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Ezrael.6859

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  1. This person plays Staff Dagger stun lock Warrior but cries about WB, DH, classes with stealth, all Mesmers and Necromancers in PvP. While also telling Thiefs in other threads they are bad if they struggle vs Warrior. Pot.. kettle.. Maybe you're just bad? Kitty.4806
  2. Did you misread the notes? They did exactly what they stated, if you have the trait now there's no loss of Aegis, Courage's duration is not shortened to 4s, killing an enemy doesn't extend Courage's duration per kill. The trait now grants the Guardian 20% strike and condition damage reduction while Courage is active.
  3. If you're fighting a Ranger with a pet, Necro with any pets, Mesmer with clones, Engi with turrets or pet or any kind of group fight, you need charge level 2 in order to have the projectile go through other enemies and actually knockback your target. If you just use level 1 then it can easily be intercepted by something else and you end up knocking back a clone or something only. As for charge level 3, I've used it to knock several people away from rezzes and finishes before, but it's tricky to time, and QoL it would be better if it auto detonated upon reaching my target after I spent so long to channel it to level 3.
  4. What I described is the behaviour already.
  5. Charge level 1 detonates on the first target it hits. Charge level 2 will pass through other enemies and detonate on your actual target.
  6. Jurisdiction certainly has some bugs as defined in the other thread, but I also wanted to highlight some quality of life issues. It is a skill that behaves differently whether it is used at stage 1, 2 or 3. These are poorly defined however as we just get one single casting bar. Ok, so charge level 1 is immediate and level 3 is at completion, so level 2 should be right in the middle? It's not. You actually have to charge the skill to about 75% to see the animation on the skill tick up to charge level 2. As you can see below, that's way past the middle of the line, not intuitive at all. Charge level 2 If the skill now takes 1.4 seconds to fully charge then level 2 should be at 0.7 seconds. Charge level 1 or 2 can be fired up or down from your position and hit targets on a different height to you. Charge level 3 just travels along the floor just like the buggy piece of kitten Zealot's Fire and hits nothing, usually some terrain or a wall. Please fix it. Charge path Oh, and charge level 3 should automatically explode if it hits your target, it's utterly ridiculous that this skill requires you to dedicate so much time and button presses while monitoring the location of a slow moving orb.
  7. Perhaps, just a little odd to have a heal on Chill when only one entire skill will benefit from it. Heal on disable immobilize is nice though and actually a decent idea.
  8. The only change I have to question is: Glacial Heart is the only access Guardians have to the Chilled condition, very short duration Chill when disabling. So Glacial Heart healing when we apply Chill makes no sense as we won't Chill anymore if the trait no longer Chills. Perhaps this be changed to something like - heals the user when disabling, immobilizing or blinding an enemy? That would give us options with: Sword Greatsword Longbow Spear FB - Voice of Truth WB - Roiling Light Radiance - F1
  9. Guardian The guardian changes for this update are focused on improving some underutilized skills and traits for both core guardian and willbender. Zealot's Defense: You can now move while using this skill. Adjusted the projectile behavior to interact better with gaps in terrain. "Feel My Wrath!": This skill now grants superspeed in addition to its other effects. Vigorous Precision: This trait now triggers when dodging instead of when critically striking and no longer has an internal cooldown. Reduced the vigor duration from 5 seconds to 3 seconds. Focus Mastery: Protection from this trait will now apply when Shield of Wrath expires instead of when it activates. Redemption: Increased the duration of Lesser Litany of Wrath from 3 seconds to 4 seconds. Glacial Heart: This trait no longer chills and damages enemies that you disable and instead heals the user when disabling, immobilizing, or chilling an enemy. Willbender Flash Combo: You now gain access to Repose as long as you complete the skill, even if you do not land all 5 hits. Repose: This skill is no longer an attack. This skill now heals and removes conditions from you after shadowstepping back to your original position. Roiling Light: Reduced the roll duration from 0.75 seconds to 0.5 seconds. The roll distance is unchanged. Heaven's Palm: This skill now evades attacks and finishes your targeted foe if they are downed and no other enemies are nearby. Deathless Courage: This trait no longer removes aegis from Courage, reduces the duration of Courage, or causes enemy deaths to increase the duration of Courage. This trait now grants the guardian strike damage and condition damage reduction while Courage is active. Literally the best patch notes I've ever read for Guardian? 😁 Utterly surprised at so many great changes of unused skills, with most of the ideas seen here on this forum before.
  10. Zealot's Fire has been missing targets for 12 years. But it works in PvE against large bosses that mostly stand still and practice golems so ANet 🤷‍♂️
  11. Guardian's Axe is slow to cast compared to other melee axes, Necromancer's is similarly slow but that's a 900 range weapon. The bleeding duration would still be split between PvE & WvW/PvP. The Daze is fine on a long 1s cast in melee. Longbow, Offhand Sword and soon Pistols all have no specific traits, they either never existed or became baseline before. The only other weapons with special traits are the Guardian's baseline weapons (mostly), it's become a bit messy over the years. Sword 20% recharge bonus from Right-Hand Strength was made baseline, Spear & Sword lost their combined 10% dmg bonus in June 2015, and Scepter also with another trait. Trident never had a trait unless you count Two-Handed Mastery. We used to have some interesting trait ideas, including some before the 2012 release, maybe one of these could be updated to be weapon agnostic and used to replace Unrelenting Criticism. Searing Flames - When you apply burning to a foe, remove a boon. (removed June 2015). Wrathful Reward Mace Major Regeneration on critical hit. Burned by Truth Scepter Minor Applies burning on critical hits. None Shall Pass Staff Minor Line of Warding knocks back foes when you cast it. Steel Curtain Staff Minor Your Line of Warding blocks projectiles. Courageous Speed Sword Major Critical attacks with your sword grant you Swiftness. Protector's Form Sword Minor The shield on Zealot's Defense reflects projectiles. Zealot's Swiftness Torch Minor Zealot's Fire gives Swiftness. Vengeful Warding Honor Major Wards deal damage when enemies try to pass through them.
  12. Depends on the fight I think. For solo roaming you're probably best off with Sword/Sword still, for group fights or zerging some other options are viable; I do enjoy Axe when it works, and Torch feels like it only has one worthwhile skill, both are fun but just a bit too clunky normally.
  13. Cheers! They are a lot of fun for roaming in WvW, it's very nice to have a reliable ranged weapon and different 1-handed combination options.
  14. Some roaming during the expanded weapon proficiency beta week as both power and hybrid specs using the exotic gear available. Mid-ranged pistols offer a very welcome weapon set with improved speed, ranged attack accuracy and general mobility while fighting. I still need a lot of practice to improve with them, but they were so much fun to play with compared to every other ranged Guardian weapon; they were fun even when I was losing fights.
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