Made a laodout guide for guardians :)
Please check it out
http://www.youtube.com/watch?v=Aq5pOI_YE5I
Made a laodout guide for guardians :)
Please check it out
http://www.youtube.com/watch?v=Aq5pOI_YE5I
I would have gone with a chaos set, Callahan/Valiance, Shiver, WRH and Rig. Being a "control guardian" is all about capturing and holding a point. That means keeping enemies as far away from it as possible. Shiver instead of Voltedge because if you're being attacked from more than one angle, or if you have to leave the point for any reason, Shiver is better at keeping them off. Callahan/Valiance instead of Polaris because the bullets are faster and both have massive stopping power, as well as Callahan's stun chance. Chaos instead of Skolver/Vog for the CTR on the Shivermist and the damage over Vog asi. And Rigadoon instead of FF/BTB/Flamb because the stun chance makes anyone a sitting duck if you get lucky. Remember this is about point denial, not damage.
P.S, don't be surprised if you do this and get a low score in damage caps and defends. This is to be expected.
@Klipik:
I'd disagree on Callahan; missing with that gun is punishing even for a recon with max ASI, so Guardian with its gun attack speed decrease (ASD) makes it even more punishable. The shots from Valiance/Antigua/Pulsar/Catalyzer line are much quicker and let you move around, so you can use that as a temporary interrupter before switching to a stronger sword.
Though Skolver has gone down in use with the rise in BKC/Chaos, it's still a loadout that most people can switch to in order to knock out a shiver bomber. I find shock to be more of an enemy deterrent.
@Goldeneman:
Shield is the best. I know you were just making the point to block your status'd teammates from bullets, but shield is a double-edged thing. If they play reliant on it, they'll play sloppy and cause it to break sooner, but at the same time, shielding them when they ARE playing correctly can multiply their effectiveness. To that point, don't stand next to a statused teammate - that also makes it easier to break the shield.
I'd like to point out that Voltedge charge is very susceptible to Alchemer charges (while charging, there aren't invincibility frames to protect you, so that makes it so you can get hit by 2-10 bullets' worth of damage AT ONCE). Even full-health guardians can get killed in one shot.
My loadout (no UVs):
-Chaos Cloak
-Chaos Cowl
-Warmaster Rocket Hammer
-Valiance (level 2)
-Freezing Atomizer (level 5)
-Gift of Autumn
-Tetra-heart Pendant
I've been playing this loadout all day, and I can report that it works pretty well for point denial. The fourth weapon slot for a toothpick as well as an upgraded mist bomb and better trinkets would definitely help, but I'm able to deny most captures pretty effectively provided the entire other team doesn't come at me at once.
but i do have a pretty effective set
Snarby Helm
Vog Armor[this doesnt sound very good, but it is for freeze, fire, and poison res]
Acheron
FF
AP
2 penta
This set gives me good defense against attacks and good attack damage too, and is very good for holding people off, the vog armor also helps with attack speed, i find this set good for keeping control of a point, i held their point for the entire game in this set.
This set does have some asi uvs, but i made this set before i had them.
If we're speaking purely about an aspect of controlling the point, then without UVs the most ideal set to consider is this:
Snarbolax Cap / Armor of the Fallen (obviously interchangeable for aesthetic purposes)
Final Flourish
Sealed Sword line weapon (DA/GF, your choice)
Valiance / Callahan if you want to be champion of the Guardians
Mist Bomb of some kind (really just depends on what you want)
Two Pentaheart Pendants
This set aims to take advantage of as many bonuses as possible, mainly within the sword and bomb categories. If we assume no UV investment is possible, this set carries a reasonable amount of defense versus shadow damage while still packing a modest punch with the Snarbolax boost, and also stacking the Fallen Armor's ASI bonus alongside of the Guardian's inherent ASI bonus/penalty to grant this set an ASI Medium for all swords, and also offsetting the negative ASI reduction from the Guardian mod for guns. What many people seem to forget though is that the Guardian mod also offers a +2 status resistance to all status effects, which is important to note in particular for this set. Looking at the bonuses we have so far, we have a +3 Freeze Res, a +4 Fire Res, and a +7 Poison res before the mod bonus is applied. Already, we are immune to Venom Veiler, so this set is arguably functional as a speedy striker if you need something that can poison-walk in a crunch. However, after the Guardian mod, it is also immune to Moderate Poison status (7+2 = 9, 9 is the threshold for Moderate), meaning you also eliminate the chance occurrence of someone's Obsidian Carbine getting a poison proc on you, which serves to reinforce your durability just slightly.
