“You can get more results with a kind word and a big stick,
than you can with merely a kind word.”
Alright. If this is such a big issue, post a video of a team preventing a point capture by invulnerability skills alone. Due to the short durations and long cool downs of these skills, it would have to be an organized team that does this as randoms in hot join would be unlikely to pull this off. Therefore, you must do this against another organized team.
Gear Shield is a three second block on a twenty second cool down. Sixteen seconds with the Power Wrench trait which most Engineers will take if they are using the Tool Kit. That is not a very long cool down at all.
I know ArenaNet has designed the Engineer to do everything the other professions can do only better, but I think this one skill should prevent capture-point contribution. However that would mean a slight nerf to the Engineer and I know that is against their design philosophy for the profession.
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All invulnerability classified skills do not capture points. An invluln is taking no physical or condition damage with one ability. Name one that captures a point.
http://wiki.guildwars2.com/wiki/Gear_Shield
Stops CC skills, attacks, and condition applications but does not stop the Engineer from contesting a point.
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Since guards have a lot of “on crit” effects, I find a mix of berserker/knight more suited for surviving. Having more than 20 ( even 18)k buffed as a guard is really not that useful given you won’t heal it for full with shelter anyway. 18k, a bit of toughness, and minor healing power investment is enough for a tanky anchor roaming spec in my opinion.
I find this confusing since this page, http://wiki.guildwars2.com/wiki/Critical shows that Guardians only have two traits that trigger on critical hits. Which is lower than every other profession listed with the exception of Mesmer.
Or are you talking about “on crit” triggers from upgrade components as well?
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Oh, one other thing I noticed is that you are using scepter and torch. While I can appreciate the torch’s ability to set things on fire, I never really considered it a ranged weapon. I have used it with the sword and mace, but I would recommend using the focus with the scepter unless you are building for some point control in which case use the shield.
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I like how they designed a game around “active defense” (AKA dodge and movement) and then created a condition that actually negates that very mechanic. Not quite an “I win” button, but with the stacks and the bugs it comes quite close. 
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What a t s e posted is quite true as is what Chicago Jack posted. The current “gods” in sPvP are Engineers and Elementalists using the celestial amulet + battle sigil + strength runes.
Elementalist and Engineers also never run out of skills to use as they both have access to more than any of the other professions do. This means they never get stuck in “cooldown states” where they have all their skills on cooldown and become easy kills.
If you like magic-using professions, you really cannot go wrong with Elementalist.
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Not to be a naysayer here, but I would also suggest you might try another profession for 1 vs 1?
Don’t get me wrong, I love the Guardian. It has been my profession since a few months after release (after I took a tour with all the professions) and they do incredibly well in PvE and as a support/bunker in PvP. However ArenaNet does not balance the game around 1vs1 (by their own admission) and this means there are going to be professions that are better at 1vs1 than others. Sadly, the Guardian is not one of those professions. They do quite well in a team environment and they can win at 1vs1 encounters, but there are professions out there who are far better for 1vs1.
It is one of the reasons I am going to have to level up another profession here after I complete some things with my Guardian in PvE. I only usually play just one character and I want one that can do well in all aspects of the game. So maybe try another profession for 1vs1?
Just a thought. 
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Apparently it was a feature listed in the patch notes from 28 May 2013:
- Spectators now see their target’s rank on the HUD.
However, it was then stated by a developer in this thread that it was not an intended feature – https://forum-en.gw2archive.eu/forum/pvp/pvp/please-remove-rank-from-spectator-mode/first#post4310775
Appeared to be a case of the left hand not knowing what the right hand was doing. That entire post was a bit confusing for me. Not ever seen anyone describe a feature listed in their own patch notes as an unintended design before… 
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Engi with the new turret trait that puts wheels on the turrets so they follow you around like ranger spirits.
I think the trait is called Skatemode.
For the love of all that is good in the world, please do not give ArenaNet ideas like that.
