Sonya for females. (necro,rev,ranger,mes,engi)
All classes lvl 80.
“Receive the Light”: Baseline healing to allies reduced by 25%. Now affects allies around you instead of in front of you. Radius: 400. Scaling to allies from Healing Power increased to 0,4 from 0,2.
“RtL” is terrible in WvW or PvP since you barely ever have time to target it correctly. This new functionality would make it tons better. And let’s face it, nobody uses it in PvE either.http://metabattle.com/wiki/Build:Guardian_-_AH_Frontliner
I also don’t see the need to turn Receive the Light into Wash the Pain Away.
Yet the skill is never mentioned aside from the skillbar whereas Shelter is in several places in the description. That’s the skill that actually belongs to the build. You should read the build before posting.
It’s more a QoL change anyway, but I wouldn’t mind having an actual group healing skill like druids and eles do. Empower doesn’t really cut it. You could give a better suggestion instead of just being salty.
What did? Cryptic.
I tried the meta Mace Shield build and I’m melting doing the story in Bloodstone Fen. For some reason I’ve got a hell of a lot more sustainability on my Reaper. Is there anything different I should be going with my build? The gear I’m running is exotic Valk armor, Exotic Zerker Mace/Shield, Ascended Zerker Hammer, Ascended Zerker Jewlry/Back. Sigils Force/Accuracy X 2, runes Flame Legion I think.
Do I need to change my gear to Clerics while keeping my Weps/Jewlry/Back Zerker?
Never died once doing that story, and I’m running almost full asc zerk with a few exo soldier pieces(which I intend to replace with more zerk when I get around to it). All that while running GS/LB with mostly traps. Basic principle is kill them before they kill you. And never stand in AoEs.
Reve es better in all terms compared to guardian imo. But guard is fine, it’s still the class I enjoy the most.
Opinions are subjective but Guardian is better in ranged fights, and definitely have better healing than Revenants. Centaur Stance is still way too gimmicky.
DPS-wise Guardians are better than Revenants against stationary foes and slightly better against blobs. Revenants on the other hand are better against mobile foes and single targets. For open world revenants can go condi whereas guardians not so much. They can do it but it’s not that good, but like said before, guardian has better ranged options than revenant.
Support-wise they are both good. Guardian gets perma-protection with hammer but revenants can provide other things. They actually work really well together.
A warning about leveling these classes. They both move slow af. Guardians don’t have a mobility speed skill at all whereas revenants only gain an effective movement speed boost with their ESpec, Herald, which is only accessible once you reach lvl 80. You can however choose to use Superior Traveler/Speed runes after lvl 65 for both classes.
Most of all, you should just try all the classes you want. I suspect the class you will end up playing is the one you like the most. Which probably has nothing to do with whatever is the best. Guardian was my 1st class 4 years ago and it’s still my main class but I do have a lvl 80 of all classes now. (or rather I did, rerolled my thief and engi a little while back)
Signet of Resolve is already at 35s
Really? Well okey nvm that then. Was relying on information from the editor. I guess it hasn’t been updated there yet?
Well… The topic kinda got lost in that Shelter-conversation.
Taking into account some of what’s been said before me, here are my ideas:
Litany of Wrath: Skill type changed from Meditation to Consecration. Now affects 5 players in a radius of either 180 or 240, with initial healing only on the player himself. The secondary effect pulses 1 times every second. Duration unchanged. Combo field: Light. Now only converts condition damage to healing, with a rate of 50%.
Litany of Wrath is crap and needs changes. It always felt to me more like a consecration than a meditation.
“Receive the Light”: Baseline healing to allies reduced by 25%. Now affects allies around you instead of in front of you. Radius: 400. Scaling to allies from Healing Power increased to 0,4 from 0,2.
“RtL” is terrible in WvW or PvP since you barely ever have time to target it correctly. This new functionality would make it tons better. And let’s face it, nobody uses it in PvE either.
Shelter: Is now a meditation. Base healing reduced by 20%. Cast time reduced to 1s. Cooldown reduced to 20s.
