Kaimoon Blade – Warrior
Fort Aspenwood
The other thing is, we’re only seeing the successful kills and zero deaths in this video. There were probably far more failed attempts than successful ones.
Backstab Thieves are as gimmicky as Greatsword Warriors. However, they’re designed this way and for either of them to frontload so much damage, they really do sacrifice a lot of survivability. With a few simple things such as dodging at the right time, condition removal and popping the odd stun break, you can counter them pretty easily. I wouldn’t say they’re overpowered, they’re quite effective in the right hands, yes, but so is anything else.
I can see how this is frustrating but I think you’re over-reacting a little. “How did this get past alpha?!”, really? It’s not that big a deal, it’s not like it’s some kind of huge bug or even a bug at all.
Sure, it certainly would be nice to have to option to change some of those or at least have their priorities a little different whilst in combat etc but wow guys, chill. I’d rather they focus on more important stuff to be honest, I’m almost out of keyboard real estate as it is anyway…
There’s a little game I play now and then called Wanderlust: Rebirth, it has a class called a Cleric that is somewhat reminiscent of the Guardian. The Cleric in Wanderlust has a unique ability that damages nearby foes of anybody he overheals. I thought something like this would be nice on the Guardian, perhaps not AoE damage on overheals as I’m aware tanky support builds are already quite durable and I wouldn’t want to push their damage too high as they’d just get nerfed.
Something along the lines of a boon on over-heal or AoE weakness or, dare I say it, AoE cripple (:O) or something! Anything! Up to ArenaNet’s discretion.
I just thought a good candidate for a trait or something could be a positive effect upon over-heal. It would also make Cleric’s gear quite desirable as I get the feeling people don’t like it that much, although I quite enjoy my Cleric’s stuff!
Anyway, just a thought, I can live without it in the game of course, I would like to hear other people’s opinions on the idea.
- Almost nothing in GW1 was made to waste your time.
Riiiiiiiight……
I always bring it to spvp! It’s staggering how many people will just sit there, shooting themselves to death! I usually run pretty heavy support and tankiness so it’s a good supplement to my damage.
It’s also good for forcing people to change position if they’re dedicated ranged. Another fun move is when they finally run around the wall, you just walk through it to the other side!
It’s also quite good against downed Warriors and Thieves.
I often pull anywhere between five to eight mobs no problem…. I still get knocked around a bit but I know I deserve it when I pull that kind of stunt, I’m not even in full exotics. I still don’t have a huge problem with it, even with the Putrifiers and I’ve never been chain stun locked by the Abominations or Brutes more than twice in a row from memory because you don’t even need to dodge out of the way half of the time! You can just walk around them, it’s this bloody great long telegraphed attack that uses the same skill effect every enemy since Queensdale has been using.
Often, the Putrifiers (the ones that pull you) execute their pull move as their first attack or there abouts, you can stop it really easily by using a block/dodge/stability etc just as you agro them and as I said before, the abominations are really easy to avoid, just keep on the move and for the love of pies, bring a stun breaker.
Just another thing I thought I’d mention, I, too, vaguely remember them mentioning that all builds would be viable. I don’t remember them saying, ‘In ALL situations’, I imagine very few builds would do entirely well with four or five (or more?) knockdown enemies as you mentioned. Expecting every build to faceroll more enemies than you can handle and then transfer responsibility to ArenaNet because you character died seems a little, if you’ll excuse me, juvenile. Every build will have a cut off point as to how much it can handle and to think otherwise would be foolish. You may actually have to alter a skill here and there in your build to help survive, you may even end up liking it better. I had to do the same and now I like my new build better.
It’s a matter of getting used to how everything works there mate, I don’t think jumping on the forums, saying people should lose their jobs over this and then not even trying to listen to people who clearly have an easier time handling it than you do is hardly fair. Frankly, I’m a little confused as to how you rounded up so many knockdown enemies in the first place. Yeah, a long stunlock can suck but there’s gotta be something you’re doing wrong there, “Shake It Off” and/or “Fear Me” tend to work well around there, I’ve watched my wife play glass cannon warrior around there and I’m usually pretty amazed and the crap she manages to pull. I’ve even done a few things I shouldn’t really have been able to do in MF gear.
Anyways, I think that making bold claims and then sticking your fingers in your ears and yelling LALALALALALA at anyone who begs to differ isn’t going to get you very far when there’s plenty of people here offering advice.
