Sophia Theos Beast Master
[Fissure of Woe]
Retreat for long speed boost. Use GS leap. Use blink ob sword. Judges intervention. Use sceptre and hammer immobalise. There are options.
Tbh it was only good for 5 anyway. 4 was a waste skill.
Running full melandru (I do aswell) you should be combining with lemongrass poultry soup -40% condition duration means you dont really need to worry about condition damage (with rune thats -65%)
This allows to free up utility slots for other types of utility for damage (though i still spec for shouts as its what i like)
SYG+-65% CON duration for 5.5 secs is a garaunteed kill in 1v1. Ive just won a 4v1 in WvW last night. It works well.
You dont melee bunker. You kite and dodge to stay out of melee range.
To range bunker you take the spirit shiekd which nulified all range damage apart from AOE.
Guardians now have a proper survival range support element with the RP tweak. You simply dodge the spikes and heal. Its actually pretty powerful if your good at timing dodged as you pretty much have dodge everytime the enemy has his skill off cooldown.
Yesh buts its now better seeing as you dont need to hit 100% of the time and still be able to dodge heal every 5 seconds
Yes it would work with any weapon but it works far better for a weapon that barely hits to proc a very good boon.
Sceptor/focus
30/10/0/20/10
Hammer of justice/sword of wisdom/prayer to lyssa/ mustfire wolf or hounds of balthazaar.
With the new VP it means you can dodge and heal every 5 seconds. 100% upkeep with scepter with decent crit rate.
Use rolls to avoid melee or ranged damage and to heal every 5 seconds. Prayer of lyssa spam to add boons to you and conditions to enemy (insta cast 1200 range 12 sec cooldown. Very good for cripples and chill)
For fighting ranged classes. Use shield instead if prayer for 20 seconds of absorbtion. More than enough time for spirit weapons+scepter to kill.
A ranged bunker lol
Ive just tested a scepter build with the new VP. They dont need to improve scepter anymore tbh. The new synergy between VP scepter allows for absolute healing and damage mitigation every 5 seconds. Swith to using phantom weapons and its a done deal. You do dmg with scepter and phantom weps whilst gaining vigor from VP to heal using rolls.
Its a new synergy. Very powerfull.
Alternatively, if you want to be godly in PvE and lvl quickly….Get a hammer
naaaaa at 900 range it still hits often enough. Making it instant is a bit OP because then you can’t see it coming to dodge or block etc
Guardians are obselte because a warrior can do everything better than a guardian.
People who want to “win” in WvW will pick a warrior to play.
Guardians are being forced to play bunker. But they have given the 2 main enemies of guardians greater mobility and better ranged ability.
Guardian does not have the option to go rangevrange nor have good immobilise skills. Itslike we are being made to be sitting ducks for people who know how to kite.
Remember, for any AH good build you have to crit to heal. You hsve to hit to crit. What can you hit over 900 range? Dolyaks?!?!?!
Warriors do a better job at breaking lines. Guardians are just a distraction. they don’t actually break the line.
If warriors can do this better than a guardian, why would anyone want to be a guardian?
Rolling and dodging? warriors can do that too. You can pop all your heals and you get less than warriors HP pool.
Think of the average gamers mentality (I love my guardian don’t get me wrong) people would choose the best of something to do something.
To charge into a zerg and cause chaos. A warrior can do that better than the guardian. They can run from person to person faster. Deal higher damage. Cause players to panic more as they are dying or get downed in a massive crit.
Guardian can only cause annoyance and disruption through CC skills. Everyone can dodge a whirling wrath. Its one of the easiest skills to dodge in game. GS 5 is the best for front line chaos but once again its easily dodged. Everyone has 2 dodges.
Melee DPS to break a line or Melee support? now picture the scenario that WvW has now turned into Ranged combat (seeing as every class has good ranged abilities apart from us). The guardian will only be useful with a 5 second reflect skill. After it goes on cooldown the guardian can attempt to charge the enemy lines and be focused to death.
Scenario 2 5v5 battle always begins with ranged unless its an ambush or warrior vs Guardian or Guardian Guardian. But now they don’t need to get into rangeas they can kite kite kite. With extra speed buffs they dont need to spec for higher damage. they can stay out of melee range completely. Death from pew pew.
Guardians have crap mobility. crap ranged. Enemies get buffed for range and mobility. This is balanced?
Guardian = Jack of all trades but master of none.
We were only decent at 1 thing!!!! and that got nerfed. The distance between or ranged and mobility to other classes has increased even more.
A good warrior would wreck a zerg from within. A good Guardian needs support to finish the job.
This is the difference.
