Is this going to be addressed? Since the beginning of the game this trait is bugged. Please fix it,it is one of our core traits for PvP
Is this getting fixed? It’s one of our core traits for PvP and it’s still bugged.
(edited by OneManArmy.5617)
For tournaments main bunker build: (copy paste link for it to work)
http://intothemists.com/calc/?build=-7BxZ;1NFk40J3kF-9053RGV10B3VH;6TT9;448A1295;07wl6;2ZF18ZF189ch
If it indicates +X% to boon or to condition duration, then that will be reflected into the tooltip. However if it explicitly indicates +20% to Regen or +15% to Protection, +10% to burning duration and so forth, then that will not be reflected into the tooltip but it will stack.
You can test this very easily by using the shout “Save Yourselves”.
Try it with your setup and you will see that the regen boon you have will last longer than the rest of the boons.
It is my belief that the current Anet crew is very small (compared to Blizzard) and so
they can’t work on multiple parts of the game as fast as we would want them to.
The first year they have to focus heavily on PvE to create all the holiday events and some fresh content to keep the game going. Once all that is done,then the next year they only have to make minor changes for holiday events and can focus on other parts such as PvP, WvW or bigger PvE content.
With the way things are going,I’m not expecting any major changes anytime soon.
I guess we have to wait for the expansion pack. Sad Panda is sad 8(
I’m having the same problem with just thieves.
I can see they have no aegis/stability and i do not have any blind conditions.
I hit them a few times to make sure there is no blind and then click the knockback ability but sometimes it will not work. I ask some of the thieves if they used blind or had aegis/stability and they said they didn’t have any,so this is really strange.
Jumper is pro, you can’t argue with him. l2keybind.
On topic, kitten – won’t be able to forcebug the 14k mind wracks and blame the game while people scream for exploit. 1/4 of a second is really nothing, minor change that will affect only the bug.
Funny thing, Anet didn’t fix the bug, they just made it impossible to execute. Always better to add something new instead of fixing the old kitten.
I think it’s a temporary bandaid until they can actually figure out what the problem is.
It seems they can’t identify what is causing it,so they added a preventing measure.
Better than doing nothing imo.
I’m using a10/30/30/0/0 – GS/Sword+Focus build:
http://gw2skills.net/editor/?fUAQNAR8dlYgiDnGSKEm4Eh1DCCQ/VVIeXPgoDbIA;TsAg0CnoQygkAJLSOkkItoYYxGCA
It’s kinda similar to yours but I go for radiance instead of Zeal, I find the zeal line is useless beyond 10points and radiance has some good options.
Right Hand Strength makes your sword a beast and you use the greatsword for leap,pull and whirlwind basically. Also since we are using a lot of blind abilities, “Blind Exposure” is a natural selection, which not only applies 3stacks of vurnerability for 5seconds,but allows us to have a condition on the opponent for the extra 10% damage from “Radiance Power”.
I use “Retreat” shout instead of “Stand your ground”,because we are slow as hell,but that is preference between mobility or stability. The speed also helps up with whirlwind to hit moving targets.
…edit: Wait a minute we got trolled by a necro.
(edited by OneManArmy.5617)
Bug:
The superior rune of the pack gives the wrong stat values.
Superior Rune of the Pack set 3/6
+50 Power.
Instead of giving 50 attack power the set bonus gives 50 healing power.
Please fix it.
Reproduce Bug:
Equip 3/6 superior runes of the pack on your gear and check your stats values,you will notice that you get 50 healing power instead of 50 attack power.
Equipping more runes won’t fix the problem.
I had a similar suggestion here
https://forum-en.gw2archive.eu/forum/pvp/pvp/A-simple-way-to-improve-paid-tournaments/first#post1013762
,however I think your suggestion is much simpler to implement.
For this to work,the rewards need to be decent for all placements,otherwise people will forfeit(afk) if they lose the first round.
I think your reward suggestions cover that, so i think this is a good idea for the devs to consider.
/signed
Burst Shatters alongside short cooldown blurred frenzy damage with evasion granted at the same time for 2seconds and after patch able to maintain 20-25 stacks of might constantly makes up for some ridiculous aoe damage.
