(edited by toaster messiah.7320)
Showing Posts For toaster messiah.7320:
Soldier or Cleric armor with berserker accesories and stuff is both tanky and helps with damage.
For weapons, go GS and Sword/Focus. Both have good damage; GS 3 and Sword 2 help with mobility; Focus helps you survive with 5.
For speed, take Traveler runes. They may be a little expensive at the moment, but they are highly effective for roaming.
For utilities, I’d go triple meditation (all but merciful intervention); or 2 meds and 1 shout (smite condi, judge’s inter. and Stand your ground). The trait change for meditations which gives you fury is pretty useful for dps builds, and condi removal with mobility is nice against thiefs, mesmers and engis, you’ll fight them a lot when roaming.
If you go meditations build, 30 in Valor is pretty much mandatory. 5 in Virtues is almost always a must. If you take Stand your ground, 10 in honor is good for shout cd reduction. Can also invest 10 more for Empowering Might; good for group play. Remaining points can be invested anywhere up to your preference on more offense or defense.
Not seeing how cutting its effectiveness in half (8 seconds to 4) is a “slight loss”. This is nerfing it into the ground. Do understand that what this symbol applies is Swiftness, a boon that boosts your movement speed. You get no benefit at all from this boon unless you’re moving — moving is the whole point of this boon. So, you don’t stand around inside this symbol, you run through it. You only get the one pulse as you run through, the symbol isn’t large enough to get two while running through it. This change is not an improvement very often — this is a skill about movement that you use on the move >95% of the time, and thus, over 95% of the time, this is a massive nerf to this skill. The only way to make this not a massive nerf is to vastly increase the size of the symbol, such that you actually get two pulses as you run through. That would make it a break-even change here.
The place where this skill is the most used is WvW; and from WvW point of view, this change is a huge buff. At least for the zerg runners (you shouldnt use staff as a roamer anyway).
While the zerg is moving, there are symbols of swiftness in front of the zerg all the time; and only the initial symbol you walk on has an effect right now; others give you 1 sec. of swiftness. Because of this, you find yourself falling behind of the zerg from time to time.
This change DOES make it feel more symbol-ish. And it is a great improvement towards WvW usage; not for guardians, but the whole zerg itself.
I’m sorry if this change hits your gameplay in a bad way; but to be honest, you really dont need staff for other parts of the game in my opinion.
Magic or not, we are not casters and shields should be it.
Except, we ARE casters. Guardian is, as a concept, a heavy armored hybrid class, using weapons to cast spells. We create magical symbols, we have utilies that are actually spells, look at the virtues, look at the elites.
Dont kid yourself; if you want to play whack-a-mole with your weapons, go roll a warrior.
But still, I also think that shield needs improvement. Both cooldowns reduced by 10 secons is a good start. Maybe 3 stacks of vulnerability to enemies OR 3 seconds of vigor or something to the 4th skill could be nice on top of cd reduction.
For other weapons;
1- Sword is pretty obvious; just make us rotate as we use 3rd skill and make it actually hit targets that are not point blank >_>
2- Faster projectile speed on 4th skill of Focus could balance things out.
3- Replace the condition removal of Torch’s 5th skill with something offensively useful so we can use it as an actual dps source. Very limited number of people actually take it for the cleansing.
4- Hammer hits pretty hard with AA chain and MB; but the casting speed of other skills is too slow. 3rd skill is already a projectile and misses a lot in wvw and pvp environments. 4th skill is a little too easy to dodge and 5th always needs some kind of CC usage beforehand. I think casting 5th while moving could outbalance things; but 1/4 cast time decrease on these skills wouldnt hurt.
5- Scepter’s skills are fine as they are ‘balance-wise’. But do they need to change? yes please. They are boring.
6- Staff is perfect except for the 2nd skill. Make it always explode upon contact with target (or max range if it doesnt hit the target). Reduce the cooldown to 8-ish seconds. Remove the healing for ‘’passing through allies’’ part. Add damage to explosion. Nobody in wvw and pvp uses this skill really, and staff is mostly used for empower in pve anyway.
7- Healing radius of AA chain of Mace could use some help. 1/4 seconds of reduction to 2nd skill’s cast time and blast finisher effect (instead of whirl) to the 3rd skill would be really neat.
