Friday, October 19, 2012

Boon Build for WvWvW Gardian


I have tested a boon duration build o and i think all our guardians should try it for a week.

http://gw2skills.net/editor/?fUQQNApeWlYgyC3FyKEm4ERmiVWSMFYMjXPcoEZIA;TsAA1Cto6y4lwLrNuuk2s+Ysx8DA

Its powerful alone but the more people that have it the better. The principle is simple, using traits food and runes we get between 7O%%-90% increase in boon duration. I think the ideal is 80%.
In an ideal situation 4 guardians can keep  protection, retaliation, regeneration and swiftness and possibly might up on a party of 20 at all times.
In practice ofc these will drop off or overlap or missomeone but in general most of these buffs will be up most of the time on most of the people.
The ideal would be having 2 guardian per group. The ideal number of guardians is the total warband divided by the number of Guardians plus one.
This gives us redundancy in case some one misses is afk is dead etc. It also allows for the fact that you never stand beside the same people.
imagine a warband where everyone takes 30% less damage, gets 167 health back a second, does 300 damage to everyone that hits him and runs a third faster.
Married to this we reduce coldowns on staff and shield and increase duration of retaliation.
Its the basis for a tank wall. It synergises with other guardians having a simialr spec

Runes:

It also requires runes. it takes 5-6 dungeon runs to get them, one set is easily crafted.
Boon duration is a huge deal in support roles and one of the best traits a Guardian can spec into in my opinion. If you really want to go with another trait line though, you can supplement this with armor runes.
2 Superior Runes of the Water
2 Superior Runes of the Monk
2 Major Runes of Sanctuary
This combination will give you +healing, + vitality, and +40% boon duration increase.
This rune set along with +30 in Virtues will give you +70% boon duration increase. If you consume Chocolate Omnomberry Cream, that will add +20% to your boon duration for 30 minutes, for a total of 90% boon duration increase, which is beast mode for a support Guardian who’s throwing boons around to their teammate (Yes, your boon duration increases apply to those you put boons on).

The food :

http://wiki.guildwars2.com/wiki/Chocolate_Omnomberry_Cream

The raspberry version is a cheap alternative.

Traits:

The Valor Trait Line:

Valor starts out by giving you +10 toughness and +1% critical damage per point. At it's max, you can gain a total of +300 toughness and +30% critical damage
Purity – Adept Major Trait
This next adept major trait only benefits the Guardian themselves. Simply put it cures one condition you suffer every 10 seconds. It has good synergy with your healing skill Signet of Resolve which also cures a condition every 10 seconds. Combine these two and you will cure 2 conditions every 10 seconds instead of one.
Honorable Shield – Master Major Trait
If you are using a mace and shield combination, there's no reason you shouldn't pick up this trait. It will regenerate your shield skills 20% faster. This means more protection and more healing. The only problem is that this trait shares the same tier, Master, as Mace of Justice.
Altruistic Healing – Grandmaster Major Trait
This is also a very simple trait. It will heal you anytime you've placed a boon on allies. Considering how many skills and traits you get that will place boons on your allies, this is a very powerful trait choice. Use this skill especially if you plan on tanking the brunt of any damage.

The Honor Trait Line:

When you invest in this trait line you are going to directly boost your sustain by increasing your overall HP with +10 Vitality per point, while also giving you a very important +10 to healing powe
Selfless Daring – Master Minor Trait
Grants your dodge an AoE heal at the end of your roll. How epic is that? A free heal and it holds great synergy with Vigorous Precision. If your timing and positioning is exceptional,
Superior Aria – Adept Major Trait
Your shouts recharge 20% faster. There are so many important and useful adept major traits but I'd put this one in the top. If you recall my utility skills review,
Two-Handed Mastery – Master Major Trait
This trait grants all two-handed weapon skills a 20% quicker cooldown. It's a pretty self-explanatory trait but also a very powerful one.

