Hello all,
I don’t know if this was brought up before, it probably was, but I couldn’t find anything using the search function. Anyways.
It would be a very useful QoL addition to WvW guilds. Imagine you are a small havoc group that splits into 3, 4 or 5 parties and you don’t want to put a commander tag up for PuG’s to see, but you also want a way for all the members of your guild to see you on the map.
Visually, similar to the Dorito this could be a black shield shape or something with the guild logo in it seen only by the guilds members, with the option for the guild officer/leader that tags up to transmit the guilds position/insignia for the Dorito commander to see, or stay invisible.
This can make things easier for the guilds member to follow up and can create a nice incognito strategy with the map commander.
Imagine the server army + special forces, or something like that.
This can be either bought with gold or built with influence/guild merits/badges.
Rip English. Any thoughts?
Some testing done by one of our forum member showing that the combat log records only 12 hits from WW on Norn and Human Female, Charr and Asura Male. When tested against a real player your combat log displays the same except that the opponent’s combat log records all 14 hits.
Either a bug with combat log or with less projectiles on the aboved mentioned races/genders.
Source: https://forum-en.gw2archive.eu/forum/professions/guardian/Human-male-Guardian-and-Whirling-Wrath
Hasn’t been confirmed by anet yet.
(edited by creepmatic.9435)
If I would change a single thing, it would be the description of the guardian in the professions page.
Things like:
Resolve
Through Resolve, guardians passively regenerate health, allowing them to wade into the most dangerous situation and come out alive
and
Spirit Weapons
Guardians can summon spirit weapons to fight at their side for a limited time. Spirit weapons can be commanded to inflict a powerful attack before disappearing. For example, Hammer of Wisdom can be commanded to knock down an enemy before it vanishes.
Not very accurate and deceiving. Hello!
Shield still sucks. Just because some people say it’s good, it still sucks. If the shield is actually good then the guardian sucks.
Torch is in alpha stage.
The rest should not be mentioned.
All in vain.
- Make Litany of Wrath worth a slot instead of Shelter. No one uses that because Shelter has more synergy with Valor and it has a priceless 2s block which you can’t beat.
- Fix Shield please
- Make Inner fire work with Zealot’s Flame please + 3s blind
- Fix Shield please
- Fix the teleport bug that occurs in chain with Leap of faith
- Give us a more reliable way to gain increased attack speed or quickness as we lack soft CC, and we lack movement speed trait’s (which is fine really)
- Fix shield please
- Would be nice to increase the healing of Zealot’s Blade a little bit, as of now people only take it for the dmg bonus, the healing on it is just too low, even on 5 target’s.
- a 4s swiftness boon when you activate Shield of Wrath would be nice.
Sorry OP couldn’t help myself to think only of 1.
(edited by creepmatic.9435)
1h
Guardian: teleport, fast multi-strike hard hitting attack similar to the underwater version, vuln on auto-attack (aka armor pierce)
Warrior: Bleed’s, Riposte, Impale burst skill
Ranger: Evade, throw for immob, poison
2h
Guardian: Large AoE cleave slow hard hitting attacks, hit the ground for AoE stun
Warrior: Battle-Axe
Engineer: Mace or Hammer or both, but I’ll be inclined for mace more
Elementalist: other than torch I don’t see what other weapon
Necromancer: Scythe / main hand sword
Guardian: Cross-bow preferred if not LB, Javelin, of-h sword and Pole arm
Mesmer: maybe an off hand dagger nothing else (LOL shield for Mesmer)
Thief: Rifle for sure, true sniper stuff and someone mentioned claws
Ranger: Javelin and Rifle maybe but not sure
Warrior: Great-axe/Battle-axe, maybe Javelin (no pistol LOL)
I’ve tried the 6 in Zeal version. Overall the Auto-attacks are somehow weaker than with 5 in Radiance, but when WW crits the dmg is pretty solid + the boost to burning is nice. But I seem to prefer the Radiance one more, just because Renewed Justice is king.
Too bad Supreme Justice is out of reach and if you go 4 in Virtues you will probably take Absolute Resolution instead.
OP have you heard about sword and LB? If not, too bad, those tears are delicious.
