Problem is, even you had 25% move speed on your traits, where would you actually put it? you already need 6 to have access to sustain and 3 more to fix health or so to fix health and get healing dodges..
Well, imho it would have the best synergy as an adept trait in radiance. Could tie well into dps builds that use powerful blades and right handed strength, but don’t have a must take choice in adept. Sure, blinding exposure and searing flames will always be worth taking, but a dps build would benefit from the movement speed.
And even a conditional (only with melee weapons, or one handed weapons, etc.) movement speed bonus would work like other adept traits for other classes.
Necro down is nearly the same as guardian. An easily counterable 2 skill and a worthless 3.
Meh… the only things where traveler is useful is open world stuff and wvw roaming anyways, in dungeons and wvw zerging you want other stuff and you usually have perma swiftness anyways and pvp maps are pretty small.
Sure it helps out of combat for moving around the map in PvP, but it shines in combat.
It doesn’t, it hurts your damage pretty badly. With strength runes you might get kited more easily but the things you’re good for, burst and cleave on downstate bodies, is just so much weaker with traveler. And it’s not like you would be unkiteable with traveler.
They are good for running arround and you actually can disengage if you decide on it early enough and there’s no s/d thief chasing. Sometimes they are good for sticking to targets and actually hit gs autos but people with perma switftness like engis or a lot of ports like mesmer and thieves will still be able to kite you.
I did a lot of duels against the warrior from my team who is one of the best warriors in the game, on strength I’m winning a majority of the duels, with traveler I’m losing almost all of them. Traveler is terrible for stuff where your damage actually matters.
It’s good in longer fights, I used it in some ESL 2v2 weeklies because it lets you somewhat disengage with the leap and you can reposition and resustain yourself when you’re in a bad position but that’s about it.
Sorry I didn’t elaborate more on it first. The 25% movement speed is what’s helpful, not the runes at all. Which is why tying our only source for movement speed in runes is a kick in the face to guardians, as it impacts our dps even if we can hit more. And considering all other 7 classes have some sort of access to an increase in movement speed in their traits/signets, it’s kinda we have to use runes.
I use runes of pack myself to get a ~50% uptime in swiftness for some mobility and good dps. A compromise on both sides.
(edited by Shanks.2907)
Yeah, instead of buying the Tombs of Knowledge, just convert gems into gold and level your characters. Practically the same thing except more time consuming. You can always use the fast guides. (gw2crafts.net)
You can probably get a toon to 80 for like 20-30$ and 3-4 hours, less if you’re quick and have 2 screens.
Can we please leave the focus alone guys? Just because the shield is terrible doesn’t mean we have to screw over the one off hand in a good place.
What the shield needs is NOT a 3 hit block, but a 3 second duration block. At the very least, a knockdown on shield 4 to justify it’s long cooldown.
Well, a rework would be nice.
There should be just enough time to get a stomp in before their 2 and 3 skills pop. Skills like the ele, thief and mesmer that completely prevent a stomp should be able to countered by immediately stomping when they go down.
This would allow them to still have some presence when downed, but at the same time have a reliable way to actually finish them off. As it is, they can just waste time while a number of things could happen.
And some classes hit WAY to hard while down.
Meh… the only things where traveler is useful is open world stuff and wvw roaming anyways, in dungeons and wvw zerging you want other stuff and you usually have perma swiftness anyways and pvp maps are pretty small.
Sure it helps out of combat for moving around the map in PvP, but it shines in combat.
To put this in perspective, if they don’t clump them together, the last two professions to be covered will be done on September 5th, giving us just 4 days to give feedback and for them to respond. That just isn’t enough time.
That’s why I think the last 2 will be guardian and ele since they, IMO, are in good places and should see only buffs to underused things and other small tweaks both up and down on whatever skills.
Probably next are mesmer and necro so we can give some feedback.
Not sure about Guardians, but eles have A LOT of rubbish that no one uses.
Don’t you worry, we have plenty of that garbage too. xD
Yeah the issue with traveler runes is how much it limits build diversity. Pigeonholed into using a set because we don’t have native access something every other class has. Even mesmers have a trait that increases movement speed per illusion. Some sort of, even if it’s conditional like warrior’s melee weapons or a signet passive, movement speed would go a long ways to to build diversity.
Maybe a rework of signet of wrath (increased condition damage, lol) would work well. Plus the immob would work great in any build and a fair tradeoff between movement speed and getting a burst in with immob.
I was afraid spirit weapons were going to take up resources on this patch.
sigh
Guardians can still keep their image while gaining access to reliable cripple, and I see symbols as being a good means.
