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Due to the way WvW stat bonuses are handled, it unfairly punishes those who have more time to play more the days following WvW reset. You are significantly tankier after you’ve accrued some WvW bonuses than right after reset. Today FA has a 7% endurance gain boost, 7% more hp, 6% reduced damage from monsters, and 6% healing increase. That all adds up to a much hardier character.
Right after WvW resets, all those bonuses go back to 0%. They reset the same time, every week. This is unfair to those who have more play time directly after WvW reset, as their (and everyone elses) characters are significantly more fragile compared to later, when WvW bonuses have had time to build up.
With raids coming, those who plan to raid around the time after a WvW reset have a major disadvantage compared to those who can before the reset. If raids are as hard as you’ve made them out to be, they might even become activities that are only able to be ran at certain times, and suicidal to even attempt right after reset because of the way WvW bonuses work now.
This not only applies to raids, but also to open world content where survivability is an issue.
How to fix: make WvW bonuses a static bonus that lasts the entire week based on performance of the previous week.
I feel like I’ve made this post before, but with raids coming soon, I felt the need to post it again.
Not Zeal. Zeal and Honor. Honor affects hammer dps much more than Zeal ever will. Obviously, get both for wonderful synergy, but if you had to drop one, but still wanted to do decent damage with hammer, drop Zeal.
I’m not saying you are wrong, but I have a hard time believing that Honor out damages Zeal when it comes to the Hammer. Yes, Writ of Persistence gives a 19% damage increase, but the rest of the Honor line only adds ~3 stacks of might. Compared to the Zeal line which gives +20% damage as long as you are standing in your symbols (10% + ~3 stacks of vulnerability) and the target is on fire (7%). And on top of that gives your symbols 10% more damage and a 33% chance to burn, and for berserker builds ~250 bonus condition damage.
10% bonus to enemies in symbols. 10% bonus to symbols. 10% bonus to symbols is garbage. Without honor that turns it from a 5.2 to a 5.35. The 10% bonus to enemies in symbols would turn that to a 5.885. The bonus to burning turns that into 6.29, but you have to remember, without Writ of Persistance, that 10% bonus to enemies in symbols is not going to be up all the time, and the area is going to be much smaller. 6.29 in best case, which it’s not going to be because the symbol duration just isn’t long enough.
I’m having issues with the auto attack on hammer tbh. The weapon is a nice controll weapon but that’s about it. In PvE I almost never see any guardian running hammer and it’s kinda sad.
Hammer is good for sustained DPS if you got the zeal traits.
Hammer is a good weapon and certainly is up there in the meta for fractals.
Not Zeal. Zeal and Honor. Honor affects hammer dps much more than Zeal ever will. Obviously, get both for wonderful synergy, but if you had to drop one, but still wanted to do decent damage with hammer, drop Zeal.
Math: Hammer Swing 0.8 + Hammer Bash 0.9 + Symbol of Protection 1.0+1.5 = 5.2 power coefficient
With Writ of Persistence, add 1.0 for the 2 extra ticks on the symbol: 6.2 power coefficient.
6.2/5.2 = 1.19, or a 19% damage increase by taking Writ of Persistence. What other weapon gives you a 19% damage boosting trait?
The full chain completes in 3.7 seconds. 6.2/3.7 = 1.68 power coefficient/second
Compare this to the warrior’s axe (their strongest autoattack weapon) which completes in 3.6 seconds. They get Chop 0.7 + Double Chop 1.4 + Triple Chop 2.9 = 5
Since I’m giving the hammer one grandmaster trait, let’s give the warrior one too and add in Dual Wielding to turn that 3.6 seconds into 3.06 seconds.
5/3.06 = 1.63 power coefficient/second
Writ of Persistence hammer beats out Dual Wielding Warrior axe. Don’t forget that since hammer is a two handed weapon, and axe is one handed, it also has a higher weapon strength stat, furthering the difference (damage = power x weapon strength). Guardian hammer (with Writ of Persistence) has the strongest autoattack chain. It requires the target to stay in the symbol for the full 5 ticks though, but at least with Writ of Persistence that symbol is pretty kitten huge. It lacks any sort of burst damage though.
Warrior axe autoattack is extremely backloaded. You’re looking at the first autoattack. Triple chop has a 2.9 power coefficient. Evicerate has 3 at max adrenaline. Guy, please.