Edit: And please make up your mind already, today is guardian the most brain-dead profession to play, yesterday it was Mesmer, the day before was ranger, make up your mind Mr. million stun breakers vertical teleport LMFAO
(edited by creepmatic.9435)
Only one I could think off, it’s a Battle-axe/Great-axe. More savage than the GS with inferior mobility, if that makes any sense.
It sure does and I’d support this implementation. It definitely would fit the archetype for a warrior.
Maybe we all going to get lucky with some new toys.
Prays at PAX South although i’m scared to jump on the hype train tbh.
T3hSanny - Although his channel hasn’t been updated for a year now, he knew how to put up a good show.
6.0.0.2.6 roaming
16 – 20k eviscerates, from the golden eras.
https://www.youtube.com/watch?v=6r4E9N50lTs
Only one I could think off, it’s a Battle-axe/Great-axe. More savage than the GS with inferior mobility, if that makes any sense.
Nice, never witnessed that.
But I still hope for a 10/10 Ready, before the timer ends
I barely played my necro since I tome lvl’ed him so I barely scratch’ed the surface, I don’t even have all the traits unlocked. But, I was shocked how good he can survive in full zerk + scholar with 6.4.0.0.4 build, spectral specced (wvw roaming).
My buddy which mains necro, plays 0.6.4.4.0 i’f i’m not mistaken, runs a mix of rabid, rampager and carrion I think, has 27k HP and he is god mode. It’s not uncommon for him to win 1v3’s. He even won a 1v5.
Pvp, wise, I don’t have any experience, but in pve I think giving necro a similar party buff like Spotter but make it give 150 ferocity, it might be OP but it will surely give necro a spot in speed runs. That and maybe some curses like the Necro in D2 had, like Amplify Damage or a less powerfull version of Corpse Explosion. (imagine necro spamming corpses that do similar dmg to the one u find in Arah xD). Or even something like Big Bad Voodoo from D3’s WD.
There could be a lot of things that necro could have and make them balanced wvw, pvp wise and still be viable in pve. I find that what plagues some of the classes that makes them underperform is the lack of creativity on behalf of the developers, which is sad because this game’s platform could support some awesome new mechanics.
Living World > Class balance, sadly.
The fact that we are the least mentioned class when it comes to PvP tells you that we aren’t really a threat or a great asset and all the hot topics revolves around the other classes and what are the ideal comps. (from what I see mesmers are also in the same spot now).
There was an upraise in threads regarding “medi guard OP” right after the last buffs we got. But those were mainly started by thieves mostly which this build has countered them even before the changes. (not all the thief builts tough)
There were some mentions about how the hybrid medi is actually a real threat and how strong it is (King of the Hill). (that hybrid hype yo!)
But all of that didn’t lasted 2 months and guardian hits the bench again (guardian forums). Not saying it’s not a played class in pvp, but right now there is almost always a better choice than a guardian.
Guardian not mentioned ONCE, even in a satirical thread = non satirically buff Guardian please
(Don’t even dare say it’s in a good spot. Even if sarcasm is involved)
Mini Lupicus.
- Big as Karka mini.
- Idle animations include Shadow walk and Life Drink
- 10% chance to drop if you solo Lupicus
- Cannot get it on Guardian or Mesmer until some things are fixed :P
The only thing that I will change on meditations (like critical) is make Litany of Wrath viable. Be it with reduced castime, AoE chill around you or that it pulses stability after the cast! So it can still be countered.
On topic. I also prefer the selfish version more. I would like it to be also a balanced and worth taking party buffer. But it may be hard to implement without a CD, which i’m not really fond off.
The reason I suggested for an Atack speed increase is that guardian needs it probably most than all classes. Just for the simple fact that we don’t have the cc to land our attacks fast enough to get the benefit from Zealous Blade and Litany Healing. (Offensive guard sustain wise)
PvE
They are meta for a guardian to trait MoC, and they are working as intended.
But that’s pve.
I would adjust them a little tough
- Hallowed Ground – decrease the CD to 70s untraited.
- Purging Flames – CD is perfect, make it remove an additional 1 condition per pulse. It pulses 5 times in 5s.