Sure, you laugh now but when it happens…
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Access to Guild Wars Eye of the North is via quests that can be received by characters level 10 or higher from:
Len Caldoron in Lion’s Arch
Minister of Maintenance Raiugyon in Kaineng Center
Bendah in Kamadan
Play a necromancer longer then 3 months after patch in spvp.
Goodluck, and i’ll see those necro changes coming soon.. right?
I mean.. flamethrower buff, right?
I just had breakfast with the balance team. They said they would be happy to prove that they do play necromancers. As soon as you prove you have spent at least 3 months in game design.
The amount of time spent doesn’t necessarily reflects their competency.
In the Thief forum, we often ask the Devs to play a Thief. Not just roll a Thief play it. Not just have a Thief for 1,000 hours, we ask them to play a Thief.
Because even if you spent a couple of hours playing a Thief, I mean genuinely play the Thief, you’ll find right away everything that is wrong with the profession. What traits doesn’t work. What animations are broken. etc.
3month means nothing. The Devs need to play the profession they are “balancing”. It seems apparent that they all play Warrior.
I think they must play Engineer as well since they seem to have this desire to buff it to the point that it can do everything that every other profession can do only better.
Maybe they are trying to make the tournaments all Warriors and Engineers? 
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I honestly think that ArenaNet took a page from the Blizzard balance guide under the chapter of, “How to buff your least played class to the point everyone wants to play it”. Blizzard took this chapter with the Warlock class. For years it was the most underplayed class in World of Warcraft. Now, it is one of the most popular. It is also quite overpowered and even Blizzard admits this, but they do not plan to do anything about it until the release of the next expansion.
I wonder at what level ArenaNet will consider that there are enough people playing Engineer to nerf the profession back to a balanced level. Maybe when we start seeing tournament teams with four or five Engineers in them? We have already seen those with two. Maybe then? Until then, just bring some help when you go to fight an Engineer as ArenaNet obviously does not want anyone to be able to 1vs1 this profession with any ease. 
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Whoa, whoa, whoa, whoa…
Wait just a minute.
Hold the phone here.
Are you saying that a Mesmer, the only profession that actually has Dueling in its traits actually won a tournament of duels?
I am not actually sure I can feign enough fake surprise over that to be honest.
Oh, and just as a side comment the music in the video (and I use the term “music” only in its most broadest definition based on the cacophony of sounds that I heard between the matches) has to have been some of the worst noise to fill the gaps between matches ever heard by human beings.
Other than that, it was interesting to watch. I still cannot feign enough fake surprise at the ending but it sure will be interesting watching the next round after the “balance patch” goes through as people simply melt under the torrent of Torment stacks. 
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Kay.
Mesmer/Engi still kill guards easily even with the extra 2k heal every 90s
Just had to add to that statement. 
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Not sure if this will help you out, but I have always moved my WASD control keys to ESDF in every MMORPG I have played. I always change my left-right “turn” keys to “strafe” instead and this leaves me with more keys around my movement control keys to bind to other commands.
I have found keybinds to be a very personal preference though, so you might need to experiment a bit and find what works for you. Hope this helps. 
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Thanks for all the great advice, everyone.
The reason for my choosing to start over is to create a profession that I can play well in PvP and PvE.
You may want to look at just making one of each class. When they do a balance pass things can shift around. What if the new class gets a nerf in one area? Are you going to delete it again and pick the new class that currently at top?
Thanks for the response. I actually had thought of this, but as I don’t have a lot of time to play at the moment, I really just wanted one profession that I could learn very well and excel with in PvE and PvP. The whole “buff/nerf” effects of balance passes are not really the issue, it is more along the lines of the philosophy that ArenaNet has for the Guardian. While it can play in PvP, it really can only do so effectively as a bunker. And as was demonstrated in the Tournament of Legends 2, there are now professions (Elementalist, Necromancer, Engineer, Warrior, Ranger) who can bunker as effectively as a Guardian and still be able to kill people.
