“Friendly” guilds can only meet people half way its up to you to go the other half. You may have a little bit more patience with a new guild and not leave because they arnt engaging you right at that moment. Volunteer for runs even if there are not part of your goals instead of waiting to be personally invited. Engage people in conversation in guild chat or voice server.
+1
The way I see it is joining a new guild would be about the equivalent of being the ‘new kid’ at school. Give it some time and consciously make the effort to put yourself in a position where people can get to know you.
From a recruiting perspective, the forums are a double-edged sword. Yes, you can use them to advertise yourself, but recruiters can just as easily look at your post history to see how you carry yourself. As Mireles mentioned a lot of your LFG posts are very demanding and tend to be rather impatient. Other than that your non-guild posts tend to be overall negative as well.
Even if they fix the symbol trait bug the build will be really quite viable. Perma-protection, perma-quickness, significant passive healing, good might stacking etc make it rather easy mode even still.
Ya, but the goal is not to break the build, is just that Stacking 5 Guardian shouldn’t be an op strategy like right now. Anyway, it’s a minor problem that will be fix eventually. Not a big deal unless they don’t fix it for like a couple of months.
But Nike is right, even with the fix this guardianway-build will do a decent amount of damage and still bring perma protection, aegis and reflects. All that defense allows you to basically play brain-afk and you will still have an easy game.
Even a Cooldown-reduction wouldnt do much, because not many fights last longer than 25s.
At least the fury should be completely removed from the shout.I don’t want to see lfgs “lf 5 guardians only”, like it is already happening, in the future.
Well, yeah, that’s the entire emphasis of the build: easy mode. If your goal is to get through the content as lazily as possible then the 5-Guard comp will remain the go-to comp. However, if you’re looking for faster kills or record times you’re still going to want the more diverse comp (once they fix the bug, at least).
For more of a pure tank build (similar to traditional trinity mmo’s) I honestly would recommend a Warrior over a Guardian. Not saying that a Guardian is incapable of Tanking, but we bring Guardians to fights because of their high defensive support and utilities.
If you’re wanting to stick to Guard and try to tank I would recommend running Hammer/Staff with Altruistic healing. Hoelbrak runes would be the more offensive version where Melandru has high defensive capabilities. Valor would provide you with most of your defensive traits, Honor would give you more endurance and symbol support, and Virtues would have the majority of your utility traits.
Hammer Mace Support
This build mimics the previous meta build “Fractal Hammer”. The goal of this build is to offer support to allies through extended symbols and boons. The link has slotted more support orientated traits in Virtues, but the Specialization is highly customizable depending on what you need. Hammer can be camped for mitigation while mace would be used for additional blocks and recovery. Heal and utilities need to be slotted depending on the fights themselves. Much easier build to use compared to burstier builds. though the build isn’t quite as good in burst fights due to the lack of burst skills (torch can be used with mace if Focus blocks aren’t needed).
In PvE, I would almost say drop zeal in favor of Hunter/Radiance/Virtues. Hunter and Radiance have a lot of synergy together through Spears of Justice, and the versatility of Virtues is too good to pass up. Sorry Zeal :\
Though if no utility was needed I could maybe see dropping virtues…maybe. The 15% from Big Game Hunter seems like a more reliable damage boost over something like Unscathed Contender.
I credit my ideas for the following build concepts to obal’s Guard Guide
G/S Mace Build
Very high DPS and the Virtues Spec allow us to swap just a few traits to get a lot of extended utility. My personal rune selection is Flame Legion, though keeping Scholar does offer the most optimal damage if you can keep up the 6th bonus. Heal and utilities are standard based on the fight. Difficulty of this build is keeping up with the rotation as you want to make sure you pull off both torch attacks as frequent as possible.
