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Staff Play

in Guardian

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

One of the main problems I have with staff is symbol of swiftness.

Unless someone else is applying swiftness effects in addition to it you must stand still inside it to keep permanent swiftness uptime.

This effectively negates the purpose of swiftness which is to move from point A to point B faster.

I think if they were to cut the number of pulses in half but double the swiftness applied & damage done per pulse it would be great.

Adding some CC to Staff eles.

in Elementalist

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Staff ele is already among the most versatile builds in the game.

While the eruption change could be alright if the cripple was short duration, the other changes would be OP.

Mace or hammer in fractal ? DPS meta guardian

in Guardian

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Hammer tends to be better because damage prevented > damage healed.

But as Obal said if you & your group is good enough just run greatsword.

greatsword – Sword/focus blind spam is also useful against multiple vets/regular mobs for preventing damage, but much less so against champs.

Changes to Defiance

in Necromancer

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Could be nice and useful in a relaxed context, since a necro will always have a fear to provide no matter what their build. But as spoj has extensively pointed out, it’s not like necromancers have a significant advantage over anyone else when it comes to hard (Defiant-interacting) CC.

Well you definitely have an advantage over guardians when it comes to providing hard CC.

Changes to Defiance

in Necromancer

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

I expect it will be Fear/launch > knockdown/stun > daze then blind

lets talk about spectral wall

in Necromancer

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Eh spectral wall is more or less fine. The size could use a bit of a boost though.

If any necro skill should destroy projectiles it should be corrosive poison cloud.

Staff Play

in Guardian

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Staff’s #1 does nearly the same damage as Scepter’s #1, but is much easier to hit with.

Its also slower to cast, has more of an after cast & has a 600 range where as scepter has 1200.

The only thing it does well is cleave tag things after you hit them a few times

Staff Play

in Guardian

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

But for “competitive” play in spvp, do you think it could ever have a slot as an offensive area pressure weapon? With or without revisions to the weapon skills?

As an offensive weapon ? Heck no. It just has too much support tied onto it and the main two attacks don’t do enough damage.

Staff Play

in Guardian

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

I have been saying since launch they should do the following

1: Swap number 1 & 2 on the bar.

2: Put wave of wrath on a 4-5 second cool down but increase it’s damage by say 3 times.

#3: Remove the detonate from the orb & instead have it heal allies it passes nearby for a small/moderate amount.

#4: Add some type of vertical sense to the orb so it doesn’t glitch out.

After that staff becomes a somewhat decent ranged option while maintaining support (albeit slow like scepter) & the cleave tagging is still there so everyone is happy.

I <3 my loot stick though… please don’t take that away! ;b

It wouldn’t effect AOE tagging at all really.

It would be on a 4 second CD (almost 3 with trait) but hit several times harder.

That would mean you could tag cleave with a single hit but also have ranged

We need more gold rewards in WVW

in WvW

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Increasing how much profit is rewarded in WvW would definitely bring allot more people into the game mode.

I’m on IOJ.

At launch we were up there with the top servers in WvW. But we also had allot of players that never went to WvW but just came on the servers for the server wide buff.

When asked to help out they would often laugh and say what for I can get much better rewards for doing this or that.

Now we struggle to get 15 people on a each map, if that much. Everyone has given up hope of them fixing the number balance issues in WvW (or any number of other issues) so they quit or payed for a server transfer.

Instituting some type of reward track (similar to Spvp & even Spvp daily quests, albeit on a larger requirement) could do allot to bring people into WvW.

(edited by Ragnar the Rock.3174)

Really? [insane bad matchup]

in WvW

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Yeah that match up shouldn’t happen… the only “quick” fix I can think off the top of my head would be to drop the population cap on the maps for the match up and even then it’s not a fair or fun option. It means huge queues for every map. But since there are 7 high pop servers I don’t see this problem being resolved.

