It doesn’t suck all that much. The cone goes through walls, allowing for some clever LoS abuse. The #2 hits for alright damage. Group support is huge, plus 12 stacks of might allow for some heavy burst setup. Permanent Swiftness. Line of Warding can be invaluable.
Staff’s #1 does nearly the same damage as Scepter’s #1, but is much easier to hit with.
I don’t understand why one would want to play guardians if they seem to despise support so much. It’s like playing a ranger and saying “I hate pets!”.
Attaching a permanent role to a class when there is supposed to be freedom of builds and stats is bad. It’s like saying only play burst thief ,condi necro.
I don’t get why it’s bad. This game has BOTH the freedom of builds and stats as well as permanent class roles … and it works. What makes it bad? Just because Guardian has a healthy dose of defensive team support hasn’t restricted anyone in using whatever elements of the class or stats they want. One doesn’t exclude the other. In fact, you can support using ALL of the elements of the profession; spirits, shouts, virtues or consecrations. I’ve NEVER been limited by anything, except my own desires to be perceived as semi-useful to the team, i.e., not running crap skills, stats, etc… That’s just a self imposed limitation, not one from the game.
Not all classes can do everything properly so there is a ladder which means there is a bottom meaning there is crap builds. Crap builds(+already useless traits,skills etc.) = limited freedom,roles given in trinity system are not much different then roles here, why bother making it if it can’t be useful somwhere but you give the option?
Btw the difference between staff support and scpeter support is similar to what we want LB to staff to be hopefully you get it. Guard needs a improvisation on condition build as well.
Eh improving guardian condition specs would be rather easy if they would just do it & get rid of the idea that guardian can only rely on burning damage.
All they really need to do is change up a few of the extremely lack luster traits.
Shimmering defense, Inner Fire, searing flames, Perfect inscriptions, Kindled zeal, Glacial Heart and a few other traits (looking at virtues trait lines) could easily be reworked to create several viable condition builds.
I have talked at length on other threads on how this could be done, so have others. All they need to is do something worth doing.
I wouldn’t mind Glacial Heart getting buffed again a tad, but I like it on my Medi Guard.
We’re playing a game, where most of the things we do is killing all sorts of nasties. I wonder how strong we are in the story? Is the player character one of the strongest mortals on Tyria or merely an owner of a relatively stout sword arm, who happens to succeed thanks to good luck and cooperation with the other characters in the plot?
I suppose we can compare the main character to a member of Destiny’s Edge, who’s prowess has been somewhat established. They’re massively strong. Are we on their level or maybe even beyond?
I don’t suppose it’s an important discussion, but I’d still like to know for myself. Are we a legend in the making? Is the main character one of the biggest threats to Elder Dragons on Tyria just because he’s so kitten powerful? Or are we just a sidekick of Trahearne, that happened to be in the right place in the right time?
Name all the other professions that have to use ONE particular weapon to even be viable!
Thief has to use Shortbow.
If we’re talking PvP, one of the biggest failing of this game (in my opinion) is that it’s dominated by instant attacks, AI, AoE and multi-hit attacks, making precise avoidance much less useful.
S/D is all about avoidance. However, a proper build with Acro/Trickery split does pathetic damage and is still incredibly squishy. You can still make it work with a bit (actually a huge lot) of practice.
It’s a buff to CC heavy classes which already happen to dominate the meta. That’s bad.
Um, D/D isn’t ranged.
Visit metabattle.com. Do be warned that Thief is probably the worst solo PvE profession in the game.
You really mean that? When (not that often) I play PvE with my thief, I find it a blast.
Just equip Sword/Pistol, and PvE is easymode really.
Have you played Warrior or Guardian? Thief is like an anemic kitten compared to those classes when it comes to soloing.
But yeah, S/P is the best set for soloing, that’s for sure.
I don’t see anything on the Revenant being overpowered so far. What I do notice is that everything is good. I didn’t see anything on there where I thought “well, that will hardly ever be used.”
Unlike all 8 professions right now.
Both Banish Enchantment and Unyielding Anguish seem ridiculously strong. One to spam confusion on target while removing all the boons, the other is a pretty overpowered peel (on paper). Not to mention Inspiring Reinforcement is 329785637895638 times better than Hallowed Ground.
From what we’ve seen so far, Revenants seem really weak in some aspecs but really strong in some others. We should expect a heavy balance pass shortly after released.
If by “shortly after” you mean 6-12 months, sure. It’s A-net we’re talking about. They don’t even have a team dedicated to profession balance.
