Yeah, I don’t disagree Thaddeus, just seems like such a waste to build out gear and “classes” with healing traits but in the end it does little for gameplay.
Just like they removed the magic chance (I think that was it) from gear and put it somewhere else in game for all players, seems like Healing needs to be removed from traits and gear, since it does little good in the grand scheme of things.
Well I used some healing in WvW when we used to run small numbers and I know that some ppl like to run healing guild in pug zerg to keep ppl alive longer. The healing power from celestial and cleric also have a good place in sPvP. More celestial now, but clerics isn’t bad at all, especially if you don’t play competitive. I played my clerics bunker guardian for over 500 matches in spvp. There is also niche place like solo path 3 where a cleric stuff can allow you to solo the orbs. So even if healing power isn’t the best stuff in all situation, it still have a place.
I’ll just agree to disagree as in every thread it’s the same particular individuals coming in to trash talk and nitpick and quite frankly I’m not interested in more infractions.
Weird. I was in pretty heated argument over the last two years in this forums, but never got any infractions. Even if we can get pretty passionate about the game, I try to keep it respectful. I’m not saying you weren’t in this instance, but if you already had a couple of infractions you really have yourself to blame for that. (unless there is some conspiracy theory here on the forum lol).
So you got SUPER lucky, dropping 3 precursors from the Mystic Forge and throw that all out by don’t making your homework? Its a 4k sell man, you didn’t thought of looking on spidy or another website to see what were the tendance in the price of Eternity? Sorry for you, it suck but…
You gain more bandits chest from a run of bandit chest than it cost you to buy keys. (you just have to tag event as you pass by). You can run a chest farm definitively. The limiting factor is shovel, but most farming group will retake fort and defend them when its less than a minute when they come by. That way you waste almost no time and the zerg can gain more shovel.
Also if you can find map almost at breach its even more profitable. The breach+vinewrath+labyrinth will give you even more loots. The problem is that you can’t find map at breach as easy as you can find a chest farm map and you when its done once, you need to find another map. But while chest farming I’m always looking for breach map and go on them when I can. I do the breach+vinewarth+labyrinth and keep my nightmare key until I find a tier 3 labyrinth to spend my key (tier 3 give you better loots).
5th in DPS? What exactly outdamages them? Eles and thiefs maybe, but I can’t see engineers, necros, rangers or mesmers outdamaging warriors (Mesmers might if they had all phantasms up at the same time, but that is realistically almost never the case). And as you said, guardians are a bit under them as well.
Holy crap guys, keep up with the news. Warrior was 4th for like a year and it dropped 5th in september last year.
Eles and Thief are the top dps profession. Engineer was 3rd for a long time. Ranger got 4th in september with their buff and the nerf to warrior. That doesn’t mean that Engineer and Ranger are better than warrior overall. Ranger fill the same role in PvE as the warrior with offensive buff, but the warrior is twice as good as the ranger for this. And the engineer is good at giving might but not as good as warrior/elementalist, while it’s the best at giving vulnerability, but warrior/ele/guardian/thief can do the job just fine. So ranger and engineer kind of fall between two stools.
well i still want to be durable i was wondering about using mostly toughness/vit armors and using power /crit accessories to keep DPS up (im lvl 40 atm now)
As a guardian you are durable because of all the active defense you have access too. Blind, Aegis, Block, Invulnerable, Reflect, dodge etc.
toughness/vit armors are good as learning wheel. You won’t gonna know much about the encounters at first so either you gonna spam your active defense and run out quick or you won’t gonna time them well enough. There is two way that you can approach it. You can either get a more defensive gear set and mix it with a good dps/support build. The advantage is that you gonna learn how to use the active defense from the build while having a defensive gear as a safety net. The drawback is that you eventually gonna want to change your gear to a more offensive gear as you get better with active defense. Its not that much of a big deal since exotic armor is pretty cheap, but as a new player you could have a hard time getting transmutation charge to change your look if you change gear several times. (If you do map completion and PvP you won’t have problem getting transmutation charge, but if you don’t like those, it can be hard to come by).
The second option is to get beserker gear right away (offensive gear) so you don’t have to change anytime soon. But to compensate you take a more defensive build. That’s nice since you won’t waste any transmutation stone, but you won’t have accept to as much active defense and learn to use it compare to the first option.
