I had to agro (hit 2 training dummies so they turn red) first then I could tab target between them.
Yeah got it working first try ;-) I feel like an olympic hammer thrower
interesting, was able to recreate it too and I get the added bonus of being stuck in a whirling wrath animation while I walk around…. :p Good catch!
on a side note, oh thank god a dev looked at the guardian forums!
ah nice! the infi-spin bug returns… now my preferred method of travel around lions arch until it gets fixed
ah good catch – I failed to recreate it in the mists this morning, didn’t think to try switching targets mid-cast
Didn’t you get the memo? Guardians are “OK”
Anet October 29th Patch Live Stream“ All classes will be seeing major buffs: Warriors, Mesmers, Thieves, Rangers, Elementalists, Warriors, Engineers, Necromancers, Warriors and that other one…. the one with the blue bubble things…I forget the name. ”
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it almost works switching all 4 pulses for blasts instead. But I think you’d have to double the skill CD at least ( to at least 40 seconds ). It would add some interesting versatility.
Fire Field: still 12 stacks of Might ( but the duration is doubled to 20 secs, hence a longer skill CD is necessary )
Light Field: 12 seconds of AoE Retaliation
Lightning Field: 20 seconds of AoE Swiftness
Poison Field: 20 seconds of AoE Weakness
Smoke Field: 12 seconds of Stealth
Ethereal Field: 12 seconds of Chaos Armour
Ice Field: 20 seconds of Frost Aura
Water Field: 5280 AoE health.
The Water Field is the biggest issue – The devs probably wouldn’t go for that much AoE healing from a single skill – even with a big CD.
oh well
Hallowed Ground since the patch is pretty good at boost the DPS of hybrid/support builds:
3x Hammer Blasts in the fire field now gives 9 might stacks for 24 seconds ( minimum ).
Stability is applied 11 times proc’ing AH 11*{Number_of_Allies} – so with 5 allies that’s 4-4.5k (Master of Consecrations) of healing for yourself over it’s duration without investing in Healing Power.
I’m currently experimenting with something quite similar to the Balanced Meditations build there – except I’ve been taking just 5 points in honor and taking Powerful Blades in Radiance for 5% extra sword damage.
Prior to the patch my favourite was 0,30,30,5,5 with Perfect Inscriptions the Signet Heal with Perfect Inscriptions AND Purity for a lot of passive condi removal to help against the glut of condi classes…. now that has been nerfed to the ground so RHS is a better option.
As I’ve said in other posts, the biggest issue I have with Focused Mind is it forces you to drop Purity.
It works ok for a triple meditation build, provided you are fully traited to take advantage of it.
With Meditation Mastery it’s 26 seconds of Fury a minute – and with a full DPS build 4 seconds is enough to unload your initial burst.
My biggest gripe is in that scenario you have to drop Purity which means even less condition removal for our already hugely reduced/nerfed condition removal “arsenal”.
Another thing that annoys me with the patch is that Signet Mastery with Signet of Resolve was always meant to grant you 2 condition cleanses every 10 seconds, but I’ve tested this in the mists and it’s just 1 condition cleanse every 8 seconds now.
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Issue is VoJ is too spammable with Renewed Justice so you’d probably want it to trigger on any Virtue but give it a 10 sec ICD
self: 7825
allies: 5925
Check Here for more detailed stats ( I’ve changed the HP to 1300 for you )
Not entirely correct.
The patch notes stated the base heals to allies was doubled. However at level 80 this seems to be an increase of 93%, not 100%.
The healing co-efficient was increased to 0.4 ( from 0.2 )
note: the self heal still has a co-efficient of 0.2 and a base heal of 1305.
With 0 healing power, allies with receive 5×665 vitality over 2 seconds.
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Added example videos of Purging Flames and Signet of Resolve issues.
Hi there,
The last patch fixed a lot of long standing issues, which is great!
However, here’s a list of all the issues I’ve noted since the October 15th patch. The links go to the relevant Guardian issue stick thread section.
All of the below appear to be irrespective of game mode/location and race.