Hammer is only good againts bad people
those that have a brain will just dodge/Run/teleport away from the SUUUUUUUPER SLOW hammer. seriously sometimes you loose like 30% of your HP befor the animations finish lol.
the hammer have COOL abilities but its tooooooo slow to be realy viable in PvP
Yup. Sigil of Rage can help a bit, but it’s really here to pokeball people, Mighty Blow and then swap out to a real weapon.
Um, D/D isn’t ranged.
Visit metabattle.com. Do be warned that Thief is probably the worst solo PvE profession in the game.
No, because it will be 2 sec. duration on a 40s cooldown, like all other CC in the game.
P/D for WvW. None for sPvP. See this site – metabattle.com
I run Hammer with Rage/Intelligence Sigils so I can actually hit people with it. GS offers no CC, so nobody decent will get hit by it, unless you pair it with other CC like Hammer or Scepter. Hammer/GS is a fine build, but I prefer Sword because it a bit more useful for chasing people and spamming 1 in their back, plus Focus is awesome.
I’ll call it right now
Thief gets no access to new boons or condis
Heard it here 1st
Definitely. Slow is for Chronomancers, Resistance is for new Guards/Wars/Reve, Taunt is for heavies too. Thief will get rifle with each shot taking 4 seconds to line up. Great for WvW though! Sometimes…
I really hope not…
Out of everything we could have gotten… a freak’n bow…
We already have a Bow…. BOW OF TRUTH… and it’s lame! Don’t add to the lame’ness!
Out of everything what exactly? Guns? An axe? Not very paladin-y, that.
its GUARDIAN, not PALADIN
why does everyone try to connect them so hard. guardian is guardian.
id much more prefer axe or warhorn, or at least shortbow (mainly cause there’s more cool shortbow skins). or going crazy – rifle or pistols shooting blue flames? offhand sword anyone…?longbow is boring on both ranger and warrior. and im afraid it’d be as boring on guard.
Guardians are basically this game’s version of Paladins, one of the oldest archetypes in the genre. Heavy armor, big weapons, melee, holy themes, spewing light out of every orifice etc.
I really hope not…
Out of everything we could have gotten… a freak’n bow…
We already have a Bow…. BOW OF TRUTH… and it’s lame! Don’t add to the lame’ness!
Out of everything what exactly? Guns? An axe? Not very paladin-y, that.
Meh. They really are wedded to the concept that Staff=caster, if you’re correct.
Unfortunate, in that acrobatic Staff combat would be pretty stylish.
Revenant is getting that. See the trailer.
Well, we are working in some little inn, carrying around kegs and kitten, while being able to wield holy flames and summon horrible undead aberrations. I guess we can be a before unseen wielder of long lost legendary powers from hell too. Personal story is kinda whack anyways, no offense.
Condi Guardian and Spirit Weapon Guardian are literally two of the worst builds in the game.
Uh-huh, yeah. Except that in PvE everybody zergs, so you’re going to be doing damage, in WvW offensive and mobile builds are great with Warrior being one of the best roamers and in sPvP bruiser Hambow builds are one of the most overpowered things in the game right now.
That leak is way too old to be considered relevant.
The same guy got the engi hammer auto-attack correct, so this seems like the most reliable source to go on. They may have changed it significantly, but it’s certainly better than baseless speculation.
I wasn’t aware he actually guessed something. Although, Engineer and Hammer were quite easy to guess, if you ask me, they go together well.
The whole “DPS/Support” stance thing just seems improbable.
https://archive.moe/vg/thread/37561461/#37655720
It’s fairly likely that the longbow is going to have those skills (with modifications, the leak is old after all). The leak is very convincing. In fact, you might wanna put it in the opening post Knighthonor.I love that there’s always the wrong QQ that get’s to the Dev’s attention. Why the hell would you improve upon the weakness and not on the strength of a profession is mind blowing to me. Like there’s not enough LB warriors and rangers running around.
Because a specialization isn’t supposed to be an upgrade, it’s supposed to be an alternative. Currently, despite being the support profession, guardians lack a long-ranged support weapon (or any proper long-ranged weapon really).
Why would you assume that LB guardians are going to be anything like LB rangers or LB warriors? Judging by the leaked skills, it’s going to be nothing like the other longbows. At the moment there is no weapon in the game which primarily provides direct support to allies from a long range, nor is there a weapon as selfless as this (2 out of 3 of its heals don’t even affect the user). The fact that it switches between DPS/offensive support and healing/defensive support also appeals to a lot of different people, and allows one to build for the longbow in interesting ways. The new longbow is awesome and I was hoping ANet would make it exactly like this.