I suppose you could open free transfers to the underdog servers. Might help destack some of the 7 high servers, or bring in some folks from the lower tiers to cover the gap.

Still something needs to be done, it would be cool if Anet would weigh in and give us a hint of their plans for HoT or to combat this problem.

Thing is there are high pop servers that are still high pop even though they have lost the vast majority of the players who used to do WvW.

They need to separate between home servers & WvW & get rid of the WvW having an effect on an entire server.
Otherwise you will continue to get a ton of PVE players who just bandwagon on a server for the buffs (or to follow a massive blob around because they see that as easy rewards)

There have been many suggestions on how they could do this in the past & until they come up with a system that ensures sides are facing each other with “roughly” equal numbers the problem will persist.

Really? [insane bad matchup]

in WvW

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

This is nothing new, this has been going on for months. It is not the fault of a bad match-up system. It is the fault that there are 4 servers to large for T3, but only 3 spots in T2.

Someone has to draw the unlucky draw and get the reject-T2 server every week. IoJ+NSP have drawn that lot for 2 months in a row.

until population somehow evens out, either by people stacking on some of the silver servers to make 2 of them equal in power to the T2 servers, or one or more of the T2 server depopulate to other servers to even out, this will go on.

And no changes to the random system, glicko, wvw, etc is going to change that.

This is a player caused problem.

This is why I have been suggesting for a long time that they need to do redesigns to a few of the core mechanics in WvW.

That way numbers will not be lop sided as much & it will be less about massive blob vs massive blob.

Looking at EOTM it has some of the later mechanics built in via cliffs, choke points & multiple objectives. It just doesn’t have any advantage to defending anything.

Hopefully in HOT they address the problems or WvW will continue to lose people on allot of servers.

Bosses reworks

in Living World

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

At launch the the fire elemental used to absolutely crush people. People died so often they were fighting naked. Even before Megaservers it was a tough boss that regularly downed and killed people. The Maw was the same. He would roam around the lake and if down and kill those who weren’t paying attention or didn’t dodge in time. Now because he is swarmed by so many, he doesn’t move from his spot. You never get to see what he can actually do.

While I really like the Megaservers for making the maps more lively, I don’t like what they do to world bosses. Maybe those would be better if they were in some kind of instanced map with a lower population cap.

One thing I have been saying since launch is that open world bosses must be tuned to a very low skill level.

Otherwise you get people coming into the fight not knowing the mechanics but causing it to scale up thus making it exponentially harder for everyone else per person who shows up.

That being said some months back Arena.net put out a memo that they were looking for designers with previous experience designing instanced raid content.

Hopefully this means at some point in the future the game will have instanced raids with a decent level of difficulty & reward.

WARRIORS, lets FINALLY fix useless traits

in Warrior

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Hopefully they do a look over & rework of allot of the existing traits.

Looking at my guardian he has a good 25-30 weapon skills/traits/utilityskills that range between so niche they never get used, next to useless in any situation, on so long a CD its not worth using, to just plain sad.

My necromancer isn’t far behind either & I’m sure there are plenty of other traits, weapon skills & utilities in game on other classes that qualify in one of these areas.

Is HOT going to fix condition stacking?

in Guild Wars 2: Heart of Thorns

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

The main reason they have not fixed conditions is because that the way they are now uses allot less bandwidth and server resources then any idea people have been able to come up with.

They said so themselves.

So unless people can come up with a way to not increase the price on their end short of instituting some sort of monthly charge it is unlikely to be changed.