Asura harder to target visually (not really when its based on hit box)
Humans make better tanks
Norns have the only Guardian escape option
Take your pick
Depends on spec tbh. I run human guardian and I find that my spec and hounds of Balthazaar is godly.
AH+WotM+EM+Larger symbol means I get maximum healing out of this synergy. Both hounds count as an ally within the symbol which provide extra healing as well as granting them might boons which also heal you. All this for 30 seconds!!! thanks a lot of survive while you kick kitten img src="/include/images/smilies/smile.png" />
Now to add Cosmetics, I actually like the Norn T3 armour as well as the Human T3 but I absolutely love the T3 helm for human.
So with all things considered (not to mention WW hits more often as a human o.O) humans win 2-1
Push and collapse front line? Warriors can do that too. They can actually do it to a better degree seeing as their burst will scatter the enemies much better than the Guardians mediocre damage output.
The message here is “if you want to play frontline assault, roll a warrior”
Also, pushing and collapsing frontlines require you to play with zergs. This will only limit you to play witha zerg in which case it doesn’t matter which class you play, as long as you have the numbers you will win.
My complaint isn’t really about RP. If you actually bothered to read the post it is mainly focused on the fact that the other classes have been buffed to kite better to stay out of melee range from Guardians. This neutralises the guardians completely in combat as guardians affective combat range is 600. We have crap range weapons to balance our good melee but now they just make it easier for other classes to go ranged when we are still forced to melee.
A Guardian is obselete as any other class can be played in the playstyle you have mentioned. It doesn’t require a Guardian to do it.
There are many scenarios that can happen in WvW outside of zerg warfare. They’ve just crippled the Guardian in every scenario bar zergling.
The scepter has remained untouched because it’s not really broken. [queue complaints]
It was never intended as a 1200 range weapon. It was designed as a mid-range weapon and works perfectly fine in that regard. I admit it’s a little boring, but functionally, it works. The reason it has 1200 range is to address WvW complaints during the BWEs where guardians had nothing to reliably attack forts from a distance. Against static objects, the speed doesn’t matter.
The scepter is actually one of the higher DPS guardian weapons, and the projectile speed is fast enough that when under 600 range, you’ll hit most of the time. Part of the reason it has an immobilize is to synergize with keeping people at mid-range. And considering every other weapon but the staff is melee, if you care about the scepter’s damage damage, do you really want to keep people at long distances? I would wager that the design with the scepter velocity was intentional to keep the guardian themed as a melee or close-range profession.
Honestly, you should complain more about how smite’s damage is completely random or how boring scepter seems.
TLDR: If you’re trying to use the scepter against players at 1200 range and complaining, you’re doing it wrong.
I can live with them not buffing sceptres speed as I also knew it was supposed to be a mid range weapon. But the problem here is they gave buffs to the other classes to stay at range.
Guardians have sweet fk all for range and snaring kiting enemies. Now the enemies can kite even better! its lose lose for guardian. Extra damage doesn’t mean much if you can’t hit your enemy.
Use a sceptre, it won’t hit. Try to get close? your snared and they can run away even quicker.
Where is the balance?
There is one great contraddiction in this last patch, they want us definitely as Melee fighter only, so why they increase the travel speed of other classes, without give us tools to mantain our melee fighting range?
As i said, nerf after nerf, they are loosing focus on This class (and insist to ignore our concern, wont help at all), they are simply nerf the class because some build continue to be Strong, and they are limiting our build choice… instead of call this class guardian, its better to call it bunker ._.
This is what concerns me the most. Guardians are now less tanky (synergy with AH is broken) and now other melee classes have been given buffs to NOT melee guardians.
Whoever thought this up must definitely be on some medication.
I run full melandru’s (mainly for the toughness) the rune is not a viable option without the food. So if your build means you have to use different food. Don’t go melandru.
I already run with hammer. But sometimes i like to use mace/shield to tank. Basicalky it is giving us a viable option to play 1h tank instead of forcing us to go hammer tank.
For PvE 1v1 focus is superior. For mass mob tanking the shield is superior.
This is why i said guardians are obselete in WvW. Every class will be able to kite a guardian with guardians not being able to do anything about it. The patch pretty much nerfed our survival using easy healing from AH but the worst part is to increase kiting ability on burst classes?!?!?!
For way of comoensation they increased our burst ability. But its like giving someone a gun with no ammo. What is the point of burst if you cant catch them?
Combat in WvW will just become even more range reliant.
To me it seems these changes were designed for PvE. You dont need range closers in PvE so these nerfs dont seem as bad. Spvp battles are fought around control points thus not affected.There is no WvW love at all and just gets worse and worse.
