Heavens Rage
Heavens Rage
http://www.gw2state.com/temples.html
I still use this website, never had a problem with it. Currently none opened on NA atm.
Heavens Rage
As it’s already been stated there’s no diminishing returns. Toughness comes down to player preference and the situations at hand. People that do large scale wvw will probably need more then someone in a havoc group. PvE needs very little and relies more on dodges, since in high lvl fotm no amount of toughness will save you. In PvP a bunker will need more then a roamer because the different roles. Also it depends on the players’ skill level and also their playstyle.
It comes down to finding what you’re comfortable with and the situation at hand. So nobody can really tell you how much toughness you need. It’s something you get the feel for, and learn for yourself.
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Guard for the amount of support they bring. If it wasn’t for that, they wouldn’t be top dog when it comes to bunkering.
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Learn game mechanics and it will be fine. In pve it just depends on your playing ability
There is always that one guy that makes a comment but has no idea what is going on. But of course, I shall masterfully learn how to bang face on keyboard so that guardian attacks magically do more damage without the consent of Anet.
He’s right, however he really didn’t explain why. Guard are naturally defensive, they have more blinds, blocks, and ways to mitigate damage then any other class. This is why they have such a low hp pool. DPS guard has one of the highest sustain rates compared to other glass builds for other professions.
If you’re not comfortable running full zerker yet, I recommend something like this:
Here’s an older tpvp video of mine running zerker:
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I found it simple. Run up to her avoiding the small AoEs. Start to stomp, cancel your stomp when the large AoE appears and dodge. Go back and stomp.
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I was also in an overflow that killed all three. However the attunement never appeared for any.
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Yeah, seems like the deep sea dragon. aka Bubbles
After watching it again. It seems to be Mordremoth, but I’m not ruling out Bubbles!
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@OP:
It really comes down to whether someone can win the 1v1 or not. If they are great at it, push far. If they are not, don’t.
Yeah but even if they win they can’t hold it because their team just wiped at mid, who then send 2 people home to clear you out.
Holding far point for 30 seconds isn’t worth losing mid over, especially not considering how easy it becomes for the enemy team to shift points.
Why would their team wipe at mid? The player from home pulls to mid and it’s an even fight.
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The reason why you don’t see them, is the lack of support. Meditation are completely selfish, and bring nothing to the group. Maybe if Focused Mind was a group buff you’d see them more.
Signets are also selfish, and are not that great either. Shelter is better then SoR for the most part. Bane is nice for power, but the knockdown doesn’t have a lot of purpose in PvE. Wrath is completely out of the question. Healing Power isn’t that important in PvE, and the rez takes way too long. So Mercy gets skipped. Last one is Judgment which is ok, however it’s still not going to save you from large amounts of damage.
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Sorry, but this is a bad bunker build and a bad dps build combined. If you want a DPS build, go with a meditation build like Itty Bitty Bunker’s build. If you want a bunker build, go with something like this.
Also, the signet heal is a weak choice compared to shelter since it just opens you to getting interrupted.
Other than that, Rune of speed and sustain are really important, and altruistic healing doesn’t do a great job in spvp.
(BTW I LOVE 30 radiance points in med builds)
Why are Runes of Speed that important? I don’t see many if any characters running 25% faster in most games, why sacrifice damage over that? Not even Thief or Warrior Run that as far as I see it
Thieves and warriors don’t need it because they have a plethora of movement based skills that allow them to move around the map fast. Also they have traits that allow them to get higher movement speeds, guards don’t. If you’re a roamer you need to be moving fast. They also help with two weaknesses guard has. Vitality and keeping on target since Guards lack soft CCs. I personally always use speed runes when I play my dps guard. They’re not mandatory, however they do help significantly.
Well I spend most of the time in combat mode, most times when I move from 1 to another point I don’t even get out of it or if I do it as the end, and in combatmode every class as the same speed unless it has swiftness. Personally I don’t think it conpensates the damage loss. S/F and GS gives you plenty of mobility already and every damage spec runs JI or should so, movement Imo shouldn’t be a problem
No, the 25% movement speed applies to combat too. It’s especially helpful for sticking to your target to land auto attacks. You only have so many gap closers so if something else can help keep you close you’ll be in better position when you do need it.
Though, if you’ve never noticed the advantages of moving faster than your opponent there’s not much I can say here.
I’d also like to add on not everyone runs gs and s/x. GS is arguably one of the worst weapons for pvp for a number of reasons.
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It does ignore in game ranks. It goes by a hidden rating system. In game ranks generally don’t mean anything. It just shows how much time someone has put into pvp. One could argue that more time equals more skill, but it’s debatable. There many high ranked players that are terrible because they don’t learn from their mistakes.