You also have to choose your weapons that you prefer. Greaswords + Sword/Focus is the best choice and they work together. Hammer on the other end work well alone so your secondary weapon can be almost anything, like a Scepter for some range when you are in difficulty or something like that. Other than that, all weapons are viable, but not as good as those that I mentioned. Staff is the only weapon that you should play as little as possible in PvE, it’s more of a pvp weapon. If you bring it in PvE, take a hammer and only use the staff at the start of a fight, never switch to it in mid fight.
Thanks for the feedback.
But it sounds like it’s unfortunate they have tons of gear and traits for healing and yet it’s still just so-so.
On the contrary it’s fortunate. The game is based around active defense not healing and tanking. Better not getting hit than healing yourself afterward.
That’s just two kind of gameplay. Personally, this system give me a more active and interesting gameplay. Anyway, its not like there is not much MMO where you can play a healer, that’s like all of them.
30 gold per hour in SW is probably unreachable even if you only run around collecting chests with an infinite supply of keys. It’s around 150-180 chests per hour of chest train and the expected payout per chest is averaging to 15 silver or so from my experience. And while I do have only 180% account MF, most returning players will have like 80% mf.
How much chest farm will give you?
Here it’s 400 gold from 2000 chests for around 20 silver per chest
Here it’s 309 gold from 1750 champion bags for around 17.6 silver per chest (The gold per hour is irrelevant here it was more of a silverwaste complete farm and not only chest farm. It still give you an idea of silver per chest)
Here it’s 585 gold from 4000 champion bags on a level 52 for around 14.6 silver per chest. (Here its only about the champion bags and do not include loots from the chest themselves. He use a level 52 to gain more low level loot to salvage low level scrap, don’t think its the best approach overall).
17-18 silver is probably the best bet for the amount of gold per chest you can get. That mean between 25 and 32 gold per hours. That’s by selling everything, which I never do. I usually keep most of the stuff that I gain because that’s what i usually need to craft skins and legendaries. Even if you don’t need most of the stuff, you can skill do more gain in gold by using the mystic forge or crafting with the loot you gain and then sell the result.
That doesn’t help. Just a few days ago, I entered cof p1, opened lfg: “p1”, 2 guys joined and i was kicked the moment one of them entered the dungeon. Probably the entrance was contested on their map. Or they where just stinky trolls. Whatever.
People can be jerk on the internet? Really? OMG ANET DO SOMETHING.
Seriously what do you want them to do. Report them for the abuse and continue with your life. Or complain on the post about how the kicking system need to be fix (its suppose to be 3/5 vote, but it’s not and Gaile didn’t came back with an answer yet on that).
Yeah, his group sucked, it’s a PuG.
But you don’t think that linking that video shows just how poorly designed PvE is where someone can cheese conjures on large hit boxes and the power of might stacking to down a boss in a few seconds?
If you think its cheesy try to do the same. Stacking 25 might on yourself on an elementalist is hard in one shot and need practice. You can do it more easily in two shot, but either you don’t have enough time to kill the boss with all your might or you need Rune of strength. He had to change trait quickly, then had a good rotation. He also dodge Icebow to concentrate the damage on a line. Something that isn’t easy in a combat situation.
FGS back in the days. That was cheesy. You simply had to pull the boss in a corner and press 3 skills, no practice, no preparation, no skills.
You don’t lay waste to mythic level bosses in less than 2 minutes, and you certainly don’t get to skip Imperator Margok or Blackhand’s mechanics however much you are geared out.
And you don’t lay waste to Fractal 50 Bosses or most of the higher level World bosses. AC is a low level dungeon with scaling issues. Every mobs is super easy to kill in there. You can’t say that its a broken PvE because 1 low level boss is super easy to kill and then compare that to the hardest boss to kill in WoW. That’s just a stupid comparison.
(edited by Thaddeus.4891)
Warriors still have top tier dps and the highest combination of base armor and health in the game. Aside from that, your build will obviously dictate your damage, support, control and survivability, just like it does for every other class.
I don’t see the issue here. O_o
Poor necromancers have a lot more to complain about.
Hey hello. How is 2012?
