5 points in Virtues is a huge step up.
agreed, ever since I discovered this trait I can’t live without it. its such a huge step up from base virtues
^I think you make some valid points. I didn’t play gw1 so I can’t comment with any experience as far as that goes. I do regularly run Absolute Resolution and Indomitable Courage and I can agree that multiple guardians stacking such abilities is extremely powerful, and also that a lot of people seem oblivious when they are skillfully timed.
It might be interesting if we had some trait effects that would increase our recharge rate just like Vigor does for Endurance – something along the lines of “Increase virtue recharge rate by 100% for 5 second every time you block an attack” or “for 1 second while you cause burning” or “every time your blind an enemy” etc etc
I don’t think I’m on board for a duration block, but this could be a good alternative/ addition to the virtue recharge issue.
Tarsius’ idea of making it block everything for one second does sound better than the stacking. For one thing, it wouldn’t majorly affect 1 vs. 1 given the attack speed of each class while still boosting Aegis in the context of fighting multi mobs and also allowing the guardian abit of extra time, even if it’s 1 second, to react to the initial rush (i.e. WvW Zerk for example).
How would the passive work with this setup?
Same. Whenever Aegis activates, passive or active, 1 sec of block. That’s what I got from his idea.
Given the time between 2 consecutive attacks of mob or enemy player in 1vs. 1 context, this won’t change much, at best give the guardian 1 extra block vs. fast attacking enemy. This change would only matter when he get hits by multi mob or players during that 1 second period. As a side side kicks, it will give us more synergies with 1 or two of our underused on-block effects.
well what I meant was currently the passive block pops up every 40 sec. once its pops up it stays on you until there is an attack to block. if its changed to block for a duration instead of a number of attacks when does that 1 sec start? from the point of the first attack? would you expect stats like boon duration to affect the block time? or just the duration of the active aegis stays on your character?
Just noticed how far down the list this thread has fallen. I suppose it could be due to the lack of input by the devs, everyone seems to have given up interest in it. No 2 way discussion, no replies, just silence since the last post by Jon 9 days ago. Sad.
even though they’re not responding we assume they’re still reading and taking input.
Tarsius’ idea of making it block everything for one second does sound better than the stacking. For one thing, it wouldn’t majorly affect 1 vs. 1 given the attack speed of each class while still boosting Aegis in the context of fighting multi mobs and also allowing the guardian abit of extra time, even if it’s 1 second, to react to the initial rush (i.e. WvW Zerk for example).
How would the passive work with this setup?
I’d much rather block a large hit than a soft/hard CC followed by a large hit…
this also probably wouldn’t work against flurry abilities since the individual hits might not be large enough to set it off. and you’d lose the ability to use aegis as a way to make sure your stomp or revive isn’t interrupted. it has its drawbacks but I think Anet went with just blocking the next attacks over something like this because there’s fewer variable affecting if it triggers or not.
I think it’d be better to keep it closer to what it is now and just change how it stacks rather than rework the ability from the ground up.
(edited by rajule.8054)
Instead of stacking aegis on VoC, it should have it’s own effect that blocks the next attack that deals a certain percentage of your max health. There’s already a warrior trait that activates when hit with something hard. Why not make VoC block the next attack that does at least 10% or 15% of your max health?
but that could potentially make it useless at blocking CC as most crowd control does a low amount of damage.
well, as stated the stacks could easily get out of hand if not limited some how. I think pretty much all intensity boons stack up to 25. programming wise I don’t know if it would be a pain to then make aegis an exception to this. it might be easier to just limit how many stacks are applied by abilities, I think the vast majority should still be limited to one stack " so I think I’d be against the VoC passive building up to 3 stacks" but let a few of the more cd heavy abilities apply 2 or 3 stacks.
I’ve seen other threads suggesting improvements/ changes to aegis’ basic function since the next attack could be a huge crusher or CC of some sort or it could be a hit for 40 damage… here’s a simple suggestion that I think would improve it a lot. change it to stack in intensity instead of duration. As in how many attacks it will block.
courage passive would function the same, but change the active to apply like 3 stacks so you’d block the next 3 attacks. then the 90sec base cd would be more justified, and it would synergize better with traits like defenders flame and pure of heart.