I think the light finally clicked for me when I read this post https://forum-en.gw2archive.eu/forum/professions/guardian/How-to-be-a-nuisance/first#post4357218 which had a clip where Jonathan Sharp outlined their views on just what the Guardian is supposed to be in PvP. I was hoping this balance pass would help a bit with the role of the Guardian in PvP, but we still really only have two choices. We can build as a bunker where we cannot kill anyone but can be of great help to others, or we can build for burst and hope that the opposing player does not know how to dodge or kite.
Great advice. I’m not a competitive player, so I like to tell people to play what they enjoy, but even as a competitive player, you never know when things are going to shift.
Yes, I do believe it does come down to this advice here. While I do enjoy my Guardian in PvE, I just do not enjoy the support only or “burst with some luck” choices I currently have for the profession in PvP. Hence why I was asking about starting over. I may still just look at the name change option in case ArenaNet changes their mind about the way they want the Guardian to play, but after two years of basically the same options I am not very hopeful.
Thanks again for all the great input. 
Thanks for all the great advice, everyone.
I have looked into the name change contract and I might reconsider it. I originally had dismissed the idea as my current profession is really only good in PvE and I was looking for a profession I could play well in all modes and aspects of the game. I usually only play one character, and having one that I could play well in all modes of the game would make the level 80 redundant.
I really don’t have any mules. I have one other character I was running through the Norn story to get the achievement and will create a Sylvari to do the same thing. Other than that I really only ever have the one character that I play. The reason for my choosing to start over is to create a profession that I can play well in PvP and PvE.
Really great advice and responses though and I will think about what everyone has posted.
Thanks.
@michaes magister
Thats really sad then
Oh well, I guess I’ll just chill out until some changes occur. I wish shields were more useful too.
Yes, I find it ironic (and I think it has been posted here on the forums before) that the symbol for the Guardian profession is a shield and yet it is one or our worst, least used weapons in fact. 
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Lol may be unkillable but not like you’ll be doing any damage…
This is the sad part about bunker guardians.
You may be tough to kill but you do crap for damage.
Meanwhile ele, engi, & warrior can all bunker as well or better while doing more damage.
Yes, I don’t think it was a coincidence that the two winning teams in the Tournament of Legends 2 did not use a Guardian on their teams. One of them had two Engineers and an Elementalist while the other had two Elementalists and an Engineer.
After all, why take a profession that can only bunker when you can take the ones that can bunker and actually do some damage. A really sad state of affairs for the future of the Guardian in PvP.
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Greetings all,
I am looking at having to delete my character that I started just after Release in order to change professions. I only ever play one character (other than some alts to pick up the achievements from the other stories) and I want to keep my name. I actually asked ArenaNet support if I could get a profession change item in the Gem Store, but they apparently had not thought of such a thing. 
So, having explained that I have a couple of questions:
1. Once I delete my level 80 character, how long before I can re-claim my name on my new one?
2. I was never much of a power-leveler and did most of my leveling back just after release, so how long am I looking at getting my new profession back up to level 80 in order to participate in the Living Story episodes? Do any of you have any good ideas for getting up in levels? I know about crafting and such and have stored many materials to use on my new profession.
3. Has anyone else had to re-start and do you have any advice or information for me?
Many thanks in advance. 
It’s actually just a good example of the one real weakness/flaw with the Guardian. That is the only thing easier to kite than a Guardian, is an actual kite. 
Several times Stella almost had the fights only to watch Nhymx move out of range and stay out of range long enough to reset his cooldowns with the superior mobility the Warrior enjoys. At least Stella was fighting another melee spec. It would have been even more one-sided versus a ranged spec.
However, Stella was a nuisance and that is exactly the standpoint the developers have as far as the Guardian’s role is concerned. See: https://forum-en.gw2archive.eu/forum/professions/guardian/How-to-be-a-nuisance/first#post4357218
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As a caveat, I kind of wish Engineers were more scarce. After the update, I won’t be able to even get near one on my Guardian, let alone kill one. If they were more scarce, I wouldn’t have to sit out as often in sPvP matches. 