That leak is way too old to be considered relevant.
In PvP matches? Are you guys sure you’re not mixing it up with the two-piece or sigil?
It’s pretty easy to test. Just hop in a match and heal. If the buff doesn’t pop up, it’s not working.
Have you been in combat when you tested it?
Leveling is so easy in GW2. Just do both.
That doesn’t have anything to do with PvP matches.
What’s really strange is how it works in the lobby but not PvP matches. I have no idea what explains that.
The lobby uses the PvE/WvW balancing style. E.g. Revealed lasts 3 seconds instead of 5 in the lobby. I suppose that has something to do with it.
The engineer can already use the rifle and it is speculated they are getting hammer. The Ranger is confirmed getting a Staff with the Druid Specialization. That leaves thief.
Secondly, this post is the most well thought-out and well-recieved weapon suggestion in the thief forums. If anet had any sense they would take it and make it their own because the OP not only went through the trouble of providing tooltips and math, but he also designed a few traits to go along with it. On top of all that it looks fun to use AND it gives thieves a long range option.
I preferred mine
That auto attack on the idea you linked is a little underpowered to say the least (especially the cone thing, guard staff auto has a 0.6 multiplier on it for reference). That bullet to the knee is pretty weak as well(DancingDagger has a 0.5 multiplier on it, so the only benefit from this is the longer cripple). If a lot of our damage doesn’t come from a decent auto, we’re gonna end up with another P/P unload initiative sink. I think we should have the option to have decent damage at long range, but get more powerful as we get closer as opposed to mesmers and rangers. Damage is really low on that overall.
That’s the trade-off for 1200 range. Rifle will be awful, because they don’t want to give Thief a viable ranged main DPS weapon.
The Engineer was shown in the first half of the trailer carrying a hammer.
Why are people even trying to kill the thumper turret? This turret has a radius of 240, this does not even cover the point. If the turret is at the center of the point just stay at the edge of the point and fight the turret engi. I keep seeing rangers go after the thumper turret which is pointless when they do best for ranged damage. Fighting turret engi’s is really a l2p issue. I suggest trying to play turret engi and learn how to counter it that way. This is the best way to learn how to counter any build you are having trouble with.
If you play another class you may notice some abilities require you to move from a single spot or even follow the target at close proximity! It will blow your mind!
How exactly do you counter a turret Engie? Besides not fighting them, like most Engies suggest?
Yes nerf all the meta builds! And nerf turret engi as well! Must be true! Everybody said so!
Anet just nerfed the wrong thing when they gutted might. It should have been celestial.
The whole design of the classes is broken beyond repair. The game is based around instant multi hit AoE DoTs. It’s as bad as it gets. Probably the worst balance in an MMO to date.
Thieves don’t have an access to perma slows and perma swiftness, so no, Thieves don’t stick to targets all that well. It’s hard to apply pressure to a target that is simply running away with Swiftness, even HS will often miss a moving target.
Only the ranged classes have insane CC and escapes. Part of why meta is so bad.Actually, that’s only true of dagger mainhand builds. An S/D thief running 2/0/2/4/6 with trickery V has perma swiftness ooc without making any build sacrifices whatsoever, add hard to catch, signet of agility or pack runes and you get even more. Sure, you have to dodge around like a lunatic, but with this meta you pretty much have to do that anyways. That with shadowstep, cripple on sword auto, sword 2 and steal is more than enough to stick on a target.
On topic, ranger can put out some nasty damage but so can thief. They get to be a bit more tanky and have range, but they have to split damage with the pet to be most effective and have less disengage. We get to be kings of the disengage, but we go down much easier if caught out. Ranger may do more damage atm when played perfectly, but a mobile thief is probably more useful in the end, at least from a PvP/WvW perspective.
Dropping Critical Strikes is a pretty huge sacrifice. I never liked Thief without Executioner slotted, but I guess that’s just me.
Thieves don’t have an access to perma slows and perma swiftness, so no, Thieves don’t stick to targets all that well. It’s hard to apply pressure to a target that is simply running away with Swiftness, even HS will often miss a moving target.
Only the ranged classes have insane CC and escapes. Part of why meta is so bad.
It’s hard to see how anybody could die in Tome of Courage unless they’re up against really bad odds (or unless the user has no healing power, in which case, don’t use ToC).
You will never be able to cast 4 and 5 even against bad teams. Against anybody with half a brain… no.
