when you go to DS or RS you should be able to exit on weapon swap (with no cooldown). Then put 1 sec on DS and leave RS as is.
Legendary and Ascended share the same stats, so what difference would it really make?
Would allow to change its stats anywhere.
For some people like me who likes experimenting, would be good, but the only ascended pieces that I have is rings and amulets and none legendary weapons. Does not worth the effort for me, the grind is too much.
The effort might not be viable to accomplish this.
What they need to do is reduce the cast time to 0.5 sec (or even less). When I finally finish casting it my opponents already cleaned all their conditions. Also, they should revert back to 15 seconds of cooldown. The AoE condition application is really weak in the game, mainly because of AoE cleansing.
And all corruption skills feels rather weak (except for CC and Plague, of course). And their trait doesn’t help at all with the weakness of the skills.
My main problem with trait and skills are:
Traits:
- Wrathful Spirit (Zeal): I’ll never, literally never, use this trait.
- Zealous Scepter (Zeal): I’ll never use this trait over Fiery Wrath. It should at least reduce the CD of Scepter.
- Symbolic Avenger (Zeal): Is really weak on WvW or PvP.
- Healer’s Retribution (Radiance): I’ll never, literally never, use this trait.
- Radiant Retaliation (Radiance): There is no reason, at all to use this trait. It does not matter if you use full dire or even anything else, Amplified Wrath will always be the pick as condition build or any other build that doesn’t uses sigets (maybe even if you use signets). PLEASE ANET, replace this trait for something else. It could even be the older trait “remove a boon when applying burning, 7 sec of cooldown”.
- Stalwart Defender (Valor): This trait is really weak. There is no reason to use it over the other 2 options even if use shield (which is already a weak weapon).
- Invigorated Bulwark (Honor): After a lot of testing, I find this trait weak. The block application, estrange as like, is limited. The healing stacks should be increased to 30 seconds at least. The CD reduction doesn’t worth the take over Protective Reviver in PvP/WvW.
- Protector’s Impact (Honor): This, and ALL ON FALL TRAITS, must have another effect. As Guardian it can be a real problem to pick an Adept trait in Honor becauseall of them are too specific.
- Pure of Heart (Honor): Is still weak, even if you use Communal Defenses.
- Retaliatory Subconscious (Virtues): It still weak and underwhelming, you only take this trait if you don’t use a Consecration (Master of Consecrations). Unscathed Contender might be more viable with th long bow.
- Battle Presence (Virtues): Considering that doesn’t apply the heal when Virtue of Resolve is on CD anymore, it should at least double or triple the heal amout on allies. Smooting Mist of Elementalist heals for 300 hp/s, while this heals for 90 hp/s with the same healing power. Or add another effect to this trait.
Weapon Skills:
- Both Shield skills: https://forum-en.gw2archive.eu/forum/professions/guardian/Shield-should-be-re-dessigned/first#post5340047
- Faithful Strike (last hit of Mace #1): It is too slow, should have ~0.75 sec of cast time. May reduce the damage according (but keep the same DPS).
- Symbol of Faith (Mace #2): It is too slow, it should have 0.75~1 second of cast time.
- Protector’s Strike (Mace #3): Reduce the channel to 3 seconds.
Utility/Elite Skills:
- Hallowed Ground: Reduce the Cooldown to 60 seconds. This skill already have a very specific usage.
- Sanctuary: Reduce the Cooldown to 90 seconds.
- Merciful Intervention: Either reduce the Cooldown to 25~30 seconds or allow to teleport anywhere.
- Signet of Mercy: Reduce the cast time to 2 seconds (as well every other revive skill in the game, these skills already have a long cooldown).
- Spirt Weapons: https://forum-en.gw2archive.eu/forum/professions/guardian/Let-s-Talk-About-Spirit-Weapons/first#post5316627
- Signet of Courage: Reduce the cast time to 2~3 seconds and double the healing of the passive or reduce the passive CD to 5 seconds.
