Also more access to Light Aura would be nice. They made a new combo pretty much just for us but only one weapon can activate it and only once ~15s.
I know people don’t want to hear it, but Guardian is in a good spot. Yes, there are small tweaks and QoL changes I feel that are needed, nevertheless, Guardian has a number of viable builds and roles that can be used competitively.
“A number of viable builds.” Do you mean AH and med. Because last I checked AH is on the back burner because it can’t do any damage like Engis and Ele’s. And med is ok, but other classes can fulfill the burst role better because they have escape mechanisms and can travel from point to point faster.
If you continue to advance this belief that guardians “are in a good spot,” I swear we will never excel and continue to be placed on the bottom of the priority list.
Anet has thought Guardians “are in a good spot” for two years now. I doubt that’s going to change anytime soon since we received some limelight in the recent tourney.
I prefer running this with Knight’s + Ogre’s to make up for the lost damage due to not having Berserker’s.
I think running larger/longer or healing symbols is pretty good (esp. if you’re going to be teamfighting all day), you can keep spamming that AoE protection.
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Burr, it’s always sad for me to return to the forum literally a year later, and see almost an identical post to some of the ones others posted a year ago. Looks like the War class hasn’t gotten a lot of love.
I’d really wish Anet would just spend one patch fixing broken traits but instead we keep getting gem store updates.
It’s Ante’s way of saying “look, Guardians can totally spec for Condi!”
I’ve had this happen now and then too.
Skill #2 Should just be changed to an area targeted skill shot with the option to detonate it early.
Skill #5 Might need 3/4s cast time.
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IMO it’s not that Guardians lack in movement skills, it’s that we lack lockdown/disengage skills. Every successful roaming class has skills to keep there target where they want them and skills to disengage when a fight isn’t going there way. A Guardian gets in and…kinda just sits there.
“good place” can be very vague.
Guard is good when teammates are around for you to buff or to CC/snare/chill enemies for you, however if your solo there are glaring holes in the toolkit.
They try to make up for that with making guardians extremely strong when allies are around but in the end it would be better if the guardian had tools like cripple/chill for it’s offensive spec.
Then they could adjust them without breaking them so easy.
Pretty much this. Run in a group and people will worship you for the amount of support and damage you leak out of your bum. Run solo and you look like the chubby kid in high school trying to catch up to everyone in PE.
1. Better AI for Spirit Weapons.
2. Trait condensation/streamlining, Spirit Weapon and Symbol traits for example, why are they all spread out?
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I wonder if they are trying to break a record to see how long they can ignore us even though they said they were going to respond to us and never did……
We should call Guiness….
Still waiting for that Monday when Jon gets back to us about Shattered Aegis.
1. Guardians – not really balance per se but remake and refining of a lot traits and trait-lines, they range from “why would I ever take this” to “eh, I’ll take it because there’s nothing else better to take.”
2. Warrior – not enough sacrifice for builds. Also why doesn’t adrenaline bar empty when you miss?
3. Ranger – needs less dependency on pet AI,
It would end up like GW1: constant flow of flavor of the month builds and hundreds of skills in the useless pile.
Looking at their track record, Anet’s not going to come in here and talk about anything. The last “discussion” was more like announcements.
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The heal looks good on paper: do damage AND healing at the same time? OP! Then you realize we can’t hit anything because we can’t keep anyone in melee range.
For the past few balance updates, every other class has been getting huge amounts of changes. But Guardians get barely anything. Hell, we can probably count the number of major changes for us in the last couple of months on one had (Meditations buff and Consecration buff are the ones I can remember off the top of my head).
There are tiny, tiny, tiny hints of Guardians getting large changes next year but I’m probably grasping at straws here.
Eternal Spirit is dumb. Requiring a trait to use the special ability of your summon without KILLING IT is pathetic. Do Necromancers need a trait to use their summons’ abilities? No. Do Rangers need it for their Spirits? No. Engineer turrets? No. Ditch Eternal Spirit altogether, and let you use the spirit weapon skills freely by default.
It’s just a remnant of the days when Spirit Weapons were invincible. It should’ve been changed when they removed invincible spirit weapons.
Spirit weapons were never OP before, they were seldom used in fact. Now they are simply never used. It was change for the sake of change.
The hammer was OP back in the day. It’s chain would CC-lock someone since it’s chain activated more frequently and was faster.
