Added:
Q38 – Added duration of Inspired Virtues boons
sounds like he could kill two stones with one bird, or cut a hot knife with butter
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Anyone have favourite DPS foods and consumables?
We have truffle steak dinner for max damage output, provided there’s a steady stream of kills ( +200 damage for 30 seconds on kill, +10% crit damage )
Lemongrass poultry can mitigate Unscathed Contender’s damage falloff when you health drops somewhat. ( +200 damage when health below 50% )
Sweet and Spicy Butternut Squash Soup as a steady middle-ground. ( +100 power, +10% crit damage )
Either the sharpening stones or the maintenance oil to makeup for whatever you build is lacking in.
Sigil wise on 1-handers Force and Night gives +15% damage ( but be sure to switch to accuracy during the day ).
and of course stack bloodlust ( or in some cases perception ) on alternative weapons.
Personally I prefer hydromancy, despite the damage loss because it helps you actually land a lot of your hits.
I should have added a note to the spready – I factor in animation times for auto attack skills and dodging, but not for anything else.
no worries, I have to search for it a moment too sometimes – perhaps I should use the abbreviation FAQ, it might make it more obvious
1750 blast heal with 1600 hp. It about 1300 with none. U can look up the formula on wiki whenever ure not sure. Blast scales pretty badly. Ure probably thinking of the leap finisher.
afaik the leap has the same formula as the blast ( minus the AoE effect ofc )
I’m a little confused here, what do you mean by combo invulnerability from symbols? That must be some sort of hidden trait that I’ve never seen.
Don’t be pedantic ;-) yLoon means vulnerability ofc
The only way I know it’s damage has been nerfed recently is the “unbugging” of Blind Exposure, so you can no longer stack +%15 damage via vulnerability with Leap of Faith ( now just 3% ) – well short of a 25 damage decrease though… ( even if you are also referring back a year to the cooldown changes to Symbol of Wrath )
Have you seen this thread?
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Where do you get the rune of the monk, I’m not seeing it on the trade?
You get them from doing AC dungeon runs ( in exchange for AC tokens from the dungeon vendor in LA ).
Or you can toss a couple of thousand rare rune stones into the mystic forge and hope you get lucky ( I got three with this method )
Note: Or you can toss a couple of “THOUSAND” rare rune stones into the “MYSTIC FORGE” and “HOPE”
Man, I wish I could do bright red letters and make it flash on this forum
Hope would be a good fit for such use. Of course I’m teasing and all, but the thousand and hope part made me giggle a bit. I’m not a huge fan of the forge after it eating 500 or so shields now without passing me a precursor
It’s not quite as harsh as other RNG recipes – you have 1 in 10 to get an exotic ( and therefore a 9 in 10 chance of getting another rune to toss into the forge ). During my quest for 3 monks I also got 3 divinity and 5 scholar runes + a LOT of exotics in the 2-3 gold range. Ironically I got lots of non-tradeable magic find runes which I ended up vendoring – this was just before they announced the change in the magic find stats.
While I did spend about 100 gold on the process I got about 80 back, so in the end 3xmonk for 20g which you may or may not feel is worth it ( depends how much you hate AC ). I really only recommend it for someone who really doesn’t want to do dungeon runs.
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Where do you get the rune of the monk, I’m not seeing it on the trade?
You get them from doing AC dungeon runs ( in exchange for AC tokens from the dungeon vendor in LA ).
Or you can toss a couple of thousand rare rune stones into the mystic forge and hope you get lucky ( I got three with this method )
The wiki is incorrect in that the guardian description for VoR: http://wiki.guildwars2.com/wiki/Guardian links to Regeneration, rather than Rejuvination ( about 40% weaker ).
Let’s not forget VoR’s active either which pretty powerful when spec’d into Virtues and/or AH
ok 1800 * 1.07 WvW bonus is 1926 (assuming Piken has a similar bonus to SFR atm) – which explains my confusion, since I was testing in the Mists – phew
( oops, Piken has overtaken SFR, I’m going to have to stop slacking and login )
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mmm Is the wiki wrong? there it states empower is 1500 + 1.0 * HP(300) which would be 1800.
edit: uh wvw bonuses perhaps?
