Showing posts with label Guardian. Show all posts
Showing posts with label Guardian. Show all posts

Monday, July 23, 2012

Guardian BWE3 ,very fast few thoughts, no proof reading.


If you are alone, you almost certainly shouldn’t activate the middle virtue unless it gets rebalanced to be actually useful. However, all that changes in a group, where activations get much more powerful because they scale directly with the number of allies they affect

As for what Guardians excel at? Staying power. We make those hot moments were your enemy is breathing on the nape of your neck last longer. We serve as a toll gate to a blitzkrieg. We increase our friends performance. Stumbling upon a Guardian in the battlefield is like discovering a leech has crawled inside your pants. You’re going to stop. You’re going to spend a lot of time dealing with us, and you might not survive the ordeal

Our ranged got a huge buff this BWE…we now have viable 1200 range weapons.

Guardian can be a really good support in WvW and they aren’t just buff bots. Some things about WvW Guardians (at least for Staff and Scepter + Shield):
1.      Scepter 1 has really good range. It can also be used for taking out Siege equipment on high ground.
2.      Scepter 2 doesn’t do much damage, but it can also be used for hitting people on ledges, or taking out Siege equipment coupled with Scepter 1.
3.      Scepter 3 = great Immobilize. In WvW and in a decent team, using this on a target usually means that target will die.
4.      Shield 5 = amazingly versatile skill. Can be used to protect building Siege equipment or Resing. Can be used to ensure a target dies (Scepter 3 Immobilize, run in front, then Shield 5 knock them back to your teammates). Can be used to protect your allies by knocking enemies away. It’s also good for protecting your Siege equipment on ledges by knocking the enemies off. I think Shield 5 absorbs Cannon damage as well.
5.      Staff 1 = a really good AoE. The AoE of this basic attack is actually quite huge. The AoE of Greatsword 1 and Hammer 1 can’t compare to the AoE size of Staff 1. Each hit is pretty low damage, but it’s very easy to hit 3-5 people each time. Staff 1 is also pretty good at hitting people running away from you, as it actually has pretty good range. Staff 1 AoE is just surprisingly wide. It might be better to disable auto-target to maximize the AoE though, as it depends on the direction you face. Also, I’ve found Staff 1 a really good counter to Sylvari’s Grasping Vines, as the Staff 1 AoE can kill the Vines a lot faster than the Vine’s duration (Staff 1 actually damages them in AoE, whereas Scepter attacks will be obstructed).
6.      Staff 3 = a Symbol-based Swiftness buff. I’m pretty sure there is no 5 person limit due to it being a Symbol, so it’s extremely powerful in WvW for mass mobility.
7.      Staff 4 has a pretty good AoE Heal. It can help a lot, but the cast time is really long, so you gotta pre-cast it.
8.      Staff 5 has some pretty good utility, but the slow cast time can make it hard to utilize effectively (you gotta pre-position yourself / pre-cast it). It’s quite good for blocking off enemy retreat paths though.


Signet of Mercy – It is severely unbalanced compared to revive abilities on other professions with a 240s cooldown (Lower the cooldown.).

The One-Hand Sword is the best Offensive weapon you could use since it has the biggest damage and crit if traited right. Well done on this one ! If there is any new guardians looking on how to play offensive 1-H Sword/Shield is the way to go and I’d recommend a Staff as a offhand for swiftness.

The Torch Off-hand is a bit too offensive for my taste, probably the best OH for pure offensive build but that 4th skill is lacking something I can’t get my finger on it but its wrong.


Thursday, July 12, 2012

More Guardian goodness



Good info from one so his comments here.