Hammer Mace Support
This build mimics the previous meta build “Fractal Hammer”. The goal of this build is to offer support to allies through extended symbols and boons (I also went ahead and slotted more support orientated traits). Hammer can be camped for mitigation while mace would be used for additional blocks and recovery. Again, heal and utilities need to be slotted depending on the fights themselves. Much easier build to use though the build isn’t quite as good in burst fights due to the lack of burst skills (torch can be used with mace if Focus blocks aren’t needed).
‘Leftover’ decimal seconds on conditionals are still calculated into damage (what Anet refers to as fractional damage). So if you have 1.5 seconds of burning on a target they will take the full burning damage on the first tick but only take 50% of the burning damage on the seconds tick since there was only has a second left on your burning’s timer.
We don’t have anything that matches other classes such as ‘x chance to apply x on crit’ that doesn’t have a cooldown of sort. At most we get the Zeal trait Symbolic Power which adds a burning proc (33%) on symbols. The text on Empowering Might implies no cooldown right now, but the suspicion is that the cd fact was just left off but will apply live.
As far as whether or not you should be focusing on a condi build, well, it’s a little to early to tell. The big debate is whether or not the ramp up damage on conditions exceeds the linear damage provided by straight physical damage. If such a crossover exists then the question becomes at what point should switch to a condi gear. On paper, burning seems to have a lot of damage potential even at small stacks and a modest of amount of malice stat. For now, my advice would be to gear up with a typical non-condi build until we get more solid evidence of the impact of the patch regarding condition damage.
At that point Radiance may be more worthwhile to slot full-time.
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For PvE you’ll want to mimic the following video as much as possible:
The might stacking technique isn’t mandatory if you can coordinate fire blasting amongst the team, but it’s a great tech to know. Otherwise, the strategy for staff is to make sure you cast a DoT spell while casting other spells in between to maximise damage. At the very least you want to make sure you’re dropping font and while casting other spells.
If you’re comfortable with running PvE meta (High DPS focused, low defensive capabilities) try out this staff build.
With the upcoming Specialization changes I anticipate the staff build looking something like this. Arcana Spec has a lot of variability and offers a few options to help keep you off the floor without a too much a loss in DPS. Keep in mind this build is un-tested, but it mimics the current meta Staff fairly close.
For PvE I see something like Fire/Air/Arcana being more worthwhile for Staff or D/F (Air traits will vary a bit between the two builds) as the damage boost in water is either too situational (Piercing Shards) or can be unreliable (Vital Striking). The Bountiful Power in Arcana will be easier to maintain as the Spec already promotes Boons generation. Elemental Surge can also be an alternate DPS choice as well. On top of that the traits in Arcana will help to keep us off the floor. Maybe Elemental Precision for Fire Staff-ers depending on how much burning is needed.
For the current LH builds Fire/Air/Water is more likely to be used as the Piercing Shards buff is much easier to obtain since we can camp in water.
I’ll take a guess at PvP and WvW and agree at the usage of x/Water/Arcana. Earth seems like the obvious third Spec for Elemental Shielding to buff our easier access to auras or for Earth’s Embrace, but the rest of the Earth traits are kinda awkward to use. Thus, we will probably branch out to Fire or Air for whatever functionality we want beyond the Water/Arcana sustain.
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So now all four ‘dodge’ spells work off of a global CD? Looks like I missed that on the notes.
Nevermind, read this thread too fast.
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Yep, Zephyr’s speed definitely makes sense. When ele has Singet of Air and superspeed. Most of the time it will be overwritten again, come on.
I don’t see the buffs, definitely not enough to be able to face mesmers and thieves.
It makes sense in that 10% did not get noticed at all while 25% is the equivalent of the Air Signet. So for Air focused builds (D/F notably) we can go without slotting Air Signet unless we’re needing it for the stunbreak. If worried about maintaining high mobility during combat One with Air can be slotted, otherwise the 25% trait will suffice. Superspeed caps you to the same movement rate that swiftness does out of combat so One with Air is more on the Meh side for that. Ironically though, Zephyr’s Speed would have been a lot more glorious had we retained Lingering Elements.
