to that that while other’s indeed do hear Warrior Shouts, for some reason they don’t hear Guardian’s.
I’m looking for a build that has it all (if possible) enough damage, survivability, support etc. One that can do end game PvE such as Fractal runs, Arah etc and can do WvW. I’m thinking of getting Knights armour, Berserker trinkets and weapons and not sure about runes/sigils yet. Thoughts?
As versatile as it gets, nothing is going to beat 20/25/0/0/25(GS/Scepter(Sword)Focus) for sheer damage output, so that’s the recommendation for PvE.
For PvP, I’ve been trying much stuff, but nothing honestly beats classic 3med ScepterFocus/GS combo(10/5/30/5/20 trait set-up)
I’m going crazy in WvW, and I have problems comparing my builds in viability sometimes, all of them get the job done(Even if the person seems to have gear and food/guard buffs, they seem to be completely unaware of how to fight against players). Right now I have a very Unorthodox 20/15/0/15/20(GS/Scepter+Focus, Save Yourselves and 2 utilities to swap, usually though they happen to be JI, Bane Signet, and Purging Flames), and Celestial Gear with Berserker trinkets and partly Cleric pieces to go with it… But that’s going to change very, very soon.
In 1 day youll be able to reset your traits for free anywhere in the world. So its basically down to what armor.
This is (imo) the most versatile build. Its optimal for zerging and roaming in WvW, isn’t too shabby for PVE either. Just change your traits to the meta hammer build for PVE and change all your skills to consecrations.
https://forum-en.gw2archive.eu/forum/professions/guardian/Roaming-2handed-Meditation-build
(There isnt a GM trait in honor because im using the new one that gives +3k health, which isn’t in the calculator yet)
Could be interesting, but I am always sceptical to Hammer/GS builds due to their relatively low mobility and lack of ranged weaponry.
But I could see surprising results with it, combining JI with Hammer #5 to enforce a mêlée.
As for build points, I’d like to point out that Swiftness runes are a whole lot more inferior to Traveler’s, in fact if we consider that stat distribution is about the same, that is 165 VIT vs 36 of each stat(correct value after patch I think, that is whole 252 stat points by the way), Traveler pulls out ahead with 15% BD and 10% CD, which are quite nice considering that Swiftness (2) and (4) are utter trash when you already have +25% MS.
And then Celestial Gear. Right now, I mean. After patch? Maybe. It’s just too good for the builds that go further than 15 in Honor. The healing scaling with Healing Power is quite ridiculous on the dodge roll.
But overall I’m quite skeptical to the trait choices(especially the hype about the new, +3k HP trait! It is obviously inferior to 5 in virtues or Selfless Daring, for example, which are minor traits I’m comparing to Grandmaster here).
Can’t really see the point of 10 in radiance. It’s much better to go 5 and then 5 in virtues at that point. Either 5,15 or more, 10 is just out of place]. Especially when you don’t need that Inner Fire – you already have MediFury.
I’m also quite surprised at current commanders and zerglings utilizing 0-0-30-30-10, without any regards to sheer power of 15 in radiance when bodies start to drop.
Taking consideration for what I’ve just said, the 0/10/30/30/0 could be better off as 0/15/30/20/5 or 0/15/30/5/20 for WvW(15 in radiance is a godsend in 1vX and XvX situations; wait, that’s literally both for roaming(solocampcap) and zerging!), 10/5/30/5/20 for PvP(no need for VoJ reset with less enemies).
(edited by Evalia.7103)
Yes please.
So to say, I’m using GS/Scepter+Focus on my Guardian build, buut if I want to move faster out of combat, I sometimes open the menu just to equip the sword, use the flashing blade and then go back to scepter. Same goes for Staff and it’s swiftness symbol; and right before combat, I do indeed sometimes use Staff Empower only to swap to a different weapon.
Either we need to enstrengthen the rules(no more weapon swapping unless you are in town/something), or let them be convenient to swap. It’s kind of bad that I have to open my inventory on a regular basis to be optimal(The food is already a little bit of a nuisance with that.)
I often see the term “selfish guardian” come up nearly every time I see someone inquiring about the use of AH in a pve build. From my perspective the term seems like a oxymoron due to the innate supportive nature of the guardian class. It would be really difficult to create a guardian build that does nothing for the group.