(edited by Xhyros.1340)
Viper is better for conditions, Sinister scales better with ferocity.
Do the hero point to the east of that one, the Pact ship wreck.
Having your target just run straight through the crippling shots and completely out of range of the ward is annoying as hell. How did this get past all the betas? Wasn’t DH like the first elite spec?
Do the hero point directly east of that one. The icons on the map for those two points are reversed.
Do the hero point directly to the west. The very southwest most hero point. The map icons for those 2 are reversed.
Hero Points; Southwest; Verdant Brink
The HPs at the very southwest and the one directly east of it.
Very simply put: the minimap icons for the hero points on the very bottom left of the map and the one directly to the right of it are switched. Just the minimap and M map icons.
Oh, yeah, I should probably be more specific as there’s a mastery point right next to the hero point to the east. Both are channels.
Basically the issue is this: they swapped the HERO POINT to the east and west of Faren’s wp, but did not switch their positions on the minimap, so if you complete the one to the east, it shows up as the one to the west being completed and vice versa.
Do they activate traps? Make them charge into a Dragonhunter point to blow all his traps.
Oh, in that case I vote for Engi, cuz they’re awesome and fun and I wouldn’t mind them being brokenly OP, amirite?
I shall repeat: when A.net lowered the HO grind for elite specs, they swapped the challenge for the points directly east and west of Faren’s waypoint. If you have the one to the west complete but the one to the east incomplete on your map, then you need to go to the champion fight to west. If you have the point to the east complete, and the one to the west incomplete on your map, you need to go to the channeling point to the east. If you have both complete and are missing your map completion reward, there’s also a zillion threads about that, so everyone else is having that problem too.
Edit: ninja’d.
Title. It’s just so frustratingly inconsistent. A.net doesn’t seem to want to fix it. Has anybody sorted out what conditions must be met for the first four crippling hits of this ability in order for them to trigger? I think it might have to do with elevation, but I’m not sure. Sometimes I think it’ll hit, but it doesn’t, and sometimes I think it won’t, but it does (hahaha, not really the second case, like ever).
Probably low hp to balance out the fact that F2 is essentially another fat block of eHP. Also: with revenant having high tier hp, all armor weights and hp tiers are finally evenly represented: 3 high tier hp (warrior, revenant, necromancer), 3 mid tier hp (engineer, ranger, mesmer) and 3 low tier hp (guardian, thief, elementalist). Increasing guardian’s hp would throw off that pretty “balance”!
(edited by Xhyros.1340)
It’s a minimap issue. When they lowered the hero point req for elite specs down to 250, they made a lot of points easier to get, and also switched the location of that point and the one east of Faren’s waypoint, but did not update the location on the minimap. So that means you need to get that point, which luckily is just a channel.
Ninth thread I’ve posted this on.
It’s a minimap issue. When they lowered the hero point req for elite specs down to 250, they made a lot of points easier to get, and also switched the location of that point and the one west of Faren’s waypoint, but did not update the location on the minimap.
Eighth thread I’ve posted this message on.
It’s a minimap issue. When they lowered the hero point req for elite specs down to 250, they made a lot of points easier to get, and also switched the location of that point and the one west of Faren’s waypoint, but did not update the location on the minimap. So that means you need to get that point, which unluckily is a rather hard champion, so bring friends.
Thanks for clearing that up. Now I don’t have to start my own thread.
Haha, I copypasta’d this response to like 5 other threads. Maybe they’ll fix the minimap next patch so people will stop asking the same question.
I’m going to bump this just incase another patch is planned for today. The skill is obviously meant to synergize with the vulnerability when cripple trait, which it won’t because the cripples MISS 90% OF THE TIME!
It’s a minimap issue. When they lowered the hero point req for elite specs down to 250, they made a lot of points easier to get, and also switched the location of that point and the one east of Faren’s waypoint, but did not update the location on the minimap. So that means you need to get that point, which luckily is just a channel.
It’s a minimap issue. When they lowered the hero point req for elite specs down to 250, they made a lot of points easier to get, and also switched the location of that point and the one west of Faren’s waypoint, but did not update the location on the minimap. So that means you need to get that point, which unluckily is a rather hard champ, so bring friends.