Guardian is missing a low cooldown healing skill. Shelter fits the bill. Not sure how this change would affect it. Needs some serious feedback.
Signet of Resolve: Passive effect extends to nearby allies as well. Radius: 300.
A good heal already but really gets trampled by the other skills anyway as it currently is. This would bring a support aspect to it.
I’m not gonna touch the trap-heal since I really like how it works. The selfishness and the risk/reward relation on it is great. I would however touch on its trait but that’s another matter for another thread.
As another note, I would really like guardian to be a support oriented profession at its base. That way, current and future ESpecs can be oriented to more selfish styles of gameplay. That is the basic reasoning behind most of my suggested ideas here and elsewhere as well.
(edited by Yannir.4132)
I’ve been a guardian main since launch, and I also have around 300 matches with thief in my belt. When playing thief, to this day I’ve found no way of reliably engaging a guardian on point, even as I know the class through and out.
Fight them off-point, or if you can’t, you are better off going for the teamfight than trying to take on a DH on-point by yourself. You could try to bait them to move away from the point but if that fails you gotta go elsewhere.
@Evilek You forgot Aegis but in general I agree.
For whoever said that the symbolic guardian has more sustain than last season ele, learn to play pls. That’s simply not true. Symbolic may be able to stalemate scrappers or druids and wins against chronos or thieves, but warriors, revenants or necromancers destroy it rather easily on equal skill level. Last season ele could at least stalemate all of them.
That’s only applicable 1v1. Guard stacking on the other hand IS an issue but it’s not an issue of the class, but of the matchmaking. Ranked should have preventive methods for class stacking of any kind. It’s still one of the most wanted things for ranked, and there must be a reason why ANet still hasn’t done it, so there must be something about it we don’t know about.
lol immob or warding would be infinitely more cheesy than a half second of daze.
all that would do is encourage more people to run the crappy full traps noob stomper build.
Not sure why it would be more cheesy … it’s very much inline with what a trap does and it’s completely inline with Anet’s idea of how they want Guardians to play.
Having a traited ward on traps would turn ALL of them into Dragon’s Maw. I think that would be cheesy. You drop 5 traps, the enemy would need 5 stacks of stability to get through them all. Some classes just can’t do that. And a ward would make Test of Faith useless. But immobilize I could see working. 3/4 seconds long base. With 100% increased condi duration that would be 1,5 s which isn’t overpowering.
I use Scepter with both amulets, the added range is just too convenient to pass up. On the other hand, I also have Virtues instead of Valor when using Marauder.
the main problem for me with DH now is the fact that its so easy to play
spamm your traps on point and rotate your weapon skills
there is no thinking
and to see 7 DH on a fight its bit too much atm
the way to win them is to out rotate them
so i dont know about nerfing as the only thing i find semi op is the healing abilities and blocking spamming which let the DH survive 1v2 or 1v3 for 30 sec on point while other classes cant (on point again)
Don’t know about other ppl but I 1v3 far better on a Revenant than a Guardian. Rev can escape stunlocks, Guardian can’t.
(howerver spear of “Justice” which kinda undodgeable so u just can pull in…)
I’ve been wondering why did they fix it, making it dodgeable and then reverted to previous “undodgable” state couple patches later again.
What are you talking about? SoJ is NOT undodgeable. Frankly, it misses more times than it actually hits.
About the topic, I could atleast get on board with swapping the daze to immobilize. It would be consistent with the traits intention of keeping people in your traps but you would lose the interrupt factor of it. In some cases it would worse but in some cases it would be better.
asside from the unbalancing an entire game mode. sure.
You realize how much overboard you are going with these rants? Things are not that bad.
Best team comp i’ve seen:
- Meta Dragon Hunter
- Elementalist (Fresh Air)
- Scrapper
- Mesmer (Who knows how to use portal)
- Reaper
If plays right it’s the best team comp because everything has plenty of sustain while each class has massive damage output. The only squishy class is The Elementalist, but she never runs alone, all they need her for is air overload, and maybe Lightning storm
Personally I would swap that elementalist for a good warrior or revenant.
