Showing Posts For ODB.6891:

PvE Zerkers.

in Profession Balance

Posted by: ODB.6891

ODB.6891

All those players who grinded there kitten off for ascended with berserker stats are going to be so happy now…

All that wasted gold, laurels, time etc…

Anet snap there fingers and ‘poof’ your back to where you started…

Because you cannot do content in exotics… riiight.

That’s a joke right?

Well why exactly did you craf ascended? Don’t tell me for the looks.

What does the reason for crafting ascended gear have to do with anything? The only thing that matters is that it has already been crafted…at great expense. That’s like asking why someone ran a dungeon to get exotic gear. Maybe because they liked the appearance, they wanted the stat increases, they ran the dungeons and had the available tokens? Take your pick or any other possible reason.

The reason matters, because you probably didn’t need it in the first place. You put in a lot of effort, for a minimal advantage, and when something changes you become frustrated. I evaluated whether I ever want ascended or legendary gear, and I just didn’t go for them, because its not worth it for me. You want ANET to not change the game, because you crafted ascended berserker gear. Well, there are a lot of players, and they want another type of experience from PvE maybe. Anet wants to do that maybe. Maybe! Nothing announced making ascended berserker gear useless yet.

Your opinion or personal choice to be less effective in pve content aside, the reason does not matter as to why the gear was crafted/obtained. You can choose to not be the best you can be if you want…that is your decision…although it does impact others you group with. What, again, does matter…is that time/effort/resources were spent on what was advertised and implemented…extremely recently on what one would assume is stable content…then will possibly be relegated to vendor trash due to the massive cries of those who feel they aren’t being carried properly though what passes for difficult pve content. You don’t need anything beyond possibly masterwork gear to complete most of the content in this game…with others carrying you to victory…but that isn’t the point either.

This is pretty much the definition of a bait and switch. This ascended gear has been hyped up for a significant period of time..and when it is finally fully implemented, and players are mid way in their investments in it…then all of a sudden a significant group of those who invested just has to start over? Bad business.

A decision to nerf zerker gear will not even solve the problem. The problem is clearly the ineffectiveness of other stat combinations in the game’s combat system. Their ineffectiveness is not going to change suddenly if berserker gear becomes garbage. Just from your comments, you seem to have some bias against ascended gear to begin with. That’s all well and good, but I’ll stay in my lane.

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: ODB.6891

ODB.6891

Well, let’s stop here.
There is nothing more annoying that people trying to make me say thing I did not.

Every kind of play whould bring somethign to a team and this is rendered impossible as long as ONE playstile can do it all.

Now, go on preaching how good you are and how the rest are crap just because they don’t like how the game throws 80% of the build diversity out of the window.

Bye.

im sorry if i hurt your feelings by telling you what has been said before the game was released. but you might want to take a look at this:

http://www.mmo-champion.com/threads/1078544-GW2-official-Blogpost-about-the-Holy-Trinity-must-read

let me quote the most important part:
“We built this game so that they professions act as play styles, not as roles. Each profession can support, control, and do damage. "

Yes that sounds about right. But none of their design has faithfully translated into game. Damage dominates support and control by far, making them quite useless. But as you can see a holy trinity does already exist, just in a different form than the traditional mmorpgs.

I like the link you found, it shows how combat has completely failed to live up to the expectations illustrated in that chart. If it worked anything like the charts describe then combat would have much more depth to it.

I think the key word in that pre-release quote was “AND”. I’ll repeat that …AND, not OR.

“We built this game so that they professions act as play styles, not as roles. Each profession can support, control, AND do damage. "

That means you should be doing all three of these things…not trying to pick only one of them. I think the mistake is ANET allowing PVT/clerics/celestial in pve to begin with. Those gear sets mislead players into thinking they can be a dedicated tank or healer or some stuck in between jack of all trades and actually be effective.

PvE Zerkers.

in Profession Balance

Posted by: ODB.6891

ODB.6891

All those players who grinded there kitten off for ascended with berserker stats are going to be so happy now…

All that wasted gold, laurels, time etc…

Anet snap there fingers and ‘poof’ your back to where you started…

Because you cannot do content in exotics… riiight.

That’s a joke right?

Well why exactly did you craf ascended? Don’t tell me for the looks.

What does the reason for crafting ascended gear have to do with anything? The only thing that matters is that it has already been crafted…at great expense. That’s like asking why someone ran a dungeon to get exotic gear. Maybe because they liked the appearance, they wanted the stat increases, they ran the dungeons and had the available tokens? Take your pick or any other possible reason.

(edited by ODB.6891)

PvE Zerkers.

in Profession Balance

Posted by: ODB.6891

ODB.6891

I find it very odd how so many people are complaining about zerker builds.

It doesn’t affect anybody in PvE. How would it affect you if somebody in your group prefers to be full zerker? If one doesn’t like zerker, then don’t be zerker.

I personally don’t like playing condition damage, but I’m not going to go on the forums to say to nerf condition damage builds. If people want to play a certain build that’s their choice not mine.

It just seems extremely self-centered to me.

Agreed…and yet…ANET is apparently listening to them….boggles the mind!

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: ODB.6891

ODB.6891

I would be embarrassed to admit I was in favor of the potential changes, simply because it would reveal to everyone that I was bad at the game and don’t know how to dodge. I guess some people have very little shame.

Also, no matter what happens, there will still be a best way to clear dungeons. And guess what: scrubs won’t be any better at that way either. What does that mean? It means you will still get kicked from group, and your crap builds will still not be looked for on the LFG. I feel like a lot of bad players feel like whatever this change will be is going to usher in a golden age of “anything goes” and every player in the game will be on exactly equal footing. Sorry to tell you: no matter what happens bad will still be bad. There will be a meta. It might be Rabid, it might be Rampager, it might be Zerker still. And regardless, there is no reason to believe if you hate the meta now you’ll like the next one at all.

Truth!

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: ODB.6891

ODB.6891

Berzerker just needs to be capped at 60% bonus crit damage just like spvp.

The damage scaling is out of whack compared to all the other gear, and quite honestly this game’s PvE is pretty horrible when bosses last less than 2 minutes against a full berzerker group.

The worst part is they will likely blanket nerf berzerker without realizing the huge practical DPS disparities between classes. It’s been forever ever since guardians and warriors have ruled the PvE game, and the only viable DPS ele weapon are conjures instead of their kitten ed mainhands because many classes’ autoattacks are so bad compared to warrior/guard/LH ele.

The problem with the other gear types is not really related to berserker gear…it is that the stats on the other gear types are ineffective in encounter design. Healing power cannot compensate for incoming damage…or it will be the gateway to introducing the trinity. Toughness is in the exact same situation….if aggro mechanics target high toughness…which is the only way having one or more pvt users in a party would benefit the party. No tank/healer/dps model please.

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: ODB.6891

ODB.6891

snip

ANET just decided to delete your gear and told you to get over it and farm a new/different gear set?

I must have missed that dev post.

Or you could have selectively chosen to re-interpret the whole situation…

Whatever ANET means by dealing with the berserker meta, could obviously affect the stats on berserker gear…which effectively makes it not the same gear set that we worked for. This could effectively be the same as deleting it. It could also end up meaning they are going to punish us with more incoming/unavoidable damage with or without some type of compensation mechanic. Who knows really at this point…but the message conveyed by your post is that you think its okay for them to force zerkers to essentially start from scratch on our gear because you think we are all bots farming gold.

