Ok, now which is it? I have 3 different people saying that fun means 3 different things. This is what I meant when I said fun is subjective.
To some people, it’s fun to knock people off the edge of skyhammer. To others, it’s fun to be matched up against equally skilled players. To even more, it’s fun to feel like you’re great at the class you play.
I’d like to present to you a Necromancer named Panzer. Panzer blasts Elementalist Footman in the face. Elementalist Footman’s brains are incinerated.
Elementalist Footman did not have fun.
Something about Solo queue…can make people really angry. To be honest, I’ve blown my top several times when both I and my team were running around like headless chickens Xd. Usually I apologize later, but just so you know, even the people who sometimes get mad generally aren’t as bad as they seem.
Team balance is a big issue still for me as well. I’ve had plenty of games where I’ve been matched against other people who were in the top 300 players (I’m like 50% and I like using multiple classes and testing new builds). I could tell these players were much better than I was so I added them and looked for them on the leaderboards and sure enough they were far higher up. The only real way to solve that problem would be to either have longer queue times…or for the sPvP player base to expand.
It really depends on your tastes. The reaosn why GSs look more elaborate than other weapons is basically because they’re bigger and you actually can put that much detail onto it.
If you stuck too much detail unto a dagger, it’d just look like an elaborate mess.
I disagree. Greatsword have unique shapes and some have more or less detail than other weapons but they still come out on top as the best looking skins in general.
I’m not asking for overly detailed weapons. I’m asking for unique skins with a more serious asthetic design and better particle effects than what we have now.
Engineers are starting to make me rage abit… Is it l2p or is it their class that suddenly became kitten strong.
This is l2p. Thieves are still and always will be wildly overpowered. Engineers are Anet’s kitten child swept under the rug and forgotten. They’ve got zero viability and have to play predictable roles that you can easily counter if you know how they work.
What. Lol. Explain why top tourney teams bring engineers and an awesome thief roamer (Bemeric1) switched to engineer for roaming, please.
Well, Greatsword is the biggest weapon in the game by a pretty decent factor.
Thus, greatswords have a much higher inherent visibility than any other weapon type. This automatically results in the players using more Greatsword than any other weapon. This is especially true if Greatsword happens to be among the best weapons for your profession, such as with Warriors.
And even from a designing point of view, if I was tasked with designing weapons and given the choice between an tiny off-hand weapon like Focus or Warhorn and a massive two-hander like Greatsword, I would sure pick the latter. Unless I had a desire to design for the former for some reason.
But honestly, we as players do not know how they choose the skins. We know very little about the designing process itself. Do the artists submit the skins and some get accepted while others don’t, like when submitting an article for a news paper? Or do they commission a certain quantity of skins for any given release? It’s clear that in some cases, they are doing entire sets with a specific theme.
I consider myself lucky beyond even the luckiest Mystic Forge addict for even finding skins in the game that I really like. And for the fact that those skins are useable on the profession that I like. And that there are some pretty skins for the weapons I prefer using.
I’d definitely like to see more communication between the artistic design team who is creating these weapons and the player base.
My frustration is that my main is a thief and I have so much trouble finding skins I like, especially shortbow and pistol skins. I really like the class, but I feel limited in how I can look. That’s never a good thing in an MMO.
I also really dislike when game companies start making all the new skins REALLY expensive like what they have done with the aetherized and zodiac weapons. Forcing players to effectively play the RNG lotto with real money for new skins is kind of pathetic, and I much prefer being able to just buy 500-800 gems and know I’m going to be able to get a skin, like with what they have done with Magitech armor, etc.
The bifrost looks like a plastic stick with some colors around it, we don’t have any unique awesome daggers, like volcanus, or infinite light, jormag’s tear is just a piece of glass that costs 70g…
I agree. A lot of daggers are either too small, too wide, or look like something you could buy in a candy store.
What’s painful is that there are quite some nice Trident skins out there, which are hardly ever used because underwater combat is so uncommon, such as here, here and [url=http://wiki.guildwars2.com/images/b/b8/Norn_Trident.jpg]this one[url] too. Each of them being a lot better than any of the staves out there.
Yeah, I’ve found that some trident skins are quite a bit better than many staff skins.
Pop quiz:
Is this a warhorn, or a pistol?
http://wiki.guildwars2.com/images/archive/3/3e/20121015061623%21Pearl_Handcannon.jpg
Adding to the community weapon design contest: I’d love to have it be a weekly or biweekly project with the new skins being made available through karma vendors around the world. It would excite both old and new players to actually have cool weapon skins buyable with karma.