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Well, considering that the two winning teams in the Tournament of Legends 2 each had Elementalists and Engineers on them (one team had two Elementalists and one Engineer while the other had two Engineers and one Elementalist), I would say that both of those professions would be a good choice for you.
Both of them have the mobility, disengage, support, and the ability to wreck face that you are looking for in a profession. They also have access to more skills than any of the other professions do, so you never really have to worry about being caught with everything being on cooldown the way other professions do.
Either would be a solid choice for you based off of your criteria.
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I’d love to hear from ANET why they thought buffing turret engi was a good idea.
I think that their philosophy for Engineers are to buff them until they can do everything the other professions can do, only better. 
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All classes are melee characters, some have stronger back up options than others.
Some have better ranged options, but the Guardian is not one of those.
Some have better mobility, but again the Guardian is not one of those.
The OP stated that he played archer types primarily and again, the Guardian is not one of those.
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Engi is the least played class and the hardest to master, so yes rotations are hard to write in stone. We don’t know how much they will be affected by the patch, some claims that engi will be more valuable to cap vuln and might, others think their spot is better used by something else. Their dps is also reliant on things like bunker down, so their actual damage is usually lower than the spreadsheets. I myself think they are valuable.
I don’t see them as the least played class myself. At launch? Definitely. But now I see Engineers everywhere and in plentiful numbers.
As for being the hardest to master, I would say they are tied with the Elementalist on that one. Both require a great deal of skill, but the Elementalist has less health and less armor than the Engineer and can make fewer mistakes without dying.
I think both are quite viable in all game modes and judging by the composition of the winning teams in the Tournament of Legends 2 (one had two Engineers and an Elementalist and the other had two Elementalists and one Engineer) I would say that they are more than viable in sPvP.
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So for engineers differences between low skilled player and high skilled player are huge enough to make him worse than old ranger or absolutely op? I’m just curious why everyone can make quite similar worse-best classes rankings, but one group of people put engi at top of ranking while others put engi at the bottom of ranking.
I think perhaps those people either have not played an Engineer, or do not like the “steampunk” style of the Engineer. However the Engineer has received many buffs over the years and currently there is not much other professions can do that they cannot. And in many cases they can do things better than most professions can.
Just as a quick example, the Guardian gets a boon called Aegis as part of its profession mechanic. It is granted from their Virtue of Courage. The Aegis refreshes every 40 seconds passively and if the Guardian uses it on demand it recharges in 90 seconds.
The Engineer can take a Grandmaster trait called Armor Mods that grants them Aegis when struck. This trait grants them Aegis for 5 seconds and has a 15 second recharge timer on it basically giving Engineers better access to Aegis than a Guardian gets and Aegis is one of the Guardian’s profession mechanics! 
There just isn’t a lot a profession can do that an Engineer simply cannot do better. There are some exceptions, but not a lot.
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You mentioned you were mostly a stealth archer in games you played before. If that is your preferred play style then Ranger is definitely the profession for you. The Guardian absolutely sucks at and against ranged attacks.
Their longest range weapon is only 900 and as they have no real soft CC or movement skills the only thing easier to kite than a Guardian is an actual kite! 
If you played ranged classes primarily in the past, then Ranger is going to be the most fun and least frustrating for you in my opinion.
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If you think your condition issues are bad now, just wait until Mesmer gets Torment on their auto-attack. Combined with Confusion you will have a choice of moving and using skills to kill yourself, or just standing still and doing nothing while the Mesmer kills you.
Good times!! 
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I guess thats why most of the more competitive pvp teams run exclusively guardians as tank. You know, because they suck at it and these teams just want to be a good sport about it.
Oooooor, maybe they are infact the best tanks and competitive teams all figured this out a long time ago and simply go with whatever is best. And the best is clearly the guardian.
Which is why last ToL we saw an average of more then 1 guardian per team, thats right you were more likely to see two guardians than no guardians in a team.Yay for profession diversity.
I guess you missed the part where neither of the two winning teams in the Tournament of Legends 2 used a Guardian. Yay for profession diversity.
