Sceptre/Torch does more damage, especially if you can get in range for the blowtorch.
Sceptre/Focus has some nice defensive components from the Blind and Shield of Wrath.
Sceptre/Shield is only great for PVP/WvW.
For clarity, the OP is referring to the Ranger, Engineer and Thief.
With the correct weapon and utilities, all three professions have sufficient AOE capabilities. And assuming you don’t run into Orr with full glass cannon expecting to tank Risen Acolytes and Wizards, all three can run solo just fine.
I have tried all three as alts (including all other professions but Warrior) and have decided to stick with my Engineer as my first alt. The main reason for this decision was the interesting mechanics of each Kit available. I was never a person who like pet classes, and I just didn’t click with the resource mechanics of the Thief’s Initiative system.
I think the OP’s question fundamentally touches on two very different things:
1) Does a Guardian running a Support build make a difference to a dungeon party?
2) Does Healing Power make any bloody difference.
Does a Guardian running a Support build make a difference to a dungeon party?
I do make a difference, even if the party is generally ignorant. With three Shouts, Pure of Voice and Absolute Resolve, I’ve turned the tide of battle many times by providing group-wide Condition removal (plus buffs). Guardian Support isn’t about getting your party to kill Mob A faster, but increasing your party’s survivability throughout the fight.
Does Healing Power make any bloody difference.
Like some of you, I’ve made the most obvious choice and went full Clerics, spotting about 1300+ Healing Power (only Rare Cleric Trinkets and Weapons; armour is Exotic). It’s recently that I really started to wonder if Healing Power actually contributed much. Considering my above setup, activating Resolve heals the group for 2000-ish, applies Regeneration that ticks for 290+ per second and removes three (3!) Conditions. With 300 Healing Power just from Traits, Resolve heals for about 1300-ish and Regeneration ticks for around 165 per second.
In Arah Explorable, the average mob auto attack on my character’s 2600-ish Armour and Protection is between 400-1000, definitely much more on my glass cannon party members. This means that the 130 Health per second the party is missing looks like it hardly matters; especially so when you start considering the actual big hitters, like Giganticus Lupicus.
While some may use the straw man argument of those “clutch heals”, it’s hard to deny that those 1000+ attribute points could be spent elsewhere, be it in Vitality for personal survivability, or Precision which allows us to make a bigger damage contribution as well as providing Vigor to ourselves.
Conclusion
Between Hold the Line, Stand Your Ground, Pure of Voice, Absolute Resolve and Renewed Focus, a Shout Support Guardian like the one I play brings a lot to dungeons where Conditions matter, be it 25 stacks of Vulnerability applied by Risen Illusionists or the level 85 Poison from a Champion Risen Spider Queen. This is before I add on other tools such as Protection, Aegis, Retaliation, Swiftness and Wall of Reflection. The best part is I’m able to use whatever weapon set that suits my fancy, despite all the above.
Healing Power, however, matters so very little amidst all this.
(edited by Ojimaru.8970)
The Spear is superior for single target DPS, while the Trident fares better for multiple mobs. The Trident also allows you to circle strafe the target(s) while still being able to maintain a decent amount of DPS.
This has less to do with your hardware, and more to do with the game client and server. When there is a particularly high concentration of avatars (NPCs or player characters), it will take awhile for the game to register each one and load the appropriate sprites.
You’ll have to elaborate a little more, I’m afraid.
Neither Sceptre nor Torches have teleportation abilities, but the Guardian can still switch to a Sword for Blinding Flash. As far as I’m aware, Judge’s Intervention and Purging Flames share the same animation, only the latter doesn’t have any teleportation capabilities.
Seems like all crystalline structures do not appear in the Preview window; the same thing happens for Sylvari Cultural Weapons.
And, by the way, grats on your giant popsicle.
The tracker for the monthly and global achievement is bugged and has been for some time.
When your character is hit by an enemy attack.
I’ve done it by just healing a lot, the “aggro” system seems to be based off of damage and healing done not “threat”. So a typical fight starts off in staff and ends up with mace/shield
I experience the same as the above.
I run dungeons in full Cleric gear pulling aggro. I suspect it’s the party-wide Regeneration from Hold the Line and Battle Presence. Although I will admit that I have once fought for aggro against a Vit-stacked staff Necro.
Psy.6153They said that any class can do every role
Psy.6153Lets compare to Warriors. They can throw on a full Berserker set and run around critting people for 13k while having a hefty 23k hp themselves.
Now Guardians, we put on a Berserker set, and we have what…. 13/14k hp? Thats asking to be 1 shot by the above Warrior.
