Your trait choices are horrible. How can you main mace with a “max heal build”, put 20 points into Valor, and choose Purity over 250 heal w/mace? And going 30 Honor without picking up Battle Presence. Finally, where’s Absolute Resolution?
You can achieve 2300+ healing power without ascended weapons using 40% boon duration runes.
I wasn’t aware that guardians had party wide vigor. Glad you had a good time, tho, OP.
There’s a pretty easy trait you can pick up that spreads might to allies when you crit. You can keep up a fairly decent stack of might with that. Pretty much whenever I glance at allies in a pug to check their boons, they’re hovering around 10ish without me having used things like Justice.
1s internal cooldown on EM. That means without boon duration you are providing a maximum of 5 stacks from that trait.
Also, might isn’t vigor…
LOL @ attributing all that to the zerk guardian when half of it isn’t even something guardians can do.
Too much toughness.
This is just a matter of personal preference. Would you ever say you have too much attack power? or too much critical chance? It’s all relative, I don’t like being taken down easily.
I enjoy being able to solo camps, surviving heavy burst from gc builds and being able to take multiples. I don’t have mobility outside of Earthshaker, so staying in fights longer, i receive more benefits from high toughness imo.
An additional point invested into toughness, indirectly into armor, reduces damage taken by a smaller amount than the previous point. In other words, the marginal effect of toughness is dimishing. Therefore, you can have too much toughness. After a certain point it is simply inefficent to stack more toughness, because the benefit is so tiny that you better allocate the points to other stats. With almost 3700 armor you crossed this point, by far.
You cannot have too much attack, because attack scales linearly. Moreover, attack synergyzes very well with the other offensive stats.
The choice of high toughness is not a question of personal preference. The core game mechanics – the calculation of damage – determines the efficient stats allocation.
Your post shows a fundamental lack of understanding of how damage reduction works.
It takes just 50% damage reduction to counter a 100% increase in damage. It takes just 75% to counter a 300% increase in damage. It’s absurd to think that the last 25% reduction is the same as the first 50% when it’s clearly far more potent.
If you factor damage reduction and damage increase relative to their current values (instead of the starting, naked value), damage reduction is far more linear with far less diminishing returns than power, crit, and crit damage.
That’s not to say that toughness is good. It’s not. But the issue isn’t the scaling. Starting out, power is far better than toughness but at some point the returns from power are less effective than the damage reduction from toughness. Whether that point is anywhere on the spectrum of available stat distributions, I don’t know and haven’t bothered to try and figure out.
(edited by Yaki.9563)
Oh my god, are you actually complaining that getting a legendary is hard work? It’s actually already way too easy in this game to get one, particularly since the changes. I’ve never seen this many t6 mats, gold and lodestones being thrown at you when I was making my Sunrise a few months back (and even then I thought it was too easy).
Even lodestones have become considerably cheaper.Honestly, if you don’t want to work a little for it, don’t get one. It’s that simple.
The way players want everything instantly without having to put in any effort, that is a joke :/
Of course it’s easy. You farm all day and enjoy it.
Yes lets go back to CoF1 farming where only the elite few have access to gold. The masses shall be denied!
I log on, do a couple fractal runs, finish daily, occasionally do the living story achievements. That’s casual. I will not have enough money or mats for crafting to 500 and getting ascended weapons for months, if that.
Some people don’t know what casual means. Or maybe they just look at their grind and say, oh a casual player can just do the same grind but less per day. Yea, casual players want to run content for two weeks of gameplay that is not fun or interesting. That’s totally what casual gaming is all about!
That said, I don’t really care about the weapons either. I will never craft them even when I get enough gold. 200 per craft plus the grind for mats? Forget it. I’d rather grind a legendary if I’m going to have such an expensive and unpleasant experience.
Oh noes the shout healers will be back…
Better than the banner healers. Though warrior group healing is so abysmal that it’s hard to imagine anyone considering themselves a “healer”.
This is why the warrior sub forums are generally just a joke when compared to the others.
http://wiki.guildwars2.com/wiki/Vigorous_Shouts
Healing: 1,192 (0.8)
Yet you failed to compare to banner regen. Does that make you a joke?
healing signet + this healreg traits is more than op and make warrior with berserker amulet more tanky than a bunker guardian
plz dont forget to FIX this
thx
Not even close.