Now, I do think Purification might be too good. It’s a pretty big heal, on a short cooldown, that also does damage and CC, and the risk that the enemy won’t walk into it is pretty slim: there aren’t many good arguments for taking one of the other heals instead in most PvP situations.
Even Purification has it’s issues. The 2nd, more important heal, comes with a delay which means that it’s not an emergency heal. I can’t tell you how many times I’ve been spiked down in seconds, lay the trap and the healing comes too late. That is it’s downside, and I believe it’s a major one. Wings is just as unreliable. It’s not an issue really though, it’s a playstyle choice.
If they were to nerf the healing on it, I think they would have to make all of the healing immediate. But I think the better solution would be to nerf the trait, and have it not do any CC. Or contain the daze into a single trap, instead of them all.
I always thought that traps should not be traited with CC. Dragon’s Maw is fine, since it’s the traps purpose to CC. But even the 1/2 s traited Daze on all of them is too much.
@emkelly You sounded like you were suggesting you don’t want to be hit by a trap at all. Is that the case? ToF is absolutely and completely avoidable even without dodging. It’s not unblockable or anything. Blocking the trap will block the daze as well. As a DD if you completely avoid the trap, why would you need to reset? I can’t see your point.
Go and use traps without this trait and show me how many players you hit or kill
That’s my point exactly. The traps are useless without the trait and so, it’s mandatory when playing DH. I could get on board with an Immob instead of daze. But now that I saw it, I will do it just for kicks.
They’re very simple and easy to play, their traps are overpowered and can melt anything- you lay your traps down and pull the enemy into them, no instructions required. Even someone who has never played an mmo could rock at a trap DH
Yeah, and when you pop all those traps, the first guy dies and a 2nd enemy appears from behind the horizon, you’re helpless as a baby because you don’t have RF to reset your virtues. Try it, I dare you.
I always thought that traps should not be traited with CC. Dragon’s Maw is fine, since it’s the traps purpose to CC. But even the 1/2 s traited Daze on all of them is too much.
@emkelly You sounded like you were suggesting you don’t want to be hit by a trap at all. Is that the case? ToF is absolutely and completely avoidable even without dodging. It’s not unblockable or anything. Blocking the trap will block the daze as well. As a DD if you completely avoid the trap, why would you need to reset? I can’t see your point.
GM3: Advice taken on Silencing Justice. I had not considered adding a disable upon other virtues actives when used, but if that is what it takes to balance it…how long would the disable have to be in order for it to be strong but balanced?
You see I’ve been playing around with new ESpec ideas myself, and thought about how to bring new life into the virtues. A newer, skill-based version of them to be more precise. One way to do that would be to enhance their impact with the downside of sending the other 2 on a cooldown as well. It wouldn’t be a full cooldown but a shorter one to prevent spamming them all at once. There’s a precedent to this in the form of Tempest Overloads. Now the OL doesn’t send other OL’s into cd but you do have a waiting period in-between using them. That’s basically what I was going for. A global cooldown for all of them(no more than 10-12s, affected by traits that reduce virtue cds), the full cooldown for the one you use.
Now that things are reined in, I have a few more suggestions.
Firstly, on Adept 2. Resolves effect is still too powerful, in fact I think Guardians should never have access to Poison. It kinda goes against the fundamentals of the class. Keeping 3 enemies around you poisoned at all times would still be too powerful for any class. It’s not the damage but the -33% healing effectiveness that poison does. I’d rather go with Chill(1s), or change it to a boon instead of a condi.
Now Mystic Vigor seems a bit underwhelming. That is easily corrected by having the healing go to allies as well. Guardian is not a selfish class, after all.
The minor 3 is still too powerful. I understand your way of thinking here, but it’s misplaced a bit. Scrappers didn’t have any real way of getting back hp but guardians do that alrdy. Even if most of those things are in Honor. (that should be changed instead of giving guard more)
(edited by Yannir.4132)
I would argue that almost every one of the traits is overtuned in one way or another. Could you please add some cooldowns to them to get a grasp of how often you could trigger these.
Adept 1: Resistance duration is too long. I can think of a plethora of ways of gaining Protection as a guard. We have the most access to it. If this is on a 15s+ icd, then it might be okay.