I wondered how many of skills that most guardian may use are actually supportive? I did not include underwater weapons or traits, just the baseline guardian. Also, I consider any form of boon granting to allies and blind to be supportive. Out of 60 skills, 32 of them are supportive. Here is what I came up with:
Virtues
- 1. Virtue of Resolve
- 2. Virtue of Courage
Greatsword
- 3. Leap of Faith
- 4. Symbol of Wrath
Hammer
- 5. Symbol of Protection
Staff
- 6. Orb of Light
- 7. Symbol of Swiftness
- 8. Empower
Mace
- 9. Faithful Strike
- 10. Symbol of Faith
- 11. Protectors strike
Sword
- 12. Flashing Blade
Focus
- 13. Ray of Judgement
Shield
- 14. Shield of Judgement
- 15. Shield of Absorption
Torch
- 16. Cleansing Flame
Healing
- 17. Healing Breeze
Utility
- 18. Hallowed Ground
- 19. Purging Flames
- 20. Sanctuary
- 21. Wall of Reflection
- 22. Merciful Intervention
- 23. Hold the Line!
- 24. Retreat!
- 25. Save Yourselves!
- 26. Stand Your Ground!
- 27. Signet of Judgement
- 28. Signet of Mercy
- 29. Bow of Truth
- 30. Shield of the Avenger
- 31. Tome of Courage
- 32. Tome of Wrath
Over 50% of guardian’s skills are supportive. Despite claims of a “selfish guardian”, its impossible to make one. Especially due to Virtues being baseline. The closest one can get to being truly selfish is by running Scepter with no offhand, full zeal, Valor and refusing to activate Virtues while allies are around. From what I observe guardian has the most baseline supportive skills in the game, that is quite a impressive feat.
So to you guys out there that use the term “selfish guardian”, you might want to think twice!
And now remove 90% of the skills here that provide AOE conditions or something.
Or Save Yourselves. It’s probably not selfish, right?
Then remove the rest if you are playing a Spirit Weapon build, which makes AOE actually just for yourself(although the build is pretty bad at the moment sadly).
Yes, Guardian’s can be selfish alright.
I give to you this picture, of my Norn, standing next to a Charr.
Norn are taller.
That Charr is not a max-sized NPC for sure.
Neither is he standing upright.
What does this picture prove?
I mean… ugh.
If you put it that way… Well sure… increase the cap.
But really?!!
Something to care about?!
But wasn’t the talk that Norn’s are Mythical Giants, and were scaled down for in-game purposes? ;-)
Also:
I made the largest sized norn and charr, but while the norn is physically large (structure), the charr is just big and very imposing.
Also — I don’t know if anyone else has realised yet or not, but large builds of certain races (charr and norn in particular) have limits in their physical size, based on what profession they create. As an example, my norn was made the largest possible size, but next to the same norn as a warrior or a guardian, it’s not only shorter but thinner… compared while armourless. There’s a very obvious size difference.
That is false, I have plenty of characters to compare. The only differences are, as follows: height slider, body type, face features/head size. Class doesn’t influence the size, except for the armor type of course.
What I’ve got from in-game models, Charrs are both more massive and taller when standing upright(for example, during Staff #4 Empower – Guardian), as well as wield bigger weapons. However, particle effects appear to be smaller on them(such as Fire Shield)
(edited by Evalia.7103)
I was pretty convinced that it is supposed to be the other way around, with Norns towering over everyone.
But in-game, Charrs are quite a bit bigger!
More theories completely unrelated to the game.
While I do agree with you that it is indeed wrong, the overall damage of berserker’s in low damage zones is 1 hit to kill a normal monster.
But it doesn’t even bother me. It was always faulty, but the last thing we need is more damage in low level zones.
On the other hand, the fact that berserker takes a hit in WvW is just plain wrong, with current prevalence of tanky and condition damage builds.
(edited by Evalia.7103)
First of all:
Try improving your character.
I’m so totally sure you aren’t using a potion of undead slaying, not to mention any food at all. Maybe even, your gear is lackluster, greens at level 60 when you are 75.
After that, Orr is going to become much more populated after April 15th(theoretically)…
As said, Precursors are amazingly beating the records we never saw since this game started, if the offers continues rising and what people are whiling to play for Dusk, this month we will see Dusk to cost over 1k gold.
My question is, what’s happening?!
Since this game started i never saw one precursor rising so much in such a sort period of time, as the 15th reproaches with the announced changes, it seems economy is being turned upside down (again).
Are the 15th changes causing the precursors prices in general to increase? Will buy precursors be even more “un-reachable” than what it is now?
I’m scared.
pfft, just use that head of yours.
It’s obvious that the prices rise because the legendaries are now becoming account-bound(And skins for all your characters), as well as being seen in sPVP.
now, altoholics and PVP-ers also are becoming interested in them. Guess what, price rises.
Warriors have more regeneration?