Heal Signet is slightly too strong though. They need to nerf it a little bit and add some kind of incentive to use the active.
You should not use the active, its weakness is already there. It does not need more weaknesses less your going to make it immune to poison.
That’s the point. A signet with no reason to use the active is a poorly designed ability. And what exactly do you mean by “more weaknesses”? It has none. It is passive, can’t be interrupted, and is stronger than the vast majority of heal skills in the game.
Oh noes the shout healers will be back…
Better than the banner healers. Though warrior group healing is so abysmal that it’s hard to imagine anyone considering themselves a “healer”.
would be enough for me if they add to Lung Capacity (-20% shout cd) the removal/conversion of 1 cond. So i can finally change the soldier rune.
It would be just like the warhorn trait which is in the same master major slot.
Wouldn’t you just keep the soldier runes so you can remove 2 conditions per shout?
DPS is useful, not sure why you need to load up on support traits to be “useful”.
So you think that a properly geared and specced DPS player does 4x the damage of the typical PUG player? No way.
I have been getting that luck stuff from blues rarely and greens often. I’m not going to buy a bunch of junk just to salvage to increase my MF.
OP was likely trying to exploit, buying 20 karma lvl 2 blue items and hoping he could get tons of luck for cheap. For once the devs had something in place to prevent that kind of ridiculousness.
Nothing’s dumber design than a game built around 1-shot mechanics whose animation is obscured by effects. It’s already bad enough that 1-shot animations are often the exact same as piddly damage animations.
Legendary has no RNG. You just buy the precursor off the TP and craft it.
Dagger Warhorn.
Axe Focus. (I remove Signet of Rage, all 3 buffs every 12 seconds.)
You get 40% cooldown on focus? And you never swap sets?
I want a little minion to carry my banners and follow me around while I fight.
I’d love that. But then banners would just be more powerful versions of shouts.
healing signet + this healreg traits is more than op and make warrior with berserker amulet more tanky than a bunker guardian
plz dont forget to FIX this
thx
Not even close.
Heal Signet is slightly too strong though. They need to nerf it a little bit and add some kind of incentive to use the active.
Warriors have some of the best shouts in the game with reasonably low cooldowns. I’m not sure why out of all things in this game they would work on our shouts.
The Tactics line minors have nothing to do with shouts.
@Yaki
I understand there is more to our “core mechanic” than virtue of resolve, but I am talking in terms of self sustainability, our “core” mechanic in that is stated to be our ability to regenerate life to make up for a low health pool.https://www.guildwars2.com/en/the-game/professions/guardian/
http://wiki.guildwars2.com/wiki/Profession#Guardian
http://wiki.guildwars2.com/wiki/GuardianVirtue of Resolve does become better, but I’m not sure you can say it is better than AH or MF, and warriors have the healing signet with no healing power at all doing more than virtue of resolve does with max healing power.
Healing Signet with no healing power does 392 a second.
AH around 5 people with no healing power does 354 a second (69*5).
MF is a little more complicated to factor in terms of heals per second as it is a burst heal via 3 or less utilities on varying cooldowns, but with no healing power and using Smite, JI, and Contemplation with reduced cooldowns you will do about 9800 healing (3 smite, 1 JI, and 1 Contemplation healing for 1960 each. Divide 9800 by the max seconds, 48, and you get about 204 heals per second (still inaccurate as you won’t be using them on cooldown, so its actually lower.
Writ of the Merciful will do 287 (full healing power) and 107 (no healing power) a second when in stationary symbols.
Virtue of resolve, with every point possible into healing, mace gives healing power, absolute resolution, healing food, signet of mercy, and max sigil of life stacks will do 228 untraited and 285 traited healing per second….but you used up all your stats to max it out and it is still not amazingly beyond the capacity of MF and AH.
Healing Signet is a heal skill. We have one too. To compare it to one of our passive mechanics that we get on top of heal skills is very misleading.
AH is great but it is a GM trait. Same with MF.
But what none of those has is the ability to provide group wide healing. VoR can provide ~250 healing per second to the entire group. That far outstrips what those other skills can do. If you want to “heal”, VoR is awesome. Not so much if you’re standard DPS build but then why should it? You get passive Aegis as well. Don’t forget the VoR also has an active use heal.
