Talk:Weapon of Warding (PvP)

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Made of Win!...Thats what you guys say? Right? +4 Health Regen and 50% of blocking is a winner in my book.--ShadowFog 13:32, 23 September 2008 (UTC)

Unremovable too. -- Ritualist euphoracle | talk 22:48, 8 October 2008 (UTC)

best skill in the game, discuss.[edit]

217.120.229.159 14:07, 9 October 2008 (UTC)

There is no best skill in the game, only the best skill (or skillset) for the job.- TheRave User TheRave sig.png (talk) 14:08, 9 October 2008 (UTC)
There is. It's called Weapon of Warding. (Or ofcourse, dshot or frenzy.) 217.120.229.159 14:15, 9 October 2008 (UTC)

Can you believe I can actually summon Wanderlust AND Shadowsong with this?... I don't! But everytime I go AB it works!--ShadowFog 14:41, 9 October 2008 (UTC)

The best thing is in one attribute that provides healing unlike the Monk which Guardian and the healing skills are in different attributes. That one of many good points about this.--ShadowFog 14:46, 9 October 2008 (UTC)

Agreed, it's a brilliant skill :D Nikdanbro 20:35, 13 October 2008 (UTC)

In honor to you, Mr./Mrs. IP. If you are reading this, I too am also disappointed.--ShadowFog 03:54, 6 March 2009 (UTC)

It will still save my monk from a spike. Unless they forget to not wand. >.> And goodbye ever using this with H/H in pvp. Vili User talk:Vili 03:56, 6 March 2009 (UTC)
This is lame bullcrap. Apparently they nerfed this so it couldn't be used on the guild lord in GvG. I have a simple solution that even someone mentally handicapped could have thought of- Weapon spells now last 1/4 duration on the guild lord. Plain and simple. Make it part of amulet of protection or whatever.
They were trying to nerf it for all the npcs, not just the guild lord.
Ok, then make it target a party member instead of allies.
"We'll be keeping an especially close eye on how this plays out to see if we need to approach this issue in a different way.", You will need to approach this issue in a different way. Resto Rts in AB are a cool alternative to monks, with added multiple heals via Life and Recuperation, at the expense of hex removal. Weapon of Warding is a way of countering degen hexes, with GW 8-skill only system and with it's cost and recharge I'd say the protection function fits in fine, because combined heal/prot is what resto rts do. Monks are better at specializing one way or the other. By (further) nerfing Weapon of Warding, resto rts are effectively taken out of favor at all, and for what reason? Because of some NPC issue for crying out loud?? Then take skills that make attacks unblockable. There are plenty! 84.104.80.120 07:00, 6 March 2009 (UTC)
I hope someone will get fired for this updates, especially for the ritualist ones. It's ridiculous that a 10 energy, 1 sec cast time, 8 sec recharge for 10 sec duration at 14 resto (before spawning power) is considered overpowered. And npc issues are ridiculous too. We're not talking about a 75% of blocking, it's 50% and a +4 regen that helps just a bit if you are under attack. Considering the last updates, i feel the balancing team isn't really playing gw... El Gallo 09:07, 6 March 2009 (UTC)
Actually, this was a pretty good adjustment, no complaints from me and I spend 80% of my time in game running flags as a ritualist using WoW. Misery 09:22, 6 March 2009 (UTC)
Yup, this isn't hurting a well coordinated team, but i'm talking about all the other pvp instances where you must heal npc (jq) or where you are teamed with random people. El Gallo 09:35, 6 March 2009 (UTC)
Try Weapon of Resilience, it's amazing for keeping NPCs up. Keep WoW for casters, it's expensive and doesn't last very long. Misery 09:42, 6 March 2009 (UTC)
I like Resilient Weapon a lot, but it doesn't give block chance and takes up a skill slot. It's one of those fantastic skills which ought to see more use but doesn't because there are too many other great skills to take first. But now that WoWarding can't be used on anything and everything with equal effectiveness, maybe... Vili User talk:Vili 10:41, 6 March 2009 (UTC)
Actually, over half the flaggers in the game have been using Resilient for a month or two now. It's a really good skill which I admit I underestimated. Misery 10:43, 6 March 2009 (UTC)
Yeah but flaggers/runners are specific to just like two PvP formats; outside of there, Resilient Weapon is about as common as Melandru's Resilience (i.e. only run by crazy folk who refuse to follow the meta), and I'm including PvE in that. WoW was just the way to go. (would be like saying Caretaker's Charge is commonly used everywhere) Vili User talk:Vili 10:48, 6 March 2009 (UTC)
Meh, not every skill can be useful in every format. Misery 10:56, 6 March 2009 (UTC)
Wut? You mean this thing? Resilient Weapon? How the hell that compares to Weapon of Warding? First of all you need to be hexed and only helps if the foe is using hexes which in other formats is almost useless, but dont tell Anet,+24 armor unstrippable weapon against hexway is bad. Second, exactly right, only good for casters and running... wtf. Versatility destroyed. A great weapon in other formats gets destroyed because of some lame Q.Q in GvG? Damn.--ShadowFog 11:54, 6 March 2009 (UTC)
Did you miss the part where it also works on conditions? Vili User talk:Vili 12:30, 6 March 2009 (UTC)
Have you ever PvPed? Because if you did, you know everyone runs hexes, and definitely runs conditions. It's hex meta in RA/TA btw.Pika Fan 12:31, 6 March 2009 (UTC)
Oh noes!! I missed that!? Dear me... WTB 50% of blocking for my attackers with variety, WTB back the old WoW.--ShadowFog 13:23, 6 March 2009 (UTC)
We should make it even more versatile and give it a 50% fail rate on enemy spells so it "blocks" spells too, that would be a lot of fun. Misery 13:26, 6 March 2009 (UTC)