What do you think Spec's will lose?

in Guild Wars 2: Heart of Thorns

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

I really hope that it isn’t an exchange of 2H to 2H etc. (if they lose a weapon at all), because the GS on Necro would have to be over-kittening-powerful to bring an incentive to use it AND compensate for losing the Staff, which is the only 1200 range option a necro has. So maybe losing dagger would be the way to go here – one melee power option against another melee power option. My prediction of what heal, utilities, elite they’ll lose, its actually quite simple with the necro: make him lose all pets. #1 pets are so broken they aren’t really that useful. #2 Wells are (if untraited) cast on the Necros location, synergizing with GS (Since Marjory uses the GS as a melee-option i really doubt we Necros will go the Mesmer-way). #3 Spectral skills help getting enemies in your face (Spectral Grasp), enhance mobility (spectral walk), have an effect when you are being hit (Spectral Armor) and give you protection (spectral wall), again synergizing well with a melee-theme. And #4, well, signets are signets. So losing the minions is the most propable thing to happen.

That is assuming the great sword is not a ranged weapon ala mesmer style.

Personally me & allot of people I know really hope the greatsword will be a good offensive ranged power weapon.

Staff Play

in Guardian

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

I have been saying since launch they should do the following

1: Swap number 1 & 2 on the bar.

2: Put wave of wrath on a 4-5 second cool down but increase it’s damage by say 3 times.

#3: Remove the detonate from the orb & instead have it heal allies it passes nearby for a small/moderate amount.

#4: Add some type of vertical sense to the orb so it doesn’t glitch out.

After that staff becomes a somewhat decent ranged option while maintaining support (albeit slow like scepter) & the cleave tagging is still there so everyone is happy.

Theorycraft: Superior rune of the defender

in Elementalist

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

The question you have to ask yourself is how often will you actually block anything other then when you trigger AEGIS.

So while this could work well with the earth shield, what part of the game could actually call for this combo.

All in all this rune works much better for a warrior or guardian.

New Guardian Bow Specialization

in Guardian

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

I don’t understand why one would want to play guardians if they seem to despise support so much. It’s like playing a ranger and saying “I hate pets!”.

Attaching a permanent role to a class when there is supposed to be freedom of builds and stats is bad. It’s like saying only play burst thief ,condi necro.

I don’t get why it’s bad. This game has BOTH the freedom of builds and stats as well as permanent class roles … and it works. What makes it bad? Just because Guardian has a healthy dose of defensive team support hasn’t restricted anyone in using whatever elements of the class or stats they want. One doesn’t exclude the other. In fact, you can support using ALL of the elements of the profession; spirits, shouts, virtues or consecrations. I’ve NEVER been limited by anything, except my own desires to be perceived as semi-useful to the team, i.e., not running crap skills, stats, etc… That’s just a self imposed limitation, not one from the game.

Not all classes can do everything properly so there is a ladder which means there is a bottom meaning there is crap builds. Crap builds(+already useless traits,skills etc.) = limited freedom,roles given in trinity system are not much different then roles here, why bother making it if it can’t be useful somwhere but you give the option?

Btw the difference between staff support and scpeter support is similar to what we want LB to staff to be hopefully you get it. Guard needs a improvisation on condition build as well.

Eh improving guardian condition specs would be rather easy if they would just do it & get rid of the idea that guardian can only rely on burning damage.

All they really need to do is change up a few of the extremely lack luster traits.

Shimmering defense, Inner Fire, searing flames, Perfect inscriptions, Kindled zeal, Glacial Heart and a few other traits (looking at virtues trait lines) could easily be reworked to create several viable condition builds.

I have talked at length on other threads on how this could be done, so have others. All they need to is do something worth doing.

I wouldn’t mind Glacial Heart getting buffed again a tad, but I like it on my Medi Guard.

Main 2 problems I have with glacial heart is

1: Its only a 50% chance to trigger on crit. This makes it worthless unless your running a very high crit build.

2: It’s hammer only, which is very disconcerting considering it’s the other weapons that really could use a snare effect.

Mesmer vs thief, what the actual hell

in Mesmer

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Really depends on the type of spec you play and the type of spec the thief plays.

For instance I tend to play a condition mesmer with a good deal of stealth.

I wreck the vast majority of thieves I come across except the really good pistol/dagger players or extremely good zerk players.

