Anet lied (where’s the Manifesto now?)
Anet lied (where’s the Manifesto now?)
I can see a big difference in Spvp and WvW. In Spvp I can handle thieves really well. In WvW they burst me down too fast. This says all I need to know about the importance of health.
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Why so serious? There have been lots of good suggestions mixed with QQ that just have not been listened to. No Dev response for ages. No one seems to listen.
I think if they were working to make our ranged options more effective, which is something people have been begging for, it would show they were listening. They don’t seem to be listening at all on the Symbol of Wrath issue. There were many valid suggestions to remove Retaliation and replace it with something else. They fell on deaf ears.
On a postive note the new Renewed Focus is pretty awesome. I can now use my virtues more often and more effectively.
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I can’t think of a class that’s mele option is as bad as the scepter. Ranger, ele, necro can all deal some damage in mele range. Guardians can not at 1200. The whole orb idea was dumb.
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This is going to have amazing Synergy with AH in all modes of PVP.
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@wolfie
If you can pull off the Combo Field it has all sorts of benefits. By nerfing the SOW to 20 sec the number of times you can now get the Combo off is very small, expecially with people moving. So in a sense you have diminished the Combo field effect by much less than half. When it was every 10 sec or 8 with a trait, I’d probably catch people in it 50% of the time, now maybe 20% as they have their dodge up if they need it. That is a big nerf IMHO… likely unintended.
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Support Only
That is not what I was promised in the game trailers or the Manifesto. Each class should be able to fill the roles. If Elementalists can tank, I see no reason why I should be pigeonholed. No other class is.
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Not everyone playing lives in the USA.
The ping from my country is not very good… 200ms… its not that easy to dodge things. Also if the creature is very large, again its hard to read. So while all this sounds great in your post, which is very condescending btw, there is a nice chunk of the player base that is going to get hit the odd time by things they should have dodged.
Furthermore, most player abilities hit you unless you are dodging. With a handful of people attacking you at any one time and only 2 dodges. You get pumped. This is where health plays a big part. A warrior can hang out like a total noob and take 3 or 4 easily avoidable shots. A Guardian can’t.
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I am guessing all our mele weapons will get CD of 20 seconds +. We are not actually supposed to attack anything more than once a Calendar Year. This will also have the double benfit of making our ranged weapons look stronger.
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Quite a write up here. Everything discussed from variations to equipment.
I use 0/0/30/30/10 most of the time as there are lots of times I want to use Wall of Reflection, but the traditional build is 0/5/30/30/5 taking advantage of Virtue of Justice and the blind and buffs the two 5 point traits give.
I tried to give you some gear options as different people have different ways of acquiring gear. Some people farm dungeons or Karma, where others simply buy it.
I’d be curious as to how much health Dnias has. Each person has a level they are comfortable with. I like to see aroudn 16k as a minimum, but others are comfortable with less and do well.
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Build – might as well run Crithammer. Just visit the thread. Its damage is ok, survivability is good and you can swap in and out traits to achieve a lot of things. Basically can do 1 cycle of GS and then swap to Hammer for 2-3 cycles, then switch back.
Gear – Knights Armor mixed with Beryl Jewellery is hard to beat. Could also run 4 parts Karma Soldier Armor with 2 Beserker and Ruby or Emerald Jewellery. Runes, lots of options there, I’d just slot Beryl or Ruby Orbs. I personally use Soldier Runes for the Vitality.
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Scepter
- the 1 ability misses more often than not, this weapon has range of 1200 but it can not be used at that range, this 1 skill needs to be reworked to be more like the Mesmer scepter or perhaps like the Necro where it just hits every time
- the 2 ability does poor damage, its hardly worth casting, it needs more damage or to apply a nice buff and debuff
- the 3 ability is nice, but it is really designed to be used with the 2 but the damage on the 2 is so bad you are really pushing 2 buttons to maximise the bad damage of one skill… kinda dumb really… the 3 is best used to hold something so that you can then teleport and switch to gs for Spin to Win
Staff – oh how I hate the staff – its support skills are best cast at range but the attack skill is short ranged – its a misfit and you can only use part of the skills at once
- the 2 skill is pretty crappy, for the amount of time it takes to use properly it has very little effect on the outcome
- 3 is a nice skill and I’d probably leave it
- 4 seems nice but its hard to guage if its doing anything
- 5 very situational but some people love it – take a little off the cast time and it would be more useful
- I’d love to see our staff have 4 ground target AOE’s providing conditions and condition removal – much like the Necro has 4 GT skills
- range should be increased to 1200
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Solo pve, greatsword and either a Mace/focus or hammer. I used to run sword/torch, but it seems so second rate to a gs.