The Virtues Trait Line:

he first and arguably the most powerful stat you receive per point in this line is +1% to boon duration.
Vengeful – Adept Major Trait-Any retaliation effect will last 25% longer
Elite Focus – Master Major Trait -your tome durations will increase from 20 seconds to 30

Shouts:

Shouts are very powerful utility skills that provide a great amount of supportive boons. When you use a shout, your character will actually shout out the name of the skill. I find this to be really cool and extremely useful in identifying what shout is being used. Hold the Line, the first shout, is one that I use often when supporting in a tough situation. When you cast this skill it will grant protection and health regeneration to all nearby allies. It's essentially an AoE heal effect that also provides defense. Retreat is the next shout and it provides your team the chance to retreat effectively. Casting this skill will grant all nearby allies Aegis and swiftness. What more could you ask for when attempting to disengage safely?
Oh, let's not forget the most important shout. Save Yourselves! I absolutely love this skill. This little beauty will pull ALL conditions from nearby allies onto yourself and then give you just about every boon you could think of. On top of that, it puts so many boons on you that it's difficult to break down what's going on in your buff area. Save Yourselves! Will grant you 10 seconds of fury, vigor, might, protection, regeneration, swiftness, and retaliation. Insane. The final shout seems to pale in comparison to the previous one but it has it's uses. Stand Your Ground will grant yourself and all nearby allies stability.
The second Elite skill is called Tome of Courage and when cast it will replace all of your active skills with new ones. It is essentially like you picked up a new weapon called a tome and wielded it. Its number 1 skill is called Heal Area and does just that, heals all allies in the targeted area. Number 2 is called Purifying Ribbon and is similar to the focus skill Ray of Judgment. When cast it will bounce off of nearby allies, curing them, while hitting enemies to blind. The 3 skill is really cool and it's called Protective Spirit. This will grant protection and regeneration to all allies in front of you in a cone radius. 4th is a skill called Pacifism and it will daze a target for 3 seconds. The 5th and final skill is one hellva spell. It's called Light of Deliverance and it will fully heal up to 5 nearby allies. Yes, a full heal, even if from 1 health.

Weapons:

Mace shield

Essentially, what makes the guardian a support type is the one-handed mace and shield combination. One of the best parts of the one-handed mace's skills is simply the auto-attack, which heals both yourself and all nearby allies upon the third strike. The mace's number 2 attack, Symbol of Faith, is the most important of almost any skills you wield as a support guardian. Symbol of Faith smashes the ground in front of you to create a ring which gives regeneration to all allies within it and does damage to enemies every second. . The third and final mace skill is Protector's Strike, which will channel a shield in a small area around yourself and allies. This shield will block the next attack which would hit either you or any allies within the circle and damage the enemies within range. If the shield is not hit and broken, it will grant protection to all allies within range. The protection buff gives 33% damage reduction for a few seconds. Note that while you channel Protector's Strike, you can not attack.

Staff:

The staff offers with it a good combination of range, damage, and healing abilities. The first ability, which is your auto-attack, is a short ranged burst wave which will hit up to 5 targets in front of you. It's a fairly quick cast and can put out some decent damage. Your second ability, on number 2, is Orb of Light. This will send out a fairly large and slow moving orb toward your target which will damage any enemy it passes through. You can activate this ability a second time in order to detonate this orb which will heal all nearby allies.
 If you are a fair distance away or even up close it can be difficult to determine exactly when you should explode the orb to heal nearby allies. I think this skill is very much something a new player will screw up a lot, but I also hope that players who spend a lot of time getting accustomed to it will be able to make it really shine in combat. The staff's third ability is called Symbol of Swiftness and just like Symbol of Faith, it can be enhanced with traits. I find this ability to mainly be good for traveling across a map as it's main function is to grant allies who pass through it swiftness. It's secondary effect is that it also damages any enemies inside it. When I am planning on doing a lot of traveling I always keep a staff in my equipped. The fourth ability for a staff can be considered it's most powerful and supportive skill of all of them. It's called Empower and it's a channeled spell, meaning you can't do anything while you are casting it. It's also got a fairly long cast time, at least 3 seconds I'd say, so be sure your not going to get killed while trying to use it. Empower will grant yourself and all nearby allies might while channeling, which improves your power. Once the channeling of Empower is completed, it will heal all nearby allies, which I think includes yourself but I'm not certain. This is a great spell for improving your party's effectiveness while also giving out a big burst heal. If you have a staff equipped use this skill every time it's off cooldown. The staff's final skill is something more situational than anything, but can be used to help you get away. It's called Line of Warding and does just about that. It makes a line across the ground where you cast it that will block any enemies from passing through.