You have to keep in mind though that this game is build around a soft rock/paper/scissors design.
Some classes are going to naturally counter others a bit & some specs are going to counter others even more.

Defend the Engi - Dungeons

in Engineer

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Engineer doesn’t have the big shinny numbers as much as many other classes (even zerk specs do quite a bit of condition damage) & until you get 80 & have everything unlocked you will not get a good idea of it’s full potential.

That being said it is one of the most versatile classes out there.

Mandatory Weekly Turret complain thread

in PvP

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Turret engi is strong vs some specs yes, however vs others they are very easy to beat.

It’s just the way the game works.

What weapon you DONT-WANT? (Specialization)

in Guild Wars 2: Heart of Thorns

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

I think the biggest speculation for the Guard Spec is Longbow, and I do /not/ want that at all. There’s this part of my brain that just never sat well with heavy armoured classes using archery. A mage with a greatsword and plate armour? Sure, that’s awesome. A knight with a longbow? Nonononononon, leave that to the rogues! Give us a rifle, if you’re going to go with 2H ranged! :P

But I’m sure I’m alone in this.

Depends how they make the bow.

If they make it a very support ish then ya I agree with you. We have a ton of support skills anyway.

However if they make it very offensive with a good bit of crowd control then the bow could fit nicely & fill a needed gap.

As for fitting it in lore wise. They could just say some refugees from Cantha showed up and brought some lost eastern style monk bow skills with them.

Healing guardian viable yet?

in Guardian

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

What traits relative to group healing are usable by guardian?

Selfless daring, battle presence, & writ of the merciful are the main ones.

Other then that it’s mainly utility skills & weapon skills.

Healing guardian viable yet?

in Guardian

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Healing & support are much more viable in Spvp & small scale WvW roaming.

In PvE it’s just not worth it because competent players can avoid the vast majority of damage & self heal what they cannot.

I could be wrong but this could be changing somewhat in HOT however.
They said many of the encounters would be harder then those in game now, they also hired a team some months back who had previous experience designing instanced raid content (they specifically asked for raid designers in the hiring memo).

So while a full on healer will never be needed in PvE, providing support to allies (while doing damage) could end up being something more people want from a group member.

Sentinel's Advice

in Guardian

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

New Guardian Bow Specialization

in Guardian

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

I don’t understand why one would want to play guardians if they seem to despise support so much. It’s like playing a ranger and saying “I hate pets!”.

Attaching a permanent role to a class when there is supposed to be freedom of builds and stats is bad. It’s like saying only play burst thief ,condi necro.

I don’t get why it’s bad. This game has BOTH the freedom of builds and stats as well as permanent class roles … and it works. What makes it bad? Just because Guardian has a healthy dose of defensive team support hasn’t restricted anyone in using whatever elements of the class or stats they want. One doesn’t exclude the other. In fact, you can support using ALL of the elements of the profession; spirits, shouts, virtues or consecrations. I’ve NEVER been limited by anything, except my own desires to be perceived as semi-useful to the team, i.e., not running crap skills, stats, etc… That’s just a self imposed limitation, not one from the game.

Not all classes can do everything properly so there is a ladder which means there is a bottom meaning there is crap builds. Crap builds(+already useless traits,skills etc.) = limited freedom,roles given in trinity system are not much different then roles here, why bother making it if it can’t be useful somwhere but you give the option?

Btw the difference between staff support and scpeter support is similar to what we want LB to staff to be hopefully you get it. Guard needs a improvisation on condition build as well.

Eh improving guardian condition specs would be rather easy if they would just do it & get rid of the idea that guardian can only rely on burning damage.

All they really need to do is change up a few of the extremely lack luster traits.

Shimmering defense, Inner Fire, searing flames, Perfect inscriptions, Kindled zeal, Glacial Heart and a few other traits (looking at virtues trait lines) could easily be reworked to create several viable condition builds.

I have talked at length on other threads on how this could be done, so have others. All they need to is do something worth doing.

