Why hammer #5 cant be used while moving like warrior hammer #4? In the warrior was a QoL change, why guardian hammer #5 dont? Is pretty annoying stop to use it.
its 4s per pulse u get like 16+ sec with 0 boon duartion if u stay in i think its wery nice for wvw speed buffing
Nice speed buff for PVE.
If you wait for speed buff (what is absurd in any mode) in wvw you are dead or never catch your target. Anyways, for what you want to catch a target without softCC?
Great design Arenanet balance team, you know about your game. And dont ask for respect, you lose that ignoring the whole community in useless feedback, wasting the time of players with excellent predisposition to talk about a change without overpower request.
I have the two profession.
Why the SoS change?
Warrior Horn 4, traited with quick breathing has:
13seconds AOE (1200 range) swiftness. In 12 seconds CD… (Perma swiftness) plus GREAT remove condition effects.
SoS traited with two handed mastery has:
A small 180 radius area 1200 range 4 seconds swiftness in 12 seconds CD. Plus crappy damage.
And for the same trait cost…
You can have more speed for SoS if you stand and wait, right, you need to wait still for a movement speed buff… very cleaver.
Why?
(edited by urieldhynne.2743)
I am not going to feedback anymore.
Useless changes. Nerf our poor speed? No soft CC for dps guardian?
I wish someone in the balanced team can explain the change to SoS.
The lack of knowledge about this class from the balance team….
In my work, in similar situation with stuff related to my work, if i have this poor performance because my lack of knowledge i get fired.
Maybe this sound offensive, but is not. Is the true and what i feel after a lot of feedback for nothing. That changes are awful and useless.
And still no passive speed or soft CC.
Summary of this thread…
Guardian if you want to feel useless and only spam 2 keys (#1 skill and auto loot) maybe three if you feel like giving empowers.
Yes… staff guardian is useless in zerg fight… right, only empowers is useful… right….
Guardian, by far.
Front line tank, spam staff #1 in a wide angle with 600 range, you tag the whole enemy zerg hitting #1 only every second.
And i have a engi and a necro with aoe long range skills (grenade / staff), but guardian, by far.
(edited by urieldhynne.2743)
In bronze league roaming is amazing.
High healing power fit a lot with my playstyle, is a choice. And i tried a lot of hybrid builds with critical damage, high armor, nice critic chance but low healing power (300/600). Even i duel a lot, a lot with tanky dps guardians, i love to duel guardians. And i mostly win because sustainability or tie vs high healers. I have a lot of healing, a lot. But is a choice and playstyle.
But, for pvp/wvw i think you can go with hybrid tanky, or full healer, or what you want tanky, but no glasscannon, glasscannon is fun, is viable but really die a lot vs organized team, you can win a lot but you can lose everything at same time, and leave your team without you because you are the first blood.
Tanky dps zergs (ptv or ctv gear) with a lot of healing and regeneration from guardians is unstoppable and all that berserker guys do nothing vs that, only die and rally enemies, and the damage comes from the entire group (lot of players nuking one point at same time), not from damage dealers without defense who dies in the first enemy nukes. Organized groups with high HP guardians is amazing (ptv + cleric trinkets weapons and HP stacks)
In roaming i play support with a lot of blinds, protections, blocks and heals, my team easily absorb that berserkers nukes (tanky + protections + blinds + heals > damage glass cannon) and zerkers die only by perma retaliation in the majority of cases.
And i have 20k health pool. 3200 armor and 1200 healing power. with 3100 attack damage. You cant hit me for 17k.
Can u tell me what u have gear to get those stats?
Comparing vs a full stacks (sigil, food, wvw traits) thief in my reply, i get that stats with:
PTV armor with melandru runes, full cleric trinkets with soldier weapons or cleric weapons if you want more hp. 5 stacks of defense against guards and 25 stacks of sigil of life. Lemongrass and sharpening stone.
So your crit chance is effectively at nil~ -.-
I am support, not damage dealer. I have a team with tanky damage dealers. If you wanna do damage you need to sacrifice support via traits and losing hp. But, guardians shine on support, i chose to play as support and is effective for me and my team. You can play as damage dealer and you can be effective too.