New issues recorded since Oct 15th Patch
Skill Issues
∞ Link Purging Flames only removes 1 condition on activation.- ∞ Link Signet of Resolve does not remove 2 conditions when traited with Perfect Inscriptions ( reduces cleanse time by 20% instead – so 1 condition every 8 seconds, instead of 2 conditions every 10 )
UI Issues
- ∞ Link Virtue of Resolve/Battle Presence when traited with Absolute Resolution does not indicate 25% passive healing bonus
- ∞ Link Master of Consecrations displays tooltip duration twice for Sanctuary
- ∞ Link Indomitable Courage does not show reduced passive recharge for Virtue of Courage
- ∞ Link Wrathful Spirits does not reflect 50% damage increase in the tooltip
- ∞ Link Permeating Wrath facts are not reflected in Virtue of Justice’s tooltip
There’s also about 21 additional issues that are still unresolved from prior patches.
Cheers
=Tarsi=
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CHANGES
2013-10-18_____________________________________________
- Fixed: Perfect Inscriptions now correctly displays passive signet effects
- Fixed: Pure of Voice now only removes and converts 1 condition as intended
- Fixed: Toolbox flame effect now syncronises with Supreme Justice traited.
- Fixed: Master of Consecrations now displays correct duration/cooldown information in tooltips
- Fixed: Shield of Absorption no longer displays dome ad infinitum when placed in auto-attack mode
- Fixed: Signet passive effects will now apply upon entering a PvP zone.
- Added: Virtue of Resolve/Battle Presence when traited with Absolute Resolution does not indicate 25% passive healing bonus
- Added: Signet of Resolve does not remove 2 conditions when traited with Perfect Inscriptions ( reduces cleanse time to 20% instead )
- Added: Master of Consecrations display duration twice for Sanctuary
- Added: Purging Flames only removes 1 condition on activation most of the time.
- Added: Indomitable Courage does not show reduced passive recharge for Virtue of Courage
- Added: Wrathful Spirits does not reflect 50% damage increase in the tooltip
- Added: Permeating Wrath facts are not reflected in Virtue of Justice’s tooltip
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HG is also up to 5k (with 1k HP) of altruistic healing if you like to build that way
Mesmers got to have a day of glorious fall damage bombing – perhaps we could have a day of Zorbing with Shelter
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with 100% chance, a shorter ICD and have it work on any weapon then it might be worth it.
Right now all I use it for is chilling my beer, and that doesn’t work well because Mighty Blow keeps smashing the bottles.
:DDD now we’re talking.
the new meta:
chuckle, you silly guard you
walking sanctuary + leap of faith – I’d love to see that in a zerg
Mercy is commonly used by Guardians to revive keep/castle lords if they’re the only one there with the ability to do so while stalling for a late response force. It’s not widely known that it works because nobody triess
Ah interesting… I have tested it and failed in the past – but then it was always a little buggy so I may have just been unlucky
Has anyone tested if it will rez defeated players now? ( the fact it’ll rez a Lord implies it might )
They really should go for a full skill split with tpvp – that’ll let them create a balanced and stable “e-sport” environment AND let them inject some fun into WvW/PvE with more frequent and balance cavalier changes.
I suspect there’s some technical reason for them not doing this already. ( perhaps simply a matter of expense for testing ). I’d certainly welcome them mixing things up more frequently outside of s/tPvP – it’ll make a more dynamic gaming experience
Well that’s the big problem with the guardian – how do you buff it effectively for one game type without making it overpowered in the other. It’s one of the reasons it has been a stagnant class for so long
It’s a legacy from early beta – it means 322 health over 3 seconds – in other words 107 per second
Seems to work now.
Vizunah just steam rollered our Keep on EB, but I was able to test Signet of Mercy – and rezzed the Lord at 900 range.
Warrior’s Battle Standard rez by comparison is 600 with a much bigger cooldown.
The downside is ofc we have to sacrifice a precious utility slot to do it.
