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The problem with defensive Amulets...

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Posted by: Ezrael.6859

Ezrael.6859

99% of Guardians in Tournaments run:

Clerics Amulet+Knights Jewel
Soldier Runes
NA – Hammer / Scepter Shield ~ Sword for Kyhlo.
EU – Staff / Sword Shield ~ Maybe Scepter Shield / Sword Focus for some.
Hold the Line / Sanctuary / Stand Your Ground.
0/0/10/30/30 V, II, V, XI, III, IX, X – Or very little variation in Honour, maybe IV instead of II for some.

And this is all teams want, a bunker Guardian.
Every team has one and each one is a carbon copy of the next.
This sort of attitude that is created by the very limited min/max options we have is limiting the game, creating a very stale meta and making matches pretty boring to watch. Standing in circles with bunkers will never become a popular e-sport.

@Chewablesleeptablet.3185 Sanctuary offers very little protection against being focused, it’s used mostly to control people by interrupting or aiding in rezzes.
I have no problems killing Guardians, I just hate the fact that I have to play one spec if I want to play a Guardian in tournaments, the same bunker spec everyone is playing.

@Xsorus.2507 BM Ranger kills every other Profession and spec 1v1 except itself.
That screams unbalanced.

As stof.9341 said, some of the current Amulets in fact hinder customisability rather than creating any.
Because the Amulets are so min/max like Berserker’s vs Cleric’s, they offer an absolute choice rather than a different option.

The problem with defensive Amulets...

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Posted by: Ezrael.6859

Ezrael.6859

It creates the very stale meta we have right now that has changed very little since release.

It means only one viable and wanted to build for some professions in PvP like the bunker Guardian. Most teams are built around the bunker Guardian, it’s a very boring spec to play and watch.

It creates OP defensive builds like the bunker Ele, BM Bunker Ranger, bunker Guardian (that has taken several nerfs since release), but these wouldn’t have been so necessary if the Amulets weren’t so defensive to start.

Proposal:

Removing the majority of healing power from PvP Amulets.

Clerics becomes ~ 798 Power, 569 Toughness, 569 Precision.

Shamans becomes ~ 798 Condition Damage, 569 Toughness, 569 Power.

Valkyrie stays the same.

Celestial (lol) stays the same.

The game needs to move more towards hyrbid builds instead of max bunker specs.

DPS/Support/Control. Support should be in the form of well timed boon application and condition removal, not spamming heals.

On that note, some powerful healing abilities might need a cooldown increase too, like the Ranger’s Healing Spring – 30s is far too quick for a 5k heal + 15s Water Field that constantly applies Regeneration and cures a condition on allies every 3s
(6 conditions total). It should be more like 40s.

Small tweaks to improve the Torch

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Posted by: Ezrael.6859

Ezrael.6859

There’s no need for Inner Fire to be affected by Torch #4.

There are plenty of sources of burning you will encounter when fighting players.

Another Guardian, Elementalist, Engineer, a Ranger with Traps or Torch and the Longbow Warrior.
In team fights you can have permanent Fury from all the burning damage that gets thrown around.

In PvE you have access to gear with many more stats and food that all but removes the need for Fury as you can achieve a high crit build with good defenses.
Or gain Fury from the constant buffs your party is putting out.

PvP is more limited.

Small tweaks to improve the Torch

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Posted by: Ezrael.6859

Ezrael.6859

Zealot’s Fire (thrown skill) has some accuracy issues, especially with the z-axis.
For example ~
If I’m on the center platform in the Clocktower and try to throw it at someone stood just below it won’t hit, same thing at mid point on Niflhel if you are on one of the rear platforms and try to throw it at someone on point, same thing at Henge or Mine etc.

Cleansing Flame – This skill has lower DPS than any weapon auto-attack, the condition cleansing is very situational with the 400 range frontal cone only affecting allies and not yourself.