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Sorry, but this is a bad bunker build and a bad dps build combined. If you want a DPS build, go with a meditation build like Itty Bitty Bunker’s build. If you want a bunker build, go with something like this.
Also, the signet heal is a weak choice compared to shelter since it just opens you to getting interrupted.
Other than that, Rune of speed and sustain are really important, and altruistic healing doesn’t do a great job in spvp.
(BTW I LOVE 30 radiance points in med builds)
Why are Runes of Speed that important? I don’t see many if any characters running 25% faster in most games, why sacrifice damage over that? Not even Thief or Warrior Run that as far as I see it
Thieves and warriors don’t need it because they have a plethora of movement based skills that allow them to move around the map fast. Also they have traits that allow them to get higher movement speeds, guards don’t. If you’re a roamer you need to be moving fast. They also help with two weaknesses guard has. Vitality and keeping on target since Guards lack soft CCs. I personally always use speed runes when I play my dps guard. They’re not mandatory, however they do help significantly.
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For me personally it’s titles and finishers, other then that I prefer WvW. PvP is limited to one game mode, and very limited stats. Also I can’t use my PvE gear that I worked for. What is good about PvP is how everyone is on equal footing from the get go, so there’s no gear grinding.
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For the LA event. I run staff and gs, then I put 30 into Honor to max out symbols to help with more tagging. The other 40 traits can go wherever.
You can pretty much run anything is these PvE zergs.
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Yeah, I don’t touch pvp much anymore. I can deal with imbalances. However I’m just sick of conquest. So hopefully these new game modes are worth playing pvp again.
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I like the idea behind Zealous Blade, but it’s still subpar. Your idea of scaling with power is interesting.
Also they could just increase the multiplier for healing power on it. It’s like .02 I believe.
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When does the Halo potion become unbuyable?
in Battle for Lion’s Arch - Aftermath
Posted by: Harbinger.8637
40 per day from rubble.
1-9 depending on how far you get in evacuations. 100 ,300, 600, and 900 gives you one each. 1200 gives you five.
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Giver is beyond terrible for armor. Full armor set gives you 6% boon duration, that’s not going to help. You can easily just use a food that gives you 20% boon duration if you want that. Soldier, Sentinel, Knight, or Cleric if you want something tanky. You don’t have to go with one type either. Min and max your gear to get the best results.
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Torch is subpar in PvE because Cleansing Flame is a dps loss for the most part. However PvP/WvW is a different story. Zealot’s Flame hits extremely hard and fast, it’s great for spike damage. Cleansing Flame does decent damage, and now they are making it even more viable with the condition removing. Another thing people fail to realize is the short CDs torch has even untraited.
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These are some really good changes if they’re true.
Zealot’s Defense: This skill’s projectiles have been modified to more reliably hit foes. This skill will now absorb its own projectiles if they are reflected. The final hit of this skill now applies a 1 second burn to foes.
Good buff, sword is already decent. This just makes it better.
Cleansing Flame: This skill now removes a condition every second pulse for a total of 5 conditions removed. The caster is now also affected by the condition removal.
One of the best changes. Torch is a very good offhand, but it’s always been overshadowed by Focus.
Zeal VIII—This trait now improves the effectiveness of focus skills in addition to its current functionality. Ray of Judgement bounces an additional two times. Shield of Wrath blocks an additional two attacks.
Another big change. Good reason to go deep in Zeal now.
Zeal XII—Writ of Debilitation: This trait replaces Kindled Zeal. This trait now causes symbols to apply 1 second of crippled to foes.
Great buff. Probably see a lot of 30/x/30/x/x med guards now.
Valor VIII—Glacial Heart: This trait now has a recharge time of 20 seconds, down from 30 seconds.
Better, however I feel it should go lower still. 15 seconds CD.
Valor IX—Honorable Shield: This trait now increases toughness by 150 when wielding a shield.
SiN plus Honorable Shield is an extra 300 toughness. That’s pretty significant.
Honor 5—Vigorous Precision: This trait now has a recharge time of 10 seconds, up from 5 seconds.
We all saw this coming. So can’t complain.
Honor VIII—Empowering Might: This trait no longer has a recharge time.
I don’t see this one happening. Probably revert back to one second.
Virtues IV—Retaliatory Subconscious: This trait now has a recharge time of 15 seconds, down from 30 seconds.
Still not worth taking. Make it apply Retaliation and Stability, and up the CD to 50 seconds.
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It’s difficult to rez people in this event. The damage and AoE damage is pretty high. I’ll generally try to rez people because I’d like them to do the same for me. However I’m not going down because of it.
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You need 3 things for roaming.