Warrior is 5th in dps now, very close with guardian at 6th so Top tier dps not do much. But seriously Warrior were overpowered when the game was launch and now that warrior was nerf on several occasion ppl freak out about it and complain that it was too much. What is the right balance, its hard to say. Personnally, I find warrior in a good place right now. Its part of the meta in WvW, any speed run want to have 1 for banners and in sPvP we have a couple of good build.
Does it still need a couple of tweaks to make it more balance? Probably, but I personally feel the warrior is in a ’’ok’’ situation right now. Mesmer and Necromancer probably need a little bit more love right now than the warrior.
Er, what? You get maybe 2-3g per hour in SW, but never 30.
Either you are doing it wrong or you sell nothing and just look at the gold you gain directly. Because you can do between 20 to 30 gold without much problem. Of course if you complete the map from 0% to 100%, do the breach and the vinewrath and nothing else you won’t earn much. The breach, Vinewrath, Labyrinth and Chest farm are the most profitable in SW, try to stick with those.
Assassins and Zerker are the best choice for the Engineer depending on your build/rune, etc.
i think you are being a bit harsh using axe’s a necro can provide a ton of different conditions vulnerability being , spec’d right one also can give bleed i think cripple i haven’t played with other weapons much but i think there is some versatility that you are overlooking
That’s not harsh, that’s just what it is. It sad because I would love to play Necro in PvE, hell it’s even fun to play, but it just don’t bring as must as other profession. It’s true that Axe give a good amount of vulnerability, but dagger will go around 50-60% more dps and will give you life force. Since most of your dps will come from DS, not using dagger will hurt even more your dps. Yes Necromancer can create might, but mostly only for himself and not for the group. Yes Necromancer can give weakness, but after the nerf not that much anymore. Its not normal that the guardian can give perma protection (33% less incoming damage) with 1 trait, while the Necro can only give 30% weakness uptime (25% less incoming damage) with 1 trait and 1 elite that decrease its damage to the floor during 20sec while using it And on top of that, most of his attack don’t cleave.
If necromancer could do around 5-10% more dps and cleave 3 targets, bring a good amount of vulnerability and weakness. All of that in a single pve build. Then it would be a good option for PvE dungeon/fractal. Maybe not a top choice, but a good choice.
Arcane Lighting can be maintain 100% of the time. And anyway most ppl want to get the vulnerability on crit, the added precision and ferocity and Tempest Defense. So Arcane Lighting is the best option. You can replace it by Air Training for a better Icebow/Glyph of Storm burst, but that’s all.
I get the feeling that lots of people here are instantly spitting out “holy trinity holy trinity” whenever someone’s not satisfied with the status quo. The thing is though that this isn’t about holy trinity, it’s about almost every other build but damage, being it via boons, conditions or just pure dps being not viable enough, to a point were skilling that way would be detriment to your team and yourself in every major aspect of the game and it makes you wonder why certain attribute combinations on items are even there when Arena.Net seemingly doesn’t want dedicated “healers” or “tanks” – not even in the classical way, but in the GW2 sense.
And Lazaar, while it’s true that the meta right now is called support/control/damage there is no dedicated support/control/damage in the sense that someone skills fully into control or fully into damage. All three categories are hybrids of damage dealers + team utility. So your point’s really moot.
My point isn’t moot, because Guild Wars 2 is designed with the idea in mind that everyone can fill all three roles. Also, there is people in this thread that do want a hard trinity in guild wars 2, don’t pretend they don’t exist.
if that’s the case then why is it then only a small group of like 3 professions can do the roles effectively, can a necro do just as much DPS as a warrior?
the necro can do just as much dps as a warrior, he just doesnt have a lot of team synergy, and doesnt fit well into the way teams are handling dungeon encounters on a speed level.
warriors arent considered the best dps for some time now, its more about the utility, variability, and teamplay they can bring to the table, than their dps.
in fact the dungeon meta is more based on teamplay and support than highest straight up damage for a class.
necro doesnt play well with others is what it boils down to.
No necro can’t do as much dps as a warrior. It will do around 10% less dps. But your point is true. Except thief and Elementalist, most other profession do around the the same dps +/-15%. Its the utilities they bring that make them useful of not.
Condi will never be useful in Dungeon metas beecause of stacking issues.
Well they could fix it and it would be useful. Never say never
I think fixing condition in PvE, Build template and GvG (pvp, not player+npc vs player +npc, like it will be) are the things that I hope the most for HoT, but I probably be disappointed about those.
