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Arken.3725

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Everything posted by Arken.3725

  1. The force of the enemy players fart has pushed it off course and into the sun.
  2. I think I saw it hit one of the spectator's in Coliseum.
  3. Zealot's Defense, Leap of Faith, Binding Blade, Orb of Wrath, Zealot's Fire ALL have terrible tracking. Puncture Shot has pretty rough tracking once you get to the 900 range and above, same with Staff auto's.
  4. This is the definition of Guardian in spvp. https://www.twitch.tv/crusaedir/clip/BlatantShortAppleCoolStoryBro-u3ZDho6m_2Nt9Qnw?filter=clips&range=7d&sort=time
  5. @mongo.7856 I really like most of your suggestions, good stuff.
  6. Spvp perspective: Virtues -Reduce base cd’s on Rushing Justice to 15 seconds, Flowing Resolve to 25, Crashing Courage to 40.(Too long for skills that lost their team-support and instant access) -Reduce strikes needed to trigger virtue’s from 5 to 3.(Currently too difficult to sustain in any given fight) -Tighten tracking on Rushing Justice, misses quite a bit. Increase range on Flowing Resolve to 600. Increase range on Crashing Courage to 800.(Feel fast enough to actually be the roamer spec it’s meant to be). Add 0.25 sec ICD on Flowing Resolve to prevent double-tapping. -Willbender Flames: These now pulse around you, think of Zealot’s Fire.(Static mechanics on a mobile spec make no sense, this is still back loaded but more useful) Traits -Righteous Sprint now grants 3 seconds of Super Speed instead of Swiftness.(self-empowerment speed since no crippling conditions) -Power for Power pulses vulnerability on Willbender Flames instead of a damage increase. Conceited -Curate now increases Vitality instead of Healing Power. (Potential sustain option for TF’s) -Vanguard Tactics now grants 3 seconds of Protection and 3 seconds of Resistance on shadowstep.(Allow you to both sustain and deal reliable damage when engaging). -Remove all trade-offs on the GM traits. -Right-hand strength now affects off-hand sword as well. Skills -Reversal of Fortune behaves just like Full Counter. -Flash combo gains Repose regardless if it lands all hits or not. -Add evade frames on Quick Retribution. Roiling Light now grants Super Speed instead of Swiftness. -Heaven’s Palm now ports at the absolute last second for the Knock Down and applies stability and quickness upon landing. GTAoE -Advancing Strike now applies 1.5 seconds of immobilization.
  7. This is a terrible idea. Symbols are terrible by design and should be overhauled, not expanded upon.
  8. Excellent suggestion, it would help for sure but even with this, you'd need more assistance. Great idea for sure. Remember ya'll, like @Math.5123mentioned, Willbender still doesn't have the speed, soft/hard-cc, or even front-loaded damage needed to be similar to a Herald. I'd also imagine he's speaking strictly from an spvp PoV.
  9. It's not just about resolution but damage. Everyone understands that you need to take as many modifiers as possible to do damage. Valor offers no damage at all. Not to mention you lose an extra stun break and stability that you won't slot because you don't have space. Valor/rad/wb will do less damage and only have a little more condition clear(smiters boon) than virtues with no added damage. It's a net loss.
  10. You'd be surprised how strong resistance was at allowing you to maintain distance and avoid the weakness/blind spam from enemies @otto.5684. Having the ability to mitigate ALL of that(plus soft-cc) while porting in for damage was HUGE. You'll see in a few days how right I am and how much that one boon meant to the usefulness of wb's ability to maintain in melee, even if it performed poorly. It's going to perform worse now because you'll do less damage(taking valor) and will now have to deal with all of that debilitating condition spam with only a bit more cleanse.
  11. That's exactly what it was before. A few seconds on shadowstepping is exactly what you're referring to. And even with that, it was so severely underperforming. And now, it'll function worse with the near-removal of resistance in favor of the over abundance of resolution. I understand we haven't played in the beta yet but mostly what we got was number adjustments and the removal of an important boon. Not to mention we got ZERO bug fixes. What about reversal of fortune? Is this heal-skill still buggy?
