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Never going to happen.
Merciful Intervention would need to be made into a stun breaker too.
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The way I see it, Guardians are called GUARDians for a reason… They are designed to be a support class and to offer protection where possible…. However, the fact they are versatile and can go full DPS, or full Heal (Like my Guardian does)… is an added bonus, as every single class can be made and used in a unique fashion.
Personally, if a Guardian joins my dungeon and claims to be DPS, I will just replace them with a Warrior, as that is what a Warrior is designed for.
No, the class roles are NOT set in stone, but in their design stage, they were.
The fact that we, as players, are able to rotate the class around to suit what we wish to use it as is genius, but the fact stands that each class was made with a set role in mind.If Guardians were not supposed to offer Guarding, then the game developers would have called the class something else, and their skills wouldn’t be so aligned to supportive in nature.
The experimentations and evolutions of the class through various methods are what is causing this controversy, and nothing else.Seriously, people, you need to quit the bickering and accept that everyone is entitled to an opinion about things, you may not agree with that opinion, but you do have to accept it.
At some point, an intellectual debate becomes something much worse.
Your ignorance is horrendous.
But you do represent the majority of clueless and generally unskilled players that are the PvE playerbase in this game. Thankfully less of your kind inhabit PvP.
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We haven’t even got a two handed Katana (yet – if at all!) and we’re already asking for a one handed one?!
But yes, I agree that if the Two-Handed ones (whatever the proper name is supposed to be) are available to players in the future, it’s only fair to have a one handed one for thieves too.
nodachi/odachi = greatsword
katana = long sword
wakizashi = short sword
tanto = daggerJust a FYI.
Just AN FYI.
We use ‘an’ before a vowel sound, as the ‘f’ sound starts with /e/.
It’s embarrassingly bad.
The last 3 weeks of match-ups have been horrific.
Losing servers placed again and again against servers that destroy them, against servers with 3x the active population.
And what’s worse, getting placed again against servers that have beaten you in the last 3 match-ups only this time you are ranked as Green, when they are Blue and Red!
Could it be anymore evident how atrocious your ranking and placing system is.
Reducing the burn was a terrible idea, if anything it needs to be increased.
I’d personally rework the Torch as so:
Zealot’s Flame – Apply 5 seconds of Burning to 3 targets around you, then after 3 seconds apply 2 seconds of Burning every second for 5 seconds to up to 3 targets around you.
This would function kinda like the Necro’s Tainted Shackles and use the same effect but with blue shackles. 240 range.
Zealot’s Fire – Throw your Zealot’s Flame at the targeted foe, damaging them and applying a 3 second burn. Apply 2 seconds of Chilled if the skill does not critically hit.
Cleansing Flame – Breathe magical flames that damage foes and cure one condition per pulse on allies including the Guardian 3 pulses. 3s channel time.
500 base damage at 80 per pulse.
This skill should produce (3) 2k crits per second in DPS Gear. 450 range.
From the patch notes – Fixed a bug that caused burning to be applied twice when activated.
This has halved the burning duration for skill 4, completely removing its role as an off-hand that could apply a decent melee range burning duration for an otherwise terrible weapon.
The Torch is our least used weapon, skill 5 is useless and serves an incredibly niche role of letting you cleave some targets for pitiful damage if you have a Scepter equipped, otherwise you will do far more damage with the Scepter’s auto-attack.
But even with a Scepter you are situationally better off with either a Focus or Shield equipped.
I never used the Torch personally as it’s too terrible to even contemplate equipping.
I just don’t understand the thinking by the devs here, you take the least used weapon in a profession’s builds and you reduce its effectiveness? Where is the logic?
The Torch needs buffs not nerfs.
Was already a weak off-hand option for us that very few Guardians actually tried to use. The only skill worth using was 4 for decent burning duration (which has to be applied from melee range) and its secondary option that occasionally crit for respectable damage.
Now nerfed… lol.
Guardians are in a good place.
Dont know if this was a bad guardian but i never lost more then 3k hp
Just look at your footage, it’s hilarious how easy and effective the condition Mesmer build is.
All you do is spam weapon skills and all your utilities as soon as they are available, dodge roll whenever, sometimes to avoid damage but it doesn’t matter as dodging summons a clone which applies condi’s on death.
