Um, all the Dev is talking about is sacrificeing damage/sustain/control for one or the other. Like pretty much all the other classes do. That said, I hope the buff the builds that players invest into. Such as a weaker base heals that scale better with healing power (325 base HS that scales to 500 with 1000 healing power, or something like that). All classes should have sacrifice to specialize, and be mediocre to be a jack of all trades. They should also be rewarded sufficiently for sacrificeing.
Honestly a LOT of guardian skill gripes could be solved with some reductions on our cool downs. Soooo so long and sloooowwww. We are like turtles. Slow mobility, slow skills, hard shell, soft on the inside.
Its a good thing we can prolong a fight, otherwise we would hardly ever get to practice activating our skills.
Oh well, I’ll wait for changes. Playing a guardian has made me good at waiting.
So why should we complain about being pushed from shout builds to consecration builds to deal with conditions? Despite the new buffs to 2 consecrations (not bad buffs either, but not great in hallowed grounds case) they are still lackluster in trait synergy (AH, boon duration) have long cool downs, can be interrupted, no stun breakers, traits exist in a non-stat tree, and they require stationary game play.
As for Meditation burst builds, can’t complain really. You end up with about 9 seconds Fury because almost everyone chains JI with Smite Condition. That should be enough to cover the duration of your burst. Hope it gives you a couple extra crits.
Are they better than they were? Yes. Do we benefit from the changes in the instances when we might use them? Yes. Are we better off today than we were yesterday? Not in both cases, no.
In that case, I approve. Wish Merciful Intervention worked the same
I’m not sure I like the current ‘buff’, because now you can miss your intended target and put your signet on a short 2 min cooldown. I will simply continue to not use it I guess.
Look buddy, no one is trying to imply perplexity runes have anything to do with on crit applications. I was simply pointing out that the application of confusion they award without cooldown was not altered. I was not even seriously asking for chill on crit without cooldown. Get a hold of yourself man!
I know what your point was. You failed at expressing it clearly. That’s why I responded with a clarification, just in case someone reading along misunderstood what Perplexity actually does.
Would it be fair to say that you were…wait for it… perplexed!? Mwahaha
Possibly learn the game better? The problem is they’re without cooldown on interrupt, not that they’re on interrupt.
Maybe you’ll start running perplexity now that you know this quick little fact.
The problem is that the person I responded to implied something that wasn’t true. There is no ICD on the interrupt portion, but there IS one on the on-hit (fourth level) portion. Are you still with me? The difference here is probably ease of application, and on-crit would be even worse in this regard. Interrupt requires an agreement between you and your target, or you don’t get the effect.
I’ve been running Perplexity on my Thief for about two months now, thanks. That’s why I replied in the first place, lest the ignorance about the runes spread here, due to bad English.
Look buddy, no one is trying to imply perplexity runes have anything to do with on crit applications. I was simply pointing out that the application of confusion they award without cooldown was not altered. I was not even seriously asking for chill on crit without cooldown. Get a hold of yourself man!
Purging flames incorrectly displays -33% condition duration, instead of -20% in tool tips.
Glacial Heart still has internal cooldown although it no longer states one in tooltips.
Healing Breeze displays wrong (old) base ally heal.
Next Guardian patch: Major tooltip fixes! yay…
(edited by Mightymealworm.8409)
Glacial heart no longer displays cooldown in tooltips. If it were every crit with no cooldown (like perplexity runes that didn’t get fixed BTW) I would love it lol.
Perplexity runes are on-interrupt, not on-crit. Let’s not make up things, here.
It was the no cooldown part i was getting at. Suppose I could have worded it better for those who don’t know better.
Glacial heart no longer displays cooldown in tooltips. If it were every crit with no cooldown (like perplexity runes that didn’t get fixed BTW) I would love it lol.
My healing breeze tool tip displays same old healing value for allies. Now needs testing…
I would have traded the buff to both consecrations for the way Pure of Voice used to work…meh. Overall, meditations area little better, consecrations are a little better, tool tips are a little better, shouts are quite a bit less effective. The rest no one will even notice.
No gravy train for guardians this go round… maybe next year guys.
Warriors are getting nerfs tomorrow if the leaked patch notes are to be believed. Pretty severe ones too. Meanwhile guardians get straight buffs and people complain? Lol.
Pure of voice fix is going to hit us harder than para sigil fix.
I personally agree with the petting zoo, George Steel. My own proposal was to make them an activated passive effect that could be sacrificed for a more substantial active command. Like a more powerful but less persistent signet.
