Then we need at least 5 bosses in same room.
Bosses need to have something to prevent cc-locks.
If the bosses represent the different classes in the game, they will get anti-CC powers.
The reason for this seems simple.
Lazy/inexperienced/time-efficient guildmate x wants reward without doing dungeon. Two or more other guildmates make PuG, kick someone before last boss, invite guildmate x.
Remember everything anyone here says is an opinion, and no opinion is better than others, whether majority or minority.
I’ve posted my suggestion, perhaps in negative wording. Here it is in more positive words:
Bosses should have no immunities and no mitigations. That is all.
Just hang in there until we get some more weapons and in the mean while, the scepter is a fairly decent weapon.
I lolled. After all the positivity in your post, you caved on the last sentence! You suggest that it’s inevitable that we will get more weapons! Newsflash: it isn’t. That’s why the posts are happening (the “hating” as you put it), and are likely to continue to happen until the Guardian does get some ranged attention.
Animus.6073We have been making cases for your argument in the Guardian forums; I’m glad you brought it to General where it might actually get some attention.
Ironically, this post looks silly now that some jerk body has moved it to the guardian forum.
“It was on display in the bottom of a locked filing cabinet stuck in a disused lavatory with a sign on the door saying ‘Beware of the Leopard’.”
Anyway, as I’ve said elsewhere, I don’t mind the changes.
(edited by Moderator)
Please make this a priority.
Svarty,
This means retaliation should be used as a counter in specific situations, rather than a constant. In the same way Aegis is a good counter to stopping big hits, Retal should be a good counter to punishing repeated/multiple hits. The patch notes reflect an ongoing effort to make Retaliation a situational boon rather than something you leave running permanently.
Thanks for this reply. I wonder, though, if a warrior is doing his OP (no debate, it is) spinny thing and I fire off the retaliation boon to try and counter it, what happens? I take the full whack and die and the warrior walks away with a small dent in his HPs from the retaliation. I just don’t see how this can possibly be a counter to multiple hits.
I don’t mind the nerf, to be honest, it won’t make me any less capable (I’m already the worst player in GW2!) =D
20. That’s: Twenty.
It’s ironic in the extreme that the power of the individual to do multiple tasks is being espoused now by the same conservatives who are supposedly proponents of Adam Smith who introduced us to the modern production line via “the division of labour” (i.e. roles).
It seems obvious that as more and more demands are placed on the worker, his ability to juggle multi-tasking and “fit a single role” is diminished.
I believe we need the developers to decide which of these they want us to be able to do and give us the full tools to be able to do that thing. In GW2, I feel we have been given tools that do not allow us to do what they want us to do. As I mentioned elsewhere, we should not have to deal with bosses who have immunity, mitigation or resistance to control in a game where healing & tanking is replaced with control.
Be ridiculous. Ridiculous is FUN!
At least we have Hammers <3
Not for long, if you keep blabbing. Shhh!
Here is the section of patchnotes that intrigues me:
We are moving towards retaliation being more of a counter to taking many hits
What does this mean? That retaliation will be somehow buffed to allow us to take those hits? Because at a meagre 13.4% of the damage being done back to the caster, and us still taking the full whack, we still die loooong before they do.
That’s not a counter to taking many hits at all.
Here’s the irony: you have to take 7.5 x your health pool to kill someone with the same health pool (lowest one in the game, so probably still won’t be dead) as you using retaliation. It’s rubbish!
I agree with the OP. This class feels pointless in a game that is all about staying at range, dodging and kiting everything.
Here are other gripes:
1) The base health pool should be higher. The guardian’s base health pool is equal worst of all classes,
2) i) Active defense would make sense if cooldowns were shorter and powers lasted longer. I often find myself with no more powers left to activate,
ii) People don’t do combos because the fields are gone before they get chance to. Any combo seems to be randomly fired. People don’t stand in symbols to get heals because they are too busy dodging and kiting or they can’t get across the battlefield to do it before the symbol is gone. I often find myself with no more powers left to activate,
3) Heavy armour doesn’t seem to have any more effect on incoming damage than light.
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I tried to like your post but it seems to be broken.
I’m a mesmer running a 30/30/0/0/10 build
Want to know something silly?
I die last and last longest, while dealing the most damage.
It doesn’t get more simpler than this: L2P Scrublord
I think your example only shows how powerful the mesmer is. The guardian is very difficult to play.
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The “standard” way of doing the Magg door explodium thingy appears to be to work-around the seemingly impossible battle by sending people into the room to stay alive as long as possible.