(edited by Mikau.6920)
This is really annoying. Focus #4 (Reaper’s Touch) of Necro and Torch #4 (Zealot’s Fire) of Guardian have 99% chance to get obstructed.
I believe that all projectiles that “walks” have this problem. The ground collider detection should be a little higher than the actual ground, this would be an easy way to fix this problem.
@edit
Or instead of “walking” these projectiles should actually “fly” instead. I don’t know why they need to “walk”. This only interferes on WvW walls (make these skills useless in that occasion).
(edited by Mikau.6920)
Is this setup better?
I would use in WvW mainly.
That would be decent, however cele is very expensive to make. You would save a lot with something like this:
http://gw2skills.net/editor/?vNAQRAsY3fjEqQLLWuCurAVLGSEqOd31TgXgO/A+AIZf9S2QUA-TlRTwAUV/Bw+D30PER5xRlgXUiRIAfzBA-wWhich would also allow you to fine tune, if you want more power, you can pick another solider accessory or two; likewise with dire for more condi.
I already have these celestial on other char, that’s why I put 3 ascended ones. And the exotic ones are account bound. Is too expensive to make ascended equips, I’ll make or buy exotics (carrion).
Is soldier/dire mix better than celestial? With celestial I have more crit chance and crit damage as well.
Is this setup better?
I would use in WvW mainly.
I want to try a carrion build, something like this:
Should I swap some Carrion for Sinister or other set?
I don’t have experience as Condition Ranger, any suggestion would be appreciated.
LOL. This is a huge bug. I really hope they fix it soon. But it is hard to happen, sadly we will have to wait several patches to have fixed most likely.
You could be tankier untill you finally learn the mechanics of the fights you are in. Then you finally can change to full berserker eventually.
I tried to use shield (yes, again) and I can reaffirm what I said on previous posts about the shield:
- The #4 needs another effect (IMO it should be 5 sec of cripple).
- The #5 should have the bug fixed (over a year bugged and not a single word about by devs), should not root and the detonation should scale better with healing power (it scales too poorly).
- The Shield trait needs something else (IMO it should be shield skills give 5 seconds of regen to affected allies – now the shield trait is just garbage, there is literally no reason to use it).
These changes doesn’t redesign the weapon, but will finally make the weapon on par with the other off hand weapons that Guardian has. I don’t believe that it needs to be completely redesigned. There is still salvation to the current shield.
And again, PLEASE, FIX THE BUG.
From what i know Anet already announced that shield will be totally redesigned in HoT.
When they said this?
(edited by Mikau.6920)
These are my suggestions:
The weapon doesn’t need a complete revamp, just a few tweaks. What they need to do to this weapon become viable, in my opinion:
- Add a new effect on #4. In my personal opinion, it should be 5 seconds of cripple, which is the weakest control skill, but will help a lot with the weapon nature (one of main problems using shield with mace is keeping the opponents in melee). It would make to use shield more viable with sword and scepter as well. With this addition, also wouldn’t be necessary to increase the cooldown of this skill, unlike other effects like daze or knockdown;
- Remove the split between PvP and PvE of #4. This skill is already weak in PvE/WvW, this split only make this skill worthless in PvP;
- Fix the long date bug on #5 dome. It should last 4 seconds instead of 2 seconds if you finish the channel;
- Remove the root on #5. This skill really doesn’t need to root;
- Increase the healing scaling on dome detonation. Healing power is worthless with this skill. It should be from 1300 to 2500 with 1k healing power;
- Add a new effect on the shield trait. I would say 5 seconds of regeneration. This would push this trait to be more viable to use with shield as support weapon, but won’t be really powerful with other type of build. Now there is no reason to use the trait over Strength in Numbers (add almost the same amount of defense, but to nearby allies as well), or maybe even Communal Defenses.
In that way:
- The shield would become more viable to use outside support, but its main role would still be support. You could finally use shield with sword, for example, using as control weapon and relevant comparation with focus in terms of defense, but a whole different application;
- The shield would finally have bigger impact as support than focus. Right now, focus have a beter role supporting than shield because how wonky their skills are;
- The shield would be finally descent. This is what we all want.
