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  1. Moving on from my previous "Jack of all trades, master of none" build... In my previous build, I stated that "The Guardian is not best suited for burst damage or ranged damage". I still stick to the "ranged damage" part of my statement, but I was soooo wrong about the "burst damage" part. TL;DR skip to the actual build - but first a little bit of background that lead me to this build. I was getting more and more involved with WvW battles and thought my mighty tough guardian can take any amount of punches no problemo. 'Bring it' and see what I care was my motto. Result: Downed, death, run back, charge in, downed, death, rinse and repeat. The thing is, in any 1v1 scenario, having a bunch of shields and damage mitigation is a handy trick (the sudden cling-cling, ching-ching of a thief attacking was like a fly to me - shoo fly), but when you're charging into a battle with 20 other players who most likely a more skilled player than you, your shields only help to postpone you death by a few seconds and then it's oh-so-over. All the guardian shields have a fairly long cool down, so when you're all proud of yourself for not taking any damage that first few seconds of a fight, the next few seconds is just a battle for survival to see if you can get back to your team mates. And death is very frustrating for an all powerful guardian, trust me, I've died many, many times in WvW. So I tried the support guardian which deals very little damage, but buffs the friendlies like crazy and gaining life for every buff. Sounds great and works great in large groups. But fails in small groups and also fails my playstyle. Quick note about my playstyle: Apparently I can't help myself from rushing headlong into any battle shouting "FREEEEDOOOOM!!!!". I've tried holding back and staying close to the numbers, but sooner or later I'm back in the thick of things, dying with a sad face. I had to reconsider what I'm going to do about my horrible WvW situation. I got a level 80 ranger just for the sake of dealing reasonable damage from a distance, but heck, even my ranger was charging headlong into battle when my bow skills were on cool down... Back to playstyle... Then I started thinking that I should probably try and kill my apponents as fast as possible and call that damage mitigation, rather than see how big and strong I can pretend to be on the field. So I thought about an all out crit damage warrior. I played a little PvE warrior and just missed my guardian so. So I started thinking about an all out crit guardian! Thoughts at work, thoughts at home, thoughts on holiday, even thoughts in my dreams! So back to the build: A note first: this guy (called Uncledolan from here on) created a build that is 99% what I had in mind, and after reading his build, I adjusted mine to be 99.99% like his. So for a better build read, follow the link and forget about mine. I just feel like carrying on with my post, since it adds 1 to my post counter and I spent too much time thinking about this build not to at least try and get some credit from it. So back to the build (again): The crit guardian. ROTFLOL I hear you there from across the pond. No, I'm quite serious. And it throws me far off my beaten track of locking down enemies to give 'em my two scents worth of damage. I'll list a few things that I unfortunately had to do away with. No knock downs, stuns or snares.(rather unfortunately, but there are not enough skill slots available for the whole shabang). Only the greatsword "Binding Blade & Pull" remain and it's more difficult to land than a 747 on a WW2 aircraft carrier. My automatic 10 points in the Virtues trait for the extra effects on virtues and added cool down of virtues. (real sad about this one). No swiftness (unless roaming out of combat and equipping staff). So getting around is a bit of an issue, although in large groups swiftness is cast often by players. But I'm thinking that if I have to turn tail and run for my life, the fight is probably already lost and I might as well "/sleep". Two handed mastery (two handed weapon skill recharge 20% faster). Not such an issue as I initially thought. This was another trait that existed in all my previous builds. A good chunk of vitality. My "can't touch this" attitude. Things I gained: A new best friend in my short sword. Daaaaamaaaage!!! Again the theory of Getting close and stying close: Bear in mind this build is formed from a WvW point of view. Actual RL players sees you running at them with a bad attitude and have ample time to prepare for a bit of a skirmish. Now a ranged attack is ideally suited to keep your distance and apply whatever damage you can within the safety of friendly numbers. The guardian's ranged attack does not offer that luxury since the sceptre might be good for slaying rabits along the way, but for WvW you might as well be shouting insults at enemies. Sceptre (apart from the 1 sec stun) is useless in WvW. So I thought a lot about closing the gap between me and enemies as fast as possible without giving them time to react. Teleport