I hope this is somehow linked to the goodies the guardian will get in feb or how WvW will change so this makes sense.
For the moment, this class is slowly dying.
400+ hours on guardian and decided to make an engineer grenadeer alt. Thanks for making such an OP class such as the engineers crap too.
Not to doubt your skill, but I honestly don’t think the other classes are utilising their new buffs very well yet. Give them time to adapt to their new buffs. Either that or they just plain don’t know how to kite.
It would have made sense if they just buffed the other classes. That would put it on a level playing field. But to nerf us AND buff them is absurd.
Though I just read what they did to engineers. kitten there goes my main and my alt lol
ummm so what happens when your fighting 10 mobs at the same time? 3 hits or 4 seconds of protection? i’d probably go with the protection. Overall reduced damage from all attacks. Higher damage absorbed. Plus a knock back on shield 5 if it gets too heavy.
1v1 in PvE the focus is awesome. But we’re guardians, we don’t need to do 1v1 mobs.
Well… the PvE aspect of these chances aren’t that major. But the WvW aspect puts guardians in a really kittenty place.
Guardians nerf combined with other class buffs = Guardians are kittened. kitten mobility, kitten ranged, kitten snaring. Only thing we had was healing and boons and thats being nerfed.
So what are we good at again?
In terms of WvW, yes they are.
WvW turned into a ranged war between all the classes. Now warriors and thiefs get some nice buffs for speed and attack speed. Guardians who already had low mobility can’t chase, can’t shoot back. The only thing we had going was to survive bursts and stay alive for a s long as possible to try and chase down other classes.
We got no mobility buffs but got nerfed for survivability instead. Somehow it doesn’t seem right. It’s forcing guardian players to run in zergs. in small skirmish or 1v1 combat we will get destroyed.
See a Guardian, get out your bow and kite kite kite kite.
Perhaps their intention is to not have everyone play bunker builds. Well kitten, if we weren’t so bad at everything else. Perhaps we wouldn’t have to.
I would think they worshipped all the gods… since none of the gods are EVIL, just have different aspects.
I don’t think the nerf would affect PvE’ers that much. But its game breaking for WvW and PvP for guardians. Especially those with AH builds.
Guardians before patch – Decent melee damage, great defence, great survivability. The only draw backs were its speed and lack of range effectiveness.
Guardians after patch – Decent melee damage, great defence, ok survivability. The draw backs are, worse speed in game and lack of range effectiveness. All other classes can kite the kitten out of a guardian.
Sure we have wall of reflection, but all they have to do is not shoot you for 5 seconds or AoE you then kite you some more. WvW is totally broken for guardian. Guardians can only take the role of Siege commander. Every other job is pointless. Even then, all the enemy has to do is stay at range and shoot you on the sieges. Cant catch em now and they don’t need to come get you either.
Im not too bothered about AH changes in PvE. I think we were a tiny bit OP before being able to face tank bosses. But the game is now turning into PvEwars2.
Though I fail to see the logic in this.
Lets build a guardian. He should be tanky and have high survivability so lets not give him high burst damage. He should be good at melee because he is a soldier class so he has to be rubbish at ranged. Ok lets give him healing and boons as his ace card.
People are complaining about guardians…what do we do? well…. they are pretty mediocre at everything else.. anymore nerfs there would make the players more kitten off. I know, lets nerf the one good thing about them.
Well done, coupled with the other BUFFS to other classes (didn’t really think they needed them anyway) Anet has now made the guardian an obselete class.
I think the problem here is that you are trying to describe advanced fighting game mechanics to people who are not familiar with such mechanics. I was a hardcore VF pkayer and understand completely but others are mmo players and are toi used to skill queues and no ability to “cancel” link skills.
Cancelling in this sense means to cancel the animation to reduce frames so you can link combos easier. It doesnt neccesarry mean to cancel the move outright thought it can be used to do so “fake out” and do a different move instead.
If this was really intended for GW2, Anet is kittening genius lol its a whole new depth to the fighting mechanic. However, the only problems i see with this is cooldowns. Doesnt exist in fighting games you can waste moves and do cancels etc
Will have to give it a whirl myself and see what i can come up with.
I used to run mace/focus but after a while i found mace shield is by far better over all for tanking. When tanking multiple mobs, mitigating 3 attacks is rubbish. The blind is also rubbish. When 5 mobs are all attacking you at the same time a higher armour rating will save more damage over time. If your losing hp too quick just pop 5 and you have time to breath. Using 5#2 is a decent aoe heal as well. 4 is generally used for self protection buff. The guardian should always be front line. If your not then shield 4 works fine for buffing frontliners.
Understand the class and you will understand why the skills are the way they are.