As for utilities;
1- Fix spirit weapons and and related traits.
2- Make Tome of Wrath a little bit useful.
3- Fix spirit weapons and and related traits.
hope this’ll be a fun match-up. expecting a lot of big fights…
gl all
I think leagues are there for people to play against other servers at their own level to avoid total humiliation in match-ups.
They are improving gameplay; that doesnt necessarily have to give better things to some servers just because they have more players/big guilds. I believe all servers are spending almost same amount of effort to get the first place in their league.
even though i have the money it requires; i’m still hesitating to craft The Flameseeker Prophecies, only because of the Aegis visual effect. I’ve seen it on other players and it just sucks.
I have suggestion on how to fix Healing Breeze (which we all love and hate) and Cleansing Flames (which I personally have complicated feelings about).
A lot of people would say that Cleansing Flames is fine as it is; but talking out of my experiences, Torch is mostly used as a DPS weapon and CF’s condition curing effect is just a plus, which we never use on allies.
What if we put the condition curing effect on Healing Breeze and give Cleansing Flames an effect like ‘’deal X% more damage to burning enemies’’ (also a new name :p).
As long as we don’t get a trait like ‘’enemies struck with consencrations and wards are dealt damage’’ or something; WoR and Sanctuary (in spvp) are the only useful ones. I think PF will be viable in PvE, and for bunker guards; but HG really needs a good rework.
The shiny capacitor is just all about looks. YOU are the one who should be deciding if it’s worth it. If you’d like to see it on your character, it’s worth it. I like them, but I will never spend hundreds of ectos for it.
If you are aiming for burst, putting 30 points in Valor is not really beneficial. The real plus is +30% crit dmg; but that can be achieved through gear.
AH is much better when you are using a build with a lot of boon distribution, and reaches its max. potential while you are around your allies, so as stated above, AH is better in team play. Since you are still in leveling process, assuming you’ll be soloing, you might want to stay away from that line.
BUT, it is revealed that we are recieving a change on meditations. All of them are becoming instant and the trait making them instant is becoming something like ‘’gain fury when you use meditation’’. (Fury is the boon that gives you 20% crit chance, if you are not familiar with it). After that change, 20 points in Valor will be mandatory for meditation builds.
You can use Monk’s Focus (grandmaster trait) but it will give you a build with ‘healing’ not ‘regeneration’ as you asked.
Now, if you’re meaning ‘’any heal over time effect’’ while you say ‘regeneration build’, and not only regeneration, the boon; there are couple of traits you can invest into. And you should use Greatsword for a ‘burst’ damage (even though most of our damage is more like ‘sustained damage’, there are some ways to strike your foes with multiple sources in a short period of time) and your secondary set should include Focus with either Scepter for ranged damage option or Sword for additional melee burst.
1- Regeneration boon: There are 2 utility skills that can give you regen, ‘Hold the Line’ and ‘Save Yourselves’. HtL is more defensive with protection boon and longer durations with shorter CD on both boons than SY. On the other hand, SY gives you almost every boon in the game, including fury and a stack of might; which is more offensive. This has 60 secs of CD; but make sure to be careful about not using it around other players who are recieving too many conditions at a time, since you are not aiming for a defensive build, the conditions you draw onto yourself from allies by SY can be dangerous.
If you decide using Shouts (which I highly recommend for leveling) invest at least 10 points in Honor trait line for shorter CD on shouts. Also, this trait line increases your healing power.
There is also the 2nd skill of mace, which puts down a symbol on the ground, and that gives regeneration. Also Mace heals you and your allies in a small radius every 3rd hit on its auto attack. Even though most people find it slow and ’’defensive’’, mace hits pretty hard, and since mobs will not be trying to get out of the symbol, you can maximize its damage. You can consider using mace along with greatsword; and you can get a dps weapon AND a defensive option.