You just spam skills and dodges while backpeddling and it works!
Passive condi application from clones and passive healing from the signet.
After just 8 seconds into the fight most of your weapon skill and utilities are on cooldown…
So easy, the state of this game. No risk vs reward for some professions and their builds.
You’re the kind of boring Mesmer that’s a joke to 1v1 in WvW, as soon as you get threatened you just stealth and run away to reset, again no risk vs reward.
+Stun breaking teleport on a weapon skill >.<
Disconnecting when 4 of us take a tower while barely anyone is even playing.
Utterly pathetic. Sort it out!
So boring, so stale.
I’ve been playing the same build since beta weekend 2.
Guardian development has been about as exciting as watching paint dry.
Utter trash.
Raw hp is meaningless, especially after already putting 30 points into Honour and already having +3000 hp.
Real survivability comes from healing, condition removal, protection and dodging.
Very well thought out ideas.
Healing Signet suggestion: Remove passive healing.
It’s utterly skill-less, healing is supposed to be a skilled aspect of the game, both for the player and attacker.
Make the passive effect a bonus to something else like the other Signets. Or at least make it like the Elementalist’s Healing Signet.
You mean like the automatic Balanced Stance.
Honestly Warriors just screw up the game balance entirely. The game was supposed to be skill and twitch based, like an action game.
Then they give Warriors passive healing, respresenting the best personal heal in the game.
Passive Stability when CCd, no skill or reactions required.
Passive condition removal Shout when receiving a condition.
Passive direct damage immunity at 25%.
Direct damage immunity skills, condition damage immunity skills.
It’s just a balancing joke really.
With the coming nerf to Power Builds (outside of pvp), the last thing conditions need are buffs except in PVE. I’m tired of seeing 10s+ immobilized on top of other conditions.
Another counter argument is that there is no boon that reduces Condition Duration or Condition Damage.
I personally feel that Immobilize and Fear are CC, and that all CC must have an exclusivity rule and immunity before another one can be put on, and that duration cannot be increased. Meaning if you just immobilized me, you cannot pull/knockdown/knockback/fear me while the immobilize is on, nor can you pull/knockdown/knockback/fear me until 3-5 seconds AFTER the immobilize has ended.
Yes the CC in this game absolutely needs diminishing returns as it keeps getting applied and possibly an immunity to certain effects when you have just suffered one, in order to stop chain Fear, Stun / Immobilize.
The developers said that they wanted to create a set of game mechanics where CC was limited and would never require a system of diminishing returns, which is sound in principle but they failed in execution.
GW2 has highly accessible Fear, Stun, and Immobilize. Two forms of snare through Cripple and Chill. And several control abilities though Knockback, Knockdown, Launch, Blow-out, Pull and Push.
So on top of creating game mechanics with more CC than I’ve ever seen in an MMO before they then also went and allowed Immobilize to be stacked like a damaging condition and be hidden from condition removal amongst the other 11 condition effects GW2 has, but it acts as a control condition…
They failed their original CC promise, they created too many conditions, too much CC accessibility, too many opportunities for chain CC builds.
Diminishing returns and CC immunity required, or a total overhaul of this terrible condition system.
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Look for another game coming out in the future.
It’s clear from the languid pace with regards to balancing and general pvp development that this game isn’t going anywhere fast, and it’s not changing for the better any time soon.
Perhaps in 3 years they might have had enough balance patches on 3 month cycles with minuscule alterations to let the pvp reach a decent state.
Warrior get over-buffed with a massive healing buff amongst others and the proposal to fix this is an 8% reduction in a passive heal that would still be good with a 50% reduction.
The mechanics are flawed, the game has too many passive abilities and too many hard counters. Then for Warriors it combines the two together and creates passive abilities that activate as hard counters. Just utter trash mechanics and easymode.
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What to take from Edge of the Mists?
The varied textures and different scenery models.
Don’t take anything to do with the map design, it’s atrocious.
The current Guardian meta is play a Warrior.
Loading screen,
Video plays….. hear my character dying in the background,
Loading to Gendarran Fields,
Video restarts and this time finally completes,
Load into Gendarran fields after being force rezzed.
Was this tested at all? Was the automatic video really a good idea?