Here’s a truth: “any class can do every role” – which in the original post is likely referring to Damage – are not the same as “any class can do every role in any armour”
Kidel.2057I don’t actually think I’m an almighty source of truth xD
Kidel.2057being the only class in the game with no ranged weapons is kinda frustrating
Here’s another truth: it does not help our cause when people who “discuss” our weaknesses choose to selectively ignore/omit things.
I’m talking about party istances, where guardian is really efficient only as a buffer/supporter (for the 10th time: every class buffed by a guardian is better then the guardian who buffed) and is usually a second choice when it comes to tank/dps. It also has no real ranged weapons, so even as dps it tends to get hate from the boss, since it’s all about proximity (it seems), and while a guardian is already frail, a dps guardian is even worse.
Every class buffed by a guardian is better than the guardian who buffed them. But without the guardian, they get no such buffs. If you don’t like being the quintessential team player Explorable mode parties crave for, then frankly, this profession isn’t for you.
Quick, plant your journal near the base of the centre “tree”!
Skull mask and skull face paint can mean different things in different contexts.
Level 80 Orrian Temple Exotic Heavy armor all have (fugly) skulls for helms.
While level 1 Necromancers can start with a white skull face paint in their “helmet” slot (which I believe can be transmuted).
According to the wiki, 100 Condition Damage adds
5 damage per second per stack of Bleed (5%),
25 damage per second of Burn (25%),
7.5 damage per attack per stack of Confusion (7.5%), and
10 damager per second of Poison (10%).
Unless you can prove it was a bug an not an “accidental purchase”, you could try contacting ANet Customer Support. If you cannot provide solid proof, then you’re out of luck as neither ANet or NCsoft are held accountable for “accidental purchases” caused by drunkenness, misclicks, lags, or conniving Elder Gods.
I feel like there’s no good way to strategize in dungeons.
never even bothered to try other dungeons
Two lines that define the nature of this post.
This isn’t very meaningful without comparing it to the throughput from other stats. 300 condition damage might increase my bleeds by about 20% for example, which is what I’d compare to 300 healing which increases my healing by 10-15% (or whatever).
I think trading in 20% damage for 15% healing on the entire party would be a reasonable consideration. There are lots of situations where healing is going to be more valuable than damage per second. Time to live scales differently with healing than with damage. A 15% increase in healing could increase longevity infinitely, depending on the incoming damage.
The OP doesn’t include any of those numbers though.
Super Priory Numbers Fu!
NB: Formulas are based off of Guild Wars 2 Wiki. Validation required, etc etc etc.
Will both weapons share the same CD from the sigil,
Yes, they will share the same cooldown. The same applies if you have the same Sigil in your second weapon set.
happen to be in the right place at the right time.
This sums up the design intent of Dynamic Events.
In practice, it’s about asking /map if there any events going on and ask a participant or bystander to link the closest Waypoint.
Ok cool and were can i get master salvage kits? Im a newb so i dont know were everything is yet.
The merchant outside of the Lion’s Arch Bank sells Master Salvage Kits, among other things.
Also, if you’re going with the above route, you might consider going for the Mystic Salvage Kits:
25 Blue Salvage Kits + 25 Green Salvage Kits + 25 Yellow Salvage Kits + 3 Mystic Forge Stones = 250 Mystic Salvage Kits
Mystic Salvage Kits are the same quality as Master (Yellow) Salvage Kits, i.e. 25% to obtain rare components; 80% to obtain upgrades.
with a little toughness/vitality.
Your question answered.
Here’s my setup with a 4-button mouse
S – Forwards
A – Strafe Left
D – Strafe Right
Shift – Dodge
Space – Jump
Q-T – Weapon Skills
Z-C – Utility Slot Skills
MB3 – Heal
MB4 – Elite
1-4 – Class Skills
And yes, I don’t reverse.
Aegis blocks the following:
Trebutchets
Cannons
15k Eviscerates
ALL hard CCs (Stuns, Knockback, Knockdown, etc)
Champion Risen Giant Stomp
Legendary Risen High Priests of Melandru’s 1-hit KOs
The only other game mechanic that can accomplish similar is dodging. But by not needing to dodge, my Guardian could stay in place and dish out 3-4k damage in the time needed to dodge roll and close the distance again.
So, Aegis is fine for me.
Blind does similar but sadly Cannons and Trebs can’t be blinded, and I still have no idea what Defiant really does to it (10% effectiveness? What does it mean?)
Yes, stuff like Whirling Wrath, Hundred Blades, Rapid Shot and Unload all hit for multiple hits. However, each individual hit is relatively small, thus allowing you to dodge during the channel, negating at least half of the damage, if not all.
