OK, so you’re approaching the point. The DH knows you want the point. He knows that’s he going to have to fight on point to keep you from stealing.
Knowing all of this, he places the traps that he gave up precious sustain for off point where you’ll most likely NOT trigger them since you’re still aiming to capture the point. He then tries leading you off point to trigger the traps, but you’ve already captured the point and have now begun LOSing him to avoid the true shots. He has now effectively lost the point and can only spam true shots in an effort to weaken you so he can port in, but youre still dodging/LOSing. His team is now behind because he can’t hold the point.
Stupid argument is stupid.
Necro is known to kitten kitten up if you let him do his thing uninterrupted. Also, they have very little escapes, so people tend to put them down as soon as they can.
I play a trap ranger mostly, havnt had many problems with DH´s lately. If I see a guardian I know there are traps around, send pet in after him and follow pet … the chill trap which actually needs a boost in my oppinion is the most effective against DH´s if you know how to use them propperly.
… you do realise the pet mechanic is unique to rangers right?
Mesmer can toss their izerker. Necro can toss any kind of minion (I see reapers running rise alot).Thieves can do the hokeypokey (shadowstep onto and then out of the traps assuming he has procession of blades and/or dragons maw). Warriors can pop EP and face tank. Idk about eles, maybe save lightning flash? Revs (assuming hammer) can hammer 3 on top of guard to check for traps and then assume ranged DPS until the traps deactivate.
I was going to recommend rifle turret, but not sure if they still have the toss turret trait.
There’s also the option of simply dodge rolling through them if you don’t wanna waste a utility, but guessing from the state of the forum a lot of you are simply incapable of the simplest of defenses.
Only solution is to run druid IMO. The elite specs are basically ANET shuffling around specs that already existed in core and giving them a twist. If your major issue is health pool related, just go druid. Stack up on aoe CC to make up for lack of boonsharing and you’ll be golden for soloQ. I’m not sure how druids are faring now in comp after the minstrel removal.
^this guy gets it.
I’ll be honest with you guys, regarding the Dragonhunter. There is a lot of rage and QQ’ing about it and I want to tell you my objective thoughts.
I fight on 1v1 Arenas since like 2 years on European Servers and tested DH now since release. So these are my results:
Traps are WAY to OP. Face it Guys. Doesn’t matter if Guard or another Profession, its simply this way. Everyone who says they are okay, doesnt understand anything about GW2.
BUT Trueshot is okay. 6k DMG is okay considering the other weapon skills are average. At BWE3 Dragonhunter was quite okay. Trueshot didn’t change, traps did. You can do the math.
Also people need to consider, that the last months before HoT Power Guard pretty much sucked at 1v1’s. So the contrast is bigger.
Nerf the Traps and the DH will be okay again, just like they did at BWE3.
Also Anet should consider nerfing defensive capabilities on Druids, Tempests and espeacially Rev AND their unrelenting assault.
I’ll actually agree with this if you can specify WHAT about the traps are OP.
The funny thing is, Trevor’s build is so bad it makes me cringe. He isn’t running shelter, he isn’t running renewed focus, he isn’t running with an off hand focus. He has one 5s block every 60+s. He has sustain in the form of 4k (6k if you throw in smiters boon) HP. His trap heals gives an immediate 2k and the other 6k required the target to trigger it for you. In a ranged duel, he has access to 5s of block and an 8k heal. On paper, this sounds like alot unyil you realize how much every other class is packing. He’s running GS, but no JI meaning he’s absolutely reliant on either maw or hunters ward to trap his targets for the WW. Maw might hold the target long enough for them to eat the WW, but you should never be able to land a LB5 in a 1v1.
I honestly question the level of skill of the players you tested this build on because the amount of holes in it that can be exploited are wider than the grand canyon.
(edited by SlayerSixx.5763)
That’s a lot of effort for something so insignificant. I wouldn’t mind if someone wanted to try that hard to save a few seconds.
Well, breaking that isn’t an issue with a full pre made, but good to see warriors finally getting SOME enjoyment from their spec.
The problem is that was a warrior you have to work twice as hard to do constant damage and survive than any other class.
It seems like you have never played anything else but warrior. Any class is hard to master, but warriors are one of the easiest to master.