It’s a minimap issue. When they lowered the hero point req for elite specs down to 250, they made a lot of points easier to get, and also switched the location of that point and the one east of Faren’s waypoint, but did not update the location on the minimap. So that means you need to get that point, which luckily is just a channel
It’s a minimap issue. When they lowered the hero point req for elite specs down to 250, they made a lot of points easier to get, and also switched the location of that point and the one east of Faren’s waypoint, but did not update the location on the minimap. So that means you need to get that point, which luckily is just a channel
It’s a minimap issue. When they lowered the hero point req for elite specs down to 250, they made a lot of points easier to get, and also switched the location of that point and the one west of Faren’s waypoint, but did not update the location on the minimap. So that means you need to get that point, which unluckily is a rather hard champion, so bring friends.
It’s a minimap issue. When they lowered the hero point req for elite specs down to 250, they made a lot of points easier to get, and also switched the location of that point and the one east of Faren’s waypoint, but did not update the location on the minimap. So that means you need to get that point, which luckily is just a channel.
It’s a minimap issue. When they lowered the hero point req for elite specs down to 250, they made a lot of points easier to get, and also switched the location of that point and the one east of Faren’s waypoint, but did not update the location on the minimap. So that means you need to get that point, which luckily is just a channel.
Many patches later: still an issue.
Luckily, masteries don’t really give you any specific gain over another player, so it’s trivial in the big picture. But I find it disappointing that seeing high ranks is nothing like ArenaNet promoted it to be, something of prestige. Now I just see exploiters, and it’s nothing special about that, at all. Oh well.
To be fair, nothing about Mastery rank was prestigious to begin with – all it represents is how much experience you hoovered up across events in their respective maps, which makes it a lazy version of Achievement Points.
The actual getting of the mastery points is. The exp portion is just grinding, but you need to actually put forth effort to get gold on those adventures.
Spirit shards. Mastery will eventually cap out, making all that exp you skipped through tomes meaningless. You could’ve used the tomes on a level 80 to get more spirit shards, which can be used for mystic forge shenanigans.
No, you’re a skritt. Don’t tell me you don’t get a little excited at the prospect of “shinies”. We are all skritt!
Fix the initial crippling hits please. So many patches, yet this skill fails to hit 90% of the time.
This makes me very sad, dungeons and fractals were basically the only thing I did in GW2 and now dungeons are 33% as profitable and fractals actually make you lose money because of all the kitten you have to buy to get the chest and salvage the rings. Atm I’m very angry and sad about these changes.
Probably closer to 45% if you consider tokens. Random number pulled out of nowhere because I don’t know the value of ecto or insignias.
Charr are Superman.
I do better as a DH than a medi, and it’s so much more fun aswell :P It just sucks that the pull on the spear is longer than the actual virtue and you can’t know for sure if its ready or not before using the spear.
Whats up with bow #3, it feels so weak and lackluster. Sometimes i dont even know why i use it. I’m not saying it’s good or bad, but there’s no feel/power behind the shot.
Probably has to do with its velocity. It used to move faster, but that didn’t mesh well with its functionality. So now it looks like a slow, pitiful shot, though its effectiveness increased, it just LOOKS bad.
Here’s an idea: spirit shards. You know how when you gained a level at level 80 you got skillpoints? You know how those extra skillpoints became spirit shards? Why not have an item that costs spirit shards give core mastery experience? Actually, I haven’t checked Miyani since the patch, does that exist?
LB5 seems to not have ANY vertical leeway on the initial crippling shots. The final hit seems fine.
I highly suggest watching Phantaram stream DH. True shot crits for 7k and the dazing trap trait is amazing. The healing trap can also compete shelter since it heals twice as much, damages, blinds and dazes if traited. This is strictly pvp tho.
In a 2v2 or 1v1, that trueshot is easily dodge-able. Plus with the bunker style meta, you aren’t doing that much to most classes.
Did you look at trueshot’s cooldown?
Also: god kitten wings of resolve has A LOT of heal! Base resolve is like 1.9k or so for me, then all of a sudden wings is ~4k. Renewed virtue and you can burst 8k hp! It’s like having a second heal skill!