PS Always have Wall of Reflection, always





Friday, September 21, 2012

nerf calls

I don't care if you make legitimate changes to the game in order to balance it.
But please, please, PLEASE... never make changes to this game based on people being bad at something.  I don't mean something legitimately being too difficult, I mean stamping out skill with subsequent patches like every other MMO in the last 5 years.  Brain-on gaming is finally making the comeback it should.

Thursday, September 20, 2012

Invisible Enemies

This is what Arenanet have to say on the matter.

For a variety of performance reasons we limit the number of characters that are reported to any given game client. This report limiting (or culling, as it’s also been referred to) is generally distance based and limits both the amount of bandwidth and client side processing (rendering, etc.) required to play the game. Ideally this shouldn’t be something that you notice happening as characters will simply fade in when they’re “far” away from you. In the best case this happens far enough away that even if you’re looking right at them when it happens it isn’t too visually distracting. Unfortunately, there are some situations in the game in which this setup doesn’t work as well as we’d like and it seems that those situations come up in WvW rather more often than in other parts of the game. The higher player densities that we see in large battles are an obvious example of where this system goes awry. If only the nearest N characters are reported to you but there are N+100 characters within effective battle range then many of those characters will be invisible. There’s never a great time to be dealing with invisible characters, but I think that it’s fair to say that during a large battle is one of the worst times.
In WvW one of the things that we see exacerbating the issue is this: From the moment a character is first reported to your client to the first moment that your client is able to render it a non-zero amount of time passes. During this time your client is doing things like loading textures from disk, which can be (at least in computer terms) fairly slow what with all that accessing of spinning, physical storage media. So that means that a character who is moving towards you can potentially appear first at a much closer point even than the one at which they were reported because, of course, they were still moving during that load time.
MajorKong’s screenshot doesn’t immediately look like the situation I just described so it may be that there’s some kind of bug lurking in there as well. We will certainly be looking into that possibility.
That was a lot of detail but really I’m posting to let you know that we’re aware of the issues associated with invisible enemies and we’re working on finding both the root causes and effective solutions. I understand that these experiences can be quite frustrating but please rest assured that we do care and we are working on improving the experience.
Thank you for reporting your issues here on the forums and for your patience and understanding as we work to resolve them.
Also, MajorKong, that really was a great screenshot even if it does show a bug and bugs make me sad.

Tuesday, September 18, 2012

A good fix




World-versus-World
  • Retaliation: This boon no longer reflects damage received from siege weapons.

Wednesday, September 12, 2012

A quote

http://www.mmorpg.com/showFeature.cfm/loadFeature/6710/Quest-Hubs-Are-Dead-Finally.html



I mean, of course, Guild Wars 2. The incredible success of the game has caused them to suspend digital sales, something I haven’t seen since WoW (which stopped shipping boxes so the servers could catch up in capacity).


Tuesday, September 11, 2012

Selfless daring

 Selfless Daring, which heals all nearby allies whenever the guardian dodges. In its base form it heals for 129, which is not that impressive, but the trait has a very impressive 1:1 scaling with Healing Power. What does this mean? It means that if you have a high Healing Power, each of your dodges will heal all allies within 600 range for 1.5k health. This alone inspired me to see how far I could push the guardian support capabilities.

I will be referring to this build from now on: http://gw2skills.net...4lwLbXuukdt/Y B 

The formula for calculating the health return of Selfless Daring is ‘Healing Power+129’. This means, that if you stack the highest possible amount of healing power (currently 1373), the trait will heal for 1502 health. The endurance it takes to dodge is 50 (half the bar), which takes 10 seconds to recharge. This means you can dodge 6 times every minute for a total healing of 1502*6=9012/min. That’s not very impressive on its own. But what happens if we equip Sigil of Superior Energy on both of our off-hands? This means that every time we swap weapons, we get a free dodge. The amount of dodges we can perform each minute is now 12, for a total of 1502*12=18024 healing/min. It’s getting better.

With 30 points into the honor line, we can pick up the trait Battle Presence, which makes nearby allies gain our Virtue of Resolve as well. With our healing power of 1373, our passive virtue heals for 166 (Formula: 0.06*Healing Power+84. The virtue ticks every second, which totals 166*60=9960 healing/min. With the trait Absolute Resolve, this is further increased by 25%, which sadly only is applied to the guardian himself. One cool thing though is, that the virtue is still applied to allies even though you activated it and have it on cooldown.