I only play guard/thief and even I find this comment funny. Warrior is the easiest on paper. Most HP, high burst, epx2. In reality? Its captain america vs the justice league.
Berserker has to either give up defense (huge hit to sustain), discipline (giving up fast hands and brawler’s recovery?), or strength (huge hit to DPS). I suppose you could replace strength with berserker, but the DPS gain is terrible in the long run. Sure, you get pulsing stability and a spammable adrenaline skill that is a direct upgrade from your original, but berserker’s power from strength is a raw 30% increase to DPS (among other bonuses the line brings). All berserker did was slightly buff condi warr.
Also, I agree for the most part. The devs have upped their game this time around in terms of design. Let’s see how they fare balance wise.
…you want revealed to have an effect on unstealthed targets? How would this even work? Would they start glowing through walls like a thermal sensor?
You engage the thief. It literally takes a second or two for most DPS classes to down a thief. They have 0 stab or protection. If you catch them with a reveal and aren’t running a cookie cutter build, that fight is basically yours.
@kolly
Ditch the shortbow, pick up something else. I know for a fact that staff +p/p is a very potent combination when it comes to raw combat. If you’re without HoT, you can take sw/d and make use of the sw2 for repositioning.
@cogbyrn
Wells are potent because the entire squad is coordinated and working to keep the targets in place. This only works in a larger scale fight where there are tons of CCs to lock your targets down. It wouldn’t work as well in a smaller scale fight.
Honestly, if thief deviates from using SB offhand, there some rather nifty builds that can be made. Its conquest that forces such a stupid meta. Traps and wells would be trash tier without conquest. 0 mobility reapers would be a waste of a team slot. I like how stronghold deviates away from that point holding gameplay, but it still needs a lot of work.
Back before 6/23. Back before HoT. All of these thief complaints were justified. Now, thief players have to play like they’re treading through a minefield. One mistake and rekt. The fact that you’re still complaining shows you’re either trolling or just bad.
Now I’m not sure if you’re serious.
I understand warriors and theives complaints, but instead or asking for nerfs, why not ask for buffs to your class instead? You must love this class, therefore you must know what it needs best.
Tried that.
Didnt work.
You know what does work?
Asking for other classes to be nerfed when they’re clearly op.
If there are only two classes that currently have it bad (daredevil is debatable), why bring the other 7 down when you can buff the other two? You can complain all you want, but when your logic is obviously flawed then youll be accomplishing nothing.
Is it only Warriors that hate Thieves right now?
Seems like it lol.
https://wiki.guildwars2.com/wiki/Detection_Pulse
https://wiki.guildwars2.com/wiki/Lock_On
https://wiki.guildwars2.com/wiki/Gaze_of_Darkness
https://wiki.guildwars2.com/wiki/Light's_Judgment
https://wiki.guildwars2.com/wiki/%22Sic_'Em!%22
That’s direct counterplay to stealth across 3 different classes. Incisorr, I’m starting to think you really like your berserker so much man. Seems like you’re roleplaying the mindless rage beast really well.
I understand warriors and theives complaints, but instead or asking for nerfs, why not ask for buffs to your class instead? You must love this class, therefore you must know what it needs best.
And everyone else can sing about how they’ve all been forced to take bunker because zerk anything vs zerk thief was easy game for the thief.
Please, let’s not be selective about our arguments here.
I’ll speak for thief (since its the only class I use aside from DH).
Shadow step right on top of him. Two things happen here. You either trigger all the traps OR you don’t. If you do trigger them, shadow step out and dodge roll immediately after. Usually, once you’ve triggered the traps, they’re charging a true shot (feel free to not dodge if they’re not true shotting) which is why I recommend the immediate dodge roll. Now, you’ve triggered 2-3 of his utilities at the cost of one of yours. Sounds fair, no? Of course, if you havent triggered anything, go to town on his kitten , but he careful. He might know what you’re doing and is probably waiting for shadow step to expire before dropping his traps.
^thats literally all you need.
Also, I keep hearing people complain about GS/LB. You guys do know that he sacrificed shield of wrath and ray of blinding for this setup, right? Also, you shouldnt have issues dodging GS and its 2/5. Work on your dodges, OP.
