I want it to make sense right away, then another sense later. Murkiness =/= quality "
- CCP Abraxis
For the first time in a very long time CD actually has a queue on all maps. No more logging in whenever I want :?
@ Archer, guardian is good for small groups, but even better for large scale WvW. Guardians have most AoE healing of all classes.
Interesting read in the thread.
One thing i find to be a bit off is this, guardian dont have the best aoe heals in the game. I think this is a general misconception, not saying they dont have great aoe heals but there are other proffessions, ele being one of them, that can do more heal over time and by a huge margin.
And in wvw when bashing the front door i would say a support ranger is even better support for the guys standing closest to the door. At least the few times i played my ranger as suppport i thought the amount of green numbers on the screen was pure magic and my guardian wasnt even close to that.
I play guardian as main but i can do more heals with my ele any day of the week and almost without healpower in gear and accessories.
The only time i guardian can compete is when he uses mighty blow as a waterfield combofinisher but there are other proffessions that can use blastfisshers more often if needed.
Just my imo.
That actually depends on how much you’re willing to spec into healing. While an ele or the rest of the water field classes can put out respectable healing regardless of spec, a guardian in WvW can go further by stacking full healing power and endurance for the dodge roll heal. Your dmg is negligible, but coupled with the healing tome and some bunker utilities and you have what would be the closest to a dedicated healer in GW2, and it’s pretty darn close.
Now do I think this is worthwhile? Probably not. I’m a firm believer of prevention of dmg, which can come from aegis/protection spam, but also the idea that glass cannons who cannot defend themselves and need external healing have no place in zerg v zerg.
I have all geartypes on my guardian and even multiple setups of some of them, due runes being more expensive then armor, and frankly if i stack healing power on my ele, which i have three different sets on, i will heal for more due to the fact that in wvw you aint static and i can heal from distance with the ele and that the healing skills.
Sure you can utilize the dodgeheal, the only issue is that you just demand the ability to stack vigor and for that you need SyG AND high critrating, at least 40% for it to be reliable over a longer fight and then we are talking about a 0/0/30/30/10 build and stacking of pre/vit/heal gear and then it no longer a bunker, in fact it has very poor survivability compared to soldiers/clerics armor.
And my ele has evasive arcana which heal the team for over 1300 without a single point in healing and it scales pretty nicely as well and i also have 100% uptime on vigor. Add regen and about 1400 heals when going over to air, and ofc three healing skills on the staff with range and huge aoe.
While doing absurd damage in fire/lightning.
Imo the absolute best “healer”/“supporter” in the game.
What guardians do best is to be in the front bashing in heads, controlling the enemy, negating incoming damage via shouts and consecrations. Stability being our best resource to the team.
But thats me.
Definitely just you. You have not seen a skilled selfless daring guardian in WvW.
@Heinel.6548, both preventing damage as healing is very important in WvW. If you have no healing you will die at some point. If you dont prevent enough damage, you wont have enough healing. That’s how it works.
I’m not sure I understand you but it appears you think you are disagreeing with me but you actually isn’t.
Everyone can heal themselves, that’s the baseline, the #6 heal skill is the only one that gives generally acceptable returns on HP investment. The general consensus is that going beyond it incur steep opportunity cost that isn’t worth it. The Guardian dodge roll heal outside of sPvP is a notable exception to this rule, but it still does cripple the offensive capabilities of the guardian if you are to take full advantage of it. Mitigation, on the other hand, doesn’t incur much of a cost at all. Any non-glass cannon guardians already have it built in. You aren’t sacrificing (much) damage, which also helps stop you from getting hurt, and if each unit in your zerg is at least somewhat independent, then you do not need to worry about “the healers died, we’re screwed” without recourse.
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@ Archer, guardian is good for small groups, but even better for large scale WvW. Guardians have most AoE healing of all classes.
Interesting read in the thread.
One thing i find to be a bit off is this, guardian dont have the best aoe heals in the game. I think this is a general misconception, not saying they dont have great aoe heals but there are other proffessions, ele being one of them, that can do more heal over time and by a huge margin.
And in wvw when bashing the front door i would say a support ranger is even better support for the guys standing closest to the door. At least the few times i played my ranger as suppport i thought the amount of green numbers on the screen was pure magic and my guardian wasnt even close to that.