We have low health not just because of VoR. It’s because of the overall access to heal skills and protection abilities. We can maintain permanent protection. We can maintain permanent regen. We get AH or MF. We get Aegis from multiple sources. We get a few reflection skills. We get things like dodge heal. If we had Warrior level health we’d be insanely powerful.
You’re giving up too much imo for just a tiny bit more boon duration. The standard 0/0/20/30/20 is much better imo. And celestial gear? Why? Your damage isn’t going to be much better (if at all) than cleric’s, with far less heal power.
I’m using Celestial to get more DPS and mainly precision to trigger both Vigorous Precision and EM. And considering that Celestial brings full crit dmg (equivalent to Zerker or Assassin – 2% more!) presion really helps.
Also that a look in the 2nd link (now fixed).
But I also felt a loss of dps with the winter jewels, compared to quartz ones that I have.
The difference between your DPS and using a Cleric’s/Magi split to keep power the same is 11% (assuming you’ve got permanent fury, it’s less otherwise). That might sound significant, but it’s an 11% increase to crap damage. When you’re doing 1/3 the damage of someone geared and traited for DPS, that 11% is fairly negligible. For that gain you give up a little over 200 heal power though you do gain about 70 vitality. Your crit rate is just 4% higher.
It should be noted that you’re also giving up a lot by using exotic trinkets instead of ascended just so you can gain 5% boon duration.
Unicorn bow – 10/10 Shoots rainbow unicorns and has big, obvious hoof footprints.
Greatsword – 10/10 Gigantic and fat, cuts huge swaths of glowy arcs, massive footprints.
Juggernaut – 8/10 Awesome armor effect when wielded, worthless when not. Footfall and swing effects could be more noticeable.
Everything else is inferior. If it’s not super flashy and instantly obvious that you’re using a legendary, it’s not well designed. LOL @ ones without any aura, cool projectiles, puny footfalls or wtf even no footfalls (I’m looking at you Minstrel).
Hi, I am an old player (beta tester)… month ago I ragequitted GW2 because i hate this kind of healing mechanics… I was upset because all the ascended gear was without Cleric stats.
All my friends (and guildmates) are playing here… so i came back.
I don’t want to play RIFT solo (even if in rift you can be a real healer, lol).Thanks god, I saw that now there are ascended amulet, rings and accessories with Cleric stats.
What about Back? I can’t find nothing.
Is it there a way to have Cleric back?Fractals doesn’t seems to have it.
There isn’t. You can get an exotic Magi back with karma though from the temples.
You’re giving up too much imo for just a tiny bit more boon duration. The standard 0/0/20/30/20 is much better imo. And celestial gear? Why? Your damage isn’t going to be much better (if at all) than cleric’s, with far less heal power.
Ok so it is a FACT that armor caps at 47.95% reduc?
From base armor to 2300 u gains +8% reduction (200 toughness)
From 2300 to 2800 howered thats olny 13% (500 toughness). Noticeable dimishing return
From 2800 to 3500 13% (700 toughness) <The same reduction as above, but 200 toughness more
From 3500 to 4000 +6%. < 500 toughness again, yet olny 6%.
4000 Armor is 54.28%. But whats is our damage? 400 on crit?
We can see easily that the futher we go, the less we gaining from toughness.
2700-2800 is the sweet spot.Protection alone +33%, thats why someone keep asking for a protection, i don’t have to tell who bc everyone knows him.
Not all % values are the same. Going from 99% to 100% damage reduction is vastly different than going from 0 to 1%. In fact, so vastly different that with that 1% you can take an infinite amount of damage and not go below max health.
You are misunderstanding and misapplying percents.
Scoobie is displaying data on a logarithmic graph and interpreting the decrease as DR. It has been proven months ago that there are no DR. I typically fail at explaining the math behind these things, so I will direct you to somebody who in my opinion explains it well. http://www.teamquitter.com/viewtopic.php?f=55&t=30776
Actually there is DR. It just isn’t very much.
~3k is the sweetpoint for armor on heavy class.
No it’s not. You just made that number up. Or pulled it from someone else that made it up and thought it sounded good.
http://wiki.guildwars2.com/wiki/Spiked_Armor is one of the Warriors Grandmaster traits, currently it is worse then other classes minor traits.