Outside of air builds though the Zephyr trait will be useful when doing open-world or roaming of sort as you can have your working utilitys slotted rather than awkwardly having to burn cooldowns for swiftness stacking or temporarily have Air signet slotted.
Anyways, for being a minor adapt trait, it has decent value. All it takes it just being attuned to Air.
You might still be able to get 50% boon duration, but that’s only with a build that uses Honorable Staff (no confirmed number yet on boon duration from that trait).
http://www.reddit.com/r/Guildwars2/comments/3adcje/please_dont_kill_the_tank_mesmer_xpost_official/
Not a pug lyfe story but I wouldnt like to see that guy on my PvP pug arena…
#theretaliationisreal
MetaBattle is the go-to for meta builds across all three aspects of the game.
A heads up though, starting on Tuesday (23rd) the current trait system is going to be redone into the new Specialization system. So I wouldn’t try too hard re-learning things right now as you may end up re-learning things again after the update.
In PvE and WvWThe loss of boon duration from trait lines can be compensated through nourishment and Utility consumables: 20% and 10% respectively. Though, there’s nothing yet in PvP :\
For short/burst fights you can do something ZRVi and drop Wrath symbol to get that extra 10% damage from Retribution, extra crit chance, and burn bursting from Justice renewal/spamming. Even without the Writ trait you got 8 seconds of symbols between GS and Mace. In cases like these Hammer would fall a little short since it take a few seconds for Hammer AA to catch up to the damage push out by a burst rotation.
On bosses though Hammer/x (more likely Mace) would be preferred to ensure 100% symbol uptime since even traited GS + Mace have gaps in their symbols, and your specs would be something more like ZHVi.
Though that’s for PvE. In WvW, I anticipate some variation of HVaVi similar to what we have now for frontliners. I leave the Medi Guard theory-ing to someone who’s more familiar with the tactics.
PvE wise the big question is how will the new condi cap affect our fights. For the most part we will still be using berserker for short/trash fights. but in longer fights the ramp up time on condition damage may surpass the damage from full berserker. Should that be true then alternate condi gear may be more worthwhile.
For PvE, I can still see something like Gs + M/F being used to clear out trash mobs or for quick fights. You could start out with Faith symbol before the fight starts, switch to GS, use its skills, and drop wrath symbol before switching back to M/F. By then Faith symbol will be off cooldown.
In longer fights though Hammer will probably be the better way to go as timing symbol cooldowns will be trickier.
In PvE, at least, a lot of our DPS build don’t have access to vigor anyways. So a change like this doesn’t affect us at all.
PvP/WvW will likely see an impact, but as Asmodal mentioned this is a change that’s global to all classes.
Old:
“Auras you gain from weapon skills are also applied to nearby allies.”
New:
“Powerful Aura: When you apply an aura to yourself, grant that aura to all nearby allies as well.”
That’s about all we got to work with. Based on the wording though it sounds like an Aura applied to you from any source now gets applied to allies rather than just being limited to weapon skills. Also, I would imagine the secondary effects of auras (Zephry’s, Elementalal Shield, duration extensions) will also carry over since the auras are supposed to mimic the same aura that was originally applied to the caster.
For the most part Berserker still seems to be king until we see how the new condition overhaul affects long term DPS. For burst based attacks Berserker will still get the quicker kill, but now it’s a matter of on bosses will the ramp up time of conditions overshadow the linear DPS from our current meta builds.
Guardian and Ele specific I can see something like Flame Legion runes being very worthwhile over the current scholar runes due to their regular access to burn. Though if burn uptime is harder to manage then it’ll be a DPS loss due to not maintaining the 6th ability.
My guess is that Berserker will still be the way to go as passively applied conditions won’t be in a fight with one another.