Auto Balance [merged]

in PvP

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Simple solution, if you are on a losing team & leave a match then you will automatically receive no win points from your next winning match.

This will make the but hurt people think twice about up & leaving.

A Discussion on Sigil Balance (Doom/Energy)

in PvP

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

As for doom sigil.

Yes it is powerful but is also central to several condition builds because they are overly reliant on a single condition (either burning in the case of guardians or bleeding on the case of warriors.)

If it were to be removed or even reduced in effectiveness then those builds would suffer quite badly.

Good.

You must have horrible reading comprehension.

What I said in clear terms was that there are plenty of non meta builds that rely on sigil of doom.

Nerfing it may bring meta builds more into line but it would also ruin those non meta builds.

By all means if they do nerf doom sigil they need to give those non meta builds a better array of conditions in their spec.

2 Stance for the guard in exp ?

in Guardian

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

That would be too much to change the skills for all weapons.

More like, if you choose to be in the specialization then 1 point in Virtues (Inspired Virtue) becomes the specialization for the new weapon. Virtues now only provide the passive effects for the Guardian. The active effect is the stance switching for the bow

Justice makes the bow skills offensive, Resolve makes them healing and Courage makes them controlling. Damage, healing and CC options.

Eh Idk.

They could keep an activation effect on activating a virtue/changing a stance.
Then toss on some sort of passive effects to each one which effect abilities.
(say extra damage or effect on crit for VOJ, Small passive AOE heals from attacks when VOR is up etc…)

Then you could spend your specialization points on improving specific things.

SPvP Viability

in Guardian

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

While Med guardian has better self sustain then some other berserker specs it does not have ready access to cripples or chill on a low CD.

So while it can stand toe to toe with melee enemies it will often die to any skilled opponent smart enough to kite.

As for bunker guardian.
It has very good support for a group but unless it has allies around it’s self sustain is nowhere near as good as it could be. It also has extremely low damage potential & little if any crowd control abilities.

This makes support guardian sub par to support Ele & engineer. Especially when so many classes can simply use celestial builds & bring a medium of defense & offense thus eliminating the need for a bunker guardian.

There have been numerous discussions on both and how they could be improved/fixed/brought back into meta but unless Arena.net decides to do something I would expect to see less & less guardians in the top tiers.

A Discussion on Sigil Balance (Doom/Energy)

in PvP

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

If it were to be removed or even reduced in effectiveness then those builds would suffer quite badly.

This gets into a fundamental question: Should sigils and runes have that big of an effect on a build?

I would argue “no” – traits and utilities should.

I agree that it makes some specs OP & I would be all for removing them from those specs, However simply removing the sigil without compensating some specs would make them unplayable because of their over reliance on a very limited number of conditions.

(edited by Ragnar the Rock.3174)

A Discussion on Sigil Balance (Doom/Energy)

in PvP

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

IMO sigils that need a nerf are:

-doom: too strong, gives poisons for classes that should’t have it. easy to apply and covered with condi spaming other condis it is not hard to keep it up

-energy: too strong becuase gives 1 free dodge every 9s

-air+fire combo: gives the ability for people to spec defensive and still do crazy spike dmg (sw+dg thief, mes gs, etc..)

-geomancy: too much condi from a sigil that is so easy to proc. needs to be toned down like sigil of battle was

Doom as I pointed out is the cornerstone of several condition specs. Nerfing it may be helpful to tone down some specs but it would screw others over.

Energy is also essential for necromancers as I pointed out. They have no access to vigor.
The other specs/classes that have vigor could stand loosing it however.

Agreed, you should not be able to stack air & fire.

Geomancy is limited to melee range & applies bleeds which are extremely common. While I can see reducing the duration of said bleeds slightly otherwise it’s fine.

A Discussion on Sigil Balance (Doom/Energy)

in PvP

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

As for doom sigil.