Well he said open world farm and TP. And SW chest farming will get you more gold per hour than dungeon. So you discredit yourself with that statement.
Are you sure? Could have sworn a guy posted like 10k champ bags or something like that with an average of 7-10g per hour (he didn’t sell everything he got and was at 7g per hour, probably up to 10 if he had sold all the stuff). Can’t that be beaten with a good group doing a solid tour?
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In dungeon I can do around 7 gold/hour with pugs, 10 gold/hour with my guild group.
In Silverwaste you do around 8 gold for a normal 40 chest run around the map if you sell everything. You can make a standard chest run in around 30 min. You can even go faster. For exemple with my guild we go there with 20-30 ppl so we always have a lot of ppl with shovel and we can do it in 20-25min. So its around 16-24 gold per hour.
Additionally, SW chest give you good useful loot. I usually keep Glob of Ectos, tier 5 and tier 6 and use them instead of selling them. That save me the 15% taxe on the TP. For example, selling an ecto will give you around 28.5 silver, but you will save 32 silver if you keep them (compare to buying them later when you need them). Of course this only affect you if you need those item.
Since I spend most of my gold on skin and legendary, SW chest farm can yield me the equivalent of 20-25 gold per hour (I keep what I need, sell what I don’t need). But it can drop drastically when a chest farm isn’t really good or you spend a lot of time trying to find one, and unless you are a complete leecher you would want to do normal SW map to gain some shovel. I still prefer dungeon run, its more fun for me.
I think this just about discredits every argument you have.
His other arguments include such slammers as
Yeah, it’s probably because doing open world farm trains … will net you far more rewards than any speed run will ever get you.
so there’s not many arguments that aren’t already discredited
Well he said open world farm and TP. And SW chest farming will get you more gold per hour than dungeon. So you discredit yourself with that statement.
What part of “replace a warrior with conjure ele if you want” did you not get, or is this the part where you argue for bringing a necromancer or ranger in place for a warrior.
Because if so I’m not going to bother with you. Maybe for explorable dungeons a spotter ranger can ever be more efficient than a awarrior, but in fractal 50 all that efficiency is lost as there are several bosses a ranger can’t melee with consistency or efficiency.
Wth are you talking about. YOU said :
You stack them for the damage
You know, make rangers, necromancers, and mesmers useful to stack just like warriors or thieves instead of just bringing one for some niche utility.
You said that warriors were useful to stack, which isn’t true. Don’t tell me you didn’t said it, its right there.
For the second part. I believe that you think that i’m someone else because I never talk about ranger or necromancer, don’t know where you take that. I couldn’t care less about necromancer. I won’t gonna kick them in a casual run, but I don’t want them either. As for the ranger. I prefer an additional elementalist over a ranger, but If I have to choice between a second Warrior or a Ranger, I’ll take the ranger. Yes most pugs are bad with ranger. They don’t know how to use the sword and can’t manage their pets. But that doesn’t mean that a good ranger can’t do those two thing.
Way to read the post. You stack them for the damage, and you can bring 2 warriors for banner and vulnerability stacking if you’re gonna sit one warrior with banners.
There is no reason whatsoever to bring more than 1 warrior in a run, expect if you don’t care about efficiency.
With that trait we can expect to reach 100% crit chance very easily in PvE. Zerker gear + that trait + spotter + banner of Disc will equal to 100% crit chance.
ah thank you much
i would assume to bring retaliation along with the stability though so that we can burst the golems down even faster
so is the standard GS/S+F the way to go then?
Retaliation is pretty bad in PvE since most of the mobs attack slowly and you usually don’t want to be attacked. Maybe its not too bad against those exact mobs but I pretty sure it is not worth it.
GS/ S+F is the way to go if you want the maximum dps. But Fractal hammer build is also a solid choice. You have a little less dps (3-5% less), but you give perma protection to your team. The trade-off is not worth it in most dungeon because most of the bosses in dungeon only have big attack that you can dodge, don’t last that long and the constant light field of the hammer screw up fire field for Elementalist.
But in Fractal, boss last longer, they usually have a lot of small hit that you can’t all dodge/block and there isn’t as much S/X Elementalist because stacking might isn’t as easy in fractal as it is in dungeon. You often need to dodge in the middle of your stack.