I know bots had an impact on things such as drop rates. As the bot population decreases we can probably expect something a little more desirable in the drops department, hopefully. In my opinion, I’d take a lower drop rate just to stick it to the botters, although I imagine most people don’t agree.
In any case, most months they’ve come out with some new content or another, that’s worth a look.
Now call me old fashioned, farming is really it’s own reward is it not? Sure, you may not be getting the deliberately rare item you’re after as often as you’d like but you’re still getting all the other loot that drops which translates into money.
There’s probably a whole lot of stats and other things related to bots, economy and drop rates that we have no idea about and it’s probably not quite as simple as just raising an item’s drop rate, I trust them with that as it’s probably quite delicate, they’re in the business of making games and they know when something’s not fun. The difference is, a lot of players expect immediate results when in fact, some things require quite a lot of testing which takes time etc.
In reality though, if you’ve done everything you really want to do aside from farming and it’s got to the point where you don’t know what to do, perhaps a little break from Guild Wars 2 is in order or maybe try something new, a new profession/character, help a friend/guildy with their lower characters, play a different game etc.
They also have more plans in store for January and February too, I’m looking forward to those.
Only in terms of stopping projectiles over an area. It does nowhere near the damage and can’t remove conditions like Wall of Reflection can. Not to mention, nothing’s more satisfying than watching your foe shoot themselves in the face!
Shield of the Avenger is still pretty good though.
None of the things you’re grinding for are either forced upon you or necessary to enjoy the game.
Just to mention here, the guardian reflect/absorb projectile skills don’t all absorb reflect the same stuff. i.e. the 5th skill on scepter barely absorbs anything, the summoned shield absorbs tonnes of different projectiles and the wall of reflection is somewhere in between the two.
Scepter #5 is simply three blocks. That’s EVERYTHING, so I’m not sure where you got the idea that it barely stops anything, it doesn’t absorb or reflect anything however. The two shield bubbles only absorb projectiles, an unlimited amount of them I might add, which is invaluable. Wall of Reflection only reflects projectiles, also an unlimited amount. It doesn’t block or absorb a thing so I don’t think it could be put between absorbing or blocking as it does neither.
If you’re confused with Wall of Reflection not reflecting certain siege equipment that fire projectiles, it actually used to be able to but they removed it for obvious reasons. More so in pvp/wvw than pve as I’ve reflected quite a few npc sieges. They’re the only projectiles I’ve not seen it reflect aside from things like Meteor Shower which technically isn’t a projectile skill. It’ll even reflect some ground targeted projectiles such as thrown bombs.
I think it’s one of the best, if not, the best skill in the game. As a Guardian, it’s pretty much the only good ranged damage and projectile finisher I have (aside from underwater of course).
My wife’s Guardian once yelled, “Bombs prepped and ready!” upon using “Hold the Line!”.
If I take Wall of Reflection off my bar, it has to be for a darn good reason.
I think it’s kind of funny that people complain about being made to grind for something they’re choosing to do out of their own volition. Usually in regard to legendaries, you know, those fancy things that are supposed to be bloody hard to get and relatively rare but are entirely optional?
I believe the intention was to accumulate the materials for it over quite a long period of play, not dedicate all your time to it so you can get it within the first four months of the game’s release. Regardless, it’s self-imposed grinding.
Anyway, back on topic, I quite like platformers and I found it very refreshing to see jump puzzles like this in an MMO! Not only that but some of them require a good deal of skill and have a nice difficulty level. I, too, enjoyed the clock tower immensely!
I enjoy a good challenge. The fun and novelty of the jump puzzles is reward enough for me, the chests at the end are a nice bonus though
What’s the difference between a Norn and a Kodan? One is hairy and self-righteous and the other is a big polar bear.
I don’t do jump puzzles for the reward at the end, I do them because I find them fun!
I don’t think different playstyles is a reasonable excuse for giving Guardians basically zero cripples and every other profession good cripples. Those other professions all have different playstyles too.
http://wiki.guildwars2.com/wiki/Cripple
Out of all the skills here that inflict cripple in one way or another, every profession is listed with a good amount. If you scroll down a little, you’ll see two little Guardian icons representing one skill from an elite and another from a downed underwater skill.
That makes me sad!
The dirty vase one got me! Haha!
“Do Sylvari have to eat meat exclusively to avoid being cannibals?”
“Why is a Dredge like a writing desk? Something about oppressors!”