To staves they could do a “4 elemental” effects to fit as ele and a “genesis” staff to fit as guard.
Yes, I have no idea why we don’t have staves with nice elemental effects yet.
This is pretty much useless feedback as there is a large variety of skins for all other weapons as well. Instead of blatantly stating that every dagger/mace/sword etc skin is – I quote – “crap” maybe suggest skins/styles you would like to see or feel are important for the particular kind of weapon.
As far as the legendary versions I sort of agree, then on the other hand it would have been a shame to dismiss the concept in favour of “fairness”.
“Generally” does not equal “every”. If you want to point out generalizations, please don’t make them yourself. Thinking about it again, I think sword skins are in a fairly good place compared to scepter and pistol
@Viking… Of course, some people will have different opinions. But the general impression I get from others is also that they like the greatsword skins a lot more. There are nice skins for other weapons in the game… but I’m not seeing the same amount of creativity or asthetic design I see in greatswords.
@Lucretia… That would be cool!
Seriously why do greatswords have such a large selection of nice skins while maces, axes, swords, daggers, etc generally look like total crap.
Hell, more effort was put into the level 21 Jotun Greatsword that you can get for 400 karma than any mace or dagger skin in the game.
What’s the deal?
Also, why are there 3 legendary greatswords? Did you forget that there are 4 other classes in the game that can’t use greatswords?
this kind of things happens when they let someone in the team put too much of his own personal taste into the game which IMO shows a lack of control and objectivity pre-implementation and poor testing post-implementation.
I agree.
For me the biggest downside of large WvW fights is simply the lag. I find myself unable to do much more than spam 1.
Luckily they are working on toning down visual combat effects which should help add at least a big more strategy to large scale fights.
The biggest thing I think they could do easily to help all fights is give players the option to prioritize which combo field a combo finisher will land on. In big fights there are like 50 combo fields on top of each other. I play thief and I’d love the option to set it so that if there is a fire field or water field in that pile, my cluster bomb hits those instead of other types of fields. I feel like that would make a huge difference in the tactics large zerg groups would be able to implement
https://forum-en.gw2archive.eu/forum/game/gw2/new-champion-exotic-loot-pistols/first#post2588068
If it isn’t a greatsword, it doesn’t matter to ANET.
I tend to agree. Only hope I’ve seen recently was the new Genesis/Entropy hammers. Of course they also made Crystal Guardian which looks awesome.
Then look at the other weapons compared to those 3…no awesome effects or new designs really. The staff is literally a scepter skin which they took and stretched out lol. The bows are a big Meh. Komalie’s Sacrificial Blade is decent but again you can tell they are focused on making cool greatsword skins.
Seriously why do greatswords have such a large selection of nice skins while maces, axes, daggers, scepters, pistols, etc generally look like total crap.
Hell, more effort was put into the level 21 Jotun Greatsword that you can get for 400 karma than any mace or dagger skin in the game.
What’s the deal?
Also, why are there 3 legendary greatswords? Did you forget that there are 4 other classes in the game that can’t use greatswords?
(edited by infantrydiv.1620)
Offhand sword, crossbow, longbow would all be cool
How about if instead of death shroud, life force can be used to caste many different minions? That would be pretty kitten. And amazing.
That’s a shame. I recall Minion Master waiting for some buffs, and I was really hoping for a life-drain build to take off after some patching.
This forum is full of complaining. Necro’s damage and sustain has been boosted a lot and it’s in a very good place for PvE, WvW and sPvP. Don’t let anyone convince you otherwise.
Minion AI has been improved as well, and all minions now regenerate health outside of combat.
I am not a great keybinder. I do not have the fastest reactions. Realizing those weaknesses, If I don’t have fast reactions and know my keybinds in a blink, am I going to completely suck on this class in WvW?
I know everyone likes to spout how pro they are. I don’t care really. I want to get honest opinions before I invest a lot of time into a new class—namely the thief.
2nd question, are there more forgiving and easier to play builds? I ask because I see posts like Jumpers, and how he has a build he reccomends, but people comment how high the skill cap is.
I’m thinking, maybe I can start easy and learn the simpler builds and go from there.
What do you guys think?
Thanks for your help in advance.
I’m pretty average. Thief requires faster reaction times than a lot of other classes. If you are talking about WvW roaming, then thief can wreck people whose builds are not meant for fighting alone or in small fights. However you will have to spend a lot of time practicing to fight against other roamers efficiently.