Thing is, highlander is 9v9, so it allows for all the classes to be used. We only have 5 spots and 9 classes + 9 elites. Like some have said, limit roles rather than classes.
Yeah the difference here is survivability, Heralds cant kitten out heals, aegis, and stuns while doing their damage, nor can they cleanse condies or more specifically CC that will cause you to kittening die, where as DH does all that just fine WHILE doing sustained and burst damage on call (not relying on weapon swap to sword and utility swap to shiro leaving you out of your good heal, no condi clense. and likely no energy to stun break or gab close with(because IO drain) no stun (cause again 50 energy) all it takes is dropping a cripple/slow/imob/stun when you see the sword 3 IO end and you can walk away as they have no energy and cant catch up.
Seriously Herald is strong right now, but no where near DH level of ezmode rolling
Shiro/jalis sw/a+hammer.
Getting focused? Taunt + rite of the great dwarf + an optional vengeful hammer = 90% damage reduction (assuming they’re additive). Throw in a rune of the scrapper and GGwp for damage. Jalis heal heals for a good bit and cleanses 3 condis, like a weaker consume condis.
Want to engage a DH? Hammer 3 to trigger traps and remove aegis. Throw up hammer 4 to block true shot and throw in an option hammer 5 to really screw him over. Once you’ve rotated through that, the DH will probably drop more traps and your jalis will be out of energy. Swap to sw/a and shiro, axe5 > sw3 or sw2 > axe4 and enjoy a ton of chill as you THEN go into sw3. Sure, the chill doesn’t stop them from blocking/dodging/etc, but you’ll punish any skills they burn to avoid your damage and be ready to dominate a nearly dead DH.
Warrior is a free kill with this setup.
Ranger is a free kill.
Scrapper is a free kill depending on how you engage them.
Ele is dead.
Reaper COULD pose a problem if they’re soldier. If they’re zerker/marauder and you avoid hitting their spectral armor, another easy kill. Honestly, there’s OP everywhere after HoT. Lets not single out particular builds as if they’re the worst of the worst.
Alrighty then Trevor, lets bite.
Does the DH LB have more DPS than a ranger LB?
Definitely.
Here’s the issue, though. It does more damage, but is less flexible. True shot only works after you’ve baited all of your target’s dodges, blocks, reflects, blinds. The same could be said about rapid fire, but you’re capable of moving with rapid fire and its only possible to dodge once you’ve already taken a few hits. Its possible for a DH to land 0 shots with this true shot while ranger can consistently land a partial amount of his rapid fires.
LB3 for DH is very tricky to get off. As is the problem with actively defending in this game, a lot of skills have little to no telegraph. Making it so that you can consistently destroy a projectile requires for you to be at range. At range, the enemy has no excuse for getting hit by it. A DH would not waste a CC to land that skill. Destroying a projectile at close range without a reasonable tell is incredibly difficult and almost feels like RNG (it isn’t) at times.
We can agree that DH LB4 is only good when dropped at his own feet, unless it into a team fight but even then, that’s DH’s only source of vigor, so I doubt he’d waste it (I wouldn’t).
Hunters ward and barrage suffer from the same issues, but hunters ward (when completed) is a lot more powerful.
Personally, I’d trade heavy light for point blank shot any time of the day. Build heavy light right into LB3 for DH and give rangers heavy light proc on all range attacks. Trust me, you’ll want to redo the trade immediately.
If it was LB vs LB, ranger’s LB wins every time thanks to sheer flexibility. What tips it into the guardian’s favour is what the guardian is known for, which is his defenses. Naturally, in a fight, you can’t have one without the other, which is why DH has a much higher win rate VS ranger, but you can’t nerf the LB for DH without breaking it entirely. If guardian lacked anything when it came to building offensively, its mobility. Now that guard doesn’t have to worry about mobility, its almost as if they don’t have any weaknesses.
Honestly speaking though, I believe giving LB to guardian was a bad move, but its here and its happening so we all just have to adapt.