Depends on play style. GS playstyle is kill before your killed. Hammer is counter attack.
GS can try to outburst other classes to win but how lower survivability especially if the enemy had his chance to unlosd skills first. Reduced survivability for increased damage.
Hammer players play the waiting game. They can survive any full burst from any class and when the damage has been absorbed they destroy the enemy as he has used up all his skills.
People who play bunkers dont need mobility. The enemy will come to you and get themselves killed
AH, EM, large symbols, writ of the merciful. These are my traits i usually run with for all modes. From the onset it does look like it is pure support but when combined with attack based gear and items it becomes beastly.
The damage done from burn+symbol+auto+ret+bleeed (from rune) means i am doing massive amounts of damage to anything in range. The sustained damage the hammer gives is more than enough to take care of anything in PvE or dungeons. Face tanking champion mobs is not a problem. With a group it makes it even easier as the more allies in the symbols the more i heal, the longer i am alive the more damage i will do AND use MB to trigger combo finishers.
I used to run with a GS but i found the damage to survivability trade off to the hammer was not worth it. GS dps is only SLIGHTLY higher then the hammer. In PvP Whirling weath will only hit people who dont know how to dodge, which is a very low amount. MB will hit fsr more often.
Its not all about number crunching. Sure GS looks good on paper but from my experience with both weapons, i find the hammer will do far more damage as it will land the big hit more often. 3k crit with MB bssic and 4k crit with might stacks on a very quick cool down leaping AoE damage + combo finisher. Definitely the hammer
Use large symbols. It requires very fancy footwork or 2 dodgrolls to get out of range
Breakout event is flawed by design. The npc will only move once enough people are gathered. If you had 8 people you can attack 2 forts at the same time and capture at least one of them.
This seems to be designed for attackers gaining a foothold in the defenders area. If its only for the defenders then the reason why they lost their map is because they have so few players to defend in the first place. Having an npc to help take a fort is pointless since it doesnt actually help the numbers game.
I can predict it will be abused for farming inWvW. Npc helps take fort. Attackers so few to hold fort. Rinse and repeat.
WvW is a numbers game. If 1 side does not have decent numbers, it just wouldnt work.
Clerics were replaced by paladins and knights. These kids noawadays don’t have a clue about the cleric class lol
The guardian is identical in every way to the battle cleric except that he can also use sharp weapons.
There is no arguement. The guardian is more old school than old school
its not a new ckass design at all. Just repackaged.
Hammer, for people who can think more than just KILL KILL KILL.
superior in everyway.
A Cleric
Armour clad priests/healers
hell they can just give us a utility for the ranged weapon like I mentioned and not put a timer on it. At least we will sacrifice something for the ranged ability. Makes it quite balanced.
Bunker builds would lost some kind of mitigation for range. A fair trade imo.
You don’t need to be dishing out much damage to kill glass cannons. And you are quite wrong about me thinking we are only a Melee class (although it is by design that we are close ranged front line fighters i.e soldier class)
For balance issues it would be great to have a ranged utility that is on a timer. once active lasts for 20 second with 30 second cooldown etc to have it readily available will just mean we will be able to maintain damage to every class whilst maintaining the near immortal mechanics that is Guardian.
With a proper ranged weapon in place such as a gun or a longbow etc we would destroy every class in the game it wouldn’t even be funny. It would make us overly OP without the other classes having anything to counter us with.
Like I said, glass cannons don’t take much damage to kill so we wouldn’t have a problem with doing low damage. they can’t kill us before we kill them. We can out tank other tanks such as warriors and are able to kill them after they do their burst. Now imagine that we could kite as well.
Its not that I am disagreeing with us getting a ranged weapon of some kind, but I am also considering the balancing issues it has on the game and the impact it will have on the other classes when we do get it.
We are already close to being godly. With an effective ranged weapon…we will be!
If you play mobility style, just activate JI right after you cast Hammer#5. You teleport to your target as you cast for 100% capture.
Works wonders. Always useful if you use JI a lot
I don’t but I still love Hammer#5. I use it to block doors, break a group of people, trap stunned/rooted enemies etc etc many ways to use it.
Ret does not work if the target misses. It only works when you take damage or block. So if your a Bunker that does lots of AOE damage like me. Getting VoJ to constantly blind mobs is pointless as it means you kill a lot slower.
Like I said, the damage combined from Ret+Burning+Symbol+Mighty blow/Whirling Wrath is insane.
I can mitigate and soak up the damage from 10 mobs and kill them all within the matter of seconds. But then it is all up to the players play style. Take damage and kill fast or take no damage and kill slower. Either way it still works
Spent a very pleasant week over in Deso and had the privilege to WvW with IRON and others. If I was not guild bound to FoW I would gladly sign up. Some of the best WvW commanders I’ve seen so far.