spvp hammer/gs
wvw gs/hammer usually gs combined with staff/sceptre-focus
If it is a long running outdoor battle, I will switch to teh scepter-focus. I still prefer the GS because of its leap. With no run buff to us, we need the leap to do any damage. The staff is purely for getting around. Also, the 4 skill will heal you up nicely if you are running AH. I often use a hammer to take out supply camp bosses and such.
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Every class has a solid range weapon but us.
Scepter is the single worst weapon in any game ever made.
Staff is simply not fun to use nor practical.
Anet lied (where’s the Manifesto now?)
Its the monthly nerf to a class that is actually pretty balanced that is annoying. The save yourself skill is hardly op. Its just one more way to make us weaker.
Instead of getting some work done on our ranged attacks so they are acceptable and, maybe, heaven forbid, fun, I only see more nerfs coming each month. If this game had a sub, I would unsub. As it is, all I can do is boycott buying gems.
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Was going to buy some chest keys, but Anet can get stuffed with this pathetic change.
Anet lied (where’s the Manifesto now?)
Yeah the game gets less fun with each patch. Gj on slowly making me hate logging in to see what else they ruined.
Anet lied (where’s the Manifesto now?)
I really feel we could use a health boost. Or at the very least be able to spec power/precision/ health like we can in spvp. In spvp my health is about 20k, in WvW and pve 16k… its too low. The game has been balanced around tpvp where a Knight’s amulet gives you all you need… these numbers are unavailable in pve or WvW.
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With the 4 skill on the staff and ah, you will heal for more than half your health in wvw, whatever the tool tip says.
I should clarify. I often swap ah for the med healing depending on what I am doing in wvw. I really like to skirmish alround the flanks, where med healing is better. In zerg and siege combat, I use ah alot.
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(edited by Relentliss.2170)
Its better for pvp while Altruistic is great for pve. Each ability does about 2k heal.
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Tried necro in spvp for the first time tonight. Easy mode.
While some of the bugs are unacceptable, the class is still playable. If the bugs ever get fixed it will be OP.
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I have got like a handful, about 6, from literally hundreds of silver and gold chests. It seem like less than a 1% drop rate. I have never got any from a gold chest. The rng is incredibly low.
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Rune of Bigass Shield lol
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I’d wait for the next patch, if we get another nerf the class won’t be worth playing, if it doesn’t get nerfed any further there are specs that are quite fun.
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I also tried 20/0/30/10/10 and it worked fine as well. The healing from Valor more than made up for the lost damage in Radiance.
I am not quite getting the complaints with activating it… take the 20 pt zeal talent so you can activate them and they won’t disappear… its well worth it.
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(edited by Relentliss.2170)
http://www.guildhead.com/skill-calc#mVcz0M0z0mNaoMMNaoMapx0VMMcMoq
I really find the Zeal line weak at present. Something like this would give you good damage and the Altruistic healing would keep you standing. Just teach yourself to swap between hammer and GS during battle. The Valor line will up your crit damage as well.
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I use 20/20/0/20/10 all the time in spvp with hammer and gs. It has nice burst, maybe our highest, and the interrupts from the spirit hammer make opponents sad.
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SOR has been elevated by its transfers many spots in the rankings. Gj on kicking our butts last week. They have become a really strong server now. Good luck this week.
Tbh yaks has a good oceanic presence, its a wonder a few NA guilds haven’t taken advantage of this.