I play guardian as main but i can do more heals with my ele any day of the week and almost without healpower in gear and accessories.
The only time i guardian can compete is when he uses mighty blow as a waterfield combofinisher but there are other proffessions that can use blastfisshers more often if needed.
Just my imo.
That actually depends on how much you’re willing to spec into healing. While an ele or the rest of the water field classes can put out respectable healing regardless of spec, a guardian in WvW can go further by stacking full healing power and endurance for the dodge roll heal. Your dmg is negligible, but coupled with the healing tome and some bunker utilities and you have what would be the closest to a dedicated healer in GW2, and it’s pretty darn close.
Now do I think this is worthwhile? Probably not. I’m a firm believer of prevention of dmg, which can come from aegis/protection spam, but also the idea that glass cannons who cannot defend themselves and need external healing have no place in zerg v zerg.
I appreciate the personalized response. Either you’ve read through my forum posts in the past, or you’re playing with/against me on FA—so your input is valued.
It’s the latter. I recognized your guild tag. I just might be that annoying Guardian you were talking about. X)
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TBH I think your plague necro swarm is much more effective as cover than a bunch of bunker guardians. Especially since you already have the coordinated churning spike down already. It fits the overall aggressive style of your zerg.
Having a solid back line definitely helps, but there are many ways this can be achieved, such as condition fields (poison cloud, caltrops, frozen ground, etc), or pulse blind AoEs (sandstorm, well of darkness, etc). CC is generally more effective than healing support in GW2. And in any case if you go up against a bunker line, you could just send your necros after them while your eles RTL to their backline. GW2 isn’t totally build wars.
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More ideas here:
https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Commanders-and-Professions/first#post1093913
Not sure about guardian’s trying to interrupt clones. All guardian impairment skills are high cost knockdown/backs that are best reserved for their own bursts. AoE’ing the clones before they explode is a better tactic.
The one time I was killed by a guardian while using a mesmer is a hammer guardian who is killing my clones as soon as they’re created, that really crippled me quite severely.
If you’re running blind exposure I think GS is better than hammer. Your stats and build also seem fairly aggressive, so your best bet would be to kill the thief first. If it’s a P/D thief you can just forget it, but if it’s a backstab one you can block it (with virtues) or weaken (which is on your build) and unload on them as they try to spike you (they will die first).
You can practice working damage mitigation skills into your damage rotation by tanking veteran or champion mobs without moving or dodging, then when you’re comfortable, use everything against other players.
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I’m pretty sure the reason why people skip dredge/grawl ones is because those are long, they skip cliffside because it was buggy. The water and swamp is favored because they are very short due to little fighting. Time is the primary factor, because the longer you stay, the more opportunities are there that you’d get disconnected, which means you’ll have to start over.
The only one I could see people complaining about is the uncategorized one because it’s easy, but very time consuming, and doesn’t give the kind of loot dredge or grawl do.
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I think the issue raised by OP is still valid though.
In the eyes of a newbie, WvW does not make sense. It is not like any other parts of the game but yet no where in the game is that point made clear to people who have no experience. I think people will continue to make threads like this until a proper tutorial (or equivalent) is introduced for WvW.
I’d like to clear up some myths around WvW’ing with Wall of reflection as well.
First. It’s not the guardian’s purpose to use that wall. It is a nice utility that has some niche uses, but if you stick to it religiously, you WILL be disappointed.
Situations where the wall is useful typically involves zerg vs zerg. A zerg is usually comprised of a few people who know what they’re doing and a bunch of others spamming auto attacks. The wall will relieve some of the pressure the auto attacks put on your side, buying you a little bit of time for your allies to execute a counter maneuver. It only makes a difference when you actually have someone (or yourself, say, with an elite) who can provide that counter maneuver. Just throwing in a wall and calling it a day, and you fail your team.
Gate defense with wall, often not worth it. Again, the wall only delays the inevitable. If your reinforcements are coming within a few minutes, the wall may seem to help. However, your time is better spent operating siege weapons, dispersing the mob that’s firing those attacks to begin with, or stand behind the gate and melee or use the staff cone attack to destroy rams and golems. Those are the ones that’s actually hurting your gate.