Yes, our nice list of control skills are useful, the thing is, however, every other profession also gets a reasonable array of control skill alongside various cripples/chills. We do not.
Warriors, Elementalists and Thieves can maintain melee range, Rangers, Warriors, Thieves, Engineers and probably a few more can maintain long range. Guardians can maintain standing on a control point yelling, “Yeah you better run!” at people.
(I’m sure there are other professions that can do all this too, I’m just listing the ones I have a better understanding of)
I ask that people keep their jokes civil and not turn them into digs at the ArenaNet employees. There are plenty of complaining threads elsewhere.
I know I’m here to laugh and have fun, that being said..
“What’s the best way to swing a sword? Again!”
“How do you get through a magical, impassable wall? Do a barrel roll!”
“Why do Guardians hate eating jelly beans? Every fifth one catches on fire.”
I guess the thing that rubs me the wrong way so much is that pretty much every other profession (I don’t have time to check right now) has easy access to weapon skill based cripples and chill while we don’t.
I understand that we can be effective bunker characters but Guardians, while they excel at it, aren’t the only professions that can do it. I imagine a bunker Warrior with regen banners or shout healing would do ok and they get good cripples alongside some decent ranged damage. I’ve seen some insanely tough bunker Elementalists, they also have a good variety of snares available on top of being able to heal quite well.
I think the expected counter argument to this of something like, ‘Yeah but we have lots of heals, we shouldn’t be able to cripple things!’ doesn’t really hold water because there already exists a profession mechanic to offset our superior heals and that’s the low base health pool for a melee oriented class. I just want reliable snares!
I recently went on my Warrior and Elementalist after playing Guardian for so long and I felt overpowered because of the amount of control alongside damage I could put out.
In any case, I think adding passive snares to symbols would be a little overpowered unless they were very short durations.
Edit: Although, the more I think about it, separating it from bunker builds by using 30 Zeal isn’t a bad idea after all.
(edited by Silver.8023)
My friend told me a Guild Wars 2 joke earlier today that made me chuckle for so long I decided to share it and hopefully get some others.
“How many Necromancers does it take to change a lightbulb? Two, one to change the lightbulb and another to clean the blood off everything.”
I thought of a variation on that:
“Two humans walk into a bar, one says to the other, ‘How many Charr does it take to change a lightbulb?’, to which the other replies, ’What’s a lightbulb?’”
Anyone got any others?
I think it’s a good idea but I, for one, never go 30 Zeal. Granted, your idea would also make the Zeal line more appealing. The thing is though, other professions don’t need traits, let alone grandmaster ones, to get a wide variety of cripple skills and therefore don’t need to sacrifice anything. I would love a cripple that isn’t an elite or underwater downed skill… Something relatively spammy you know, like what almost every warrior weapon has.
Not dissing your idea, I just think some good snares should be available to all builds, which I guess really translates into, we need more snares on some of our weapons.
I was trying out scepter in spvp once, I remember chasing some guy, Chains of Light was on cooldown, all he did was run away at normal speed over a little mound thing and around a 30 degree-ish turn right at the end and not a single orb hit the guy…. I probably fired close to ten or more orbs at him.
I’m pretty sure any other profession’s ranged would have hit him, he was somewhere within the 600-900 range. Smite was also useless in this situation.
In any case, that situation simply reminded me why I don’t use scepter anymore.
Not everyone has a passive speed boost as they have to actually equip the thing. While I like this idea, it is actually way more powerful than every other class’s passive speed boost because as a virtue, it wouldn’t take up a utility slot.
My vote is to keep main hand sword only but give IT the improved aoe damage, it sure needs it.
I’d rather they fix main hand sword before adding more swords….
So what if they didn’t research? I’m not losing any sleep over it. They were having a problem with a Guardian weapon so they went to the Guardian forum. The fact that other projectiles behave in a similar manner is irrelevant. I found the video entertaining and I wouldn’t have seen the other video you linked because I don’t look at every subforum so I certainly have no problem with them making a similar thread here.
As for your second paragraph, I’m confused as to what you’re trying to say. Orb of Wrath heals more damage than a full berserker shortbow Ranger can put out? Orb of Wrath doesn’t heal at all. :S
The only way Guardian scepter is going to kill anything is if they’re standing still for a long time.
Berating somebody because they made a similar thread to some other one you saw is much worse than making a similar thread if you ask me.