If you want to try out thief, I’d recommend starting out with Bemeric1’s stealth based Dagger/Pistol build for WvW roaming.
This is totally our fault, we dropped the ball on this plain and simple. We planned to have this messaged ahead of time to be fair to everyone, communication broke down between those who knew it was supposed to be messaged, and those who were supposed to message it and it simply didn’t happen.
As game director this is ultimately my fault first and foremost, and I’m sorry for those who potentially lost some karma as a result. It is our policy to message these kind of changes ahead of time with lots of warning, I’ll do everything possible to make sure this doesn’t happen in the future.
I’d recommend not using your karma consumables yet, give us a day or two to try and see what options we have available to help mitigate the issue.
Good, because I still have karma boosters I bought specifically for the purpose of using them when I open jugs.
Although it is unfair…
LOL.
Would it be worthwhile to use shortbow for aoe situations? Zergs and the like?
Shortbow is the only viable ‘zerg weapon’ thief has. #4 +#2 combos for aoe weakness which is useful, as well as one being a big poison field and the other very, very high damage aoe. Dagger storm is also a great ability to kite zergs and deal a bunch of damage with to support your own zerg.
As a thief in wvw your job is not to attack with the zerg but to pick off single targets and deal big damage and lay down poison fields while kiting the enemy melee train. Shortbow is really good at that.
As for group situations and dungeons, with pistol/pistol instead of shortbow you are giving up a blast combo finisher which gives area might on fire fields as well as other boons and healing. You also give up AoE ability and extra evades when necessary, as well as mobility.
(edited by infantrydiv.1620)
After trying your build for a while I can safely say I get wrecked while using it compared to S/P or D/P. I also watched one vid where it looked like you had switched back to D/P, do you still use this build in tournaments?
Although a lot of people say thief is extremely easy and ‘black and white to play’, for me personally that hasn’t been the case at all. Today I just crossed over 400 hours spent on my thief and I feel like I’m just beginning to get the hang of only part of the thieves weapon set combinations.
One thing I feel like thief is different than other classes is that you really have to approach each encounter differently.
My other main which is a necro (500 hours) feels way easier to play and I don’t have a problem using any weapon combination on it. In fact, my approach to any other class is extremely linear on necro: apply soft CCs (chill, cripple, etc), kite, if they are on top of me apply fear, reapply chill/blinds etc, all while using either power or condi based pressure. On my necro, I feel like if I accidentally use an attack at a wrong time, it probably won’t matter. On my thief, I feel like if I blow a pistol-whip or black powder by accident, I’ll probably die.
In addition, I find thief movement patterns are more interesting than on my necro. If I’m fighting an ele, I’m gonna try and stick right on top of them and not allow them to reset the fight with heals. If I’m fighting a warrior, I’ll be trying to confuse them by dodging and shadowstepping until their big damage or CC skills are on cooldown. I just can’t really say the same for my necro.
What do you guys think? Was thief easy for you to learn? Do you feel like it’s easier or harder than other classes?
It’s all about how u try to escape from em, there easy to avoid if u just use c/d or black powder and then stealth, get some distance and then stealth. I only die really in 1 vs 5s if i decide to try and get a kill even though i know ill die, i generally go for the squishy zerk thief’s in groups lol. easy targets
I agree, they aren’t hard to escape from…it’s just groups of 4+ are seemingly ALL I run into here. And I’m not going to pretend that I can win 4v1s like Bemeric haha Of course, it’s also fun to dagger storm in the middle of them and go down fighting
Or, we can make a /duel command so we can duel anywhere we want, including the arena.
Although I’d thought about this as well, I feel like new players would be challenged to duels and then destroyed and it would probably be a negative experience. By making it so that you could only duel in a certain place it would encourage players to gather there for events like fight clubs and player run 1v1 tournaments. Each server could also have its own leaderboard inside of the pavilion for the top players that people could use to make bets off of.
Uhh.. you know, you can always click “No I don’t want to duel.”
In SWG, people formed “Fight Clubs” anywhere, it was fun because some times you could see players in secret areas dueling, or dueling on bridges or other places to seem EPIC.
I imagine there would also be an option like this.
This is the default option, to duel you have to turn it off, so no player can be challenged until he turns it off anyways…
This is true. I’d still rather have a specific dueling area, but maybe that’s just a personal preference. shrug
Or, we can make a /duel command so we can duel anywhere we want, including the arena.