I see the active on our Courage signet the same as a War Banner for a Warrior: immensely powerful and should have a various obvious sign that they’re casting it. So yes, if you want to land it you better make sure you have created yourself a window to pull it off and expect to get everyone’s attention while casting it.
Water still feels more or less mandatory for PvP/Wvw, but I consider Water as important as Valor on my Guardian; regardless if I’m playing striker or bunker Water/Valor always seem to creep into my builds since they offer some of the best sustain.
One thing I’m particularly interested in is that Auras seem to be coming back in extra supply. Staff users can also get access to auras through Sunspot and Soothing ice. As others have already pointed out Powerful Aura’s wording has changed to imply that the trait is no longer bound to just weapon-generated Auras. Ah yes, the old Earth Rune Aura build…good times…good times.
Overall, I’m more on the thumbs up side of the changes than thumbs down.
Fiery Wrath took both a direct nerf (7%,) as well as a subtle nerf due to issues with burning uptime. Now, it looks like we’re going to be pretty dependant on other classes to help make use of this trait without putting together a burn-focus build. Though an Ele or Engi on the team should be able to maintain uptime on this.
I dunno man, that’s a fine line to cross though. AH already feels like godmode at times so throw in ideal EM with decent crit and 5 targets and suddenly we got something worry about. Maybe make the ICD per target rather than global? shrug I’m at a loss on this one.
Piercing shard can’t apply to all attunements. Think about it, Air Spec allows us to place vulnerability with crits by ourselves, and nearly all groups have access to vulnerability one way or another. Thus, that would guarantee a flat 20% damage boost which is too much for an adapt. Similar “x% damage as a result of being [condition]” on other classes only offer 10% damage boost. That much I can see being more reasonable, but even then the trait may need to go up a level.
3rd We have the WORST way of sustaining despite being a defensive Class -
Prepared a long answer. read this and deleted everything.
I ran into the same issue is why I settled with my shorter answer.
I agree with the changes overall being better than some of the nerfs we got dealt.
Anything to do with burning is experimental at best at this point. So ICD on blocking = burning may be justified due to how burning stacks now. We’ll see in the next upcoming week if the trait needs tweaking depending if Tyria accidentally got burnt down to the ground with the new changes. On paper, burning has a really dangerous chance of being overpowered for a Guardian if built correctly even with something as small as 7-8 stacks.
Most potent example I can think of is blocking a risen berserker who’s doing his meat-blending jutsu.
Sadly, I gave up on Shield. Focus goes much further, and the shield skills are overshadows by other utilities that do a better job than what the weapon does.
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Whatever, man. Go ahead and drown in your own ignorance.
In DnD terms we seem to be running into an issue of Read as Worded vs Read as Intended with this guy.
Anyways, be right back, I need to go melt Lupi real quick.
So…where are your proposed changes? I enjoy a rant as much as the next forum frequenter, but you absolutely right about no dev reading this thread; it’s just a bunch of complaints. If you’re really wanting to make a difference try actually be constructive about it: data, class comparisons, or even typing out what you think would work better.
I’ll admit, I don’t PvP on my Guard due to my preference for PvE and WvW. In those realms we got great changes that solidify our place in a team. Hunter Spec was an answer to some of the issue we’ve had since the release (Long-range options, mobility, control). Sure, it wasn’t as jaw-dropping as the Chronomancer, but at least I can give my exhausted scepter a break (poor little guy).
And if you elect not to buy the HoT expansion, well, that’s your choice. The rest of the Guards will adapt and continue spreading the light and take up our new Oath of personally hunting down and delivering the corpses of dragon enemies.
Now if you’ll excuse me I need to go rez and apply aegis to the ele on my team that just down for the 3rd time.