Change:
Shattered Strength: Increased to three stacks of might and ten second duration.
I think the stack of might duration buff was too much.I highly suggest you go try the class before you post again, because your might stack scenario is not possible for a mesmer.
I highly suggest you go try the class before you post again, because the might stack scenario is possible for a mesmer.
I reiterate:
after patch able to maintain 20-25 stacks of might constantly
To which I say, nope. 9-15 stacks constantly is viable if you are good at saving your dodges in time with your weapon cooldowns.
Use Rune of Strength, enjoy your 25might stacks.
Burst Shatters alongside short cooldown blurred frenzy damage with evasion granted at the same time for 2seconds and after patch able to maintain 20-25 stacks of might constantly makes up for some ridiculous aoe damage.
Change:
Shattered Strength: Increased to three stacks of might and ten second duration.
I think the stack of might duration buff was too much.I highly suggest you go try the class before you post again, because your might stack scenario is not possible for a mesmer.
I highly suggest you go try the class before you post again, because the might stack scenario is possible for a mesmer.
Burst Shatters alongside short cooldown blurred frenzy damage with evasion granted at the same time for 2seconds and after patch able to maintain 20-25 stacks of might constantly makes up for some ridiculous aoe damage.
Change:
Shattered Strength: Increased to three stacks of might and ten second duration.
I think the stack of might duration buff was too much.
(edited by OneManArmy.5617)
Apart from a bunker, mesmers are the number one class that a team is required to have.
Mesmers brings so much utility to a team, not to mention they have amazing burst,survivability,mobility and control, that a team without them would be hindering themselves.
Time Warp in a team fight,especially the first one, can win you the entire game.
A mesmer defending a side point with Portal can bring back and forth between two points the entire team to defend wherever it is necessary.
Also it can be used to instantly repair trebuches, negating the travel time required that is supposed to be the reward to the opposite team for spending their time destroying it.
For me Mesmer is: Very High / Very Strong
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Pure of Voice trait is bugged with “Hold the Line” and “Save yourselves” shouts.
These two shouts will randomly fail to remove a condition and will never give a boon in return when they do remove a condition.
Just go for the soldier runes and ignore the pure of voice trait until they fix it.
Downstate is fine but the problem is that some classes have a huge advantage over others on a downstate, so they should really homogenise the abilities through the classes’ downstate to balance it out.
(Ex. See Warrior, Elementalist, Thief, Mesmer compared to Guardian Necromancer,Engineer,Ranger)
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@Clark Skinner The suggestions are only for paid tournaments.
The reasons you mentioned are why i don’t suggest to change the free tournaments format, so that players with no full teams can still have fun.
Paid tournaments cannot be run as a solo, you need a full team and once the matchmaking rating is in place you will usually be playing against opponents at your level.
The goal of the change is first and foremost to allow more games to be played for the 5ticket price and to reduce the queue times.
(edited by OneManArmy.5617)
Change the paid tournaments to either of the following formats:
Simple Tournament Format:
Requirement to start a game: 2 Teams
Format: Best of 3 ( Map rotation is randomised each time)
If the same team wins the first two maps then the tournament obviously ends.
Rewards:
Winning team gets a golden chest and a chance at the lottery gem system in addition to qualifying points.
Losing team gets a silver chest.
_
_
More advanced Tournament Format:
Requirement to start a game: 4 Teams (2 sets with 2 teams each)
Format: Best of 3 ( Map rotation is randomised each time)
Rules: If the same team in a set wins the first two maps then the tournament set obviously ends.
Teams are seperated into two sets(2 teams in each) and fight each other.
The winners of each set’s best of three will play against each other for 1st and 2nd place.
The losers of each set’s best of three will play against each other for 3rd and 4th place.
Rewards:
First place gets a golden chest,a high chance at the lottery gem and qualifying points.
Second place gets a silver chest, a high chance at the lottery gem and qualifying points(Less than First place)
Third place gets a copper chest,a low chance at the lottery gem and very low amount of qualifying points(Much less than second place).
Fourth place gets a copper chest and a rabbit banner.
