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How long will the pinball meta last?


RisenHowl.2419

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Taking all bets

 

https://wiki.guildwars2.com/wiki/Sanctuary

 

Every party in wvw needs at least 1 guardian, they just need to toss this out with corrupts and strips. If you're bounced off one sanctuary into another it creates a looping effect that CCs you for 4-5s and can't be stun broken. 

 

It's enough CC that whichever group is larger is guaranteed to win. Mark a spot, null field+well of corruption+sanctuary in the middle of a group and the fight is over. 

 

At the very least the number of impacts should be halved from 20 to 10

Edited by RisenHowl.2419
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5 hours ago, Logan.4796 said:
(1): +25 Vitality
(2): +5% Boon Duration
(3): +50 Vitality
(4): +10% Boon Duration
(5): +100 Vitality
(6): Gain a barrier with health equal to 10% of any heals you receive.


This sounds like it is incredibly broken for WvW. This is coming from someone who plays a Druid a bunch. I'm throwing out impressive heal numbers to the aoe zerg swarms. With a 10% barrier on my allied heals

 

That is heals you receive, not heals you give out.

That rune isn't that good except on certain builds that can utilize it, like mechanist who can get perma alac just from using that rune.

 

There are much better runes for survivability than a measly 10% of incoming heal is barrier. (Which I won't tell because otherwise people might use them against me lol)

 

 

edit, also the OP is talking about the guardian skill, not a rune

Edited by Zebulon.1850
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8 hours ago, RisenHowl.2419 said:

Taking all bets

 

https://wiki.guildwars2.com/wiki/Sanctuary

 

Every party in wvw needs at least 1 guardian, they just need to toss this out with corrupts and strips. If you're bounced off one sanctuary into another it creates a looping effect that CCs you for 4-5s and can't be stun broken. 

 

It's enough CC that whichever group is larger is guaranteed to win. Mark a spot, null field+well of corruption+sanctuary in the middle of a group and the fight is over. 

 

At the very least the number of impacts should be halved from 20 to 10

The current meta is very sensitive to numbers on each side (compared to prev metas) and the smaller side consistently gets CCed into the ground.  Its not particularly related to this skill.

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On 2/28/2023 at 1:48 PM, RisenHowl.2419 said:

It's enough CC that whichever group is larger is guaranteed to win.

I pointed this out, in general, before the most recent changes, when we saw the writing on the wall.

A balance that favours CC also favours the larger group (much more than too much freedom-from-CC ever does) and ultimately just pushes the content towards pirate ships (that are no less stacked than melee-oriented parties, they just stack at range and have reach). CC never breaks groups up, it forces players out (distance). It leads to less diverse metas, not more diverse such. Melee metas are more diverse as they let range be ranged.

 

Edited by subversiontwo.7501
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  • RisenHowl.2419 changed the title to How long will the pinball meta last?

Im actually impressed if people 'play' WVW and have not seen any proper guild playing Sanctuary. 

It can do more CC for its duration that a warrior made for CC can in the same time period and from range and with no danger. 

Just another case of Guardian having all the tools needed to play the game outside of boonrip. 

FB is essential and can do good CC 

DH has some of the best area denial

Willbender has a slept-on support and very potent DPS build

Core Guard is the only playable condition build that is amazing vs clouds

 

Sanctuary is the tip of the iceberg and a pretty obnoxious skill at that. Its duration needs a decrease, its cooldown an increase and its effects to be balanced. 

CC + Projectile Destruction + Heal 

Lets nerf WoD instead since a bubble seems to be causing problems in wvw. 

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5 hours ago, Grand Marshal.4098 said:

Im actually impressed if people 'play' WVW and have not seen any proper guild playing Sanctuary. 

It can do more CC for its duration that a warrior made for CC can in the same time period and from range and with no danger. 

Just another case of Guardian having all the tools needed to play the game outside of boonrip. 

FB is essential and can do good CC 

DH has some of the best area denial

Willbender has a slept-on support and very potent DPS build

Core Guard is the only playable condition build that is amazing vs clouds

 

Sanctuary is the tip of the iceberg and a pretty obnoxious skill at that. Its duration needs a decrease, its cooldown an increase and its effects to be balanced. 

CC + Projectile Destruction + Heal 

Lets nerf WoD instead since a bubble seems to be causing problems in wvw. 

Kinda impressed as well since this skill has lost its apeal and its ship has been sailed long time ago...

Back in the old Gw2 days we would play ping pong with the enemy, cast sanctuary behind enemy  hammer 4 , some hammer guards kept using also hammer 4 to the target was mostly fun :P was like playing squash  with friends :P

Still Sanctuary isnt that strong lol...

Some weapons/skill  can reach the target inside with their melee range  :P so the dome is kinda  meh this skill is actually very weak in most utilization, players can actually melee kill players inside if they dont touch the dome, it is useless to be inside unless u wan to be a siting duck requesting AOE drop, and a unblockable burst on the players inside sanctuary is also a easy dead target :).

The only way to make this skill  work is only in 1 gameplay if  mother duckling vs mother duckling  zerg spammers :P even so with almost perma tick gains of stability and perma resistance i am wondering how many really this skill effects...

 

Edited by Aeolus.3615
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1 hour ago, RisenHowl.2419 said:

Or use resilient spirit since there's nothing better in that tier and keep +20% healing from monk

 

Sanct runes has no ICD or cap, and is based on incoming heals coming from your zerg (In that sense its like blood bank...massivly op defensive tool). But ya because there is no other decent choices in that traitline, you'll end up taking resilient spirit anyway, but you can't rely on resilient spirit alone as it can't pump out anywhere near enough healing (barrier) for you to live in any serious situation (resilient can only pump out about 500ish barrier per second... and you're more then likely going to be taking thousands of damage per second in a zerg situation)

 

Keep in mind that, the purpose of needing barrier, is not just to cancel the punishment cost of the urn, but to also be able to receive pseudo-healing since you can't receive real healing from your zerg while urn is up. Meaning if you are taking damage, the barrier is there to absorb that damage and act as as a health bar in place of your actual health bar.

 

Additionally doing stuff like this, the objective is to also be as tanky as possible. ex; if you received 10k damage, and your only pumping out 3k barrier per second from sanct and resilient for instance, that's 7k damage your real health bar takes, that you can not get back because urn stops you from doing that. Therefor you want to turn that 10k damage into something like 3k damage or less (something vindi in a zerg setting can do somewhat passively) which makes defensive stats behave like pseudo-vitality stats (as if your barrier had a higher ceiling).

Edited by JusticeRetroHunter.7684
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On 2/28/2023 at 6:18 AM, Logan.4796 said:
(1): +25 Vitality
(2): +5% Boon Duration
(3): +50 Vitality
(4): +10% Boon Duration
(5): +100 Vitality
(6): Gain a barrier with health equal to 10% of any heals you receive.


This sounds like it is incredibly broken for WvW. This is coming from someone who plays a Druid a bunch. I'm throwing out impressive heal numbers to the aoe zerg swarms. With a 10% barrier on my allied heals

 

(6): Gain a barrier with health equal to 10% of any heals you receive.

 

So what your saying is, that this rune needs a nerf?  This would kinda of explain how i'm seeing 5k heal per second garbage, making boonstrip perpetually useless.  Goes a long way to explaining the complete uselessness of fighting certain groups.

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