Adept 2: Pick one, you can’t have them all on the same trait. That would be way too powerful.
Adept 3: This one is actually ok but dump the reta. And no stacking. You could raise the damage bonus to 10%.
Minor 2: This one needs some other trigger, possibly blocking an attack? And a 1s ICD. You could raise the endurance gained to 10.
Master 1: Lose the reta. (You alrdy get it from Virtues)
Master 2: This should be one or the other, not both. And needs an ICD.
Master 3: This needs to cap somewhere. Maybe 15% max bonus?
Minor 3: How does this scale with Healing Power? Regardless of that, it is way too strong considering how many other ways we have for healing. Our dodges heal, our aegis heals, Resolve heals, our symbols heal + your actual healing skill. Should be more like: “Heal for 166 health when you gain Retaliation.” And the movement speed is kinda misplaced here. There’s no effective way of gaining reta when out of combat.
GM 1: Just no. Think of something else. Light Fields to Fire fields even without the added benefit of having 2 fields would be too strong. Think of the current sword #2 with some alacrity. Permanent fire field. Just no. But I do like the healing part.
GM 2: Too random, just make it a basic cd reduction trait. Those are tried and tested, and they work.
GM 3: Silencing Justice becomes way too strong with this. Just make it Unblockable. Nothing should go through evades. Dump the condis on Blessed Courage. Just make the shield return to you.
Btw, my viewpoint is that of PvP, since it should come 1st when designing new specs.
Then about the Virtues themselves. Don’t try to cram everything into all skills, unless using 1 of the skills disables the other 2. Unless that IS your plan, make 1 virtue condi, 1 virtue healing and 1 virtue CC. (currently Spear of Justice does 2 things, but SoJ is single target basically)
There’s more I could say but they are just subjective opinions considering the flavor, these here are just my objective observations.
(edited by Yannir.4132)
Are u able to kill anyone who runs sustain too though? Or do u guys fight for an hr before calling truce, patting each other on the back for being pros, and then run off feeling good.
I just dueled a scrapper for 5 mins. Every time he got me low, I healed back up with Wings and Purification. That answer your question?
I always thought that Death Spiral should follow the target, not entirely unlike Revenant’s sword #3. But with no evade frames. Just move the levitating animation from Gravedigger to Death Spiral, and have the reaper glue to the target.
Playing in PvP will also reward you Tomes of Knowledge which is a consumable item, that when consumed will give you exactly 1 level. Don’t worry about when to use it, you will not “lose experience” by using it at the end of a level. Just be sure you have a reward track selected, although I think the game will automatically choose you one. They all have Tomes in them.
If you’ve done all the human areas, you can also go to other races starter areas to do more roaming there. GW2 has level scaling so doing those isn’t a waste of time. Keep in mind that almost everything you do in GW2 gives you experience, including crafting, seeing Vistas, Points of Interest and Hero Challenges, so while you do the Hearts keep these in mind as well.
The leveling experience in GW2 is not just questing via Hearts. Like as I said earlier, almost everything you do will grant you experience. PvP does this indirectly.
Oh and don’t worry too much about dying all the time.. If you wanna play this game, get used to the idea that you are going to die. A lot. Before you learn the kinks and curves of your class.
No they don’t stack AFAIK. Movement speed and attack speed alike always go by the highest number. In this case that would be the 50%.
Concerning movement speed, the movement speed cap is actually not 150%, it is 166%. But there are only 2 skills in the game that allow it. And they are both elementalist skills, Vapor Form and Mist Form.
As an elementalist I now play DH because you don’t even need to know how to play the class to win a 1v2. It’s simply the easiest class to play and the strongest class, therefore when your class becomes useless because Anet mess up the balance (like with the elementalist) it’s the perfect immediate substitute.
Than play druid, just spam 1111 while your pet kills all players. You can easy 1 vs 4.
That only works for noobstomping. Besides, the new Symbolic DH build can pretty easily stalemate druids. Those 2 share the same weaknesses and strengths.