Yes it is powerful but is also central to several condition builds because they are overly reliant on a single condition (either burning in the case of guardians or bleeding on the case of warriors.)

If it were to be removed or even reduced in effectiveness then those builds would suffer quite badly.

A Discussion on Sigil Balance (Doom/Energy)

in PvP

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Seeing as how necromancers have no access to vigor energy sigil is one of the few things keeping them from absolutely melting in team fight scenarios where death shroud becomes much less effective.
Even then it only helps so much.

If sigil of energy were to be removed then they should give necromancers access to vigor.

As far as other classes using it goes however, yes its OP as heck because they can combine it with vigor for insane amounts of endurance regen.

Anet can you please buff Shields

in Guardian

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Some slight off topic, but still relevant to the shield.

Our shield, the off-hand NEEDS desperately to take the burden of Shield of the Avenger so Anet can safely remove Spirit Weapons from our traits and utility slots. They are the worst “AI” in the game. SotA is the only viable spirit weapon that we have, just because it can protect it-self.

So again, please anet merge SotA tech into our off hand somehow and after that remove spirit weapons from our trait lines/utility bar. Only after a cleanup of useless and gimmick traits we can make room for improvement.

P.S. I will also advocate for the removal of signets and/or redesign them as battle auras/laws/orders/mantras that affect party. Who the hell even takes Perfect Inscriptions over RHS anyways?

Again srry for the slight off topic.

Edit: Typo

Ever since spirit weapons became vulnerable to damage I have been saying they should just turn them into summonable weapons the guardian him/herself uses.

Similar to ele conjure weapons except 1: They cannot be given to allies & 2: They would be tied to CD’s so they could not be active all the time.

This would make them actually useful, instead of something that you spec more then 75% of your traits into just to see it die after you summon it.

As for perfect inscriptions & signets.
Perfect inscriptions should be akin to monks focus, in that it heals you when you activate a signet.
Then they should redesign signet of mercy, lower the CD on bane signet & change signet of wrath so it gives precision.

After that signets would be fine.

(edited by Ragnar the Rock.3174)

What are some other rune options?

in Necromancer

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

First off why would you use pets in wvw, or want that much health/toughness.

It will severely hamper your damage output.

As for runes, you could go for runes of the pack, or for traveler runes, or if you had the tokens rune of the forgeman

If you ever build up the coin for the change I’d suggest http://gw2skills.net/editor/?fREQNBmODbkjmWarpx2GOcTgLUQ2mBQkXwJQ9ZEHPLA-T1BFABC8EAQS5nhq/kmuha2fwPlgAcRACAgA4oH9oH9oHtduzduzduzCBUeLA-w

if you still wana use the dagger thats fine for roaming but in a zerg it’s suicide.

Also whatever you decide to do I would keep a focus off hand handy, they can be especially useful if someone else is providing swiftness.

Lich - Marked for Death = Taunt?

in Necromancer

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

I’d actually really prefer people not being forced to attack me while in Lich.

This ^.

The fact that you cannot heal or use any of your utility skills in lich forms makes it a prime target for being focused.

Maybe if it had fear instead.

Two-Handed axes

in Guild Wars 2: Heart of Thorns

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

There are 16 weapons in the game, not counting underwater. 5 of these weapons are currently used by no more than two professions.
Let’s use the stuff we have before we start adding even more to the table.

This ^.

They need to bring allot of the existing weapons up to par before adding new ones.

As for new ones they could add, yes great axe is one.

They could also add the whip, and some type of polearm or spear for use on land.

2 Stance for the guard in exp ?

in Guardian

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

It’s almost certainly only something for the bow. It’d make little sense to have an ability on a bow which stance switched the bow as well as everything else you have.

The info is probably true (see his post on the engi’s hammer in the same thread), but it’s unlikely that skill set has stayed exactly the same over two years.

Personally I’m hoping they turn the virtues into stances while keeping the virtue activation ability when you toggle them.