Chill man.
I would say the fact that someone with swiftness can move as fast as Orb of Wrath means it’s broken.
Perhaps there are more armour sets we are yet to accumulate! I’m intrigued to see what the whole set looks like. I’m glad there are potentially more heavy sets on the way that aren’t just spikes/flames/claws.
I believe it’s not on there. As I said, I could be blind.
I’ve looked around and haven’t seen them on any sites or vendors, yet I see them on the occasional NPC now and then. Am I blind/stupid? Can anyone enlighten me?
They look kind of cool and I want them.
Greatsword’s auto attack also has the benefit of constant might.
I don’t know where everybody gets the idea that Zealot’s Defense reflects projectiles, it doesn’t, it fake blocks them. Just in case I was wrong I tested it just then, no reflects.
You could say it absorbs them like Shield of Absorption does, however the tip and the wiki both say “blocks”.
http://wiki.guildwars2.com/wiki/Zealot%27s_Defense
Yet we don’t get any block effects from it.
I’ve posted about sword before with similar gripes. I would much prefer to run around with a sword and shield but greatsword just does everything better.
My suggestions were something like:
- Do something with the chain. Something like a might or weakness symbol would rock out! However, I’d be happy with anything, a boon perhaps?
- Make Flashing Blade actually do damage
- Make Flashing Blade a leap finisher
- Make Zealot’s Defense’s blocks count as real blocks for trait/rune synergy
- Either give Zealot’s Defense predictive aiming or make us able to move whilst using it
- Allow Zealot’s Defense’s projectiles to hit foes in a line (this along with something like manual aiming would be pretty cool and engaging)
I know sword and greatsword are pretty much on par with single target damage, the fact of the matter is, I run a pretty tanky Guardian, more often than not, I’m fighting much more than one enemy at a time (pve and pvp) and can kill five enemies with the greatsword in about the time it takes sword to kill one (not pvp ).
I find it’s not all about just damage, the way the weapon works, applying boons or conditions, trait synergies, combo fields/finishers etc just make the weapons far more fun to play. Greatsword excels at this, sword doesn’t do a whole lot in regard to that kind of play with the exception of making the blind proc vulnerability when traited and triggering Justice a little more often.
Sword has the added utility of offhand items but I find the off hands when paired with any main hand still don’t quite become as effective as our two handers are, with the exception of perhaps mace+shield/focus and that’s probably because mace is the only one hand that has a symbol.
I totally love shield, most people tend to hate it, torch can be interesting but most people hate it too mostly because Cleansing Flame could be a little better, only focus tends to be the most widely appreciated offhand we have.
I really want sword to be my weapon of choice! I hope it get some love soon.
While there are more ‘civil’ ways that people go about this sort of thing, the majority of people just grief lowbies or run around in gank squads. Even with level scaling the 80’s would kill everyone in the low areas way too easily. Have you gone back to the level 2 areas at 80? You still 1-3 hit everything.
Having leveled up on vanilla WoW on a pvp server, it was not fun at all. I think it’s the worst thing any MMO could do and I completely disagree with implementing this. Every MMO I’ve played that had this just had hordes of people ganking low levels, this makes the low level people angry at what was done to them, they finally level up and then go gank low levels, rinse, repeat. The only thing open pvp does is encourage hatred between players and really, lore-wise, it doesn’t make any sense at all.
WvW is an acceptable compromise if you ask me.
Read the Altruistic Healing guild and it tells you about speeding up the animation by
using dodgesexploiting a bug.
Fixed it up for you .
Edit: I have unintentionally done it myself and as Guanglai mentioned, I didn’t actually notice any increased speed, if it does it isn’t worth wasting a dodge on.
(edited by Silver.8023)
Scroll down on this link and you’ll see an ArenaNet post that has a few other ArenaNet post links relating to the issue.
https://forum-en.gw2archive.eu/forum/game/gw2/Why-was-armor-preview-disabled/first#post1048781
I love Orr, I find killing undead quite satisfying, I love having to fight my way into the heart of the enemy’s territory for justice and all that. If you want a game where you can hold the enemy’s hand and not have to fight for anything, go play Forsaken World or whatever it’s called.