For the reasons Saiyan mentioned, I would advise people to consider taking Contemplation of Purity instead of Smite Condition. It will also serve as a stunbreak. JI is way too important to drop, IMO, but that might be just me.
I think Staff #1 should have a bouncing attack rather than a piercing one. 2-3 targets. If it hits more than 1 target, it inscribes a Lesser Mark of Blood into the 1st enemy’s location.
-Lesser Mark of Blood hits with 1 stack of bleeding(6s) and 3s of regeneration, and it’s radius is only 120. (50% of normal mark size) No direct damage.
Staff #2 should do 4 bleed stacks instead of 2. Would make it more simple to trigger Blood Bond. Increase power damage by 33%. Increase cd to 6s.
Staff #3. Increase the poison field duration to 8s.
Staff #4. This attack is no longer a mark and will trigger immediately when cast. Change made mostly to blast fields when no enemies are close enough, but downside is it would no longer be unblockable.
Staff #5. Direct damage increased by 100%. Cooldown reduced to 25s.
These are my proposed changes.
Used a modified bunker build trying to max out healing effectiveness to other allies.
On self, the dodge rolls heal for 1,8k, and aeigis heals for 1.5k. On allies, these heal for about 2k. Has 29% outgoing heal effectiveness for allies. When blocking and on shield you get a bonus 490 toughness which i feel makes some difference. I was apprehensive about taking invigorating bulwark over protective reviver but with mace/shield and fragment of faith you can quickly get 10 stacks, and the bonus to healing is very noticeable on dodging, and even more so on allies. Your wings of resolve, for example, will heal allies for about 8k and you can use shield 5 to simulate the trait. Taking test of faith and fragments of faith is preferable for interrupting stomps.
You guys try it out and let me know what you think. I would love to see guards running bunks and bruisers to see how well they synergize together.
http://gw2skills.net/editor/?vVAQNApeWn8cCdDhVdCGdC8DhlHiS+3L+l/6XPgFALAagsE-TJBGABAcGAyvMQCPCAj2fAA
I ran this build for a while even before the patch. Having Fragments of Faith twice is a bit redundant IMO. Here’s my variant:
http://gw2skills.net/editor/?vVAQNApeWn8cCdDhVdCWDB8DhlGiSe4T+nHrAigu8aYXgAA-TZxGAB2XGg8DBwQ7Pk7JAAgnAAA
Oh btw, the marauder build is awesome, very good for soloQ. I would go with the bruiser build when a bit more organized such as when duoing.
ZEAL – This line is mainly for damage increase. Nearly everithing is realted to increase damage. It could have a little more utility while still being damage oriented, but less boring.
- Wrathful Spirit [Major Adept]: Meged with Shattered Aegis [Major Grandmaster] and replaced by “Fire Symbols”.
- “Fire Symbols” [Major Adept]: In place of Wrathful Spirit. Your symbols become fire fields instead of light.
- Binding Jeopardy [Major Master]: Increase the duration of Vulnerability to 10 seconds from 8.
- Reasoning: Wrathful Spirit is a very weak trait and will never be taken over Fiery Wrath or Zealous Scepter on a damage build. Even if you spam Aegis in some way (to apply Retaliation to allies as well) I don’t believe you would ever take this trait. Also, as I said, Realliation is a very weak boon. In its place, the “Fire Symbols” would maintain the damage oriented focus of Zeal (through burning / might from finishers), but would bring more utility and diversity instead of just straight DPS increase.
- The suggestion on Binding Jeopardy is to make a little bit more interesting to take this trait.
Fire symbols would be way too strong for an Adept trait. Well, even as a GM trait. That would mean I could maintain a permanent Fire field with Sword #2 alone… Atleast now it’s just a permanent light field.
And I would add cripple or chill to the list of conditions that proc Binding Jeopardy.
RADIANCE – This line is mainly for critical chances and burning/condition. ANet tried to make this line as “Retaliation line” as well, but didn’t really worked out.
- Healer’s Retribution [Major Adept]: Merged with Retribution [Major Master] and replaced by Radiant Retaliation [Major Grandmaster].