- Change the channel timer to 3s from 4.25s (A 29.5% increase in DPS).
- Make the skill cleanse 1 condition from yourself and allies at the start of the channel.

Change Signet of Wrath to Precision

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Posted by: Ezrael.6859

Ezrael.6859

Condition damage does so little for us, especially as a passive signet.

+180 Precision would do a lot more for Guardians, especially when creating a balanced hybrid build.

Keep winning teams together

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Posted by: Ezrael.6859

Ezrael.6859

This would be great, half the players I make groups with are from solo queues when afterwards I contacted the players to make a group and keep playing, but it can be a pain.

Especially if none of them called a target or talked and you don’t remember the spelling for their name.

Keep the winning teams together and it will help to form future friendships and teams.

Right now the solo queue is like the guild system in this game. Meaningless.

No one really cares for guilds when you can join 5 and hop around all you like.

No one really cares about solo queuing performances and everyone has lost the energy to try and make your random set of professions work when you get matched against pre-made groups every time.

5/14 patch and Guardians

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Posted by: Ezrael.6859

Ezrael.6859

Nothing at all for Guardians, Scepter auto attack is still too slow to catch a player running away.

Thinking outside the box: A fix to Zeal.

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Posted by: Ezrael.6859

Ezrael.6859

In Radiance first:

Powerful Blades 5% damage to Sword and Spear = weak and boring.

Change it to add some unique flavour.

Powerful Blades – Zealot’s Defense and Zealot’s Flurry are now mobile attacks that will channel while moving.

Addressing Guardian’s attempt to do damage in a game where most damage is ranged and all professions are more mobile than us.
Remove both current Grandmaster Zeal traits and replace them with:

New Grandmaster Zeal trait – Wrathful Symbol
Symbols apply a 0.5s immobilize each tick.

New Grandmaster Zeal trait – Zealous Aura
Symbols are now Auras on the Guardian and apply their damage to foes and boons to allies in a 180 radius around the Guardian.
(Taking III Writ of Exaltation in Honor will increase this to 240 radius).

Going 30 points into the damage trait line should yield a significant damage boost, as doing so means sacrificing a lot of defence and healing from other places.
Risk vs Reward ~ With these traits the Guardian would open up several more damage and hybrid options with various viable damage and support style builds with synergy between existing traits in Honor.

Would also break the mould of so many builds using 30 Valor / 30 Honor.
Go 30 Honor for pure Symbols.
Or 30 Valor for an interesting more mobile Altruistic Healing build.

The Guardian currently has no need to go past 10 points in Zeal, this needs to be addressed.

Korean Teams

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Posted by: Ezrael.6859

Ezrael.6859

The only major territories we’ve released in so far are US and Europe.

But… then that means…

D:

Well yeh, the city I’m living in right now has more people than your entire country…

Attachments:

Consecrated: May 15 Update - CLIK

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Posted by: Ezrael.6859

Ezrael.6859

Can you chat next time about different options for Guardians.
So far we’ve basically heard 3 people talk about standing on a point using different bunker builds.

Danto – Bunker
Silven – Bunker
Lily – Bunker

Bunker Guardian is a very boring position to play and watch.

It would be nice to hear people’s thoughts on different builds and options for Guardians as support with damage and DPS.
Either adding straight into most team comps or how a team can work around it.

What you think would help a Guardian that wants to do something different to the generic bunker role, whether it would mean trait or weapon changes or game-play changes – in tPvP.

It seems that in WvW and PvE the Guardian has a lot more flexibility and better options to build for useful DPS and necessary survivability as a melee based profession as you can build with better stat combinations there. (Power, Toughness Precision).

So hearing thoughts about the lack of ability to build like this in tPvP would be nice.

Root/dodge bug destroying pvp

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Posted by: Ezrael.6859

Ezrael.6859

The skill queue is horrible for this.

It also means you usually end up dodging backwards as soon as you re-spawn in your base >.<

Nerf blurred frenzy?

