Showing Posts For Tobeyeus.9376:
Sorry but let me get this straight they are nerfing Retaliation because other players are too dumb to cancel their multi-hit crit builds? Retaliation is the only solution to stop those players. Guardians have the highest Toughness in the game and they still take insane damage from Warriors and Thieves using builds with 70-80 even 100% crit chance builds. Protection doesn’t help! 33% less damage for a hit doing 800+ per hit for 6-9 hits over 2-3 seconds is still too much damage. Retaliation is the counter for Crit not Protection and even then a tanky Guardian has to sacrifice health and Toughness for Power if they want Retaliation to do enough damage in order to threaten multi-hit crit builds.
These changes are simply unintelligent
I kept the Symbol of Protection, I just moved it. I removed the line Immobilize that is
A: Easily dodged
B: Rarely hits additional PvP enemies
C: Pulls additional unwanted PvE enemies
Symbol of Protection can be used on an enemy and you can still use Hammer #2 to get your Blast Finisher. With Symbol of Protection attached to the Hammer auto-attack chain you rarely can get it off. This at least gives a direct 3+2 combo. Plus it gives you utility. You can use it on an enemy an ally is fighting and aid them with Boons and damage the enemy while you attack something else.
Mace and Greatsword are PBAoE, Staff is GTAoE this is merely another means to apply a Symbol.
Sword
1: Same
2: Should get a Leap finisher
3: Increase range to 900 and give it a projectile finisher
Mace
1: Same
2: Same
3: Should grant a Whirl finisher when an attack is Blocked, not when an attack is not Blocked.
Staff
1: Needs replaced with a targeted ranged auto-attack (Blue Guardian flame version of Elementalist Scepter auto-attack).
2: Needs replaced with a 900 range CAoE damage/heal that grants Swiftness
3: Replace Swiftness with Vigor
4: Reduce channel time by 1 second and increase stacks per pulse by 1
5: Enemies that pass through the ward should take damage (That way Stability doesn’t completely negate it’s usefulness) and lower cast time slightly.
Scepter
1: Change auto-attack into a chain (1st attack animation looks the same, 2nd attack has a backhanded swing animation, 3rd attack animation causes Guardian to raise Scepter and create a targeted lightning bolt) and increase projectile speed (Similar attack rate of Mesmer Scepter).
2: Same
3: Make this a Light Combo Field
Hammer
1: Change 3rd attack of chain to apply Daze and not Symbol of Protection
2: Same
3: Change to enemy targeted Symbol of Protection
4: Reduce cast time or allow movement while casting
5: Enemies that pass through the ward should take damage (That way Stability doesn’t completely negate it’s usefulness) and lower cast time slightly.
Greatsword
1. Same
2: Same (I am referring to the most recent changes)
3: Same (I am referring to the most recent changes)
4: Same (I am referring to the most recent changes)
5: Same
Torch
4: Should interact with Inner Fire Trait
5: Same
Focus
4: Should remove a Boon from enemies, heal allies and be ally and enemy targetable.
5: Same
Shield
4: Same
5: Same
Spear
1: Same
2: Same
3: Reduce cast time
4: Same
5: Increase range to 900
Trident
1: Same
2: Same
3: Same
4: Same
5: Same
You are all wrong to say that “Ranged” is a role. It is not a role it is a method of attacking. All professions except the Guardian have a viable ranged method to attack. Different classes are better suited for different roles or preform the role differently but they all have the option to take the role as needed.
The “roles” in this game are Tank, Support, Damage. Every profession can do those three roles. Mesmers and Thieves might use Stealth and evasion whereas Warrior, Guardians and even Elementalists can absorb more hits when preforming the Tank role but every class can still fill the role. Please remember support it not all about healing or boons it is also about conditions and control skills. So those of you thinking that Thieves cannot support are simply ignorant to what support really is.