_
_
I believe these changes are not very hard to implement and will promote a more healthy environment for tournaments; will reduce the horrible queues and allow teams to practice in a competitive format.
(Usually in e-sports and tournaments of this genre the game type is best of three against the same opponents)
The awarded qualifying points can either be a static value or based on MMR once that is in place.
This will also allow for players to play more games without the need to reduce the ticket price.(At least 4 games played for the price of 5 tickets per player).
Rewards can be anything really, I tried to keep it as close to what it is now as possible.
What do you guys think?
(edited by OneManArmy.5617)
They removed the bags so basically you get an extra roll on an item based on the chest’s rank.
They need to add more fun stuff imo.
@DangerMickey
Wrong, the soldier runes remove a condition from any ally(including you) that is affected by your shouts.
If you focus on a defensive path and use 3 shouts,then Runes of the soldier are a good choice.
Also don’t take the Pure of Voice trait, “Hold the Line” and “Save Yourselves” shouts randomly fail to remove conditions and never give a boon in return.
From a PvP perspective:
The Guardian is a heavy armor class who relies on boons to make up for their low levels of innate health.They focus on area control and punishing enemies for the position on the battlefield.
It’s funny how we are supposed to focus on boons and area control when we are the worst in both of those aspects.
Guardian’s symbols area is tiny, taking a single step will put you outside of their area and even with the trait that increases their area,it’s still small compared to the other classes.
Just look at the elementalist area spells and effects, the necromancer wells and condition areas, the ranger traps,thief caltrops,the mesmer area effects, all of them are huge compared to the guardian’s symbol area.
Our symbols are not practical due to their size and the lack of guardian’s slow effects.You can’t force opponents down to a fight inside one of your symbols and even you have to make a step or two in combat,which means you usually get 1 or 2 ticks from the symbol.
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As for the boons, while the guardian has an average duration of boons up through shouts,they are still short compared to what durations the other classes get.
The guardian DID have a good duration of boons with the “Save yourselves” shout,but the devs went ahead and halved the duration without compensating in anyway.
Just look at an elementalist that can keep up indefinitely or at least at a very high duration at all times, the protection,swiftness,vigor,fury and might boons, the warrior and ranger having infinite fury and might, the engineer that can keep up boons such as protection pretty high as well and much more.
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They can remove conditions more easily than the Warrior, but share the Warrior’s need to be in melee range to dole out maximum damage.
The Guardian has low hp, very poor mobility,decent damage but no real burst and good defense/damage mitigation. We have good condition removal,but that doesn’t really matter due to the abundance of condition applies classes have so the very next second you will get a full stack of conditions again.
Most of our traits in our offensive trait line are useless or lackluster,our ranged weapons are average at best and we are forced to focus on defensive stats to be able to make up for our low health -because we don’t have a high uptime on the necessary boons-, so in the end we are only good for doing one thing.
That is staying still in one place to hold a point,trying to survive until your allies come to kill the opponents, but that can be done by other classes like an elementalist or an engineer just as well which can even take on other roles.
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Staff changes are akward:
November 15th patch notes indicate:
“Empower: This skill’s might duration increased from 8 seconds to 10 seconds.”
The tooltip for the might duration was correct and indicated 10 seconds, however the actual duration was only 8 seconds both in PvP and PvE.
December 14th patch notes indicate:
“Empower: Skill fact has been updated to display the proper amount and duration of might.”
The Empower ability tooltip was reverted back to 8seconds instead of getting it’s duration correctly applied like the November 15th patch notes say.
Why is that? Working as intended or a bug?
What happened to the change in 15th November?
(edited by OneManArmy.5617)
November 15th patch notes indicate:
“Empower: This skill’s might duration increased from 8 seconds to 10 seconds.”
The tooltip for the might duration was correct and indicated 10 seconds, however the actual duration was only 8 seconds both in PvP and PvE.
December 14th patch notes indicate:
“Empower: Skill fact has been updated to display the proper amount and duration of might.”
The Empower ability tooltip was reverted back to 8seconds instead of getting it’s duration correctly applied like the November 15th patch notes say.
Why is that? Working as intended or a bug?
What happened to the change in 15th November?