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Posted by: Ezrael.6859

Ezrael.6859

You can move away from it, so no I don’t think it’s a problem. I realise that it’s usually used right after a tp/root but it’s one of the reasons to have a stunbreaker.

Stun breaker’s don’t remove the immobilised condition.

Swap and Phase Retreat from Sword and Staff should not be stun breaking skills.

Stun breakers on weapon skills are too powerful.

No Longer Rank 1

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Posted by: Ezrael.6859

Ezrael.6859

I like how getting carried and being a leech is celebrated by everyone right now, but the solo queuers who actually do have to go through a lot of hardship get no recognition. ANet leaderboard logic.

Your terrible personality is on par with his.

Are Conditions Too Easy To Cleanse?

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Posted by: Ezrael.6859

Ezrael.6859

No.

Fighting a strong condition build (Necro, Engi, Ranger) is difficult as they have several sources of condition damage and application. This makes it difficult to cleanse the particular condition doing all the damage and also negates total cleansing.

Trying to cleanse that stack of bleed when it hits 10+ and is amongst several conditions is impractical.

Also having to wait till it gets to a high value means you’re taking huge damage over time.

Corrupt Boon and Epidemic are also very strong now.

Warrior Eviscerate

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Posted by: Ezrael.6859

Ezrael.6859

You do know that you killed the ele with the last eviscerate which leads into some of the dmg (the overdmg) being calculated against 0 armor – which is what you have in DS.
So the damage from skills which are downing the enemy are by no way a reliable source for testing.
And please tell me how the changes from the last patch affected the damage? The ele only has one boon up so you would gain 3% more damage compared to pre patch…

Armour values are retained while in the downed state.
It only changes when are you are defeated.

So what makes you think that a skill hitting someone into downed state would do extra damage?

Amulets and the lack of build diversity

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Posted by: Ezrael.6859

Ezrael.6859

Bunkers = Cleric’s

Direct Damage = Berserker’s

Conditions = Rabid

For the most part.

Ele can use a Valkyrie due to having such consistent access to the major boons which help to fill in the stat gaps. (Fury, Might for damage. Regen, Protection for low Health).

Beastmaster Condition Ranger can use Shaman’s and do omni damage via the pet with mega healing.

Some attempt to make a hybrid with the Soldier’s Amulet but unless you have good access to Fury it’s basically an Amulet to make yourself into a brick that dies slowly and puts out decent auto-attack damage.
Or sit there with stacked Retaliation and let people kill themselves on you. low skill -_-

Knight’s, Carrion and Rampager’s seem rarely used.

The Celestial Amulet is not used by anyone.

If I could take the Celestial Amulet and move the Condition Damage and Healing to Power then it would be perfect for me to try a bunch of new hybrid builds.
Something like:
798 Power
284 Precision
284 Toughness
284 Vitality
15% Critical Damage

Instead of the Bunker or Burst meta, which is just min/max ~ black and white and very restrictive, we could open up a whole range of hybrid build possibilities for everyone.

It might create some balancing challenges, but the balancing ship hasn’t exactly been sailing on calm waters for the last 10 months anyway.

Builds have changed little, the basic team play styles have remained the same.
A bunker sits on a point and controls it, the rest spam AoE and conditions.

Hybrid builds could help to shake all of this up. So how about some hybrid Amulets.

(edited by Ezrael.6859)

You turned PvP dailys into a chore.

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Posted by: Ezrael.6859

Ezrael.6859

You utterly ruined the Daily by adding 2 tournament wins.

Many people do not have a regular team, many people have odd play times and will never be part of a proper team.

So solo queuing is the only option.

Now trying to achieve two wins on the solo queue is a horrible system.
Get put into matchmaking with a bunch of rank 1X’s against a proper team every time, no chance of a win.

You made it into a massive grind now by requiring wins.

Remove the tournament wins requirement.

Or change it to tournaments played.

50% of players playing matches lose… You made it a grind.