Attempted to test Hallowed Ground’s boon duration with my boon duration build and I don’t see any increase in both my stats or the buff I am applying. Confirm?
I did see a difference in the Mists – Are you close to 100% boon duration with your gear already?
You won’t notice an increase if you’re hitting the cap. Also make sure you don’t test using Focused Mind’s Fury – it doesn’t seem to get affected by duration runes currently, so perhaps it doesn’t get a boost from HG either
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Also keep in mind you can put a target on people without being in a group now. really helps staying on them in the sea of clones. it will need to be re applied when they stealth though.
Yeah, that’s a really great quality of life change for the solo roamer.
Signet of Mercy still works the same for those that haven’t tested yet – in other words, despite having an AoE range target ring it will still only rez one player within the circle
It still has a 3.75 second cast and a 120/150 second cooldown
Update: I managed to res a camp supervisor with it (at range, without the enemy seeing me – troll potential!) – perhaps it will work on a fort champion now?
Signet of Mercy still works the same for those that haven’t tested yet – in other words, despite having an AoE range target ring it will still only rez one player within the circle
It still has a 3.75 second cast and a 120/150 second cooldown
Well three seconds is a joke I was hoping at least 5 seconds. Six months from now they will increase it to 5 seconds and that will supposedly be come big boost to the class.
It’s 4 seconds
Purging flames incorrectly displays -33% condition duration, instead of -20% in tool tips.
Yeah, I noticed this – anyone been able to comfirm what the actual condition duration decrease is in practice?
Fed you stats into my spready, for to calculate the difference Sigil of Life makes on selfless daring in various scenerios ( not all of them realistic ):
Selfless Daring Healing Per Minute:
517 HP 767 HP Diff Notes —-————— —-———- —-———- —-————- —-————————————— Std CD 3507.27 4870.91 +1363.64 Dodge on CD w/Vigor 6430 8930 +2500 +100% endurance gain +40% Food 5511.43 7654.29 +2142.86 Bowl of Orrian Truffle and Meat Stew Stamina Sigil 19290 26790 +7500 Constant dodging with zerg Energy Sigil 7014.55 9741.82 +2727.27 1 extra dodge every 10 secs
Also:
Rejuvination: 115.02 ->130.02
Regeneration: 194.63 -> 225.88
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Edit: Why on earth is the number “four thousand, five hundred and fifty three” censored?
Heh, lol
It’s because the first 3 digits is another word for a donkey: Ass (455)
If we dont look at how much damage you do and instead look at your ability to reliably crit and have big numbers i have found that the more reliable burst i have (guardians dont have reliable burst like most other professions) the more the turn out gets predictable.
As you said, the differences between the 3 options is pretty minor – none of them are going to give you significant reliability in the damage department.
For a zerg/raid builds I would look at getting precision to just enough to ensure reliable vigor and other on-crit effects and then plow the remaining stats into power and tertiary stats ( vita, toughness or healing ).
For smaller scale, I would favour precision, since your individual damage contribution matters more
To be honest I’d need more info about trait/rune setup to make a firmer decision.
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Signet of Mercy gets ground targetting. I wonder if they’ve “fixed” the cast time and CD too.
As others have said, a skilled mesmer is hard to beat because they’ll disappear when things don’t go their way.
You have to be very aggressive and keep constant pressure on them, and that means staying on-top of them. A high dps build certainly helps, provided you’re good at timing evades, blocks and blinds
The real mesmer will be:
- The one that dodge rolls
- The one with chaos armor
- The one that isn’t standing still or moving towards you
- The one that switches weapon
- The one that’s still on fire after cloning ( if you’ve given them Burning )
- The one with passive buffs
- The one that’s using non-auto attack skills
- The one with an off-hand weapon
- Generally the one that moves/blinks backwards when a clone is spawned. ( or stays to the outer edge of the battle ). Keep your eye on them at all times.