Looks like people are realizing that other professions (Engineer, Warrior, Elementalist, Necromancer) can go tanky while actually being able to wreck face as well. The Guardian cannot do that. A Guardian has to choose whether to be a tank/support or a burst DPS role. This is actually going to make them more of a liability in the sPvP matches to come. Why have one support class (who cannot be everywhere on the map to support and hits like a wet noodle) when you can just spec your other professions to be tanky, have their own support, and also wreck face?
If they had buffed Meditation builds to the point that the Guardian could also be tanky while using them, then they would have put them on par with Elementalist, Warrior, Engineer, and Necromancer builds who can still put out damage while being tough, but they did not. The Guardian is one of the only professions left that has to choose whether to be support/tank or be a DPS burst. They get no “sweet spot” of being both as most of the other professions do.
Note I did not include Thieves and Mesmers on this list as they really do not have to spec to be tanky. Their class mechanics take care of all their defenses, so they can spec all of their build to wreck face
As for the “blind spam” complaint that everyone seems to have about the Guardian…
Well, I am not going to try to show the math but I will say that the Guardian has three weapon skills with blind.
As does the Thief…
As does the Elementalist…
As does the Mesmer…
And we have no utility skills that apply blind.
Unlike the Engineer, Thief, Elementalist, Mesmer, and Necromancer.
Nor can we even create dark or smoke fields to create combos that blind. Only the Thief, Necromancer, and Elementalist can do that. (Anyone else seeing a pattern here?)
So it would appear to me that the all three of the low health professions have equal access to “blind spam” (with the Thief maybe coming out just a little ahead) and that perhaps that was what ArenaNet intended to offer some mitigation for having no health? Just a thought.
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I honestly don’t understand how you all justify these complaints to yourselves, considering conditions very clearly aren’t a problem in high-level play. That should show you that you have to be doing something wrong.
Well, there you go Solzero. The answer to your question/problem (and anybody else with these concerns) is to just play in high-level play as condition builds are simply not a problem at that level. 
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There was a time that condition builds were a huge problem. That’s no longer the case. They’re now a rarity in tournaments. TCG, the only competitive team in the world at this moment, doesn’t have a single condition build.
Again, there’s a reason high-tier players don’t complain about conditions anymore. Think about why that is and what they do different, and adapt.
Didn’t you just answer your own question on that one? It would appear they don’t complain about conditions anymore because they don’t use any condition builds. Seems simple enough to me.
I think the problem is that too many people (ArenaNet included) base their opinions off of what the very few “higher tier” players think and forget about the fact that there are hundreds of thousands of other players in the game besides just those few. 
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Torment is a viable answer to limit mobility with a risk/reward and cleanse type counter play. I know originally people felt it was not iconic to the archtype, but just thinking mechanics.
Ive said it before, i will say it again for the 324907309790759047905743th time, Master trait in radiance, torment on crit, call it “punish the wicked” Gives us something actually condition based IN our condition line (radiant retaliation is crap) and ties into the theme nicely, helps with soft cc as it punishes movement, and opens up new types of actual condi builds instead of the only one which is actually hybrid.
I could live with that.
Kind of similar to a change I suggested a while back.
Make Radiant Retaliation base for everyone of every class. Then move shimmering Defense to the grandmaster tier & change it to the following.Shimmering Defense : Whenever you blind or burn a target you apply X stacks of torment for Y Seconds. 5 second internal CD per target.
That ^ would mean yes you can kite but doing so will still cause you some damage.
Another simpler idea I had was to put a 3 second cripple onto sword #2 & a 4 second cripple onto greatsword #3.
+1
These are both very sound suggestions.
Now, if only we can get someone at ArenaNet to read these. 
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Heya Solzero,
The problem here is basically due to the math involved and the character attributes.