Tanky dps zergs (ptv or ctv gear) with a lot of healing and regeneration from guardians is unstoppable and all that berserker guys do nothing vs that, only die and rally enemies, and the damage comes from the entire group (lot of players nuking one point at same time), not from damage dealers without defense who dies in the first enemy nukes. Organized groups with high HP guardians is amazing (ptv + cleric trinkets weapons and HP stacks)
In roaming i play support with a lot of blinds, protections, blocks and heals, my team easily absorb that berserkers nukes (tanky + protections + blinds + heals > damage glass cannon) and zerkers die only by perma retaliation in the majority of cases.
And i have 20k health pool. 3200 armor and 1200 healing power. with 3100 attack damage. You cant hit me for 17k.
Can u tell me what u have gear to get those stats?
Comparing vs a full stacks (sigil, food, wvw traits) thief in my reply, i get that stats with:
PTV armor with melandru runes, full cleric trinkets with soldier weapons or cleric weapons if you want more hp. 5 stacks of defense against guards and 25 stacks of sigil of life. Lemongrass and sharpening stone.
A decent thief would eat those stats in seconds i imagine u gave like 3 blinds on your build, but that is the feeling that i have about classes in gw2, some classes got builds that almost instakill targets while other to mantain competitive sacrifice alot.
The problem of building for instakill in ALL games (no just this) is you kill a lot but you die a lot. A team cant rely on you, because you are like “toss a coin in the air”. Someone can just oneshoot you. You need control in a fight, is not about who instakill who first.
Giving us season for compete is great, but this season was awful as all community predicted. A lot, A LOT of unbalanced match ups, more than ever.
They need to do something to encourage players to transfer to another servers and match up more wisely and not an “auto match up”. The idea of matching up place 16 and place 24 in the same league in this game is ridiculous, what you expect? balanced fight? the breach between that positions is huge in terms of server population.
And the matchups is cleary unfair, my server, SF is going to fight for the second place the next week vs DH, we already win DH but we fight 2 times vs HoD (far superior in our league and lose both) and DH only play once in this season and for that reason they gonna to fight for second place and not for third.
The season is ok, the way they do it is awful and need a huge improve in balance terms.
Very low HP and regen health over time is almost useless becouse combat usually last more than 3 seconds, while playing thief i can crit over 12k with just one skill on most bulky guardians, while on warrior zerk full adrenaline with killshot + buffs sometimes happens to crit over 17k and results on instadown of most guardians, and im not dumb to shoot against WoR my main is a guardian :P so its easy to counter.
Also healing power builds sacrifice way to much and damage value will always be more effective than any defense.
Tanky dps zergs (ptv or ctv gear) with a lot of healing and regeneration from guardians is unstoppable and all that berserker guys do nothing vs that, only die and rally enemies, and the damage comes from the entire group (lot of players nuking one point at same time), not from damage dealers without defense who dies in the first enemy nukes. Organized groups with high HP guardians is amazing (ptv + cleric trinkets weapons and HP stacks)
In roaming i play support with a lot of blinds, protections, blocks and heals, my team easily absorb that berserkers nukes (tanky + protections + blinds + heals > damage glass cannon) and zerkers die only by perma retaliation in the majority of cases.
And i have 20k health pool. 3200 armor and 1200 healing power. with 3100 attack damage. You cant hit me for 17k.
The current achievements really hurts the game, and after pve players finish it nobody of them come back in wvw, idk in gold or silver leagues, but in bronze leagues where the population in wvw is pretty low this achievements system dont work. PvE players get their keys in a few days and you keep fighting the entire league for them, and get the same reward if you win something.
Week wvw rank acquired.
You need to acquired X amount of wvw ranks in the week in order to get the key. Reset every week.
Meta achievement for get the key: 5 or 6 achievements complete (1 achievement for week). So you need to participate in 5 or 6 week of 7.
No more players farming ruins, wasting supplies repairing unnecessary thing, JP, etc. You need to actually do something for your server in order to acquire ranks fast (capturing towers and keeps, etc). And you need to participate least 5 or 6 weeks and not farm it in few days in the beginning.