Although I’d thought about this as well, I feel like new players would be challenged to duels and then destroyed and it would probably be a negative experience. By making it so that you could only duel in a certain place it would encourage players to gather there for events like fight clubs and player run 1v1 tournaments. Each server could also have its own leaderboard inside of the pavilion for the top players that people could use to make bets off of.
Lots of people want dueling. Why not modify the idea of the gauntlet and allow people to fight each other? Let others bet money on fight outcomes, etc. Have gambits accessible as well.
It would be a good way for people to practice their pvp skills and also fun for others to watch and interact with through betting, etc.
I like roaming in WvW but whenever I roam solo I can almost never find anything resembling a fair fight.
This is my opinion, and please don’t be offended, but you’re doing thief wrong. Don’t look for fair fights. Pick fights you can win and keep an eye out when you’re doing what you’re doing.
Fight. Steal. There’s no win or loss as long as you get away with the cookies.
Well, I’m not a great thief, but in general it’s very rare for me to come across even 2v1s. I usually run into 4-5 man groups with things like 2 thieves, 1 mesmer, 1 guard and they are very hard to escape from (getting thrown out of shadow refuge or pulled by guard GS). Maybe I’m not looking in the right places.
I’m currently on a 1st tier server (Sanctum of Rall). I like roaming in WvW but whenever I roam solo I can almost never find anything resembling a fair fight. Usually I run into 4-5 man gank groups all comboing off each other and either I have to completely avoid them or I’m on CD and they get me.
How do you guys feel about your server? Have you had success picking off single targets or even managed to get duels without other people always coming in and ruining the fun?
Even if I’m hanging out a bit away from the spawn, by the time I manage to down someone, more enemies have shown up.
Everything looks good to me. 3 dodges is really helpful for a lot of bosses for sure.
Yep, I played on it today and lost connection. As well as 3 other people also playing solo queue.
Just another reason this map sucks.
I felt basically exactly the same on my thief for a long time. One thing about your build is that you should probably adjust to a more offensive and stealth heavy trait set up for WvW. I’d recommend 20/30/20/0/0. I tried running more defensive/evade heavy builds for a while and I find that although they might be better in the long run your potential to just run in and burst someone down is greatly diminished.
If a necro sees you out in the open, generally the first thing he’s going to do is spam marks at you. So if you are running at a necro face first, I’d suggest stealing immediately to him, laying down a blind field right on his feet and heartseekering to get a stealth off and then return for a backstab. Theres a good chance he’ll blow more CDs just standing in the blind field because a lot of necros don’t know much about movement or dodging because of how easy the class is (necro is technically still my main). Once you get the heartseeker off you could also use the stolen fear to get off a big backstab relatively easily.
As for your utilities, roll for initiative is slow as hell. I want to like that skill, but you could take Signet of Agility which gives 9% critical hit percentage as well as a full endurance restore and 1 condi off or Infiltrator’s signet which is decent passive initiative feed and a stunbreak+shadowstep which is great for keeping up offensive pressure on classes like necros. Blinding powder is ok, but again, you have plenty of stealth with D/P, as well as plenty of blinds. Instead, again you could look at other utilities like shadowstep or Assassin’s Signet.
One of the biggest problems I see with your build is that for D/P you REALLY want both infusion of shadow and shadow’s embrace from the shadow arts traitline. Infusion of Shadow is kind of neccessary for a D/P stealth build and don’t expect to have any luck against necros if you aren’t running any sort of condi cleanse.
In my opinion, the biggest part of playing D/P is being hyper aggressive but also stealthing and retreating whenever necessary.
I think thief should be able to summon a nuclear missile which just blows up the whole map and permabans any opponents.
Thanks for the detailed response! I definitely agree with some of your points and you brought up some stuff I hadn’t considered.
I guess AI is not the correct term for screen clutter/physical passives like spirits.
1. I agree that AoE really brings the hurt to AI builds. I find it almost a necessity for it against minion necros and spirit rangers in particular.
2. Although I do agree with this (except in the case of spirits or iDuelists), for soft control to have much effect on AI it needs to be AoE, otherwise it would be too much of a waste of time to bother applying. This further emphasizes the need to bring AoE.