Don’t use that trait, due to this bug instead of getting 3seconds of regeneration that are refreshed as soon as it ends so that it’s continuous,you will get 3seconds of regeneration every 6seconds cutting the healing it provides in half.
In PvP, Tome of Courage is only good if you can acquire stability for 5-7seconds and even then,because the cast is so long,you or the ally you are trying to save may die before your cast goes off.
In PvE, usually before you get to cast it your ally will either be on a downstate or he would had healed himself back up,so i’m not sure how useful this is.
Tome of Wrath is useless both in PvP and PvE, as you can do the same damage if not more with your regular attacks.Why waste an elite skill?
Renewed Focus is awesome both in PvP and PvE, because it gives you 2-3seconds of immunity and resets all your virtues. Remember to click all your virtues if they haven’t been used yet before using Renewed Focus.
Virtues provide a lot of bonuses especially if you put at least 5 points into the Virtues line.They act as small shouts,so having renewed focus means you got double the casts available.
One of our most important builds that includes Shouts has been bugged since the game was first released and up to this date the devs have not noticed it.
Please fix this, it is game breaking for PvP when they do not work…
Problem:
- Shout “Hold the Line!” is bugged with the trait Pure of Voice.
Sometimes it will remove a condition and sometimes not, both on yourself and on your allies. Also it will never give you or your allies the opposite boon.
- Shout “Save Yourselves!” is bugged with the trait Pure of Voice.
Sometimes it will remove a condition and sometimes not, both on yourself and on your allies. Also it will never give you or your allies the opposite boon.
The shout will transfer from your allies to you, all their conditions but nothing will be removed. For instance lets say you have 3 stacks of vurnerability and a burning condition and your nearby ally has 3 stacks of vurnerability and a poison condition, you will end up with 6 stacks of vurnerability, a poison and a burning condition.
The rest of the shouts “Retreat!” and “Stand your ground!” work properly both on yourself and your allies.
The tests were made with:
- 0/0/0/30/0 only the Pure of Voice trait selected and
- A normal 0/5/30/30/5 build with Pure Voice selected among other traits.
- The tests were both done with allies nearby and without any allies nearby.
- The tests were both done in the Heart of the Mists with the Practice NPCs and in a PvP map against players that helped with the tests.
- The tests were done with and without any runes/sigils.
(edited by OneManArmy.5617)
One of our most important builds that includes Shouts has been bugged since the game was first released and up to this date the devs have not noticed it.
Please fix this, it is game breaking when they do not work.
Problem:
- Shout “Hold the Line!” is bugged with the trait Pure of Voice.
Sometimes it will remove a condition and sometimes not, both on yourself and on your allies. Also it will never give you or your allies the opposite boon.
- Shout “Save Yourselves!” is bugged with the trait Pure of Voice.
Sometimes it will remove a condition and sometimes not, both on yourself and on your allies. Also it will never give you or your allies the opposite boon.
The shout will transfer from your allies to you, all their conditions but nothing will be removed. For instance lets say you have 3 stacks of vurnerability and a burning condition and your nearby ally has 3 stacks of vurnerability and a poison condition, you will end up with 6 stacks of vurnerability, a poison and a burning condition.
The rest of the shouts “Retreat!” and “Stand your ground!” work properly both on yourself and your allies.
The tests were made with:
- 0/0/0/30/0 only the Pure of Voice trait selected and
- A normal 0/5/30/30/5 build with Pure Voice selected among other traits.
- The tests were both done with allies nearby and without any allies nearby.
- The tests were both done in the Heart of the Mists with the Practice NPCs and in a PvP map against players that helped with the tests.
(edited by OneManArmy.5617)
I recently tested all shouts with and without an ally next to me and the shouts “Save Yourselves” and “Hold the Line” shouts are bugged.
Sometimes they will remove a condition and sometimes not,also they will never give any boon. “Save yourselves” shout transfers conditions from allies to you but does not remove either yours or your allies conditions,so lets say you had a 3 stack of vurnerability and your ally had the same condition as well,you will end up with a 6 stack of vurnerability.
Please fix this, it’s one of our core builds and it’s bugged.