While not necessarily always an improvement, switching out soldiers amulet for knights amulet gives the build some interesting changes which seem to improve the build in the majority of situations. Because the mitigation from your base armor is equal, we can ignore it to compare the effective health changes. The mitigation from toughness is equal to 1-(BAR/(BAR+TOUGH) where BAR is your base armor and TOUGH is your toughness stat, and your effective health for this comparison is simply 1+(1-(BAR/(BAR+TOUGH)) times your health.
With the soldiers amulet, we get 1+(1-(2127/(2127+1950) * 17945 = 26528 effective health.
With the knights amulet, we get 1+(1-(2127/(2127+1381) * 20235 = 28201 effective health.
When looking at this, you have to both consider that toughness makes the health you restore though your heals harder to take away, meaning your heals with the soldiers amulet are roughly 8.5% stronger [which is from the difference in the mitigation from the toughness, or (1-(2127/(2127+1950)))-(1-(2127/(2127+1381)))]. What this means is that to make up the 1673 difference in the effective health in favor of the knights amulet, you would have to gain that 1673 health back through healing. It takes 1673/.085 to gain that back, meaning you need to heal/be healed for 19682 health to make that up. This is a tough value to reach, but in long fights does mean the soldiers amulet would be stronger.
Of course, this is all assuming that all the damage you are taking is not condition damage, which totally ignores the toughness and only takes your raw health into account, meaning that if you aren’t able to keep conditions off you effectively (which is not always possible despite it being a strength of this build) the knights amulet becomes a better choice.
The other stat changes are the power change and the critical strike chance change. The net change is a loss of 229 power and a gain of 27.09% crit chance. To examine how these change affect damage output, we will first look at how power affects abilities.
When calculating damage of an ability, the total power of your character is multiplied by a static power coefficient and a static number based on your weapon damage. Most power coefficients are low, usually around .3 and almost always under .5 with channeled abilities being the exception, with lower damaging abilities having lower coefficients and higher ones having higher coefficients. This means that on most of your abilities the most damage you will be losing will be about 115 damage (assuming a .5 coefficient) and on many you will only be losing about 68 damage (assuming a .3 coefficient).
For the crit chance change, we simply multiply the change in crit chance, 27.09% by the critical damage multiplier (in both builds a base of .5 + .35 from talents, equalling a bonus 85% damage). This gives us a 23.03% damage increase over the other build, which should, especially in combination with the sigils of superior blood and earth, which mean additional damage increases from the bonus 27.1% crit chance (.271*.3*325 = 26.42 extra damage/healing on each attack on average from the sigil of superior blood [the 325 damage/healing on proc is fromhttp://www.guildwars2guru.com/topic/36865-detailed-effects-of-sigils/%5Dand, assuming the 5s of bleed rounds up to 6 from the runes, 6*(40+300/20)*.6*.271 = 53.66 extra damage on each attack from the sigil of superior earth).
I think that this shows that the knights amulet is better in terms of survivability and damage output in almost all scenarios (with the soldiers amulet being the stronger choice in long sustained fights with little condition damage), although if someone notices a flaw in my math or something I have overlooked, please let me know. I’m running through similar scenarios with my thief build, and would like to know both for myself and for other people who read this/my builds if I’m doing something wrong.

Friday, July 6, 2012

Thursday, May 17, 2012

DPS - Guardian

In my play testing of the Guardian I have neglected testing a dps build.

This guy hasnt. Have a watch of this.








His build.

Sigils:
Sigil of Superior Strength (30% chance to apply might for 10s on critical.) on Sword and Scepter.
Sigil of Superior Battle (You gain 3 stacks of might for 20s when you swap to this weapon while in combat.) on Torch and Focus.

Armor Runes:
2x Rune of the Fire (+25 power, +20% might duration).
2x Rune of Hoelbrak (+25 power, +20% might duration).
2x Rune of Strength (+25 power, +20% might duration).

Jewelry:
Amulet with +813Power, +580Toughness, +580Vitality.
6x Perfect Opal Jewel (+25Power, +15Toughness, +15Vitality)

Tuesday, May 15, 2012

Thoughts after the stress test.


So last night I spent the entire stress test seeing how my Gaurdian theorycrafting stood up to play. It was a very useful exercise. I gained a few insights.

Heal Skill: 

Our three heal skills are useful and certianly have a role. My play style is support and that meant I spent most of my time using healing Breeze as it heals my allies. Healing breeze also has the advantage of being on the quickest cooldown, it is usable every 30 seconds. However if I was concerned with taking condition damage I could have used Signet of Resolve which synergises well with the trait Purity, Combined they would remove two Conditions every 10 seconds. Perhaps if I was interested I could have added in the trait Purity of Resolve which removes 3 Condtions when The Virtue of resolve is activated. Our third heal is somewhat overlooked but I can see a role for it in a dps build especially if it is used in Conjunction with Defenders Flame.


I tried a few of these and I have some favorites Picking the best ones will be difficult.

Signet of Mercy -Passive: Improves healing. Active: Revive a nearby ally. While this is a powerful revive returning a lot of health the coolddown is over long. I need to get a figure for the increase on healing it gives but it synergises with a lot of other aspects of the support Guardian. In addtion the trait Perfect Inscriptions can be taken to improve the passive of the Signet. It would probably be a better use of this trait if we were using more than one Signet.