2- Heal over Time (HoT): Your F2 skill, the second virtue, gives you a great amount of regen. As long as it is not a big emergency, you should not activate it, like any other virtue. Let’s say you have 10k HP and you are recieving 100 hp per second from F2, and lets say a fight lasts for 15 seconds; this means your Health Pool is at least 11.5k; this and block skills are the main reasons why we last longer than warriors in most situations, even though that have A LOT more HP than us. [Which forces me to remind you that this is not a game you can sit and trade blows with your enemy; you have to time your dodges well, use blinds (with sword, focus and Greatsword for example) on your enemy’s big attacks and remember to use your blocks; because regen on its own may not enough on thougher enemies you can encounter while leveling]
Anyway, there is a trait you can get, that increases this virtue’s effectiveness. It’s called ‘’Absolute Resolution’’ and it requires 20 points in Virtues trait line. By the way, investing in Virtues line also gives boon duration, which will make your Regeneration boon last last longer and heal more, as well as your offensive boons.
Another HoT you can get is from ‘’Writ of the Merciful’‘, which makes your symbols heal allies. This can work with Greatsword’s 4 and Mace’s 2; can also give you a bit more time to react when you are low on health if you are investing at least 5 points in Zeal trait line. (which reminds me, this line has ‘Zelaous Blade’. it heals you for every hit you do with your GS, but it do not recommend it, since it doesnt scale -or scales VERY poorly- with healing power)
These are the ways you can try, as far as I can remember right now. As stated above, there are other ways to recieve healing, other than HoT effects. I’d say you should try everything. You are still in the process of learning your profession. You should experience all the possible builds by yourself before settling on one. Otherwise, It’ll make it harder to give up on your build if necessary in the future and make it harder to adept a new way, should we recieve big changes with incoming patches.
It’s always nice to enjoy a non OP build since things get mixed up for the better (in most cases) to bring it up to speed. Anyone have any idea how long this fury will last?
Probably 5 seconds; less would be underpowered and more could be abusable with Smite Condition (traited 16 secs cd).
Since it’s revealed that we’re getting a trait which gives us Fury when a meditation skill is used; I’ve been thinking about the Superior Rune of Rage. Do you guys think a good dps build with these and meditations together would be a viable option?
Best laugh I have had today.
Throw them right at me…
GS is all about damage; go zerker.
Shield’s main problem is the cooldowns imho. Because most of the time, you are just holding it for nothing, except for occasional Shield of Judgment usage (which is highly situational, since it lowers your main hand dps most of the time).
10 seconds of reduction in each skill would make up for it, without making anything overpowered.
(edited by toaster messiah.7320)
If you need a huge glowing shield thing on the enemy to tell if they have aegis or not, you are not playing this game right. Do you also try to see the tiny ‘retalliation’ thing on the enemy?
Just remove it already….
Great suggestions Ludovicus. Would really appreciate if we finally got into elder dragon lore. It’s been a year since release.
The problem with the mace, I believe, comes with the casting speed of 2 and the way 3 works.
2 needs to be faster, just hit the mace to the ground and give me the symbol already… And if they could change 3 that it will not be a channeling skill anymore, would be awesome.
Since the mace is a bit situational weapon, you’ll be using it for third hit of 1 and the heal from 2; 3 is making us lose the time we could use for another hit.
Suggestion for 3: ‘’Places a hovering shield (same shield graphic but not channeled) around the guardian that reduces the duration of incoming conditions of it by X% for the next Y seconds’’
You have my support on the aegis part; really irritating with off hand legendaries, especially ruining the Flameseeker Prophecies. A change of buff display would be really helpful…
I do not believe developers kept watching the situation spirit weapons are in after they ‘nerfed’ it by making them killable. Because if they did, they could easily see that they are the least used utility skill type, like, in the game. That’s why I think they are not planning anything for those blue things; but still, forums are for this and we can pull their attention to this matter.
In my opinion, the only viable way to make them useful is to make them permanent. Use once to summon, get a new skill in that slot for that weapon, get out of combat to change utility and unsummon; simple as this. Plus, this was the biggest disappointment about spirit weapons during the beta and release; then they nerfed them to the ground; now the only usable one is the Shield, and even that one is extremely situational.
With making them permanent; we could even get some traits like ‘’commanding spirit weapons gives you a boon (sword-might, hammer-protection, shield-stability, bow-regen)’’ or something, I don’t know; anet comes up with pretty neat things when they really want…
Who wouldn’t want a character like this?
I know I would…
(edited by toaster messiah.7320)