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: ODB.6891

ODB.6891

Seems like some pretty good ideas here. I’d also like to add that increasing the viability of healing and condition damage in PvE is definitely something that should be worked on as well. For healing, either make healing power something worthwhile by having it scale better with healing abilities or decrease the cooldown of healing utilities to make trickle heals more valuable in a party as an alternate form of damage mitigation. Having to put 1000 healing power in your build just to make a 5k heal into a 6k heal when there’s 30 seconds of downtime just isn’t worthwhile at all.

Conditions might be a little more difficult to incorporate into PvE meta, but there have been plenty of suggestions on how to do it thrown out there, and I’m sure there’s a way to make it work.

No thanks on the idea of improving the effectiveness of healing power. I do not want to play a game where the trinity rears its ugly head again. I do not want groups to start expecting certain classes to heal them. I do not want there to be a reserved spot for a “healer” in groups. It is bad enough that groups already expect certain classes to switch utilities so they can prioritize their own desired utilities. I would much prefer an increase in baseline healing for all classes…something similar to how magic find was moved off of gear and onto an earned account wide bonus.

(edited by ODB.6891)

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: ODB.6891

ODB.6891

We are trying to take steps to address some of the dominance of Berserker/DPS players. More info next week, I think.

Jon

Pls Jon make us a favor, stop ruining this game.

We dont need to farm another ascendent set because after 1,5 year you realized that pve is zerk based.

There’s no difference between a zerk meta or a cond meta in a game where you require months to farm a full set.

We need that anet allows players to switch easily gear, build and class in way to be always perfomant and we need anet to introduce NEW CONTENT and these NEW CONTENT should be made in way to push people on switching gear\build on demand (and not by default like you’re telling)

In other words we need you to play gw1 for a while and then just copy cantha here.

Sometime is better to copy than having idea.

Regards

This guy right here. He’s right.

No he is not! I have no desire to farm even more gear or to carry it around with me. The only content that should require different gear is when switching from pve to some form of pvp.

PvE Zerkers.

in Profession Balance

Posted by: ODB.6891

ODB.6891

Berserker gear feels like it has two primary stats. It gets huge bonuses to both Power and Crit Damage which scale exponentially with one another. I’d suggest nerfing the Power to a secondary stat or nerfing the critical damage by 1-2% per piece. This unfortunately also means nerfing the crit damage on Assassin’s gear and the crit damage or toughness on Cavalier’s gear to keep them in line with Berserker’s.

Ascended Berserker hits 30% harder then Exotic Berserker. What I think they could do is remove the additional increased level of stats, bring ascended major / minor to exotic levels and compensate by adding other stats (say vitality, toughness or even healing) on ascended berserker.

I’m not sure about that 30% number as the individual pieces have very small increases over exotic berserker, but yeah..without the increase…not much incentive to upgrade. I do like the idea to add the additional survival stats to ascended though. I also believe they could accomplish this the same way they did with magic find…have it be an earned permanent account bonus. That way gear does not need to be altered.

PvE Zerkers.

in Profession Balance

Posted by: ODB.6891

ODB.6891

I replied to a similar thread with this as well. We are taking some steps towards shifting the meta in the near future. I suspect some concrete info will come out about this next week.

Jon

May I ask if people who’re crafting ascended zerker armors should be worried? It does cost a lot to craft it.

This….I just leveled two professions to 500 specifically for this purpose. I have already crafted one ascended weapon and am in progress of a second. I have also started a third profession for the same purpose…have I wasted my time/efforts/resources?

PvE Zerkers.

in Profession Balance

Posted by: ODB.6891

ODB.6891

This is the problem with not having soft trinity (like gw1) or having a full trinity (like wow). Without a trinity its just a dps race. You can change it up all you want but in the end the best players will be running with the gear that puts out the most damage.

True fax!

PvE Zerkers.

in Profession Balance

Posted by: ODB.6891

ODB.6891

Its just beyond belief that this is even a consideration by the devs. I mean just think about it. A full team of PVT/clerics/celestial care bears are unlikely to even be able to kill a high level fractal/dungeon boss by themselves…as they aren’t doing enough damage to counter its base regeneration + any boons it may have. This is regardless of the amount of time they survive during the encounter. Its clear, just by that one issue, that they need beserkers to carry them. Nerfing berserkers because of care bear tears seems counter intuitive. The opposite action of buffing “support” builds also would be a detriment to the game. I purchased and stayed with this game primarily because there was no hint of the MMO trinity here. No primadonna tanks demanding special privilege and trying to tell everyone else what to do. No healers griping. No one expecting you to heal them so they can faceroll to victory. No one constantly harrassing you to buff them or use a certain buff. I do miss the dps meters though…but that would require more fine tuning of profession balance..so I can see why we don’t have that. In short, I don’t want to go back to the trinity and I have no intention of putting any time/effort into a game that decides to revisit that game model. I like being independent of healers and tanks. This is a superior MMO format, don’t revert back over a decade of progress because of players who are too lazy/incapable of dodging. Players who cry for nerfs instead of adapting to game mechanics…that is never a winning formula for a good MMO to nerf the good things.

If you really want to improve the experience…reduce the one shot mechanics in pve. This is what really drives the stacking mentality. It is only common sense to stack so that people don’t have to run a country mile to get to you and rez downed players. Stacking does serve multiple purposes though: easier to pick up downs, more dps up time regardless of zerk or not, compensates for the inverted logic of needing to get mobs/players to stand in a circle (looking at you symbols/consecrations), line of sighting groups so they can’t one shot you from a distance..and setting them up for group cleaves/aoe once they stack around the corner. Adding more fight mechanics to bosses, that require moving out of melee periodically would break up some of the stacking too. I am personally not too fond of the constant stacking…as I also like to see the whole fight versus only seeing through the clipped models of my own and teammates characters due to terrible camera angles. I also prefer to avoid getting downed at all…even if the stacked group picks me right back up…as that means I have lost my entire bloodlust stack. Having a 25 stack of bloodlust is like a point of pride as a beserker when you make it to a boss…means you haven’t been downed recently.

(edited by ODB.6891)

PvE Zerkers.

in Profession Balance

Posted by: ODB.6891

ODB.6891

Honestly, the entire idea of ruining the time/efforts/enjoyment of all your players who are “doing it right” makes no sense…especially as an appeasement for those players who just need to learn to dodge. Why would you ruin the most enjoyable gear set in the game because a portion of your players are too afraid to try beserker gear?

PVT is clearly a choice for those who are afraid they are going to miss a dodge and die…or for those who are too lazy to even try to dodge. Clerics is entirely useless as healing power does not scale enough to compensate for incoming damage…and at the same time fails to contribute anything else meaningful to goal completion. The ineffectiveness of clerics has absolutely nothing to do with beserker gear…it would be just as ineffective if beserker gear did not exist. Celestial is sub par for obvious reasons…everything you can do is at half efficiency because all of your stats are diminished to allow for more stat types on the same gear.