- Radiant Retaliation [now Major Adept]: Keep the previous effect (gains damage from condition instead of power), but also pulse its damage every second on a 240 radius.
- “Searing Flames” [Major Grandmaster]: In place of Radiant Retaliation. The old trait that was abbandoned on the trait system revamp. It removes one boon when burning a opponent, 5~7 seconds of cooldown (10 seconds was too much).
- Perfect Inscriptions [Major Grandmaster]: Instead of ‘gaining light aura when activating a signet’, it now removes a condition when activating a signet (the effect of an old trait).
- Reasoning: The Healer’s Retribution sugestion is for increase its usability as both Healer’s Retribution and Retribution are a bit underwhelming.
- The Radiant Retaliation were moved to its place to open more possibilities as GM trait, that you would take Amplified Wrath even if you are not using a condition build because there are no choices (if you aren’t using a signet). With the pulse every second, Realiation would feel more like a condition some sort of the new confusion codition. It would still be hard to take this trait, considering that as condition build you don’t have many sources to get realiation on yourself, you might need to sacrifice traits / utility skills to get Retaliation.
- The “Searing Flames” would bring a way to play while maintaining the burning/offense theme of Radiance line. Would also be more viable to take this line outside of condition builds without being stuck on “no other choice for GM than Amplified Wrath”.
- The change on Perfect Inscriptions is to make Signets more viable and attractive. But the Signets themselves need some changes.
I like these ideas but your idea on Perfect Inscriptions is not enough. It would be inferior to Pure of Voice(even if PoV is itself overshadowed by the other traits in Honor) and considering that shouts are superior to signets I don’t see how this would make a difference.
HONOR – This line is oriented to heavy support and sustain.
- Protector’s Impact [Major Adept]: On top of the previous effect, also activates the Symbol of Protection when the health drops below 25%, cooldown increased to 20 seconds. (or activates when drops below 50%, 30 seconds of cooldown)
- Reasoning: Like all “on fall” traits, this trait is really underwhelming and is commonly used to troll people on WvW. Has no use on PvP and with gliding on PvE there is no reason to take, if it had a reason before. Not only that, but if you wanna to take the Honor line you are stuck with Protective Reviver if you are not using a mace, even if you don’t want to focus on support because Protector’s Impact is useless. All “on fall” traits of all classes should have an additional effect in my opinion.
I agree, these “on fall” traits are kinda useless nowadays. But I think that it should rather be a temporary buff instead of a % proc. There are enough of those going around already.
VIRTUES – This line is oriented to support, utility and and Virtues improviments.
- Unscathed Contender [Major Adept]: On top of the current effect, also adds 25% move speed if Aegis is up.
- Battle Presence [Major Grandmaster]: This trait need and extra effect to be more viable. Maybe add 20% boon duation to Guardian as well? If the next elite specialization add a lot more effect on Virtue of Resolve passive, then it could be more viable.
- Reasoning: The change on Unscathed Contender is for the long waited +25% move speed, this change would have realistic no impact when on combat, considering how hard is to maintain Aegis. Also a buff to this trait, even if +20% damage increase looks very good, I do not hope to keep Aegis up (is really hard).
- Battle Presence really needs an extra effect, currently is too underwhelming. There is no reason to take it over Indomitable Courage for support. The healing is too low and even with Purity of Body (Honor – Minor GM) doesn’t do much.
I always thought that Purity of Body should be merged with Battle Presence. And then some. -20% condition damage or duration maybe? Rename the trait Battle Purity?
Only thing bad about the build that it’s a skirmisher but has no mobility between points.
Actually, it’s a bruiser build. It’s rather easy to 2v1 with this build for some time. It doesn’t win vs 2 competent players but it can mow them down for a long while.
As long as you rotate your blocks, dodges, RW and symbols properly, you don’t run out of blocks/healing. When you add in the healing from Valor/Medis, you can facetank even condi warriors with this. It does have a clear vulnerability to being CC-chained but that’s all good. Every build should have a counter.
Lol this guys asked for a 1 vs 1 to prove druid is op. That’t not how 5 vs 5 works mate. In 1 vs 1 druid is fine and definitely not broken. In 1 vs 1 mesmer is broken but druid is broken in team fights because of druid stacking. Imagine that healing you saw times 5. or more if they rotate blast finishers well.