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Yup there are various unblockable/unreflectable attacks in the game ( most are intentionally so ) – it’s hard to say whether this is the case here.
Can I ask a favour and ask you folks to confirm those number ingame – the reason I ask is because your numbers don’t tally with the spreadsheet I’ve been revamping recently, so I’d like to iron out any calculation issues or missing variables I might have.
Should be covered in FAQ Answer 32
ymmv – still haven’t completed all traits and applied AH calculations to everything ( although I’ve done it for VoR ), and I haven’t done a proper proof read so it might have some calculation errors
If you download the doc you can edit the settings at the top to tweak your trait assignments, group and gear composition and HP
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I’d say it’s partly ping, partly the skills themselves.
Sword 3 really has to be preceded with CC to be effective ( unless you’re using it to absorb ranged attacks ) – one trick is to activate #3 and then immediately use Judges Intervention to teleport on-top of your target, cooldowns permitting.
Hammer 3 is slow and telegraphed and easy to dodge ( again, unless coupled with JI )
A bad ping will compound the issue – have you tried Battle Ping or something equivalent?
I moved from high tiers server 3 times now and now we are in T1 again and we are in the process of moving again due to ques.
Same story here – was wondering if I would see you in the field while you are on Piken though ( probably when your hammer cracks my skull open )
Zerker is a safe bet, since you have the other bases covered.
You can mix in a couple of bits of Assassins pieces for very marginally improved DPS in a glass cannon damage build, but that’s just overcomplicating matters in a majority of cases.
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2013-09-04_____________________________________________
- Remove Protector’s Strike infinite block bug (2013-09-03 patch)
four break down posts should be enough, will delete the extras later…but taking a break for now, will update the rest today or tomorrow…..unless someone else wants to help do the work? no? …. ;p
I may go back over what I already did and add heal percent per second, to include ability cooldowns to compare with healing over time effectiveness… blah more work, why do I make this game so complicated??!
I have a half finished spreadsheet of healing per sec / per minute calculations against various skills and traits – I can try and dig it out and update it if you like ( might take a couple of days )
Changelog says the skills will be updated following the patch too
Excellent comparison.
You missed some group heals: Selfless Daring, Shield of Absorption (2nd sequence) and Orb of Light (both sequences) – and you have other sources of regen from Inspired Virtues, focus#4 and mace#2
It can be quite hard to quantify the synergies between traits and skills though – the classics being Altruistic Healing coupled with Empower or Hallowed Ground, or Merciful Intervention and Monk’s Focus
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Here is my latest achivement
Full celestial armor with 3*monk and 3* water, celestial weapons with accuracy and energy in OH.
Celestial amulet and rings, berserker back and accessories.
0/5/30/30/5
That does actually look pretty darn good.
I’ll have to be less slack at converting my crystals each day so I can finish a set
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Yeah funny with the spirit weapon build. One of the weaknesses of skull crack builds is that it is very single targetted, so using ranged weapons to keep them occuppied is viable ( i suspect it’s more a case that no one is used to fighting them more than them being effective ).
You basically need to equip for blinds, blocks and stabilty. Sword tele, GS leap, focus 5 and trait for VoJ spam. Traiting into virtues for stability and make sure you have stun breaks.
Failing that running Melandru Runes can knock a second off the stun duration allowing you to dodge much of the burst and outside of sPVP you can also add roast lotus root for a total -65% stun duration making skull crack much less effective, even when they have paralyzation sigils
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How is the detonate anything like a blast? I can see some kind of argument for the skill itself but not the detonate.
Well… it is a detonatation. It certainly resembles a blast more than Warrior and Ranger’s warhorn 5 does…
More so than Focus#5’s blast too
To fix the condition meta a bit, make shield #4 transfer (N) conditions giver style, where N is the amount needed to fix the meta conditions issue for guardian.
Bahahaha. I love it.