In small group skirmishes, the wall may have a bigger effect particularly against ranged characters. If you also exploit choke points then you can overcome the problem with the shape of the wall. Even though the wall does reflect projectiles from all directions, its shape still make it more difficult to use in the open field than skills that create spheres. Do note that all professions regardless of configuration will have some way to counter anti-projectile fields, regardless of how much they rely on ranged attacks. It doesn’t give you complete immunity against anyone.
In any case, it is one utility skill that fits some people’s taste and style, but the guardian does have other tools that are effective in all kinds of situations. Don’t feel locked to this skill.
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I think the only way to make a P/D thief video interesting is if you are doing 1v5+ or yak sniping while juggling 10+ defenders. Otherwise we pretty much know what it looks like anyway.
@alarox
It should be mentioned that 2 of our immobilizes have 1200 range one of our gap closers has a 1200 range, we also have a knockdown from a signet, and also from spirit hammer. Also you forgot protection from save yourselves for 10 seconds. Also the virtue cleanse removes 3 conditions, works on a 48 second cd (due traits to get it) and is renewable on demand from our elite which pretty much everyone takes.
After playing a good amount of spvp and wvw i have really found that guardians honestly are not in that bad a spot. Yes, we dont have the mobility of other classes. But we do bring pretty much everything else in regards to tankiness, damage, and group combat.
Right, but we HAVE to take things to get some form of slowing. Other classes get it in their weapons. You are right that guards aren’t it a bad spot at all, but not having some form of slow is really rough.
And if you think that we are the Only “melee only” class, this lack become ridicolous.
Some teleport(that is just a teleport, without some snare effect) and 3 chains (tied to the weapon choice\signet) dont cover this lack, compared with other classes!
I’d actually prefer people campaign about viable range before snares in weapon. I wouldn’t even mind if we have to do it entirely via retaliation/reflect or whatever roundabout ways they can think of. Just one weapon dedicated to ranged skirmish/siege is all it takes.
I just don’t get why FA has to keep saying they’re being out numbered ALL THE TIME. It seems like they didn’t realize statements like this is what killed their morale and caused people to bail on them, thereby becoming a self fulfilling prophecy. Playing victims make you preys. No one wants to be prey.
In CD, whenever we get someone complaining about being double teamed, we go into great lengths explaining what exactly is going on and that we aren’t being double teamed (in an unfair way). We also try to keep the situation static when things don’t go our way, and try to hold people on the map the best we can. If we do get the outmanned buff we don’t make a big deal out of it. Just wait for other people to join the map and make a comeback.
If all these things aren’t being done then all it says is that FA has no leadership. It won’t matter how many people you try to recruit if you can’t keep them fighting. I’ve yet to see CD try to publicly recruit cross-server, even though we too have no queue anywhere most of the time, and when we do get queues for an hour or so at peak, it’s less than 5 minutes queues.
So guilds of IoJ and FA … ready to transfer to CD and take it to the next Tier? We have our sights set on Tier 2. Perhaps you do as well. SO maybe it’s time for a little server hopping. Message me if interested in discussing.
Well, there’s a public cross-server recruitment right there, from this very thread. And the only people i see complaining about double teaming is CD. Point, set, match.
Deny all you want. It works in our favor.
I just don’t get why FA has to keep saying they’re being out numbered ALL THE TIME. It seems like they didn’t realize statements like this is what killed their morale and caused people to bail on them, thereby becoming a self fulfilling prophecy. Playing victims make you preys. No one wants to be prey.
In CD, whenever we get someone complaining about being double teamed, we go into great lengths explaining what exactly is going on and that we aren’t being double teamed (in an unfair way). We also try to keep the situation static when things don’t go our way, and try to hold people on the map the best we can. If we do get the outmanned buff we don’t make a big deal out of it. Just wait for other people to join the map and make a comeback.
If all these things aren’t being done then all it says is that FA has no leadership. It won’t matter how many people you try to recruit if you can’t keep them fighting. I’ve yet to see CD try to publicly recruit cross-server, even though we too have no queue anywhere most of the time, and when we do get queues for an hour or so at peak, it’s less than 5 minutes queues.
I guess my point is that if you don’t want to use it to block, then treat it as a framework, instead of a skill. Think of it as something akin to shouts, or a thief’s venom. Part of the guardian’s design is that your character will automatically react to being hit without your input. You should utilize it.
