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Ezrael.6859

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Everything posted by Ezrael.6859

  1. 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.
  2. 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.
  3. What I described is the behaviour already.
  4. Charge level 1 detonates on the first target it hits. Charge level 2 will pass through other enemies and detonate on your actual target.
  5. 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.
  6. 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.
  7. 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
  8. 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.
  9. 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 🤷‍♂️
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. Hail of Justice: Bug (Probably). Doesn't autoface or track moving targets very well, especially when standing still. If you stand still and use it on a target behind then sometimes your character will turn around but not fire, a charge will be consumed and go on cooldown. Or, if you are firing at a target that runs around you or past you and they move out of the narrow forward firing range your character will not track the target and will stop firing mid-channel.
  15. Cleansing Flame removes conditions on allies that you use the skill on, this is an extremely niche part of the skill and not often utilised. I think this should be updated to not only remove conditions from allies in the flames but to also remove conditions from the Guardian while breathing these flames, this is a slow skill with a long channel that must be used at close range to enemies or allies. If you have allies that need conditions removed directly in front of you then it is likely that you need the same conditions removed or you are actively receiving incoming conditions while trying to remove them from those allies, if the skill was updated to also benefit the Guardian at the same time then it would actually make it a worthwhile skill to channel at close range while standing in danger across multiple game modes. Ideally it should be updated to transfer conditions from the Guardian onto enemies being hit, but that's an area of gameplay we probably won't get for Guardian unfortunately; we already had our ability to remove boons on enemies stripped from us back in June 2015 when the Searing Flames trait was removed from the game.
  16. Oh ok, thanks. Any idea what could cause such high packet loss to the router? Ping in WvW has certainly got worse recently in general. Late last night it was sorted though and I was able to roam the Borderlands with 28-42 ping for a change.
  17. Please see the screenshots below taken over a period of a few minutes, everything fluctuates between 45 to 180 when alone in WvW. Then fluctuates between 45 and 1000 or 2000 when any zerg comes close. Ping plotter shows high packet loss at the router and what looks like 100% loss at the final hop to the EU WvW server that /ip gave me earlier during WvW. https://imgur.com/a/kJhdZdv
  18. With Valkyrie Hail of Justice has a 1330 damage tooltip, True Shot is 1861 so I don't see it outdamaging as it's coefficient appears to be lower also. True Shot is also a further 600 range.
  19. In competitive play the two Pistols have some issues by being balanced to be too low damage for a purely offensive set with no utility, no defense, no boons, no evades or mobility skills. Strike damage is far too low across all the skills in both PvP and WvW, a viable Power build just isn’t possible. Too much damage is loaded on the Symbol, the same issue all Guardian weapons have as enemies don’t stand around in symbols, at least some weapons have a way to hold enemies or pull them back into a symbol for a moment, the Pistols don’t. Symbol damage might look good in Excel or against an immobile Golem during some PvE benchmark testing, but they’re awful in actual mobile gameplay. Strike damage needs to be increased across the board, damage from the Symbol needs to be shifted over to Peacekeeper and Hail of Justice, at least in PvP and WvW with the skill splits. The auto-attack is so low, piercing isn’t that special when enemies don’t exactly line up and WvW is full of reflects. Jurisdiction needs more burning added to charge level 1 and 2, the charging bar should be segmented like Adrenaline. For the 3 charge levels of Jurisdiction I would suggest a change to the CC behaviour: Level 1 - 1 sec stun, 4s Weakness. Level 2 - 2 sec stun, 5s Weakness. Level 3 - 2 sec AoE knockdown and 5s AoE Weakness upon impact or prematurely detonated if pushed again. The Pistols have no combo finishers? Everything that can be reflected should be a 20% or 100% projectile finisher. If you don’t want to give us finishers to avoid extra burning damage from fire fields for balance? Ok, then make all of the skills function like Peacekeeper, non-reflectable magic to match their low damage.
  20. So far for feedback after testing today. Jurisdiction should be hold to charge and release to fire. The level 3 charge should automatically explode if it impacts the selected target, pressing again could prematurely detonate, or using it with no target to simply fire forward and manually detonate. I think the burning values on Jurisdiction have been too heavily nerfed in PvP/WvW, it barely does any burning at all, this is a charged skill that's very easy to interrupt with a huge animation to show it charging up. The burning duration and bonus burning for each level should be increased. For a pure damage set the overall damage is a little underwhelming in WvW and PvP, I assume you were cautious with balancing to start, the base power damage is quite low compared to other weapons and the condi although a nice spike is very short and falls away after 1 second of peaking. It works ok as a condi or hybrid weapon but struggles as pure Power. I think overall it could be tuned up a little given it's medium range full offense no defense set up. Symbol of Ignition needs a boon, something offensive ideally and strong as the payoff for standing still with a weapon set you ideally want to be mobile and at range with - Quickness would be amazing, but I'd settle for Resistance to help the damage land or Resolution for build synergy. Most of the power damage on the Pistols is loaded onto this Symbol, but it appears underneath your feet, you don't really want to be meleeing with these things so it makes little sense. It might perform well on Golems in a test but in the actual game against PvP/WvW or PvE it just doesn't work so well, if the Symbol automatically appeared under the targeted enemy it would work better. Symbol of Ignition would be more interesting and useful as a Fire field also, rather than every Symbol having to be Light on Guardian. Overall it's a lot of fun, I spent hours in WvW just roaming and zerging and thoroughly enjoying it, you have to be cautious at 900 range when most enemies are 1200 or 1500 but it's fluid and fun at medium range with mobility which is what Guardian has lacked since 2012 compared to other professions.
  21. Having spent the last couple of hours in WvW using them as Power, Hybrid and Condi in 1v1, small skirmishes and zerg fights I have been enjoying them a lot. They feel like a lot of fun to use, there are all sorts of fun interactions with them, they feel more fluid than other Guardian weapons, I'm happy that 5 can be charged while moving and wasn't another rooting skill that plagues Guardian weapons like Sword and Longbow. The damage felt good, if anything a little low for a dual weapon set that is entirely offensive at a medium range, you don't have the full protection of 1200 or 1500 range, and there are no boons or defensive abilities. I'm happy to see multiple burn stacks for a short duration, this really helps the burn Guardian to be more competitive in WvW or PvP as it has always suffered from having few conditions available and its damage easily cleansed by rapid single cleanses, it can't stack and easily restack several damaging conditions and doesn't have a lot of cover conditions available in most builds. For Jurisdiction I personally would prefer if this was charged and fired by hold and release, rather than tap then tap again to fire. I think it would be more fluid to use this way.
  22. If you’re terrible at the game and open world PvP that just makes your dislike of it your own subjective opinion, it’s not objective.
  23. Torch was always the main condi weapon on core, with Purging Flames as the key utility skill. Technically Hallowed Ground as a fire field and Purify on Trident also. Core used to also have the elite Tome of Wrath, with skill 1 - Conflagrate was targeted AoE burn you could spam. Hammer used to have a PBAoE burn and condition cleanse in the early beta weekend but it was changed to the chain immobilise in BWE2. Guardian was never given lots of specific condition damage skills because it was designed around Virtue of Justice, so that any weapon could inflict burning every 5th attack, and since launch was able to trait Justice to become an AoE burn and to burn every 3 attacks (later merged). So it has always been designed around burning being a core mechanic, you're just refusing to acknowledge it.
  24. Patch after patch for years it doesn’t get buffed or nerfed because it’s well balanced. At some point you’ll need to accept that you’re just bad. Try spending more time practicing to play the game and less time whining on the forums.
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