About your suggestions:
1 – Like starlinvf said, the weapon doesn’t need blocks (strangely as it looks). It is mainly a support weapon in nature and the Focus is already here for blocks (self blocks). But I agree the trait needs a revamp, now it is useless.
2 – I think that the main problem of #5 is the bug (it lasts only 2 seconds instead of 4), the root and the insanely bad healing power scaling. With these problems fixed, this skill would be much better. I don’t have problem with “too fast detonation”.
3 – Yes, the #4 is lackluster, it needs a secondary effect. Considering the nature of the weapon (control), and the hard time to keep in range of your foes as guardian, 5 seconds of cripple would be the best addition to this skill. This also would make Sword, Mace and even Scepter to have better synergy with the shield. I don’t believe this change would require to increase the Cooldown of this skill.
What shield?
You know, that paperweight you strap to your arm to play the game on a higher difficulty.
I can also confirm they didn’t even touch it. I bet they didn’t even look at it.
I’m pretty sure anet is like “what shield” too. I don’t even know why I bother anymore.
I joke, but I too am quite depressed about it in all honesty.
They should at least fix the bug on Shield. It has more than 1 year, maybe even 2 years bugged. I want to try once more, but is already weak and bugged I don’t want to get close.
I posted this on the “Guardian Shield” mega thread some time ago:
The weapon doesn’t need a complete revamp, just a few tweaks. What they need to do to this weapon become viable, in my opinion:
- Add a new effect on #4. In my personal opinion, it should be 5 seconds of cripple, which is the weakest control skill, but will help a lot with the weapon nature (one of main problems using shield with mace is keeping the opponents in melee). It would make to use shield more viable with sword and scepter as well. With this addition, also wouldn’t be necessary to increase the cooldown of this skill, unlike other effects like daze or knockdown;
- Remove the split between PvP and PvE of #4. This skill is already weak in PvE/WvW, this split only make this skill worthless in PvP;
- Fix the long date bug on #5 dome. It should last 4 seconds instead of 2 seconds if you finish the channel;
- Remove the root on #5. This skill really doesn’t need to root;
- Increase the healing scaling on dome detonation. Healing power is worthless with this skill. It should be from 1300 to 2500 with 1k healing power;
- Add a new effect on the shield trait. I would say 5 seconds of regeneration. This would push this trait to be more viable to use with shield as support weapon, but won’t be really powerful with other type of build. Now there is no reason to use the trait over Strength in Numbers (add almost the same amount of defense, but to nearby allies as well), or maybe even Communal Defenses.
In that way:
- The shield would become more viable to use outside support, but its main role would still be support. You could finally use shield with sword, for example, using as control weapon and relevant comparation with focus in terms of defense, but a whole different application;
- The shield would finally have bigger impact as support than focus. Right now, focus have a beter role supporting than shield because how wonky their skills are;
- The shield would be finally descent. This is what we all want.
Now that I read again, I really think that are good changes and would make the Shield on par with the Focus and Torch (who was indirect buffed by new burning and its trait).
(edited by Mikau.6920)
It should be 20% min out of combat. Not sure if need a maximum value.
Ele shouts does more damage (the ones that does), have better effects, instant or really fast cast times than reaper. There is no reason at all to use Reaper Shouts.
As I said on other post. The main issues for me are:
ALL Summons
- They die too easly. All summon related of any class.
- Too bad AI.
Sword
- The Command takes too long to activate and have a long after cast delay (before it can atk again by itself). I belive you lose DPS on command? Not so sure.
- The command is bugged when traited and considering how long ANET takes to fix bugs, we’ll wait for at least one year to be fixed.
- It activates the command where it is. I need to wait it goes near, if not, it will always trigger without any targets nearby. It should be able to target the command skill. Either makes it walk to the place before activating (after you targeted) or make it leap or teleport to the target location to activates.