"Ok, then make it target a party member instead of allies." Eh, yes.--ShadowFog 15:15, 6 March 2009 (UTC)

It's too bad there isn't a single targetable skill (exept res, but those are entirely different) in the game that works that way, so it would probably involve some sort of massive coding rework, and the Live Team doesn't have the resources for that. Vili User talk:Vili 15:19, 6 March 2009 (UTC)
"massive coding rework", I don't believe a word of it. What bothers me most about this change is that it removes resto Rts from sustaining agressive 4v4 / AB / FA teams with decent heal/prot with the silly "ends upon attack". I mean what use to a resto Rt then, being just a weaker type of monk? Now you can't get your WoW and charge in on a shrine to capt - unless you're a caster. And for what.. just for a GvG NPC issue. What a load of bull. The people who came up with this clearly have no love for the Ritualist profession. This skill has been castrated. PuppetX 20:53, 8 March 2009 (UTC)
Don'cha remember when Izzy said it was impossible to scale knockdown duration cause it was hardcoded or some bull like that? Even the simplest changes require massive reworking and so aren't as simple as you think. Vili User talk:Vili 08:03, 12 March 2009 (UTC)
Love it! They nerf warrior stances to prevent castor classes from abusing them then they give castor classes a better one WEAPON SPELL to fill the Void. Heal regen+50% block + whatever other support spell you want to put on them = untouchable. At least stances can be remove there is to date still no way to remove Weapon Spells from foes. Geez really if this is any insight into the minds of the developers I shudder to think of what GWII is going to be like. Already u can see that Fighter Classes in GW 2 are going to be Slow Moderately Armored, Berserkers. And Castor Classes will be fast Long Range High Dmg GODS of PWNAGE. "Hey look at that warrior running towards me geez whiz all that armor is going to make it hard to kill him, that is what I would say if I didn’t do uber dmg+degen+snares from 100kilometers away :)". watch it happen they are going to thrill you with lots of classes but you'll soon find that castors can easily counter everything fighters do and they'll justify it by say "oh but they have more armor" never mind that all castors will have armor Buffing Spells that will make their armor 3X times higher than Fighter Classes... Think I’m joking? Watch it happen! Look at the skills they tweak, 80% of the time is Fighter Class skill Duration DECREASED Damage DECREASED Conditional DECREASED Non Conditional Effect REMOVED. Then you Look at Castor Skills and its Duration INCREASED Damage INCREASED Conditional effect Increased Non Conditional MADE EASIER TO ACHIEVE AND INCREASED. Or they completely rework the skill and it goes something like this... Fighter Class Skill changed Functionality to You Suck. Castor Skill Changed Functionality to You lightly graze the number pad and WiN the game, 100platinum is Wired to your Storage Deposited and Party Van Full of hot Girls pulls into your driveway. Ok I may have blown this a bit out of proportion but you all can see the trend going on here can't you? And do realize that it’s the same thought process that is going into GWII! 174.144.43.237 08:36, 10 March 2009 (UTC)
Exaggerations aside, it's true that the current balance between melee and casters (or ranged vs melee, anyway) is lopsided. Having range is a huge balance aspect; it just doesn't make sense if a Ranger/Elementalist/whatever can outdamage a melee class, since they have to work so much harder and are overall much easier to counter. Melee rarely stack in the same way paras or SF eles or rspikers do, either. Shadow Steps tried to break this, and still mess up the equation even after ANet nerfed most of them. And so on... Vili User talk:Vili 08:03, 12 March 2009 (UTC)
"massive coding rework", u gotta be kidding me. if ANet can't have the brain to do a simple If !() / Else command, well they are completly dumb! This is a game goddammit which means all spcripts are well knowen and stored. The fact that res cant target a npc means they should only copy/paste it into WoW script. So if they are really messed up this can still be made in a short time. There is no need of rewriting the game and if such a simple thing can cause a rewriting... well then programmers can't do their job right. --89.139.108.169 07:30, 13 March 2009 (UTC)
All I'm saying is that things which seem like they ought to be excessively simple, usually aren't so, or at least that is what ANet tells us time after time. Whether they are telling the truth or not, none of us can know. Vili User talk:Vili 07:45, 13 March 2009 (UTC)
10/09/08 game update. --75.71.65.101 07:49, 13 March 2009 (UTC)


SUCK AT EDITING WIKI DISCUSSIONS. I'd just like to say. "Disarm"? it's already aptly named, and it'd be nice to give warriors some utility for once.