If we absolutely HAD to discuss a nerf for DH, I’d recommend adding a secondary function to true shot. Have it start at about 60% of its current damage, then give it a ramp up effect. For every properly executed true shot, the damage for every true shot after that increases by a set 3-5% (without decay). If they miss, that bonus is decreased by 1-2%. If they keep missing, they could go less than the base. With this, if they just spam it to burn dodges, they’ll do a lot less damage when they finally land it. Make test of faith’s wall undodgeable and unblockable, then reduce the damage it deals by about 10-15%. This way, if the guard traps you in the circle, you can either escape his true shot (which would have its velocity increased by 100%) and take the trap damage and then have a reduced risk of being hit by the true shot, or you could have faith (geddit, cuz test of faith) in your ability to dodge in this small circle and render his attacks useless, thus forcing him to swap to a more reliable melee weapon.
People simply need to stop thinking about damage and numbers. Let’s think of more mechanics, how to make the game more complex and rewarding for those who get good at it and less rewarding for people who want to face roll.
Baseless? I’m starting to understand why you can’t properly place a legitimate argument. There is logic behind my comment. This is a team play game and bunker guard is supposed to be a team play class.
Protective reviver denies range pressure. If your allies are capable of keeping the enemy occupied at melee so they don’t rush you, that’s called team work. Someone mentioned earlier that a zerker (or equally squishy amulet) could do the res thing too. The problem is that the zerk contains no defensive stats and is most likely not built for support.
Assuming honor/valor/virtues:
You go down for the res. Protective reviver procs. Because of valor, you can activate VoC freely to give you the stability and protection you need to survive for a bit while picking your ally up.
At this point, the enemy knows to go into melee to try stopping you. Naturally, because of the staff trait, your stab and prot both last a little longer than normal, so they can’t CC you immediately, but it doesn’t matter since they’ll just go for the poison + cleave. Now, your ally tries for their down stomp interrupt (assuming not ele/mes/thief) to make your life a little easier.
Two things happen:
A: they don’t dodge. They’ve now been CCed and you’ve most likely finished the res.
B: they dodge, but the time taken recovering from the roll probably gives you enough time to complete the res.
Players have been playing long enough to understand that doing that isn’t going to cut it, so what do they do? They attempt to cleave. Most weapons can hit both the resser AND the downed guy. Throw some poison in and your res attempts are hampered. You’re now being focused by the guy trying to prevent the stomp. You’re doing absolutely nothing to defend yourself from the DPSer because you’re occupied with something else. The DPSer gets to even unload their entire burst on you with little chance of you countering it, so what happens? You die, naturally. This is why team mates distracting the guy with their own DPS/CC is necessary.
I’m not sure what kind if backwards logic may exist during an ESL match, but to simply claim that you’re right because you’ve played more matches in ESL means nothing.
Problem is, top tier games don’t limit players wanting to pug. Imagine you’re in a competition for money (which could very well be the case if you hit the challenger rank) and you guys are playing football. You get ranked against madrid, barcelona, or w.e world class group of players you can imagine. Should there be a rule in place to help out the group of guys who didn’t wanna organise themselves into a pre-made? Make unranked solo Q only, but ranked has to be left as is.
The guild chat in the second clip lmao.
This is something big for anet though. I mean sure, they could still make money off of future PvE expacs, but if they succeed at this leagues thing, you could actually see something becoming of GW2.
A guardian will almost always die against conditions (engi) unless she has the right support from 1 other player or more, since bunk guards tend to do their best in groups depending on the build.
I used to play bunk religiously and could defend against 3 players depending on their class and build, but I could hold them long enough for backup. I never had problems with zerks especially stun locks it may be a L2P issue which doesn’t make you a bad player but possibly you need to pay more attention to your skills and time management of them- stick to another player if going alone is your issue there is no shame in that – you can hold a point better and keep that player alive longer to support point gain.So, you’re saying that Guardians playing regulary during ESLs got L2P issues with sustaining themselves? Are you serious?
I could get a random noob with only a few hours to regularly join ESLs. Doesn’t mean much since hours spent=/=skill. You can make a reasonable guess, but you can equate it to actual skill.
I love how no one points out the fact that there is no “tank” role. If all your build is good for is taking damage, it won’t go far in a competitive environment because the game isn’t designed around stat based tanking. That’s why guardians are considered to be the “tanks” not warriors or even necros (who arguably have much better res support than guardians, which is a bit of a problem in and of itself, but oh well).