- Wall of Reflection – perfect
- Sanctuary – decrease the CD to 90s untraited. (lol @ 120 CD for an utility). Increase the radius by 60. Make it so it pulses a 1s chill, 6 pulses total in 6s, for people that have stab and enter the dome. That, or make it provide weakness to foes entering it.
tPvp
Shouts shouldn’t be more optimal for a bunker guard than consecrations. Especially on conquest. The fact that you can render a Hamm warri, fearmancer, engie cc useless for 12s with HG it should be a must to have it on your bar.
Same goes for Sanctuary. The fact that you could offer a safe spot for your team on point to hold the decap for at least 6s it’s huge. And ofc you would have PF which in theory should remove more conditions than VoR traited, just because it requires you to stay in the circle.
All of those in theory should have a priority in tPvp over shouts.
But, because Anet gave the guardian the ultimate sustain trait off all classes (VoR passive) we sadly can’t stop from using shouts either to proc AH or PoV.
And the sad thing is that Anet really believes in the following and considers it balanced:
Resolve
Through Resolve, guardians passively regenerate health, allowing them to wade into the most dangerous situation and come out alive. – Anet circa 2012
LOL!
Edit: added LOL!
(edited by creepmatic.9435)
Hello all,
So bored of the guards being “in a good spot”. The class suffered minimum changes since the game’s launch, 2 years lol. It really feels like time frozen for the guardian.
If you guys have something on your mind, a cool trait idea maybe and want to share it with the devs, feel free to drop it down.
Even if it’s unbalanced, concept wise.
I’ll start with a few:
- Critical hits on burning targets heal you for 2% of your maximum life pool.
- For every 15% life that you take from your enemies your off-hand cool downs are reduced by 10%
- Leap of Faith, Flashing Blade and Judges Intervention have they’re range increased by 20%. Deal 150% more dmg for 3s after using a leap/teleport skill.
- Gain swiftness for 6s after using a Leap/Teleport skill
- Litany of Wrath chills enemies around you
- All attacks on chilled enemies burn
- Enemies you burn can’t critically hit you (allies)
- You and your allies take 99% less dmg for 4s. After the effect is over you loose 50% of your HP (100% ripped off)
Another sign Guard needs some sort of attack speed/access to quickness in the offensive lines.
Mace hit’s pretty hard. I had 3rd attack in the chain hit for 8 – 9k not even playing. And it was in pugs.
I really like Torch, it just needs some slight tweaks to make it more viable.
Zealot’s Fire, It just needs better tracking.
Cleansing Flame, you can do a couple of things here:
A) Keep it the same, however let it remove conditions on the Guard also.
B) Reduce the cast time, keep damage the same.
C) Increase damage, but keep the same cast time.
I would go with option A) without a second tough, no doubt.
About the tracking of Zealot’s Fire, I didn’t found it to be troublesome, also the fact that is unblockable and it has crazy range, I find it pretty much spot on.
And if I can ask @Harbinger, what’s your tough on Zealot’s Flame also proccing inner fire and/or blinding? Do you think it would be too much for the cooldown that the skill has?
Yes, you are right, chasing allies to cleanse them is an awkward concept (same as shield 4). And I agree with the cleanse it would be broken, but I still think we should be able to self cleanse at least 3 conditions when using Cleansing Flame.
Slight offtopic
Looking by some of the skills that we have on our weapons, mainly the offhands, imply, by Anet’s way of thinking that the guardian should stay in the back with a scepter, while cleansing with torch or giving protection with shield. Is it only me? that thinks this is so wrong…
I know shield needs more help, but torch also lacks some potential and the fix is easier to implement.
Zealot’s Flame
1. Make it work with Inner Fire if you have it traited
This skill (Inner Fire) could be worthy of a build itself but due to the lack of creativity it becomes one of the last skills you would take. Except if you are soloing Belka.
2. When you activate Zealot’s Flame you also blind nearby enemies.
Range: 160
Pulses: 3 (If you don’t throw Zealot’s Fire)
Pulse duration: 1s
Number of targets: 5
Zealot’s Fire
Perfect
Cleansing Flame
It Pulses 9 times. Make each pulse clean 1 condition from ourselves also.
Similar to Ether Renewal minus the heal
Edit: Typo
Nah ha, you edited I saw that, you did’t had Guardian at “In a good spot” before.
Lol, guardians are forever “in a good spot.” xD
No.
Nah ha, you edited I saw that, you did’t had Guardian at “In a good spot” before.