Fractal Hammer actually boost the dmg of your group in high level fractal. With perma protection, putting weakness on boss (skale venom) and slaying potions, you can decrease the incoming damage of all boss by 50-68%. That way your team can actually melee most stuff and not range it.
Dungeon is hard to approach when you are new. Ppl used to run them for the last 2 years so they go quick and don’t really want unexperienced ppl.
1) You have three choice here. Get a guild that will explain them to you.
2) Talk with ppl from the mentor guild. They do training dungeon run for new ppl https://forum-en.gw2archive.eu/forum/game/dungeons/Dungeon-Mentors-Noob/first
3)Make a LFG and specified that its your first run and need patient ppl to explain it.
Go either of those three way to make sure you have a nice experience. If you join any LFG you may enter a speed run, get with nasty ppl or just with ppl that don’t have time/don’t want to explain everything. A lot of ppl do that and get an horrible experience out of dungeon and never go inside one of them ever. Which is sad, because they can be a lot of fun.
I don’t like putting requirement in my LFG and try to keep the kick to a minimum. I would never kick if I could. But ppl always push it too far. I just put Path 1 and someone not knowing what he does pull the Champ Wolf at CoE and wipe the part except for 1 or 2 quick enough to react and dodge pre-emptively or he don’t know what he does at the console and we end up fighting 3 waves of golem at the same time, etc.
So the next time i’m asking for exp for AC. Someone enter at level 32 with 120 Achievement points.
Next time, i’m asking for 80s, exp. Someone enter with a Minion Master Necromancer and fear everybody off the stack, agro mobs during stealth run, etc.
I’m helping a lot of ppl in my guild, running with them, explaining everything in the dungeon, helping them with their build. Hell in the last 3 weeks I completed arah path 1 and 2 with a complete experienced guild group once. Only once. All the other time I had 1 or 2 guildmate that never done it or was pretty new. I give enough time in my guild to explain stuff over voice, I don’t have as much patience with pugs anymore. When i pug, I want a smooth and fast run.
Where does this ‘second highest damage in game’ nonsense come from?
From the actual dps of each profession. Each profession have numbers and when you compare those numbers you can see that Elementalist are 2nd after thief on a single target without using icebow.
Elementalist and Thief are on top. Fully buffed they can reach around 14-16k dps.
Warrior, Ranger, Guaridan and Engineer come after with between 10.5-12k dps
Mesmer and Necro are coming last with around 10-10.5k dps.
Those are all fully buffed numbers with the highest dps version of each profession. Thief can only reach that dps against a single target and Mesmer have a hard time maintening that dps as their phantasm can die rather easily.
Stone Splinter > Vital Striking because 600 range is super easy to maintain, 90% hp not as easy.
Glyph of storm should be use in fire. If that’s what you are doing then switch it to signet of fire. The Glyph of storm must be use in Air to max out vulnerability. The burst rotation is this at least for me.
Earth 2 – Fire 2 – Switch to Air – Arcane Wave – Arcane Brilliance – Conjure Frost Bow – Glyph of Storm – Icebow 5 – Icebow 4 – Icebow 3 – Fire 2 – Meteor Shower …
I like to take Air Training and Tempest Defense together to max out my burst on Icebow. That way I don’t mind making my burst on Air, which is the attunement I need to be for Glyph of Storm. That max out my burst, but decrease my standard dps because I don’t have Arcane Lightning.
When I don’t need the additional vulnerability from my glyph then I switch thing up a bit since I don’t need to make dps while on Air and I can stay on Fire. I change Air Training for Arcane Lighting and the burst rotation change to
Earth 2 – Fire 2 – Arcane Wave – Conjure Icebow – Icebow 5 – Icebow 4 – Icebow 3 – Fire 2 – Meteor Shower.
In that situation you want to alternate between Arcane Wave and Arcane Brilliance every 15sec to keep your Arcane Lighting up all the time, you don’t want to use them both at the same time.
I always stay 6/6/2/0/0 and switch trait depending on the situation. If you don’t need Glyph of Storm and you are not sure about freezing the boss (pug) you can take Arcane Lighting and Zephyr’s Focus for extra dodge after your meteor shower, but personnally i prefer to alway have tempest defense just in case.