I pull off those skills all the time. It’s not hard either; just need a form of stability (SYG/Hallowed Ground/Elite Focus), and/or you can position sensibly. It’s not an easy mode skill like RF though, but it’s not terribly hard either.
Are we talking sPvP here or zerging? Everything goes when zerging, sure, but even with stability up you are likely to get boon stolen/dispelled or simply cleaved to death.
Dying in Tome of Courage is also easy if you get hit by poison and CC’d.
That’s Omnislash.
Turret builds are bad. This is an indisputable fact. Just because you can’t win against it doesn’t make it OP. Rather than make the #4375927th turret Engi QQ thread, I recommend that you get good son and learn how to beat them from the 4375926 existing turret Engi threads out there. But I’m not some kind of monster. I’ll give you one tip: Stop rushing into 6 turrets on point. Good luck!
Wahoo! Bye frands!
If only the game didn’t require you to stand on points to win. Oh wait…
The tomes aren’t trash at all; people just can’t live without their precious panic button.
You will never be able to cast 4 and 5 even against bad teams. Against anybody with half a brain… no.
Renewed Focus is really good for Medi Guardians if they have at least 5 pts in Virtues.
The Tomes are… well, yeah. They’re for silly WvW moments and that’s about it.
Nah, he will probably become the next Kormyr.
It used to be like that back in the Beta days (maybe soon after release, I don’t remember). They saw it and nerfed it.
kitten , guys, do you remember old Warriors? I’m talking 100b ones. It’s really nice it got nerfed. Here’s a funny thought though: what if 100b was ranged and always Hasted? Wouldn’t that be crazy?
I wish Orb activation would make it stop and levitate in one place, so that bunker Guards would be able to create a minefield/healing field on point. It would look cool, feel pretty unique and force enemies to either take the damage to prevent healing or maneuver around orbs. Even DPS Guards would be able to use it, since Zerker’s Orbs hit pretty hard.
Well it kind of is. AoE knockback can be good on Clocktower or to knock people from the pedestals at Keep, but otherwise it’s pretty limited. Protection does nothing against Conditions and it lasts for like 1-2 attacks.
It’s not that good, unless you’re like a rezzer-bunker with Mercy runes or something, so you can use the extra stomp interrupt.
If Torch cleansed Conditions from the user it would be the hottest thing on the block. As it stands… eh.
I find Spirit Weapons to be very fun and flavorful, but they’re just not good enough. 30 into Zeal is a must for Wrathful Spirits.
Maybe a build like that could work: http://gw2skills.net/editor/?fVAQNAR7dlsApIoVBxcI8DRh8Qldd0ivoNVPBBwDgDA-TpQSgAA7PAWGAA
GS/Scepter+Focus is a common DPS setup. Use Focus 5, bind them with Scepter 3, hit them with both SW commands, WW on top of them, drop the symbol etc. The burst should be insane if you can land it, quite possibly the biggest Guardian can muster, so there’s that at least.
Improved Virtues will help you last a bit longer and deal with conditions and CC, since you lack the meditations. The third utility skill can be anything, but I’d put either JI for full DPS and easier burst combos or CoP for a bit more survivability. You can even try some cheesy stuff with Sanctuary, so you can hide in it while your SWs do the work. Or you may go with Bane Signet for stunlocks with GS 5+Hammer command.
All in all, some fun stuff, but you will get crushed by immortal cele condi and AoE spamming gods.
Shield 5 should last longer and heal while it’s active, Shield 5 cancel should give Aegis, Shield 4 should either deal more damage or have an additional secondary effect.
Welcome to the club of people who use Skelk Venom. You’ll be the first one. Get used to loneliness.
For the same reason you use legs in GW2, even though you have waypoints.
I hope that’s not their only use, because then we’ll fly around for 10 minutes and never glide again after we unlock all WPs.
Need more than 1 Specialization to make sense
in Guild Wars 2: Heart of Thorns
Posted by: YuiRS.8129
Your base class is the second spec. Stay base class or trade some abilities for the new ones when choosing the spec.
The masteries will be only in the new maps if I read it right, or maybe some of the masteries will be restricted there, but yeah, it is still more horizontal progression.
Literally the only mastery I’ve read is supposed to be restricted to the new zone is Gliding, and that’s only because it would allow you to break the game by reaching places you were never meant to in the original zones.
Masteries as a whole are game-wide. They’ve likened them to the PvE form of the WvW abilities we have now.
They mentioned two masteries. One was gliding and another “tearing armor from a Mordrem”. Plus they said that masteries will help you “conquer the jungle” or something like that. It really sounds like 4-5 content unlocking abilities we will get through LS chapters.