Virtue of Justice would be the offensive stance
Virtue of Resolve would be the support stance
Virtue of Courage would be the defensive stance

Each could add bonus effects to weapon abilities (& possibly utility skills) while your in them but only one could be active at a time.

bunker guard in pvp

in Guardian

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

I ran into a bunker guard last night who kept a point against 3 from my team for about 3-4 minutes before they finally took her down. A few random DPS would show up here an there to help but they got squashed rather quickly. While she didn’t do much damage, she was able to draw things out long enough that if she actually had a decent team, the outcome would have been much different.

Thing is a good bunker ele could have done the same without having any less support while providing more CC and damage.

This is mainly due to the fact the ele has more CC and access to more conditions at base then what the guardian can even spec into fully traited. All while providing just as good of support/bunker when traited to do so.

New Guardian Bow Specialization

in Guardian

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

wait wait wait !!!!!

WAIT !!!!

i said WAIT !!!!

sooo those 2 stances work on ALL of our weapons or its only for the BOW ???

those stances would be kittenING AWESOME for all of the guard weapons

First: if those stances were introduced, they would almost certainly affect all weapons – though the specialist likely would lose access to 1 or more of the weapons standard Guardians have.

Second: those stances are almost certainly controlled by f1 and f2 – meaning the specialist LOSES some or all of their virtues compared to a standard Guardian.

Possibly.

Or they could just make the stance toggle weapon specific abilities on the number 5 spot.
Or they could just put them on F4 & F5.

No reason they would cause loss of virtues or weapons either, though depending on how they are balanced they could make some effects less powerful (say offensive stance reduces healing output, while defensive stance reduces damage output) in exchange for access to their abilities.

New Guardian Bow Specialization

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

How about we get fixes to our weapons before we go adding new kitten? After watching the utility/offense or utility/defense built into all the abilities on the new class…they better re-work some of our weapons if the ‘old-school’ classes are going to keep up

This ^.

Compared to other classes the guardian already falls behind when it comes to offensive utility & unless your using hammer or mace it can for defensive utility as well.

After looking at the rev all I can say is I hope they take a serious look at the guardian weapon skills, utilitys, elite skills & traits.

Psst – Anet says Guard in Gud Place…. since beta….

“good place” can be very vague.

Guard is good when teammates are around for you to buff or to CC/snare/chill enemies for you, however if your solo there are glaring holes in the toolkit.

They try to make up for that with making guardians extremely strong when allies are around but in the end it would be better if the guardian had tools like cripple/chill for it’s offensive spec.
Then they could adjust them without breaking them so easy.

100% this.

guardian is a 1 man killingmachine if there is at least 1 person with some worthwile roots and slows.

but alone ? we have like 5252626 bilion capclosers but they worth nothing when the enemy just runs away from us lol.

when im alone and fighting eles hunters or MESMERS !!!! the bennyhill music starts playing in a never ending loop………

This ^ is why I gave up playing the regular meditation spec & changed over to the medi burn spec.

The burst is much lower, survivability the same but it beats the ever loving $#!^ out of longbow rangers & most mesmers due to constant 800 per tick burns & poison
on weapon swap.

last time i tryed to play Condi ANYTHING in Spvp with any class conditions got removed left and right 24/7 feelt like everyone and their grand mother have infinite spammable condi removal on a 1 sec cd……and the dmg got healed back by all them regens ALSO everywhere….

that was the part when i decided i never gonna play condi builds with anything in this game…..

Well its not a build for premades thats for sure, but in hot join it’s fine.

While it does have little in the way of coverage to protect your burning & poison it does apply burning very often & at very high ticks per second.

Necro in pvp = hard countered

in Necromancer

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

I like how every thread like this someone comes along and says deathshroud is the problem…… ok….. so… the class mechanic is the problem…..

THEY AREN’T GETTING RID OF DEATHSHROUD so stop saying it’s the problem…. don’t be so narrow minded. There are other ways.