Boon: Retaliation
Uptime: 33%
Requires: 30 trait points.
_______________________________http://wiki.guildwars2.com/wiki/Vigorous_Precision
Boon: Vigor
Uptime: 100%
Requires: 5 trait points.This is just an example since both are similar.
However, as you can see… Spiked Armor is NOT worthy of a Grandmaster, it should be moved with Thick Skin or changed completely, also Thick Skin is worthless and needs a buff as well.
LOL @ thinking traits are balanced this way.
Compare: Wrathful Spirits GM Guardian trait vs. Empowered Allies Adept Warrior trait
Examples abound, so what?
And here we start with the conspiacy paranoias that have nothing to do with the reality of computer RNG computations.
I say try this: jump on one foot, yell KAWABAKAWA 3 times, do a 360 turn and toss salt behind, then click on MF.You have no idea how loot computations work if you think devs rely solely on a RNG to determine what outputs. There are more factors than just a random number. This much should have been abundantly clear with the fact a Diminishing Returns system exists. And as we all know, taking time off is the only sure-fire way to kick DR off your account, so his question was perfectly sound.
You are wrong.
I am a slow poke, and it takes me 30 min maximum, with fetching a toddler around.
And when I don’t feel like doing them, well, than I just ignore them. They’re not mandatory.
Bull. Some days yes, but not most.
Anyway OP was talking about doing ALL dailies, not just the 5 for reward.
Actually, all classes can take on DPS, support and control.
None of those roles are relevant in PvE except DPS, and it’s a long stretch to say that all classes are even remotely comparable in those unneeded support and control roles.
It can join the club of other legendaries which are neglected and/or inferior. Funny how some of the already best legendaries (unicorn bow) get awesome updates while other lame ones languish.
But they make it more convenient and more likely that he will get the exact weapon he wants so he starts complaining because it isn’t easy enough.
Wait, are you trying to imply that loot drops out of dumb luck determines how easy or hard the game is?
There are plenty of players who have been requesting, for an entire year, for hard content that rewards top gear. Instead, to get the ascended weapons, we must farm for countless hours by spamming auto-attacks, or hope for RNG within RNG to not get useless ascended gear.
It would be a lesser problem if we could sell it. But alas, we can not.
You know exactly why they don’t create “hard” content that rewards top gear. Because people would exploit the crap out of it just like they do with every challenge in this game. They’d find some way to stand on a ledge or bug the boss or portal past the tough mobs or whatever. So then the hardcore guys would get their “hard” earned uber-loots before the fix and then the rest of us would be screwed with nothing.
BTW while you may think each individual encounter is easy, the sum of them is not. Maybe you consider running a marathon easy? Swimming across the English Channel easy? Because no doubt you can run a mile or swim 100 yards right?
If you don’t like the RNG acquisition, there is a solution. Craft your own kitten weapon, with whatever stats you want.
I aim for around 2.8k armor. Most of warriors damage mitigation doesn’t come from armor, but from good dodges and utility usage.
Then why aim for any armor at all?
They are talking about autocasting skills with a targeting reticle, like your hammer F1. It’s under options I believe.
The vast majority of groups don’t expect anything. I run fractals on my healing guardian and no one complains. No one complains if I don’t use WoR in the right spots because I forgot to change skills. No one complains if I don’t use group stability. I’ve yet to have anyone tell me to do anything class specific. Same goes for my warrior except the one group that coordinated banner use.
So basically, do whatever you want. Despite what people say about DPS (which is mostly true btw) it really doesn’t make all that much difference. The only thing that sucks is if you go a heal build and some other person is also heal build so your regen and stuff is wasted and your group has bad DPS. I wouldn’t recommend going PVT gear, then you get bad dps and offer nothing (stat wise) to your group.
I guess my point is, don’t be worried about what people expect. The best build/gear involves berserker but a heal build can be useful for PUGs as well (though overall not as good as berserker DPS build). Play what you want.
(edited by Yaki.9563)
What about those talks that you’ll need 2 weeks to craft 1 weapon?
That’s without buying stuff off the AH. While several of the mats are time-gated and account bound, the material you make out of them isn’t bound, from what I understand.
Hahahahahahaha. What a miserable design decision.