Currently there are 4 different symbols (staff, GS, hammer and mace). I was thinking that a trait that effected each one differently might work well. Chill on GS symbol, cripple on hammer, weakness on mace and immob on staff. Might be and interesting way to incorporate some CC into our class concept.
I’ve had good luck with hammer in PUGs I don’t really trust to get through the encounter easily. It never hurts to have an assortment of weapons, and just swap when you feel the need. You can change your traits/gear on the fly to match whatever the situation.
I don’t always use hammer, but when I do, I throw mighty blow into my rotation at the beginning and end of my hammer swap. Interrupting the AA chain will decrease overall dps, but if it’s used before the chain and right before swapping to GS it will add a bit more burst.
Also, try to keep an eye out for when you lay the symbol down to swap. For large zergs (like Tequatl) when you can’t see your attack animation, you may want to be familiar with the AA chain on the skillbar to know when to MB or swap.
I like how the AA chain has a knockback in it, can’t wait to see that on skyhammer.
I’d like to see a picture of it without any blackout.
Can’t hit much further rock bottom OP, just rip the band-aid off.
Viable Hammer DPS.
Remove light field on AA chain and done!
The skill was designed to have utility – that utility being the travel part.
The idea that if that was the intention it would have no damage is nonsensical to the extreme since ALL WEAPON SKILLS HAVE SOME DAMAGE VALUE ASSOCIATED WITH THEM.Have you ever equipped a Warhorn on your Warrior?
I’d list more examples, but I’m “working”.
You do realize there’s a bit of a conceptual difference between an item that’s got an edge on both sides and designed to cut slash and kill people and an item that isn’t designed for killing at all right?
You completely missed his point though. The guy said all weapons have damage, but it is not true. Regardless of it’s concept, the point is still valid that there are weapons that deal no damage.
And warhorn on ranger and necro do damage, so to say it doesn’t have any killing design is a bit off.
I think it’s a cool idea, but really introducing only one more death shroud [f2] would work well. Like it’s been said, 15 skills is really a lot. But only adding 5 new ones wouldn’t be too much of a power creep. Possibly even introduced as a trait so that it’s not just given but has tradeoffs to take.
Though, it’s much more likely that the current death shroud be improved through traits.
I’m wondering if anyone knows how signet of rage actually works or if they just pop it for boons. It only generates adrenalin in combat. After the patch the adrenalin decays rapidly when you leave combat. So really, fundamentally it doesn’t work.
It goes against what they’re trying to accomplish. Once you leave combat, it’s going to take only a few seconds for your adrenalin to dump. That’s what they want. No more taking it to the next fight, and a fitting punishment for abusing mobility to reset the fight.
And they certainly wouldn’t put this on the elite that everyone already uses as it is, especially when they’re already buffing it to assist with the adrenalin nerf.
Yeah, I could see how our signets feel mediocre coming from a warrior main. All utility signets passives are plain stat boosts (power, healing power, condition damage and toughness), bane signet (power/knockdown) being the one I’d might ever consider taking.
Leave judge’s intervention alone, but put a ground target on merciful intervention.
Access to reliable cripple/chill application through traits.
25% movement speed on elite signet/traits.
Doing something is infinitely better than doing nothing. If you are a professional game developer it’s not a ‘wheel-o-nerf’ because you are supposed to have some idea of what the game you are balancing is about. And I didn’t tell them to disregard statistics either, you are just trying to give me flak for stuff I didn’t say
http://news.yahoo.com/comics/dilbert-slideshow/
Check out Sunday, August 10.
Also, Tuesday July 22nd.
You can also run runes of the pack for ~50% uptime on swiftness/fury with 175 power and 125 precision.
I’ve been giving it a shot right now, works pretty well. I toss it on the GS for the SoW > JI > BB > WW burst. Combining both rage and binding blades seems to get most of the burst in reliably, and can drop 2-3 people standing on point looking baka.
Also, if you open combat with a SoW JI WW combo the rage cooldown should be up, so it will proc on your WW if you have enough crit chance with fury.
Though, I’m also trying energy sigils on my dps build which drops the damage procs. Nice to switch things up frequently though.
Maybe they could apply a nice 3-5 second AOE cripple to the greatsword leap, sword port & a 1-2 second cripple to the hammer blast.
That’s a lot like the trait I was thinking of. Something like 5-7s of cripple on movement skills (so basically gs leap, sword port and mighty blow) with a 10-15s cooldown. I think it would help all three weapons greatly. Sword and gs in dps builds, and keeping the target on your symbols for hammer. I’d rather it be a master trait for longer cripples, but adept would be nice for shorter cooldowns.