This whole issue boils down to players having zero confidence in their ability to dodge/use correct abilities at the correct times/know the encounters. They want to compensate by wearing extra survival gear. Otherwise, why not gear to kill stuff quicker? Killing stuff is the objective of this game right? Defeat the enemy, get rewards. That’s the core of a MMO. None of this has anything to do with beserker gear. This has everything to do with players not wanting to let go of their safety nets (toughness, vitality, healing power). Again, if beserker gear did not exist…these safety nets would still serve the same less than efficient purpose…to compensate for mistakes. Berserker gear is there for players who have confidence in their ability to avoid the majority of mistakes…advanced/skilled players. How is this bad?

Why would you punish those who are actually skilled at the game’s core survival mechanic because others’ lack this skill? Let me make an analogy that sums up how this is not logical. Would it be okay for high schools to remove advanced placement classes because some of the students are not smart/skilled enough to participate in them? Wouldn’t the correct solution be to let those who are not up to that level of performance take a less demanding class? In this analogy, the ability to survive and complete content efficiently in beserker gear, is the smart/skilled option…due to needing to be able to dodge and use key abilities on demand to avoid the instant deaths/downs that a zerk geared/traited player faces upon a mistake. The zerk geared/traited player needs to know the encounters to be able to accomplish this. The contrast to the zerk player is the pvt/clerics/celestial players who are openly acknowledging their lack of confidence in their skills by intentionally foregoing damage output to compensate for their impending failures to dodge/use the correct abilities at key times/know the encounters. The implication of building around survival stats is that they will be trying to face tank incoming damage, versus using the game’s dodge mechanic/abilities to avoid the damage.

I think the solution should be similar to what was done with magic find. Magic find was a selfish stat that was detrimental to the performance/contribution of party members. The solution was to remove it from gear and make it available separate from gear. This would give those incapable of dodging/using the correct abilities/knowing the encounters their safety net, while allowing them to focus on efficient and productive stats.

Is it too late to get into Fractals?

in Fractals, Dungeons & Raids

Posted by: ODB.6891

ODB.6891

As everyone else has said so far, its never too late to start fractals. My main contribution is to advise you to be a positive asset to your group. Don’t run a selfish build or an ineffective build. Selfish builds are ones where you build only to make sure you don’t die…and just toss effective/efficient group contribution to the way side. Selfish builds make fractals take forever and make the run a real chore for everyone involved.

Make sure you have enough AR for the fractal level you are in.

Gear/trait to actually be able to make a decent contribution to killing stuff…which is what actually completes fractals.

Adjust your utilities/weapon as fits the current encounter as needed.

More info on Class Icon in LFG Tool

in Fractals, Dungeons & Raids

Posted by: ODB.6891

ODB.6891

Please add an indicator for gear stat type in the LFG tool for dungeons/fractals. Zerk, PVT, Celestial, Clerics, etc. Place this beside/on the class icon.

Dungeon Frustrations

in Fractals, Dungeons & Raids

Posted by: ODB.6891

ODB.6891

Rule of thumb, when you pug in LFG and see the same guild tag on more than 2 of the members of the group….just drop group immediately and look for a new group. Partial and pre-formed groups like that are usually going to expect anyone else that joins to play how they want since they think its their group to begin with. They are usually running pvt anyway and it will be a slow and painful run.

My only frustrations with dungeons are the lack of filters in the LFG tool. There should be a way to filter out low AR liars in high level fractals. There should also be a way to filter out PVT/Clerics/Celestial users. There would be a lot less kicking in pugs if the people who joined actually had to match the group expectations…instead of just lying their way into the group. There should also be an experience filter in mid/higher level fractals. There’s nothing like the oblivious “leroy” player charging into old tom’s room on fractal level 20+. Clearly this person has skipped levels 10+ and tried to go straight to 20+ and does not have the prerequisite experience letting him know that it requires a little bit of set up before face rolling once you pass level 10.

Sigil of Momentum

in Crafting

Posted by: ODB.6891

ODB.6891

I’m looking for confirmation and intention of superior sigil of momentum not being able to coexist with superior sigil of bloodlust. I have superior sigil of bloodlust on my first set’s mh weapon and superior sigil of momentum on my second set’s mh weapon. I’ve been killing mobs in the open world and in fractals trying to see if both stacking buffs can be present at the same time…so far only one of them will appear. Is this intended? Is it the same with superior sigil of perception if I also try to have it coexist with superior sigil of bloodlust? Is this because both are “on kill” effects…despite being on weapons that are not equipped at the same time?

Virtues' Recharge

in Guardian

Posted by: ODB.6891

ODB.6891

Its probably all the non-dps guards campaigning for how virtues are fine, l2p. Dps guards all feel every second that VoC or VoR is on CD. I certainly wouldn’t be against a small CD reduction on VoR and VoC. I think VoR passive could use a slight bump as well…maybe get it up to 200 hp/sec without having to kitten a dps setup with healing power to make it effective. I think the trade off for activating virtues is fine…just the down time is a little excessive.

I’d even like it if maybe effects like this were mixed in to some existing dps traits (added effects to zeal/radiance existing traits). Lower CDs, some manner of “on crit” effect for radiance, etc. Put something into those symbol traits in zeal to benefit those who do not have the benefit of symbols on thier chosen weapon sets. They were looking for a way to improve powerful blades…sounds like a winner to me. That way they wouldn’t overpower bunker (valor/honor builds), but would provide a needed survivability boost for extremely low hp dps builds.

While I respect that some people play their guard as a servant to others, I play mine for myself. I do actively pop VoC and VoR when I see my party in need, but I surely will use it for myself if I’m in need. Shortening the pretty ridiculous CDs on VoR and VoC would go towards making looking out for party or myself less of a no brainer.

PvP players = Second-class citizens.

in PvP

Posted by: ODB.6891

ODB.6891

Come up with a way to obtain PvE gear doing PvP, so atleast we can enjoy PvE updates without getting one-shotted.

You get one-shotted wearing pve gear in pve. That’s unless you are doing the most useless thing possible and running around in pve with pvt on and doing almost no damage. You have to dodge.

PvP players = Second-class citizens.

in PvP

Posted by: ODB.6891

ODB.6891

You guys are missing the whole fundamental point of what pve involves versus what pvp involves. The dynamic part of pve is the environment/npcs. The dynamic part of pvp is the players themselves. Of course there will be more content updates in pve, because that’s what drives pve. Going by that logic, the updates to pvp (other than pvp maps) are balance updates. Its pretty obvious that every balance update in this game is based on pvp in one way or another. That means the real majority of updates in this game are pvp updates. Every live stream by the devs in this game is solely based around pvp as well….that should tell you something about their priorities.

Request for 2-Handed Ranged Weapon

in Guardian

Posted by: ODB.6891

ODB.6891

What’s with people always wanting longbow? Besides warriors already use the longbow why do you want to be more like them? We’ve always been more of a close range class so how bout a short bow with a 600-900 range? Let it shoot energy that just takes a bit longer to charge but fires off like a normal arrow shot.