Guardian not mentioned = buff Guardian
Take precision and vitality out of celestial amulet. Buff the other stats accordingly, let them keep they’re might stacking. Also make “on weapon swap” sigil effect as a unique boons so they can be steeled/stripped. Enjoy
That 3,5k WW!
Looks like you guys had some fun. Haven’t played this specc in WvW in ages. Remembers me of Amin’s purple afro guardian green numbers video. Great times!
Cool stuff yo!
Hello again, i’m back with an update on the trait.
v1 Fanaticism (party oriented version)
When activating Virtue of Justice you gain Quickness and Fury. Your allies also get 10% increased attack speed and fury.
Quickness duration: 4s
10% increased attack speed duration: 4s
Fury duration: 4s
Maximum allies affected: 5
Radius: 1200
Fanaticism cool down: between 30 – 40s
Can be further adjusted
v2 Fanaticism (selfish version)
Critical hits on burning targets grant you quickness for 3s
Cool down 15 seconds
Edit: Formatting & Typo
(edited by creepmatic.9435)
When I go 6 in Zeal
https://www.youtube.com/watch?v=t7ygn7QQNEI
“My Meditation is over!” xD
celestial ain’t the problem, it’s might stacking.
Ok so tell me why 0.0.2.6.6 ele’s don’t take Berzerker Amulet instead? Beacouse they already build for max sustain and max utility?
Becouse they can crit enough in celestial while getting even more vitality, toughness, and healing + the other extra offensive stats.
Taking precision and vitality away from celestial will force them to change runes for more precision, or chance sigils or even spec in to air thus loosing on sustain or on might stacking.
You have to make a choice between precision as in traits, rune/sigils, or amulet. You can’t have all the stat’s in the same package + might stacking.
Edit: some typo
(edited by creepmatic.9435)
Right now you have 421 to all stats. Removing Precision and Vitality and distributing them equally to the other stats will give you around 589 to (Power, Toughness, Ferocity, Healing Power and Condition Damage). That is no ware near lasting as a zerker and doing damage as a clerics.
You would have to make tradeoffs, if you need precision either loose that sustain from traits (vitality line) or keep the sustain but loose the might stacking and vice versa.
In the current state people can get also sustain, crit chance and might stacking all in one package. (at least the classes that benefit, and which they do they benefit too much)
It’s simple, take out precision from celestial amulet, adjust stats, test, if still too OP, also remove vitality, adjust stats further, test, release.
Before adjusting the classes and probably making them weaker in other parts of the game (pve/wvw) I suggest you take a look at the celestial stats imo. Right now classes don’t need to invest into more offensive lines because they have enough critchance in the celestial amu to trigger they’re vigor and an abundance of vitality and other defensive stats to add up.
My suggestion is to remove precision and vitality from the celestial amulet. (Those stats should not exist together with power condition dmg and critdmg). And buff the other stats accordingly.
This way if that certain player needs more crit chance, it would have to either go on the precision line, or swap out Strenght/Hoelbrack for Pack or other runes.
This will fix a big chunk of the “poisonous” current meta problem that we have.
I don’t have nothing against necro but this thread isn’t about it so please be on topic.
If any class needs auras its necro. Not guardian. :P
I fell your pain Spoj, but please don’t hijack threaderinno please xD
I see, well the original method that I tough on how to implement this is that the guardian and the party will gain 1% increased attacks speed on each attack the guardian connects, for a duration of 3s. So the ramp up would be almost instant provided by a simple WW. But the problem in this is (so I’ve been told), that small boosts like 1% per attack wouldn’t even be registered as the engine works on increments of 1/4 second. If this is true, I don’t know a similar way on how this would be implemented to not make it OP and still be relevant and worth taking.
Hello all,
Few days ago I started a thread of a possible new GM trait in the Zeal line, “Fanatacism”.
https://forum-en.gw2archive.eu/forum/professions/guardian/Suggestion-New-Zeal-GM-trait-Fanaticism/first#post4653716
Inspired by the Diablo 2 paladin Offensive auras http://diablo.gamepedia.com/Fanaticism_
Let’s say, overnight, the guardian get’s a trait which grants the whole party 10% – 15% increased attack speed. The way to trigger that bonus is not known yet, be it on burn, with a cool down or whatever to make it balanced.