Feels pretty amateurish really.
Speak for yourself, I know how and when to use it, and its always been my favorite weapon on my Guardian. Sure it can be better, but so can everything.
One big reason why I love it is that Binding Blade can find targets that are in stealth. I’ve won against many thieves and mesmers with that alone.
Well when you do fight decent players you’ll find your damage missing entirely. You can come fight me if you wish and you’ll see.
Sigh, I don’t need to prove anything to you. Go find someone else to measure yourself against.
Just ignore him, he’s an Australian so he was born bitter, angry, confrontational and argumentative against anyone that’s not Australian.
I wanted to go out and fight people 1v1 / 1v2, but unless you are roaming around the middle you can’t find anyone! This map has terrible design, the paths that link the outside to the center of the map require you to run around for a long time in the wrong direction before you can get close to the enemy areas and the possibility of finding someone to fight.
It’s far too time consuming and difficult to get around the map. Just trying to leave the starting base by a particular route is a maze and a headache.
It’s almost as if it was designed so that players wouldn’t accidentally find each other except when zerging a tower.
With the Edge of the Mists you had a chance to create a haven for solo and small group PvP, instead you made a maze that no one can be bothered to run around and around after one or two deaths. It takes far too long to get back to where you were.
I had to run alone all the way over to the green spawn to get a fight, I found a Warrior there hugging the champion, and he still ran away even when I attacked him with the champion beating on me.
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Correct me if I’m wrong…but I believe guardians are the only class left that has access to perma-vigor. They’re probably just bringing it in line with all the other classes.
You are wrong.
Mesmers, Engineers and Elementalists also have perma vigor through 5s Vigor traits with a 5 second cooldown.
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Agree completely for revealed on a bBock or miss by Blind.
Block / Blind require active skill use, for a Thief in Stealth to have no loss for being countered and instantly be able to perform a successful Backstab afterwards is a broken mechanic.
It’s already easy to position yourself with the durations, instant gap-closers and range of combat stealth abilities a Thief has, they don’t also need the benefit of missed Backstabs not being counted and being able to spam 1 to get through Blinds and Blocks while remaining invisible.
You conveniently don’t mention that the Warrior has 18,372 base hp and around 22k in a Berserker spec in WvW after Applied Fortitude.
Time to full heal is meaningless.
Healing Signet provides the most personal healing of all the heals and the most effective because it is healing the moment you take damage, it heals when you dodge roll, become immune to damage or conditions, when you shield block when you use your combat charging abilities to run away. It can’t be interrupted.
You’re either a bad troll or just lacking the ability to look at the big picture.
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If a player fails to land a Backstab or another attack from stealth because their target successfully negated the attack through either a Block, Blind or Dodge roll the player that missed their attack should have the revealed debuff applied to them.
Attacking from Stealth already gives a Thief a huge advantage, landing a Backstab is also not that difficult when the target area is a 180° area behind the player, the whole rear half.
GW2 has more ways to gain stealth in combat for the Thief than any Rogue archtype I’ve ever seen in any MMO released over the last 10 years.
In WvW the issue is even more extreme due to the longer stealth durations, shorter revealed debuff and greatly increased potential damage.
Right now the Thief has several advantages in attacking and also some of the quickest ways to get away from combat and out of a losing fight.
It is not balanced for a single profession or build to have the advantages in both opening a fight and safely disengaging.
The fact that a Thief in PvP can spam backstabs to clear any blinds or blocks while safely remaining in stealth to keep trying until they manage to land one is absurd.
The issue between Power and Conditions is how much direct damage can be negated compared to conditions in a fight between the two.
Power damage comes in large chunks, often with clear animations. If you avoid this damage through dodge, blind or block you negate a huge amount of damage.
Direct damage can be further reduced through toughness, protection and the weakness debuff.
Conditions on the other hand are applied a small amount at a time in rapid succession to build up and up in damage over time, quickly reaching 1000-2000 DPS. This means that successfully negating an attack through blind, block or dodge is far less effective overall.
Several conditions can be applied and stacked from range using trait and weapon procs simply by using auto-attack. There is nothing significant to dodge here, you only delay the damage application by 1s by dodging.
Compared to dodging away from a 100B and missing all that burst.