I’m sorry, but that argument fails in so many ways. What does it matter that a warrior uses a longbow? Warrior’s also use shields…..does that mean they are trying to be like guardians? Mesmers use greatswords…does that mean they are trying to be like warriors? What you said makes no sense. Asking for a decent 2h range weapon has nothing to do with another class. It has everything to do with being a fully functional class and aesthetics. Your suggestion of a short bow instead of a long bow also misses the mark. We already have long bow as one of our spirit weapons….what sense would it make to have the one that we can equip be different?

Guardian December Patch Preview

in Guardian

Posted by: ODB.6891

ODB.6891

Hammer:
Does nobody want´s to remove the light combofield from symbol of protection?
This weapon is losing much in teamplay. Retalation often is not so strong. And guardians can easy get it.
On the other side, Hammer 5 is a light combofield anyway…

If i want to heal an allie, i want a waterfield, if i want dmg, i want a fieryfield, if i want to protect an allie i want aether…
But light? Not rly, and not on an AA Chain!

You have to look past damage and blast finishers.

The fact that we have to make an effort to “look past” them illustrates some of the problems GW2 faces when it comes to combos.

Combos need a polish pass, and I don’t mean a Polish Passport.

The reason I say “look past” is because many, many people are just concerned about upping damage to as high as possible and can’t seem to look past only that. They would only care for fire fields for those might stacks and not care about light fields because when they go smashy smashy with them with a hammer, they only get retaliation… I mean who needs condition cleansing projectiles anyway especially in the condition heavy meta we find ourselves in WvW or even the Nightmare Tower? To me that’s not an issue with the combo fields. That’s a player issue.

Fire fields aren’t the only combo fields of value. I’d take anything over a light field. Water, ice, ethereal, and yeah….fire fits us since that is our only actual damaging condition. Light fields are pretty terrible compared to those. When I am using a blast finisher….I wouldn’t waste it on a light field. I hold my finisher until I see one of the above mentioned combo fields. If I want condi cleansing, I have plenty of other options already in my utilities and traits. I’m just saying, that light fields need to be much better than they currently are…especially since we have zero projectile finishers on any of our weapons and have to equip a GS/mace/hammer to have a whirl/leap finisher. I really think retaliation needs to be removed as a combo field/finisher effect. It has been “balanced” out of viability. It just doesn’t compare to alternatives and I highly doubt that will ever change.

This discussion, however, ignores the lack of combo fields/finishers on sword, scepter, focus, and torch.

(edited by ODB.6891)

Guardian December Patch Preview

in Guardian

Posted by: ODB.6891

ODB.6891

snip

Quite funny how you interpreted that post. In fact, I don’t give a **** about PvP or WvW, so I’m talking purely from a PvE perspective. And to be honest, I also don’t care for all those guards who run around with the AH crutch. What would be the effect of putting such a trait into 30 zeal? Those who have the slightest idea of what is good or bad in terms of builds will still avoid it and run real DPS builds. Those who want survivability, whether it may be useless or not, will still run AH, since it has more synergies than your trait could ever give. And last but not least, such a 30 zeal build would do nothing better than the existing builds. Compared to AH, it would either give up any support or have no damage/survivability advantage, and compared to DPS builds, it can only give up support without gaining any meaningful damage.

What support are you talking about? Valor isn’t a support tree to begin with and the main things you would be giving up by forgoing anything beyond 10 in honor would be selfless daring/empowering might. That’s not a whole lot to give up. The “effect” of it would be to have OPTIONS without sacrificing too much. You are making this huge stink about one suggestion out of several, which would just an OPTION. The advantages of a 30 zeal build would depend on what ends up as available traits in zeal after a redesign…which is one of the main things that players have been asking for about zeal. This isn’t brain surgery, and what I proposed was just an idea…from someone who is not a developer. How about stop nitpicking and propose your own ideas if you think that that one of mine was soooo terrible.

Guardian December Patch Preview

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Posted by: ODB.6891

ODB.6891

I would also suggest having a trait at the grandmaster level of zeal that gives a significant conversion percentage of power -> hp so guards aren’t locked into honor so much if they choose to trait for pve dps. I think that would be infinitely better than kindled zeal’s current implementation. Something like that may actually break up some of these 30 valor/30 honor builds and provide the build diversity promised in earlier patches.

Ehm, PvE DPS? Are you really talking about that? 30valor/30honor builds don’t have anything to do with DPS and we are locked exactly 5 points into honor for having permanent vigor up. Hence most DPS builds stop at 5 oder 10 points in honor. For PvE, no one would take such a useless zeal grandmaster.

Way to take stuff out of context, and yes I am talking about pve dps builds. Just from your apparent attitude, you don’t even sound like you are even qualified to talk about pve. Not everyone gets their kicks out of running around killing other players endlessly in a game that doesn’t have perfect or even close to perfect class balance yet. I prefer pve over pvp any day unless I’m playing a game purely designed for player versus player like a pure fighting console game. What you said about 30 valor/30 honor is what’s out of context. I mentioned that because the majority of pve guards are traited that way trying not to die (or trying to “tank” in a game with no tanking)…I did not mention that trying to say that was a dps spec. In fact common sense says it is the opposite of dps, which is why I mentioned breaking that up with some survival alternatives that had higher dps. Considering how many pve guards do trait 30 in valor exclusively for AH, I’d call you out on how useless some guards would feel something that gave a significant vit boost in a power based tree would be. The whole point of putting something like that, that deep in a power tree is to make sure not to overpower builds that are already going for maximum survival, but to provide survival for builds that are going glassy…big picture.

Its amazing how that is all you could retain from my post. If you don’t want a trait like that, then you don’t want it. Some of us do want options. Save the attitude about pve versus pvp. That’s not what this thread is supposed to be about.

(edited by ODB.6891)

Guardian December Patch Preview

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Posted by: ODB.6891

ODB.6891

The change to sword damage from 5% to 10%. I’ve seen a lot of talk that maybe it is not really needed. The fact was this was a lackluster trait and this is a lackluster change to it. I would love to do the right thing here and have a change that MH sword wants rather than just 5% more damage.

Thoughts?

Jon

Hello Jon,

Thank you for checking back in on us. I do appreciate the extra 5% on sword/spear, so don’t take additional suggestions as meaning the 5% is worthless. It does help, but what I think others and myself mean is that it is ineffective in a vacuum. It needs soft CC in addition to the 5% to be effective.

I think giving us chill as a condition more readily available would solve the issue of keeping opponents in melee range in pvp environments, while assisting pve glass specs with higher survival due to slowed enemy attacks. I think blind exposure would be a good place to add the chill condition. This does not mean remove the vulnerability, but add chill to the vulnerability. The 10% suddenly becomes very effective if enemies can’t get away so easily. This instantly makes voj active and flashing blade options to keep opponents in melee range.

While I do appreciate attention to that one 1h sword trait, I think the bigger issue is the entire concept of symbols and their implementation. Symbols, by definition imply that we are supposed to face tank things while standing in the tiny circle. The symbol loses effectiveness entirely once we are no longer standing in the tiny circle. Any guardian guardian, not heavily invested in valor/honor, is a dead guardian if he is standing in the tiny circle instead of avoiding attacks. I much prefer to play my guardian as a mobile attacker with support options versus standing in the circle. That being said, I prefer shouts versus symbols and meditations. That is the concept issue i have with symbols. The implementation issue involves having their traits on minor slots in zeal and thus unavoidable if you want to trait into zeal. It also involves the need to avoid wasting trait points on symbols when they are not even available on > 50% of our weapons. Don’t get me wrong, I really don’t want symbols on my 1h sword as I don’t plan on standing in the circle, but they are currently an impenetrable barrier to me traiting further into zeal.