One guy a few days ago came up with chrono build that could almost endlessly bunk vs 2 dudes. The reason why you’ll never see that build go anywhere serious is because it doesn’t bring the support that guardian brings.
Tl;Dr bunk=/=facetank.
Then, for the sake of clarity, what exactly is bunker guard missing? I’ll go ahead and assume its HP since it lacks nothing else, unless you’d be kind enough to elaborate.
If its HP is lacking, a minor buff wouldn’t be out of the question, but naturally, something would have to be done about all of the active sources of damage mitigation and the ample sources of stability/stunbreak. A bunker guard can still hold off a 1v1. If the bunkers gets focused, he dies, but slower than the rest. If the enemy coordinates CC, runs through all of your stab, blinds, blocks, stun breaks, staff ward, RF, etc and manages to down you, they deserve the kill. If you believe that, for some reason, you should still have a chance to survive two well coordinated players without any sort of backup, then you’d be the incredibly idiotic one.
If you are trying to hold nodes 1v1 as a bunk guard it means you’re in the wrong place doing the wrong thing. The whole point of taking a bunk guard is for support in teamfights, doing 1v1s with it is wasting the bunker’s team’s time and completely defeating the point of a bunker since bruisers are far better and more efficient at 1v1s.
As for teamfights, the other team doesn’t need to coordinate CC when a single daze+ambient AoE that is present in all teamfights will do the work for us.
The whole point of asking for a HP buff is so that it requires some level of effort to kill bunks since right now bunk guards lack the raw survivability to make them worth taking over a bruiser.
If you find it to be too much of a task to stay in melee, in the middle of all of the aoe, how about changing your build? The very definition of insanity is doing the same thing over and over again and expecting a different result. Instead of crying to anet for a buff, how about you change the way you play?
Heal and aoe CC. That’s basically all it brings vs a bunker guard. Search and rescue utility and trait are in place of much better options. The spirit is immobile and will be insta rekt once the enemy knows what’s going on (imagine an immobile banner that can be killed BEFORE it resses). For pets, you either bring CC OR the heal, not both. Splitting your pet utility between heal AND CC reduces your effectiveness in both areas. Taking aoe heal (sylvan hound + trait) seems to be a more solid choice.
If raw healing was what mattered, shoutbow and staff ele would be meta soooooooooooooo
Not sure if serious.
You know that e.g. Fearing enemy is more effective than low Heal, since it prevents people from dealing damage, stomping, rezzing and so on? And even if you decide to run Bear and Sylvan Hound, you still can use their abilities to taunt if you pick Beastmaster?
About SoN, you’ve 1,5s to target it and kill it prevent rez…
The burst heals helps you build CA which helps you heal and aoe daze even more.
You guys are complaining that you get insta downed as a bunker. You’re telling me you can’t insta down a summon the same way?
Guardian, regardless of build, sustains off of his abilities. If you got stealth ganked, there’s not really much that can be done. If you got ganked by two people you saw coming, that’s a l2p issue.
It’s not a L2p issue at all. The health pool is and has been to low for the class. Anet refuses to tackle the core issues with guardian with the multitude of patches that have hit.
You can get stunlocked or randomly interrupted so much now that we can get one shot even just by a DPS DH. It is beyond dumb and has never been so bad.
Did bunker guard work before HoT? Because if so, then it is a l2p issue. If HoT brought about ANYTHING, its that everyone has much better ways of sustaining/CCing. Aside from skills like gun flame that you’ll probably never see at a high level, damage is more or less the same.
If you get ganked by two guys running what are arguably the highest burst and single target CC classes in the game, what’s the issue? Do you expect to nullify their damage entirely and run around in circles? Back when people cried about minstrel, the commonly repeated counter was “bring two dpsers and focus”. In many cases, it didn’t work because the amulet made you too tanky. Now, though? It finally works again and matches can move forward instead of a guy rofltanking more damage than a worldboss.
If you see a trap DH jump down onto your point and drop all his traps to kill you, you can either concede the point and assist another location OR (just an idea mind you, I haven’t played many tourneys) your +1 roamer keeps tabs on the people who’ve died and watch for possible plays. If your roamer is good, you shouldn’t have an issue getting ganked, but that’s just my nameless self speaking.