Condition removal is inferior to condition application in terms of the speed at which conditions can be applied vs removed. There is no equivalent for toughness.
Power builds need 3 damage stats to be most effective. Condition builds only need 1 stat, and while condition duration can be added to make a difference Condition builds also gain a huge boon in the form of Food.
+40% Condition Duration food means that a player can quite easily only aim for Condition Damage as a single damage stat and still do comparable sustained DPS to a Power build, while also retaining the two defensive stats through Dire gear.
And conditions innately provide both soft and hard cc and several debuffs to movement, direct damage attack and healing.
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Some tweaks to various weapon skills I’d like to see just to improve the quality of life of playing a Guardian.
Sword:
Flashing Blade – Remove the after cast delay. Right now it is a very clunky skill as a gap closer due to the delay after using it, the enemy has ample time to dodge away before you can start to channel Zealot’s Defense.
Zealot’s Defense – Fires magical projectiles with all the drawbacks but none of the advantages. They can be reflected or absorbed by any skill that interacts with projectiles but they don’t count as any type of projectile finisher.
Either stop them being reflected if they aren’t going to count as projectiles.
Or make them into a 20% small projectile finisher.
Or make them reflect projectiles back.
Mace:
Faithful Strike – A little too slow, reduce it to 3/4 of a second.
Symbol of Faith – Too slow, reduce it to 1/2 a second.
Focus:
Ray of Judgement – The ray that is cast from this skill is far too slow, it easily misses in close combat and if you are chasing after someone that is 750-900+ range away (w/wo Swiftness) it won’t reach them before its 1200 range is up. So double the travel speed.
Torch:
Cleansing Flame – Lower single target DPS than Scepter, lower melee cleave DPS than Sword. Make it remove 3 conditions from the Guardian as it channels, 1 per second. Reduce the channel time to 3 seconds.
Greatsword:
Binding Blade – This skill should automatically pull anyone caught by it back to the Guardian if they try to move further than 600 range away.
Hammer:
Symbol of Protection – Too slow, reduce the cast time to 3/4 of a second.
Scepter:
Orb of Wrath – Still unreliable in the action combat GW2 was designed around.
Make it instant hit and increase the cast time to 1/2 a second.
Or turn it into a 3 step chain. (2 instant hits, 1 orb).
1 – Strike of Light 1/2 a second, Damage: 224 (0.666)
2 – Strike of Wrath 1/2 a second, Damage: 224 (0.666)
3 – Orb of Flame 1/2 a second, Fire an Orb at your foe that causes damage and burning.
Damage: 224 (0.666) 1 second of Burning.
(Damage numbers can be adjusted so that DPS is similar or slightly less than we have now against a non-moving PvE target to balance instant hits and 1s of Burning.)
The first two instant hits would function like the first two Necro Scepter strikes (except with a blue animation) and the 3rd would fire an Orb like we have now that also causes 1s of Burning.
Constant passive healing should not exist in the game, it’s too easy, takes away all the skill for the player to manage their healing and for the enemy to interrupt or counter their healing. It also makes Shield Block, Endure Pain and simply running away for a bit into healing abilities.
Demanding that any enemy apply 100% uptime poison as the only way to counter this particular heal is unacceptable, 3 professions have no access to poison and 100% heal reduction is not an acceptable counter for good game-play.
The passive aspect of the skill should be changed to grant a heal when attacking.
Passive: Heal for 400 every time you use a weapon skill.
Active: Heal for 3750.
Who’s the Darkhaven General, an Engineer wearing purple from [SotG].
The one that stands within range of 5 guards, or with 9 allies right behind him and won’t come forward for a 1v1. Just stands and /laughs.
The one that /laughs when he’s 10m from his own gate and castle and won’t come to 1v1 a solo Guardian with 300 ping, no allies behind, no guard or gate within 1000m.
I dare you to come 1v1, that means just you, no allies and no running back in range of guards during the fight.
I dare you to come and actually see a 1v1 through.
It’s a video game, dying means nothing. Stop running away, stop /laughing, you embarrass yourself as you don’t have the courage to even 1v1 in a game.
You can ask your mum to contact the doctor and get you a prescription for some testosterone injections if you really don’t have the stones for it.
I also see only this.