It works like this: Have two people enter the room and run around trying to last as long as possible. The other three people wait at the entrance to the room, and when one of those inside dies, the next person enters. This keeps the event going while the dead guy runs back. Rinse & repeat.
Every 10 days, the same thread pops up.
This is because it’s still not fixed yet.
I agree. It should be possible to do all of the encounters without dying. Some encounters are being completed SOLELY by utilising the “die and run back” mechanic because they are too difficult. There’s one such encounter on Magg in CoF where people say “3 out 2 in”. This means 3 people wait outside the encounter wait until one of the ones inside it dies and then enters, to keep the battle going while the previous person runs back.
I think a LOT of encounters need to be made predictable or comprehensible, lowered in difficulty or tweaked in another manner. At the moment, there are too many random 1 shot kills from bosses, or attacks that can’t be evaded enough, like the two guys who breathe ice in Honor of the Waves.
They’ve taken away all the tanks & healers and replaced them with control/support that can’t control/support because the bosses still have the “immune to/mitigates control” buff from the tanks & healers system. In addition, I’m struggling to identify the support pillar, frankly.
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Wall of Reflection keeps kiting down, sometimes. When it’s not on cooldown.
I like spirit weapons, but you need to be always attacking something or they “are off in la-la land”. As (it seems) with every skill, the duration is frustratingly short especially when the enemy is at range. And they use up a skill slot that could be a “Retreat!” or “Hold the Line (love isn’t always on time)”.
We have a loyal but vocal group of people, like Ynna, on the Guardian forum who have no problems playing the class. I applaud their ability, and I appreciate any and all tips that I can glean from their posts. I would like to read more than “guardian is fine” over and over, though.
I’m amazed to read such positive comments about guardians. Mindboggling!
it would give you a whopping four out of five weapon skills that provide some form of healing!
But really, not really. I mean, 300 healing isn’t really cutting it when you’re taking thousands and thousands of damage anyway.
Kiting is the only way. This non-heal, non-tank system is flawed.
Is the third iteration of the HAMMER’s power 1 (Symbol of Protection) supposed to cancel if you move to the side while using it? I struggle to get it to cast.
I like the focus. Maybe they should swap both powers.
I would like the option to move abilities between weapons, that would make the game more interesting.
I would like to see less frequent 1-shot kills from bosses in dungeons.
Because its fun to have a challenge, but frequent 1-shot kills are too “unforgiving”. Additionally, I feel the dodge limit being set to 2 isn’t enough to deal such harsh circumstances. 3 would be more acceptable.I would like to see bosses fight more intelligently, more dynamically, more lively… For example, they could run and jump away from players for a few moments, instead of relentlessly pursuing players in a bee-line.
What do people think about these unforgiving (harsh) dungeon experiences?
I agree entirely, and commend you for the lack of ranting in your post.
I just completed Story Mode of Honor of the Waves and it is simply very very boring and not fun to keep running back from the spawn because I get 2 shotted by The Huntsman.
In addition, I think that Jon Peters comments on Death and the Downed System are worthy of note: http://www.tentonhammer.com/gw2/features/interviews/death-and-healing
Being downed and then instantly finished off makes a mockery of the downed system, and is not fun.
Because healing is replaced with the “Damage, Control and Support” system, I note that control is reduced on boss mobs. This negates a key pilar in the new system and thus the whole idea of new non-“holy trinity” oriented combat mechanics collapses. Because healing is gone, bosses must not negate or mitigate ANY of the combat mechanics. This is a fundamental design mistake. A schoolboy error on the part of the developers and they should hang their heads in shame and stand on the naughty step for 10 minutes each, promise not to do it again and fix it ASAP.
Please analyse which classes are winning 1v1s in WvW. It appears, to me, that certain classes are winning more than others.
Does Retaliation make it so you don't take damage for the duration?
in Guardian
Posted by: Svarty.8019
I don’t mean to sound whiney, but specifically making a build to wait for someone on 20% health to attack me doesn’t seem like a reasonable way of playing, regardless of how fun it might be if/when it does happen.
Does Retaliation make it so you don't take damage for the duration?
in Guardian
Posted by: Svarty.8019
Retaliation is a boon which reflects some incoming damage back to its source. Damage returned is fixed per level and scales with power, increasing damage by 1 for every 13.4 power. At level 80, base damage is 267.