Maybe this hurt high population wvw server with queues all the season and not only in the beginning. Well, maybe is time to stop transfer to high population server only for win and spread to another server to fight your victory and dont get a easy one only with gems and transfer button.
The other solution is remove the season achievements, good for high tier servers, bad for low tier ones. But the current achievement is bad for both.
I agree with all.
In a hammer train meta you have no group stability. You should run indomitable courage and SYG with that build. And your toughness is pretty low too for a hard zerg fight.
Yes, it is. You only need to farm, farm a lot. This is a farmfest game now. You need tons of thing and weeks of farm for keep the highest stats level for wvw. If not, you can keep in exotic (one gear tier below)
That runes will be great for all but the guardians.
Bring aegis to warriors, thief, etc! they need more damage mitigation! they havent enough blocks and evasions. Bah, arenanet really need new ppl on their balance team. Is not an offense, i dont know how to tell it without say it like a offense, every change i see is worst for the game and the game is getting worst and more unbalance in every patch.
After that patch i will be see a lot of aegis spamming thief and warriors, hitting for a LOT. With high mobility and a lot of blocks and immunity (warriors) and blinds /evasions /stealth (thief)
GG DPS guardian, you get nothing and every other class get one of your signature skill.
Face a zerk warrior and tell me if you survive
There is 2 kind of players when you start a new pvp game. Who learn first how to not die, and who learn how to kill no matter what. The last one in some game are called feeders.
Full support has more defensive skills and stats. A balanced build of damage/defense has a lot more defensive power than a full berserker one.
More defense = more control in the fight. Is not flip a coin in the air and see who nuke first.
Is not only about you make a mistake when you fight, a good enemy move can kill you too. If you have more defense you can absorb more mistakes/good enemy moves. And that give you more control in the fights.
In every game i play since ultima online i play with tanky dps teams. I cant rely on berserkers, they die a lot and they are the first being focused.
Bring the dps son.
This, basically.
Or you go healway and hit like a noodle.
I see all that roamers in live streaming in twitch tv and they die A LOT too. Almost 50/50.
Healway support guardian is a PRETTY strong roamer.
PVP/open world pvp/roaming is no about damage, is about balanced defensive/offensive builds and teams. In any game. If you are still alive you can output damage, if you are dead you can only respawn. The berserker build is the first to get killed when they faces a tanky/dps roaming group. Because that team can absorb the berserker nuke damage with easy and take him down with a couple of hits.
Protection, stability, blinds, blocks, regens, sustain damage, condition removal and burst heals is the key to win and the core of the team.
I’m probably speaking out of profession pride but Guardian is one of the key-professions for a good working WvW group.
This.
Go for support. You can bring a lot of heals, protection, stability, blinds, blocks, condition removal. For damage roll a warrior, more overall damage, without sacrifice too much like guardian and you dont rely on nuking or die.
I do a lot of roaming and a lot of duels. The guardian is not a good solo roamer. But is a great companion/support.
The best build i tried was stunningstyles one and healway guardian. Search it in youtube or this forum. One with more damage and the other more support oriented.
I am running healway right now for roaming with friends and you help A LOT. A lot of stability, boons, heals, protections, blocks and blinds and conditions removal. (GS – sw/focus if duo roaming, GS – staff with a party of 5)
Dont forget the spikes, i have a 20 slot bag full of spikes stacks, someday it will be used for a new gear for sure!
DR on CC is not needed so it isn’t in the game.
DR is not needed but there is a Hammer Train meta right now. I dont understand.
The problem is the absurd amount of push, pull and interrupt spam in this game. And stability is a black or white mechanic, you are immune or you are dead, too simple. In wvw you need to go in teams with guardians with a lot of aoe stability (0/0/10/30/30), and if your group stability is on CD you need to feint back out of hammer train to gain time for stability up.