perhaps? Enter "Judge's Intervention" and short sword's "Flashing Blade"! These 2 were so far out of my mind for general PvE play, that I actually totally forgot to even think of them as being any use in WvW. Weapons, Skills, Traits Skills: Judge's Intervention is a meditation skill that teleports 1200 range and burns nearby foes. hmmm... meditation... burn.... So I based my build around these 2. Add Smite Condition as another meditation skill that removes a condition and damages foes. We want to reduce cooldowns on meditations fer sure! And as Uncledolan kindly pointed out: Traited meditation skills heals you (for 2K mind). So loosing a block might not be so bad at all. Smite Condition traited has a 16sec cool down, with 2K heal and damage dealt with condition removal. A single block does not do all that! One good hit from an opponent is probably 2K worth, so replacing that 2K as a heal rather than mitigate it as a block actually sounds a whole lot better if you're dealing damage and removing a condition to boot! 1 skill left.... "STAND YOUR GROUND!" - probably the one skill always in my skill bar. In WvW stability is such a necessity, but having some retaliation along with that is is even better! And take into account that you're giving these boons to allies - nobody ever complained. Healing skill remains Signet Of resolve traited with cool down reduction. Elite skill is renewed focus, although I found that you have to use this not as a last resort just before dying, but actually when your health is at 1/4 and dropping. The 3 secs invulnerability is purely from direct attacks and not any conditions you're already suffering from. Also, I found that I still get the effect when dodge rolling "out" of my stationary position when this skill is activated. I can't really say that this elite feels more elite than "Save yourselves", which I would like to have in my list of skills in place of Renewed Focus. Alas. In dungeon runs, this elite skill will be swapped for "Tome of Courage" which gives a 100% heal to all allies within range. Damage: This is where the hurt has to step in once you ported right on top of your target. So ordinary damage of weapon and strength is NOT the way to go in WvW at close range (and I learnt that the hard way). Since the only real condition the guardian spits out is burning, don't even rely on condition damage. We want increases in critical damage and critical percentage. Crit percentage above 45% is good, but get this above 50% and you'll be critting basically all the time. (well, half the time in theory, but it feels a lot more since we all like button mashing). Weapons: Short sword & Focus Problem: how to maximise damage with this little feller? Sollution: TRAITS! Right hand Mastery adds 15% critical chance to one handed weapons Powerful blades adds 5% damage on swords Fiery wrath adds 10% damage to burning foes (and they will be burning if you ported on top of them with Judge's Intervention). If they stop burning, then activate virtue of justice for just a little more roasting and turn them from medium rare to well done. Add a Sigil of force in yer sword for a reasonable 5% more damage and I think you've done about as good as you can hope for. The focus adds a blind and regen as well as a shield. Not bad at all and I prefer this to the additional burning a torch might provide, since you're not staying on the short sword for too long before swapping to the great sword (after using the short sword teleport). Shield is nice, but as you'll read later - you don't want to linger around cowering under a shield just postponing your inevitable death. Greatsword Problem: how to land all of yer Whirling Wrath (normally easily avoidable by little children) Sollution: (thanks to Uncledolan) insert Sigil of Hydromancy. Now when you swop weapons to yer greatsword after a whole lot of pain your short sword just dished out, this sigil freezes enemies and slows them down long enough to bask in the glory of all your whirling wrath. Watching those damage numbers fly around always gives me a nice big fat smile. In PvE this is not really such a rewarding feeling since mobs will normally just stand there until dead. WvW is all about that triumphant feeling you get when you bested a "smart" opponent. When your weapon swap timer is close to finished, use GS-3 to get nice and close to release GS-5 for your best chance of landing it. Pull enemies close, switch to short sword and release the pain again! Traits: 10 Zeal with Fiery Wrath (+10% damage to burning foes) 30 Radiance with Signet Mastery (20% CD on signets), Powerful Blades (5% damage with swords), Right-hand Strength (15% crit chance with short sword) 30 Valor with Meditation Mastery (20% CD on meditations), Purity (loose a condition every 10 secs. But swap this out for whatever you like), Monk’s Focus (meditations heal you) Gear: Ok this is always the big question! Is my gear good? Heaven really knows. Wear your pajamas if you feel comfortable. Uncledolan prescibes Knights Armor. My thought is (the same as Uncledolan) to get hold of 6 Beryl Orbs for your