Fail.

Attachments:

(edited by Ezrael.6859)

Thieves Shorbow Autoattack = Broken now

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Posted by: Ezrael.6859

Ezrael.6859

Try playing a Guardian with a Scepter.

No accuracy, and incredibly slow travel speed that can’t catch up with someone that has a passive speed boost / Swiftness.

You can't spectate a room if it's full...

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Posted by: Ezrael.6859

Ezrael.6859

So what’s the point?

Spectator mode = oh that guy killed me so I’ll drop off my team and leave them one man short while I watch this guy?

This is just silly, you should be able to spectate players even if the room is full.

Spectators should not count as part of the active player base on the server, they should be seperate.

(edited by Ezrael.6859)

Signet buff

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Posted by: Ezrael.6859

Ezrael.6859

180 Condition damage for the Profession with the worst ability to create an effective condition build.

180 Healing Power on a Signet with a 3.75s cast time, 240s recast that ressurrects one person.

Meh.

What traits you hate ?

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Posted by: Ezrael.6859

Ezrael.6859

Retaliatory Subconscious – 3s of Retaliation when CCd (30s c/d).
Healers Retribution – 3 of Retaliation when using a Heal skill (30s+ c/d).
Wrathful Spirit – 3s of Retaliation when Aegis ends.
Too much Retaliation everywhere!

Searing Flames – Uncontrollable, and too infrequent to help.

Pure of Heart – Nice idea, but the first time Aegis is removed it’s not gonna heal, as you will normally be at full hp blocking the initial attack….

Symbolic Power – Seems to be a 5% increase, for 25pts… horribad.

Bring back some of the traits from beta like ~
25% increased critical rate for Symbols.
Consecrations do damage to foes that touch them.

And replace Smite on the Scepter with Symbol of Courage, real AoE damage, 5 pulses of 1s Might. Synergy with existing traits and builds.
You can even keep the flying hands effect, just change it so a larger hand flies in from a different direction once a second to represent the 5 pulses of damage and might

Elelmentists Aoe need to be addressed a.s.a.p

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Posted by: Ezrael.6859

Ezrael.6859

All professions have too much AoE damage in general across most weapon sets, including auto-attack and lots of utility skills with AoE damage.

Especially ones you can stack on top of each other in quick succession (Necro Wells + Marks for example).

The devs acknowledged several months ago that there was too much AoE damage and in some cases the AoE attacks did better DPS than single target attacks. As in, even against a single target you are still better off spamming AoE, especially persistant AoEs on the floor which make fighting on a point even easier and require less skill/care.

Yet we have still seen nothing to tone it down, we can only hope the PvP – PvE skill split this month will be the start.

Armor Stat Proposal

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Posted by: Ezrael.6859

Ezrael.6859

I’d like an amulet with:

798 Power
569 Precision
569 Toughness

'Improving' the last 50 servers

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Posted by: Ezrael.6859

Ezrael.6859

Oh oh and we almost forgot, we’re also gonna need you to come in on Saturday to make sure all this gets done. Thaaanks.

priority for condition cleanse

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Posted by: Ezrael.6859

Ezrael.6859

I wish people had less range. People standing still next to my Greatsword is the only reason why a Guardian can get any kills at all.

Torch - Any viable use ?

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Posted by: Ezrael.6859

Ezrael.6859

I wish our Torch was like the Ranger Torch.

So much better with the #5 Fire Field.

Purging Flames is a pretty bad Utility alone, make it the new Skill 5 on Torch.

Give us a new Consecration.

Or make Cleansing Flame able to channel while using other skills like Auto Attack, that would at least make up for its mediocre damage.

(edited by Ezrael.6859)

Torch - Any viable use ?

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Posted by: Ezrael.6859

Ezrael.6859

The Torch is pretty bad.

Only skill 4 is worth using, either as a PbAoE long duration burn or for the ranged mini nuke.