1.damage2. Escapabilty/chaseability
3. Sustain
Healway just has sustain, and while it is a lot of sustain, its not enough
http://gw2skills.net/editor/?fUAQRArd8elUgSDHHyNEf4Eh1DAeQ/VVIeXPgYEbIA-jUCBYfDim+IwEIRM1UQM3UZtYqIas6aYKXAqYLqWGA9xA-w
This build offers all of that. Change the food to omnom berry ghosts and youve got extremely high sustain, really great dmg, tons of blinds, blocks, and dodges for defense, and soft CC through hydromancy sigils for chasing/sticking on people, and teleports with sword and JI to either get away or chase.
(Dont use hydromancy/energy until the March 18th patch. 2 on swap sigils are bugged in that one will put the other on CD, without getting the benefit of the second. Just use energy/accuracy for now. Should give you plenty of time to get the gear anyway)Thansk for the advice, and I don’t want to be rude, but thats far from what I’ve asked. I asked if Healway is still viable. Believe me when I played with it I encounter very few ppl that I couldn’t take down (really tanky Warrior were a problem, they did nice damage while aving good regen but I had moe regen than them so they also couldn’t take me down). Sure it last a bit more than a damage build to take out ppl but it did well.
I see I have to try it on my own, I ask for advice about 1 build and you guys show me another totally different
Yes Healway is viable, it’s actually even better now imo. Thanks to the new Zealot gear, this allows it to hit much hard. Yet still retain very good survivability. This is my Healway build I use for roaming solo and with my guild. I also use it in zergs.
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What I do like is the rewards. The Spinal Blades is great. The way you craft it, and it having multiple layers that must be completed. I hope Anet does more things like this in the future. The gameplay content though is just standard zergy stuff, not bad just meh.
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The standard 0/5/30/30/5 probably would work the best since you don’t plan on roaming solo. If you want more support you can just go 0/0/30/30/10. You can tweak the gear to your liking, this just gives you an idea.
This is the 0/5/30/30/5, more dps oriented.
http://gw2skills.net/editor/?fUAQNAR8dlUgyCXFyvDfIFRuAbBYPwI8741DK6QGC-jECBofCyEEw0HBK1sIasVWFRjVrET5aR1aYACBMaMA-w
This is the 0/0/30/30/10, more support oriented.
http://gw2skills.net/editor/?fUAQJASWlUgKDXFyvDf4ERWBRi9AjZsjXPoYCZIA-jECBYgBigAi+AI1sIasVWFRjVZDT9aQ1aYISBExCA-w
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One of the best looking back pieces to date! Love it Anet.
That looks pretty good, is it not too big?
It is fairly large, biggest back piece yet. I don’t mind the size, but I could see if people had a problem with it.
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One of the best looking back pieces to date! Love it Anet.
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I changed my Sylvari to blue, that way I match at least. lol
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“we are doing some additional preparations for the build” doesn’t sound like bug fixing more like "oops, should have done something yesterday but we forgot. ".
https://forum-en.gw2archive.eu/forum/info/news/Escape-from-LA-Update/first
I hate the fact that ANet isn’t honest about what happened and uses bullkitten phrases like the one above.
I wouldn’t doubt it. Yesterday was President’s day, so they probably didn’t even work. So now they are scrambling today to get it all ready.
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+450 rank across all toons. So far I got one ring, but that was awhile back. Just the other day I got an armor drop which is nice. However my main is already fully ascended, and my alts really don’t have a use for the Cleric stats. So it doesn’t really do me any good.
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Drop Retributive Armor for Med Mastery or Purity. An extra 7% CC isn’t going to do your build that much. Your CC is already high enough so you don’t have to worry about Vigor procs. Your damage is still going to be fairly lower, since you have low CD and no damage multipliers. In my view, Med Mastery would help more with your CoP, or you could grab Purity for an extra condition remover.
Drop Retaliatory Subconscious, again another subpar trait. Four seconds of Retaliation every 30 seconds isn’t going to do anything. Pick up Vengeful, and you can also swap it out with Master of Consecrations when you use them.
Sigil of Strength and Sigil of Energy share the same CD. I’d drop Strength and pick up either bloodlust or life.
Untraited SoR isn’t worth taking over Shelter. Being able to mitigate large amounts of damage is far more important. Especially in an environment like zergs.
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It’s one of the hardest hitting skills we have. However, it’s fairly simple to avoid. It has an obvious animation, and on a long CD. Either you damage it so it doesn’t explode or you just stay away.
He could have used the tome trick, don’t think a lot of people know about it. You precast Shield of Wrath then go into Tome of Wrath. Tome of Wrath increases your power by 300% and precision by 100%.
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So the question… why have a boring bunker meta?