Since then the plan changed to instead release an API that would allow fans to hook in to some of the games systems and create our own apps and tools.
Lots of people are eagerly waiting for that to see what we can come up with.
But that info was some time in September, so maybe the plan has changed again. They have gone dark on the API, mobile stuff, and web interfaces that Kate Welch was talking about in interviews last February.
For all we know, it’s all been scrapped.
It really is a shame we have none of that stuff since that was a key selling point and a unique aspect of Guild Wars 2 and its social features. Not long after the announcements of those things, other existing MMOs jumped on the train and released apps to do similar things. So now older games have the stuff we were supposed to have, inspired by Anet, and we are still waiting for some shreds of info.
It’s actually not a new idea from Anet. EVE had something like this since a long long time ago.
They have 2 spammable cripples and an auto-attack that inflicts cripple.
Just to expand on that though, they can easily have passive +25% movement speed, and +50% movement speed while stealthed. Plus, every possible melee weapon set they have contains a spammable gap closer. Actually, the only set they could have without a spammable gap closer is with main-hand Pistol.
Both classes have their advantages and disadvantages.
I play Dagger + Dagger and Shortbow. The only cripples I have are Dancing Dagger (costs 4 initiative — which is 1/3rd my resources) that lasts 5 seconds and Disabling shot (which isn’t a real snare, its an escape ability). I can use traps and venoms, but they last so short and are a waste of skills.
My gap closer is Shadowstep which has a 45s cooldown and I have two stealths that I can use to get up behind my targets. I also have 25% run speed signet.
Yet, even with all these tools half of the time I’m sitting there chasing people around because to do my maximum damage I have to be BEHIND them. The only other option I can do is just sit there and faceroll Heartseeker.
The reason why there aren’t spammable slows (cough 12s slows in SWTOR cough) is because they want to give you a reason to switch weapons.
If the target is out range from your greatsword then switch to a staff or scepter.
You didn’t use steal.
Hmm.
Increased movement speed when Aegis is up.
I actually was thinking about increased movement speed when all virtues are down the other day. X)
If aegis stacks it might mean unscathed contender needs to change. Overall I think the design intention behind Aegis is to be some sort of on/off switch mechanic, with effects that can proc on activation, active, trigger, or down.
If you think it currently isn’t an interesting thing to do, consider spec’ing for traits that give those procs, and proactively use aegis, instead of just another block button.
I do not believe WvW is design for people to hot-join. At least, at it’s current implementation, that is not really happening. A game of WvW right now is sort of like a game of RTS, like starcraft. Just that instead of playing the mastermind, you are playing one unit.
Now imagine the life of a zergling or zealot. Yes it is boring, if you think only in terms of the individual. Organized, WvW centric guilds make the system more fun if you have a collective goal and the means to achieve those goals, that’s what makes WvW work.
Currently GW2 is designed as mostly a solo game, where all achievements are per person, and there’s no community projects of any sort. If there’s any fixing that’s to be done to WvW, it should be about how to build server communities, drive guild vs guild rivalry, and a more intuitive, guided, on-boarding process for newbies.
Not everyone has a passive speed boost as they have to actually equip the thing. While I like this idea, it is actually way more powerful than every other class’s passive speed boost because as a virtue, it wouldn’t take up a utility slot.
Which is why the OP is suggesting a 15% increase rather than 25% or 33%.
But then professions with 15% speed boosts has to trait for it. There has to be some drawback. It doesn’t make sense to have a profession that can move faster without any investment or deliberation. It would put guardians into the fastest moving class in game, and the only class that moves quicker than standard (shared by everyone else) by default.
Well it’s not every build. Builds that depend on crit procs will most likely fair better in knight’s at least.
I use retaliation builds with soldier’s gear myself.
I quite like the sound of it X)
Seems like an easy way to make a difference on the battlefield without going into no man’s land. I’m also reading this post in the voice of a giddy 8 year old describing his new toy. The fact that it almost convinced me that hallowed ground and purging flame isn’t underpowered is a bonus.
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5 people at a time, but used in a choke point, it would hit a lot more than 5 popel running through it.