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pls don’t change JI to ground targeted. at least.. when used for “escaping”, you might not make max distance if you’re ground targeting. at least, not as reliable as clicking a target outside range. that being said, i know many that want JI and sword 2 to be ground target. i think that loses the magic, but to each their own. that adds another click for them to activate. sure, it’s only a milli second, but it’s still a millisecond. i think adding ground targeting for these two skills cause them to lose their magic, and no longer as instant as can be.
and yes, still looking for some form fo soft CC. come dec 10, they better have some Chrsitmas surprises for us Guards. or else… bah, who am i kidding. if they wanna run, hide, there’s nothing i can do about it. :///
It’s the same amount of clicks, instead of clicking a farway target, you just click on a location. Unless there’s a way of target the furthest target I don’t know about.
If you can keep your HP up, Zerker + Scholar runes are the best for damage (even better if you can keep from getting hit to keep aegis and Unscathed Contender up). Knight’s are poor man’s Zerker or for learning. Soldier’s are only useful for mobs with anti-crit mechanics. I think Ogre runes give more DPS over Ranger (http://gw2buildcraft.com/ gives more effective power when slotting Orgre) but I’m not 100% sure.
10/25/0/10/25 is fine for dps
You could try mixing Valk armor + speed runes (14.6k HP [with passive WvW world buffs should be around 15-16k] and perma 25% speed increase) with either Knight or Zerker trinkets / weapons. If she’s comfortable with that much HP a 0/30/30/5/5 build with Smite Conditions, Contemplation of Purity, and Judge’s Intervention will be suitable for high damage.
Strangest/funniest moment was when I was in the middle of a fight on North west tower’s ramp and was trying to banish a guy off the cliff for a quick kill. An elementalist that was running with us used magnetic grasp in earth attunement and was jumping to him as I banished him off. On my screen I see the enemy fly off the cliff and start to drop, then the elementalist flew over my head from out of my sight range since he was ‘attached’ to him with magnetic grasp.
It was my first case of friendly fire in this game =D
Ha, that’s hilarious. I guess Anet didn’t put in a max range on the second part.
The new skill is interesting. I wonder if the final numbers will be high enough to give up Shelter’s 2s block. Mitigating large burst and might stacks > random heals
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I may be wrong, but I’m sure I read somewhere they were intending to add more conditions to Guardian in future, or at least better methods of applying current ones.
I’m sure I remember seeing something to do with conditions but I’ve completely forgot where.
IIRC, the way Jon worded it (it’s somewhere in the Dec. patch preview thread here in the Guardian sub-forum) is that we’re getting more condis through sigils and runes, which everyone has access to. So while we’ll be getting more condis, other classes will also getting more on top of what they have: nothing changes and we still will be lacking in condis compared to others.
I think their design philosophy of the class is just sitting in one spot and keeping others off that spot. But they didn’t think what would happen if the target doesn’t want to be on that spot anyway…..aka kiting.
IMO Anet was thinking specifically about spvp point capture when they designed the Guardian. In that format, you have a spot where EVERYONE wants so enemies keep coming at you, there’s no need for any sort of spammable soft CC because your foes have two options: fight you for the point or leave. If they leave, you’ve won, no need for CC because there’s no need to chase; if they fight we don’t need soft CC either because they’ll keep coming at you.
Doesn’t seem likely as Anet is deadset on giving Guardians condi damage no matter how bad we are with it.
Anet apparently wants us to sit in one place and chase people away.
Retaliatory Subconscious is bad, switch it out for Vengeful.
Elite Focus and Tome of Courage is only taken if you’re running a support build but then again, Guardians don’t have much of a choice for PvE elites. Run Absolute Resolution or Indomitable Courage.
The base of the most efficient build for PvE is 10/25/0/x/5. Rest of the points should be specced to match your utilities (Superior Aria for shout spam, Master of Consecration for Consecration spammed, and etc.).
Sword/Focus + Greatsword, Shelter or Signet of Resolve, and utilities should be whatever matches the situation (For example: Wall of Reflection in Fractals or Hallowed Ground/Purging Flames for might/boon stacking during boss fights with low movement).
Switch to Greatsword only for Whirling Wrath and bunching trash mobs, otherwise spam Sword#1.
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One of the first things to do is to forget that Shelter is a heal skill, think of it as a 2s block and use it to prevent burst. Same thing with Renewed Focus, if you have to use it as an “oh kitten” button, you’re probably going to die anyways.
For solo roaming, high damage builds are usually the best. You could try running Triple Meditation with a x/x/30/15/x spec and a mix of Valk/Zerk/Knight. You’ll have decent sustain through Monk’s Focus and lots of dodges/heals with Vigorous Precision.
I run Valk’s and Speed runes with Zerker/Knight trinkets and 10/5/30/20/5 which nets me 16-18k HP, ~32% crit chance, ~100% crit damage, and ~3.1k power.