It’s getting better yet. With the mace as main weapon, every 3rd auto-attack hit heals all nearby allies for 582 (Formula: 0.18*Healing Power+335). The auto-attack chain takes 3.25 seconds to perform, which means you can perform it 60/3.25=18.5 times every minute, for a total of 18.5*582=10767 healing/min. The mace auto-attack actually hits harder than the scepter's auto-attack, and you have a few traits to increase damage as well. Elusive Power (10% when not full endurance) & Power of the Virtuous (1% extra damage per boon).

The mace also includes this skill called Symbol of Faith that places a symbol which pumps out regeneration every tick. Even though the duration is 4 seconds, it actually ticks 5 times. With your +60% increased boon duration, this means that you get 8 seconds of regeneration on an 8 seconds cooldown, which allows you to maintain almost permanent regeneration, except for the 1 second cast time the symbol has. You can easily fill this with “Hold the Line!” though. It’s With 1373 healing, your regeneration heals for 302 (Formula: 0,125*Healing Power+130) each tick for a total of 302*60=18120 healing/min. With the Writ of Exaltation trait, you symbol is 50% larger, which allows you to dodge inside of it and makes it much more beneficial for you allies to use.

Putting those four together, you have a total of 18024+9960+10767+18120=56871 healing/min for you and your allies. Now, I understand that this number is not very relevant: You want be able to use your auto-attack and Symbol of Faith at the same time, it’s unlikely that your allies will fully benefit from your Symbol of Faith and you can’t use any skills while dodging either. The actual number is probably closer to 40k/min, but that’s still quite impressive considering all of it is AoE and you are dealing damage while healing.

The healing from these 4 methods is just one of the many useful things you can bring to a team. I’ll once again be referring to the build above:
  • 50% upkeep on protection through “Hold the Line!” and Shield of Judgment and a 8s protection on Virtue of Courage.
  • 33% upkeep on stability through “”Stand Your Ground!” .
  • 67% upkeep on retaliation through “Stand Your Ground!” and Virtue of Justice (with Virtue of Retribution trait).
  • Tome of Courage(30 seconds thanks to Elite Focus): Spammable 1687 AoE heal, 16 seconds of AoE protection and regeneration on a 15 second cooldown, x2 3 second dazes and of course the full heal.
I know some people will be worried about the low health pool, but I honestly don’t think that will be much of an issue. With 3000 armor, you are very resilient to direct damage, and you have enough stability and stun breakers to counter those heavy burst builds. The passive condition removal from Purity and Signet of Resolve along with the on-demand condition removal from Contemplation of Purity and Virtue of Resolve should also be enough to handle most condition pressure, except if you have multiple necromancers, engineers and rangers on your back. Your dodges make it very difficult to effectively chain anything on you to take you down fast, and honestly, with the heals you can end up having much more than 20k health, depending on the length of the encounter.

This turned out to be more of a guide than I had originally planned, but oh well. I will see if I can get some tournament footage in the next few days, as I’m curious as to how the build performs in such an environment. Thanks for reading, let me know your own thoughts/ideas on this. 

Vitality or toughness

Vit vs Toughness is heavily debated but here is the math reality for those who want hard numbers over opinions.

First off, different armor classes get different amounts of armor by adding toughness.
Heavy armor classes get +36% armor by adding 798 toughness
Medium armor classes +39% armor by adding 798 toughness
Cloth classes +42% armor by adding 798 toughness

Result: low-armor classes get larger armor bonuses by stacking toughness than heavy armor users.


Second, different professions get VERY different amounts of health by slotting vitality.
Warrior and Necro get +39% health by adding 798 vitality
Mesmer, Engineer and Ranger get +47% health by adding 798 vitality
Ele, Guardian and Thief get +64% health by adding 798 vitality

Result: Ele, Guardian and Thief get huge benefits from Vitality whereas Necro and Warrior get almost half the benefit.
Mesmer, Engineer and Ranger are in between.