  12. That's the point. The redundant resolution was not only useless, but a downright nerf to this supposed mobile spec. I'm not kidding when I say it needs to be reverted. The rest of the changes were in a decent direction except that one.
  13. That's the point. The redundant resolution was not only useless, but a downright nerf to this supposed mobile spec. I'm not kidding when I say it needs to be reverted. The rest of the changes were in a decent direction except that one.
  14. Resolution was never the problem, there's plenty of it. Resistance was an absolute necessity to staying strong in a fight. Imagine a roamer spec without any speed, soft-cc and hard-cc with buggy weapons outside of a few ports/leaps. This spec will never compete with herald when it's meant to do the same role.
  15. From an spvp perspective: ANET NEEDS to revert the Vanguard Tactics change. This was the ONLY good thing people liked and allowed Guardian's to stay in the fight. This is completely gone now. The adjustments to damage mean NOTHING if you can't stay in the thick of it to land.
  16. Worst change was to Vanguard Tactics. You now have NO way to stay in a fight without getting soft-cced to death or debilitated(cripple, immob, chill, blind, weakness). You lost nearly all of you resistance access. You still don't have speed in actual combat, you have no soft-cc to keep your enemy close, no superspeed and no quickness. Good changes for the most part but Vanguard Tactics needs to be reverted. This was the WORST adjustment to the specialization.
  17. Going over my opinions now if you guys want to watch.
  18. What makes a good high-dps roamer in pvp? You need solid mobility(and a little bit of soft/hard-cc for staying power), decent sustain and front loaded damage. Think of herald and why it fits this role so well and then think of wb and why it doesn't. I can spell it out for you but let me know what you think.
  19. Yeah man, ANY power Guard build(outside of trapper dh) relies heavily on symbols for its output. Symbols, by mechanical definition are backloaded. They require you to keep your enemy inside a small circle for a lengthy period of time which isn't happening outside of PvE.
  20. I think to address potential problems with WB; you need to look at core Guardian as an antiquated design that conflicts with WB. Currently, you have too many mechanics that hinder Willbender's design of a highly-mobile roamer. From Symbols, to Consecrations to a plethora of slow and uninteresting/weak weapon-skills. For Willbender to truly be what Arenanet wants it to be, you need to look at the core design of Guardian as a whole. I think this should be the way forward not just for Willbender or Guardian, but as for the game as a whole. The game's design is to utilize Line-of-sight, mobility and tells for its combat. With that alone, the game should have skills/traits designed around that, not standing-still for lengthy periods of time.
  21. Just an idea of how weak I find dh: I'd rather fight two dh's vs one Necro or one Holosmith.
  22. Funny you mention this because I agree!!! Guardian has always had a way of getting to their target but it's always "I have to win or die." Here are the changes I'd make: Nerfs: - Remove Trapper runes OR remove the stealth aspect from it. Buffs: - Speed up deflecting shot to 1/2 second - Completely fix tracking on the Auto-Attack(more of a bug fix than buff) - Reduce CD of Fragments of Faith to 30 seconds - Massively increase the revealed time and damage of Light's Judgement - Put damage back on Dragon's Maw and reduce cd to 40 seconds - Make Wings of Resolve an evade - Reduce cast-time of Spear to 1/2 seconds More than that needs to be done to EVEN compete with current roamers/duelists but it would be a start.
  23. I guess it was a mistake to have a civil discussion filled with objectivity. Everything I stated within the OP was factual, nothing was pulled out of my behind. And yet, all we see here are people still having no idea. Here's it simplified. - Trapper is the issue. - DH has never been utilized in a mota with potential - No one played DH until Trapper Runes became widely utilized - Without Trapper Runes, do you guys honestly think this spec would ever be used?
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