As somewhat of a wannabe game designer myself, I can say that throwing around blanket statements like, ‘X is bad game design because I don’t like it’ is rubbish. Other people DO like it and more often then not I’d imagine the players that don’t are getting too caught up on being frustrated with something or other to even think about the actual design process that got it to that point and what it’s trying to achieve. I think Orr was an exceptionally well designed area. There’s a lot that can go wrong but they’re working on it still. Some bugs are more difficult to squash than others, I can’t imagine how hard it would be to fix some of the stuff with hundreds of players breaking it.
Game design and lore design wise, Orr is not supposed to be easy and it’s not supposed to be pretty. (A tip with the Putrifiers, a well placed blind/stability/dodge will avoid most if not all of those big pulls, it’s usually the first move they do)
Nobody is forced to grind there. Before you say exotics and legendaries, those are chosen by the player to obtain and are not forced on anyone. I play all over the world map, sure the rewards are not always on par with what I could get in Orr or Frostgorge Sound but you know what? They are still rewards and I play the game to have fun not to inflict myself with optional grinding chores, trying to min-max everything and then transfer the blame onto ArenaNet. I’m not actually forced to stay in the 75+ areas, I’ve even salvaged ecto from a drop in Queensdale.
Yeah I’m working on getting a legendary but I’m doing it in my own time when I feel like it, there’s no rush and I chose to do this myself, it was not forced upon me. If I don’t like that something that’s supposed to be incredibly rare and difficult to obtain is proving to be difficult to get, I don’t go running to cry on the forums looking for someone to blame because 100% of the blame in on me. If they handed these things out, they wouldn’t be special and there would be a portion of the player-base complaining that they aren’t rare enough or that they want something new.
If you don’t like something, chances are there are plenty of people who do.
Know that ArenaNet will probably not be able to please both sides, regardless of what the problem is. The least we can do is remain civil about our problems with certain things in the game rather than just throwing condemnation at them. Is angrily yelling at somebody who’s making you a burger going to get you the burger faster? Probably, it will also increase your odds of having a nice big loogie somewhere in there too. I’m not saying ArenaNet will spit on our content but treating them with respect is what I’m getting at, they are real people as well, after all and they ARE trying to give us the best game they can muster and I think they have done an incredible job!
Sorry about that, turned into quite the rant didn’t it? I’m not sure what I’m getting at anymore.
TL;DR: If you don’t like something you chose to do, suck it up or do something else.
Before everyone starts dummy spitting, there have been multiple dev posts saying that this is temporary solution while they fix things up with it, such as the texture errors that would appear when viewing multiple armour types at the same time.
I’m hoping that this is a precursor to previewing items on the Trading Post, however they haven’t mentioned anything about that, just me being optimistic.
Who knows? Maybe it is, it would be a good explanation as to why they’re fixing up textures with multiple armour types. I wouldn’t get your hopes up though, I personally don’t like the idea of doing that but I’m aware it’s a big deal for many others, wouldn’t mess up my day aside from getting confused in pvp.
I do miss the build flexibility of GW1, I also quite like the idea of having of 2-3 skill options per skill, per weapon. It would make Elementalists have a lot of sorting out to do per weapon though or perhaps they wouldn’t get that option as they essentially have it already.
The only time I see “Remove Condition” is on projectile finishers that have hit my Wall of Reflection, since they technically now become MY projectiles and they’re in a light field.
That and spear combat but who goes underwater?
There is also a limit to these things in GW1. Once you’ve learned every skill in Guild Wars 1, you’ll hit the same brick wall. GW1 doesn’t have traits, they open many different doors of possibilities of varying builds.
They mentioned there was already an issue in place when previewing different types (light, medium, heavy) together would mess up textures. I’m hoping this temporary fix is a precursor to being able to preview items from the Trading Post.
There have been a few dev responses about this, they said it’s a temporary fix they’ve implemented while they work on something to do with the preview system.
Key word: Temporary. So relax
I haven’t seen different numbers, I haven’t had a close look though but remember, the numbers would change if you were down-leveled or under the effects of differing amounts of might.
I use retaliation all the time, I actually really like it, it’s a great supplement to my otherwise somewhat lackluster damage output.
I stack it up when I’m fighting those toy soldiers and they smash themselves. Have you tried doing a long duration whirl attack such as Guardian’s Whirling Wrath or Warrior’s Whirling Axe against the toy Ventari’s? They use a really long retaliation and you can easily kill yourself against them!
@insanemaniac – To answer your question, Necromancers, Guardians, Warriors, Elementalists, Thieves and Mesmers.
I just want to play a lute in a tavern!
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