Skill 5 is terrible. It does worse DPS than autoattack, doesn’t clear any conditions on yourself and the multi-hit low damage nature is just going to mean you take 2k damage against 1 person with Retaliation, or 10k against a team / Mesmer >.<

Should the game be renamed "kiting wars"?

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Posted by: Ezrael.6859

Ezrael.6859

There do tend to be some ranged vs melee discrepancies.

For example the Ranger can stay very mobile at range with 25% constant speed boost and using ranged traps + pet still have solid point control even when off-point.

When melee they have skills on GS, Sword and Dagger with total evasion mechanics built in that mean they outright avoid huge amounts of incoming damage.

+ The pets retain their own stats so they can build whatever they like and remain omni effective.

Want a toughness, healing, condition damage bunker at range but also spike melee damage?
Easy with a Ranger.

D/D ele : Please advise on how to kill them

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Posted by: Ezrael.6859

Ezrael.6859

No Guardian will kill a well played D/D Ele in it’s current form.

They will either burst you down if you’re DPS or outheal your damage and slowly wear you down if you aren’t.

And if you ever put them in danger they have so many tools to easily disengage through Lightning Flash, Mist Form and Ride the Lightning. + Shocking Aura and Chill.

Guardians can’t reliably give chase or finish off the Elementalist at range.

why ditch gvg in favor of conquest?

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Posted by: Ezrael.6859

Ezrael.6859

Reading the GvG description.

Wouldn’t we be able to set up something like this with 8v8 teams on Foefire.

Kill the guild lord and win.

Albeit very limited with only one map, but it’s a small start?

If we could set the total number of respawns available for teams / players too, even better.

Call of Duty?

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Posted by: Ezrael.6859

Ezrael.6859

Solo queue is what you make it.

Can’t just sit on the forums and complain that the other 4 people didn’t plan anything. What did you try and do to form a strategy or ask about what builds people are playing to get some form of synergy going?

Warriors are perfectly fine in spvp:

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Posted by: Ezrael.6859

Ezrael.6859

so…. does tht mean hes gonna buff signets?

MAYYYYYYYYYYYYBEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

Yay buffs to more specs no one likes to play! WHoooooo! passives! so fun!

You guys complain about a lack of build diversity.

And then complain about them buffing things that people don’t use.

What…

Call of Duty?

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Posted by: Ezrael.6859

Ezrael.6859

one could say that about any videogame. GW2 pvp is ability spam, all a matter of opinion vs. opinion. I just look at the numbers, it tells all. LoL forces team synergy which is rewarding or very frustrating, but worth the learning curve. For someone to say “noobs play it” is very typical for an ignorant person to say, and im pretty sure you’re a league player from that comment haha with one too many spankings in games.

Ability spam would make you die very quickly against a Confusion or Retaliation based build.

I don’t see where you point is justified at all.

GW2 is about changing the way you play your build vs different professions and their build. I wouldn’t fight a Trap Ranger the way I fight a Thief.
And team play has many different strategies and compositions that get used on different maps.

The "Unkillable" Build.

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Posted by: Ezrael.6859

Ezrael.6859

The OP is incredibly misleading in almost every way possible.

Regeneration does not heal for 1500 a tick, ever and never will.

Symbol of Faith does not remove conditions.

You have no condition removal.

With Altruistic Healing, Writ of the Merciful and Absolute Resolution + 1500 healing power ~
Resolve + 220
Altruistic Healing + 84
Regeneration + 332
Writ of the Merciful + 222 ~ So 858 a second.

+ 84 × 4 if you have allies.
~ 1194 a second, standing in the middle of a small symbol with allies huddled around you, makes a nice target for AoE damage. And Poison with 33% healing reduction.

It’s a spec that let’s you sit in the middle of a zerg, as long as the zerg doesn’t move.
Good enough for killing sheep, if the sheep don’t fight back.

Reduce retaliation damage

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Posted by: Ezrael.6859

Ezrael.6859

Since release skills and traits that grant retaliation have had their durations reduced by 50-70%.