Forgive me if I overlook any roles, but.

Covering the non-casters

Assassin: Can spike with the usual builds, has lots of snares and hexes in deadly arts, has enchantments in Critical / Shadow, has lots of mobility too (thought not lots of IMS) Rangers: Thumpers worked, and so did escape scythes to an extent. Then they have the usual interruption and degen pressure. Dervish: Admittedly, not much in pvp. Wounding strike. but they have alot more enchantments, and enchantment stripping, self-heals, multi-target damage. Paragon: Support, mostly, but they can apply daze effectively, Cautery signet gives them the opportunity TO strip conditions. They've also got much better shouts than warriors. (as they should, though.)

Whereas Warrior's have.

Sword -> Sever/Gash or you're doing it rong. Almost always cripslash Axe -> PRage for a bit, Shock Axe, or WE Axe. Hammer -> Knockdowns, either Magehunt, or Erfshakur.

Yeah, so they've got some stances available as utility. They're often not warrior-friendly though. Shouts? All nerfed afaik. Tanking doesn't work in pvp, and other than applying BIG DOMOGE (inb4 this is what warriors are for) they have NOTHING ELSE to do anymore. I can get by in pvp with a warrior with probably only four bars, and fit any group, as fantastic as this is, it just shows how little versatility there is within the Warrior roles.

I ranted more than I meant to, might wanna move this. 86.10.251.162 14:31, 1 April 2009 (UTC)

Unfairly Nerfed[edit]

I suppose this is a moot topic considering that the GW1 (and guild wars 2, lol) competitive scene has been dead for quite some time now, but I find this skill not reliable enough in the lower forms of PvP which are still active. Teammates too often attack and lose its effect even if you ping the skill, which ends up being a waste of 10 energy. All things considered, a rit wasting 10 energy is not the same as a monk wasting 10 energy due to the ritualist having excellent energy management, yet it is still troubling. I would prefer if this skills removal triggered on attack skills only, that way casters could be immune from its removal. If not that, then perhaps a trigger for removal whenever the target attacks with a martial weapon, that way caster are (mostly) immune and physicals not at all immune (would also keep that whole Guild Lord/NPC scenario in check, should it even matter nowadays). 68.198.97.123 05:55, 8 March 2019 (UTC)

I usually stay far away from talk page topics about the game rather than the contents of the wiki, but I have to disagree here. This is an effect that cannot be removed by the opposing team, with plenty of targets to use it on. You wouldn't waste this on a damage dealer, nor a monk using adrenaline skills for staying alive. There are plenty of caster professions that have no business auto-attacking the opposing team (except for very niche situations), that are easily targeted by physical attackers while they're doing their thing. The 50% block plus minor regeneration plus the effect not being stripped by the enemies is very potent and justify the cost of this skill. The unique spell type is easily monitored in the party screen to boot. But as is the case with every support skill in low-end PvP; don't balance a skill around the stupidity of other players. - Infinite - talk 12:17, 8 March 2019 (UTC)
Yet it is routinely wasted on players who indeed wand when they have no business wanding. I cannot control the actions of other players, hence why I wish this skill were balanced in favor of such. In fact, it even was for three years before they decided to add the "removes when attacking" clause. GvG might be the premier PvP format where the level of cooperation and communication makes this nerf near irrelevant, but it is the most popular lower end PvP arenas where this nerf is most effective. Quite unfortunate, given that lower end PvP teams rarely have the coordination and level of skill needed to abuse these skills to the point of overpoweredness anyway.
Regardless, I prefer using Resilient Weapon on other players anyway, preferring to keep Weapon of Warding for myself. WoW of course remains a potent skill no matter its removal effect.68.198.97.123 14:27, 8 March 2019 (UTC)
You could perhaps make the same argument for the vast majority of PvP Paragon skills: nerfed because of what they could do in organised teams, leaving them pretty terrible in any format with random formations. Anyway, to add to the above, the other reason why this makes guardian look bad is the duration. Honestly though, the visuals of this are so obvious that people who break it by attacking would have to be mid-attack before they reacted, or simply not notice or be aware of the visual. Loggy (talk) 19:10, 8 March 2019 (UTC)