I would also suggest having a trait at the grandmaster level of zeal that gives a significant conversion percentage of power -> hp so guards aren’t locked into honor so much if they choose to trait for pve dps. I think that would be infinitely better than kindled zeal’s current implementation. Something like that may actually break up some of these 30 valor/30 honor builds and provide the build diversity promised in earlier patches.

I am also a strong proponent of the aegis redesign. It really just needs to have a minimum damage threshold before it is consumed. Having aegis consumed by something breathing in your direction immediately before that one shot hit can be irritating.

If you are going to pay specific attention to 1h sword:
1. leap finisher for sword #2
2. remove the target requirement for sword #2
3. sword #1.3 should just be a normal cleave instead of this projectile fiasco
4. complete redesign of sword #3

(edited by ODB.6891)

Guardian December Patch Preview

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Posted by: ODB.6891

ODB.6891

Dat edit. Also, there is no ‘zerker trait’ so I have no clue what you mean by full zerker. Zerker is a gear stat and if I choose to trait correctly I can pull it off just fine. Everyone knows how bad the zeal trait line, no need to regurgitate. The problem is fixing that trait line isn’t going to allow us to go full zerker + full zeal without still covering it with defensive traits or armor. That’s why every one is suggesting many broken ‘buffs’ which won’t work due to balance issues. Also they have to -balance- around PvE as well, which I have no interest in regardless. And showing off your time in game doesn’t really mean much here.. I’ve mained guardian since beta and have eight 80s, just like almost everyone else.

Pretty sure no one ever said anything about a “zerker trait” before you did just now. Full zerker means you are both gearing and traiting for maximum damage versus either survivability and damage or survivability alone. That is a commonly accepted bit of terminology in this game. I don’t profess to have all the answers as to how to fix zeal or anything else in this game, as I am not a developer and do not have the time, inclination, or access to all the game data to make a correct set of decisions. I do know that now is the time apparently to suggest any ideas that can possibly lead to improving zeal as we recently had the ear of a dev. Whether you have interest in a particular game mode or not, that game mode still exists..along with the other game modes and all deserve balance. I personally do not pvp much, but I don’t have a problem with pvp balance…so long as it does not prevent pve balance. As far as I’m concerned, showing off whatever you get from pvp does not matter much either. Nothing really does except enjoyment of whatever game mode one chooses to participate in. I personally began with a warrior main and have been through several other mains until I settled on guardian. I bought into the premise that ANET set, that there were no pre-defined class roles. That any class could build for any role. I happen to like the way a guardian does damage versus the way a warrior does. I don’t mind being behind warriors in damage as long as we aren’t too far behind and our trait lines are functional enough for us to not be stuck with honor/valor as our only viable options.

(edited by ODB.6891)

Guardian December Patch Preview

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Posted by: ODB.6891

ODB.6891

We don’t really sacrifice that much for a dps build, I run zerkers with 16k HP and find myself being just fine.

Please stop, read lucent’s post as he knows what he’s talking about. If you wanna be a War, reroll.

You clearly said you were full zerker and lucent’s post clearly indicates he is not full zerker to reach 16k hp. 25 in honor is not full zerker…its a hybrid build. Full zerker implies glass cannon, not a mix of glass cannon and survival. Not that there is anything wrong with a hybrid build. If you are trying to prove yourself right by pointing at what lucent said, you are just proving yourself wrong and you apparently don’t even realize it.

Your comments about guardians wanting to be warriors is a straw man argument at best. What some of us guardians want to do is to actually be able to use all of our trait lines instead of being locked into traiting honor and or valor to not be instant kills.

I think the general consensus is that it is pretty ridiculous that almost no guardian traits beyond 10 points in zeal. There are many reasons for that. One is the issues with symbols and the fact that symbol traits are unavoidable if you go beyond 10 points in zeal. Another issue is the extreme loss of survivability if you do not trait honor and or valor. No one is asking to be a warrior. They are only making comparisons to the only relevant class….the only other one in heavy armor….the only other one expected to dive in head first.

Edited for civility. Thanks Kelnis…forgot myself for a minute there.

(edited by ODB.6891)

Guardian December Patch Preview

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ODB.6891

Contrary to belief, the power/condi guardian NEEDS a ton of healing… the HP pool is ridiculously low as well as the ability to keep a target close to you once you’ve used your very limited soft CC and blinks.

If you’re not going to give us more conditions, fine… but then don’t give us +Condi modifiers… give us +Burning Modifiers and allow Burning to Heal us for a % of damage it does……..

Your solution of forcing us to go sigil/runes is ~not acceptable~.

Truth.

The above idea to allow burning to heal us for a % of its damage would be perfect, when coupled with a previous idea to have our burning scale with power instead of condition damage. If you are dead set on not increasing our base hp or improving aegis to provide a minimum damage threshold before it is consumed…I think this is a great idea.

I also agree with the repeatedly expressed concerns about providing a mechanism to stay on our targets in melee range. Glacial heart should be more accessible and not dependent on using a specific weapon. I think glacial heart should be swapped for one/both of those symbol minor traits in zeal. Symbol traits belong in valor, as valor is all about meditations (getting enemies/allies to stand in your circle). That sounds like symbols to me. Face tanking stuff by standing still requires building defensive with toughness (valor).

I have a major issue with symbols being the mandatory traits in zeal since symbols are not available to over 50% of our available weapons. There is no way on this earth that I would spend even 5 trait points in something that I can get zero usage of…especially when presented with the option to spend those same 5 points in something that can help me. Please move and merge symbolic exposure and symbolic power. Please fix zeal.

Guardian December Patch Preview

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ODB.6891

all these stuff can replace renewed justice – or courageous return, which really have little use.

I was going to say something harsh here, but I’ll go out on a limb and assume you don’t play pve. That’s the only way I can logically see you actually thinking that renewed justice isn’t used. Maybe in pvp/wvw you don’t get kills in rapid succession, but that’s entirely different in pve. Its pretty easy to rack up decent stacks of might, vulnerability, and a series of blinds with the combination of inspired virtues, justice is blind, blind exposure, and renewed justice…especially on decent sized groups of trash mobs in pve. This has to be the best synergy of traits a guardian has. I agree with your other comments, but you really should take the pvp blinders off when saying things aren’t used.

(edited by ODB.6891)

Guardian December Patch Preview

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ODB.6891

I would love to trait deeper than 10 points into Zeal, but since my weapons of choice are sword/focus and scepter/focus….that leaves 10 unavoidable trait points spent in Zeal that I will get zero use of due to lack of symbols on the above weapons. I am referring to symbolic exposure and symbolic power. Please swap these minor traits with things all guardians can make use of. Shattered Aegis would be an excellent choice to move to one of those minor slots since all guardians use aegis. If you want to move them into major slots..that would be great. Unless I am mistaken, there are zero minor (unavoidable) traits on any profession that are unusable due to not having the “correct” weapon equipped…with the exception of guardians. Please fix.