crit damage increase. Strip down to yer jocks but leave on yer jewellery! We don't want to be exposed to all yer au' natural glory! Jewellery is expensive so see what you can "make do" with and replace only sockets where you it would be to your real advantage. Ok so now yer nekked, loving the breeze and wondering if you should head into battle? No, we're gonna get you dressed. We want crit % to at least 45% when equipped. So slowly add pieces of armour until you reach your goal. Keep in mind that you can buy Bowl of Curry Butternut Squash Soup for a reasonable amount (5-ish silver) and Superior Maintenance Oils also adds some precisions. Crit % is more important than crit damage, since there's no point in doing 200% crit damage if you only land a crit 20% of the time. Gearwise you want as much items that offer precision to get your crit chance as high as possible. But don't leave health, power and toughness out of the equation. Get dressed with any item you already have with precision modifiers. If you have to buy items, do it on an order basis at the trading post and save yourself 50 silver a pop but then buy Knights armor pieces. I suggest getting gloves, shoulder and boots, since your chest and legging pieces offer the most modifiers to power and toughness (which you might already own). The Beryl orbs are for adding crit damage, but if you prefer any other items that might boost crit chance or crit damage then go for it. Crit damage has a baseline of 150%. so anything you add to that is a bonus. +10% from Fiery Wrath + 5% from Powerful Blades + 5% from Sigil of Force +12% from Beryl Orbs +10% from Curry Butternut Squash Soup +30% from the Valour trait line That's 222% crit damage WITHOUT any modifiers from armour or jewellery A reasonable argument to give your crit chance preference? No? Play style: Uncledolan gives you a fairly comprehensive solo WvW approach, but mine is more of a ninja-sniper approach. You don't want to run around WvW alone all the time:) And sometimes culling just get's me into all kinds of trouble so, until that is sorted out, I am very cautious about rushing at a single red name. WvW - the ninja-sniper: In a group: stand, look, search, identify. Now that you have your target picked, port right on top of them and let go with sword 3. Then sword 2 to port right back on the poor flabbergasted, retreating suspect and switch to great sword to slow them right down to snail's pace and let go with GS 2. Give the sorry soul a few more flurries of some great sword goodness and watch your weapon swap timer, while making use of your virtues F2 and F3 to negate a little damage. When the timer reaches 3/4 use GS 3 to jump at your target and do a GS 5 (only once). When the weapon swop timer is ready to equip yer terrifying short sword of fury, plant a GS 4 at your feet and hit GS 5 to pull your target in again. Swop to short sword, hit F1 for some burning, and let go of another sword 3. Result = man down. At this stage you should be almost dead yourself from the enemy group giving all they have one you alone. If you think you can plant your target to death, then shout "Stand your ground", get the job done and retreat back into the safety of your group. PvE - the superhero: Here you can let loose with all kinds of hurt. change you skills to whatever suits you best, because surprising an Npc is not really important, they all die fast. In zones above level 70 the teleports can be used to great effect to save your sorry dying hide, by (thanks to a tip from Uncledolan) selecting an enemy in the distance and using your 2 ports and GS jump to open up a 2400 gap. Dungeons - the 5th party member: Something I should really pay more attention to. In early dungeon runs I tried my best to play the "role" of the guardian and get as many buffs to my party while trying to take the bulk of the damage. Later on I've come to appreciate that the need to stay alive out weighs the need to buff party members. So treat your uber damage dealing guardian with respect in dungeons. Go in, do damage, take a few hits for the team, but stay alive! Retreat and cower around the corner if you have to. The 10 seconds you are out of battle with 4 party members still in full battle is better than the 10 seconds spent for one of 'em to rez you and only 3 are in battle and the one rezzing you taking damage rather than avoiding damage. Granted, I only did one FoM run with this build so far but I came to appreciate that the damage output is still astounding by my guardian and I finally feel that I'm the 5th party member and not the 5th wheel at times. Damage = in any RPG. This build has a ton of hurt goin out. I had a 10K hit combo on a WvW Keep Lord and I think that's pretty good. Lot's of other better skilled players than me do probably double that, but for me that was a first and I felt pretty proud (well my chest was touching the desk). I'm yet to do a full analysis of my current gear with Max's tool, but that will come in a day or two... And here we go with the stats (no under water stats...)
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