Hammer
- The auto atk is a knockback. It often punish you or allies instead of helping. It should be a Knockdown.
- The cooldown could be reduced a little bit, maybe 40~35 seconds.
Bow
- The Cooldown is too long. IT should be ~45 seconds.
- The “normal” atks are too weak. It should at least apply in area and scales with healing power.
- The command takes a really long cooldown, the CD should be reduced to 15 seconds at least. You’ll still be able to Command only twice, but it could command at least 3 times when traited (now is just 2 even traited).
Shield
- The biggest problem that I have is it often activates in the wrong place and “roots” in that place when there is no one to protect. The Command skill should be a reposition with 5~10 sec of cooldown. Maybe give Aegis/Weakness in the area of reposition. Also, it should stay in place, unless the guardian moves away too far (1200~2000 range?).
- I also feel the cooldown too long for this skill, considering that the uptime of Wall of Reflection is a lot higher and have a stronger effect. This should be a mobile antiprojectile, while wall of reflection is static. That is why I suggest the reposition on command.
All summons already suffers from a long cast time. So the long cooldown is just another punishment.
Overall, I don’t thing they will ever even try to balance weak things, even more considering how long they take to fix bugs. One example is “Hold the line” that they take 3 years to fix.
(edited by Mikau.6920)
I think they’ll adjust Reaper Shouts to be more viable. Some had too much cast time and even too much CD for its effects. I’ll wait to see in the expansion if they’ll be at least viable.
I don’t agree that the cooldown should be removed, but instead, the duration increased. The problem is AH.
Warriors alone can keep up a permanent 25 might stack to the party. I think that 8 seconds would be enough to this trait to be more viable, mainly considering that we have harder access to boon duration after the specialization patch.
Overall, its only usage is to heal yourself with AH.
(edited by Mikau.6920)
For some reason, with +50% burning duration, the burning of Spirit Weapons are 4.25 instead of 4.5 seconds (at least is shown in this way in tooltips).
I couldn’t replicate this – with Sigil of Smouldering ( +20% ), Rune of the Forge ( +20% ) and Radiant Fire ( +10% ) – I get 4.5 seconds of burning on both the sword and the hammer ( in the tooltips and with an extra half a tick of damage as expected ).
Perhaps you were using a different trait/rune/sigil combination that is bugged?
I’ll make a note about the extra burning skill fact though.
thanks!
Radiant Fire is+20%. I’m using Radiance Fire (+ 20%) + Rune of the Flame Legion (+ 30%). The panel shows +50% on burning for me as well. Strangely, all burning facts is correct, except for spirit weapons, at least for me.
@edit
I checked, you indeed have +50% buring, Rune of the Forge is +10% burning duration. Maybe it is bugged with Rune of Flame Legion with Radiance Fire? That’s strange.
(edited by Mikau.6920)
If the event is to bring a bug and ignore it or just make a karma train, no thank you.
I think ANET has proved that not always the intent is what is worth.
I’m ok with event to refresh somethings, but at least test and see if is viable or not. Also, if there are bugs, please, fix them, the game can be unplayable with them.
Does these items work on DS?
Found a bug. The Sword Spirit Command don’t work if traited and you use again below 10 seconds. I tested with all weapons and this bug is only on Sword Spirit.
Also is a bug in Sword and hammer descriptions when traited: Sword shows an extra 1 second of burning that does not really exist and Hammer shows 1 second of burning, but apply other duration (the intended?).
For some reason, with +50% burning duration, the burning of Spirit Weapons are 4.25 instead of 4.5 seconds (at least is shown in this way in tooltips).
(edited by Mikau.6920)
After testing the Axe (again), I remembered how awful it is and why I not even try it.
Staff is 500 times better as full zerker compared to Axe and maybe even Scepter is better as zerker.