In order to have a decent Power build, you need to focus on increasing Power, Precision, and Ferocity. Increasing these three attributes leaves you little room to increase Vitality, Toughness, or Healing Power. Power builds are usually “glass cannons” and although there are those that do up their defensive attributes and rely on Fire and Air weapon sigils to help them with their damage (or might stacking), they mostly are not very durable.
On the other hand Condition builds only really need one attribute: Condition Power (Condition Duration is also nice, but not really necessary). Since you only really need the one attribute, it leaves you more wiggle-room to increase your defensive and healing attributes. Thus, you can make a fairly tanky character that can still wreck face in PvP with conditions (with the exception of the Guardian as they have no viable condition builds). This gives Condition builds much more sustain versus their Power build cousins.
Finally, after you have built your Power build all it takes is Weakness to completely make your build ineffective. There is no “magic condition” that affects Condition builds in this manner.
So, make a “glass cannon” Power build that can be stopped simply by applying Weakness, or make a durable Condition build that has the sustain to hang in there and keep fighting. The choice is fairly simple and thus why you are seeing the condition spam meta that currently exists.
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Well, they buffed the medi guard, so now we have a whole ’nother way to be the “nuisance profession”. 
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What worries me more is the upcoming changes to mesmers and rangers. They are an amazing 1v1 class and with the range dmg advantage that they classwise have they put allot of pressure on us while we play bunker on nodes and also even in zerker modes. Its a well deserved buff for ranger dont get me wrong, but offtopic a bit the mesmer one was completly uncalled for. We wont be able clense that much torment and confusion and that combo means “dont move, dont use skills or wither within seconds”. How this type of play is good for the game is beyond me.
I am glad I am not the only one who saw the upcoming Mesmer changes and thought, “Holy crap! What am I supposed to do when I cannot move and cannot use skills or I die?”
The focus fire from Rangers is already quite withering especially since we cannot even hit them at the range they can hit us from.
The Engineer change to make crippling baseline with their tool kit wrench skills means another class that can near permanently kite us around.
It all points to that whole “You are meant to just stand there and take it while trying to be as much of a nuisance as you can” stance that ArenaNet seems to have with their view of the Guardian and what it is supposed to do.
After two years of playing a Guardian, I am just hoping that they offer a Profession change service in the Gem Store here soon! 
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The biggest issue is not even the nonviable utilities/traits but the fact that we are OUTDATED, everything around us evolved whilst we remained in same spot since launch.
Not quite in the same spot. We have received several nerfs over the past couple of years. That’s something, eh? 
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I thought it was every two weeks, wouldn’t that make it next week?
Because:
1) These videos are in part about feedback. There is no way for them to receive and act on feedback when they’d only have 4 days if it was done next week.
2) The ToG signups started last week. As it is now these two professions are already really disadvantaged since no one knows the changes coming, so no team in a right mind would sign up with these professions right now. If they waited till next week, it’d be too late and both professions would be completely screwed (only desperate teams would take an uncertain pick like that), so by doing it this week they give teams time to figure out if they want to swap things up and take Necro/Guardian. Its not ideal, but its better than the alternative.
I doubt much will change for the Guardian that is going to change their one role in sPvP (bunker/support). While they might buff some of the under/never used stuff it still will not change the Guardian’s principle role on the team.
That being said, I think the real choice about whether to take a Guardian or not is going to be due to the fact that so many other Professions are now showing that they can bunker as effectively as a Guardian can while still being able to unleash massive condition damage (something the Guardian cannot do) which might make choosing a Guardian an actual deficit to your team picks. If you can choose between a bunker/support Profession and a bunker/support Profession that can actually kill other people quite effectively, it stands to reason you would choose the latter.
Of course, ArenaNet might just surprise everyone and actually make some significant changes to the Guardian, but after two years of “being in a good place” I think it highly unlikely.
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all thisYou’re not fooling anyone vee wee…
LOL!
Create an account to post with, then another one to promote just how awesome the original was. PR politics at its best! 
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i dislike
standing still, cast times, animation locks, getting chain CC’d into the dirt, having my damage made irrelevant
I would suggest that you never go up against an Engineer then no matter what profession you pick up. The above statement sums up an encounter against one perfectly. 