Retaliation damage in sPvP is 33% less than in WvW and PvE.

If you play a spec that relies on multiple smaller hits then you need to accept that Retaliation is your natural counter and adjust your method of fighting accordingly.

This isn’t a game where you just make a spec and spam damage buttons against everything you see, you need to know your own spec – it’s advantages and limitations and learn how to play it effectively vs different people.

Retaliation is countered by using few high damage hits.
Condition damage.
Boon removal.
Pets.

You complain about Guardians with Retaliation, yet a Guardian is also the profession that’s most susceptible to Retaliation damage.

Guardian’s rely on sustained damage.
Have a very poor trait to remove boons.
Only have access to burning damage and aren’t able to stack it for significant times or make a viable condition damage spec.
Have terrible ‘pets’ with low hp and long recharge times.

Oh and ~ Whirling Wrath does 14 attacks 2926 damage taken vs Retaliation
From 1 person! Do it in the middle of a group fight or against a number of pets with Retalition and a Guardian kills himself.

These leaderboards are bad..

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Posted by: Ezrael.6859

Ezrael.6859

I couldn’t care less about these leader-boards.

What we really need are custom arenas with lots of different server settings available so that we can create our own game modes by changing respawn timers / amount of respawns / points to victory / team size / which nodes are turned on or off, NPCs etc.

Make the game fun again by ourselves, as apparently the devs are incapable of doing so, at least within the next year. It seems to take months to make even the smallest changes, only to see it abandoned a few months later.

SOTG is a joke – just here’s a basic description of the professions and we know Ele has too much healing so we’ll fix that by nerfing quickness and therefore burst damage.

Downed Camera.

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Posted by: Ezrael.6859

Ezrael.6859

Hollywood death

Attachments:

How does my guardian build look?

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Posted by: Ezrael.6859

Ezrael.6859

>Sees DPS Great sword Hammer Guardian.
>Not being bunker guardian.

Dude just make a kittening Bunker

And that’s the issue with this game and it’s meta right now.

1 viable or wanted build per profession.

So stale.

Why is there no LFG tool?

in Guild Wars 2 Discussion

Posted by: Ezrael.6859

Ezrael.6859

Why doesn’t GW2 even have a basic LFG tool?

All you can do is simply list yourself as LFG and a little blue icon appears next to your name and you appear under the social tab that no one looks at.

We need a LFG tool, something with at least the basic features that EQ1 had 10 years ago http://tinyurl.com/d52r8jd where you could specify what you were looking for from a group and group leaders could search for specific things, and not see results for players they had blocked etc.

And something like Rift’s dungeon finder / group creating tool that matched players together and made sure the group was filled with Tank – Healer – Support – DPS.

We don’t have the trinity in GW2 but we could still list ourselves as DPS – Support or Control.

This sort of tool would make a lot of sense in PvP as well, assisting players to form a group of people around their same ability, creating groups based around DPS/Support/Bunker/Control. And allowing them to form before they submit to join a match.

Or in WvW, assisting players to create small groups together to go off and roam, there are so many soloers around in all different parts of the game and we don’t want to have to spam LFG across mapchats to try and find players to group with.

GW2 might not need a group to be formed for a lot of it’s content, but that doesn’t meant that people don’t want to be able to form groups more like they do in other games and be more social in general, meet new people, add the people you meet to friends for the future.

Why Can't People Communicate?

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Posted by: Ezrael.6859

Ezrael.6859

I barely played any PvE in Rift but one of the things that really impressed me was the dungeon finder / party creator tool.

Basically the system knew that you needed the 4 basic roles to be filled, based on your class and spec it would allow you to list yourself for a certain role or two.

The system would then create a group of Tank – Healer – DPS – Support and usually 1 more DPS, but I believe the 5th slot was fairly open.

As a basic tool this meant you got grouped together and formed what should be a fairly balanced group setup, at least on paper.