Also, about the random interrupts….. As sayian listed, bunker has ENOUGH sources of stunbreak and stab.
Yes bunker guard worked Pre-Hot, but only if you built a comp around it. Most people don’t like it because it forces weird rotations that they are not used to, due to the bruiser meta being so dominant for the last 2 years.
Also don’t lecture me about what a guard has enough of in terms of. Its almost an insult. As if anyone who knows anything about guardian doesn’t know what it has. Those who’ve mastered it and understand high level pvp at its fullest, understand exactly why its difficult to run one, what its lacking, and why its lacking what its lacking.
You saying that a guard has a, b , and c simply because you know what the class has access to is beyond idiotic.
Then, for the sake of clarity, what exactly is bunker guard missing? I’ll go ahead and assume its HP since it lacks nothing else, unless you’d be kind enough to elaborate.
If its HP is lacking, a minor buff wouldn’t be out of the question, but naturally, something would have to be done about all of the active sources of damage mitigation and the ample sources of stability/stunbreak. A bunker guard can still hold off a 1v1. If the bunkers gets focused, he dies, but slower than the rest. If the enemy coordinates CC, runs through all of your stab, blinds, blocks, stun breaks, staff ward, RF, etc and manages to down you, they deserve the kill. If you believe that, for some reason, you should still have a chance to survive two well coordinated players without any sort of backup, then you’d be the incredibly idiotic one.
I’ve read your posts and clearly you don’t understand the heart of this issue whatsoever. Guardian by it’s NAME is supposed to have a guard/support aspect to it in order to support people, most of its traits and abilities are purely for support. The problem is, the ENTIRE GURADIAN ASPECT OF GUARDIAN is completely worthless and nonviable right now.
Guardians WILL DIE by going NEAR a point, Guardians WILL DIE when trying to rez ANYONE. Guardians will die when standing close enough to allies to support them with shouts! As a bunker guard, you can’t bunker, you can’t support, you can’t rez because everything has way too many stuns+damage+chill+vuln etc. for you to survive long enough to be useful.
As it stands right now, if a Guardian is NOT a DH it is a liability and will work AGAINST your team. In order to fix this Guardians NEED MORE VITALITY.
Warrior by its name is meant be in the middle of battle, beating the crap out of everything, but that’s obviously not the case. Mesmer, by its name, is meant to confuse targets, but that’s obviously not the case. What are dragon hunters doing fighting charr in kyhlo? They should be off in maguuma chasing after mordy. Berserkers should mindless rage beasts not even under the control of the player using them. Reapers should be immortal vampires, continuously feeding off of their enemies.
Ridiculous, arbitrary comment is ridiculous.
Wanna res your ally? Have your allies stall the enemy as you res. You think its fair and balanced to be able to collapse on top of your ally and res them against 2 or 3 people’s pressure? You wanna share boons? Watch out for the nearby necro’s boon corrupt. Wanna hold the point against the enemy DH? Get your roamer to pressure him before he reaches the point.
You can’t honestly have been playing in tourneys for this long and still be this oblivious to such obvious counters.
Heal and aoe CC. That’s basically all it brings vs a bunker guard. Search and rescue utility and trait are in place of much better options. The spirit is immobile and will be insta rekt once the enemy knows what’s going on (imagine an immobile banner that can be killed BEFORE it resses). For pets, you either bring CC OR the heal, not both. Splitting your pet utility between heal AND CC reduces your effectiveness in both areas. Taking aoe heal (sylvan hound + trait) seems to be a more solid choice.
If raw healing was what mattered, shoutbow and staff ele would be meta soooooooooooooo
Not sure if serious.
Because bunker guard brings other methods of support through healing, dedicated res support, peel through staff 5, swiftness, might, stability, etc. If you just want to be fat and hold a point, druid would be a better option IMO.
Guardian, regardless of build, sustains off of his abilities. If you got stealth ganked, there’s not really much that can be done. If you got ganked by two people you saw coming, that’s a l2p issue.