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The Warrior seems to fit what you want to play. They have the best health in the game, some solid melee AoEs, the highest armor, and are built to just power their way through throngs of MoBs. Their healing signet is a better heal than a Guardian’s Virtue of Resolve and since none of their weapons are designed as support weapons (the Guardian is a support class), they all do pretty nicely.
Try some hammer action with your Guardian, and then try some with a Warrior. 
You want to power your way through MoBs coming out pretty much no worse for wear? The Warrior is what you seek.
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solo-roam guardians are better cause they can clear camps faster.
Even rangers are good against NPC Guards.
And I’m tired of seeing that Meditaion Burst build, it’s like it’s the only build we have.
Nah, we also have shouts! 
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watching those matches however i have to wonder if all the love engineers are getting next patch is really needed.
I personally think that ArenaNet are going to continuously buff Engineers until they can do what any other Profession can do, only better.
Pretty sure that is their goal with the Engineer. 
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i agree with pindown being more telegraphed.. so heres the deal.. ill trade you ileap for pindown.. and we will call it a day.
these arguments are so bad.
But sure and now place it on my GS so i can have a 100% 100b all the time just like you can with blurred frenzy
Mesmer Sword has the second-weakest Sword AA in the Game (Powerwise), and if you actually take the Warrior’s Sword’s bleeding application (even on builds with 0 conditiondamage) in mind, it may become the actual weakest Sword AA in the Game.
Blurred fency has a damage-coeffcient of (2.4). In Comparison, the Warrior’s Greatsword has (5.5) on 100b, (2.8) on Whirlwind Attack, (1.7) on Rush and and (1.5) on Blade Trail ( giving the blade hits two times); Arcing Slice (although never really used) has a modifier of (1.3). 100blades alone outdamages Blurred Fency by far , and if you forced your opponent to dodge twice (which isn’t hard as warrior, giving the sheer amount of hard-hitting attacks), and used 100b mid-melee range, you would have already outdamaged Blurred Fency by the time your opponent got out of your attacking-cone – And you don’t even have to use inmob for that. In case you actually inmobilize your foe, a full Blurred Fency will not even down Soft Targets in one Swoop – but 100blades certainly does.
Neither Sword AA nor Blurred Fency will put too much pressure on your foe; And by the way – Mesmer mainhand Sword is already a weaker, more gimmicky Version of Thief S/P 2-3 + a weaker AA. And i can tell you, my thief can use #2->#3 much more often than my mesmer and hits way harder while doing so (even the Shadowstepping part itself) – initiative may have been a problem in the past, but ever since the buff to it’s regenerationspeed i can use it far more often without pushing myself into a corner (S/P was way harder to play back then)…
To your Pindown: this spell had 6 stacks of bleeding for 12 seconds at base stats (mind blown!) PLUS inmobilize; and no, ¾seconds is not “overly telegraphed” at all – many classes have ¾s spells which are telegraphed just as well while not having nearly the strength of a pin down. And don’t even try coming with a “strafing” argument; the pin-down-shot doesn’t move slow at all, and the 50% Movementspeed reduction in-combat will make strafing impossible unless the warrior fires it at 1000-1200 range.
Actually i don’t even know why i’am explaining this, since i’am not sure what the inmobilize on pin down (a ranged set) has to do with iLeap, which is used on a melee set – a Sword wiedling Mesmer is slower than any Sword or Greatsword wielding Warrior, can’t take as much damage, doesn’t do as much damage with it, and does not nearly have so many ways to counter movement-impairing conditions via traits as a warrior can, so why is it so hard to understand that inmobilize is actually very important to melee Mesmers?Of course i hope that there will be a delay between spawning the clone and teleporting (look at focus #4, it takes a second as well until the pull can be used), because no matter how much Swordmesmer need it – instant inmobilize would just be silly.