The same thing already exists on the ele with frozen ground, on a much wider area. I have yet to find a choke so wide my frozen ground doesn’t cover it from wall to wall. It also pulses 2 second chills, not 1 second. Chill fields and wards had been standard practice for choking people on corridors since day one, it’s not novel.
The main issue with making Symbols do anything more than what they current do is that ~they effect everyone they hit~… and that’s OP.
A AOE Chill that can effect an unlimited amount of targets… super OP. This would allow a 5 person crew to utterly whipe an entire zerg that get’s caught through a chokepoint. Every single keep/tower take would have a guardian(s) posted right at the door/wall for when it fell, only to have the entire raid whiped out by the other peep’s on the siege or people set up for AOE.
This is not the answer… regardless of how AWESOME it would be. lol
It would have to be something along the lines of “symbols have a 50% (or whatever) chance on pulse to chill”.
Maybe a Chill tied to Virtue of Justice, so it Burns & Chills, and make it a Traited Slot in the first line of Consecrations… cuz honestly, our 1st slotted trait in the Virtue line kind of sucks if you’re not running spirit weapons / consecrations (25% Ret duration is SUPER redundent for guardians).
Symbols hitting more than 5 sounds like a bug more than anything. Since Anet has specifically say the 5 target limit applies to ALL aoe.
If it’s going to be a chance to proc kind of deal, I’d rather it proc on symbol crits, which force people to go even more glass cannon to compensate for the effect.
Otherwise, internal cooldown is an alternative.
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I just think some good snares should be available to all builds.
Do please remember that the Guardian, as it exists now, already ranks among the highest in sPvP and fractals. The profession, despite its flaws, is still performing equally if not better than other professions. If we can accomplish this without effective hindering abilities, then this is the profession’s flair.
The Guardian can bunker, and the primary way other people can deal with this is to run away. If the Guardian is given the ability to universally trap people within their bunker, then there is really no counter. Warriors can be attritioned down, thieves need to recup for initiative, everyone has to deal with at least some draw backs. Bunker Guardians, need to deal with people running away.
To this end, giving guardians a viable chill mechanic is opening up new avenues already. If this suggestion goes through, it is opening up new avenues for the game as a whole as well. To put things into perspective, Frozen Ground has 40 seconds recharge.
Bottom line is, a chilling bunker is simply not good for the game. Hence why it needs to be deep in zeal, to give guardians an option outside of the (good as is) bunker builds.
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Has to be more than 1 game mode for sPvP.
And for the last time, the snowflake thing was an obvious exploit. A very, very obvious exploit. Like, I could describe it to a child and they’d understand that something’s amiss. I’m rather tired of people complaining about the darn thing. “I don’t know what I did wrong! I just crafted this item with 1 ecto and consistently received two or more back every time, that’s all! And then I decided to repeat this process a few hundred times for some easy money. Is that so wrong?” Yes, yes it is, now stop complaining and accept your ban.
It is simple if you dumb the issue down. It’s not like people can accumulate an infinite amount of wealth through snowflakes, all the while market manipulators are accumulating an infinite amount of wealth even as we speak. Snowflakes are one of the few time-limited scarce resource in game. Why would it not have special properties? The wintersday and new year sale also gave you more returns per gem than without the offer. So what’s next, ban everyone who took the offer?
There are tonnes of things a guardian could wish for in an off hand:
The list goes on.
If you don’t want tank gear or glass cannon gear, consider pwr/tuf/vit gears.
If you’re going to do range damage, know that for most of the professions, long range DPS is lower than melee DPS. This is to compensate for melee having fewer opportunities to attack.
As for Lupi, look at this: http://www.youtube.com/watch?v=uCcaGwD2m1Y
A guardian would have an easier time (if not as fast) because of superior self heal, stability, and the fact that you can block some of the hard hitters.
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Bleed is about 59 per stack. Times this by 25 for maximum stacks and you get 1475 per second. 1475*5=7375. trouble is you have to take time to put on 25 stacks of bleed to begin with.
Mighty blow when traited is on a 3.5 second timer and with the right gear does around 3.5k-5k (or even higher if you go glass cannon) Minimum non crit would do 7k damage in 10 seconds with both crits thats 10k damage. Value will go up or down depending on armour type but never usually below 3k even on warriors.