One handed weapons have the same weapon damage as a 2H weapon. What should be changed is the off-hand weapons, which add no DPS. Those should be 1/2 the cost or less.
Everyone will try him out for a week, then after that some people will show up, but not enough to succeed, then everyone will just stop showing up. People will go back to easy events, champ farming, and dungeons.
hmmmm weird. and i thought people were asking for harder things. more challenging things.
Not with 80 people requirement.
If they had made drops be random stats AND random weapon, the OP would not be complaining at all. That would have been exactly like he expected. But they make it more convenient and more likely that he will get the exact weapon he wants so he starts complaining because it isn’t easy enough.
It’s like when you buy a child an ice cream and they complain because you only bought them one scoop instead of 3.
The most powerful “active” heal Guardians have, with healing gear, is selfless daring. By a huge margin. Your lists ignore cooldowns so are misleading in many ways.
Anyway, the only real conclusion I draw from this is that scaling of healing power is completely inconsistent. Some skill scale ridiculously well (usually because their initial value is so pathetically low) and some barely scale at all (the large base heals).
This also shows just how drastically ineffective our core class mechanic, virtue of resolve is in sustain, and I once again argue that it needs to be adjusted to give us more build diversity and realistic survival outside of AH/MF or full clerics.
The core mechanic is 3 virtues, not just one. I’m also not sure why you feel the passive, free VoR should be competitive with the trait that takes 30 in one fairly useless line. Once you trait and gear around enhancing VoR it becomes far superior to AH. What’s the problem?
celestial items still have more stats on them than other sets, you and everyone else who are complaining about this are doing so completely without merit. If you bought celestial stuff for the paltry magic find gain, that’s your own fault
This is such a bogus argument. Celestial items have more stats but not all stats are equal, regardless of build. You really have to stretch to make it semi-worthwhile and the magic find was the extra bit that it took for some people. Seriously, how is that not hard to understand?
Maybe we should take all those berserker rings and nerf the crap out of them so that their +crit values are in line with armor. Then it would be “your fault” for buying them in the first place.
The only people who should have bought celestial items in the first place are people with builds which can use all stats. The removal of MF did nothing to affect that. Anyone crying about celestial gear is beyond hope.
Using all stats doesn’t mean they are all equal in value.
And LOL @ thinking this game is nothing but combat. Oh wait, there’s the TP and crafting and all the other things you might spend money on where MF matters.
Berserker obviously, since it’s the best set in the game.
This might be unrelate or related to topic but i d like to say that all newer boons are likely to fail to extend the duration of current boon if the current boon has already 40-50sec left. And this is %100 reproducable.
Unless this is new, this is incorrect. How else would you get boon durations of ~2 minutes or so (which I can achieve with swiftness while running around)?
How do you know it won’t take 500g of mats to build it? And at some vague random date in the future that might not even happen.
Don’t complain about such item changes, it’s ridiculous.
First of all the change was very small, despite your tantrum trying to pretend otherwise. Second, it’s a small change to some pixels that will have minor to no impact on your gameplay. Third, nobody guaranteed that items, skills or any game features will remain unchanged forever, changes do happen in MMOS. Fourth, you got some compensation in the mail, much more than necessary and definitely more than you are entitled to.
/no sympathy
From a stat perspective the change is larger than the jump from exotics to ascended. If its “very small” I assume you wouldn’t mind if your crafted ascended weapon got randomly deleted then.
Morrolan,
Worthless because they’re now taking up a slot on my character and not doing what I bought them to do. The two rings had lower overall stats, made up for by magic find. But, they removed the magic find without changing the other stats.
Celestial has reduced stats not because of magic find… It has reduced stats because it gives you the following all on one item.
Power, Precision, Toughness, Vitality, Critical Damage, Healing Power, and Condition Damage
Magic find was hardly going to make or break the item. In truth it might mean 1 point bonus to power, precision, toughness, vitality, healing power, and condition damage if your lucky. The big bonus of celestial gear was the fact you got a bit of everything. Removing magic find from it does not change the fact it still gives you a bit of everything thats available on gear.
Actually MF has a much higher stat value than that. 2% was worth about 30+ stat points. So you’d really get about 5-6 more in each stat on the helm, a fairly large increase.
