it was like this since beta too.
the shout heals and condition removals affect all friendlies in their radius. player, pet or NPC. no limit to number of targets.
only change i’d like to see int heir use(i have ideas for the buffs themselves but that’s off topic) is to see them take up their own utility slot when picked up and for you to only have the option to plant them. the unique skill they have could be linked to the banner trait.
the “inspire” skill should be automatic on pick up.
/bug in game next time.
hotfix to nerf this incoming. there, now they don’t have to evaluate reward parity since they truly all suck now.
we had a non-dull elite once upon a time, Anet decided it was overpowered though.
Signet of Stamina is one of our best utilities.
Perma vigor? All conditions gone in a click?
exactly. it’s amazing.
all banners are bad, need to be reworked and combined. i’d like to see 3 major attribute points per level, 2 minor per level(a static 20% crit dmg and 20% boon duration), a shorter cooldown and a shorter duration to compensate. imo, they should look like this at level 80:
- banner of might(40 second duration, 60 second cooldown): +240 power, +240 precision, +160 condition damage, +20% critical damage.
- banner of fortitude(40 second duration, 60 second cooldown): +240 tougness, +240 vitality, +160 healing, +20% boon duration.
while not a utility skill, here’s what i’m thinking the battle standard should look like:
-battle standard(90 second duration, 180 second cooldown): Revives downed allies(600 radius), 5x might, fury, retaliation(20 seconds).
signets: no issues here.
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^ Heritage Armor.
Base damage is just base damage, it’s skill you have to look. A average hit might be harder with hammer, but with much lower swing rate and no actual heavy hitter skill to be seen, the overall damage has to be lower.
it’s far closer to the strongest weapon in damage than the next closest weapon is in utility. it’s not necessary to hit any harder with a weapon that can cleave weakness, stun everything, cripple(immobilize with trait) everything, knock back everything and KD. and you can strip off defiant on dungeon bosses with the hammer and be ready to interrupt that big hit…it’s priceless.
i’ve recently started using it after using axe/shield, GS and i still have sword/shield as my swap, it’s nowhere near as much lower damage output as you are making it seem and your “has to be” shows me you don’t even know it first hand.
you want faster attacks and higher dps, give up the usefulness and grab a GS.
EDIT: as for telegraphing, you do know that you can cancel skills right? as in hit 5, force a dodge(or cooldown usages such as aegis/stability) then nail them afterward.
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don’t agree. the hammer hits really hard, with only 10 points in power and the rest coming from gear(power main stat, vit/tough secondary). the base damage on the hammer skills is among the highest for our class.
here are the damage multipliers for all warrior weapons btw:
also, speeding it up is a bad idea because of the amount of hard CC you have, plus the ability to immobilize unlimited targets with hammer shock if you have the leg specialist trait. buffing the damage is not necessary, making it attack faster is unfair.
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i use hammer and sword/shield. after experimenting i think it’s the best combo.
25% reduction would make bosses completely trivial, get over it.
I have received on average more than one paid tournament ticket per sPvP level earned just in the level-up chests alone.
same here.
honestly no preference, but the fastest i’ve done all dungeons(and smoothest) was with 5 melee. the best result was 3x warrior, 1x guardian, 1x thief followed by 2x warrior, 2x guardian, 1x thief.
i kick people left and right all the time if i have to pick up a pug or 2. of course, i only kick them for suggesting we do the “tricks”.
as far a gear goes, lmao. i’ve ran AC exp all 3 paths with a dude who was lvl 32 when we picked him up and 34 when we left. i’ve done CM with a lvl 43, etc. i don’t care about that stuff, as being an idiot is far more detrimental to your party. turns out that alot of the full exotic guys that worry about what everyone else has on aren’t that good at the game
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i’m talking about that one hammer, it’s the same size on my charr and asura.
you can just add me and PM me, i have a pretty large group of dungeon running pals. if you ask to do any exploits we’ll leave you though.
weakness + protection is great against hard hitting dungeon mobs.
http://www.overclock.net/t/1314890/bit-tech-guild-wars-2-planning-paid-for-tournaments/0_50
enjoy. marketing team should be a bit clear eh? i certainly haven’t paid money for any tournament tickets.