^^^ this is what i think as well. : )) it’s kind of nice that the Guardian shield doesn’t do just what any old shield would do. adds a little more flavor to the class itself. i know it’s hard to fathom and embrace a shield that doesn’t block. but the shield on the Guardian, though does not block physical melee attacks, it’s a group support mechanic and protects the entire group of people from projectiles, which i kind of enjoy as well (though i really only use it for pushing or insta knock back lol)
Aaaah the young and there ideas, i guess you never used it in WvWvW. For if you did, you would know that standing still in the middle of a zerg and activating it and letting it run its course will only end with one conclusion. You my good sir, is dead. So dead you would wish we had defensive block on it.
As it is now, the 40 second cooldown is way to high, to not allow yourself to block attacks directec towards yourself.
just a little thing that I know isn’t going to suddenly make it worthwhile, but you do know that if you tap a movement key right when you cast shield 5 you can move around and attack but the bubble will stay their for the duration. I use to buy me time against ranged so I can heal, or try to bait them into melee. worked great against an engi the other day.
Graphical glitch. The bubble doesn’t really persist, just the effect. You gain no advantage by doing that.
Uh no, it still blocks projectiles and you take no damage from them. I use it constantly.
Taken today in the Tower of Nightmares. Only recently got my guardian to 80 and am enjoying it.
can you please name off the armor pieces you’re wearing. especially the legs and helm. its hard to find good looking helms and I don’t think I’ve seen that one. I also favor heavy armor that mixes in robes/cloth
^^^ this is what i think as well. : )) it’s kind of nice that the Guardian shield doesn’t do just what any old shield would do. adds a little more flavor to the class itself. i know it’s hard to fathom and embrace a shield that doesn’t block. but the shield on the Guardian, though does not block physical melee attacks, it’s a group support mechanic and protects the entire group of people from projectiles, which i kind of enjoy as well (though i really only use it for pushing or insta knock back lol)
Aaaah the young and there ideas, i guess you never used it in WvWvW. For if you did, you would know that standing still in the middle of a zerg and activating it and letting it run its course will only end with one conclusion. You my good sir, is dead. So dead you would wish we had defensive block on it.
As it is now, the 40 second cooldown is way to high, to not allow yourself to block attacks directec towards yourself.
just a little thing that I know isn’t going to suddenly make it worthwhile, but you do know that if you tap a movement key right when you cast shield 5 you can move around and attack but the bubble will stay their for the duration. I use to buy me time against ranged so I can heal, or try to bait them into melee. worked great against an engi the other day.
thanks, if that’s the case then maybe I’ll give them a try.
something I’ve wondered for a while is the wording and function of something of the aegis traits.
for example:
pure of heart, aegis heals on removal.
does this proc when aegis goes off and blocks an attack? or does it only proc if an enemy directly removes it with a boon removing/stealing ability?
wrathful spirit, aegis gives retaliation when it ends
same question. what is considered aegis “ending” is it when it blocks an attack, or when its stripped off you? or does it only proc when the timer runs out and the ability drops off on its own?
there’s several traits like this in the guardian tree that I’ve just avoided trying because the description isn’t very clear.
The change to sword damage from 5% to 10%. I’ve seen a lot of talk that maybe it is not really needed. The fact was this was a lackluster trait and this is a lackluster change to it. I would love to do the right thing here and have a change that MH sword wants rather than just 5% more damage.
Thoughts?
Jon
How about a basic cooldown reduction for sword skills added to the trait?
PS:
Considering our problems with mobility, It’s odd to me that torment hasn’t been added to the conditions a guardian can apply. This might be an option to look at for new conditions.
as some have pointed out torment doesn’t really fit with Anet’s idea of a guardian being defenders, torment is more of an aggressive, predatory condition. I wouldn’t mind confusion being added to our conditions though, along with retaliation it would turn our enemies attacks against them and help us do damage through defense which I think might fit a bit better. EDITED FOR TYPOS
(edited by rajule.8054)
I actually wonder why warrior keep getting nerfs to damage? Guardians actually outdps us yet they getting another buff while warrior getting his dps cut down.