Signet of Judgement - Passive: Reduces incoming damage.Active: Grant retaliation to nearby allies. I enjoyed this skill it buffs the guardian and upto 5 nearby allies. A single player hiting a group buffed with this will find his health whittled down.

Wall of Reflection - Protect target area with a wall of mystic power that reflects projectiles. Duration: 5 s with a 30 sec cooldown. I loved this, ranged classes nuked themselves down against this. It can be dropped in the middle of a fight and it sometimes not noticed. If you use the staff use Line of Warding to draw a line in front of you that foes cannot cross. This way both melee and casting enemies are hampered. One short coming is that it’s a wall rather than a shell so it is less useful when taking a keep.

Hold the Line - Grant protection and regeneration to allies. Is this essential for a support Guardian I suspect that it is. If I were to take only one shout I would not trait it.

Retreat – A 2nd shout that grants aegis and swiftness to up to five nearby allies. If I were to take two shouts then I would also look into traiting them. A 20% reduction in cooldown might be useful.

Merciful Intervention. Teleport to the nearby ally with the lowest health and create a healing area around them. 45 second cooldown. Another direct heal. Teleports can end deliver you to strange places, be warned.

Purging Flames - Create a ring of fire that burns enemies and remove conditions from allies.I ewnjoyed this as I was focused a lot and it allowed me to retaliate.

Sanctuary - Form a protective shelter that prevents foes and projectiles from entering, and heals allies.  Duration: 10 s  Cool down of 120 seconds is a bit long. If we were to pick up Wall of Reflection as well. It might be worth traiting these skills. It is possible to make these Concecrations ground targeted, recharge faster and last longer.

Bow of Truth: Summon an arcane bow to remove conditions from you and your allies. I need to test the heal on this.

Some rules of thumb:

My Top three utility skills after the stress test are:

Hold the line. Direct heal and short cooldown.
Retreat. A good defensive buff and speed.
Merciful Teleportation. Another decent heal and also selects the player most in need. So should be moron friendly. Also useful to get out of jail.

Don’t trait for a type of skill(Coecration, Symbol, Meditation) Unless you have two of that type. Remember your downed bar has a symbol!
Some Trait seem too good to pass on. Justice is Blind, Altruistic Healing, Battle Presence and  Resolute. I also like the heal from selfless daring.
Altuistic Healing works well with the shouts as does Might of the Virtuous.

This would be a good base for traits with 35 points still to allocate.

So this is a possible revised build for Warband support. It offers a lot of synergy with shouts. I am unsure of Pure of Heart applies to every Aegis or just the one on the guardian.








Monday, May 14, 2012

Guardian - a break down for the pure support role


This build is designed, both to passively buff those around the Guardian and to utilse Virtues to actively buff and debuff.


The weapon selection gives 3 combo field light and combo finisher whirl.

The Build – Traits

Radiance: 100 precision, 10% increased condition duration.
5 points – Justice is Blind. Blind is a powerful debuff giving the guardians dps virtue a role in mitigation. This virtue is on the shortest cooldown making this a powerful use of points.
10 Points – Perfect Inscriptions - Buffs the passive on Signet of Mercy.

Valor: 100 Toughness, 10 increase to critical damage
5 points – Valorius defence – we gain aegis at 50% health.
10 points – Altruistic healing – Every time you apply a boon to allies you are healed.

Honour: 300 Vitality, Increases healing by 300.
5 points – Vigouros Precision
10 points – Pure of Heart – a buff to aegis that adds aheal when its expended.
15 points – Selfless Daring – your dodge roll heals allies.
20 points – Battle Presense – allies gain the Guardians passive regen (potentially very powerful skill)
25 points – Might of the Virtuous – a buff to Aegis When it is removed a might buff is cast
30 points – Resolute Healer – Gain a Shiled of Absorbtion on reviving an ally

Virtues: Increase condition damage by 200, increase Virtue recharge by 20%
5 points - Inspired Virtues – adds valuable buffs to The Guardians Virtues on Activation.
10 points – Courgaeous – Aegis is triggered every 30 seconds. Should work with altruistic healing.
15 points -Virtue of Retribution you gain Retaliation when you use a Virtue
20 Points – Resolute – this makes the passive regen stronger, works well with Battle Precence in the Honour tree.
passive ~220/tick x5 => 1100/sec overall (Battle Presence and Resolute)
active ~2000 + 240/tick(5sec) x5 = 266/sec + 3 conditions removed every 60 seconds (Purity of Resolve and Inspired Virtue)
only time you would ever want to activate Virtue of Resolve is when you or a good portion of your allies would otherwise certainly be dying in the next few seconds