I think changing the requirement for activating Zeal minor trait “zealot’s speed” to a chance on hit or crit would be more appropriate, since with the low base health pool on a dps guardain…as soon as health drops, the smart move is to dodge…not try to stand and tank. Dodging moves us and our target out of the symbol. This defeats the purpose of the symbol. It would be effective if it was something that could occur while we were not in danger of death.

I would also suggest that Zealous Blade not be limited to one specific weapon. If you are traiting into Zeal and Radiance, that means little to no points in honor/valor…which means low health, low healing power, and low toughness. Health generated by Zealous Blade would be very useful in such a set up.

(edited by ODB.6891)

Dec. 10th Balance Preview - Updated Nov 6th.

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Posted by: ODB.6891

ODB.6891

Another current issue is the complete layout of the zeal trait line, currently the traits in that line do not really mesh at all, considering all the adept traits are symbol based, yet there are traits for weapon’s that don’t have symbols. Both of the grandmaster traits are extremely weak, and not worth putting the extra 10 points into worth getting. Are there any plans to do a complete overhaul on zeal in the future to give us more options outside of fiery wrath and zealous blade?

My last question will be regarding Glacial heart, and why this trait is what it currently is. In it’s current state, it is extra CC, on top of pretty much our only CC weapon. The CD is way too long, as with the current meta, there is so much condition removal in builds that it will be gone way to fast to have any real effect. My personal suggestions for this trait are to either A) Lower the CD to 10s, make the chill 2s, make this effect all weapons, considering how horrible it is to try to keep enemies near you as it is as a guardian. or Remove swift retribuition as adept minor from zeal, move the other two traits down (symbolic exposure to adept, power to master) and make Glacial heart a new grandmaster zeal trait that causes either a 1s chill on symbol pulse, or a 2-3s chill on symbol generation. The first suggestion would give weapons like mace and sword a chance to actually stay on people, while the second suggestion would help with the “area denial” that was originally spoke about in the definition of guardian gameplay.

Thank you Bash

Dec. 10th Balance Preview - Updated Nov 6th.

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Posted by: ODB.6891

ODB.6891

Zeal V – Shattered Aegis. Damage instead of Burning.
Loses Synergy with Fiery Wrath if you do that. You just said you wanted to improve Guardian damage…that’s 10% damage i lose right here. Just double the Burning duration to improve this trait.

Honor VI – Pure of Heart. Increased scaling with Healing power from 25% to 40%.
Passive Aegis is usually up on a Guardian at ALL times while out of combat. The Aegis gets removed from the first hit you take upon entering combat, therefore you are still at FULL HP and this trait HEALS FOR 0. So this trait really only works for activating Courage with a terribly long recharge, or Retreat with a similar recharge. Therefore, this trait is weak. Getting 3 seconds of Regeneration on Aegis removal would be a better trade-off because we get to benefit from the trait when both passive and active Aegis are removed, along with applying an extra boon to allies for Altruistic Healing when your Aegis is removed from them.

Symbol of Swiftness: This skill now applies 4 seconds of swiftness per pulse, rather than 8 seconds if you have no swiftness and 1 second if you have swiftness.
You might not remember, but this skill was changed to the 8s format back in beta because it was deemed counter-productive to “stand still in a symbol to run faster”.

What you should definitely look into:
Symbolic Exposure/Symbolic Power as minor traits
Sword, Scepter, Shield, Focus, Torch. Neither of these have Symbols. To take Scepter Power trait, I need to take a Symbol related minor trait? Why? There is no Scepter/Anything combo that gives me a Symbol. Therefore, one of my weaponsets do not benefit from these traits. Additionally, there are NO symbol in underwater combat. Combine Symbolic Exposure and Symbolic Power into 1 grandmaster trait and move Kindled Zeal to grandmaster minor. Fiery Wrath would also make a very good replacement as master minor.

Lack of Fields/Finisher
GW2 was advertised to have amazing combos you could pull of with friends as a game mechanic. Sword/Torch and Scepter/Torch combos have neither Field, nor Finisher. The skills on which to add the Fields/Finishers are obvious.
Orb of Wrath = 20% chance of Projectile Finisher.
Zealot’s Defense = 20% chance of Projectile Finisher.
Zealot’s Fire = Projectile Finisher.
All 3 of those already get Reflected by Feedback/WoR. They are projectiles.
Smite = Light Field. Just a Field for combo, not a Symbol nor a Consecration.

all of this.

Dec. 10th Balance Preview - Updated Nov 6th.

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Posted by: ODB.6891

ODB.6891

Guardian:
Tanky and supportive guardians are in a strong position in many gametypes. We do feel that damage guardians are not as powerful as they could be. While we don’t want guardians to be as strong offensively as some of the other classes (given their powerful defensive abilities) we opened up more offensive guardian builds.

  • Zeal V – Shattered Aegis. Damage instead of Burning.
  • Zeal VII – Zealous Blade. This trait now scales with Healing power (2%.)
  • Zeal XII – Kindled Zeal. Increased conversion from 10% to 13%.
  • Radiance V – Searing Flames. Reduced cooldown from 20s to 10s.
  • Radiance X – Powerful blades. Increased damage from 5% to 10%.
  • Valor V – Retributive Armor. Increased conversion rate from 5% to 7%.
  • Honor VI – Pure of Heart. Increased scaling with Healing power from 25% to 40%.
  • Virtues VIII – Supreme Justice. Number of attacks going from 4 to 3.
  • Symbol of Swiftness: This skill now applies 4 seconds of swiftness per pulse, rather than 8 seconds if you have no swiftness and 1 second if you have swiftness.

These all appear to be good changes, with the exception of symbol of swiftness. Not quite understanding that change.

My issue is still with the Zeal trait line. The barrier that has been preventing me from traiting further than 10 points of Zeal still exists. That barrier is unavoidable symbol traits, when none of my weapons can apply a symbol. Please move symbol traits into the optional slots instead of the mandatory minor slots of Zeal. As long as Zeal forces me to spend trait points in traits I will get zero usage out of, then it has not opened anything up for me.

On a side note, why is zealous blade GS only?

Minimum damage threshold to consume aegis please.

(edited by ODB.6891)

Overreacting. Patch conversation.

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ODB.6891

And people always say “PVE is easy”, but then they can’t melee Lupi or Do high level fractals. Whats up with that?

This^

There’s nothing in this game that isn’t easy but pvp’ers generally say stuff like that to somehow make it seem that they have more skill or require more consideration.

Not this….

You do know people are pugging 50+ level fractals now, right? The only time PvE is difficult is when the game is designed from the ground up to be so. Furthermore, it is also difficult when new content is gated by gear. However, once the person behind the keyboard gears up to meet the content AND the few fringe players beat it and create guides, content then becomes easy once you have completed it. There is always the first or second time that is a bit difficult but once you know when to avoid poo on the ground or jump, or when to attack or use what skill it becomes nothing more than a means to the end…to get the shiny object.

I believe when most people say PvE is easy they have either come from a game that has a higher degree of raid content or this game is simply gated by AR or iterations of said dungeon. Just my personal opinion based on what I’ve done. Outside of fractals, PvE in this game is 10x different than anything I’ve played in regards to ease. Past experience is heroic wow raiding and master levels 1 though 10 DaOC Trials of Atlantis.