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@kasai
I currently run crithammer. But sometimes a 15/25/30/0/0 build. I end up top kills in about half my spvp matches. I feel very mediocre at everything. I don’t really feel tanky or high dps on either build.
I don’t really feel there is a high damage spec for us atm. Some of the tanky specs you just can not get to die. Those guys I just ignore now.
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Built my now item-lock guardian (except for switch weapon and water stuff)…
ended up with 18k-20k HP, 39-44% crit chance and 3,300-3,400 armor. Last i checked during WvW (which is why its a range)… thats well above the supposed “comfort zone” HP of most posters here… i’m ok with it. I have zero healing power in my gear so anything other than signet is pretty useless to me because of the high health, but pretty sure i can survive well enough.
I’m a shout build and i managed to RUN AWAY from a 4v1 even with the raining CC, that’s how i know i’m tough.
What gear you using? Those are the sort of numbers I would like to get.
Atm I have beserker chest and legs, soldier shoulders and boots, kn ignts everything else. Soldiers Runes.
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Scepters suck, Staff sucks, Hammer is Dull, Mace is slow, Sword is ok in pve…
I am running out of weapons to pick from.
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Guardians seem to have a bit of a mix of abilities that are not necessarily compatible.
If I am supposed to be support, the buffs I am providing are the weakest I have seen in any game and only minorly affect the outcome.
If I am supposed to heal, well I only seem to have a handful of ablitilies to help others with that. And my best abilities are all on long CD. Not to mention how Healing Power seems to affect some healing skills but not others. Oddly, one of our main heals comes off dodging, which is lame.
If I am supposed to damage, I can do ok sustained damage but hardly enough to seriously hurt anyone specced to be tanky. The current crop of tanky Elementalists, for example, you can barely scratch.
If I am supposed to tank, I don’t seem to have the health pool to withstand any burst and again my tanky spells have been given long CD’s.
If I am supposed to hang back, why do I have no passive speed buff to help me do this. I seem to have charging abilities.
Overall, Guardian seems a mish mash of abilities and numbers that do not always seem to work that well together. The high armor, low health pool being one of those ill fitting combos. Guardian lacks an identity, unless that identity is being mediocre.
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We had more health and healing in beta. I am still not convinced those changes were necessary. They made changes based on spvp where people hadn’t worked out how to play their classes. Things are much different now.
I feel we need about 15% more health to basically make up for our lack of mobility.
I am not sure what builds people are using without crit, but they are not really builds I want to play.
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@Kat has a valid point.
The game should be fun for people who want to hot join as well as get really competative. In fact, they make up the majority of the player base and Anet would be very wise to listen to them (maybe not act on everything but at least look into providing some balance tweaks).
The big problem with the game is the maps are designed aroudn 5v5 not 8v8. Bigger maps with more capture points would be more appropriate for 8v8.
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Just gimme a bow with ranger or warrior skills and I will be happy. Little design or programming really needed.
The scepter is a bad weapon and not likely to improve.
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I would like the 1v1 balance to be closer than it currently is. There is alot of area for improvement at present. Aspects of some classes need to be improved and aspects of others need to be nerfed a little.
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math should consider some classes are ranged , and some are melee….. i would like to read what would you think about ranger hits for 7k each skill or necro doing the same, or ele having 20 skills each does 7k damage. a very balanced game isn’t it.
ofc every thief and war skills have 1200 range.
You clearly only play theif. The biggest hit I have ever taken by an Ele is under 4k. Ranger a bit over. I don’t think I have ever hit anyone for much over 3k on an Ele and Ranger usually I run a condition spec so can’t comment on what a Long Bow may or may not do.
I have copped some 12 and 15k backstabs though. And a series of Pistol Whip + Quickness that added up to 16k+ many times.
I have shot people with a warrior for 7k with no points put into rifles at all. Warriors and theives seem like they are from a different game to the rest of us.
I am not sure what Anet sees as acceptable damage. Usually, its some % of the smallest health pool. Even taking 30% of someone’s health pool using 1 ability is a monster of a hit.
Anet lied (where’s the Manifesto now?)