Maybe add onto focus mastery 4-5(s) of AOE chill on focus skills. Long cooldowns anyways on focus skills so it wouldn’t be too much, and really give some flavor to a plain 20% master trait.
I’d like to see cleansing flame on torch have it’s cast time reduced. Less ticks, not as much damage in all but remove 2 conditions on self. Could make some sw/t sc/f medi builds more viable.
As for mobility, I’ve always been vocal for a 25% movement speed trait. Whether it’s conditional (like for melee weapons, etc) or not is fine. Something like an adept radiance trait for synergy with medi builds. Or as an elite signet’s passive.
And while I’m on the subject of utility signets, they really are lackluster. 3/4 of the passives are just plain stat boosts, with meh actives. Not that I’m expecting an overhaul any time soon, but imho I think the signets are in worst shape than spirit weapons.
I don’t always run an engineer, but when I do, I use a tool kit/rifle burst.
Magnet > Pry Bar > Net Shot > Blunderbuss > Jump Shot > Overcharged Shot
Static Discharge for even more burst when needed. Fire and Ar sigils too.
(edited by Shanks.2907)
Not sure if it goes the ToS, but this can be achieved with 3rd party peripheral software, such as the key-binding software that comes with gaming mice.
Anyone know the specifics if it would violate it or not?
As a general rule of thumb, any time you start out with “not sure if this violates the ToS”, it probably does.
Instead of merging kindled zeal and amplified wrath, drop KZ down to a master major and rework it back to 10%. Toss zealous blade back up to grandmaster and buff it to 10% damage and more healing.
Jesus Christ, my sides.
Go home everyone. Line of sighting and efficiency are exploits.
FGS says Hi. If rushing into the corner isn’t an exploit then I REALLY don’t know what is.
If it were an exploit, it would of been fixed like teleporting with it was.
edit:
Well Shanks, they DID say when announce the change to Fiery Rush to stop immediately when a teleport skill is used, that they wanted to fix using it into a wall as well. It was in one of the Ready Up episodes. So maybe this next update will be the time for that.
Didn’t watch that, thanks for the info. You know, at this pace, I wouldn’t be surprised if that was on the chopping block. +1
(edited by Shanks.2907)
I can’t be the only one who does well 1v1. Blaming everything on our deficiencies is really passing the blame. I certainly agree we need natural access to 25% movement speed, preferably in adept radiance or an elite signet for synergy with dps builds, but there are many options to get close.
As it stands now, there’s a teleport on sword, a leap on greatsword and judge’s intervention. Those all work very well if used at the right time. You can add traveler’s runes for constant mobility or runes of the pack for 50% uptime on swiftness (and fury).
There are solutions, you don’t have to just slowly chase your enemy down getting kited around the point. Though, it does seem I’m pigeonholed into my runes and weapons just to stay close.
Some of these changes make me want to dust off my mule ranger, especially long needed signet changes.
The point is, this community has become very orientated towards selfish “balance”, and it’s people like you who need to snap out of it.
And this.
This is what I’ve been running. Great for 1v1, and you can make it work in a team fight if you mind your blinds and blocks. It shouldn’t overlap with a bunker guardian with it’s raw dps and super burst.
http://gw2skills.net/editor/?fVAQNAseRlsApaolDxbI8DNR8gY9oWbqKw1/CmD-TpBEwATOEAGOBA52fAwRAIbZACPAAA
Also, try spectating other guardians play and check out their builds.
Conditions absolutely wreck an axe warrior. Cleansing Ire sucks with both Axe and GS.
Condi Rangers? With their high poison uptime and ton of evades Axe warrior stands no chance
Condi Thieves? They can just pew pew with pistol and a warrior can’t do anything about
Condi Engis? Have too high of an uptime on confusion with perplexity runes for warriors to do anything. Plus have good uptime on poison and can constantly bleed you.
Condi Necro? Lord have mercy if you get SoS’ed at the beginning or if you get your boons corrupted. Or if you get perma chilled.
Condi Mesmer? Lul? teleport, stealth, chaos armor and auto attack while the warrior kills himself trying to catch you?
Even condi eles if they have a sigil of doom.
Sad when every class is listed for viable condi counters but Guardians.
I personally like how accessible everything is in it’s current state. I’m fine as is, or perhaps improve upon it. Like Rebound mentioned, I’d be disappointed if it were the same old LA as before.
It also splits up traffic to three different locations instead of all in one area of the map. Feels like it’s utilizing more of LA.
Eh, I could go both ways on this.