My question is, (because i’m having a debate with some of the posters in the guardian forum) will it make the guardian a priority before other classes? from a casual run to a speed run. Will it change the meta comps so much?
My guess is, it will only make the guardian have a useful trait for the party, when he doesn’t need to run 4.5.0.0.5 and/or doesn’t need to have virtue of resolve traited for the extra condi removal. Other classes will still beat the guardian for the slot when MoC isn’t need it.
I’m curious to hear your tought’s.
I first saw the build some months ago on blasino’s thread (blassino? srry for misspelling your name) and I tried it. Surprisingly it wasn’t bad at all, quite awesome in many situations where the standard medi zerker build failed me. I was literally downing players only with my block rotations. They were burning like crazy. I said to myself, this can’t be that easy. Until I advanced further in rank and got owned so bad even by some thieves. Thing is condi builds, no matter the class require less skill than a legit power build. And I know I took a lot of players by surprise it won’t work against real good ones that know how to adapt in a fight.
Although, if a team knows how to use a hybrid guard well I think it’s way more valuable than a bunker. I dislike bunker so much with the current meta I can’t even tell you. Either you get out sustained by ele’s and CC’ed and condied to death by engies while spamming your shouts like an idiot when u shouldn’t use them to clear condis. I feel like i’m there to delay my death as much as I can, while also supporting them in the meanwhile.
At least with the hybrid build I can apply a lot off pressure on point and let the thieves or whatever finish the job. While the dmg doesn’t have the burst of a direct power build it wins in the fact that positioning is less vital (like almost all condie builds) and your condies tick even if you don’t connect.
I think that’s why this build shine’s in many of the cases. Also it rocks on Spirit Watch for orb carrier.
Edit Just to add, I dislike all condie builds. And I wish celestial was not in the game from the beginning.
(edited by creepmatic.9435)
Have you tested it? Running staff will proc. burning more often if there are 3+ targets around, but you wouldn’t want to be stuck with it when you are caught alone. Also going celestial instead of carrion and strength runes will give you prolly better stats on paper but I think you will loose out in an actual fight. Also GS is too good to not take with this build.
I don’t know what to say. It seems like it’s v well rounded on paper with 25 might stacks but in reality it won’t achieve that performance. You will barely do any dmg until you get some might.
“…All attacks in the game also work off of increments of 1/4 second so anything smaller than 10% attack speed boost may not even register (thats a question for a programmer)…” – Fixed it for you @Ragnar the Rock
Indeed is a question for a programmer, and if by any chance Gaile Gray is lurking our forums and see’s this, I would ask nicely if it’s possible to pass this thread to a programmer or a dev in the name of science?
10% I don’t think it’s that strong tbh. Mesmer already has Temporal Curtain and would be stupid for guardian to provide the same buff as an elite, already has Zealot’s Fervor. If 10% is too strong for the whole party, lower than that is not even worth it as a GM even if it would be possible.
Then I would just make it selfish like:
Burning your target also gives you 10 – 20% increased attack speed for 3s, 10s CD. Burning your target has a 12% – 33% chance to also burn you (this will make Inner Fire a more interesting choice), and prevent you to run it with a Hybrid Burn build, well you could, but it will hurt you big time.
(edited by creepmatic.9435)
@ Creepmatic
Group haste buffs are best left for elite skills that have CD’s that can be adjusted.
One that has no CD would be too powerful even if it just effected the guardian.If you wanted to give the guardian a personal haste buff on a CD as a trait however that could work. The engineer, thief & I think another class all have them. They last for about 3 seconds, trigger off of critical hits, interrupts or knockback/launch effects & have CD’s between 15-30 seconds.
Each of those classes that has one of those ^ haste effects can actually make very good use of it if they pay attention & utilize the buff to unload some quick burst damage.
I would suggest taking a look at them to see how they do it & model something similar.
Or if you insist on a group haste buff you could make it a utility or elite skill with a balanced cool down.
Ok, I think you misunderstand some things.