From the official wiki:
http://wiki.guildwars2.com/wiki/Retaliation
1/13.4th doesn’t seem very much. It’s certainly not enough to kill a Warrior, so I’m calling bull on Mr Wizardauz’ comment:
I’ve seen warriors kill themselves with their own Thousand Blades. Its quite hilarious
While I appreciate a good keep defense, I believe the reasoning behind the attack mentality (zerging, if you insist) goes something like this:
1) Siege has a cost (of some form, be it tokens, cash or time invested doing the jumping puzzle),
2) You can attack (and win) against undefended keeps without siege, where defending without siege is mostly futile,
3a) You only get reward for defending IF the enemy ever attacks and,
3b) By attacking, you control your own destiny and are not waiting for enemy to attack.
All of this can be contrasted with the problem that getting a keep upgraded and ready for flash-defense (i.e. you get enough time to arrive at the keep and to man the already set up siege gear) takes time and it’s not fun to run back and forth from a siege camp.
Couple this with the low reward for defending and you have a recipe for zerg.
Thanks for all the advice in-game today, Dnias. And thanks to everybody else trying to help me play just a little bit better.
Thanks for those tips, they are awesome.
I’m still struggling 1v1. Necro killed me in 20 seconds. Nothing I could do to stop it. I did about 10% to their HP bar.
I’ve not done a full setup yet, but I wonder if Virtue of Resolve is affected by healing gear. If so, it might be worthwhile investing in some equipment which takes advantage of this effect, I think that’s what the developers had in mind with the class, though I suspect that the huge DPS of other classes will completely negate any self-heals we can pump out and that +toughness and vitality are our only options to counteract the awful base hit points we are handicapped with.
My guild tried Tzark and we couldn’t put out enough DPS to down the spawns in 8 seconds, we could only manage 10 and that was at the start of the fight with all of our powers off cooldown. I think it’s bad design to tell us you don’t need special classes to do it and then punish groups without enough DPS.
Voltric.6920o_O
Also, are you a geared lvl 80 guardian?
Are you? What gear did you get? I don’t want to get the wrong stuff. I need to know how to be like you, an invincible guy. What are the secrets?
Voltric.6920
The class is perfectly viable in WvW. Rather, the guardian’s problem is that it requires MUCH higher base hit points.
I don’t believe this is the issue. To me, everything is fine as is. If they gave guardians more base HP, guardians would definitely be op. I’m already near un-killable in small scale skirmishes.
Tell me your secret. I got jumped by a single thief for 16k damage in 5 seconds (Trick Shot + Cluster Bomb = Dead Guardian. I had literally no time to cast any of that stupid active defense. 100HP heal when I use a mace doesn’t really do much against that kind of DPS). How can it be so different for you? I need more base hit points, why don’t you?
My 53 Human Gaurdian is my main chararacter. He has been a lot of fun to play, for the most part but there is a big problem. He is useless in keep and tower defenses. I am uable to put any damage on the enemy while defending a tower or keep and there is no credit given for support. My gaurdian has essentially no ranged abilities. The staff should provide better ranged capabilities but it doesnt.
I don’t mean to sound like a jerk, but you can mitigate Arenanet’s failure by taking “Consecrations are ground-targetable” trait (although the range of 900 needs to be increased, Arenanet. Stop giving us kittened shiz!), tome of wrath and torch and blast the door with those 3 if someone is attacking. Also, you can use wall of reflection to get arrows to hit them back.
The class is perfectly viable in WvW. Rather, the guardian’s problem is that it requires MUCH higher base hit points.
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I don’t think it would be game-breaking to put a combo finisher on each weapon. It’s not as if we can use more than one at a time anyway.
Imho, the description is so vague, it should give you the boon on passive virtue. It’d hardly be gamebreaking.
Shield is lacklustre, could use a real block/aegis mechanic and tends to lose out to Focus in general play.
Give me boring over kitten anyday.
The guardian desperately needs this.
I’m surprised that so many people don’t like renewed focus.
With 5 points in radiance and 5 points in virtues, I can blind all enemies around me and set them on fire and grant stacks of might to allies, then
snip
Then you can wait for rez. You’re dead by then. Guardians can’t take having all enemies around them.
The reason I am very very against Longbows as an amazing offensive range weapon for guardian is because I am against anything that pulls the class towards becoming Warrior #2.
The thing that makes guardians unique is their utter lack of HPs. Why deny us everything else, too?
I think Tesq means …
Guardian is not “amazing” and that:
[There] SHOULD BE [a] DIRECT [counter] TO THIEF SKILL THAT CAN DO 19.8K OF DAMAGE.
People who say shields are bad are crazy.
The things you list are crap. Go and look at what other classes get.