It may not seem important to you, but it’s still a bug.
The difference of 2 (it’s actually 3) seconds is a 25% increase, which is significant.
It was posted on the patch notes but the change was never made,so we report it in hopes that someone notices.
It’s a simple change that doesn’t require much testing,so this could be hotfixed for tomorrow’s patch.
Nov15 Patch Notes:
Empower: This skill’s might duration increased from 8 seconds to 10 seconds.
This has not been applied. The skill is bugged. Please fix it.
This bug has not been fixed yet. Please fix it.
I’m 0/30/30/10/0 full berserker with a total of 77%(97% with fury) crit chance and 92% crit damage and I barely even do half that damage. :o
It seems the devs don’t really care or consider it a problem even after our countless pleas to make the scepter better and more interesting. They haven’t said anything back to us about it since the beginning.
If they don’t change it on the next balance patch, don’t ever expect it to change.
It’s sad that they are increasing ranger’s bow projectiles more,they already increased mesmer’s scepter’s projectiles and ignore guardians completely.
It seems that they don’t want guardians to have any range options,i don’t understand why.
A good elementalist has the best of all worlds, he can tank, can have a variety of boons with high duration, he can heal abundantly, AoE dps very well and has amazing mobility. Oh and their downstate is one of the best in the game.
If you build it as a bunker for tournament games, you can survive fights against 2-3 people for a very long time, which makes it the best bunker class for holding a point.
Your AoE dps as a bunker is decent and your heal is ridiculous.
If you die you are able to quickly move back to your point.
Burst eles are amazing for team fights with their huge AoE spells and knockbacks, but i would say they are fine.The real problem is bunker eles.
Usually where it matters (Dungeon bosses), the attacks hit hard,so you want to avoid getting hit. Also the damage is too small to even matter for PvE.
Retaliation is good for bunker builds in PvP but other than that it’s not something you should look out for.
@Vanguardian They did not buff the scepter’s #1 “Orb of Wrath” projectile speed.
They buffed the Staff’s #2 “Orb of Light” projectile speed, which makes it decent now,but it still has problems.
Our scepter’s projectile speed is so slow that to be effective you need to be around 300range max. It really needs a 33-50% speed increase to be effective and add some flavor to it, such as a combo finisher.
There is no line. Everyone can just roll past a giant nord for all they cared.
The issue with the World v World is just a straight zerg-up with the right boon and support spam is near unstoppable due to how the hit-capped aoe works.This is why slapping a Wall of Reflection is a huge factor in ranged engagements because the amount reflected is never capped, and that’s why a.net doesn’t want guardian to have superb ranged options. You just can’t give Guardians both survivability and high ranged damage option with the accompanying virtue – consecration and shout mechanics.
Still don’t get it?
Try imagining a guardian with a Warrior’s Rifle / Longbow skill set with staff as 2nd weapon setup.
Utilities > Wall of Reflection / Save Yourselves / Stand Your Ground.
Have them form a party of 5 vs other 5 and engage in ranged combat exchange.
Not many party can beat that at range.
The only good thing guardians have in WvW is the Wall of Reflection and using Staff to hit multiple targets zerging on a gate.
I would trade that for better ranged weaponry.
It doesn’t have to be anything amazing,a simple 33-50% increase to the scepter’s orb of wrath projectile would be just fine.
I don’t think Guild Wars 2 has any chance of becoming esports any time soon.
I think the devs have set their first expansion as the milestone for all the pvp features that are required.
This way, it will lure back all the players that saw GW2 PvP potential but gave up on it because the devs had other priorities.
Quickness is a broken mechanic and has no place in PvP. They should remove it.
It makes abilities like hundred blades OP.
Scepter is effective in sPvP and tPvP up to around 300range, very bad in WvW and good in PvE(Dungeons).
Lifting up 4 players from a downstate (at least in tPvP) all happening in around 45-60seconds or so gave me the “Combat Medic” annoucement.
In a pure theoretical way, numbers in first post are coherent with what i thought about weapons.
Just bear in mind that, while hammer and greatsword (and staff) do AoE hits, Sword does not. So, Sword DPS is a little higher, but there are many times where having a GS or Hammer is really better DPS.