But given up caring about sPvP any more.
WvW is more fun and that should last until some other MMOs come out in the future that have done away with the trinity but not completely removed player inter-dependence and teamwork. GW2 removed the trinity but left the AI as HP bricks.
GW2 gave us a DPS zerg with self healing.
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The combat used to be interesting back in beta and shortly after launch when most people ran Power builds and before conditions got completely out of hand.
These days most people try to run condition builds because they are the easiest, most simplistic builds around.
They reward skill spamming and don’t punish poor timing of skills because of how conditions can be constantly applied to a target through auto-spam and procs. Whereas power builds need to time and ensure big hits land or they lose lots of damage.
This is shown by how for the last 6 months everyone has been trying to make condition specs for their professions + AoE on everything, who needs skill and aiming when you can just put down AoEs on the small points we have to fight over.
Since the patch there has been a rise in condition spec Warriors, Thieves and Mesmers, added to the high number of condition spec Necros, Engineers and Rangers.
Only Ele and Guardian remain as just Power specs with a small amount of conditions.
Conditions actually work well on Guard and Ele as their either supplement damage or provide short duration control conditions, well balanced and not something you can spec to spam and kill with.
The game balancing is slow, too little, ineffective and has not got to the root of the problems with condi-spam and passive play for over 6 months.
In fact the latest patch has introduced more passive play and condi-spamming.
I see GW2 continuing to lose PvPers after the novelty of the latest patch has worn off and people realise that it’s only really got worse.
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This jumping puzzle is worse than last year.
Nothing needed to change, all the changes have made it less exciting.
Happening every 1/2 falls. Locked lying on the ground till you exit.
A bit of a joke really.
The Winter Wonderland is worse than last year over all with the fall bug and no more staged starting.
The challenge and fun of setting off as a group with everyone else has been removed for no reason other than to dumb things down like sporting events where everyone gets a medal, even for 20th place.
If you’re using a Meditation build and someone sees you use it and runs away, you use Judge’s Intervention then hit Smite Condition and walla walla bing bang.
So you burn 2/3 Utility skills, 4000 Healing, Condition Removal and a Stun Break just to get the secondary effect of your heal to work?
…
https://forum-en.gw2archive.eu/forum/professions/guardian/Guide-DPS-Guardian-for-PVE/first
Guardians are fine, l2p.
Guardian shortcomings only present themselves in a PvP environment where the enemy is actually intelligent and can actively avoid your attacks or nullify your damage / ability to fight through various conditions or smart game-play.
PvEasy is just a DPS zerg, whether you are running dungeons or killing a dragon, it takes very little skill and doesn’t factor into a serious balancing discussion at all.
The heal was a nice idea for a change of play-style for Guardians.
But in reality it doesn’t work.
The issues being that most damage comes from melee range and they have the least mobility in the game.
Because Whirling Wrath is actually 14 hits (6 large, 8 small) when you spin amongst 2+ enemies you are more than likely going to commit suicide through Retaliation anyway, this heal does little to try and nullify that.
DPS Guardians work in some scenarios, but remain mechanically flawed in many.
It is as if they were tested by attacking target golems only.
I was using it for a bit but I’ve gone back to Shelter in PvP.
Litany of Wrath and Shelter have very similar hp/s in terms of base healing vs recast timer.
The difference really comes about with use.
Can you block more damage in 2s with Shelter, or gain more healing from 20% of your damage in 6s.
I find more often than not that Shelter is much more useful.
Trying to follow up Litany of Wrath with lots of damage often doesn’t work just because of how PvP combat works, people don’t stand around like training dummies.
If you can attack many people then many people can also attack you.
Whirling Wrath with 2+ people around usually results in suicide by Retaliation.
In a 1v1 it’s also very easy for an opponent to just evade you afterwards, either on purpose or just because of how lots of fights work in GW2 with a lot of evasion tied into skills / dodging or trying to maintain range to kite a Guardian.
So Shelter is more useful, it can block damage when we get Immobilized, Crippled or Chilled. It can avoid burst. It has good synergy with block traits.
Litany is too slow to cast, it interrupts the flow of combat with how you would intend to use it, to get into a fight heal at 75% and then keep playing aggressively – it’s a nice idea but right now it doesn’t quite work.