On one hand, it’s the internet. Names have been taken for many things forever. It’s nothing new to have to be a little creative. If I can’t have “Ragnarok”, I’ll change it a bit to “Ragnuh Rok”. It’s a pain to figure out something for each toon, but still doable.
Though, the more time that goes on the harder it will be. If such a policy started, whereas a year of inactivity would result in name changes, it would have to be a year starting from when the policy was made. And e-mails would have to be sent out explaining the changes.
And even then, there would have to be some system where people can sign in out of the game to reset the inactivity. Some people go through hard times and can’t access the internet to log into a game. Like a phone system to log into if you had to.
But in the end, we’ve all got to remember. Will this make them any money? A very simple question directly tied to if this will ever be done or not.
Well, if it’s WvW it’s too low, and if it’s PvE it’s too high.
WvW = Survivability with sources of dps
PvE = dps dps dps with support through traits and utilities.
You didn’t mention which you’re building for. The build editor said PvE but it could be accidental.
If you’re looking for a dps build that’s a bit different, give this a look.
http://gw2skills.net/editor/?fVAQNApdRlsApZoFDxVI8DNRDBl5KuPmbYEXfgEEAA-TJxHwABOFAn2fAwTAQZZAA
Lots of symbol damage, good condition removal and great in team fights. Works really well on point with the symbols, and the consecrations fit the build really well.
No meditations but all three meditation traits?
I’m just gonna assume that’s an error or something, but you might wanna fix that up
Ah, I must have built it on top of my meditation build. Thanks for noticing.
edit: fixed.
(edited by Shanks.2907)
If you’re looking for a dps build that’s a bit different, give this a look.
http://gw2skills.net/editor/?fVAQNApdRlsApZoFDxVI8DNR8Ql5Y8i1GANAuTxWA-TJxHwABOFAn2fAwTAQZZAA
Lots of symbol damage, good condition removal and great in team fights. Works really well on point with the symbols, and the consecrations fit the build really well.
With the trait points leftover from the valor line, I put 5 into zeal and 1 into honor picking up +35% possible damage. Really, the core of the build is x/x/x/4/4, and you can use the last 6 points where ever fits your playstyle.
(edited by Shanks.2907)
Yeah the shield may be in need of some help, but let’s leave the focus out of it. The focus has great burst and survivability in one, with long cooldowns as it’s balance. Reducing the cooldowns would probably result in some damage reduction in SoW for balance.
Try the 2 handed DPS build from Silven’s Guide: http://tinyurl.com/kjhnvt5
(Silven’s sticky thread here)It’s basically an AH Bunker build with a zerker amulet, but it’s a great hybrid between a bunker and DPS build. You can hold points nearly as well as a pure bunker build since so much defense comes from traits anyways. At the same time, you have enough damage to down enemies.
It’s a terrible 1 v 1 build, so don’t use it for roaming, but if you stick with your team, you’ll rock it in team fights.
Personally, I like this build a lot for solo Q since it’s versatile enough to work for a random team. If you don’t have a bunker, you can do a decent job on holding points, particularly since you have so much CC. If you end up with other bunkers though, you will be able to down enemies instead of getting stuck in a long standoff.
Terrible build for spvp in my opinion, you have to run around with2 other team mates ALL the time or you are dead.
Try this out. You are tough as a bunker and while your dont have crit your self, spirit weapon damage gives you essentially the equivalent of 100% crit chance, plus the know down utility. I never bring both weapons out, but rather rotate through them to always keep one up. ofcourse you could burst by poping both.
http://en.gw2skills.net/editor/?fVAQNAR5el0ApIoVBxVIEENh8QlVdU9EEAPA2RxWMpA-TJBHwALLDA4IAAb/hAHEAA
I’m questioning your reasoning to call another build terrible after looking through yours.
Silven’s 2 handed dps build is great for team fights, which is where most guardians belong unless running a medi burst build. It has great survivability and good dps. Along with condition removal on each shout.
On the other hand, you’ve got the combined condition removal of… Signet of Resolve’s passive. You dumped over half your traits into spirit weapons that are still practically useless fully traited. The only thing I can see that isn’t terrible, in your words, is stand your ground.
I’m always hopeful for some access to 25% movement speed. Put it in the radiance adept line please.
More than likely option A though.
i can understand that ppl are not happy with players who claim they do it them self but do understand, being able to play an instrument IRL doesn’t make you an expert in the game.
i can play the keyboard a bit but completely suck at using the in-game instruments, is it then wrong for me to use a 3rd party programs to get my money’s worth?i do support ppl who are against such things to player who use programs like that yet claim they do it them self, when you do it your self i congrats them for mastering it in-game.
just keep in mind, not everyone is as skilled and able to play an instrument in-game, not everyone claims they do it them self and i for one would not mind admitting that i use a 3rd party program to play my instrument.