Healing Skill:
Healing breezes- This heals both the Guardian and those in front of him and stacks with regen. Our most powerful group Heal

Utility Skills:
Signet of Mercy - Passive: Improves healing. Active: Revive a nearby ally. 240 second recharge time.
Merciful Intervention – Teleport to the nearby ally with the lowest health and create a healing area around them. This is an obvious heal but less obviously it can get us out of trouble as a ghetto teleport. 45 second cooldown.
Sanctuary – Form a protective shelter that prevents foes and projectiles from entering, and heals allies. A useful shield and a decent healon a 120 second cooldown.

Elite Skill:
Tome of Curage - Tome of Courage locks the user in place while granting Stability, a major increase in health, and five skills that replace the standard weapon skills:
Skills:
Heal Area - Heal allies in the target area.
Purifying Ribbon - Release a ribbon of light that bounces to nearby allies, removing one conditionfrom each ally hit, blinding each enemy hit.
Protective Spirit - Grant protection and regeneration to allies in a cone.
Pacifism - Pacify foes in the area, dazing them for three seconds.
Light of Deliverance - Fully heal up to five allies.

The choice of wepaons reflects that role for this guardian build.

Mace:

Faithful Strike – The last attack on the chain heals the guardian.
Symbol of Faith - Smash a mystic symbol onto the ground that damages foes and regenerates allies.
 Regeneration: 1 s, Duration: 4 s , Refresh 6 s
Protector’s Strike - Surround yourself and nearby allies with a shield. Knock back enemies that strike protected allies. Grant protection to yourself and nearby allies if you are not struck.
 Protection: 5 s, Push: 240 Range: 130 

Shield :
Shield of Judgement - Create a shielding wave in front of you that damages foes and gives protection to yourself and up to 5 allies.
Protection: 5 s
Shield of Absorbtion - Create a dome around you that knocks back foes and then absorbs projectiles.
 Duration: 4 s, Push: 100 

Staff:
Wave of Wrath - Send out a powerful shockwave, hitting up to five foes.
  Range: 600
Orb of Light - Fire a slow moving orb of light that can be detonated to heal allies.
   Range: 1200
Symbol of Swiftness - Sear a mystic symbol into the target area, damaging foes and granting swiftness to allies.
 Swiftness: 2 s,  Radius: 15,   Duration: 4 s,  Range: 1200
Line of Warding - Draw a line in front of you that foes cannot cross.
 Duration: 5 s
Martyr - Draw conditions from nearby allies to yourself. Gain multiple boons for a short duration.
 Might: 5 s, Fury: 5 s , Protection: 5 s , Regeneration: 5 s ,Swiftness: 5 s , Vigor: 5 s , Range: 1200 


This build should have sufficient survivability to keep the Guardain up and provide massive protection, blockingand regen is very very good. To augment this I would use the following Runes.

Rune of Dwayna 6/6 - +25healing/+20%Regeneration Duration/+50Healing/5% to gain Regeneration when hit/+90Healing/All nearby allies gain regeneration for 10 seconds after using a Heal

Sigil of Water - 30% chance to heal nearby allies.








Wednesday, May 2, 2012

Some thoughts on the Guardian after the Beta Weekend


General observations:
There is no CLASS vs CLASS. It’s about Build vs Build.

Guardian:
Guardians pretty much lived up to my expectations, they are incredibly good defensive support although they fail pretty hard at anything else. Their ability to provide massive protection, blocking, rejuv and regen is very very good. The simple fact that they can constantly be getting in the way and making peoples lives incredibly frustration certainly bodes well for them in group pvp. They also work well with a defensive oriented d/d ele as between the two of them they provide incredible uptime on prot and regen and the d/d ele is good at control/damage too. I can hold my own against a group of people for awhile but I’d have a hard time chasing anyone down. As for healing skills, I used Healing Breeze exclusively
Pros
-High potential for large amounts of damage, through DPS and spiking.
-More direct forms of defending allies, ie. using protection spells to defend them rather than KDing an enemy.
-Very malleable, can trait in very different specialties and the variety of weapons can be adapted to do any task.
-Can have very high survivability.
-Very powerful solo character.

Cons
- No sustained, high-damage, range output.
- Relies a lot of skills for survivability, ie. once you pop sanctuary, if you don’t pull of the perfect SoA, you can die easily (unless you spec toughness of course).
- Has barely any positioning utility skills, ie. if you’re caught out of position you’re more likely to be punished than say a Mesmer.