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Generally worthless changes that haven’t made a bit of positive difference.
Shattered Aegis is a laughable joke, seriously 300 base damage for losing Aegis with 240 range… at least the old 2s burn effect would proc on a max range attacker!
Kindled Zeal is pointless, we don’t have a viable condi PvP build.
Supreme Justice isn’t worth 20 points in Virtues when it competes against Absolute Resolution in this easy mode bunker condition spam game ArenaNet appear to be driving towards.
The new heal is some nice flavour, but that’s it. It’s too slow for a DPS orientated heal.
They’ve changed Symbol of Swiftness to make it measurably worse, as if the profession with the least mobility actually needed even less.
They requested feedback, promised to come and continue the discussion with us about Radiance X and then all we got was complete silence for weeks, all the while various better ideas were created by the community, and then they went ahead and implemented their original idea anyway, a buff that wasn’t needed and wasn’t asked for…
This game is going no where with development like this.
There is a complete and utter disconnect between development and the community.
It’s almost like they are making some changes to PvP to make the experience worse, to try and drive people away from consistently playing.
Funny you say instant ranged AoE like its not something a Necro does all the time every single PvP match they log in to….
What bro? Necro has 1s cast time on all marks.
Do you really need to lie to make your points seem more valid all the time?
Marks have a 3/4 second cast time.
And he was talking about instant AoE ranged as in Marks have 0 travel time, they just appear and instantly go off under your feet.
+ No clear animations from ranged for which is being cast.
I started today with 16 skill points.
I have leveled up twice and completed two skill point challenges in Timberland Falls.
I now have 15 skill points, but I haven’t spent any skill points today.
When I log in on my main character my UI shows 15 skill points, on others it shows 16.
I should have 20.
In that case, are you ever planning on fixing the region move bug where you don’t receive any chests until you have earned the same amount of chests in the new region?
Getting 1000 tournament wins with no chests just to start earning chests again isn’t a particularly fun prospect.
Maybe its an April Fool… in december…
Yeah, the guardian heal is … OP as the rest… 20% of your dmg… if this triggers on 5 targets as well… Full hp for the duration i suppose? working as intended?
So we are happy now if we see spirit rangers? just reroll meditation guard and farm them?
If you can hit 5 targets.
5 targets can also hit you.
First solo queue of the day and this is the enemy team composition we’re facing.
Condition apologists like Lordrosicky.5813 might be all over the forums saying that condition builds and professions aren’t popular, that they don’t need nerfing and there’s no condition meta.
But the fact is, they are very popular in solo queue and pvp in general because condition builds right now offer the easiest style of play for the most reward.
They are very forgiving for players that can’t or don’t dodge.
Easy for players that can’t manage skills and just push all attack buttons.
They have a very low skill floor.
Withdraw has no cast time.
The precedent is already set.
Boosting dps solo build with this new skill sounds really weird to me. So it will be great for spvp and useless in wvw zerg meta where shelter is and will remain the way to go.
I feel something is wrong with guardian direction, it would have been more coherent to have shout instead.
New heals are not about giving every class a brand new heal that will be better for every build in every situation.
It’s about providing a heal to benefit the playstyles and builds that are currently having to use a heal that doesn’t work so well for them.
This new heal is not intended to replace Signet, Shelter or Breeze, it’s simply meant to be another option.
Most builds will continue to use Shelter and Signet as their optimal skill.
We aren’t all supposed to be using the same best heal, best skill and best this and that, we are well balanced between our traits, weapons and general skills. Which is why there are many different ways to play a Guardian.
Unlike the poorly balanced Warriors who have obvious best in slot skills like Healing Signet, Berserker Stance, Cleansing Ire etc.
Changing Healing Breeze into a Consecration that can be affected by either of the two Consecration traits would make it go from a never used poor heal to an excellent group support heal.
With options for a melee build or ranged support usage.
We will see, this heal has the potential to open up a huge amount of offensive Guardian builds and playstyles that use and also don’t use other Meditations and Monk’s Focus.
If the heal % for damage inflicted is decent.
Delayed burst Guardian, start with sustained damage, and after taking the enemies burst you reply – pop the heal and then burst with the active effect running. Would create an interesting new playstyle.
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