Gets my vote – I say give all conditions – then SY followed by Shield#4 will be the new meta
OK, using Spirit Weapons against the Warrior NPC in the mists, and using the shield bubble as a crude range measurement and teleporting to the Sword when it’s at different distances from the Shield:
- AoE appears to be centred on the ally target although visually the guardian fires a cone through the ally ( the AoE is actually 360 degress )
- Shield gets no healing if I TP to the Sword at the edge of the bubble.
- Shield gets healing if I TP to sword when it’s just inside the bubble.
- Shield bubble is 240 radius ( compared against Symbols with Writ of Exultation traited )
So to answer your question the AoE heal appears to have an approximate radius of 240. I’m fairly certain it’s not more than that, although potentially it could be lower ( minimum 200 )
Should be able to improve the accuracy if/when I can get some guildies to help test it.
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You know what size the Merciful Intervation AoE is?
Pretty sure it’s very small, like 150 radius or less – but I will see if I can find some way to approximately test it
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Are you saying shield 5 should be a blast finisher instead of a combo field or in addition to? Surely you meant instead of?
I was thinking when you detonate the shield bubble for healing. Yeah, and no problem with dropping the light field – the duration is way to short to synergise with anything.
Shield #4 doesn’t feel right as a finisher imho – but stun/daze fits perfectly
3 pages of updated skill facts/tooltips ftw
and shield 5 should be a blast finisher:
runes of rage are one of the best changes I’ve made to my guardian since switching from divinity runes. I lose 2% crit chance and 50 healing power and get nearly perma fury up time with SY
It’s a shame the +5% damage 6th runes is bugged like Rune of Strength. ( But I suppose you can slot a ruby orb instead )
BTW does the 2nd Rune +20% duration affect the 30 seconds of Fury you get from the 4th Rune?
Added:
Q36 – Does Inner Fire and Zealot’s Flame grant Fury.
Yeah we’re very fortunate to have so many active and knowledgeable folk willing to put in the time to create excellent guides and build documentation.
I’ve pondered on occasion why the other professions’ forums are comparatively quiet… maybe they’re too busy actually playing the game
Opening a 4th utility slot would certainly add an interesting set of possibilities
Guardians already have sports equipment covered:
OP: there have been no hints on what guardians are getting – history suggests we’ll be largely overlooked, although I’ve seen one off-hand dev comment about buffing Smite Condition.
What we would like to see is another question entirely. 2-hander Polearm, crossbow and offhand ankh would all work for me….
Really I’d be more happy to see traits reworked and skills fixed than any new weapons
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+1 for Hallowed Ground being underrated. I also rarely see it mentioned that it works wonderfully with altruistic healing builds – up to (69+0.01*HP) * 5 * 11 healing for yourself over 10 seconds if you have it filled with Allies.
Chill through wards actually sounds like a nice dynamic – a counter to the stability counter
here’s an old thread I’ve referenced in the past which has some numbers on the subject at Guildwars2 Guru
You can’t really put an exact number equivalent of toughness against a percentage defence modifier because the former is applied before damage modifiers ( like crit ) whilst the latter is calculated after – but you can certainly use them as ball-park estimates.
FAQ 30 partially answers this.
Damage reduction modifiers like Judgement and Protection are applied after Direct Damage is calculated ( Direct Damage being skill co-efficient multiplied by power and other modifiers and divided by the target’s armor ).
In your example Signet of Judgement will be a 10% reduction on 60% of the base damage. ( so 54 damage).
Fortunately Protection and Judgement are stacked additively, so it will be a 43% reduction of 60% ( 34.2 damage )
I have a short video clip which illustrates the damage reduction of these effects and how they stack which I can post if you like
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yeah the search sucks.
google tip, use:site:https://forum-en.gw2archive.eu/forum/professions/guardian torment
2013-08-27_____________________________________________
- Reworded Intro & Clarified various entries
- Removed entries marked as fixed
- Reformatted Thread
Thanks for the re-sticky Josh, I really appreciate it.
I’m restructuring the thread as we speak and will post an update shortly
oh heck – I live in sweden :P
( but thanks ;-) )
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Yup I forgot to add that Hallowed Ground will of course heal you for nearly 4k provided your Zerg stays inside, thanks to AH