…
+1 Scoobaniec
Allot of nerfs on warriors best weapons, but zero compensation.
This actually made me bust out laughing…literally. You have obviously never played a guardian before in your life if you think we can ever out dps a warrior. Right now we are known as the tanky small damage class. Warriors have some of the best damage in the game, and also are extremely tanky and have great cc to boot. There is a reason you guys are getting nerfed. You are OP plain and simple. Anyone can play a warrior and kick some tail. Other classes aren’t like that. They actually take skill and thought to deal damage AND survive.
https://forum-en.gw2archive.eu/forum/game/dungeons/Asking-a-question-that-was-proposed
You obviously don’t know ur own class sir. And yea, u made me laugh.
damage numbers aside and whether or not a guardian can out dps a warrior I’d like to point out that Anet posted some figures on the games anniversary. One of which was class popularity. I remember Warrior being number one by a sizable margin making up like 16% of the total characters. guardian was 5th on the list at 12%. a lot of people are going to be drawn to the class that is “easiest” to play/ best functioning so that should say something about which classes need a boost and which don’t or may even need the reins pulled back a bit.
and please for the love of god reduce the cast time of banish, the wind up on that hit is way too long. its like the easiest ability in the world to avoid .
I like a lot of these suggestions, specifically for sword I like the idea of either through traits or base function it reflecting projectiles instead of just absorbing them. Also I think I can live with being stationary while casting if the projectiles had piercing and moved much quicker/wider field. as someone stated its suppose to be a ranged punisher yet its very hard to hit someone with it at range.
overall I think the guardian really needs improvements fighting kiters. we are so poor at locking people down/ keeping up with runners. right now I run with sword/shield, hammer have bane signet, judges intervention, and save yourself yet I still spend most fights against ranged chasing them trying to lock them down only to get one or 2 hits before they slip away again.
I would like to see improved skills and traits that would allow guardians to stand their ground and rather than going after and pursuing enemies they would punish those enemies for choosing to attack them. more reflective damage, adding confusion to their condition list.
I’d also like to see improvements on existing skills to lock people down restrict their movement. shorten the cast time on ring of warding to half a second or make it castable while moving, expand what weapons are affected by glacial heart, or maybe a trait to make all symbols cause chill. protector’s strike cause chill, or have it pull enemies towards you when the counterattack goes off.
well, I don’t really have a problem with some grind. as you said it provides long term goals to work for. the legendaries for example. I work towards mine gathering a few resources each day as I’m playing the game and its ok. I have as much time as I need to get that done, but when there is only a week to collect a massive amount of items, sometimes even less if the task doesn’t open up til later in the event it becomes a second job to get it done.
things like that which require you to schedule time in order to get them done are not fun for me. its the reason I quit raiding in wow and why I don’t miss it in this game.
I’ve been pretty good about completing most of the previous events and there sub tasks, but there have been a few dragon bash included that I just have to say no thanks to because the tasks are too tedious.
namely the world scouring “collection” tasks such as lighting the effigies. fighting the holograms. I just recently got to 150 holograms thinking that was it. it took me most of the week stopping by them as I did my regular questing and resource gathering so it felt right. to my dismay I realized there was another tier and I was actually only half way.. no thanks arenanet, no thanks. same with the effigies. as spread out as they are and time consuming “especially if you want to watch the whole dance animation…” 50 is a bit extreme.
I don’t see why all the coolest rewards and achievements have to be tied to a massive time sink. I would be much more inclined to work for an achievement or cool skin if it was the result of a challenging task. not because I wasted a whole weekend repeating the same activity several hundred times. give me more credit than that..
there’s a lot of seasonal events and tasks I’ve liked. most of the holiday games have been fun although a bit clunky. love the jumping puzzles especially the clocktower, but I really can’t stand the super grindy tasks that need to become a second job in order for you to complete them in the time allotted.
so in short I’d like to see more of the unique and challenging events less of the please collect 300 of blank.