I don’t know about that logic…
If I were to buy an instrument in real life, without any type of skill to play, I wouldn’t expect to be able to play my favorite songs. Likewise, I didn’t buy any of the instruments on the BLTC because, I can’t play them. And if I bought them, I still wouldn’t expect to be able to play them simply because I spent a few gems on them.
And you’re basically admitting to breaking the code of conduct, btw.
A general rule of thumb is dps in PvE, and a mix in WvW. It’s a good idea to bring survivability with you into zergs in WvW, while roaming you might need more dps.
I do like to tip instrument players, but I’m sure that I’ve not tipped plenty of talented people thinking they were macro users. In that regard is the only reason I’m against macros, because it sets an unfair standard and anyone with that talent is doubted.
Just think of PvP and PvE as two different things. In PvP, it’s fine to go out and be a true dps meditation guardian. In PvE they don’t work as well. With a group, you’ll want to support them through some of the list of defensive support DesertRose listed off. Of course, it’s all situational and you need to know when to use what and when, and then maximize the dps you can do.
As a guardian though, you will be expected to have Wall of Reflection when needed. Don’t be afraid to ask the group when you should use it if you don’t know what to use it on.
Be careful of buying armor from WvW or with karma. The armor can’t be salvaged so any runes/upgrades you put on will be stuck on forever. It’s worth it to just buy the soldiers gear from the trading post.
I use something like this with my bursts on guardian. Can hit whirling wrath and then judge’s intervention right after or mighty blow instead of whirling wrath. Same logic with steal or any other teleport for other classes.
Works with shadowstep too. You can start finishing off a target, shadowstep away, and when the stomp is about to connect shadowstep back.
Of course, the scaling won’t stay the same. The only reason it was bumped up to 13% was because it was grandmaster. Considering the other grandmaster traits, KZ just doesn’t have that oomph. We don’t have enough options to make all condition damage preferable to +33% burning damage.
Yeah, considering our only condition is burning it’s like a 33% damage buff to the whole build. Hard to see how 13% of power converted to condition damage will ever out perform amplified wrath.
I focus on the DPS guardian myself in PvP, so I’ll share a couple builds with you and maybe you can take one or two things from them and incorporate them into your own.
http://gw2skills.net/editor/?fVAQNAsdRlsApaolDxbI8DNR8gY9nWbqKw1/CmD-TpBEwAGOBAQOCA52fAwhAIbZACPAAA
This is what I primarily use while on the move, great for 1v1 but can join in team fights. It has both great burst and sustained damage, with three gap closers. Nearly perma-fury reaching 90% crit on sword AA. You can chain the focus 5/Whirling Wrath/Judge’s Intervention burst but it’s quite telegraphed so use it wisely. Use your sword AA for sustained damage, don’t forget focus 4 (blinds and regen) and sword 3 for reflects.
13s of swiftness on a 20s cooldown (through rune of the pack) so mobility is good for a guardian. You also get a good amount of power, precision and fury from these runes. You could also use rune of the traveler if you want more reliable mobility. On s/f the sigils are fire and air for extra damage on crits, with hydromancy and bloodlust on greatsword.
You can also swap out blind exposure for searing flames to strip boons.
http://gw2skills.net/editor/?fVAQNApdRlsApZoFDxVI8DNRDBl5KuPmbYEXfgEEAA-TJxHwABOFAn2fAwTAQZZAA
This build is more of on point and team fights. Mace has some good burst along with sustain for you and your team. Utilize the symbol for both AoE damage and healing for your team. Mace 3 does some good damage too. Purging Flames and Absolute Resolution for AoE cleanse, Stand Your Ground and Hollowed Ground for stability. HG can be swapped out for whatever works best for you.
Melandru Runes for condition reduction (on top of the 33% decrease from the after effect of PF). Hydromancy sigils for CC and Energy for damage mitigation.
———————-
As you can see, the guardian can be used in many ways. And these are just dps builds. I couldn’t be of much help though regarding bunker builds, they’re beyond me.
(edited by Shanks.2907)
If anything, I’d say that Kindled Zeal and Amplified Wrath both being grandmaster in zeal is the real hindrance. If KZ was dropped down to master trait there would at least be some good synergy in the line for condition damage. It would work even better with hybrid carrion builds.
(edited by Shanks.2907)