Elementalist: Tank – Earth/Water, Support – Water/Arcane, Damage – Fire/Air
Warrior: Tank – Defense/Tactics, Support – Tactics/Defense, Damage – Strength/Arms/Discipline
Thief: Tank – Shadow Arms/Acrobatics, Support – Trickery/Shadow Arts, Damage – Deadly Arts/Critical Strikes
Necromancer: Tank – Death Magic/Blood Magic/Soul Reaping, Support – Blood Magic/Death Magic, Damage – Spite/Curses
Mesmer: Tank – Chaos/Dueling, Support – Inspiration/Illusions, Damage – Domination/Dueling
Ranger: Tank – Nature Magic/Wilderness Survival, Support – Nature Magic/Beastmastery, Damage – Marksmanship/Skirmishing
Engineer: Tank – Alchemy/Inventions, Support – Alchemy/Inventions/Tools, Damage – Explosives/Firearms
Guardian – Tank -Valor/Honor, Support – Honor/Vitality/Virtues, Damage- Zeal/Radiance/Virtues
I don’t care for any of the armor sets in the PvP locker. I really want a Guardian specific set that uses the Visionary’s helm model, the starter shoulders with Ankhs and with a plate chestpiece with an inscribed Ankh on it.
All of the other armor is too plain, or too spikey.
I did WvW for the first time last night and I have to say the biggest issue with Scepter is that and their ranged attacks over all is that we have none. It is really boring to sit on a Keep wall and only provide heals and projectile protection.
You can’t use Staff auto attacks at all, Staff #2 is glitchy and usually flies in the opposite direction. #3 is really the only damage they can provide and it is tied with a less useful Boon when doing keep defense IMO. I would rather give Vigor, Protection or Regen.
I would change up the Scepter to have a chain like Mesmers and Necromancers.
1: Orb of Wrath (Same animation but projectile travels faster)
→ Orb of Light (Backhand swing animation shoots fast moving projectile name stolen from Staff #2)
—> Smite (Raises scepter into the air and a bolt of lightning strikes enemy dealing damage and inflicting Weakness)
2: Retribution (Same skill just renamed since I stole the name for Scepter #1)
3: Chains of Light
I would also make changes to the Staff.
1: Burning Wrath (Same exact animation as Elementalist’s Flamestrike but using Guardians blue flames)
2: Wave of Wrath (Same animation as when it was Staff #1 but now with a cooldown and heals allies)
3: Symbol of Swiftness
4: Empower (Lower channel time from 4 seconds to 3 seconds and increase Might stacks from 3 per pulse to 4 per pulse)
5: Line of Warding (Not just a Staff change but a Ward change. I think if enemies have Stability they should still take some damage from passing through the ward)
This would at least give Guardians two decent ranged auto attacks. Projectile via Scepter and targetted damage via Staff. Another option would be to make Scepter #1 into a channel effect like the Elementalist’s Arc Lightning. Change the effect into a beam of light like the Guardian’s downed skill Wrath.
I think Elementalists are a ton of fun in PvE. We have great damage, burst and support. Where Elementalists start to have issues is when we move away from the AI of PvE and move to playing against real people in WvW and SPvP.
The issues that Elementalists face are mostly due to the poor synergy of Attunements with the Trait system. Most professions have weapons that fit the role that they are building via items and traits. The Elementalist has all of its roles tied to their attunements and their traits. What happens is that a Elementalist puts points into say the Earth Trait line and now Earth Attunement has all of these great improvements but if the player switches to Fire Attunement it is all lost. There is no Protection Boon unless you are in Earth Attunement. So while most of your damage comes from Fire and Air Attunement, if anyone tries to really focus you down, you have to switch to Earth Attunement. Other professions don’t have this issue. Their weapons give them a decent balance of damage skills, defensive skills and support skills. And they don’t lose all of their damage because their traits aren’t tied to a specific system like the Elementalist’s attunements.
Elementalists also face a very small health pool and low Toughness. I think their health pool needs increased a small amount. They don’t have as many defensive skills and are limited by Earth Attunement for defensive traits. If this profession is meant to be a glass cannon then Elementalists need a significant damage increase across the board even if they are in a non-damage focused Attunement.
SPvP where to begin…
1. Queuing for SPvP needs to be fixed. Currently you enter into a battleground/scenario almost instantly. The match starts withing 2 minutes and the two teams in the match up aren’t even balanced or filled. Matches should not be starting until there are 16 players matched up.
2. There needs to be a penalty for battleground/scenario hopping. Team match ups are already poorly balanced. It makes it worse when players are entering into the match and then leaving instantly because they were put onto the losing team that probably had 1 or 2 less players from the beginning of the match due to ArenaNets inability to properly create a queue system.