That being said, the FF/Sealed combo is as staple as you can become for LD in general. I figure if we're assuming no UV investment is possible, we should also assume purchasing the OCH pack is also equally impossible, and as such mentioning the Hammer would be a little odd. Now, with the negative ASI remedied for guns, it does open up a few options for our weapon choice. Obviously, the first choice should be something that shoots more than once, so that restricts us to a few gun lines. Out of them, I chose the Valiance because it will hit for reliable damage against most armors, so you don't need to feel constrained by the damage types in this case. However, Callahan gets a mention solely because of how a precise shot can really make the difference with it. But that's also personal bias because I love the Magnus lines. Lastly, I suggest a Mist Bomb of your choice in order to help establish a "perimeter" where you can remain while capping the point, or give your teammates a moment of respite if they're being chased onto the point. The only bomb I don't recommend investing in is Shivermist, actually. Even with the Chaos clones running amok, there's a fair few people who do have the BKC + Snarbolax set, which has enough freeze resistance to walk through it, along with several other sets. However, if you have multiple bombs, just make multiple loadouts and switch as the situation calls for it.
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tl;dr - this set aims to take advantage of the "jack of all trades" role in terms of applying bonuses across the board in order to help mitigate being deficient in any one area. It's a walking hulk of destruction, and proof that the "Fallen" aspect of this armor is more in relation to the people around you and not yourself.
Thanks guys for your ideas. I will try and use them in the next episode :)
Ret, why SS instead of WRH? I picked WRH because it's better at taking down shields and making up for the speed deficit you have because you're a not a striker.
"I figure if we're assuming no UV investment is possible, we should also assume purchasing the OCH pack is also equally impossible, and as such mentioning the Hammer would be a little odd."
His suggestion was under the assumption that having choice UVs is for game-rich players who (through purchasing or other means have a lot of Energy/cr) can afford to spend 100k+ on re-rolling UVs. In the same line of thought, OCH is out of reach for that poor f2p player. 3k Energy is a lot :|
- poor f2p player :(
The reason why I pick voltedge over hammer is because hammer is very slow without UV's. Also you have to kinda pay real money for it because its from OCH. Voltedge (or any brandish line) is good for new players as it is easy to use :)
(Dont forget to post some comments on the video too :)
The Hammer is no slower than anything else, with or without UVs. As far as "heavy swords" go, since technically it does fall into the same vein as the others, it's the fastest by far. You also no longer have to pay into the Steam version of OCH in order to obtain the Hammer, so the only real argument for not having it is the 3200 CE cost to purchase the DLC in-game. However, even at the most optimal F2P farming, it still takes something close to vendoring 5-6 pieces of Ancient Plate, if we factor in not needing to purchase sparks for your less than stellar player, and essentially no-death running FSC about 50 times. At that point, you're better off just heating up your own weaponry anyway.
Conversely, I disagree that Voltedge is widely accessible because it requires Krogmo Coins to obtain the recipes. By proxy, you can opt for the Combuster if you want to maximize your damage through status afflictions versus Chaos Clones, or you can choose to go with the now-popular Acheron in order to reap the damage in one fell swing. Voltedge is only worth mentioning if you're suggesting stuff to someone who's played LD long enough to have a majority of the recipes.
If you want a UV-invested setup, let me know. Ideally, it's a set that really shouldn't NEED to be pointed out to players but it's a niche enough concept to where you'll have very little trouble in-game with anything except players who are simply faster than you are. No status-y gimmicks can break it very easily, and for all intents and purposes it has actually adapted to the current metagame before it became what it is today.
<--- poorish F2P player with OCH
Personally I can see it being much easier to justify OCH as it's guaranteed return.
In what way is Combuster's charge better in LD? Voltedge charge instakills with the omgwtfbbq shock inflict.
Combuster's fire should be competent enough to one-shot, like Voltedge. The difference is that you'll have to wait so you might die meanwhile and the enemy might be able to heal up.
It's an argument of practicality and accessibility moreso than ideal loadouts. Sure, in an ideal loadout the Voltedge is probably the best "status' Brandish to go for if you're going to be that guy (hint: you don't want to be that guy). The impression the video lends itself to is being a way to create an affordable, effective class without having to be king of the UV market to do so, which appears to be the case by choosing to go with Vog + Skolver as opposed to doing something like Snarbolax + Fallen, or BKC + Fallen to maximize damage and retain a solid resistance against something aside from normal damage.
tl;dr - I'd rather go get a 25,000 cr recipe and craft that up instead of grind my way through LD to get a weapon recipe where the only applicable difference is a charge swing, which (if shocking people is your goal) other weapons do better and more frequently, without having to cripple yourself momentarily with a charge.
Why a Rigadoon instead of a Final Flourish or Barbarous Thorn Blade? =O