I’d love to see something like this in GW2, perhaps a party leader could create a ‘group forming’ specific which roles they want to join, and the system then adds a group together based on adding the different roles into a group, like bunker, roamer, support, dps.

This should all form within the mists too so that you have a chance to chatter and stuff before you then submit yourselves as a party.

A good system like this would breed much better tournament play for solo queuing players, it sets itself up to do a good job, whereas the current system is setup to be an antisocial failure.
Currently you enter a map with about 1 person and then the others join at 1 second to go, you’ve got utterly random classes and build styles, no plan, no chance.

A thorough party invitation system is needed in GW2, in fact not just for PvP but the whole game. The LFG tool is absolutely diabolical really.

EQ1 had a better LFG tool 10 years ago…

In my opinion Matchmaking Tournaments is a FAIL

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Posted by: Ezrael.6859

Ezrael.6859

The matchmaking system in this game is kittening terrible.

Premade group of 5 Rank 40+ vs 5 Solo players. 1 Rank 30+ / 4 that are Rank 10 or lower.

Your matchmaking system is embarrassing, you should feel bad.

Future Meta.

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Posted by: Ezrael.6859

Ezrael.6859

Conditions have countered bunkers since the beginning.

Condition builds just keep falling in and out of play – Necro, Engineer, Ranger, Thief.

Interrupted Heals - Guardian disparity

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Posted by: Ezrael.6859

Ezrael.6859

No, I’m thinking that the current mechanics punish too hardly when the skill is interrupted.

It’s built around being able to block for 2s, that’s why it has the lowest base healing for its cooldown. But when interrupted by unblockable abilities there’s no blocking and no healing and a 30s cooldown.

There is a way to work the mechanics for this to be less harsh, like removing the channel from Healing Breeze and making it a single full heal at the end.

The thread will not be closed because you ask for it to be. Your ego on these forums has gone crazy ever since eG let you join them – you do realise it’s only because all the other Guardians in the game quit.

Interrupted Heals - Guardian disparity

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Posted by: Ezrael.6859

Ezrael.6859

Shelter’s blocking doesn’t seem to start right away however, many skills can interrupt through block, and the heal is at the end of the skill meaning you get no heal at all and a 30s cooldown.

At least with Breeze and Ether Renewal you’d get a few ticks of healing.

Healing skill interruption timers

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Posted by: Ezrael.6859

Ezrael.6859

The issue though is how many things can interrupt Shelter.

Tripwire is unblockable and will interrupt.

Marks can be made unblockable and will interrupt (Putrid).

Stability being corrupted by a Well will cause fear and interrupt it.

It seems various fear / knockback skills can interrupt it.

Pull from Binding Blades / Into the Void will interrupt it.
Ring / Line of Warding interrupt it.

The Guardian basically gets screwed over by heal interrupts more than anyone else.

If the blocking part that is the defining aspect of the skill wasn’t undermined by so many things then it wouldn’t be so bad really.

Healing skill interruption timers

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Posted by: Ezrael.6859

Ezrael.6859

How do you feel about this?
I also placed this thread in the PvP forum, but I wanted to gather the Guardian community’s thoughts as well.

Mesmer – Mirror / Ether Feast 4s. Mantra of Recovery meditating 5s

Necro – Consume Conditions / Well of Blood / Summon Blood Fiend 4s.
~ Taste of Death 1s

Engineer – Elixir H / Healing Turret 4s
~ Bandage Self / Regenerating Mist 3s

Warrior – Mending / Healing Surge / Healing Signet 4s

Ranger – Healing Spring / Heal as One / Troll Unguent 4s

Thief – Hide in Shadows / Signet of Malice 4s
~ (Withdraw instant cast)

Elementalist – Signet of Restoration / Glyph of Elemental Harmony 4s.
Ether Renewal full 15s

Guardian – Signet of Resolve 4s
Shelter 30s / Healing Breeze 40s – Full cooldowns

Interrupted Heals - Guardian disparity

in PvP

Posted by: Ezrael.6859

Ezrael.6859

These are the interruption timers for each profession’s healing skills.