The problems:
- As ranged weapon, it only has 600 range, I don’t believe that is other ranged weapon with this range;
- Their skills have insane cast time for their effects. Way too long;
- Axe #1 can only hit 1 foe and its damage is awful;
- On Axe #2 if you begin the cast further the range while getting close, it will miss all hits, even if is in range. Also, if your target breaks the range limit and your get closer, all your hits will miss;
- The Axe #2 also only hits a single person;
- The Axe #3 suffers from the long cast time as well.
To make the weapon more viable:
- Reduce the cast time of #1 to 0.5 seconds, increase its range to 900 and make it splash in a 150 radius. Yes, it need to have a higher DPS than Staff or even Scepter autos. If the vulnerability in this skill is the problem for not reducing the cast time, then remove it completely;
- Reduce the cast time of #2 to 1.5 seconds, increase its range to 900 and make it splash in a 150 radius;
- Reduce the cast time of #3 to 0.75 seconds;
- Change the Trait to apply +10% damage every time (remove the vuln requirement) or add other effect instead.
This weapon really needs to get a lot of love to be viable. Now is worthless.
(edited by Mikau.6920)
I’ve seen some really funny necro videos lately.
You know what? We need to have a sticky only for funny necro videos. Here’s a funny suicide one I watched recently
The idea in the corruptions were to be really powerful that would require to “curse” yourself for that, but the corruptions are awful and this trait even more. They should keep the extra condition, but reduce the coolddown by 50% or change to 20% CD but apply the condition on your enemies instead. Now this trait is really dumb and useless.
I tried this build in WvW (before I put it back to gather dust):
http://gw2skills.net/editor/?vVAQNApeWlsAhWhYvQwMIQTEHJEUeG/vE4NEiVcLQAOAA-T1CEABL8AAISpX4nAArUGYwRAQATfdq+TO7PAwhA4AlgbqPgQAO3CA-w
(the food is +100 healing +10% outgoing healing, I didn’t find)
The active effect is worthless both PvP and WvW. It is viable only for Fractals? I don’t see where a >4sec cast time can be used.
Also, the passive effect heals too little. Sooming Mist from my Elementalist heals for ~600, or even 300 untraited, considering this is ~150 hp/sec, it heals nothing (they have the same amount of healing power). They should reduce the cd from passive to 5 seconds and keep the heal or double the heal.
I even tried full Cleric, swaped traits, changed Staff for hammer, shield for focus, but it is still weak in terms of healing. Mace #2 have too much cast time and I cant go for symbols and shouts builds together. The main problem of guardian as support is the lack of mobility, that’s why I use Sigil of Incapacitation, so gives a little help to keep foes in range.
I one of most, have complained a lot of this weapon, but not any more. I tested with full carrion, now is not only fully viable, but can be powerful as well. The problem of #5 is only viable with at least 3 targets (the weapon cap), otherwise inviable. But at least now the #5 has some role.
Only the constant “obstructed” bug on #4 that must be fixed.
Completely agree with Ragnar here.
Shield needs the change. I love torch pretty much the way it is.
Yep, I really hope they do some love to the shield. The CD reduction wasn’t enough. The #4 most of time is useless and bring nothing. Also the shield trait is awful, +180 to self vs +150 to nearby from strength in numbers, there are no reason to use this trait, the cd reduction (as previsious “buffs” shown, does nothing to make this weapon more viable).
They actually removed the +hp trait for them, so they actually got a nerf in survivability. They are little more than a flashy gimmick now and have no place on any serious build. Ranger spirits got the same thing I think, unless I’m mistaken they got their survivability buffs removed, so did engi turrets. Basically all summons across the board have been given the shaft except necro minions which got some decent buffs in the way of traits, but their AI is still horribad and minions were always an acceptable necro niche anyway.
Gardian spirits never had a +hp trait. What were lost is the +50% dmg trait.
But yeah, I was testing the sword and hammer on PvE and the Bow on WvW. The problem is not only their survability, the sword problem is to keep on the target, the command should be AoE targeted because always miss; the hammer problem is their 3rd hit, should be a knock down; and the bow has too long cooldown, it should be 45 seconds, considering that only their commands are worth (can only be used twice per activation, even traited).