Yup SE1, CoF1 and AC all paths is the best for gold with pugs. That should take you about 1,5 hour, 2 hours if you find bad group or it take longer for group to fill.
Personnally, I also do CoE all paths and Arah path 2 when I can. CoE have some of the best loot (especially good if you plan on crafting something with charged lodestone), while Arah path 2 can be solo so you can carry a team if necessary and it give you a good amount of gold at the end.
Here a list of trait you should hunt for as a staff Ele:
Fire :
- Lava Tomb : This will help you rally, which is a good thing on a Ele
- Internal Fire : Part of the meta
- Pyromancer’s Alacrity : Part of the meta
- Persisting Flames : THE important trait for a Staff Elementalist. It don’t looks like it, but its a 50% dmg increase on your Lava front, allow a perma fire field for blasting might and allow you to provide between 60% to 100% fury to your group. Best trait for a staff Elementalist.
Air :
- Bolt to the Heart : Part of the meta, most Ele PvE build use it, not just staff.
- Arcane Lighting : That give you 150 ferocity (10% crit dmg) and if you know what you are doing, you can maintain it constantly.
- Air Training : This trait go perfeclty with the Glyph of Storm/Icebow combo for one of the best burst in the game.
- Tempest Defense : This give you 20% damage during 5 sec when you Deep Freeze a boss with your Icebow. With Air training, this is the core of the Glyph of Stome/Icebow combo burst. But it work mostly with organized group, pug can screw up thing by throwing cc on cooldown like idiot.
Earth
- Stone Splinters : Part of the meta. You should stay close to your team to provide are receive support from them (like boons). So that’s a free and easy to maintain strait 10% dmg.
Water
- Vital Striking : That the exact same bonus as the 6th bonus from a scholar rune. It’s a powerful bonus but can be hard to maintain, especially if you don’t play for a long time.
Arcane
- Blasting Staff : Larger AoE will help mostly for Lava Front and Meteor Shower. It will make it easier to hit stuff and hit larger numbers of mobs more frequently. Especially good in open world where mobs will move more.
Blinding Ashes have a 5sec internal cooldown, it won’t really help you much, especially since you don’t have that much control over it and won’t put that much fire on target anyway (except if you have burning precision).
Soothing Wave will give you a bit more sustain healing, which is a good thing when you are learning the profession. See that as a good learning wheel.
Elemental Attunement and Evasive Arcana are not really good choice for a staff Elementalist.
If you are looking for more surviability trait take a look at Renewing Stamina in Arcane. That will give you a better return on investment. With almost perma vigor from that trait + skill 4 of staff in fire you will almost alway be able to dodge incoming attack, which is the most powerful defence you can have as an Elementalist. Again, on the long run this should be a training wheel/solo/situational trait for you as you get better with Elementalist.
For PvE, except if they balance condition it will either be assassins or bezerker.
For PvP, celestial seem like a good option for what we know of the Revenant, but we’ll see.
- Currency : Save those currency and search what you can do with those. They go into your wallet so its not like they take space or anything. Go over the wiki to see what you can do, some ppl always need them, other ppl have no use for them. It’s a big question, I won’t go through all of them.
- Personally. For exotic i check the price on the TP and see if the rune/sigil is sell high. If it sell for more than 2-3 gold, then sell them. If it sell for less it depend on you (salvage with black lion kit, master kit or mystic forge them). For rare, you can either sell them if you have no use for ectos or salvage them with master kit if you need ectos. You can also put them in the mystic for if you like to gamble. Anything else, I salvage with a basic kit.
- The lunar stuff is temporary because of the Lunar event right now. Do whatever you want with them, they sell for almost nothing and you will eventually stop getting those when the event will stop.
- Sell trophy to npc vendor. You can’t do anything else with them and are only there to provide minimum income of gold for players.
- gw2crafts.net
- That’s pug zerging. You can also join a zerg bursting guild that will organized and are worth almost twice the number of a pug zerg (20vs30 or 40 are nice) depending in what tier you are (Tier 1 are big blob you can’t do kitten about it, tier 2 pugs are usually good, but at tier 3 and less pugs are generally more easy to defeat in an organized zerg bursting guild). You also have roaming where you will fight small scale fight. It can do 1vs1 or 1vs3 or fight with a small havoc team to harass bigger group, etc.