Damage buff for GS.. why? wassnt it already strong? (…)
GS#3 has never been a high-damage skills, and it won’t be one after the buff either. And no, if you want to know it exactly: GS itself is not “already Strong”. iBerserk is a weak (lower coefficient) and double-telegraphed version of Whirlwind Attack, #5 does unnoticeable damage, #2 is kind of okay, but has the same damage as Blade Trail (which is the weakest non-AA on Warrior GS), and the Autoattack is barely noticeable when used against Zerkerwarriors – use it against PVT Warrs, and you won’t even get past the Regeneration given by Healing Signet (and this is coming from someone running full zerker; so my MesGS won’t get much stronger than it is).
AA torment!?!?? what??!?!??!?!?!?!?! are you sick ANET???
I main mesmer and i fully agree with this. If you’re looking into the mesmer Subforum, you will see even more Mesmermainers hating this change. It will make the most stupid, most braindead and most passive Condispec even more overpowered than it already is right now – this will undoubtly lead to a mass of bad players “jumping on the train”, creating an alt mesmer and terrorizing WvW with their newfound holy grail…
Anyone got an Idea how we could make the devs see how terrible their decision was
?
We could suggest they actually log in to their game and play it a bit, perhaps?
A very well written post.
Thanks.
Based on the class mechanics Guards are only really good at two things: Zerging and Point defense so thats probably why they are ‘in a good place.’
Guards have been plagued with stealth nerfs and next to not fixes since beta where they got nerfed every patch. Are we under powered? Not really, but we’re also not that good. You get a little bit less out of the class from what you put into it which is the exact opposite of every other class except ranger, but they are getting buffed pretty hard
So, do you hold out any hope for any changes with this upcoming patch or do you figure it will be more of “in a good place” rhetoric? 
Thanks.
This is more or less true.
Arena.net have also said that they want guardians to have a lack of ways to get out of combat but want them to stay in combat easily once there.
The sad part about this is that guardians don’t have access to the needed tools (snares, cripples, chills etc…) in the needed quantity for this role.That means unless you have a friend with you providing an excess of those things you will be kited rather easily.
Yes, the only thing easier to kite than a Guardian is an actual kite. 
Thanks.
So overall guardian is just bad unless group play is involved? If that’s the case I’m re-rolling lol
I wouldn’t say “bad”, but definitely diminished.
I don’t know if you played the original Guild Wars or not, but the Guardian is basically modeled on the Paragon from that game. The Paragon excelled in groups and made groups work better than they could without a Paragon but were diminished on their own. The Guardian works very similarly.
This is not so much the case in PvE where every class is viable, but is much more the case in PvP where the Guardian’s role is very much defense and support of the group.
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I am not sure why you would not want to spec for water and arcane. With both of them traited, you can attune to water every 10 seconds and heal yourself to full while cleansing all conditions from yourself and your party. That’s without even having to touch your healing skill. Who wouldn’t want that? Sure beats the 30 seconds I have to wait between healing.
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I’ve played every class to lvl 80 except for Thief. I was like you before, but then i realized, Guardian is just so awesome. =D
My comments to you is : Please delete your Guardian ASAP or try other class and realized how ignorance you are.
Guardian Tips : Ring of Ward in the middle of gang fight.
Ah yes, Ring of Warding. Place it down and watch people dodge through it, leap through it, shadowstep or teleport through it, or just walk through it with stability.
It makes a pretty ring on the ground, but along with Line of Warding is mostly useless against anyone who can dodge. 
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I would like to see Line of Warding and Ring of Warding taken away and some useful skills put in their place. The lines do nothing to stop people from going right through them with dodges, leaps, stability, etc. They are just basically really pretty lines on the ground.
I would also like to see some more ways to actually defend against long range attacks. I know we can take utility skills, but I would prefer if I had some skills on my weapons to actually be able to deal with people who are killing me from long range. Being whittled down by someone at 1200 or 1500 range when your maximum is 900 is quite frustrating at times.
Barring such changes, maybe they could actually offer some sort of profession change in the Black Lion Gem Store? 
Thanks.
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