That’s wrong, Sword does AoE hits and has about the same reach as the greatsword.
The first two hits do AoE damage in a cone horizontaly upfront like a greatsword’s autoattack, meanwhile the third hit(3 hits on each target) does AoE vertically upfront,which usually means no additional hits for it because its rare to find mobs one behind the other.
(edited by OneManArmy.5617)
I tested a while back, so I am not quite sure if it still applies today, but scepter suffers from the “projectile ending” problem similar to the Orb of Light. If the projectile takes some time to travel to its target, it will have a standard recharge rate for the autoattack, which results in 1 hit per second. However, it the projectiles hit before that “recharge” period is up, it will fire off the second projectile faster than the standard rate. This will cause the autoattack to fire faster. If I am standing about 600 distance away from the golem, I get 60 hits per minute, but if I an standing right next to the golem and use the scepter autoattack, I got about 72-75 hits per minute.
I tested the scepter at point blank, 600range,900range and 1200range.
In all cases there were 75 hits registered over 60seconds.
I fire for exactly 60seconds at one golem and count the attacks in the combat log.
Tried it multiple times, same outcome 75 hits over 60seconds.
Also keep in mind scepter’s attack rate is 1/4, which means it will apply more and more burning procs(Virtue of Justice) than any other weapon, as the time goes on .
The attack rate isn’t 1/4 of a second that’s the casting time for the attack.
The Scepter attacks once a second.
You are absolutely right.
I just tested on the golems over 1minute period the scepter that has 1/4 casting time, the greatsword that has 1/2 casting time and the onehand sword that has (0 – 1/2 – 1/2(For 3hits) and it seems they all average about the same number of hits per second.
The scepter(1/4) had 75 hits over 60seconds = 1.25 hits/sec
The greatsword(1/2) had 75 hits over 60seconds = 1.25 hits/sec
The sword(0 – 1/2 – 1/2(3hits)) had 120hits over 60seconds = 2hits/sec but if we discount the 1/3 of the hits ((120/3) /3hits)) then it’s actually 83hits over 60seconds = 1.38hits/sec
After these tests,I have to wonder, what is the point of the casting time if all the autoattacks have a total global cooldown of 1 second.
That means an autoattack with a 1/4 second casting time and an autoattack with a 1 second casting time will have the same amount of hits per second.
(edited by OneManArmy.5617)
Is the scepter’s auto 2300/s or 1200/s ? 1200/s seems a mistake to me. (Single target dps)
Also keep in mind scepter’s attack rate is 1/4, which means it will apply more and more burning procs(Virtue of Justice) than any other weapon, as the time goes on .
(edited by OneManArmy.5617)
This works against trash mobs very well,but not where it really matters which is the boss fights.
You could use your 2h for fun vs trash mobs but for bosses i would suggest to anyone to use the scepter.
You get an extra 15%(20% if you add a 5% crit sigil) crit chance, avoid melee damage and able to dish more single target dps than you would do with any other weapon.Not to mention you don’t have to move back and forth from melee range when you are injured and you can more easily identify projectiles/attacks coming your way.
I have the same traits setup, except I prefer 10points into Honor for the -20% Shout cooldown(Save Yourselves is too good to leave at 60seconds cd). Like you said it makes you a dps machine,an off-tank and a support at the same time, good times :P.
(edited by OneManArmy.5617)
That’s because Empower is bugged and only lasts for 7-8seconds instead of 10 , so +20% increases is up to near 10seconds.
When I play tPvP, I see elementalists rush to the trebuche and they somehow teleport from the ground through the wall,all the way up to the trebuche area (bug abuse?) and then cast some AOE abilities that hit multiple times the trebuche destroying it in mere seconds.
The trebuche hitbox is huge, I thought they changed it so that AOE abilities such as the ones elementalists have can’t destroy a trebuche in seconds,so what is going on, is this working as intended?
It doesn’t matter if we are 2+ persons there knocking him back and trying to interrupt their casting,they always manage to demolish it in seconds without the team being able to defend or do anything about it.
Makes it absolutely necessary to have an elementalist in the team to be able to take out trebuches in seconds…