- There is a LFG tools. Check it out on the wiki if you don’t know how to use it.
- Justice is Blind : VoJ apply blind
- Blind Exposure : Applying blind also apply vulnerability
- Renewed Justice : VoJ is renewed when you kill a foe
- Inspired Virtue : VoJ give might
Most PvE meta build use all of those, its a core mechanic to the guardian. But other than that, VoJ is one of the few thing that contribute to burning in a direct damage group. Some other guardian’s skill, Elementalist and an engineer when stacking might will also help the group maintaining constant burning but that’s all. It can be pretty easy for a group without the right composition to not keep 100% burning uptime. The burning itself do not change much, but Fiery Wrath and Burning Rage are important damage modifier. And lets not forget about Rune of the Flame legion that wouldn’t be a good cheap choice for a guardian without VoJ.
This is a great idea, until HotW and Arah end up in the Daily pool.
You mean HotW that take 15min to complete or Arah that you can solo in 30min?
1) The best way I known to calculate your dps is to record a 30sec rotation on a golem in heart of the mist. If it’s for spvp then you can add up the dmg you got. For PvE its a big more complicated because spvp and pve don’t have the same stats, gear, buff, etc. So for PvE you then need to transform that video into a skill coefficient/second for each weapons and calculate your dps manually from that.
2) gw2craft.net like other said. But don’t craft your weapons/armor unless they are ascended or that you craft them to level up to 500. Otherwise you are better off from Dungeon tokens. Badge of Honor or karma also work but you can’t salvage them so watch out if you gonna put an expensive rune in those.
Couldn’t find a topic on it, but I had a quick question.
Persisting Flames grants Fury on a blast finisher.
Does the blast finisher have to come from me?
Does it have to be my Combo Field?Thanks,
B
The blast finisher have to come from you.
WvW : Guardian, Warrior, Elementalist and Necromancer are on top (GWEN). Engineer and Ranger aren’t too bad for pugs zerg, while Thief and Mesmer have niche role, better suited for coordinated role with the commander.
sPvP : A good balance right now Engineer and Elementalist are still on top, but not by much anymore.
Dungeon : Elementalist is on top here too. Warrior, Guardian and thief complete the best profession. Mesmer is good in record run because of portal and some trick but otherwise Engineer and Ranger are better for pugs and normal group. Necromancer is dead last.
Flame Legion don’t trumps scholar. It’s just a cheap alternative that does the job better than 95% of the other rune.
Flame Legion was 16 silver a pieces when we started to talk more and more about it as a cheaper alternative. Now its 56 silvers a pieces, a bit more expensive than it used to be, but still better than the 3.67 gold Scholar cost. That’s 18.66 gold less, which is a good amount for a new, casual player or for someone looking to gear up an alt.
Well even if they are not really high in price. Rune of Flame Legion are currently 70 silver each. Its not a bad idea for new player to use ruby orbs on unsalvageable exotic armor, especially since not all profession/build have a good return off those runes. But other than that, Ruby orb is not a really good option.
Obviously I’ve tried it. One time I sat there with only one other player joining for almost half an hour (longer than it takes to do the speed run) before we gave up and joined a zerker group – pretty much instantly.
Really? I mean, i’m an elistist/zerker/meta or whatever ppl want to call it. I never in the last 2 and half year posted a zerker lfg. Literally never. The only stuff that i put in my lfg is the path and sometime 80 only or experienced, but that’s like half the time only. I have the dungeonner collection and my hobby dungeon counter is like at 450 so it’s not like I don’t do dungeon often.
So I have kind of a hard time to believe that it take longer to get non zerker LFG since that I how I do ALL my dungeon (except when I have a full guild group).
Thief in stealth are super predictable. If you find them overpowered, its a L2P issue. I’m not saying its 100% balanced, but that aspect of the game is pretty good right now.
WvW (keep in mind that I only talk about organized guild, couldn’t care less about pugs blop). What support exist. Condition removal from both warrior and guardians, might stacking, water field + blast, veil, stability. Those are the most important and are setup in advance with the right quantity of each, their order and rotation within the group. You can also add protection, reflection and retaliation. Reflection and retaliation will be call or not depending on your group and what you face that day. Protection is important, but that’s usually at the discretion of the guardian and no called or prepare in advance.