Not tested the shield, but from last try, is their place. It often activates on wrong place (that’s why died so much with me before), their command should have 5~10 sec cooldown and set a position to stay and don’t leave that position, unless you get away over 2000 range, then teleport to Guardian place. Also, now their command is most of time worthless. And maybe add aegis in AoE with the command.
Please add this bug to the list:
When wielding a torch and having trait Radiant Fire (gain Zealot’s Flame when you critically hit an enemy) from Radiance specialization, when this trait triggers, it activates torch’s #4 skill (Zealot’s Flame), putting this skill on cooldown.
It does not put the skill on cooldown. You can use Zealot Fire twice with this trait.
What is bugget is Wrath of Justice: It puts Signet of Wrath on cooldown, the cooldown isn’t affected by Perfect Inscriptions and does not trigger if use use a leap skill (Hammer #2 or GS #3).
(edited by Mikau.6920)
After testing the specialization system, I can affirm that really needs a secondary effect. It is too situational, only really works when you are in jumping puzzles or need to down from a high place.
Almost all classes have lower build variety in their respective lines because of this trait.
Guardian is maybe the most affected because it competes with a weapon trait (mace) and a downed trait. So it makes all 3 traits worthless a lot of time. Also, with the Chilling Darkness nerf, Necromancer only have 1 trait option on Adept Curses. Ranger and Elementalist are very limited as well in adept in their respective lines.
They must add a secondary effect like they did with Thief. This makes the trait more viable and increase the build variety.
The weapon doesn’t need a complete revamp, just a few tweaks. What they need to do to this weapon become viable, in my opinion:
- Add a new effect on #4. In my personal opinion, it should be 5 seconds of cripple, which is the weakest control skill, but will help a lot with the weapon nature (one of main problems using shield with mace is keeping the opponents in melee). It would make to use shield more viable with sword and scepter as well. With this addition, also wouldn’t be necessary to increase the cooldown of this skill, unlike other effects like daze or knockdown;
- Remove the split between PvP and PvE of #4. This skill is already weak in PvE/WvW, this split only make this skill worthless in PvP;
- Fix the long date bug on #5 dome. It should last 4 seconds instead of 2 seconds if you finish the channel;
- Remove the root on #5. This skill really doesn’t need to root;
- Increase the healing scaling on dome detonation. Healing power is worthless with this skill. It should be from 1300 to 2500 with 1k healing power;
- Add a new effect on the shield trait. I would say 5 seconds of regeneration. This would push this trait to be more viable to use with shield as support weapon, but won’t be really powerful with other type of build. Now there is no reason to use the trait over Strength in Numbers (add almost the same amount of defense, but to nearby allies as well), or maybe even Communal Defenses.
In that way:
- The shield would become more viable to use outside support, but its main role would still be support. You could finally use shield with sword, for example, using as control weapon and relevant comparation with focus in terms of defense, but a whole different application;
- The shield would finally have bigger impact as support than focus. Right now, focus have a beter role supporting than shield because how wonky their skills are;
- The shield would be finally descent. This is what we all want.
tldr; it’s bugged and won’t work when Indomitable Courage is also enabled. ( Indomitable Courage gives Virtue of Courage and alternative cooldown timer, and Courageous Return is not aware of it.
You should make a compilation of all current guardian bugs in bugs section, here no dev will look at, even if is sticky. I’m thinking to make one with the next patch (which is most likely to still be a lot bugs).
like: Guild Wars 2 > Forums > Support > Bugs: Game, Forum, Website >
Guardian: Issue Compendium – Post 7/7( Already done – but it’s scrolled off the first page – feel free to add anything I missed to bump it back up )
Cool I’ll add new ones if I find.
tldr; it’s bugged and won’t work when Indomitable Courage is also enabled. ( Indomitable Courage gives Virtue of Courage and alternative cooldown timer, and Courageous Return is not aware of it.