VIRTUES:
Top 3
  • Justice is Blind (an amazing twist to the Justice Virtue – really lets you ponder all the time whether to activate that thing or leave it in passive)
  • Altruistic Healing
  • Resolute Healer (rezzing with style – great to get a little breathing room to get the rezz trough)
Virtue of Justice
  • only active offensive support available
  • passive/active ratio acceptably balanced
  • there are some corner cases (3+ opponents in AoE) where the passive justice does more damage even with 5 allies around than the activated one
  • with the traited Blind (Justice is Blind) and Might (Inspired Virtue) overall an interesting and tactically challenging ability on a reasonable CD
Virtue of Resolve
  • activation vastly inferior to passive if not traited condition removal + restoration application and NOT traited for Battle Presence and Inspired Virtue
    not traited:
    passive ~200/tick => 200/sec overall
    active ~2000 x5 over 60sec => 167/sec overall
    traited:
    passive ~220/tick x5 => 1100/sec overall (Battle Presence and Resolute)
    active ~2000 + 240/tick(5sec) x5 = 266/sec + 3 conditions removed every 60 seconds (Purity of Resolve and Inspired Virtue)
    only time you would ever want to activate Virtue of Resolve is when you or a good portion of your allies would otherwise certainly be dying in the next few seconds
Virtue of Courage
  • while the aegis boon is on paper incredibly powerful, blocking a complete attack, it does not translate to gameplay.
  • the passive part:
    - aegis on a random 40sec (30sec traited) CD is worth very little, as you can’t decide which attack to block, and more often than not this will block the 100 damage from a critter and not the super-awesome-instant-kill ability
    - assuming only a single opponent that attacks once every 2seconds the passive ability blocks on average 5% of the incoming damage. for every additional opponent or faster attack-rates the number becomes even lower.
  • the active part:
    - the activation in itself is strong, as you can time it exactly to soak up a huge blow, the problem is clearly with the fact that you can do so only every 1.5 minutes
    - any ability that you can only cast twice per reasonable engagement should make a huge impact
    - avoiding a single attack that you could likely dodge out of is not a huge impact, especially considering you can get the same effect by applying a blind (which generally goes for a 10-20sec cooldown on weapon skills)
    - the additional boon added via Inspired Virtue is to a degree canceled out by the initial ability. if the first hit is blocked completely the protection is ticking away while potentially nothing is damaging you that could be reduced in damage.
  • comparing this class defining virtue to three other skills at the guardians disposal you get the certain feeling that the virtue is actually the worst of them:
    Shield of Wrath – 45sec CD blocks the next 3 attacks, if the shield is not destroyed it blasts for 1.5k dmg
    “Retreat!” – 60sec CD gives 5 allies Aegis and 15sec Swiftness
    Signet of Judgment – passive: take 10% less damage / active: 30sec CD 5sec Retaliation to nearby allies
    Virtue of Courage – passive: take 1%-5% less damage / active: 90sec CD gives Aegis and 5sec Protection to nearby allies
    all the other abilities can in some fashion be used in multiple ways (Shield of Wrath defense and damage/combo finisher – “Retreat!” retreat or closing the gap – Signet of Judgment damage reduction or damage increase), only the Virtue is horribly one-dimensional and underpowered.
Weapons:

Staff: Wave of Wrath does not do enough damage . Signet of Swiftness worked great for that quick speed boost in PvP needed to chase someone down. Line of Warding is an excellent spell to keep people away from me, but the lack of being able to control where the line is thrown makes it to where it’s only effective when you are running away. I would really really appreciate it if Line of Warding were ground-targeted and had a shorter startup. As it is it’s very difficult to use for its intended purpose and I only ever found it useful as a combo field.

Greatsword: The basic attack is great, and the chaining might buff comes in handy. The whirlwind aoe is insane! When combined with Binding Blades and Leap it is crazy to large numbers of mobs. Leap is a great skill to use, but occasionally I would leap over my target, or I would leap a few feet in front of them, still inflicting the damage of it, but not leaping directly onto them. Binding Blades is also buggy, the spell would pull them into me without me even pressing the skill to pull them. 

Mace/Shield/Focus:  Combining mace and shield allows you to sit on the front line and defend against both ranged and melee attacks. Throw out a Shield of Judgement and you and your front line allies all take less damage too. This becomes even more effective when combined with the proper utility skills. Running with the Mace and Focus gives you the ability to go head to head against melee players. You have the melee block and the constant burning. 