You should probably re-read what I said. I said there isn’t anything in this game that isn’t easy. Meaning that it is all easy. There isn’t much in this game that you can’t just overpower with dps and a few dodge rolls. The only thing i’ve seen so far in pve that requires actual strategy and group composition is maybe a successful teq kill. Even then the strategy is pretty simple. Pvp isn’t much different than pve in that respect….except for the problems created by the condition meta. Pretty much rock, paper, scissors with a bit of coordination thrown in. They didn’t design this game to be really difficult.

Yes, btw….fractals are pretty much just gated by AR. The mechanics from entry level fractals pretty much persist all the way through the higher levels. There are a couple changes as you get higher..but most things are the same.

Yes again, most players have come from games with higher levels of raid content. Including myself. This game is intensely easier than doing coordinated raid content. I’m pretty sure that was a design goal.

(edited by ODB.6891)

Overreacting. Patch conversation.

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ODB.6891

And people always say “PVE is easy”, but then they can’t melee Lupi or Do high level fractals. Whats up with that?

This^

There’s nothing in this game that isn’t easy but pvp’ers generally say stuff like that to somehow make it seem that they have more skill or require more consideration.

Zerker on guardians...

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ODB.6891

@Chico
I run 10/30/0/20/10 on my guard. I use sw/focus as my primary weapons but my second set is swapped regularly from fight to fight. I either use hammer or scepter for my off set weapon. I find that going 25 into honor is a waste as elusive power is counter intuitive to vigorous precision…the first trait in honor.

(edited by ODB.6891)

sword 3

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ODB.6891

Behold the horrendous freak of nature, the misshapen monstrosity, the devil’s spawn which is Guardian’s Sword 3!

What is its purpose you ask? Guardians thick of skull and dim of wit will proclaim that it is for burst damage, unable to understand that even though the final number looks large on a training dummy, it is actually less damage per second than our sword 1 auto attack sequence.

Some optimistic fools will claim that it gives us a ranged attack option. Perhaps these poor misguided souls have not contemplated the fact that you must remain stationary to use this ability, which in turn grants any prey that you would need to use a ranged attack against the opportunity to slip even further out of your grasp. Perhaps they think the block useful, despite the fact that it is not a block at all, and triggers none of our “on block” abilities!

Yet others will stubbornly claim it a fantastic tool for that very specific corner case in which a ranged player is attacking you from a distance of less than 600, while not moving to evade any of your garish projectiles or gaining additional distance. In this instance, truly Guardian’s Sword 3 is a triumphant ability! …of course, if you should find yourself engaged in mortal combat with just such a foe, rolling your face on the keyboard should serve to defeat them equally as well.

Now dear friend, I leave you with this haunting question: “If Guardian Sword 3 is truly so dismal an ability, why has there been neither remedy, nor even outcry by the Guardian community?” And when you realize the answer is “Because it’s so low on our list of worries and woes, compared to the more glaring issues”, true and proper despair can set in.

This post was sooooo full of awesome that deserves a sticky :p

15th October Patch - Notes and Discussion

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ODB.6891

Pure of voice has been in the fix suggestions for MONTHS and has been noted for a long time as being broken , im surprised it took this long for it to be fixed … Any guardians who didn’t think that fix was coming from a mile away is just clueless.

Are you seriously trolling all the guardian threads?

15th October Patch - Notes and Discussion

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ODB.6891

It’s not what we really needed

I just personally don’t like Consecrations. I hate being forced to stay in a certain area

I couldn’t agree more with these two sentiments.

Guardian Collaborative-Development

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Posted by: ODB.6891

ODB.6891

1. Symbols for all weapons please!
2. Combo finisher for sword #2 please!
3. Combine some of the traits that affect virtues (otherwise they are a lack luster profession mechanic).
4. Please improve upon sword #3 (the limited range, ease of avoidance, and self root are a bit much)
5. Please add longbow to our available weapons so we have a decent ranged weapon.
6. Please add the effect from Altruistic Healing to virtue of resolve…this would finally take away the excuse of so many pve dungeon guardians to trait 30 into valor. Virtue of resolve is extremely weak as it is now anyway.

I really like Althalos’ suggestion of combining the virtues traits.

Guardians in Dungeon Runs

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ODB.6891

Well, clerics aren’t totally selfish, c’mon at least they’re building to help their team, in a kind of subpar way, but they have good intentions, PVT on the other hand… :|

It would be so awesome if there were some kind of restriction on dungeons/fractals that prevented entry with PVT equipped and prevented equipping PVT once inside. Maybe a filter you could set for entry into a group.

(edited by ODB.6891)

Why are AH builds frowned upon in PvE?

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ODB.6891

I’ll add something productive whilst ignoring our friends.

First of all, there is nothing saying that DPS and AH cannot mix. I run full Zerker with trinkets to make sure my baseline damage is acceptable, because a Guardian without Power and Prec at the very least on their armor simply won’t be damaging much at all. Being deep into Valor, in order to get AH, I also pick up an additional 30% crit damage. That brings my crit damage to 89% and my crit chance to 38%, which could obviously be better if my focus was more damage. Depending on how I run my traits, this nets me 4.5k-5k Mighty Blow crits, 3k-3.5k from Orb of Light crits, and 1.5k-2k auto attack crits. I do crit fairly often, too, especially in battle when things like Fury are getting activated.

So what’s up with the AH? Why would I run that instead of Radiance for more crit? Because I run dungeons with PUGs and with friends who just don’t have the time to play for the hours each day it takes to become completely comfortable with dodging and mitigating damage. In other words, I play with real people, who can make mistakes (myself included). When I’m in full zerker without any self sustain, only support and DPS, those mistakes usually end up as a party wipe (or several).

Having very significant healing on top of my support and my damage helps in those cases. This isn’t a theory. I have suffered through dungeons in full Zerker, traited for DPS, unable to perform well because the other players simply weren’t performing at that level either. With a glass build you aren’t relying on heals to keep you alive, you’re relying on your party to not mess up. I’d rather be able to carry a bad group through a dungeon and succeed than out DPS everybody but fail because someone missed a dodge.

I still have 30 in Honor, which is something that was addressed on the first page. Someone said they’d rather have Honor than Valor. Why not both? I can run Superior Aria and Pure of Voice AND Altruistic Healing. The only way you’re getting more support out of a Guardian is by running 30 Honor/30 Virtues/?, which kind of saps the whole “deal damage” thing that seems so important. Also, the heals I get from AH ARE helping my party. When I use Empower, my party gets 12 stacks of might. When I use Stand Your Ground, my party gets Stability and Retaliation. When I use Hold The Line, my party gets regen and protection. I’m using these skills anyway, especially the shouts, because I have Pure of Voice and Superior Aria. Why not get some healing myself for them? Sure, a lot of the time I’m at 100% HP and barely utilizing the heals. But when kitten hits the fan? Yes, please, thousands of extra health.

I’ll stop rambling now, just wanted to add something productive for players who aren’t sure what to do. There are a lot of choices. I’m apparently using a suboptimal build and experiencing great success with it, which is why I defend it. Your mileage may vary.