3. This is true in some cases, but in others I don’t think so. For example, stone spirit or the necromancer trait which allows minions to siphon life and transfer to the necromancer. Also, other types of what I’ll call screen clutter like engi turrets or the mesmer phantasm shield skill can help in 2v1 situations. Not only that, but on my minion necromancer I find it quite easy to use a soldier’s amulet bringing my HP pool close to 30,000 and toughness close to 3,000 while still retaining decent DPS due to my minions
- Although it’s true that if your AI is destroyed you are left mostly defenseless, the same could be said about having regular utilities on cooldown. Many classes require specific traiting to make utilities effective, and many traits deal only with utility use.
- I agree, although I’d say playing as a minion necro I feel that I’m somewhat able to hide in the midst of my minions as well. In fact, I’m sure I’ve gotten stomps off just due to the fact that the enemy couldnt target me fast enough because of how much screen clutter I caused. This might not be as much of a factor in high level play where teams are calling out targets and working together, but it most definitely is an advantage in mid level solo queue. Note: I say this even as my necro is a Norn, and I’m sure that factor could be increased by switching to an Asura.
6. I don’t agree with ‘some offense’. Minions and phantasms both provide a tremendous amount of firepower.
7. This is definitely true and something I hadn’t considered.
In terms of flaws with AI, I’ve definitely noticed improvement over the past few months. Minion necros now regenerate health outside of combat which is huge in my opinion. Ranger spirits had two traits combined I think (?). Phantasms I guess have remained mostly the same but are really, really strong in 1v1 scenarios.
1. D/P and Shortbow
2. 30/30/10/0/0
3. PvP, PvE, WvW
I really like Hard to Catch both on visible builds and stealth heavy D/P. It is completely disorienting to most CC classes because not only is it a stunbreaker, its instant and a teleport. Then you can dive right back into the fight with their opening CC on CD. I think it’s worthy of being a grandmaster trait but the ICD could be lowered a bit.
Lavra’s suggestion is nice, but I think it would be OP especially in the acrobatics traitline where you can already get a ton of evades and mobility
For the claims you’re posting.
I only bothered to follow you after you made that thread about how bad players who think they’re good would realize in solo q that they’re bad. I thought it was hilarious coming from someone who was never top 1k in team q where basically everyone who was good and active made top 1k at some point or another. I basically hit 170 from just soloing it. So I figured is add you since you were talking all pompous to see where you ended up.
Accurate? I think it’s very accurate except around the top 100 since that’s typically where the inactives are (11 games played etc). I think it’s accurate because all of the GOOD and active players I know are all top 200 and all of the bad players I know aren’t even top 1,000. I would think its inaccurate if I saw some high-end player with 50+ games NOT in the top 1,000.
Sorry your main account is bottom 27% and you refuse to post I. Your secret main who was top 1,000 material but decayed off.
You were right though, the sQ shows the bad players who can’t carry.
Sure, Solo queue is a better representation of personal skill level than Team queue. However, guild wars 2 pvp is largely based around team play. I tried playing more team oriented builds in solo queue and lost, but I can switch to trolly AI or spam specs and do much better. Ultimately, certain builds are just way overpowered in solo queue due the the enemy’s lack of coordination neccessary to take them down. Another argument is that in Solo queue people feel more comfortable taking new builds to experiment with than in the old system. I take all sorts of utils and build combinations in there that I wouldn’t have ever attempted in the old queue system, especially if I was party queueing.
TL;DR: Solo queue does a better job of showing personal skill level than team queue, but there are plenty of people using it to experiment as well as plenty of people focused solely on winning because they take it very seriously. In team queue, everyone is focused on winning.
Vulnerability does nothing to condition damage. Using body shot in a condition build would be a total waste of initiative. Total.
Are you absolutely sure about this? I might run some tests… But actually, it would make sense to increase condition damage on vulnurable targets.
I’m sure. >.>
I’m going to be speaking from the viewpoint of an average player in solo queue, it’s been a while since I was ranked in the top 1K so everything I talk about is from my experience playing solo queue with some different classes at a medium level
*This is not meant as an insult to any particular classes or playstyle. Although I do believe certain classes and builds require far less skill than others to be successful with, I don’t think that everyone who uses them is skill-less (obviously).
First of all, the way I see solo queue matches currently is this:
If you are winning consistently, you are most likely playing an AoE condition spam build (necromancer or engineer), or an AI heavy build like minion necro, spirit ranger, engi with a bunch of turrets, or competent shatter/phantasm mesmer. I see these classes dominate in solo queue over and over. Of course, personal skill level and team organization plays its part, but it feels like BuildWars most of the time.