This is why there is little point in slotting full defense and sacrifice health on say, a Guardian that would get huge health amounts from vitality (which would end up largerly outperforming toughness stacking).
Slotting your Guardian with +798 VIT means he can take +64% damage than normal.
Slotting your Guardian with +798 TOU means he can take +36% damage than normal.

http://www.guildwars2guru.com/topic/39575-toughness-or-vitality/page__st__30

Monday, September 10, 2012

Wednesday, September 5, 2012

Tuesday, September 4, 2012

Guardian maths

GENERAL ADVANCED FORMULAS
  • Every heal skill (including the boon regeneration) is a combination of two things: LvlHeal, which is based on a ratio times your level, and a H/H Heal, which is based on another ratio (H/H) times Healing Power (HeaP).As such the Heal amount formula is: Heal= (Level*LevlHeal)+(H/H*HeaP)
Skill damage will be added once I find reliable defence stat targets.
  • The burning condition has a leveled part and a  part based on your Condition damage stat (CON). The formula is: 4*Lvl +0.25CONdmg This is the dmg per second.
  • For PvP, this means burn does 320+0,25CON damage per second.
  • The real formula for the boon regeneration is Heal per tick=1.625*Lvl+0.125HeaP. Do not believe the wiki at the moment, you can do the math yourself if you doubt.
From this point on, all heal data is based on lvl 80 characters.

ON VIRTUES

The cooldowns in the tooltips of the virtues are unaffected by the Virtue Recharge Rate you get from the virtue trait line . The cooldowns themselves work as meant.
Virtue of Resolve: Both parts improve with Healing Power(HeaP). Passive Heals for 84+0,06HeaP every 3s. Active Heals for 1625+0,75HeaP. Check out the General section for explanations.
  • Radiance5:Justice is blind: when activating Justice, nearby foes are blinded for 3s.
  • Radiance15:Renewed Justice: Justice recharges on killing a foe. Valid foes include: Pets, minions, ........
  • Valor15:Courageous Return: Virtue of Courage is recharged when you rally. This does not happen if you simply regenerate your health back, and that is intentional, you need to kill or assist to rally.
  • Virtues5:Inspired Virtues: Virtue activations grant you boons which are 5s long.
  • Virtue15: Virtue of Retaliation: You gain 3s of Retaliation when activating a Virtue
  • VirtueVII: Supreme Justice: When activating Justice, the burn duration is increased by 25% (to 5s)
  • VirtueIX: Absolute Resolve: Virtue of Resolve's passive effect is 25% stronger.Does not work with HonorXII:Boosts passive effect
ON SYMBOLS

Basic symbology: the damage and/or heal indicated on your tooltip is sometimes the total amount, divide it by the amount of seconds if you want to know the effect per tick. Ticks are 1 per second, starting immediatly after cast. The boons/conditions are applied during every tick, so the total effect time can be longer than indicated.

Symbols' damage ticks are weapon attacks from the weapon which made them, which means they use Justice's attack counter, power, precision, critical damage increase, your weapons strength values, your weapon rune and weapon related traits.

All symbols are Fields of Light for Combo purposes. This means they all give the same effects:
  • When blasted (Hammer, Focus)they give you and allies around you retaliation for 3s.
  • When leaped FROM (Greatsword) you get 5s of retaliation
  • ­ When fired through, the projectile will remove a condition (if the target was friendly)
  • When whirled in (Greatsword), all allies around you lose a condition
The symbols are the only combo enablers the Guardian possesses; as such I advise Guard to carry one of the three weapons with symbols in their skillbar (Mace, Staff, Greatsword)
The four symbols are nearly identical; the big difference is in which buff they give.
  • Symbol of Mace:Regeneration. In the tooltip, the healing amount shown bases its calculations on 4s of regeneration, but in total it is 5s. The heal is 25% better than shown (when in the symbol the whole time). The Heal uses regeneration, see gerenal formulas. The damage tooltip shows damage per tick.
  • Symbol of Greatsword: Retaliation.Gives a total of 5s retaliation in ticks of 1s. The retaliation can be lengthened by comboing with leaps or whirls(greatsword has those). The damage tooltip shows total damage.
  • Symbol of Staff: Swiftness.Gives a total of 12s swiftness, although you probably won't be in the symbol the whole time. Damage shown is per tick.
  • Symbol of Protection: Can only be obtained through ZealIII. Gives 1s Protection for 3 ticks. Your weapon's damage does not affect this symbol's damage, although Pwr does. I think there is a hidden weapon that applies this symbol. Further testing is needed to discover the stats of this hidden weapon.
And now for the traits you''ll be interested in if you like symbols:
  • Zeal5:Zealot's speed: Creates a Symbol of Retaliation when you reach 25% health.
  • Zeal15:Symbolic Exposure:Symbols apply 1%vulnerability for 3s to foes every tick
  • Zeal25:Symbolic power: Increase symbol damage by 10%
  • ZealIII:Protector's impact: Creates a symbol of protection when you take falling damage. See above. Falling dmg is reduced by 50%or more
  • HonorIII:Writ of Exultation: Increase size of symbols. This seems to make them about 33% larger in radius.
  • HonorVII: Writ of Persistance: Increase duration of symbols by 40%
  • HonorX:Writ of the Mercifull: All symbols heal allies for 117+0.075HeaP per second.
ON SPIRIT WEAPONS