They are thinning out in tPVP because everyone is running at least 2 bunkers. Bunkers can do quite well vs thieves and thus their effectiveness is pretty kitten. A Bunker character can stretch the fight out and by time they run out of juice help has arrived to remove the theif. They still make effective roamers though, people just are not using them as much.
In sPVP they are out of control though.
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Guardians and Warriors have perhaps the most middle ground of any downed state. They can knock back and buy a few seconds.
Mesmers and Thieves are just super annoying. It cracks me up that even their downed state is stronger than other classes.
Elementalist and Ranger seem to have a pretty poor downed state.
I’d love to make all the downed states like Guardians.
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It always appears to me that the Warrior and Thief developers are working on a different game than the developers for the other classes. Their damage is just on a different stratosphere than all the other classes. A big hit for one of them is anything surpassing 7k where for other classes a 3k hit is considered quite large.
Playing an Elementalist I would basically exhaust all 4 skills in a single element and not do as much damage as a pair of Heartseekers. Since both are supposed to be high damage classes if specced that way, I am not sure why they are not doing similar damage. In some cases the Thief’s damage is 2-4 times as great just by spamming one or two buttons.
GW2 takes a lot of things from MOBA games. I am not understanding how or why a thief’s damage seems to scale so much higher than every single other class in the game except warrior. If I was playing LOL or HON I could grab a host of different characters and achieve similar levels of PEW PEW through my speccing and gear. I am not seeing why GW2 has this problem.
An Elementalist specced for damage does 3k(rarely)… a Thief 7k+… the math is not right.
If this game wants to be an esport, it needs to bring these things in line.
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I kinda like the current system. If you get in a game with 8 thieves or mesmers you can leave. After a few tries you will eventually find people worth playing with.
LOL games are much longer and much more serious affairs, people devoting 20 min minimum to a single match. SPVP is just a diversion.
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I am sorry but the Quickness + Pistol Whip and Backstabs for nuclear numbers have got to be looked at.
They are just Iwin buttons vs most builds and some classes have zero chance against them. Going from 3/4 health to no health in 3 sec is not good pvp.
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The 4 skill needs to be a shorter cooldown and be automatically applied to all those around you.
The 5 skill should heal you for some of what it absorbs with a trait.
The item itself should have more armor.
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I would have rather lost retaliation off the symbol and picked up some other boon than the cooldown. The cd has negatively affected our use of combo fields and kittened many traits in the zeal line.
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Retaliation is similar to a Dot. It doesn’t seem to be worth making such a fuss over.
In fact, Retaliation in its current form seems like a great mechanism which gives bunker guardians one small way of punishing people for not CCing them and killing them quickly.
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Why do Guardians say they stink when they are a top tier class
in Guardian
Posted by: Relentliss.2170
Guardian, which was a top tier class and fun to play, is being slowly nerfed to middle and bottom tiers and is now very slow and boring.
Already people say they can bunker better on other classes, which was our one saving grace.
With no fun or legitimate ranged options, there are times when playing a guardian is very annoying.
Overall, I would rate the Guardian a B-, but given it used to be an A is kinds worrying at present.
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(edited by Relentliss.2170)
@op and a lot of posters in the forum
I just don’t see this as a problem.
I see it as a big problem. With several weapon sets ONE should at least offer a dynamic and fun playstyle. The Guardian’s weapons skills should be as fun to use as any other classes. Only by constantly swapping mele weapons, and I would much prefer to have a ranged weapon in as my alternate, can we experience the same exciting gameplay as every other class can without swapping.
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I am disappointed by the points awarded for winning and defending a point for your team. The game promotes glass cannons and glory hounds by not rewarding people for doing their jobs.
The game needs to award more points for winning.
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Well, you had time to hit him 47 times. Which suggests to me that it was a pretty long fight and you were not simply instagibbed by Retaliation, unlike many rogue and warrior skills.
Anet lied (where’s the Manifesto now?)
You can combine Hammer and GS for the time being. Basically, do your normal rotation with GS then switch to Hammer, by time you fire off Mighty Blow and the Hammer Autoattack most normal mobs are dead. Seldom do you even complete the Autoattack sequence.
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