Basically: AoE condi spam> AI doing the work for you> Bunker>Rotational burst or midrange play without AI
In solo queue, I COULD play on my D/P thief and I’d do alright. However, if I get on a minion mancer I can literally stand in one place, spam staff 2,3,4,5 and then my offhand weapons 2,3,4,5 and I can beat people trying 10x harder than I am. It isn’t fun for me, it isn’t fun for them, and it cheapens the gameplay experience. However, unfortunately, it wins.
Skilled, tactical play has taken the backseat to what amounts to literally napalming an entire area with condi cleave or sending an army of AI minions to do the work for you.
I realize my analysis might not be correct at all levels of play but I feel like the need for countering AI is making it necessary for people to bring as much AoE as possible into fights. In addition to AI and condi spam making for an incredibly low skill floor, it just makes fights look like a confusing mess. I’ve tried showing GW2 pvp to friends and they are pretty unimpressed because everything is so hard to see and it looks like a mess.
If Anet wants this game to succeed, please, start also considering balancing the amount of skill required to play certain builds. I’m not a skilled player, but I’d at least like to not be continually running into builds which literally require no skill to outplay others.
Where did you find that Valkyrie has Toughness and Healing Power?
http://wiki.guildwars2.com/wiki/Valkyrie#Triple_attributeIt’s just Power, Vitality and CritDmg.
Not in sPvP.
I have a completely different approach. I run a 20/0/0/20/30 build. Deadly arts helps to increase the offensive utility of steal (I also have sleight of hands in trickery). In addition it put weakness on the target and yes, I am playing with spider venom and scale venom.
Also I am geared for max condition damage, and not for max condition duration. I dont aim to only stack bleeding but to put bleeding, poison and torment on my opponent. Poison is very good for keeping opponent from effectively healing. And most of people have 1 or 2 abilities to cleanse conditions. I don’t want to stack 25 bleeds, so they just go ahead and cleanse it. When I have three different conditions on them, they tick away so quickly, and even if they cleanse a condition, the others still nag at him.
Another tip is to use 2 body shots after applying all the conditions. This will increase the damage on the opponent by additional 20%.
I mostly dodge, leaving caltrops for bleeding, and when the opponent comes close, I rather use the dual ability to shadowstep away and inflict torment on my opponent, rather than stealthing, since this build is a non-stealth one.
Vulnerability does nothing to condition damage. Using body shot in a condition build would be a total waste of initiative. Total.
Skale venom is an incredibly weak utility. It isn’t worth taking in any build other than maybe a venom share one for coordinated team play. Even then you are giving up a valuable spot that could be used by a stunbreak or good utility like SR.
While levelling you should always be using as much AoE/cleave as possible with the highest amount of damage possible. Berserker’s gear with shortbow and Sword/dagger is a good set to level with.
This guide is awesome! Opened up a lot of new possibilities for me, I usually play D/P
I’m almost certain that Anet plans on expanding the current classes weapon and skill choices rather than adding new classes.
I can’t really even think of a class that isn’t close to the eight already in the game.
More versatile? Guardian.
More damage/farming potential? Warrior.Somewhat
Guardian staff is one of the most valuable and overpowered weapons in the game. We can tag up to 5 mobs with an auto attack, along with a large PBAOE on short cooldown. Not to mention Empower can heal us a ton when near +4 players and give us stacks of might.
Guardian is superior to Warrior in every facet except pure DPS. The Warrior has great DPS but it is largely limited to single target or multiple targets in a closed cone.
If you want to kill stuff quickly, roll a warrior. But if you want to make a lot of gold and enjoy farming, guardian is the superior class.
Not to mention guardian is much better at survivability and mobility.
Guard isn’t superior to warrior in terms of CC or condition builds. Warrior with sword/warhorn and GS is far more mobile than any guardian build. Warrior now is also very survivable due to its huge HP pool and access to invulnerability and amazing heal skills.
I’d say: Warrior is great for high damage builds in PvE, running around like a boss with a hammer in WvW, and smashing people in the face with mace in sPvP.
Guardian excels at boonsharing, bunkering, and generally being overpowered in both WvW and high level dungeons.
If you want to farm, guardian is great. If you want to kill stuff and see giant hits, warrior is better.
I agree 100% Tai, and the snoozefest of a fight with Zhaitan at the end is the frosting on the grumblecake.
So I guess my changes were too subtle >.> Does anyone wanna suggest new GM traits for Acrobatics and Deadly Arts?