Bleed ticking for 59 damage is only attainable when you’re not lv 80 (or did not spec into condition damage at all). A more realistic number is 112 dmg per tick. Mighty blow doing more than 2k, on the other hand, requires at least lv 80, and you need to crit.
I don’t think you know what you’re talking about.
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No. Just…no. Manipulating the market to make money is completely legitimate and has nothing to do with cartel like behavior. Everyone has the opportunity to do this, if you don’t take advantage of it, that is your own problem. Don’t hate the player, hate the game.
Making ectos out of snowflakes is something that the game engine allows and only illegitimate because of arbitrary reasons. Everyone has the opportunity to do it. If you don’t take advantage of it, consider yourself lucky because when people discover a new, more efficient method to attain resources in the real world, they are given awards, not capital punishment. Don’t hate ecto farms, hate Anet.
My favorite boss fight is Captain Ashym in urban fractal.
And maybe the cat golems in the uncategorized because Guardians can cheese it X)
Maybe slightly off topic, but I think glacial heart could work if they make it so symbols apply chill (in much the same way as symbolic exposure allowing them to cause vulnerability).
It could even trade places with wrathful spirits making it grandmaster on the zeal line. It’d fix so many things about the guardian.
That it would.
However, ArenaNet wants to change things in small steps. I don’t know if they’ll ever be up for completely removing and adding Major Traits anymore since that’s an instant change… you can’t make that gradual. By the looks of things, most of our traits will stay the way they are (still 2 bugged Grandmaster traits for months).
But it is gradual. First, they add a useless glacial heart, which replaced a trait, but is mostly just filler, then they make it good, and we get a new build and a reason to invest in zeal (don’t care what happens to wrathful spirits tbh). Everyone benefits.
Back in beta there were so many people complaining about symbols because of its static nature, and as far as being area denial goes, symbols are still not up to par with everything else. The chill would make symbols something to watch out for, and as long as the guardian has to build for it (no more 30 valor + 30 honor tank) I don’t see why not.
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The symbols only last 3 seconds, and even if you don’t knock people back, they will move away from it themselves…
I think it’s highly unlikely that they’d make any drastic changes to profession mechanics.
You’d probably have a better chance asking for a speed boosting trait instead.
Neither of those are short comings of melee weapons.
The shield primarily shield the guardian from kiters, who will themselves be trying to gain range superiority on you. It covers the weakness of melee weapons and allow you to move in without taking initial fire, which is all the advantage a ranged user has against you. Once you catch up to them they’re dead. (If you are PvE, you are suppose to stand at the edge of the shield)
The hammer similarly is a control weapon. It’s primary purpose is to relieve pressure, which you’ll likely get a lot of if you are in melee range. The damage is really just a side bonus, its attack cycles are too long for the damage to be relevant. If you are using the hammer offensively, it’s command ability is a knock down, not a knock back. It helps you pin down your target, disables it and add to your spike. This coupled with the hard hitting abilities from melee weapons is the guardian’s bull’s charge + 100 blades.
Now, of course, if you are primarily a ranged type of user or your build is glass cannon, fighting at range with spirit weapons is a viable choice. However, to say spirit weapons do not work with melee makes no sense.
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DPS = Damage Per Second
Condition damage = Damage Over Time
Have you ever had 25 stacks of bleed tick for 1 second on you before?
Did the guild calender suggestion casually mention player-generated dynamic events? That is the million dollar win right there.
Also, Guardians can do all those things you’ve listed whilst maintaining DPS. Do necro still keep their DPS when they go for CC and support? Haven’t actually leveled a necro to 80 so just wondering.
For the most part yes. Almost all of their support skills are offensive+defensive combined. Only at the very last resort where they have to use plague to nullify everything would they lose their main offensive abilities (though condition spec’ed necros should still be putting out very respectible DPS).
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Even so, when I go WvW offensively and take stuff, if you hit that one point that you just can’t get, sometimes people think you can’t do anything in that map and leave, which then just puts our servers presence in that map in a bad spot.
That’s… only sensible. If you hit a brick wall, you cut your loses and stop banging your head against it. If you change the objective before people leave the map then they will not leave the map.
Hopefully this helps you with your issues.
No it doesn’t.