Natsu, of course you can go with that build in a zerg, but is purely situational. I play in Sorrow furnance, a low tier server, in EB where the towers and keeps flips constantly and there are huge zergs wiping each others in seconds you can go with this, a lot of times i play in these zergs with my roaming build. But in a serious fight, trying to take a T3 keep in a BL when the enemy has more ppl and a lot of AC, and you need to keep staking and there is no place to go because you are surrounded and the commander push trough the enemy zerg one time and another… you wouldn’t survive with that.
Know what I’ve been saying since beta?
FIX OUR GD WEAPONS. I mean every time I cast sword 3 I break another keyboard through the rage it causes me.
Our weapons have several issues.
I just had a fight with another Guardian on a capture point, my Leap of Faith took me in the completely opposite direction to my target three times during the fight, resulting in it being neutralised as I leapt off the point away from him.
Utterly ridiculous and it’s been like that since beta.
They need to fix it, or just make it a teleport.
Smite is a hilarious example of PvE vs PvP design, in PvE against mobs that don’t move with large hit-boxes this is a huge damage skill.
In PvP it’s a terrible skill that lands 2 or 3 strikes out of 15.
It’s a similar story with the auto-attack.I fear that Jon Peters balances our weapons against target golems and thinks ‘mmmmm it’s got good damage’ but he’s never actually used any of them in mobile combat against actual players.
Same thing with zealot defense, when i fight another one-handed sword guardian and he use it i just side walk to avoid almost all the damage. Is pretty frustrating.
Yeah I know Pvt would be a better set, hehe, I’m just too lazy to farm ac for it,
You can buy it for karma, in melandru and grenth temples, 5 pieces, the helmet is not available.
You have 4 in melandru temple, with melandru runes, you only need to buy 2 melandru runes, 1 more piece from grenth temple and the helmet from BoH in wvw. And you have a full ptv with melandru runes very cheap.
That three [Dx] HoD and some more of other clans in SF water camp, lol, seriously need all npc and call a zerg to shut down only two players? hahaah fun fights.
With love the guardian and the warrior of your nightmares.
uriel, no a vigor nerf will come
Yes, incoming nerf to vigorous precision.
The Guardian and Mesmer vigor traits are something that were on the table and will be on the table for change in the future. We don’t like those traits being that easily accessible. While they haven’t yet been changed as long as our thoughts don’t change internally they are part of the vigor rework we want to do.
I have the two profession in lvl80 full equipped with many builds.
Warrior, far superior right now, more viable overall, more working builds available.
Guardian will have bad times after the bad upcoming patch. Incoming nerf to vigor and swifness with useless buff in dps and no softCC or condition options incoming.
Guardian have a LOT (more than 50%) of useless traits. And a LOT of useless utilities (spirit weapons in example), a lot of weakness (low health, no softCC, low mobility, no condition damage, crappy ranger options, etc, etc) and symbol useless mechanic for wvw. And this will not improve with upcoming changes because the devs dont care/understand the profession, and this is reflected in every comment, patch or video they made.
If you still love to play guardian anyways, and you only want to play frontline support tanky for wvw zerg or spvp bunker (even with nerf vigor incoming) roll a guardian. If not, roll a warrior.
IMO Your health pool and armor is way to low for zerging. With only PoV for remove conditions with that health pool you will dead in seconds in a serious or hard/outnumbered zerg fight.
You dont need that increase speed from runes in a zerg, there is a lot of speed buff active and the majority of time you run with staff. I know you are trying to use the same armor for all, but is better spend some karma (and a couple of BoH) and buy a PTV set.
Arenanet balance team destroy my desire to play wvw (and i only play wvw in this game) only balancing this game around sPvP.
Balance team need new crew, urgent, need real pvp employee (not only in this game) and who play all professions and understand it.
They are destroying the already bad designed guardian, and they are unbalancing this game more and more in wvw. All for a unsuccessful sPVP mode.
I have a Warrior hammer/sword-shield. With 0/10/30/0/30. And yes, need that nerf, is just OP, i always said that.
But, is funny how Arenanet nerf that, what is ok. But continue supporting condition meta (through runes and sigils), what is the same.
Powerbuilds for maximum damage needs: Power, crit chance, crit damage.
Condibuilds for maximum damage needs: Condition power.
With condi builds you are saving in 2 stats, you can use it in defense and have maximum tankiness with maximum damage.