^ which was the effective explanation given way long ago. Virtues are like signets that you will always have equipped. Because they’re always equipped regardless of skills or traits, they can’t really be as powerful as a skill or trait you have to choose to equip. There’s no tradeoff for getting that base benefit. Something that I particularly like is that they generally have support for improving the passives and for improving the actives. That way, you can choose what playstyle you want to use. Signets don’t have near that level of trait support (though Perfect Inscriptions comes close).
This is true, & if virtue improvements were spread across all core specialisation lines I feel would be justified. But at the moment looking purely at the base virtues active they just don’t provide enough benefit for me to want to activate at the cost of losing the passive.
Also I feel profession mechanic should be skills your actively using most of the time in every fight. With current virtue cooldowns I find VoR (50 sec) & VoC (75 sec) just to long going through 2-3 separate fights before the passive is back in effect & active available for use. On a whole I believe the base virtues should be skills that can stand on their own, if their signet like let them be signet strength at base.
Some change I would like to see are:
- Reduce cooldowns – VoJ 25 sec No Change, VoR 40 sec, VoC 50 sec.
- Make Inspired Virtue baseline.
- Add a single condition cleanse to VoR baseline remove 1 from Absolute Resolution so it still cleanses a total of 3 with AR traited.
These would make the active worthwhile to activate at a cost of a 40 – 50 sec cooldown & lost of passive effect.
This ^ so so much.
As is there is just no way to justify activating the core virtues due to extremely long CD’s and passives outweighing actives by so much.
They need to make a few of the on activate traits base line (or at least partially so) and or lower the cool downs.
Take the virtues traitline. Or: don’t use them stupidly. Why would you hold on to resolution or courage if you’re about to die and popping them would allow you to live? Should make it so rallying refreshes all virtue cooldowns so you won’t have the excuse of thinking you’ll get picked up so better save those virtue passives.
There are a few relatively minor visual issues with this outfit, QA stated this morning. They will be fixed as soon as possible.
Does that include it relocating a charr’s chat bubble from their heads to their feet?
Equipping the Royal Guard outfit on a charr causes their chat bubbles to relocate from their heads to their feet. It does this for no other race.
Oh well, it was fun while it lasted. Now let’s go back to the usual guard ele ele thief war, because muh variety.
Or still do 5 guards because quickness. Also shattered aegis and stack. Unscathed contender for 20% damage boost. Chances are, with 5 guards you’ll always have aegis up, and all that shattering is bound to be a nice dps boost. Also quickness uptime.
Sword traits are in the Virtues line. Supreme Justice and Permeating Wrath!
As we all know by now, burning is stupid strong (called it, I CALLED ITTTTT).
Why is it that the SHIELD, you know, the icon of DEFENSE, has NO DEFENSE against conditions, while both the focus (4) and TORCH (5) do?
Solution: give shield some kind of condition purge or resistance buff. Or better yet, BOTH! Give shield 4 (in addition to protection), resistance. Give shield 5 a condition purge on detonation. BOOM, shield is now the utterly best defensive weapon options guardians have in this new, burning world.
Cooldowns would probably have to go up with the added functionality though.
Also, instead of the shield trait giving toughness, how about vitality?
I only used him 9 times. 8 were wins. The one loss was as big as the biggest win. Most of the wins were small. I quit while I was ahead.
Whoever does the tooltips needs to do them over again. Main culprits I’ve noticed so far are for new traits that replaced old traits. Example: new guardian staff trait that increases boon duration by 20% while wielding a staff does not show the proper boon duration on any skill when the trait is armed. Another: the new guardian 10% damage boost while under the effect of retaliation shows a buff to sword and spear damage, a trait that was removed. Another: the renamed Healing Breeze skill still refers to the a Healing Breeze duration instead of its new name. You guys seem to be extremely sloppy with tooltips. That could probably be an area that could easily be improved, when you make a change to things that affect tooltips, give that change to the tooltip guy so he can fix them.
just like the dam HONOR line the first 3 traits are MACE/REVIVAL/FALLdmg
they are all useless in pve or you need to wield a dam mace
and the grandmaster 2 with the larger symbols should be a tier 1 so we can actually use honor for something good
Then use the revival trait. Chances are someone, sometime is gonna go down, might as well spend less time rubbing them back to fighting condition. Less downtime for you, less downtime for them. If no one’s going down, then who cares, the content you’re doing is so easy you could probably do it traitless and naked anyway.