Virtues (notably Justice) have no effect on Spirit Weapons
  • ­­­RadianceV:Searing Flames: Remove a boon when you apply burning. Does work on your Spirit Weapons when coupled with Radiance VIII:A fire Inside: Your Spirit Weapons apply burning. Does not work with your Allies' part of Justice activation.
more coming

ON BURNERS

The Torch skill Zealot's Flame sets people near you aflame for 8s in total, if they are near you during the 3rd second of the skill. A warning sign though, near means in melee range here.
Check general formulas for information about the burning condition.


RANDOM TRAITS
  • Honor1:IWrathful Spirit: Aegis gives 10s of retaliation when it ends.
  • HonorVI:Pure of Heart: Aegis heals for 645+0.1HeaP on removal*
  • HonorVIII:Empowering might: Gives you and allies around you Might  for 5s every time you land a critical hit
  • Virtue25:Power of the Virtuous: Deal 0,5% extra damage for each boon you have...This one needs more testing
  • VirtueVIII:Elite Focus: Elite spells last 50% longer
RANDOM FACTS
  • AoE-Cone skills that buff allies have no effect on you unless they say so.
HOW TO DO RESEARCH

How to figure out the math to heal spells:
If possible, lower your HeaP to 0. Write down the Heal. Then add HeaP and divide the difference in Heal by the amount of HeaP to get the H/H. Add the leveled heal to the H/H times HeaP to get Heal
When this is not possible, use the H/H to figure out what the Heal should be at HeaP 0, then use that as leveled heal.
All my Healing amounts are based on lvl 80 characters, if you want to know the amount for your level, divide the first number bij 80 then multiply that with your level.

When testing for ability damage, be sure to factor only power first; keep weapon damage  constant while you change power.Don't use the attack rating to calculate the ratio's, divide the damage increase by the power increase. This is the PwrR ratio every skill has.
Do all your damage testing on a target that has reliable and known defence stats. Will be completed once reliable defence stats are found.
Alsways use steady weapons (available at the weapon merchant) when testing for damage.

My favorite spot to test is the dummies next to the Underwater Trials waypoint in The Heart of the Mists. It has the dummies, an easy place to test falling/healing, AI profession guys, and random people attacking them I can heal.
Plus you might find me there of course.

Offensive Guardian

Saturday, August 18, 2012

PvP - backs against the wall

There has been some chat on various forums from some PvP non entities.

Whobar?

I wanted to illustrate our guilds approach to PvP.

The guys in Blue are my team(should be Orange and Black).

This how The UnNamed play. Giving up is for others, not a boast just a fact.



My Guild



/facepalm

Friday, August 17, 2012

Fear not this night

Quickie

Protector's strike and shelter are no longer stationary skills.

With the change to Defender's Flame, 100% chance to cause a burning condition to attackers is huge now.  You can now utilize Shelter (2s), Zealot's Defense (3s), and weapon swap to Scepter/Focus and use Shield of Wrath (4s, 3 attacks).  The potential to have 9 seconds of blocking while putting out good damage and still providing group abilities is huge.