Guardians don’t have a “crit” line. The closest thing to that concept would be Radiance that improves crit chance while promoting use of burning, blinds, etc. Take away the precision it currently offers, and suddenly the Spec looks more like it’s less of a critting focus. As such, if I’m going for a DPS build I wouldn’t hesitate to take radiance especially since AW has more mileage due to the burning damage rework even without any condi damage to my build. Guards naturally burn so why not augment something that we are naturally good at. Pair Radiance with Zeal (our other DPS friendly spec) and burning adds quite a bit of damage from both the damage of the condition itself as well as the other traits that synergize with it.
Off the top of my head one of the only few classes that truly spec you into a crit machine would be something like an Ele that not only boost your crit chance but has amazing synergy with ferocity and crit procs.
Honestly, I think this is a perfect example of why Stats are being pulled from Specializations. Currently, the meta builds favor the first two lines of any class due to getting Power and Precision. Now that the stats are there we are free to take Specs based on what they offer mechanically rather than numerically. Sure, we’re used to calling Radiance the Crit Line because it has a lot of crit traits and offered precision. Suddenly, the stat is gone, and we’re realizing that there is more to Radiance than just bumping our chance to crit.
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Invigorated Bulwark will likely be the go-to trait as Mace seems to be the replacement for main-hand sword even in a DPS builds. The heal stacks are kinda ‘meh’, but the reduced cooldowns is going to be it’s biggest selling point.
Protective Reviver can be useful in PvP/WvW, but the odd knockback makes it unfavorable for PvE. The boons are pretty good.
Protector’s Impact: Meh, falling damage trait.
Strictly speaking PvE though burning uptime should still be viable with combined efforts from other classes (particularly from Fire Spec Ele’s).
As far as quickness goes: the availability of the raw boon itself? Yes, Fear my Wrath will be superior. Overall though Time Warp still has immense power due to its area pulsing effect that acts as a form of soft control since opposing players will suffer heavy drawbacks from fighting on that field. So for WvW or PvP the dual effect from the skill can be a game changer. Faster rezzing while your opponent has to spend more time to deliver a stomp? Whoa.
Anyways, we digress…
Guardian hype!
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Time warp is still king due to the Quickness/slow for 10 seconds especially since it is considered as a glamour for trait purposes. Though I am absolutely okay with tossing aside a book in favor of an inspiring shout for Quickness. Honestly, I only every used Wrath for the quickness skill, and if I was really awesome that day I could pull off two quicknesses….at the cost of all that burn spam.
From a PvE perspective, I’m liking the change particularly the burn changes. While I am a little sad to sad the raw damage modifiers go out the window I do enjoy seeing the Guard’s high burn availability and even more so to see that my burns will actually make a difference (save a certain type of monster, cough). Even with no investment in condi duration/damage the added damage from the ticking burn makes up for the loss in raw damage. Running a few modest numbers I’d assume a Guard would be able to maintain 3-4 stacks of burning at minimum in which case that’s an added ~450 damage per second. Again, no clue what the actual numbers will be until we go live and can see what the sustain/application model will be. Though once Hunter comes out the spear of justice will heavy help to add burn ticks to our damage.
As far as the other damage modifiers are concerned.
A 45005 Sw/f + GS build would look something like this if spec’d for ZRVi
7% Fiery Wrath
10% Symbolic Exposure
10% Retribution
20% Symbolic Avenger (?)
20% Unscathed contender
x% Power of the Virtuous
M/F + GS
Elite shout for added damage.
Granted a build like that leaves many of our defensive options to be used offensively, but for PvE that’s generally not an issue.
Personally I run a 46202 build so choosing between MoC and UC is already a choice I’m making.
AW taking a nerf was needed. In burst numbers the 33% → 15% burning difference only lost a few hundred points of damage per second, but high stacks of burning with high malice stats could be be devastating in the long run.
Same with Radiance. Without any investment into precision you could have a 25% crit chance against burning foes + 15% for a main hand weapon + another 20% from fury generated by another Radiance trait. So a Guard could easily obtain a 60% crit chance before adding precision. The updated number is now 45% (10% instead of 25%) which even running full soldier’s would be a very solid number to have without very much effort. Again, theory vs reality for the time being.