It’s not a L2p issue at all. The health pool is and has been to low for the class. Anet refuses to tackle the core issues with guardian with the multitude of patches that have hit.
You can get stunlocked or randomly interrupted so much now that we can get one shot even just by a DPS DH. It is beyond dumb and has never been so bad.
Did bunker guard work before HoT? Because if so, then it is a l2p issue. If HoT brought about ANYTHING, its that everyone has much better ways of sustaining/CCing. Aside from skills like gun flame that you’ll probably never see at a high level, damage is more or less the same.
If you get ganked by two guys running what are arguably the highest burst and single target CC classes in the game, what’s the issue? Do you expect to nullify their damage entirely and run around in circles? Back when people cried about minstrel, the commonly repeated counter was “bring two dpsers and focus”. In many cases, it didn’t work because the amulet made you too tanky. Now, though? It finally works again and matches can move forward instead of a guy rofltanking more damage than a worldboss.
If you see a trap DH jump down onto your point and drop all his traps to kill you, you can either concede the point and assist another location OR (just an idea mind you, I haven’t played many tourneys) your +1 roamer keeps tabs on the people who’ve died and watch for possible plays. If your roamer is good, you shouldn’t have an issue getting ganked, but that’s just my nameless self speaking.
Also, about the random interrupts….. As sayian listed, bunker has ENOUGH sources of stunbreak and stab.
Yes bunker guard worked Pre-Hot, but only if you built a comp around it. Most people don’t like it because it forces weird rotations that they are not used to, due to the bruiser meta being so dominant for the last 2 years.
Also don’t lecture me about what a guard has enough of in terms of. Its almost an insult. As if anyone who knows anything about guardian doesn’t know what it has. Those who’ve mastered it and understand high level pvp at its fullest, understand exactly why its difficult to run one, what its lacking, and why its lacking what its lacking.
You saying that a guard has a, b , and c simply because you know what the class has access to is beyond idiotic.
Then, for the sake of clarity, what exactly is bunker guard missing? I’ll go ahead and assume its HP since it lacks nothing else, unless you’d be kind enough to elaborate.
If its HP is lacking, a minor buff wouldn’t be out of the question, but naturally, something would have to be done about all of the active sources of damage mitigation and the ample sources of stability/stunbreak. A bunker guard can still hold off a 1v1. If the bunkers gets focused, he dies, but slower than the rest. If the enemy coordinates CC, runs through all of your stab, blinds, blocks, stun breaks, staff ward, RF, etc and manages to down you, they deserve the kill. If you believe that, for some reason, you should still have a chance to survive two well coordinated players without any sort of backup, then you’d be the incredibly idiotic one.
Most of the DH QQ is coming from this trap but people don’t know it.
I dunno i see QQ on everything about DH these days. In fact most Medi DH dont even take the procession of blades trap.
People don’t know what they’re complaining about though. A primary complaint is the insta kill traps. Its procession of blades that’s doing the “insta killing”. Sure, medi trap probably doesn’t take procession of blades (although it should IMO), but its still a valid point that it does too much damage for a single skill. This point is further driven in when you consider PvE based game modes like stronghold and how bosses aren’t made to react to these things.
<Swaps to pitchfork and torch weapon set>
Aren’t pitchforks two handed?
Not if you’re a norn.
The changed mist form to aoe life steal. People swapped cuz they can’t crutch on it anymore.
Hm, they’ve got a month to smooth out all of the kinks before our first league. Guess this month is the make or break for GW2 PvP lol.
They should bring gems back. That’d solve soooooooooooooooooooooooooo many problems.
Link?
/15char
Procession of blades shouldn’t get a nerf. Its damage requires the target to stay in the trap during the whole duration of the animation. The only way this trap is viable is when coupled along with dragon’s maw that holds the target in place during procession of blade’s duration assuming the target doesn’t have stability.
Well, this is nerf is actually meant to assist the general balance. Mind you, I’m no DH hater (I only play guard and thief), but its quite obvious this trap does a little too much damage as a utility. It outclasses every aoe and every single target skill in the game by a good margin, save for probably fist flurry.