First, only thief has haste http://wiki.guildwars2.com/wiki/Haste
If you are referring to utilities that grant quickness here is the list
http://wiki.guildwars2.com/wiki/Quickness
Quickness gives you 50% increased speed on attacks (weapon) and actions (heals, utilities, stomps etc). It breaks stun and lasts 6s, also being accompanied by a temporary drawback, such as a penalty to endurance regeneration, the inability to be healed, or an increase in damage taken while the quickness lasts.
Now here is the guardian version which you can find it in Tome of Wrath http://wiki.guildwars2.com/wiki/Zealot%27s_Fervor. Lasts 5s but it gives also 10s of fury on a 1200 radius and the only drawback it’s that it is a tome skill on very big CD.
My suggestion instead is similar to http://wiki.guildwars2.com/wiki/Dual_Wield_Agility. It’s 10% increased attack speed and there is no drawn back or large CD it only has a requirement to wield a mace, axe or sword in your off hand.
So again, Fanaticism will provide a similar bonus, only shared party wide, no penalty only requiring you to attack the target to maintain the buff for yourself and the party. No haste no quickness. Different things my friend.
Shield skills:
#4 – (3) charges of “blink” 100 – 120 range no target required. Blink as in faster than warriors shield bash, but not instant like Judges Intervention. If u connect with your target, insert bonus boon, condition, effect proc etc
*Blink charges, renew rate, 10s. If you consume all your charges before last renew, goes on CD 30 – 40s.
#5 – Keep the blue bubble, make it 1,5s cast time but instead of rooting you in place u can freely walk and attack in it. The bubble doesn’t knock back enemies and doesn’t fully absorb projectiles anymore. Instead it slows “time” inside the bubble. Enemies and projectiles move 66% slower inside, basically a type of chill. Stability does not help players get rid of the slow effect inside the bubble.
Duration 4s
Cool down 40s
@Coinhead,
Tbh, I would avoid just a simple passive bonus, I really don’t like them that much, we have some pretty boring traits that just do that, 10% dmg on sword, on conditions etc. I would like it to be more as an effect of something you actively do.
@Obtena,
Nothing is a must any ware if u want to go that route, neither in Pvp nor in WvW. A lot of things are too good that’s why u bring them when they are called for. And it’s a reason why I didn’t suggested for haste/quickness from the beginning. Quickness will make all your actions go faster, whilst my suggestion will only work for attack speed.
@Ragnar the Rock
It’s fine if you want to wait until they fix all the useless traits, when i’m trying to do the same thing actually, to make a viable build around our power line that lacks a good GM.
I’m not an game engine engineer so i’m really not sure if it’s easy or hard to implement this. I would like if someone that has knowledge about this to shed some light, I saw that Obtena mentioned some concerns. I really don’t know about the technical aspect of the implementation.
@Saint
Yes, thank you sir, i’m really hyped about this trait line and what it could become, if you think that Radiance is our personal DPS line, I think of Zeal as our Offensive support line.
@Serval
Now that you mentioned elite, I would save a signet for that with a passive that offers us real sustain with a nice active. (real sustain as in maybe, heal 1% of your HP per attack if your target burns) << but that’s another thread.
So as for Fanaticism I know I made it OP in my first post,
I would go for something like:
- Each attack increases yours and your party’s attack speed by 1% for 3s up until a maximum of 15% increased attack speed. I think we can start with this and tweek it from here, also maybe retaliation shouldn’t count for getting the bonus AS.
…
/6 charrs
Attachments:
The thing is, nobody know what they want with the guardian shield, a lot of ideas had been thrown around on these forums and they are all different most of the time. I guess any change that will make the shield work different is going to be better than it’s actual form. I mean how can you break something that isn’t even used at all.
The biggest problem I think is to make something that will stand beside focus and not try to bite on the warrior shield, which is pretty hard if the resources are limited and no extra animations/mechanic is allowed on the change. Also, the idea of giving aegis to the shield is pretty meh.
If retaliation would trigger the healing proc, then it might be somehow decent. The fact that it doesn’t, and the another fact that we don’t have soft cc (QQ 2014) it should heal 1% of your HP pool on each attack (at least on burning enemies).
Oh, Merry Christmas to everyone btw.
If I understand the way the game works, this trait wouldn’t … Aren’t all attacks based on multiples of 1/4 second increments? The 1%‘s wouldn’t even register.
Didn’t tough of it actually. Can anyone confirm?
(edited by creepmatic.9435)