You should make a compilation of all current guardian bugs in bugs section, here no dev will look at, even if is sticky. I’m thinking to make one with the next patch (which is most likely to still be a lot bugs).
What they should buff is Staff #2 to apply 3 stacks of bleeding.
I can’t say about Revenant, but healing guardian is awful, I tried every way to make it work but without sucess. They must make the elite signet better (the only good thing of this skill is the visual aura) and buff battle presense that is worthless now (already was weak). Also, some skills have insane bad scaling on healing power, like the old bugged #5 shield (the duration of the dome should be 4 seconds instead of 2) dome from its detonation 1300k (0 healing power) to 1500k with a 1500 healing power doesn’t make any sense, it should be at least 2500 with that healing power.
Even healing Warrior is better because you don’t need to take a lot of specific traits to work and the banner trait is not competing with the shout trait anymore, so you can use both. With the same stats (I tested half zealot half cleric), Warrior heals more (healing per second), have better control, mobility and damage output and maybe even more resilience.
I was wandering if they lower the cast time of all revive skills to 2 seconds they would be viable. But then I realized that no, they would still garbage because always would be a better utility to use. Even if they reduce the cooldown with the cast time reduction, would be still bad.
Now the only revive skills that work are warrior banner and ranger spirit.
They should replace all of utility revive skills. These skills are only limiting the build variety.
Maybe lowering the CD of scepter #2 to 8 seconds? I feel that Mark of blood should have 3 stacks and last hit of scepter #1 (poison) should have 2 stacks or higher duration.
I also feel that condition needs small tweaks.
Brief overview of Necro’s downstate abilities:
- 25% increased damage while in downstate
- Revive 10% faster and cast Well of Blood when you begin reviving a teammate
- Exiting Shroud partially revives downed allies
- Shroud skill 4 teleports and partially revives downed allies
- Signet of Undeath revives up to three allies in 180 radius with 180 sec cooldownCurrently three of the traits are fighting against the self-heal and Vampiric traits in the Blood Magic line. Signet of Undeath has the same main purpose as Warrior’s Battle Standard, but lacks the Might, Fury, Swiftness, Blast Finisher and 600 radius. What’s worth noting is with the rise of Rampage there is a lack of Battle Standards being used.
So, I have a couple questions for everyone…
1) Do you think there could be a unique purpose for Necros as Masters of Downstate?
2) How do you think traits or skills could change to make these abilities more useful?
Actually, the main problem of Signet of Undeath is not the high cooldown or even the low radius, but the insane cast time. It should be reduced to 2 seconds. Also, the cooldown could be reduced to 120~150 seconds. This problem is not only of this skill, but all utility slot revive skills.
All utility revive skills are gabage, the only ones that is worth using are the banner and the ranger elite spirt.
The skills #1 (for DPS), #3 (for chill and have low cast time) and #5 (for boon removal) are somewhat good. But #2 and #4 are complete garbage, there is no reason at all to use them.
I like this.
Signet of Mercy is useless and they will never try to make it at least usable, then is better to straight replace it. But if its active is stun breaker and teleport to your foe (similar to JI), then the cooldown should be at least 60 seconds. Personally, I would like to see another active effect, but no idea.
And those say that would be too powerful to have a passive 25% increase in movement, you are sacrificing a utility slot to get mobility.
Actually, the torch #5 is finally viable now with VoJ related traits. I have no complains more about this skill (and I already complained a lot).
I think they finally fixed the design flaw of the class in the condition aspect.
The design flaws that must be fixed in my opion now are only mace and shield as supportive weapons. These weapons are weak in these roles, I can say that because I tested a lot with both (in a lot diferent setups).
If you ask me, I think that Fiery Wrath, Kindled Zeal, and Shattered Aegis would all make for better minor traits that would have more universal application than forcing symbol traits into minor slots. Fiery Wrath is already taken in pretty much every build that goes Zeal, so they might as well put it in the minor slot so that we can have more build diversity.