Counters for condi builds: remove conditions? reapply without penalization system laugh at it.
Condition duration reduction? Food, runes, sigils, traits hard counter it.
And condi build has A LOT of soft CC. A LOT. And some immobilize and hard cc.
Condition damage is a meta because is the best way to get advantage, in any games what is meta is op or broken, and in some point meta change, why? because that broken/op part is nerf or hardcounter. And the meta change.
(edited by urieldhynne.2743)
I found this in the forum
We like how they can be tanky, and we like how they can do DPS if they want. We also like the CC they can bring. We just don’t like them doing it all with 1 build.
Are you talking about condition tank builds? Where you need only vit, tough and condi damage for full potential? And you have access to a lot of softCC with a condi spammer? and a lot of new runes and sigil options for negate the few defenses against (remove by reapply sigil or runes, -duration by +duration sigil or runes)?
I don’t like them doing it all with 1 build neither ; ) ; ) ; )
I find this in the forum
We like how they can be tanky, and we like how they can do DPS if they want. We also like the CC they can bring. We just don’t like them doing it all with 1 build.
Are you talking about condition tank builds? Where you need only vit, tough and condi damage for full potential? And you have access to a lot of softCC with a condi spammer? and a lot of new runes and sigil options for negate the few defenses against (remove by reapply sigil or runes, -duration by +duration sigil or runes)?
I don’t like them doing it all with 1 build neither ; ) ; ) ; )
Great video Wilson!
I cant wait to see the answer of Jon Peters for each player’s argument in this topic.
In this post, i see what the guardian really need without be overpower, all reasonable arguments, by the community.
I want to share what i do with my hammer warrior right now.
20k health. 3k armor. 30% critc chance (+ 20% of fury + 50% of UF = 100%) 3400 attack damage, 98% critical damage.
Defensive traits, runes with 20% condition reduction, food with 40% condition reduction. Endure pain + Balance stance + Berserker stance. And i use SHIELD with a block skill and a dash with the sword.
all defensive mechanics and stats, with a berserker damage.
REMEMBER! F1 on hammer apply CC BEFORE damage, when the damage is applied you have the UF active.
If you have no stability and no dodge i can F1 you (4500 damage in 2500-3k armor) and #5 for another 4-5k and #4 for another 4-5k and #2 for another 4k. All CC.
GG.
Yes, you can dodge, break stuns, like a ninja, but i can be inmune to conditions, i have condi reduction, i have endure pain and shield block, and 8s stability, a jump to get out of combat and all aoe damage and stuns. I can wait and one mistake of you and you are in a combo chain CC and you are dead.
I play a thief, a guard and my warrior. And since i use this build, the whole game is in easy mode.
I will miss this build, but yes, it need a nerf. Idk if that big, but need a nerf.
Would be amazing but “renewed justice + glacial heart = op broken level in zergs”
No one will read and take seriously your feedback, we know this even more after each round of balance update.
The easy way to fix our issues is just to reroll war, anet won’t fix guardian class.
Pretty much this. The only way for them to take this seriously and fix the guardian is stop playing it.
A lot of players will stop playing it when you need to cross a entire wvw map to get the zerg at normal speed with only 4 seconds swiftness in a 12 seconds CD.
You need runes and sigil for unleash the power of the guardian!
You need runes and sigils for more conditions, and now you MUST HAVE runes with mobility.
I really think they havent a idea how a guardian feels and works outside sPvP. Awful changes and the community already explain why that changes are useless with great arguments.
So the buff is to improve the swiftness to someone who already has it?
You need multiple guardians for feel it as a buff?
Cmon. I going to play my warhorn zerg warrior, far better, with offensive buff, perma speed and know what? you can stack another 10s+ of swiftness every time you cast warhorn, regardless if they have or not swiftness.
This is an awful change, and the explanation for that change is awful as the change itself.
You need that 8s+ swiftness, or you are a punchball tower. If you add 4s more for someone with swiftness is almost pointless when your skill has 12s CD.
4 seconds of speed is NOTHING. Is almost useless vs high mobility class (all but necros), if you want to chase or scape from a gank re roll your guardian or get frustrated.