Which planet are you from?
I’m not stinky healing 400 health per second, I’m sure it’s much more than that.
pretty good on condition necro? and who said they are using rabid? lol…
Backpieces/Trinkets are the best place to get Critical Damage, so if you want any these are the pieces to include it on.
Precision is a very useful stat for more than just extra damage. Most classes have traits that are “on crit”, as well as Sigils.
Usually what people run if they want to be a little more “tanky”, is run Zerker Backpiece /Trinkets for what I said earlier, with PVT Armor. This would make you more than resilient enough in WvW zergs, and not too much of a hindrance to “non speedrun” dungeons. Do note, this doesn’t qualify you as a DPS and any LFG requiring such is not for a player like you.
Nice comment, except that it has an expiration date of 3 and a half days.
Just how much is a 6% buff gonna affect Celestial stats?
Trying to decide what to pick for my backpiece? Stuck on either Cele or Soldiers
Cele stats on the backpiece
+22 Power, Precision, Toughness, Vitality, HP, CD
3% critOr should i go soldier?
Just trying to decide since im at the final stage of the spinal blades
It’ll all depend on stat rebalancing. Right now, you shouldn’t pick celestial backpiece at all, really. It’s the worst part there is out of all Celestial Gear pieces relative to it’s counterparts(+27% stats compared to other gear; literally nothing compared to average +35% and +43% on leggings).
I can’t advice anything but to wait and see how it turns out.
When I’ve won 1vs10 in a tower with nothing but a tome of judgment, 3 tower guards and tower lord by my side:
http://www.youtube.com/watch?v=2Z4m4lnjxkY#t=1m24s
LOL well that’s what usually happens I say
When I’ve won 1vs10 in a tower with nothing but a tome of judgment, 3 tower guards and tower lord by my side:
http://www.youtube.com/watch?v=2Z4m4lnjxkY#t=1m24s
Consider this.
Until today celestial was the balanced armorset providing a midgroud damage, defense and everything.
From 15th april due to “lore” reasons it will become a set with numeric average stats that will result in one of the lowest offense paired with random healing, condition et c bonuses.
If i coould i would switch mine with knight…but anet doesn t care if they change functionality to a 4-600 gold armor…
I don’t know, it depends on each individual piece for me.
I can’t imagine running a build without celestial helm now, since it right now provides a blatantly overpowered amount of stats due to extra 1% crit damage. After the patch? We’ll see.crit scales on power.
And as already too many post shown there is nothing OP about celestial.
Its infact one of the least popular sets.P.S. also you don t need to wait for patch…just search for one of the threads with numbers…since we already have data.
What data? No data has been confirmed. We just know the stats now and that they’ll get 6% increase. That’s all, and at the same time it’s nothing. Will they be rebalanced? rounded up or down? will the % increase change?
If they just proceed with 6% increase to all items, it won’t change the fact that high-level wvw players will abuse leggings/shoulders/hands/boots because they will provide whole 40% extra stats, and dump the rest of the pieces. Pieces have to be made even, but I’m not sure whether that will actually happen.
(edited by Evalia.7103)
Consider this.
Until today celestial was the balanced armorset providing a midgroud damage, defense and everything.
From 15th april due to “lore” reasons it will become a set with numeric average stats that will result in one of the lowest offense paired with random healing, condition et c bonuses.
If i coould i would switch mine with knight…but anet doesn t care if they change functionality to a 4-600 gold armor…
I don’t know, it depends on each individual piece for me.
I can’t imagine running a build without celestial helm now, since it right now provides a blatantly overpowered amount of stats due to extra 1% crit damage. After the patch? We’ll see.
what about stats tho ?
Stats will still only be swappable on legendaries and not ascended gear.
My thoughts on the coming ascended account-bound change- Don’t make ascended Celestial. Make Ascended Zerk’s for PvE. For WvW, it can be a bit trickier to pick a set, but I don’t think it’s possible to go wrong with Ascended Soldier’s.
Of course it’s not possible to go wrong with Soldier’s.
The question arises when you want to make yourself as strong as even doable. Around at the same time you realize, that it’s probably not soldier’s…
Empowered, also known as Mighty Fart.
As far as I am aware, you can only get banned for selling exploited runs, such as using terrain glitch in AC P1 to skip most of the dungeon, or kicking people and inviting other people in who pay money, am I correct?
So if for any reason I decide to challenge myself solo-ing a dungeon path(without kicking anyone or using terrain bugs), it’s legal to sell it?
I also think it would be a real cool thing if dungeons had a “challenge” mode which was basically the same dungeon for one, but with much higher rewards.