Edit: here it is: Just look at how little effort I put in and how bad I play and how rewarded I am.
So you suddenly decided to change your topic? Okay then. How does you fighting 3 NPC’s prove that druid is OP in a teamfight? Just asking. (I’m going to disregard the 2nd video since it’s no longer valid)
Might it be that you are getting thrashed because you are being stubborn and refusing to concede to other peoples valid points? Instead you dismiss them with off-handed comments and refuse to put the subject into a real conversation. Might it be that your subjective opinion is wrong?
And druid stacking? Really? The only time that works is when the opposing comp is even worse. So in other words, druid is a noob-stomper now?
That said, I’m sure you’ll dismiss everything I said with an another off-handed comment, so I’m just gonna leave this thread alone unless some of the toxicity wears off.
PS. Your video is private, so I can’t watch it.
I’ve yet to meet a druid that is OP. All current condi classes(warrior, necromancer, mesmer with some effort) can faceroll over druids pretty easily since they don’t have THAT much condi clearing. Combined with druids low damage output, condi classes can usually out-sustain a druid.
Revenants and thieves have a large enough burst to gank druids before they can out-heal the damage done.
Druids are on equal footing with bruiser types such as engi and the new coming guardian meta build. Even then druids have a disadvantage against scrappers if they go with LB(their only viable DPS weapon) for obvious reasons. I’m not even gonna mention ele, ANet destroyed their viability.
The punchline? OP’s topic is a non-issue, until we see some actual 1v1 against a decent player. I’ll even volunteer to test you out, provided you play on the EU side.
9) Cleansing Flame (torch #5): affects also the character, not only the allies.
10) Mighty blow (hammer #2): allow back to use judge’s intervention while casting this skill. Since the patch where “judge’s intervention cannot be cast while mid-air anymore”, this combo has been made impossible and seriously affected the hammer.
°20) Adjust guardian base health to 15,922 (same as engineer, ranger, mesmer and revenant). Guardian’s crap defensive skills have long CD, guardian cannot disengage, guardian is slow, etc. . Low base health is not justified.
23) Do something with consecrations (utility). Actually, lowering the CD to 25s for ALL the consecrations is easy fix. It won’t make them op but can be interesting.
9. Or just throw the cleansing into torch 4, and the burning from torch 4 into Cleansing Flame. Would make more sense to me anyway.
10. Someone pls explain the significance in this? I don’t get it.
20. They can’t do this unless they do it for elementalist and thief as well. And I for one don’t want that. Even more unkillable eles would suck.
23. So a 10 s (even more when traited) pulsing stability that’s also a fire field doesn’t sound op to you on a 25 s (even less when traited) cd? I can’t agree with that. Consecrations do need some love, but not like this.
(edited by Yannir.4132)
I agree with Arcaedus, this is a very good suggestion. +1’d.
Perma-evade thief;
18k+ dmg in 2 sec thief;
Yet both of these builds have 0 chance of killing a half-decent scrapper or warrior.
Class balance is very good actually at the moment, I’m only expecting minor tweaks here and there.
Only exception is DH/Guardian, which isn’t in a bad place either but it could use some more competitiveness. I’m also expecting some targeting improvements for revenants.
Ranked matchmaking on the other hand still needs a lot of work. The current matchmaking is the best one yet, but it’s not enough. It should distribute classes more evenly, and not drop 2 thieves in the same team as it does now. Or make 1 team include 4 necromancers.
Pls provide your build as well:
http://en.gw2skills.net/editor/
Seems to me you are playing a glass cannon-ish build seeing as both your health and self-healing numbers are very low. You could improve on that. The damage numbers seem okayish but honestly, you dont need that much.
And do you want ANet to cut the crust from your sandwich too? Seriously just do it yourself. The devs are not kindergarten teachers…
….as a condi, I can do around 400k total(direct+condi) damage usually. In most power builds I can get around 700k damage. And I win more with condi builds. Not sure if that’s pro or con, just saying.