If you haven’t seen survivalist thieves sniping yaks no matter how many people is guarding it it’s because you haven’t played long enough or your opponents are unworthy. It’s actually not that difficult, you just need healing gears, and keep stealthing to heal. The yaks cannot fight back, so even if your damage is puny, as long as you can put out enough damage than the people can heal it (really really not difficult as a thief), it will die before it reach stone mist.
If you haven’t seen golem rushes traveling across the map in 5 minutes, and taking reinforced doors in 30s each, you have not seen an organized mesmer team executing those rushes. Well timed portals on a pre-scouted, pre-planned route is deadly enough. Constant time warps to double the golem’s DPS cuts the most time consuming part of the execution of the raid by half. No other classes can down objectives more efficiently than this.
I guess you didn’t deny the part about eles, but they are the ones that are blocking your siege, and nuking your siege whether there’s line of sight or not. Actually of all the advanced tactics in WvW, siege blocking is the only one that guardians can do with sanctuary. It’s just our bubble has a lot more downtime, and it doesn’t quite cover the span of one treb.
Nope, never had problems with thieves killing yaks. TC is in tier 2… we guard our yaks and have no problems vs thieves trying to kill them… so I think that’s just a l2p issue with whatever server you’re on. I don’t have issues vs stealth spamming… but it sound like you do… you might want to look up some videos on how to deal with stealthed players and how to burst as a guardian… then put A and B together.
Yes I’ve seen golems get portal-ed, not a big deal. Use your scouts they should easily be able to see this coming. Look for the big pink circles on the ground. Even if it’s successful, it’s pretty rare that golems will last much past the first tower. It’s been ages since I’ve even seen a golem attack get through 2 gates.
If you’re on a server that doesn’t use scouts and/or doesn’t respond quickly… then yea… this would be a problem… again… it’s not a class X, Y, Z is OP, it’s a l2p issue.
Eles can have some strong roles in WvW. They are by far better than mesmers and thieves for sure. But just flat out OP… nah. My only thing with eles is that vapor form needs a nerf… but that’s all.
What guards can do isn’t any less important… being able to take the focus of an entire zerg and live… giving your team time to attack… is worth a lot. At the same time you can remove conditions from your entire party and convert them into boons… and be a cc/buff machine. A guard can do all of those… at the same time. I’ve even pushed back entire zergs with just LoW + WoR. A mes/thief/ele can’t do what a guard can in those areas. So instead of calling the other classes OP… take some time to explore what you can do
If you go into the other forums you’ll see mes/thief/ele players complaining about Guardians being OP. This just seems to be an overall issue with some people in this game. People want everything good from every other class or that class that has something they don’t is just labeled as OP.
If you really feel that thief/mes/ele are a better fit for you and what you want to do… then go roll one. Others can deal with them and their abilities/tactics just fine as a guardian and you can too if you put in the effort
I see you have misunderstood our posts. No one said any class is OP or UP. Merely that some class can fill more roles, and hence be the preferred class. It is no coincidence that those classes are simply more commonly seen.
Stop with the knee jerk responses now.
Maybe slightly off topic, but I think glacial heart could work if they make it so symbols apply chill (in much the same way as symbolic exposure allowing them to cause vulnerability).
It could even trade places with wrathful spirits making it grandmaster on the zeal line. It’d fix so many things about the guardian.
(edited by Heinel.6548)
I wouldn’t say spirit weapons are primarily for ranged combat. You can cast them and make them chase people, but their speed is very slow. They work best when you have people cornered or hindered in some way, and since if you are using spirit weapons you’re likely using an offensive build, you should bring melee weapons that give you better damage than the ranged ones.
I am kind of confused about how we’ve managed to take the lead in points with the kind of defense CD regularly displays. I guess we’re better at defending wood keeps than fully upgraded ones?
Kinda ironic how true that is. CD has no defenders. All the commanders follow the strategy of letting the towers fall then re-take it afterwards. Maybe we can call ourselves the viking server or something.
Very true. We have a few defensive commanders (I try, I know a few others) but the rest of our players don’t share the same mindset. Stay passive in one area too long, people get antsy and upset. Sometimes they pick fights because they want to be out on the offensive, when you want to be on the defensive. So what normally happens is what you said. Commanders move around and take other stuff while they wait for a tower to fall, and then they come back and reclaim it.
I guess it’s circular. If all the commanders are on the map are all gungho about taking enemy keeps and towers, it obviously sound more fun than staying behind waiting for enemies to come.