You get a feel for it after a while. If all else fails I think you can still untick “show NPC names” in the ui options to help highlight the real one
If the clones run toward you, dodge ( listen for the blink sound, it often precedes a shatter )
If you down them, and you’re running a dps build, be very careful when stomping them, because their Phantasm Rogue can one-shot you. If the use Deception mid-stomp to clone away from you, use Judges Intervention to move to their new position
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Healer’s Retribution used to work well with Healing Breeze ( stacking 20+ secs of retal ), but the fixed in a couple of patches ago. Funny, because it was the only possible reason for slotting Healing Breeze or Healer’s Retribution at all
Darn, wish I had checked this thread recently. The healing spreadsheet linked in my sig could have saved you guys some time
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I object to turning consecrations into Asuras!
Added:
Q40 – How does Shattered Aegis and Pure of Heart work
I know focus rocks but how can shield be better than torch? Only thing I really like about shield is how it looks :P CD’s too long for a short duration effect :S
I have used the mace quite a bit but I don’t like it so I’m abandoning it
The greatsword I kind of enjoy but I like the sword better and it’s hard to trait for both of them it you want some utility from the virtue trait line + having Vigorous Precision
Shield is very handy in pvp and has lots of utility: On demand aoe interrupt/knockback, projectile defense, healing, protection, ranged aoe damage. I can’t stress how useful the instant interrupt is when roaming ( more useful than a focus, where all the damage has a big telegraph )
But is practically useless in other game modes aside from a few edge-case dungeon/fractal encounters.
You’re not going to get much mileage out of trying to improve mobility with a hammer – you really need to focus on control options.
My preferred hammer meditation build has hydromancy sigils, bane signet, ji and a sword and shield ( or sometimes scepter ).
People often cite using RoW + JI as an opening combo, but you can also teleport with Zealot’s Embrace or Bane’s active to extend their range ( Bane+JI = ~2400 range knockdown which can do a couple of k damage ) or to get you close to unload your burst while they are immobilized.
Hyrdomancy helps keep them in place once you have engaged them in melee ( and it does reasonable AoE damage too ).
I tend to save RoW for midfight when I know they’ve burned stability and they might be considering a retreat.
Shield #4 (if you are quick) and Bane can finish off a fleeing foe.
Shield #5 is a great interrupt, and along with Hammer#4, good for knocking thieves out of Refuge/off point.
If you can keep the opponent at medium-short range, the hammer’s excellent AoE/Symbol damage + small Mighty Blow leap should help keep you in combat range.
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and last time i checked, you need to be in combat for it to kick in. (or is this changed now and the display is just bugged?)
Nope, it still works that way: FAQ#2
We all know the Pet system is generally broken in gw2, so it might be interesting to see spirit weapons become like Ele conjurations ( without dropping the copy )
You can equip a spirit bow/gs/hammer/sword+shield for a minute – the auto attack remains the same as the non-spiritual counterparts (and perhaps most of the other skills too ) but one of the weapon skills is the same as the spirit command and sends the weapon away from you as a ranged attack (ie knockdown, healing rain, weakness, aoe damage).
I’m not going to tax my brain in the morning to work out what kind of skills the bow might have, but I guess cleansing should still be one of them…
I just want to point out that the bug only actually converts 1 of those conditions but 2 get stripped. Source – fixing this is fine for sPvP but bad for WvW
or 3% and cap it at 5 boons
Is he naked?! :-O
Apparently I’ve had my nose to far in the TP to take notice, but is that the actual name of the weapon stat in the game? Wupwup!?
Don’t feel bad, it took me a while to work it out too, was trying to think if it was some variant of Wuvwuv:
http://wiki.guildwars2.com/wiki/Wupwup_Celestial_Inscription
http://wiki.guildwars2.com/wiki/Wupwup_Chief
All ascended weapons are named after NPCs
While in GvG it is important to run a spec that gels well with the entire raid make-up, dismissing the hammer seems a very odd decision.
It has far more raid utility than a gs, superb frontline aoe dps and effective CC that either breaks the momentum of the opposition or forces them to blow their stability, as well as a reliable source of blast finishers…and then there’s the symbols…
edit: Didn’t see that Birdo had basically said this already ;-)