This is why I bought the Pirate Sledge as soon as I could. Most hammers are already rather weak looking, and being an Asura doesn’t help that fact. The Pirate Sledge seems to have been sized decently, and slinging around an anchor looks cool!
only looks decent on Asura…size does not scale.
lot of hammers are the size of one handed swords.
uh, BR is not classified as a shout.
there’s only about 5 models that are actually big, one being a legendary which most people won’t ever touch. weird.
for sword, longbow and rifle sure.
yes, charr is better.
uh oh, gotta be part of a team in team based PvP. and more hyperbolic kitten to round out the post.
that straw man came out fast. “everyone you fight against sucks completely and is not possibly organized in any fashion, while everyone i fight is equally as skilled as me and their naturally overpowered class kills me.”
shield #5 does work….
they fixed every ghastly item except for the bows, long and short. they have an exaggerated particle effect and when you draw them to attack it disappears.
all other ghastly weapons are glowing at night perfectly no matter what, and inside dungeons and instances too.
our issues are nowhere near as pressing as some other classes.
i hear them all.
either knights, cleric or the pow/vit/tough ones from WvW.
lol. I love that you’ve rebound everything in the second row except 9.
if you put the bind on the second cloumn it won’t overwrite the original one but both functions work.
https://forum-en.gw2archive.eu/forum/professions/warrior/Vigil-Armor/first#post360710
additionally the pendant with those stats was just made craftable via the forge but it’s ridiculously expensive. for trinket you have to do WvW, or use Knights/Cleric instead.
for skills i would go with shouts or consecrations depending on the situation(like if you’re in WvW or certain dungeons, wall of reflection and sanctuary are near essential). not much of a guardian player myself so i can’t get too specific.
here’s my stab at it: http://tinyurl.com/99pjq9k
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still does not synergize with a defensive build. nothing really does at all. if sanctuary were any good people would actually use it.
the best group support you can hope for in a weapon is in the form of crowd control, so basically the hammer. you can provide good support with utility skills.
i’m fine with it.
guarantee UNID dye and a transmutation stone, end of story.
to me, all the Charr zones look the best.
not. same people daily, no use reporting anymore. and there’s no point talking about bots anymore, it’s more their game than ours now.
uh, the toughness makes just as big a difference in damage reduction as the power sigil makes on damage output. all i have to do is compare the damage i take with a shield equipped vs a hammer(shield master trait) and the damage i take while reviving someone vs just fighting normally(determined revival trait). it scales just as well as power does.
as for being OP that’s conjecture, and the given scenario is pretty weak reasoning. in areas where balance matters, you can already get such boons on a thief because you have this thing called a team with you.
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no. it does not heal you.
loot scaling does work, because i got a lvl 76 exotic rifle in queensdale. what they need is a cap on loot level. basically make it impossible to get loot more than a level or two below your level.
For a defensive sigil, either water or energy. Personally, I like energy with dodge heals.
water heals allies, not the one who wastes their time equipping it. sigil of energy is just decent for everyone, not tailored to someone specializing in defensive play.
so 2500 is the cap on armour?
toughness is the stat.
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those are jokes sir. they do nothing for physical defense, as stated in my post. water doesn’t even heal you.
sanctuary is the worst actually. literally does nothing for a long time and makes you invulnerable to….what? trash mobs or regular mobs out in PVE that you’re already killing in large amounts while your passive regen keeps you topped off? you gonna kill 26 people in sPvP as a bunker build? nope, at least if you’re gaining toughness then the few kills you get will amount to something.
we need some sigils that are good for physical defense and relevant to content such as dungeons/WvW/sPvP.
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it’s an issue of attack range. if you’re in group content(only place this even matters) then you’re kitten from range and probably front line. no one will be in your symbol or consecration besides the pets, warriors and thieves that are already in them.
then if you move around or use a scepter, well now the ranged are in it and the melee are not. there’s no way to fix this and it’s not really a big deal.
also, the topic title is not really matching your issue. especially since every guardian uses consecrations.
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