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Any skill or trait that heals or applies the regeneration boon will benefit from healing power. Blasting water fields also benefits. Skills that do not heal do not benefit from it. That being said, healing power scales badly in this game, many AoE healing skills barely hit the 2k mark even with 1k+ healing power.
1) Merge traits / rework.
2) Take reduced damage from AoE.
3) When activating the sword, it should fly to your current target and then do damage instead of at it’s current location.
4) Bow active needs to be targeted AoE.
They can actually use a general rework as most of them are trash outside of the shield in PvE; hammer is passable due to the CC it brings.
More HP. Unless you can insta-burst an engi down, that low HP will get you killed fast vs any condi burst.
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The startup on Sword #3 and Focus #4 feel very slow, especially Focus #4; you don’t even have to dodge Focus #4, you just need to walk behind the caster and it fizzes out.
Ha! That mid-air interception on the Crystal Desert scout made my day.
It’s possible, but we have to assume you’re getting super lucky with everything and that necro was full zekers with broken armor:
[1116 (max hammer damage) x 3565 (power) x 0.8 (ZE ratio) / 916 (necro base armor when everything is broken)] x 2.29 (crit dmg) = 79570.
So either the necro had a bunch of vuln stacks on or he had multiple pieces of broken armor.
Still use it to charge at enemies. RETREAT FROM THE BACKLINES TO THE ENEMY!
This has been our standard Triple Meditation burst build since day one. Nothing to see here folks, move along.
And we dont need an other light field, swap RoW to a fire field and it starts to be interesting and 2h mastery would add to dps in that individual skill, in both pve and pvp. That is a QoL change worth making.
All your might are belong to us.
The rune-set is probably better on Thieves and maybe Warriors. Thieves have much more instant-cast signets with better actives and lower-CDs.
0/15/0/0/5 is the base for leveling. It lets you spam F1 for might stacks and AoE blind as 15 in radiance resets F1 on kill. For leveling at the lower levels, I found that spirit weapons can be used for tanking (Sword of Justice usually).
Please use a less distracting font next time.
At this point, I think we get what we get .. it’s less than 2 weeks to patch. There isn’t any reasonable discussion that is going to happen so close to patching, unless the discussion is: “Hey, this is what you are getting”. Frankly, I think we are rather lucky there was ANY discussion … if Y’all didn’t figure it out from between the lines, Anet is pretty happy with where the profession is in terms of balance.
My only hope is that they don’t kill DPS build diversity by adding 5% more DPS to sword.
Haha, “discussion.” It was more like this is what we’re doing, kthxbai.
25 in Zeal is way too deep without hammer (and might be too deep even for using hammers). You can try 10/25/0/20/10 to maximize DPS and utility. KD’s should never be a problem for Guardians due “Stand Your Ground!” and our numerous dodges due to Vigorous Precision.
A good way to level is quick dungeon runs (AC1 &3, CoF1 &2, HotW1) since each path gives 70% of your exp bar.
snip
He does mean we need more slows, in some other games snare and slow are used interchangeably.
Signet of Mercy should be changed to give passive 25% run speed and active ~5 sec cripple!
Makes more sense on Signet of Wrath instead. But knowing Anet they won’t since Anet wants Condiguards to be a thing.
It needs a shorter cast-time, not fizzle if your target walks behind or to the side of when casting, and maybe a lesser CD.
It’ll be good with Signet of Judgement and maybe Signet of Resolve. The other signets take too long to cast to be useful with the rune set.
Dagger offhand projectiles also get replaced.
http://wiki.guildwars.com/wiki/Necromancer_armor
http://wiki.guildwars.com/wiki/Warrior_armor
http://wiki.guildwars.com/wiki/Ranger_armor
http://wiki.guildwars.com/wiki/Monk_armor
http://wiki.guildwars.com/wiki/Mesmer_armor
http://wiki.guildwars.com/wiki/Elementalist_armor
http://wiki.guildwars.com/wiki/Assassin_armor
http://wiki.guildwars.com/wiki/Ritualist_armor
http://wiki.guildwars.com/wiki/Dervish_armor
http://wiki.guildwars.com/wiki/Hero_armor
http://wiki.guildwars.com/wiki/Common_armor
just sayin
They could’ve done so much with the named exotic armor in the game (Mhenlo’s Armor reflecting one of the old monk sets for example) but they all use the same skin.
On a more related note, I would love to recreate my GW1 armor sets in GW2.
We should also have the option to buy a single piece of the gemstore amor too instead of the whole set.