Fire
Minors definitely got some very nice upgrades, and we finally got some added functionality for Sunspot. The aura from that has potential synergy with other Specs and follows in line with moar burning and damage.
Air
Zephry’s speed finally makes sense as a minor. It’s still a little awkward due to the attunement restriction, but I guess that’s the balance in making it a minor. Though Aeromancer training took an odd nerf, the Ferious Winds revision makes it look to be compatible in other attunements as well. I’m still sad to see Bolt to the Heart moved to GM, but at least the threshold has been made in line with other class’ traits. Fresh Air…no cd…I think we just found the new meta (maybe).
Earth
Geomancer’s Defense took a hit, but it’s original form may have been a bit on the strong side as the condition was very easy to meet.
Water
Aquatic benevolence is going to continue to get mixed reactions so I will leave that on the self. Personally, I’m okay with it. Soothing Power is very odd, but I’m interested to see how it works out as it’s a bit more than Guard resolve but not quite Warrior signet (if it were made at the group level). Still a few odd damage traits in this Spec, but overall it has great sustain/recovery capabilities.
Arcana
Elemental Attunement is back and Lingering elements has been tossed altogether. The Spec is very rewarding in its boons and applied conditions, and I enjoy that it promotes different effects based on attunements encouraging attunement swapping. Bountiful Power has been appropriately moved to this line. Between that or Elemental Surge, Arcana may be getting more attention from the PvE community as you can get a fairly reliable damage boost while getting high survivability skills all packaged into one Spec.
Misc
I feel like they Oprah’d the Cantrips, but it’s not like the few uncategorised skills could fall anywhere else. So while I don’t think a Tornado should be a cantrip I can’t think of any other box to put it in if we’re sticking to Ele skill titles. Burning skills got up’d to accommodate for the conditions overhaul. Base attunement swap cd set to 10s is likely to shake up rotations.
Aesthetically, things won’t make sense at time. I present you dagger dual-wielding Mages in this games.
One of the more preferred builds use Hammer/GS as a defensive setup. Guardians tend to have to switch up their skills and traits more readily vs another class whose selection is more static. Sure, you can find a build that works for most situations, but excelling in the class will require switching things up from time to time.
Holy Trinity is back, no clerics gear too:
- https://www.youtube.com/watch?v=Z5h5CWL9BR4
…you’re my hero
:D
You take Guards for healing?! Shoot. Scrap the meta guys; we’ve been doing it all wrong.
Ultra casuals play how they want. All welcome groups fill super fast. People that run berserker and are pugging to force people to run berserker, that I don’t understand. It’s better to join a dungeon guild at that point.
^ This
The same LFG folks that are writing a mini novel worth of requirements are the “meta-zerk heads” that have given pugging a bad taste. In all honestly with such high requirements they need to be in a guild rather than forcing that upon the rest of the community.
I do agree though that groups that list themselves as casual or “everyone welcome runs” are generally going to be the best to work with: low pressure, generally positive attitudes, etc. Sure, it may not be done at top speed (gasp), but you’ll walk away still wanting to play the game.
In regards to support Guards still seems to win when it comes to solid boons distribution is what may keep Guards still in favor. Ventari had some very excellent support/healing, but the gotcha was having to worry about positioning. So for PvE and small PvP fights I can see Revs being preferred, but for WvW Guards looks to have better large scale utility.
Longbow (or some other ranged weapon) was absolutely needed. We’ve been stuck with scepter for years, and regardless of the buffs to scepter the feeling of only have a single ranged weapon was frustrating.
As far as traits go, with the exception of the odd Honor and Virtues trait here and there the Specs are pretty straight forward. Symbols are practically going to wreck just about everything, and the new Spear of Justice is going to synthesize very well with Radiance traits.
The traps currently do not have target caps which means they will serve as great zerg breakers in WvW by effectively crippling them all and revealing any stealth characters.