Our loudest most renowned commanders are all-offensive-only unless we have stonemist, and when they attempt to defend stone mist they also get players sticking around defending it. If they had done the same to towers then we’ll have defenders too.
(edited by Heinel.6548)
Hopefully this helps you with your issues.
No it doesn’t.
If you haven’t seen survivalist thieves sniping yaks no matter how many people is guarding it it’s because you haven’t played long enough or your opponents are unworthy. It’s actually not that difficult, you just need healing gears, and keep stealthing to heal. The yaks cannot fight back, so even if your damage is puny, as long as you can put out enough damage than the people can heal it (really really not difficult as a thief), it will die before it reach stone mist.
If you haven’t seen golem rushes traveling across the map in 5 minutes, and taking reinforced doors in 30s each, you have not seen an organized mesmer team executing those rushes. Well timed portals on a pre-scouted, pre-planned route is deadly enough. Constant time warps to double the golem’s DPS cuts the most time consuming part of the execution of the raid by half. No other classes can down objectives more efficiently than this.
I guess you didn’t deny the part about eles, but they are the ones that are blocking your siege, and nuking your siege whether there’s line of sight or not. Actually of all the advanced tactics in WvW, siege blocking is the only one that guardians can do with sanctuary. It’s just our bubble has a lot more downtime, and it doesn’t quite cover the span of one treb.
About the Mesmer GS beam. Well, if you’re not a thief, ele or mesmer, you are already a second rate citizen in WvW. Though if you are JI specced, you should be able kill the mesmer first… unless it’s some sort of culling abusing invis build. In those cases there’s really no one skill that can save you. It’s no magic “I win” button, but it does the job most of the time.
This made me lol. Guards are top tier in WvW. Not sure what problem you’re having specifically.
Mesmers have been nerfed into the ground. If you understood what they’ve done to them you wouldn’t be complaining.
Here… I’ll teach you how to kill any mesmer. Dodge/block/blind at the time of their illusion summon. No illusion will appear. This is huge. They are the only class where multi-hitting/aoe attacks just don’t occur due to a single dodge/block/blind.
Use mighty blow to kill any clones that pop up near the mesmer from their dodge roll. MB should pop them with the area damage, no need to target them specifically
Now their f-skills have no fuel. If you mess up a bunch and they try to shatter on you, just run. The clones will self destruct after a set distance and do no damage to you.
Grats you can kill any mesmer now and just laugh.
Btw… they also just nerfed them again… there is a .25s cooldown on their shatters now. Might not seem like much but it hurts them even more.
Thieves/Eles shouldn’t kill you. You can counter the thief burst. Ele conditions arn’t that hard to deal with if you have smite condition (+ monks focus ftw). You probably won’t be able to kill them either if they have any skill though.
When did I say I die to those classes?
Maybe you should learn what actually matters in WvW?
I actually quite agree with the idea presented in this thread. I think Legendary should have been made as an overlay effect you apply to your character, and not attached to a weapon.
But they already did it the bad way, and changing it will most likely kitten off a large number of players who already own a legendary or is working towards one.
First, a block heavy Guardian isn’t the best kind of support.
Regarding Sanctuary: …
In addition, it will not stop any reasonably competent person from stomping a downed ally.
1. It’s not the best kind of support, but it’s a Guardian’s best bet at support. Everything else is better done as an ele or engineer. Things are on long cooldown, but what guardian skills are not long cooldown? You’re still supposed to be DPS’ing, there’s no full support in this game.
2. I wouldn’t replace stand your ground with sanctuary, but even if you bring both JI and SYG you still have one free slot. It’s not like there’re many viable choices to begin with. It does stop stompers, unless you’re running head first into an organized guild zerg, the people who will be fighting you are beginner PvPers or skill-less gank thieves. None of them know how to position themselves at the edge of sanctuary, many of them probably don’t even know what it is.
3. About the Mesmer GS beam. Well, if you’re not a thief, ele or mesmer, you are already a second rate citizen in WvW. Though if you are JI specced, you should be able kill the mesmer first… unless it’s some sort of culling abusing invis build. In those cases there’s really no one skill that can save you. It’s no magic “I win” button, but it does the job most of the time.
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