I’ve placed the topic in this forum because self heal skills have the biggest impact in smaller scale PvP.

Mesmer – Mirror / Ether Feast 4s. Mantra of Recovery meditating 5s

Necro – Consume Conditions / Well of Blood / Summon Blood Fiend 4s.
~ Taste of Death 1s

Engineer – Elixir H / Healing Turret 4s
~ Bandage Self / Regenerating Mist 3s

Warrior – Mending / Healing Surge / Healing Signet 4s

Ranger – Healing Spring / Heal as One / Troll Unguent 4s

Thief – Hide in Shadows / Signet of Malice 4s
~ (Withdraw instant cast)

Elementalist – Signet of Restoration / Glyph of Elemental Harmony 4s.
Ether Renewal full 15s

Guardian – Signet of Resolve 4s
Shelter 30s / Healing Breeze 40s – Full cooldowns

''Where'd You Go''

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Posted by: Ezrael.6859

Ezrael.6859

I’m out.

If this game wants to go anywhere, then it needs to balance around high-tier play.
But, at this point, I don’t really care.
It’s going to the kittenter, so they can do what they want with it.

Nerds can only express themselves via sarcasm because deep down they don’t feel as though their opinions really have any validation.
MISSTALK, WRONG CHAT

I spend my days trolling the forums, trying to grab CC Eva’s attention (CC Eva, I love you (kisses and smooches)).

Insert multiple comments about quitting the game and the forums and never coming back because he hates it and it’s going nowhere (these were deleted because he’s unable to express himself without profanities against ArenaNet and other forum posters).

I’m still here. What are you talking about?

.
.
.
What a thrilling life you lead.

Tanks vs Bunkers.

in PvP

Posted by: Ezrael.6859

Ezrael.6859

i have played pvp xD
and ele is not the Best bunker, that s why all teams send a guardian mid and not ele

i dont Know why in forums everyone think they are the Best ones… irse funny

An Elementalist is the best bunker, it is however also the best at a lot of other things and can easily adapt to any situation with current specs like the popular D/D 0/10/0/30/30 spec.

It would be an utter waste for a team to send an Ele mid and have him sit there doing nothing when the fight moved on, however sending a Guardian to sit alone isn’t as much of a sacrifice to the team, your Ele can now roam and support where you need him while the Guardian immobilises and banishes anyone that comes near while asking for support from the team (because unlike the Ele he can’t really kill much as a bunker spec).

Guardian is not the best bunker, it’s just less of a sacrifice to team potential to leave him out of fights vs leaving the Ele out of fights.

Ultimately, here's what I don't get...

in PvP

Posted by: Ezrael.6859

Ezrael.6859

Absolutely this, I love this game. The mechanics it’s built upon, the removal of the trinity, self healing, dodging, combo fields etc.

But the conquest only map type is becoming quite a bore.

DIfferent game types would be a massive blast of fresh air and really help to add to the replayability of the game and allow different tactics and builds for different scenarios.

Different game types would yield different comps and strats, but even just different numbers would do the same. I’d be interested to see what 3v3 or 2v2 on the current maps would be like for example.

I like playing a DPS Guardian, it’s fun to play and in my setup it has condition removal for the team, lot’s of CC, burst, boons for the team and good survival. But as soon as you go 5v5 it’s pointless as a spec in the current format and as a Guardian I’m forced into a Cleric’s amulet generic bunker spec with most points in Honour and Virtues because a team just wants me to sit on a point, CC and cleanse conditions in a team fight.

In 2v2 or 3v3 and in different gametypes there would be so many more viable specs for ALL professions.

We really need more gametypes and the possibility for 2v2 / 3v3 / 4v4.

(edited by Ezrael.6859)