DS is not the problem ladies and gentlemen.

Pretty sure I pointed out the flaw with the death shroud life force mechanic & absorbing damage instead of reducing it by a set %.

If you have a different view point that is your right, but I’d love to see what you think the problem is.

Necro in pvp = hard countered

in Necromancer

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Short of this however a simple “fix” would be to have the necromancer spawn with a set % of their life force bar full (say 30-40%)

Necro in pvp = hard countered

in Necromancer

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

As I have said before in other threads.

The main problem with necro is death shroud.

Every other class that has damage reduction mechanics has mechanics that reduce damage consistently no matter how many enemies your fighting.
They are consistent because they reduce damage based on a set %.

Death shroud on the other hand is something that must be built up over time via life force, degrades naturally over time while in death shroud & degrades as you take damage while in death shroud.

This makes death shroud extremely powerful when you start a fight with life force maxed out.
It gets progressively worse however with each additional enemy your fighting however due to the fact you take more & more damage.

The best solution would be to redesign death shroud (keep skills as is) so that it only degrades life force over time (not from damage) then make it simply reduce all damage taken by a set % instead of acting like a second life bar.

After that they can allow for some, possibly allot of things to heal through death shroud at a %.

how does taunt work in open world groups?

in Guild Wars 2: Heart of Thorns

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Now imagine with foodbuffs and staff (Runes/Sigils/foods/etc.) to get it even more, we may have 9-10seconds of taunt, and that may be the start of tanking ;P

I already think taunt will be incredibly fun for use in edge of the mists, skyhammer & possibly the new GvG map

New Guardian Bow Specialization

in Guardian

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

How about we get fixes to our weapons before we go adding new kitten? After watching the utility/offense or utility/defense built into all the abilities on the new class…they better re-work some of our weapons if the ‘old-school’ classes are going to keep up

This ^.

Compared to other classes the guardian already falls behind when it comes to offensive utility & unless your using hammer or mace it can for defensive utility as well.

After looking at the rev all I can say is I hope they take a serious look at the guardian weapon skills, utilitys, elite skills & traits.

Psst – Anet says Guard in Gud Place…. since beta….

“good place” can be very vague.

Guard is good when teammates are around for you to buff or to CC/snare/chill enemies for you, however if your solo there are glaring holes in the toolkit.

They try to make up for that with making guardians extremely strong when allies are around but in the end it would be better if the guardian had tools like cripple/chill for it’s offensive spec.
Then they could adjust them without breaking them so easy.

100% this.

guardian is a 1 man killingmachine if there is at least 1 person with some worthwile roots and slows.

but alone ? we have like 5252626 bilion capclosers but they worth nothing when the enemy just runs away from us lol.

when im alone and fighting eles hunters or MESMERS !!!! the bennyhill music starts playing in a never ending loop………

This ^ is why I gave up playing the regular meditation spec & changed over to the medi burn spec.

The burst is much lower, survivability the same but it beats the ever loving $#!^ out of longbow rangers & most mesmers due to constant 800 per tick burns & poison
on weapon swap.

Medi Roaming, I want to update

in Guardian

Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Personally I would take the second one.

Though I’d chance a couple of things.

1: I’d swap sword for scepter, otherwise your useless to keep people from standing on ledges to shoot down. Also the Immobilize is insanely good.

2: Instead of contemplation of purity I’d grab purging flames or stand your ground. The extra fire field is nice & it removes conditions for everyone around you & while stand your ground won’t remove conditions it will grant stability & retaliation.

3: Your amulet, I’d use captain or soldier stats instead.

4: food, I’d go for Omnomberry Pie. The extra crit is nice & health steal on crit is great.

PVE Empowering might build

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Not a fan of 1 handed builds but Obal is right.

May as well grab right handed strength.

one nice thing about right handed strength is that if you use it with Assassins gear, crit food & have a group with permanent fury uptime you can reach darn near 100% crit chance (like 97%)