I would honestly like to see ranger spirits developed much the same as well, but at least ranger spirits are useful as they are now.
Consecrations really just need reduced cool downs. More active gameplay.
I wanted to see what ideas might be floating around for making spirit weapons (other than shield) viable for the guardian. Personally I think they are our weakest utilities next to a few signets. What would you like to see?
Here is my idea I already posted the following in the guardian collaborative development thread:
I would honestly love a complete rework on spirit weapons. What I would do with them:
Remove health, like the good old days. Reduce passive utility speed/effect, increase active skills effect/damage. Make weapons stay close to guardian (about 150 to 200 units of distance) and only attack the guardians targets. Reduce passive effect frequency. This makes them more like signets than pets with higher active/passive risk/reward than before. All caster traits and sigils should effect spirit weapons, including crit chance/proc. No boons or conditions (stun/daze/knockdown etc. would remove all but shield commands from caster for duration) should effect the spirit weapons themselves.
Sword of Justice:
Passive- Have sword attack casters target at a maximum range of 600 with a reduced frequency of 1 every 5 seconds. Sword launches from its resting position next to the caster towards the target for a very quick strike, then returns to resting position for next attack. Each attack is telegraphed by a pre-strike swoop. Same damage as before with 1 stack of bleed for 3 seconds per hit.
Command- Sword strikes target and hits enemies in a small aoe (3-5 enemies at a range of 150-200) causing increased damage and 5 stacks of bleed for 5 seconds. If too weak, add 1 second daze. (I prefer to start cautious)
Hammer of Wisdom:
Passive- Same basic attack mechanics as sword, attacking casters target up 600 units distance every 7.5 seconds. Very slight damage increase but have it give one strike instead of 3 hit chain. Different telegraph animation before strike than sword. 1 second knockdown on hit.
Command- Launch single target on hit, just like hammer #4. Big telegraph.
Bow of Truth:
Passive- Attack casters target (allow it to also activate on friendly if targeted during combat) at a distance of 1200 every 7 seconds. Attack bounces 3 times between enemies and/or allies (like focus #5). Does very slight damage and 1 second weakness to enemies, cures 1 condition and heal (250 hp base to about 450 hp with high healing power at lvl 80) per ally hit.
Command- Similar to what it is now, but make it ground target and add the same condition duration reduction to the field of effect that they are giving Purging Flames. Reduce base healing per tick to 75, and top it out around 130 with with high healing power (because why even have healing power as a stat if it is not used?)
Shield of the Avenger:
Passive-This is tough because it is the only really useful one currently. Passive activation would have to be reduced a bit to make up for its indestructibility, sorry. I would however have it activate on or very near the casters position, making it more useful (I would also have any projectile blocks activate any blocking traits the caster may happen to have too, and have that carry over to shield 5, sword 3 and sanctuary as well).
Command- Shield erupts at casters location, damage and knock back at a distance of 300 from caster, 6 seconds weakness at a distance up to 600 from caster. Stun-break. Retain slight damage for on crit procs and burning procs.
Traits:
Leave all traits in Zeal. Combine ‘A Fire Inside’ from radiance with ‘Wrathful Spirits’ and maybe tone down the damage increase a touch. Combine ‘Spirit Weapon Mastery’ with improved spirit weapon duration trait from virtues. Make new traits for radiance and virtues that aren’t related to spirit weapons.
I believe this makes spirit weapons not only more active, but a great tool against kiters and gives us some non-boon related support. We get some slight condition application with traits and sword, cc from hammer, support from bow and shield. Less support than shouts, less utility than consecrations, more cumbersome than meditations and less persistent than signets. They would have a very different style to them. I like where they could fit.
I would honestly love a complete rework on spirit weapons. What I would do with them:
Remove health, like the good old days. Reduce passive utility speed/effect, increase active skills effect/damage. Make weapons stay close to guardian (about 150 to 200 units of distance) and only attack the guardians targets. Reduce passive effect frequency. This makes them more like signets than pets with higher active/passive risk/reward than before. All caster traits and sigils should effect spirit weapons, including crit chance/proc. No boons or conditions (stun/daze/knockdown etc. would remove all but shield commands from caster for duration) should effect the spirit weapons themselves.