A quick build that focuses around burning looks like this:
http://gw2skills.net...POek8swYgxGjJFA 


  • Retaliation was too strong, nerf was to be expected. However, after cutting the duration to 50% the trait could have stayed as it was imo.
  • You can move with a tome - great
  • Sword damage decrease - understandable and still good enough.
  • Virtue of Resolve nerf - was it too strong? Does anybody know how much it heals compared to the former version (in %)?
  • Shout range nerf - Somehow I like it, with 1,200 range shouts seemed to be too easy to use imo but on the other hand I don't think they deserved a nerf and I can't understand why Warrior's shouts keep their range while the Gaurdian's get their range halved.
  • The "new" staff (didn't play Guard since 1st beta) is fun, combining #4 with Altruistic Healing offers decent self-healing.
  • Never used sanctuary but it was annoying to play against it as a melee. Duration nerf would be fine if they also lowered the CD. Seems a bit weak now.
The Difference of 500 Armour is about 18% vs direct damage.

Thursday, August 16, 2012

Guardian Changes in stress test


Guardian
Valor

Virtues
  • Vengeful Retaliation lasts 50% longer. 25% longer.

Elite
Focus
  • Ray of Judgment Blinded(5s): Next outgoing attack misses.. Blinded(3s): Next outgoing attack misses.. Regeneration(5s): 5 Heal. Regeneration(3s): 5 Heal. 
  • Shield of Wrath 225 Range. Radius: 240 feet.
Greatsword
  • Pull 900 600 Range.
  • Symbol of Wrath 15 10 sec Cooldown. None Finish Type.Damage: 276.6897. 1383.449. Retaliation(2s Retaliation(1s) 5 Stacks : Reflect incoming damage back to its source..
  • Vengeful Strike Damage: 498.0415. Damage: 442.7036. 
  • Whirling Wrath Projectile Damage: 1867.656. 
  • Wrathful Strike Damage: 608.7174. Damage: 664.0554.
Hammer
Harpoon
  • Spear of Light Vulnerability(5s): -30 Defense. 1% Incoming Damage.
Heal
  • Healing Breeze Self Heal: 53. 25. Allied Heal: 53. 25. 
  • Shelter 45 30 sec Cooldown. Healing: 150. Healing: 75. 
  • Signet of Resolve 30 40 sec Cooldown. Healing: 120. Healing: 150.
Profession
Scepter
Shield
Staff
Sword
Torch
  • Cleansing Flame 300 400 Range. Damage: 138.3449. Damage: 1826.152. 
  • Zealot's Fire Damage: 968.414. Damage: 1245.104. 
  • Zealot's Flame 20 15 sec Cooldown. Zealot's Flame(10s): Burn nearby foes.. 3s): Burn nearby foes..
Utility
  • "Hold the Line!" 1200 600 Range. Protection(3s): -33% Incoming Damage. Protection(4s): -33% Incoming Damage. 
  • "Retreat!" 1200 600 Range. Aegis(5s Aegis(20s): Block the next incoming attack.. Swiftness(15s): +33% Movement Speed. Swiftness(20s): +33% Movement Speed. 
  • "Save Yourselves!" 1200 600 Range.
  • "Stand Your Ground!" 1200 600 Range. Retaliation(10s Retaliation(5s): Reflect incoming damage back to its source..
  • Bane Signet Signet Passive(0s): +10-90 Power. 
  • Hallowed Ground Stability(10s) 11 Stacks): Ignore control effects (Stun, Knockback, Launch, Knockdown, Sink, Float, Fear, Daze).
  • Sanctuary Duration: 10 seconds. Duration: 6 seconds. 
  • Signet of Judgment Retaliation(10s Retaliation(5s): Reflect incoming damage back to its source..
Weapon
  • Reveal the Depths Damage: 55.33795. Damage: 332.0277. 
  • Shackle Damage: 166.0138. Damage: 332.0277. Crippled(00:00:02.000s): -50% Movement Speed. Crippled(1s): -50% Movement Speed.

    Source

Wednesday, August 15, 2012

Guild Wars 2 European Official Server list


EU Worlds
Fissure of Woe
Desolation
Gandara
Blacktide
Ring of Fire
Underworld
Far Shiverpeaks
Whiteside Ridge
Ruins of Surmia
Seafarer’s Rest
Vabbi
Piken Square
Aurora Glade
Gunnar’s Hold
Jade Sea [FR]
Fort Ranik [FR]
Augury Rock [FR]
Vizunah Square [FR]
Kodash [DE]
Riverside [DE]
Elona Reach [DE]
Abaddon’s Mouth [DE]
Drakkar Lake [DE]
Baruch Bay [ES]

Source: http://www.guildwarsinsider.com/official-guild-wars-2-server-list-announced/