I have no problem with fighting people in stealth. I kill thieves while they’re in stealth all the time because I’ve played enough pvp to be able to predict what they will try and hit them anyway.
80% of the time when I choose quick join in spvp I end up being the 3rd man in a 1v1 game because people are using the server to duel.
if I don’t leave immediately “because I didn’t check the scoreboard and see how many players” I immediately get flamed like I sabotaged them on purpose.
and often when I leave and try quick join again I’ll get put right back into the same game.
something needs to be done. either add some sort of option for duelers or fix the matchmaking so I don’t waste my time getting thrown into these 1v1 games.
Duration bonuses are always additive, not multiplicative. Take all the percent time increases, add them together and then multiply that by the base duration. So increases of 30%, 20%, 10%, 10% on a 1 second ability would look like this:
1 * (1 + .3 + .2 + .1 + .1)
1 * (1.7) = 1.7Every full second that burning is on an enemy they’ll take the damage. If you only have a partial second then it won’t deal any damage. Assuming there’s no other factors involved, 1 sec of burning damage will do exactly the same damage as 1.9 seconds’ worth.
Please note this only applies to the actual doling out of the damage, not the total time the effect is on the monster. Two players applying a 1.6 second burning on a monster will give the monster 3.2 seconds of burning effect. It would take damage three times (once for each full second) and though the burning effect would still be present as a condition (so you’d get any bonuses for hitting a monster with a condition), it would take no burning damage during the fourth second.
Also I have a vague memory that there may be a cap to increasing condition duration, but I’m not sure about that. And I could swear I remember reading that bleeds (but not Burning or Poison) would take advantage of partial seconds of duration, but I can’t find it at the moment. Check the wiki section on conditions for more info.
what he said, also I don’t believe similar sigils stack. so if you have a 10% burn duration sigil on your mainhand and offhand you’re only going to get the benefit of one or the other.
you people are crazy. I’ve used the hammer almost exclusively on my guardian in pvp and pve and love it. the only critique I would agree with is people being able to dodge out of ring of warding which is bs, but it is not at all useless.
its great in pve to cause mobs to knock themselves down/ interrupt there attacks, or to slow them down if you’re in over your head and need a breather. and I use it constantly in pvp to trap ranged while I tear them up.
the overall damage may not be as high as GS, but it shouldn’t be since its more about CC and has better burst than the GS.
I saved mine cause I figured it would be exclusive to the creation screen :P they’re in my bank right now.
dodge or block the attacks. cleanse the conditions problem solved. I like that this new content requires you to pay attention and not just go through a rotation while you’re half asleep from boredom.
Just fix the downscaling. I hate going into low zones and 3 shotting mobs that used to be difficult to solo. The DE rewards are low, but seem appropriate considering how trivial the events can be.
this^
you can already get gear your level in any level zone except from chests which should be fixed.. they just need to tweak downscaling so that its not stupid easy for higher levels.
Six people is hardly a “large portion” when there are millions playing.
well if you just want to base numbers on this thread alone we outnumber people in favor of the dungeons 6 to 1.
plus you’re being condescending and saying that since you personally don’t have an issue with it than it doesn’t need to be changed regardless if a large portion of the player base feels differently.
I agree that dungeons need to be worked on. almost every other aspect of this game is amazing but dungeons are really lacking. There is no proper difficulty progression within the dungeons. you can get stomped by nearly all the bosses and even some trash mobs, then get to the final boss which may have an interesting mechanic but is braindead easy and you’ll take no damage.
I imagined/hoped dungeon fights in this game to play something like a multiplayer devil may cry.. or even to some extent tera’s combat.
where the enemies if they hit you will take like half or maybe even all your health, but they give some sort of tell right before they attack so you can pop a defensive ability like blind so it misses, dodge roll block etc.
there is a spattering of this in the dungeons and veteran mobs around the world and when it works its fun. you have to pay attention and know when to use what ability and you feel like you’re accomplishing something.
but most of the time dungeons are so chaotic. mobs will knock you down with little to no tell and one shot you before you can get up and aggro is so sporatic your team mates often can’t do anything to get the mob off you.