Sword of Justice:
Passive- Have sword attack casters target at a maximum range of 600 with a reduced frequency of 1 every 5 seconds. Sword launches from its resting position next to the caster towards the target for a very quick strike, then returns to resting position for next attack. Each attack is telegraphed by a pre-strike swoop. Same damage as before with 1 stack of bleed for 3 seconds per hit.
Command- Sword strikes target and hits enemies in a small aoe (3-5 enemies at a range of 150-200) causing increased damage and 5 stacks of bleed for 5 seconds. If too weak, add 1 second daze. (I prefer to start cautious)
Hammer of Wisdom:
Passive- Same basic attack mechanics as sword, attacking casters target up 600 units distance every 7.5 seconds. Very slight damage increase but have it give one strike instead of 3 hit chain. Different telegraph animation before strike than sword. 1 second knockdown on hit.
Command- Launch single target on hit, just like hammer #4. Big telegraph.
Bow of Truth:
Passive- Attack casters target (allow it to also activate on friendly if targeted during combat) at a distance of 1200 every 7 seconds. Attack bounces 3 times between enemies and/or allies (like focus #5). Does very slight damage and 1 second weakness to enemies, cures 1 condition and heal (250 hp base to about 450 hp with high healing power at lvl 80) per ally hit.
Command- Similar to what it is now, but make it ground target and add the same condition duration reduction to the field of effect that they are giving Purging Flames. Reduce base healing per tick to 75, and top it out around 130 with with high healing power (because why even have healing power as a stat if it is not used?)
Shield of the Avenger:
Passive-This is tough because it is the only really useful one currently. Passive activation would have to be reduced a bit to make up for its indestructibility, sorry. I would however have it activate on or very near the casters position, making it more useful (I would also have any projectile blocks activate any blocking traits the caster may happen to have too, and have that carry over to shield 5, sword 3 and sanctuary as well).
Command- Shield erupts at casters location, damage and knock back at a distance of 300 from caster, 6 seconds weakness at a distance up to 600 from caster. Stun-break. Retain slight damage for on crit procs and burning procs.
Traits:
Leave all traits in Zeal. Combine ‘A Fire Inside’ from radiance with ‘Wrathful Spirits’ and maybe tone down the damage increase a touch. Combine ‘Spirit Weapon Mastery’ with improved spirit weapon duration trait from virtues. Make new traits for radiance and virtues that aren’t related to spirit weapons.
I believe this makes spirit weapons not only more active, but a great tool against kiters and gives us some non-boon related support. We get some slight condition application with traits and sword, cc from hammer, support from bow and shield. Less support than shouts, less utility than consecrations, more cumbersome than meditations and less persistent than signets. They would have a very different style to them. I like where they could fit.
(edited by Mightymealworm.8409)
I’m going to have to be one of those guys who thinks its not broken. Not perfect, but not broken.
Your PvP gear is only available in the ‘Mists’. It’s the PvP portion of the game known as sPvP or tPvP. All sPvP gear is cosmetic only, as all stats and builds are available to all players on a level field. When you deposited your sPvP gear it went to the gear wardrobe in the Mists, you can access it from there. You can go to the sPvP portion of the game by clicking the icon right next to the one that lets you enter WvWvW.
The mists is also a great place to try out new skills and builds as you have free access to all profession traits/skills and a plethora of different stat gear. There are training ‘dummies’ there to test you skills against as well. Have fun.
If you tone down evades blocks and dodges for guardians they just become weak squishy boon dispensing warriors. Oh, and those OP eles, don’t get me started lol.
I think its the black oily smoke Teq theme (looks like the new event ascended weapon smoke). You know, to promote the new teq update. They will probably revert it later.
It is doomed, but only if you read the forums. Everyone else is in que.
Moving in and out still works for both condition removal and burning. No pulse.
I run: traited virtue of resolve, -3 conditions for group. Smite condition -1 every 16 seconds traited. Save yourselves followed by contemplation of purity for group condi wipe and massive boons. Lyssa runes for self condi wipe with renewed focus and that recharges virtue of resolve for another -3 group removal. Also if you use great sword you can whirl them off in your light fields. I find that’s usually plenty of condition removal unless I hot join against 4 or 5 necros.
Its not so much the nature of the gaurdian class to be supportive in a party as it is the nature of the players who pick a class called guardian. All the classes can deal excellent support, most players would just rather not build or play them that way.
All they need to do to fix it is to have wards/sanctuary act as a physical barrier with knockback around at, like running into a wall. If you dodge into one you should not pass and still stumble after the dodge is complete. Stability would prevent you from stumbling but still should not let you pass.