3. SPvP auto-balancing is terrible. It needs removed. You don’t pull a player from the winning side and place them on the losing side due to players leaving the battleground/scenario. It is totally and completely unfair and SPvP isn’t set up for come backs because it requires the losing to to hold all 3 points in order to gain points and keep the enemy team from gaining any.
4. SPvP should reshuffle teams. Once the match is over you should be prompted to requeue for another battleground/scenario or leave and enter the mists. You should not be placed with the same team of players against the same team of players. If you have a totally unbalanced match and the enemy team wins by a 350 point landslide how is it fair or fun to put that player against the same team?
5. Battleground/scenarios need to be altered so that matches are not always landslides. I have run into way too many matches where one team completely dominates and not even due to player skill (which apparently is the whole point of SPvP) but due to the 4 other points mentioned. Players dodging matches due to landslides, players dodging due to unbalanced teams, players dodging after being autobalanced.
ArenaNet has done a very poor job with SPvP and the best part about all of this was that when I did the Beta and tried to submit this feedback the kill spam on the right side of the screen at the end of a match would cover the submit button on the feedback pop up screen and prevented me and probably many others from being able to submit any feedback.
I really like the Visionary’s Helm from Character creation. I haven’t found any evidence that there is profession specific armor styles. So I was petitioning for ArenaNet to add profession specific armor much like the racial armor. I would love a set of plate armor with the Guardian’s ankh symbol on the breastplate, and glowing ankh’s on the helm, boots and shoulders like the Visionary’s Helm and the starter shoulders.
I use Renewed Focus all the time, I find the Tomes to be too situational. Renewed Focus has a short cooldown, is great with a Crit build when using Lyssa signet set. I Renewed Focus when a Greatsword Warrior comes at me! So many reasons why I love it.
The Tomes can be cancelled out with any crowd control. I am sure they are great in a tea fight but so far I haven’t felt like I would have done better using it.
This is the build I am using and I really enjoy it so far in SPvP
http://gw2skills.net/editor/en/?fUEQNAS8elUgKDHFSLEm4EhlCAKQMFYE+XPo4EZIA
They simply need to make the Scepter a better ranged option. They don’t need a new weapon.
1. It isn’t the worst auto-attack in the game (Guardian Scepter is worse IMO), it has a few instances where it shines but I would have preferred an auto-attack like the Elementalist’s Scepter. Single target ranged auto-attack with blue flames that gave a small AoE heal to allies. Guardians have issues with ranged situations at least if their auto-attacks were decent they could survive in ranged stand offs without being a Boon Bot.
2. Buggy, difficult to use in any situation be it PvE or PvP. So easy to dodge even by mobs and I swear the range of the heal varies or simply doesn’t go off. I can’t think of a better replacement. But a fix wouldn’t help it simply needs replaced. The Trident 2. is better because it actually uses both axises.
3. Perfect!
4. I do agree the channel time could be reduced to 3 seconds and the stacks changed from 3 to 4 per second.
5. I think all walls should do damage to enemies that pass through them. It would make them more useful when the wall effect is cancelled out.
Skill 1 like mentioned is too slow and near impossible to get off. I would rather the Symbol be removed and a debuff be added be it Weakness or Daze
Skill 2 should not have a cast time, or should be useable on the move. It is too twitchy and it is our biggest damage source with the Hammer.
Skill 3 should be turned into a leap that places a Symbol of Protection. Let us leap into melee and have protection set up. This would provide great group utility because it allows the Guardian to jump in and help allies.
Skill 4 is great as it is! Love it especially when combined with Skill 5
Skill 5 is great also, I do think the cast animation is a bit slow.
I don’t think Hammer needs a trait of it’s own. The Symbol traits all currently benefit Hammer, the cooldown reduction while generic helps the Hammer also. The trait that allows the Greatsword to heal the Guardian could also include the Hammer but I almost feel like the Hammer is a mix between the Staff and Greatsword in terms of use. It is a utility weapon like the Staff but gets higher damage output like the Greatsword.
I just hope the Mace gets looked at since I think it faces too much competition with the Staff and the Scepter. A tanky utility weapon that has less utility then the Staff and isn’t as safe to use as the Scepter since it doesn’t provide as much survivability as you might think.