People want to win, and conquest favors bunker.
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The highest rank was 205 during the live stream!
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All three of those are viable, and each has it’s own strengths and weaknesses.
0/0/30/30/10- Least amount of support, however it has the most sustain thanks to AH and the extra toughness.
0/0/10/30/30- Most amount of support , however it can be difficult to recover from large burst. Since it lacks AH and the extra toughness.
0/0/20/30/20- Pretty much the middle ground between the two.
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One I forgot to mention, and it gets easily overshadowed is the Bane Signet. 1200 range knockdown and does decent damage. The passive is also good too. Problem is people don’t want to give up a utility slot for it. If you run shouts you generally want two or more. Same goes for meds. So it really doesn’t see that much playtime.
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I thought there were people pass 71. Unless they were Skyhammer farmers, and got ban or something.
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My hp is only around 15.5k if I invest 30 into Honor. In PvE you really don’t need it, and in WvW you’ll get the Guard Fortitude Buff. So I don’t see a reason to stack a large amount of vit.
Come run with [HB] for a couple guild raid runs and then perhaps you will understand the need for having a crap load of vitality compared to that which you think is sufficient (15.5K)…..
I prefer to roam over zergs, however I don’t have a problem in them. I have high healing power, so I have no problem keeping my vit up. Which is better then having a very high hp pool, and little to no healing power. Also with Guard Fortitude I sit at 18k hp. So like I stated, it’s not a big deal. Here’s a pic of fully buffed in wvw.
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thanks for input, so i should do some mix and match to balance stats
should i pump my vita as well? my hp pool is really low lol
My hp is only around 15.5k if I invest 30 into Honor. In PvE you really don’t need it, and in WvW you’ll get the Guard Fortitude Buff. So I don’t see a reason to stack a large amount of vit.
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Honestly the best thing to do is play around with a builder to see what you can come up with. Ascend is expensive so most people will only have one set.
I personally mixed Celestial, Zealot, Zerker, and Cleric gear. I just change my traits depending on what I’m doing.
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I’d love to see it go to 90, just because of traits. A lot of new builds could open up with 10 extra points. However I really don’t have any desire to grind all new gear and weapons. My main is fully ascended, and it’ll probably be my only toon like that. I have no desire to keep grinding more gear levels.
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Buy the 20 slots bags while you have the chance. If you don’t you can farm fotm for them, or pay/craft double for them on the tp. They go for around 12g.
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Yes for roaming in wvw it’s good. People are generally less skilled, and the mobility on it is great. However in tpvp it’s not that good, and there are better weapons to choose from. I have almost 1000 tpvp wins on guard, and also playing at a high skill level. The weapon isn’t the top choice at higher levels of play.
It’s a very niche weapon, similar to the warrior’s gs. Mobility and AoE cleave dmg.
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Mobility isn’t the problem, it’s the lack of soft CCs so it makes it difficult to stay on target. DPS guard is more then viable, but it could use a buff in this area. However they have to be careful about it. Too much, and it would be completely op.
One idea I had was change the trait, Defender’s Flame, from burning on block to chill on block.
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I don’t see anything wrong with giving out extra points to the winners. It’s not like the base has increased. Its just the winning team. So you still have to win, it’s not just here’s extra rank points this weekend!
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Anet said they fixed it, and they’ll ship it with the big pvp patch.
ah the mythical “big pvp patch” its like the bigfoot of GW2,
some people believe its out there and they keep expecting to see it. XD
I’m just stating what the devs said:
We have multiple teams all working on different things at different times. The fix for is bug lives with the rest of the upcoming PvP features and will be released at the same time. Since this bug fix will be retroactive, we’re not worried about trying to squeeze it into an earlier release.
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I wish they would add more tiers and titles though. 150 wins isn’t that difficult to get to, and more progression never hurts.
Something on the lines of:
Champion X = 150 wins
Elite X= 500 wins
Legendary X= 1000 wins
Maybe even factor in seasons and divisions when they come out.
Anyways nice job op.
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Here are two very good guides. The goal of a guard is to bring dps and support.
https://forum-en.gw2archive.eu/forum/professions/guardian/Guide-DPS-Guardian-for-PVE/first
Also to answer your questions about dps and burning. Never made a condition guard, they are pointless for the most part. Guards only have access to one damage condition, burning. So a condition guard will always do less damage. Direct damage should always be your main source of damage.
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This is a known bug, you get very little progression to titles in tpvp. The reason why is it counts personal score, and not rank points. This is why people that hotjoin a lot have these titles. In hotjoin you can easily get +300 personal score in a match, however in tpvp you get much less.
Anet said they fixed it, and they’ll ship it with the big pvp patch.
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