Ok when explained that way, I have a lot less of an issue with DH. It’s still not my favorite elite spec, but I can accept it more with that explanation.
You really didn’t see that without Ghotistyx’s explanation? I thought it was obvious enough. You might need more points of reference. AD&D and Warhammer are great for this for example. The class section in Forgotten Realms wiki is awesome.
PS. I +1’d most of Ghotistyx’s posts in the last 2 pages. Finally a voice of reason.
I’ve played D&D for over 25 years. The guardian has been compared to the paladin and the cleric classes from that by Anet people. Neither of those classes iconically use a longbow. Same goes in Forgotten Realms, which is just one of several campaign settings D&D has used over the years. It is precisely because I’ve played these games that I had a problem with DH. It seemed like they were merging ranger or scout into the paladin/cleric type class.
Can’t say for warhammer, never played it.
Good class development usually runs around it’s restrictions, it’s true. Sometimes, though, you have to step out of that hamster wheel, and approach class development from the perspective of what it can/could do. That’s why they brought out DH, to try and introduce a ranged playstyle to a traditionally melee class.
PS. I brought out FR because it’s the most comprehensive of all DnD worlds. Greyhawk and others have great ideas but lore for FR is by far the widest. That includes class lore.
Hammer AA would actually be pretty good if they just shaved 1/4 s out of all cast times in it. Mighty Blow could have an evade frame in it. The other hammer skills need some more work, though. They have unreliability issues that need to be solved before the weapon can be competitive.
BTW, this thread belongs to the guardian sub-forum.
It is sad to see so many Guardians constantly recommend that other Guardians use retreat, save yourselves, or staff to compensate for our sluggish movement speed. Why should we have to sacrifice utility slots for “certain” skills? Retreat is good, but we shouldn’t have to rely on it. Please stop recommending those skills to other Guardians. We NEED to be revamped!
There’s always the chance they’ll make it a Radiance trait. That work out better? I’ll rather waste a utility slot.
Ok when explained that way, I have a lot less of an issue with DH. It’s still not my favorite elite spec, but I can accept it more with that explanation.
You really didn’t see that without Ghotistyx’s explanation? I thought it was obvious enough. You might need more points of reference. AD&D and Warhammer are great for this for example. The class section in Forgotten Realms wiki is awesome.
PS. I +1’d most of Ghotistyx’s posts in the last 2 pages. Finally a voice of reason.
Just hit them with a hard CC between their evade frames. They’ll pretty much melt after that. Condi transfer also works. Only class I can’t counter with is druid.
It’s isn’t as hard as people make it out to be, I land a lot of my tactical strikes and back stabs although I asume this actually is pvp, hitting 10k must of been running the most glass’st build out there
Tactical Strike doesn’t require you to be behind or flanking your target. Ofc you would land it. And you will also land your Backstab but you won’t necessarily land the double damage. That’s what is hard to land. What’s more, it’s hardly worth the effort.
Per gw2 wiki:
“For generic condition removal, the most recently applied condition or conditions will be removed first. The condition is removed independent of the intensity, so 3 stacks and 250 stacks of bleeding are equivalent when considering condition removal.”
I get that Boon stripping and Condi/Boon converting is random, but condi removal has been and still is last on – first off. This is why cover conditions are placed after damaging conditions.
Not sure on the current state of things so take with a grain of salt but.. The wiki is not 100% reliable source, it has many things/pages that are severely outdated. Your quote may be among them.
Yeah… “balanced”
If you let them land it, you earned getting backstabbed. It is balanced considering how ridiculously hard it is to land.
Surprisingly, I think engi has the best shot at utilizing burns.
Armor in PvP? All the pieces you can’t hide, chest, legs, boots, wear those. If you have any item in all of those spots, you are maximum armor value in PvP. After that, it’s purely cosmetic
Really? Helmet doesn’t count?
Also the level of the pieces you are wearing does not matter, they will be uplvled to max when you are in PvP areas. Be sure not to use broken pieces, they will not give any armor for you.
Well this is good news indeed! Thank you @Josh Davis for giving us something to look forward to.
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