When i play my thief and warrior, a guardian is a free kill, after this patch… omg, is a loot bag walking if not in a zerg. I am going to back to my GS/sword-focus, no more support via staff for roaming groups.
Is a big nerf to roaming guardian. You need to understand that WvW is not like sPvP. WvW is about mobility. You need to stop changing thing only for sPvP.
I dont understand that change, you need to STAY in a small symbol for get a mobility buff? Seriously?
Only work for zerg mobility, is not needed at all, because zergs dont need more mobility, they have enough swiftness stacks.
Cmon, if you need to nerf it, nerf it, but use the correct work, not that elegant way you use (“This is a improvement in many situations and a slight loss in the situation where you were using the Symbol as just a one time buff” Jon Peters)
Leave it unchanged for WvW. Change it only for sPVP. Or just use the correct word, is not a improvement, and is not a slight loss, is a NERF for WvW.
Tell us why you need to nerf it in WvW.
Symbol of Swiftness
To clarify the new Symbol of Swiftness will give you 4 seconds of Swiftness every single pulse regardless of if you have swiftness or not. This is a improvement in many situations and a slight loss in the situation where you were using the Symbol as just a one time buff. I think this makes it feel more like a Symbol, which is good. We are still discussing the idea of it being 5 seconds, but there is some danger of that going pretty high with boon duration.
The reason i stop play a guardian is for you guys.
You need to stop nerfing and buffing only for sPVP, seriously, you need to stop.
Is annoying, frustrating and boring play a too slow class. You turn the guardian and stuck him in a punchball tower.
Roaming guardian is dead. Thanks to you for repeatedly ignore WvW and focus all your balance only for sPvP.
Try to make the symbol of swiftness change only for sPVP, leave it unchanged for PVE/WVW.
omg Jon, i really get more angry with this game every time i read you… is very frustrating.
(edited by urieldhynne.2743)
runes of traveler will only boost your move speed out of combat
somebody made an test, i don’t have the link for it
On pve you might get in combat very often, and for out of combat sitations sword blind / ji /retreat / sy/ and staff speed could be an alternative
On wvwvw zerg, the speed bost is completly pointless
on wvwvw roaming i find staf very usefull to escape from 3 -4 enemy’s – gs leap / line of warding behind, speed boost.
even with runes of travelers you will not be able to hunt down Warriors or thieves if they try to run away.
I use traveler on my thief, but for my guardians i prefer 3 travelers /3 divinity or 2 travelers /2 monk / 2waterI seem to escape far more often somehow, or at least make it to help. Mostly it gives me the ability to choose my fights better and not have to rely on a staff. I much prefer sc/focus for roaming.
x/focus – GS is very powerful in roaming, and you need speed, for scape, chasing, keep in melee range and stay close of another roamers in your group (all roamers have a lot of speed and mobility, you cant delay them with your poor speed).
Also a incoming nerf to symbols of swiftness will really hurt you on roaming (not in zerg play).
I change my monk/water/dwayna for runes of speed and works great, i miss my boon duration, but i still have a good one, and vit and passive speed is very useful for guardians anyways, that 30 sec speed when someone hit you is pretty amazing plus your leap and blink if you run GS-Sw/focus.
I play a healway support/solo roaming build with that runes.
Whoever fully kit out their Warrior (ascended gear) and didn’t see this coming were probably in lala land with the recent buffs or are fotm and wanted to hit harder at any cost. It’s horrible balance on Anet’s part, but if you’re still playing this game, you need to know better since Anet doesn’t.
Is true.
This is not a stable balanced game, this is a meta game, the balance team play changing the meta and making fotm professions. This is awful concept in conjunction with ascended gear (hard to get, hard to farm), where you need to change and adapt your class to the FOTM or viable build, forcing you to farm again new ascended or just keep in exotic.
That things are those that make players left the game when a new fresh mmorpg is released.
Someone of the balance team, can you explain me why the nerf to symbol of swiftness? That will hurt a lot at support roaming/smallgroup guardian with the lack of mobility/speed as support or force you to run retreat always.