PvE : Everything is optional. You could run naked without trait if you want. That doesn’t mean that support don’t have a huge place. Might Stacking, Vulnerability, Fury, Protection, Reflection, Condition removal, Aegis, banners, blind, etc. All of those are used by group to help the team have a better and faster run. Support is a HUGE portion of dungeon speed running and meta build.
sPvP : Meta build are self-reliant but most of them play better in support of each other because you will rarely fight in 1vs1 in conquest mode. Warrior will heal, remove conditions, stack might. The Elementalist will heal and stack might. The Engineer and Necromancer will control movement. The thief will finish off the job, stomp and rezz. They can all work alone, but they all work better with each other because that’s the concept of conquest. If sPvP was mostly about 1vs1, meta build wouldn’t be as they are today.
I’d say it depends on the group your with, the class you play & how well you play said class.
Some are much easier to keep above 90% then others due to their innate ability to regain health outside of the main self heal.
No its not. Even if you at never above 90% for the whole run, Rune of Scholar and Ruby orb would have the same overall dps. If that’s the case, use a Flame Legion Rune or a Ranger rune, not ruby orbs.
It’s an inherent, huge problem for this game. Things like Lodestones or other mats needed simply can’t be farmed per se as people are used too. You could run 20 CoE paths and not get a single Lodestone. You could do 50 paths and not get a Lodestone.
I don’t see that as a problem at all, but a design choice and a design choice that I approve. I don’t need to run CoF to get molten lodestone for example. I could do PvP, WvW, Silverwaste or any other content to get the gold to buy exactly what I need.
What I can see as a problem is the fact that most of all recipe use Charged Lodestone and very few use any of of the other lodestone. The high demand in Charged Lodestone don’t only make it higher in price, it make the forging of core into lodestone profitable. So when you need charged lodestone, you can do CoE everyday to accumulate core that you forge into lodestone. But for destroyer lodestone, you are better off selling the nodes and buying lodestone because the price is too low to compensate for the minimum cost of the forging (aka the Elonian wine and crystalline dust).
Yes, this is exactly what is plaguing the class right now. It’s a class designed around the idea of supporting allies to do well, even though the game discourages support builds and plays better when players are more self-reliant.
In other words, the guardian is a walking contradiction.
So because the game push you to be self-reliant on your healing that mean that it discourage support build? That’s why most meta build in WvW, sPvP and PvE bring more support than most other build? Weird.
The stats of Ruby Orbs give about the same dps as the stats from a Rune of the Scholar. So the difference between both is the 10% modifiers. At worst (you never have higher than 90% of your hp) Ruby orbs and Rune of the Scholar will have about the same dps (we are talking about 0.4% difference). How much the scholar rune will be better depend than the ruby orb will depend on how much you can keep your 10% modifier up.
Or perhaps we gain a 5%-10%-15% damage buff for x seconds right after spending adrenaline?
I like that one a lot too. Would be nice if they change Arcing Slice at the same time.
So if I understood correctly:
1) It’s easy to not bug her
2) Bugging disables flamepots which makes positioning and sustain less important
3) Bugging disables teleporting which makes gap closing, positioning and movement less important
4) Bugging removes the chance of getting insta-orbed if you close the gap carelessly
The way I see it is that “having to move around” is not a very good reason to allow bugging. So how big thing that insta-orbing is? If you realize that you may get insta-orbed can’t you counter it somehow? Or does good time depend too much on RNG?
It doesn’t disable flamepot, its only reset them. Over time, more and more flamepot light up, when you bug her they all reset and you probably kill her before you notice flamepot appearing near you if you are in a group. But when you solo it, they can be an issue by the end. A good position will help you not getting kick inside one of them. Or you can bug her several time during the fight to keep flamepot to a minimum throughout all the fight.
The insta-orbed can be a pain, especially when you are solo. Randomly you have to reset the fight and run back just because you were unlucky. It can be really frustrating, especially when you are near the end of the fight. Sometime the orb give pretty much zero warning, sometime you get knockback by her and insta-orb right after. No realy counter unless you have a break stun ready. Again, not a big deal if you are in a group, but in solo you already need your utility for other reasons you can’t really have a break stun just in case she freak out.