Symbols:
I thought they were poor before I actually tried them. After trying them they are even worse. Not only are their effects unimpressive but their radius is tiny even with the trait to make them larger. These either need to get a radius buff(should be at least the same size as wells base and more like meteor shower size when traited) or they need to provide their benefits in an aura form centered on you.
the size of all symbols is by default very very small. the range of some symbols is less (120) than the range of most melee attacks (130).
even with the trait Writ of Exaltation all symbols centered around you barely encompass an opponent, so any ally – even in melee range – flanking the opponent would not benefit from the symbol.
the size of symbols is especially relevant as they apply only short duration boons that are constantly refreshed only by staying in the symbols area.

TRAITS
Zeal:
  • the minor traits promote symbol damage in a coherent fashion(#1 creates symbol at 25% hp #2 adds condition to symbols #3 buffs symbol damage)
  • the attributes of the traitline are power and condition duration which synergizes well with newly gained effect of the symbols applying conditions
  • the scope of the minor traits are unfortunately very narrow. sword, scepter, focus, torch, shield will gain virtually no benefit from the minors
  • the majors revolve around sprit weapons, greatswords and benefiting from burning. unfortunately it also harbors scepter traits
Radiance:
  • the minor traits promote conditions and their application via the justice virtue (#1 creates two conditions by activating justice #2 renews justice on kill #3 increases damage on conditioned foes)
  • the attributes of the traitline are precision and condition damage which don’t interact well with the minors. conditions don’t crit and the newly added condition via minor #1 does no damage
  • the majors revolve around signets and increasing critchance (with no way to capitalize on that crit rate though) and a bit of spirit weapons and burning
Valor:
  • the minors promote endurance and empowerment via block (#1 Block @50% health #2 Courage (block) recharges on rally #3 gain might on block)
  • the attributes of the traitline are toughness (which interacts well with both the minors and majors of the line) and critical damage (which seems to be completely misplaced aside from a single major trait – Retributive Armor)
  • the majors revolve around Meditations, Shields and toughness boons that are applied to allies.
Honor:
  • the attributes of the traitline are vitality and healing increase which is a good combination in itself and interacts well with the last two minors.
  • that the only trait benefiting from criticals is here in the traitline that is the least centered around crits leaves a sour aftertaste though.
  • the majors revolve around Shouts, Aegis and Symbols
BROKEN ABILITIES AND TRAITS

Resolute
breaks Battle Presence – once you improve your passive Resolve it’s not handed out to nearby allies anymore.

Zealous Blade (trait)
does not make your greatsword attacks heal you.

Meditation Mastery (trait)
does not affect Judge’s intervention and Smite Condition. (all other meditations are)

Sanctuary (utility skill)
is so small that in some cases it’s not preventing enemies from hitting the person right inside the dome with selected melee attacks.

Signet of Mercy (utility skill)
 activation seems to be nonfunctional at the moment.

Leap of Faith (#4 greatsword)
leaps over the target if activated from an elevated position.

Symbol of Protection (#1 hammer chain)
seems to have no noticeable interaction with Writ of Persistence.

PERHAPS NOT WORKING AS INTENDED ABILITIES AND TRAITS:
Improved Spirit Weapon Duration (trait)
only increases the duration from 15sec to 20sec, not to 30sec as the trait advertises.
Perfect Inscriptions (trait)
does not update the “boon” tooltip for Signet of Judgment and Signet of Resolve – i couldn’t tell whether or not the actual damage reduction or condition removal is increased.
Renewed Focus (elite skill)
has a wrong cooldown listed (180sec), or a wrong cooldown (100sec).
Virtue of Courage (virtue)
s tooltip in the class mechanic bar still lists the passive Aegis as being applied every 30seconds.
Contemplation of Purity / Signet of Mercy / Judge’s Intervention (utility skills)
break stun when you activate them, but can then be canceled via dodge to only put them on a 5sec CD.
Shield of Absorption (#5 shield)
lists 4sec duration while the shield only lasts 2sec.
Orb of Wrath (#1 scepter)
travels along the ground, making it impossible to hit anything on a platform over jump-height even if the opponent and the guardian are in direct line of sight or on the same level. pathfinding seems to be an issue for hitting structures too.
Flashing Blade (#2 sword)
uses different position data for the teleport and the swordstrike/aoe-blind, which can lead to the ability dealing no damage and no blind being applied.