I actually respect this post. It wasn’t loaded with insults or attacks and it detailed why you specifically use this build. If you are intentionally running with a group that you have to carry, then yes…this is a great build for that. I pug all the time, but I’m not looking to carry. I generally run higher level fractals and have gotten pretty decent at eyeballing group composition…so I generally get good results.

Why are AH builds frowned upon in PvE?

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ODB.6891

Pugs are pugs, you get what you get. No sense getting a superiority complex when you are rolling the dice like that.

That said, AH will never be used by the top tier players when they group together, simply because AH doesn’t help the group, at all.

You have to understand, it’s different thinking entirely. Any casual can complete an encounter, the hardcores want to obliterate it. That means everyone running optimal gear, optimal traits, and actually knowing how to use them.

Which also entails doing so at your own discretion and your own leisure. There’s no reason to include anybody else, or to insult others because they don’t want to play that way.

Again….dungeons are group content…not solo content…so yeah..there is a reason to educate others. This is especially true if you look at the title of this thread…which specifically asks the question we have been answering. The only insults in this thread have come from the few who are obviously self conscious about their AH builds and feel the need to express those “feelings” towards those actually answering the OP’s question.

Why Ascended Armor So Fugly ?

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ODB.6891

I’m also extremely disappointed in the aesthetics of the ascended armor pieces. Just like others, I was hoping to display my achievement once I eventually obtained my ascended armor, but I will definitely have to transmute this into something acceptable. I willingly subscribe to what I thought was ANET’s design philosophy of character vanity, so I can’t see dressing my character in ugly gear.

I am also not in the full body tin can camp either, I like my character to be attractive. I picked a female norn for the tattoos and body frame…That pretty much goes to waste when covered completely from head to toe with bulky/ugly armor.

I’d appreciate some alternatives to what has been presented so far. Maybe alternate skins to choose from and still have it be the ascended set. My current heavy chest piece on my guardian has her back out displaying a full back tattoo…I’m pretty much not wearing anything that covers that….I know..vanity! Honestly, I’d settle for some more regular skins to be added to the game to achieve that same effect for heavy armor, but my preference would be to have something ascended to display for that.

I know it would definitely be more work, but maybe having two versions of ascended armor for each armor type (heavy, medium, light) would solve a lot of the issues people are having with the current ascended skins. Maybe one with full body coverage and one with minimal coverage. Just something to allow players to have some choice without having to hide everything they worked for.

Dungeon is way too hard.

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Posted by: ODB.6891

ODB.6891

This really just illustrates a point: there needs to be two modes for new content. There are both hardcore and casual players in the game. Each should be able to enjoy the new content. The hardcore types want dungeons or content that are even more challenging than what has been released. The casuals want to experience the new content without the same level of difficulty.

ANET is trying to play in the middle of both groups but that just makes everyone unhappy. It would definitely be better to have two different difficulty modes with different achievements or rewards. Everyone wins.

free to play….pretty sure they aren’t going to devote the resources to essentially making and maintaining two versions of the same game.

Dungeon is way too hard.

in Twilight Assault

Posted by: ODB.6891

ODB.6891

I am uninstalling Guild Wars 2 after being one of it’s staunchest supporters. I loved your living story, your actual story, dodge rolls, the art … But the developers are too interested in pumping out pay-to-vanity items that they cannot create quality dungeon content.
Test your dungeons, make them fun to play. Set class rolls. Do something. Because I’m leaving.

I’m sure wow will welcome you back with those “class rolls” lol.

Guardians in Dungeon Runs

in Guardian

Posted by: ODB.6891

ODB.6891

I’m getting more and more fed up with the Guardians I’m meeting in (Speed) Dungeon Runs. The thing is:
I typically run the usual Dungeons CoF 1/2, SE 1/3, TA Up/FF, HotW1 etc. on a regular basis and as my mates and me, are sometimes not enough we add Randoms via LFG. My main class is guardian but I have a Max Gear Warrior and Mesmer aswell. So when we get a Guardian via LFG I usually switch to Mes or War. That’s where I’m getting fed up.

Problems 1 and 2 right there. Expecting to pick up a random to play bell boy for you and your buddies. Trying to use LFG for your “pro” group, that you obviously expect to play by a certain set of predefined rules…set by your and your buddies. If you expect that, then the LFG tool was not made for you.

These Guardians (wide range of Achievement Points and/or Equipment) often just add NOTHING to the success of the group. They just roam around there with their GS and deal “damage” using only GS-Skills and F1. Cond Remove? No. Aegis against Power Hits? No. Might? No. Stability? Sometimes. Heal?

Problem 3. LFG does not come with the prerequisite that anyone who joins is going to hold your hand while you walk across the street. You seem to think that a guardian “adds NOTHING to the success of the group” if they aren’t spoon feeding you and holding your hand while you faceroll into stuff that you should be dodging. Yes, a skilled guardian will use voc/retreat to block killing blows and major hits, but again…you picked from LFG…not from your hand selected pool of role players/fluffers. You should expand your in-game social circle if you want more people ready to polish your GS so you don’t have to dodge.

Why shouldn’t I trade them in for another warrior? I mean as I have to take Healing Surge instead of passive signet, abort 100Bs to dodge and take Shake it off instead of FGJ anyway I can just have another Zerk War.

You really want me to queue up the world’s smallest violin that you had to actually choose a strong heal ability instead of an open world farm passive heal? You want sympathy for that after QQing so hard about guards not taking the abilities you want them to support you with….

And when you ask them, most of the Guardians who play that way don’t even run Full Berserker Gear. Soldier Gear! Why in god’s name would you play Soldier Gear in a kittening Dungeon Run. Of course you’re going to be a serious bunker but for what? So you can die last when the rest of the group just ripped because of 25 bleeding stacks and a null field on cooldown? Congratulations you can now flame the rest of the party because they died before you. The other ones running Full Berserker Gear often just die first due to the toughness aggro and the low life pool. Why not run Healway and make sure the warriors aren’t disturbed or Knight’s with Boon duration, when the dungeon or the party setup isn’t allowing Zerker. If support isn’t for you, play a warrior kittenit!

This part is a combo of agreement and face palm. I agree that its impossibly stupid running tank builds in dungeons as you can’t actually tank in this game by design. Anybody with open eyes can see that mobs do not consistently or even regularly stick to any player…especially not the lowest damage dealer in the run. This makes tank builds extremely useless and selfish in dungeons. I agree that adds nothing. The face palm is that you actually think its other classes jobs to compensate for your faceroll in a pug….and that they should actually reroll if they aren’t serving your ego…IN A PUG! By the way…if even one member of a group is a random…its still a pug!

Salvaging unwanted ascended items

in Suggestions

Posted by: ODB.6891

ODB.6891

Please allow salvage of unwanted ascended items. It feels like such a waste every time I have to vendor ascended rings from fractals. I’m at a loss as to why we can’t just salvage them. Its not like we get them at such a high rate that we would load up on ascended crafting mats by salvaging unwanted ascended items.

Bolt rework...

in Suggestions

Posted by: ODB.6891

ODB.6891

I’d actually put the effort into making bolt if I could transmute its lighting effect on to a diferent weapon without having to keep the skin. I think its skin is pretty ugly too.