Agreed.
There is no sense to symbol traits be in minor. They already merged minions traits from minor into other minon related traits in death magic to open options for necros. They should do the same. Not everyone that was goind in death magic would use minions and not everyone that goes into zeal will use symbols.
And what is bugged about this? :p
The cooldown reduction for JI is from Smiter’s Boon, instead of Monk Focus.
Wrath of Justice has several bugs:
https://forum-en.gw2archive.eu/forum/support/bugs/Guardian-Bugs-06-07-Patch/first#post5257012
(edited by Mikau.6920)
I tried a lot. The only purpose of this weapon is to knockback with #5 (which already was before). Still doesn’t worth.
Also, support Guardian doesn’t worth at all. You need a lot of investiment to get so little return. In comparasion, as elementalist you only need the water trait line to do wonders – Soothing Mist alone heals allies for 600 per second + 1.5k * 3 (4.5k) from Geyser every 13 seconds + regen if using arcana + healing rain + blast finishers on water + 2k heal on dodge if using arcana + 1k heal on auto atk….
The stated fix in today’s patch did not fix anything.
It did, now Wrath of Justice apply light aura if traited with Perfect Inscriptions. But:
- Wrath of Justice / Signet of Justice is still bugged. When you activate Wrath of Justice, Signet of Justice goes in cooldown.
- Wrath of Justice doesn’t works on leaps.
- Wrath of Justice doesn’t have its cooldown reduced by Perfect Inscriptions.
- Wrath of Justice / Signet of Justice is still bugged. When you activate Wrath of Justice, Signet of Justice goes in cooldown.
- Wrath of Justice doesn’t works on leaps.
- Wrath of Justice doesn’t have its cooldown reduced by Perfect Inscriptions.
- Judge’s Intervention have its cooldown affected by Smiter’s Boon instead of Monk Focus.
As of the patch earlier today, there are still a couple bugs with Guardian.
Honorable Staff is not giving the listed 20% boon duration it is supposed to when wielding staff.
“Receive the Light!” is not working underwater, and since “Feel my Wrath!” got updated to be usable underwater, I would assume our other new shout should be working underwater.
Honorable Staff does increase the boon duration, but isn’t show anywhere.
(edited by Mikau.6920)
It is still bugged and the Wrath of Justice / Signet of Justice is still bugged as well.
This trait went from good to crap. Even if they add more access to blind with reaper, this trait wouldn’t be that powerful. This trait was good to use with Plague, now its gone…
The class need buffs in some aspects, not nerfs.
At least, increase the duration to 5 seconds.
Yay! Well of Darkness is finally a complete useless garbage (if already not was before). Thanks ANET.
The bug that they ‘FIXED" wasn’t a bug. Why? Because you channel for 2 second, the shield then last for another 2 second, thus a total of 4 second per description. Alot of idiots with so much time in their hands were mistaken this for a bug and reporting it, forgetting to read (assuming they could read) the full description. And Anet has always been finding ways to nerf Guardian, they saw this as a perfect chance to further nerf the class in the guise of bug fixing, so now you only get a 2 seconds worth of blocks. The next updates about shield will read “Fixing a typo in shield 5 description, which will now read 2 seconds instead of 4”.
Didn’t make sense to nerf what already is useless. I’m not sure how was the skill exactly functionality before the change, so I can’t talk much on that aspect.
I really hope they fix this. Every time I posted this (even on wiki – someone undo, saying that was working fine) I was ignored. I already posted twice that I remember on bug section. It is still the weakest weapon in the game, even with the CD reduction. And the trait doesn’t help at all with this problem, even competing with Strength in Numbers (in comparison with extra armor).
It feels they are only trying random stuffs instead of really trying fixing the problem. And the problem sadly is not with this weapon only, but other weapons (necro axe) and several skills and traits (mainly Radiant Retaliation – the dumbest trait in the game, literally does nothing, even if the bug was fixed).
(edited by Mikau.6920)