The Elder Centaur Ventari left behind a tablet detailing his life experiences. The Tablet was left at the foot of the Pale Tree and its words became the philosophy of the Sylvari of the Grove.
Parallel
London cabbie Dave started writing a journal as part of his therapy. After Big Bad George made the world go boom, survivors found the Book of Dave and held his words as sacred text to guide them through this new harsh existence.
Easter egg or coincidence?
The duration of each Might stacks is reliant on it source.
For example,
Source A applies 3 stacks of Mights for 5 seconds
while at the same time
Source B applies 1 stack of Might for 10 seconds
Therefore the character would have 4 stacks of Might, until Source A expires and the character is left with 1 stack for the remaining 5 seconds of Source B.
Runes are used to upgrade armour pieces with upgrade slots (excluding trinkets like earrings, rings, etc, but including your underwater breather). They usually have a set bonus for equipping the appropriate number of them at a given time. For example, a Minor Rune of the Citadel (which I believe is what you were alluding to) gives +10 Power when you have 1 of the runes equipped; however when you equip another, you will get +10% Fury Boon duration. There are three grades of runes: Minor, Major and Superior, although none of these share the same set bonuses.
For example, Norn Warrior Brandon Sandnes has the following runes on his armour:
Helm – Minor Rune of the Citadel
Shoulders – Major Rune of the Citadel
Chest – Major Rune of the Citadel
Hands – Major Rune of the Citadel
Leggings – Superior Rune of the Citadel
Boots – Superior Rune of the Citadel
Brandon would then receive the appropriate bonuses as follows:
Minor Rune of the Citadel 1/2
+10 Power
Major Rune of the Citadel 3/4
+15 Power
+15% Fury Duration
+35 Power
Superior Rune of the Citadel 2/6
+25 Power
+15% Fury Duration
So napkin maths tells us that Brandon will benefit for a total of +85 Power and +15% Fury Duration (see note below). He does not gain the 4/4 Major Rune of the Citadel’s bonus, i.e. +3% chance to gain Fury for 30 seconds when hit, because he only has three Major runes equipped.
Specific runes can be crafted by Armoursmiths, Leatherworkers and Tailors through discovery. Runes can also be found on Masterwork (Green) quality equipment that drop from chests, mobs, etc.
Just as Runes are for armour, Sigils work the same for weapons, but Sigils do not have any set bonuses.
Note of Fury Duration:
As far as I can tell from (very) limited testing, +% Duration to a specific Boon or Condition from equipment does not stack but instead relies on the highest. Could be wrong, so don’t quote me on that.
So they run away from the objective. That’s good!
Wait, were you fighting on an objective?
Everything made easier with a Guardian Staff. Sweep away, Mr Janitor!
Actually, token farming TA without a Guardian is markedly slower (Retreat! + Symbol of Swiftness + Mystic Broom of Awesome aka Staff 1)
^neither have i, i’m 42 and not a single fine transmutation stone. I think the fact that you can only use the standard transmutation stones untill 79 rediculous, but i guess they need to make money dont they.
It costs 60 silver for a batch of 5 Fine Transmutation Stones last Saturday.
No, you don’t get a gold medal just for participating.
Mmmmm, I dunno.
I have banners that currently heal for 32.5k for their duration and I think that’s pretty darn good. I still have to craft 3 more exotic Cleric pieces yet… and upgrade my crappy Green lvl80 trinkets, too.
Even if it’s just me doing support in a dungeon no one’s dying, so I think the Healing stat is doing it’s job just fine XD.~Mewmewcachoo (warrior – CD)
But here’s the real question: Without a single point into Healing Power, would you still be able to accomplish your support role?
This thread isn’t about whether going full Heal support Skills and Traits is good or not, but whether you gain any notable benefit by stacking Healing Power.
(edited by Ojimaru.8970)
You don’t need a Naga for this game, and playing with a gamepad will hurt more than help, unless there’s good turn acceleration.
Here’s my setup with a 4-button mouse
S – Forwards
A – Strafe Left
D – Strafe Right
Shift – Dodge
Space – Jump
Q-T – Weapon Skills
Z-C – Utility Slot Skills
MB3 – Heal
MB4 – Elite
1-4 – Class Skills
And yes, I don’t reverse.
You, my fellow Guardian, is what is known as a “glass cannon” amongst our piers. Depending on what you’re trying to achieve with the following:
- Staff,
- Save Yourselves, and
- Judge’s Intervention
I would like you to consider packing a little more defensive utility. Namely Mace/Focus, Hammer, and/or Hold the Line. What you’re looking for is Protection and Regeneration Boons on short cooldowns, unlike Save Yourselves’ 60-second wait.