Even with quickness it still should not be 250ms
Planting a flag is 2 seconds. How much speed does quickness give? it doesn’t sound right.
eerrr anyone missing this? 250ms to kill someone AND plant the flag. Looks like a speed hack tbh. There shouldnt be anything in game to kill and plant that fast. Quickest planting is still 1 second.
not worth it
i do not understadn the concept anyway. a guardian is crazy good at avoiding hits. retal only works when you get hit. against single mobs its so easy to facetank and not even get hit once. fighting ultiples is not much harder since you take some damage at teh beginningbut when the trash mos start dieing you can spam VoJ for perma pbae blind (crazy ability actually … OP some might say)
ifyou do not go high in virtues i also find that retaliation on most mobs does not even trigger because of the slow swingspeed.
never felt the need to trait for it since that would require me to take hits.. which i dont
Thats if you spec for VoJ to be refreshed after each kill.
Hell, even a rented instance like the one planned for SPvP would be nice. I wouldn’t mind renting a server to train the guild on siege warfare.
With over 3k toughness and the ability to heal any damage done to quite easily PLUS able to mitigate just about every skill thrown at us not to mention rolling to dodge them AND being able to dish back the damage. Yes that is over powered.
Mesmers will no longer be able to kite.
Thiefs cannot run away.
Warriors get kitten before they get close.
Rangers? Rangers get destroyed without us having ranged now. Think what will happen when we do have a propper effective ranged weapon.
Necro, well necro wont take so long to kill because you can just ignore their summons and keep shooting at him whilst removing any conditions.
Having a ranged weapon on a tank will make us into a Cannon. Hit hard, cant die. How do you think they will balance this? remove our mitigation abilities? nerf our healing some more?
The concept of “Play as you want” is still bound by the game mechanics as well as balance. You people take it far too literally.
I play guardian in WvW very successfully. And this is with a kitteny sceptre and a pretty good staff (Hammer/staff with all the other weapons in the bag incase there is a need to switch)
“Having a ranged on CD doesn’t sound fun does it? Having to sit there and wait for your timer to come up so that you can ranged attack?”
You have a sceptre and a staff to use while you wait for the cooldown. Your options are there. You just don’t want them.
Knights gear FTW. You get precision and toughness in one set.
It is only worth it if you tank 5 or more mobs at a time (which you should be anyway, your a Guardian
Ret+Symbol+Burning = Very high sustained damage per tick. This is nt even including your normal attacks. Sure our burst damage isn’t that high, but considering we can do high damage to every single mob around us, it makes us unstoppable in PvE.
I run a tanky build 0/0/30/30/10 and havent spec for ret at all. by the time ret finishes the 10 mobs around me are dead. You don’t have to spec for ret. Just use it as standard and its fine. If you do, the you should be gathering agro from mobs to kill them at the same time. Works wonders
Stick with the shield. More often then not your shield will mitigate a high damage attack which will work out better for you then trying to heal it.
Mitigation is better for solo play. Healing is better in groups.
Back to how the boni work, they reset with each new WvW matchup, correct? So towards Friday you’ll score the best loots, craft better (?) and have slightly better stats overall. Then Friday evening it’s back to 0?
As for all the kittylitter in this thread, you do WvW and benefit your server through the points earned. How is that unfair towards you?
I play WvW to have fun killing other players with my guild. Those percentages of stat-boosts don’t positively or negatively impact my game, unless I’m running dungeons in which case I benefit from it.
So to WvW succesfully someone has to pump money into upgrades or siege prints and also repairs. This is how you win to gain points to get these bonuses. During WvW you do not have time to stop and farm or start crafting. If you stop you lose. If you win you lose. People who want a free ride in WvW i.e a zergling or people who just want to kill kitten and not bother about winning or the points game, will not be affected as they never upgrade or buy siege prints to help the server to win.
Drop rates are terrible. Badges drop rates are terrible. The only people that make any miney in WvW are tagalongs who are just there for the ride.
Why arent the benefits geated towards WvW so that the people who sacrifice can at leadt benefit from it. Having the rewards only be good for PvE draws people awsy from WvW which is the opposite of what needs to happen. Competetive WvW is a numbers game. Those who just go there to kill kill kill barely contribute to it.
Every commander will know what im talking about. Those that don’t, have obviously been in WvW for a little fun and dont contribute much anyway.
To gain the most out of WvW rewards you have to PvE. Does this make sense?
Out of ALL the bonuse, how many of them do you think benefit you in WvW?
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