Friday, July 27, 2012

PvP - Beta 3

Spirit weapons




 Sword of Justice summons an arcane blade to defend the Guardian and attack his enemies. Sword of Justice has a 30-second cooldown and a 30-second uptime, provided you don’t activate its secondary ability. At the bargain cost of a single skill point, it’s hard to think of a reason not to at least try it. Just like a hand-held melee weapon, Sword of Justice will also hit every enemy who falls inside its swing arc, making it good against groups. The active command ability only enhances this area of effect potential by slamming the sword into the ground where it explodes on contact, damaging nearby enemies. 
Hammer of Wisdom summons an arcane hammer to defend the Guardian and attack his or her enemies. If the Sword is good against groups, the Hammer is incredible against single targets. With only a 20-second uptime and a 45-second cooldown, it won’t be as readily available as Sword of Justice, but the tradeoffs more than make up for it. Just like the Sword, Hammer of Wisdom will hit every enemy in its swing arc. As an added bonus, the Hammer will also knockback every enemy it hits on every swing. This is incredibly disruptive to your enemies. Better still, the active command ability will knock your foe to the ground for three seconds, which is ample time to set up a finisher, prevent an escape or even interrupt an attack you can’t dodge. For the cost of a single skill point, Hammer of Wisdom is a steal.
Bow of Truth summons an arcane bow that removes conditions from the Guardian and his allies. It sounds great in theory but in practice, I have yet to notice it remove a single condition. It very well may, but I’ve certainly never noticed an animation for it. For all I know, a condition could have been removed by the passive ability of Signet of Resolve, the heal I commonly run with. Fortunately, the active command ability of Bow of Truth is hard to miss. It rains down a volley of healing arrows which affects the Guardian and his allies for the duration of the animation. The cooldown on Bow of Truth is 60 seconds, it has a 20-second duration and costs 3 skill points to unlock. 
Shield of the Avenger summons an arcane shield which protects the Guardian, creating a Shield of Absorption that absorbs projectiles and pushes foes back. Just like the Bow of Truth, Shield of the Avenger has a 60-second cooldown with a 20-second uptime. The active command ability of the Shield sends it hurling forward bouncing from enemy to enemy damaging and weakening them in the process. The passive bubble given by the Shield doesn’t really thrill me. Absorbing projectiles is fine, but Wall of Reflection is only on a 40-second cooldown, and it actually reflects projectiles back to their source. It may not offer 360 degrees of protection like Shield of the Avenger, but it also only costs a single skill point as opposed to the 6 skill points that Shield does. The active command ability is where Shield of the Avenger shines, turning a defensive tool into an offensive one. The question you’ll have to ask yourself is if it’s worth the cost or not.

All Spirit Weapons will benefit from the following traits in the Zeal line:
  • Eternal Spirit - Master tier. Spirit Weapons are not destroyed when commanded. This is a HUGE trait for any who use Spirit Weapons, allowing you to retain the passive summon even after using the active ability. When you consider that the internal cooldowns on the command abilities of Hammer of Wisdom and Shield of the Avenger are only 15 seconds and their total uptimes are 20 seconds, this trait allows you to use their active commands twice per summon (if you’re fast)!
  • Spirit Weapon Mastery - Adept tier. Spirit Weapon cooldowns are reduced by 20%. This reduces the cooldowns of Bow of Truth and Shield of the Avenger to 48 seconds, Hammer of Wisdom to 36 seconds and Sword of Justice to only 24 seconds, essentially giving it a 100% uptime. 
  • Wrathful Spirits - Grandmaster tier. Increases Spirit Weapon damage by 10%. Fairly weak for a 30-point trait. Even with the other traits, which boost their uptime and effectiveness, it’s hard to justify. Compare this to Fiery Wrath, which is an Adept tier trait in the same line and boosts ALL your damage against targets who are Burning.
Spirit Weapons also benefit from two additional traits:
  • A Fire Inside – Radiance line, master tier. Spirit Weapons cause Burning! Remember Fiery Wrath? Of course you do.
  • Improved Spirit Weapon Duration – Virtues line, master tier. What it lacks in naming creativity, it makes up for in brutal effectiveness, giving all of your Spirit Weapons an additional 50% duration! Combine this with Spirit Weapon Mastery, and let the games begin!