(edited by rajule.8054)
if you got an authenticator for your account it would do the same thing and even more because they couldn’t log into your account at all..
yeah.. I know its not an easy fix and I’m not holding my breath.. I just get frustrated when I’m getting focused I evade to get range still got a couple seconds on my heal so I pop absorption to buy me sometime and get to watch 50 arrows flaming rocks and whatnot go right on through it and down me.. and one lone auto attack shot bounce off..
tooltip: creates a dome around you that pushes back foes and absorbs projectiles
This ability works fine against single target projectiles, but anything that is ground targeted goes right through it even if it a projectile..
arrow barrage, meteor shower etc.
they are projectiles falling out of the sky, they’re not coming up from the ground so why are they not absorbed??
this makes half this ability nearly useless especially if you’re using it to try and protect allies since if you’re next to a group of friendlies then its even more likely that the enemy will use aoe instead of single target abilities..
IMO the classifications/mechanics need to be tweaked so that the aoe that fires projectiles rather than out of the ground or some sort of field can be properly absorbed.
as it is now I rarely if ever attempt to use this ability to absorb projectiles since its not very reliable. I use it for the pushback and sometimes the heal.
maybe I’m missing something, but unless they also changed duration and cd on those abilities I don’t see what reorganizing them has to do with adjusting how retaliation is used.. like others stated why not just change the numbers but keep the placement the same??
this issue has only recently cropped up for me. since the latest patch. its happened twice. once screen went black except cursor, then monitor lost signal “still had audio” then it recovered but my fps was very low until I moved to another map then it seemed normal. 2nd time started the same way but then it actually crashed and restarted the pc and I had a kernel power 41 error in the event log.
I have I7 @3.6ghz
12gigs ram
660ti card
latest drivers
oh and don’t know if its the same or others but for me both incidences were during spvp after less than an hour of playing. pve I’ve played for 3 or 4 hours straight without a single issue. but after the last crash I’m afraid to play at all for my pc’s safety lol.
I just recently started having this issue too. I am reluctant to pin it on gw2 yet as I also just recently upgraded nearly all the guts of my pc. I have all current drivers and I play most of the games the op listed as well and haven’t had any issues with them but tonight was the 2nd issue I’ve had with gw2 in the last 2 or 3 days.
both times it was during spvp, can’t remember if it was the same map both times.
the first time my screen went sky blue for a second, then monitor lost signal but still had audio. when it came back my frame rate was very low. I quickly exited back to the mists and everything seemed normal.
tonight I played pve several hours no issues, I’m in spvp for 5 minutes and screen goes black again but this time pc actually reboots. I checked event logs and all that was posted was a kernel power 41 event which from what I understand is pretty much just a “pc unexpectedly restarted or lost power error”
oh yeah.. I noticed that but didn’t think that it was because of the interface size. now that you mention it that makes sense. its not properly scaling the text I guess.
I don’t know if this answer’s your question or not but I’ve heard that proc sigils IE chance to steal life on crit will only count abilities that use that item. so one of those on your offhand can only proc off your 4 and 5 abilities that use the offhand. so.. something like a shield for most classes have little to no actual attacks so you’ll never get a proc.
the rule of thumb is that its better to put on swap sigils on your offhands and save the proc sigils for mainhand weapons.
EDIT: for typos lol
The tooltip for ring of warding states that it creates a ring around you that foes cannot cross. trapped foes cannot exit the ring while it is active. However in practice I’ve noticed that enemies are able to dodge in and out of the ring which seems like a bug to me.
I could understand being able to teleport through the barrier but not simply roll across it. Also I don’t believe the similar utility skill “Sanctuary: Form a protective healing shelter for allies. Foes and projectiles cannot enter” does not suffer from this same issue.
can anyone else confirm or deny this?