Also, Zealous Blade is a red herring. Its heals, especially at 80, is useless.
It’s tough in a newbie zone because people complain about getting 1-shot… because they only took the +Power gears and totally neglected +Vitality or +Toughness.
Adds or no, the Fire Elemental is a high-mobility fight. I left BWE2 realising that and went in with my Guardian and lobbed tennis balls at it while running around the Elemental’s perimeter. In the whole 15-minute of circle strafing exercise, I managed to get myself killed 3 times while being chased by 5+ Embers.
Balancing the scaling for Healing Power is a tough one, I would expect. Too little and it becomes a pariah; too high and you’ll see more “dedicated healers” popping up like weeds.
So far as I’ve tested as a Guardian fully specced into Virtues for +30% Boon Duration and in full Cleric gear, between Writ of the Merciful, Symbol of Faith (Regeneration) and Virtue of Resolve passive (with Absolute Resolve), I can see what ANet was talking about when they said Healing Power was a defensive stat, especially when you consider that Regeneration and other HOTs are the only mitigation to DOTs in this game, aside from removals.
Frankly, I will admit that I have horse in the race when I say that Healing Power ratios are too low, especially compared to Condition Damage, e.g. 1400 Healing Power raises Regeneration from 130+ to 210+ hp/s, while 1400 Condition Damage raises Burning from 320+ to 670+ hp/s. Then again, I do understand that ANet wants to keep the fast pace nature of SPVP and combat in general, not something bogged down by “healers”.
I have this one.
http://www.guildhead.com/item/55108/sylvari-blade#.
When you put it away, the blade part disappears and only the vines are left.
Look at this greatsword model. It does the same thing.
http://gw2.unfair.co/wp-content/uploads/2012/08/warden_weapon_set_gw2.jpg
That sounds intriguing. Any chance you have a screenshot of your character with the sheathed blade? I know the Preview panel is misleading because it doesn’t render the blade of the Sylvari Cultural T3 Weapons.
Can’t check yet, but I suspect Glacial Heart
The same occurs when I launch my Charr Engineer with Jump Shot.
http://wiki.guildwars2.com/wiki/Boons
http://wiki.guildwars2.com/wiki/Conditions
You can study the icons of the various Boons and Conditions at the wiki. You’ll eventually get used to them after some more game time.
This thread was made 2 hours ago, but it seems ArenaNet has pre-empted you.
Defender’s Shield and Honorable Shield: Merged together into the same trait.
Currently the trait does not have any visual indicators. The only way allies will notice is if they look for the difference in their Hero Panel.
The radius of the Regeneration/Draw Conditions AoE is very small and will only trigger if the summoner is within range, as far as I’ve tested. Considering that the Spirit tends to be left in the back of the fight due to its lack of survivability, these boons are rarely activated.
A set of 5 Fine Transmutation Stones costs 250 Gems, which when I checked last night was approximately 70 silver.
Correct.
For the duration of burning, the highest burning damage source (condition damage) will take priority. if a 500 damage burn for 1 sec hits, then a 100 damage burn for 3 sec hits… it burns 500 damage for the first second and 100 for the rest.
I’m not entirely sure that the duration stacking mentioned is the right one as i’ve observed that the times don’t add, they overlap. so if you apply the 1 sec burn and the 3 sec burn simultaneously, the enemy will burn for 3 seconds only (not 4). need confirmation.
The duration does stack, however it adds to the remaining duration. For example, if a 1-second Burn is applied, then 0.5 seconds later a 3-second Burn is added, the burn will last 3.5 seconds.
As far as I have observed, the application with the highest damage will override all others.
If you’re only thinking solo, yes because 6 seconds of 10% extra damage is good.
If you’re willing to expand your thinking to team play, yes because 60 seconds of 10% extra damage is sniper kitten sexy.
Again I think it could be my play style. Coming from MMO’s where you are a Supporter / Healer role (not necessarily a Tank per-se) I’m used to not jumping in to the front lines to support. So that could be a bit of the problem for me dying all over the place.
But back to the build – I’d like to know if people think that the Consecrations are better than the Shouts or Meditations. Anyone know of builds that can combine the different Utilities harmoniously?
While I don’t use Meditations, I interchange Shouts and Consecrations between each fight, assuming I know what to expect ahead. While Hold the Line! is a mainstay, I would make sure to pack Stand Your Ground! and Hallowed Ground should I expect stuns, knockdowns, fears, etc., when Poison or Burning are involved, Purging Flames and Save Yourselves! are a must, while Wall of Reflection is always useful against ranged enemies.