Overall, the Hunter spec wasn’t as jaw dropping as, say the Chronomancer, but mechanically the Hunter Spec answered a lot of issues Guardians have had for a while (mobility, range, additional control,etc ).
Personally I’m glad it’s not baseline. Though I fully support EAttunement being a minor!
Engineers are giving up a utility slot to get the quasi-weapon swap though. Sure they also get a corresponding Toolbelt utility, but that’s their class mechanic: secondary utility that is a reduced version of their slotted utility. That’s the balance for them. For Ele’s we effectively have 4 weapon swaps by default and still have access to our utility slots. Some of our utility slots also swap effects based on our attunement such as the Storm Glyph. Being able to swap attunement at will similar to kits would be too broken.
Even then you have Attunement specific effects (Stab on Earth, Heal on Water, Lightning bolt on air, etc) that would be proccing like crazy with out revising those effects as well.
Ultimately it would also take away from some of the counter-play. Take for instance PvP, if an Ele just hopped out of Water you know he’s locked out of a few of his healing/cleansing spells. If he’s hopping out of Fire/Air and jumping into Earth/Water you know he’s opting for recovery rather that DPS (generalized example).
Anyways, we digress.
In regards to the OP’s suggestion I’m kinda at the middle point. I can see no CD on out of combat attunement solving the frustration of fat-fingering your attunements, but as a seasoned Ele I can think of the havoc of combos I could unleash if I could hop between all my attunements at will pre-fight.
Here’s how I see it:
If I want Single Player Mode I play out the Story instances or, more recently, the Living Stories. Such game play is the equivalent of a console game’s Campaign mode where the end goal is to play out the story and watch as both your character and supporting characters grow and develop. For instance, as a human I started of as someone saving an orphanage that caught fire. Nowadays, my character has progressed and is heading up the next generation of Destiny’s Edge and is uniting leaders of all races to fight against the Elder Dragons (I guess I should have used spoiler tags for that, eh?).
“Multi-player Mode” would then be everything else in the game: dungeons, fractals, PvP, WvW, etc.
As an MMO, I expect that Anet would focus its attention to content that requires multiple players to resolve while providing content here and there that can be completed by a single player. Being an MMO, though, the bulk of its content should be multiplayer oriented given its title. The overall theme of the game is Guilds. So even in Stories you are still working with NPC Guilds and eventually lead up your own (again, spoiler alert).
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The dungeon forums do provide counselling from 9am to 3pm, anger management lectures are available from 3pm to 7pm and we dedicate the rest of the evening to resolving the social issues of our patients. Welcome!
I knew the name sounded familiar….Anyways, I’d like to sign up for a morning counselling session.
If you’re wanting sympathy or help at least set up the post in such a way to enable us to. We’re happy to help, but beware the trolls if you’re just looking to complain.
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There have been a lot of record holding speed runs that replace a Guard with a mesmer for the portal, but that’s also because groups in those kinds of runs are supremely optimized and were able to melt mobs/bosses before any sort of mitigation was needed.
For us “noobs” though Guardians are great to have around to help keep the team up and running.
As far as the Ele’s go, they can spec to be pretty powerful heal/recovery bots with all their water splashing. However, Ele support like that is generally more useful in PvP/WvW where recovery tactics are needed. In PvE, players are are best to avoid/mitigate the damage upfront rather than recover from it.
Bad group, maybe? Though I agree that Arah isn’t very forgiving with aggro-ing unless pulling shenanigans are in place. Even then Arah feels more like a stealthfest than an actual dungeon. More than likely your group was waiting on you to stealth or something while you were off fighting. Then again, it sounds like you were in a pug group so doing anything outside the “norm” gets players impatient.
Nonetheless, behaviour like that happens in un-organized groups and making a post about it on the forums doesn’t get you anywhere if you’re not asking for constructive feedback. It really just sounds like your complaining.
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