Sure, you can say that like 100b, it requires a setup, but 100b barely cleaves whereas this trap is a whole 360 aoe. I’m down for strong skills, but I don’t agree with one guy being able to press 3 buttons and instantly end a team fight. Read carefully, A TEAM FIGHT. Shave the damage so it matches WW (it’d still be hella strong, mind you) and I promise that there would be a substantial decrease in QQ.
Most of the DH QQ is coming from this trap but people don’t know it.
Chrono can shatter twice, but the combo is long winded and too telegraphed. True shot does the same damage as WW, but rather than a build up, its fired all at once but can be LoSed and easily dodged. Bunker guard is probably one of the best equipped classes to to avoid repeated true shots. Scrapper is D/D ele 2.0. Rev’s sw3 really needs to have a CD or energy cost increase. You’ll never see a berserker, let alone a rifle berserker, so gun flame isn’t an issue. Daredevil survives off of remaining mobile. You can’t properly contest a point as a daredevil, nothing new there. Tempest is eh. Druid is laughable DPS. The only two you’d honestly have issues dealing with are reapers and dragon hunters, but these two classes are classes that your roamer should look out for. If he catches the DH before he reaches the point, that’s basically GG for him since he either wastes all his traps off point or tries to keep running and probably gets rekt. Reaper, like base necro, is still kinda slow. If your roamers stalls him off point, it’ll be forever before he reaches you.
I honestly don’t see THAT much of a DPS increase that’d 100-0 you instantly.
Guardian, regardless of build, sustains off of his abilities. If you got stealth ganked, there’s not really much that can be done. If you got ganked by two people you saw coming, that’s a l2p issue.
It’s not a L2p issue at all. The health pool is and has been to low for the class. Anet refuses to tackle the core issues with guardian with the multitude of patches that have hit.
You can get stunlocked or randomly interrupted so much now that we can get one shot even just by a DPS DH. It is beyond dumb and has never been so bad.
Did bunker guard work before HoT? Because if so, then it is a l2p issue. If HoT brought about ANYTHING, its that everyone has much better ways of sustaining/CCing. Aside from skills like gun flame that you’ll probably never see at a high level, damage is more or less the same.
If you get ganked by two guys running what are arguably the highest burst and single target CC classes in the game, what’s the issue? Do you expect to nullify their damage entirely and run around in circles? Back when people cried about minstrel, the commonly repeated counter was “bring two dpsers and focus”. In many cases, it didn’t work because the amulet made you too tanky. Now, though? It finally works again and matches can move forward instead of a guy rofltanking more damage than a worldboss.
If you see a trap DH jump down onto your point and drop all his traps to kill you, you can either concede the point and assist another location OR (just an idea mind you, I haven’t played many tourneys) your +1 roamer keeps tabs on the people who’ve died and watch for possible plays. If your roamer is good, you shouldn’t have an issue getting ganked, but that’s just my nameless self speaking.
Also, about the random interrupts….. As sayian listed, bunker has ENOUGH sources of stunbreak and stab.
Haven’t really thought about the implications at all, so this may be a stupid suggestion, but could you give the Lord the same 95% damage reduction that pets have in PvE when they’re not specifically being targeted? It seems to me like the Lord is going to happily stand in any high-damage AoE, not just Traps. If you force players to target the Lord while using these skills, they remain effective when you’re focused on the Lord, but you can’t just drop them under the Lord’s feet and forget about them while you go to stall out the opposing team. Also seems simpler to implement than AI improvements.
This is a good idea.
Also, OP, the same thing can be achieved with necro wells (even more so since they can go lich to push the damage even further). The only trap that needs a shave in damage is procession of blades. It does more damage than 100b AND is an fully fledged aoe. I guaruntee you that if this gets about a 20% or so nerf, you’ll find DH’s on point trap bombing pressure to be a lot more manageable.
(edited by SlayerSixx.5763)
Woooooooooooooooooh the necro. You’re taking your class too seriously man.
I saw very good dh beating every one
If you recognize him to be good then what’s the issue? A very good player at any class will beat a lot of people, this is to be expected.
Also, dodging/going at range enough not to trip the traps but still allow you to efficiently deal damage are still the most reliable measures you can take and apply to almost every class/build. You can further go into specifics with particular builds and etc, but that’d take far too long for any discussion not guaranteed to take you anywhere.