Guardian hammer #2 and #5

Guardian hammer #2 and #5

in Suggestions

Posted by: Ludo.5201

Ludo.5201

I find that these two abilities have too much of a “studder” to them and are often breaking up fluid movement and fighting. This might of course be the general intent behind making hammer#2 stop for 1/4sec before leaping 300range (the stop together with the short range renders it pretty much useless as a gap-closer) and the skill root of #5 (makes it really hard to use efficiency in a chase/kite situation). I saw that warriors got a fix to their hammer root equivalent and started wondering if a-net simply overlooked the guardian one.

I might be asking for the impossible here, but my suggestion is to fix #2 and #5 to make hammer even more of a guardian weapon, which makes sense imo.

(edited by Ludo.5201)

Guardian hammer #2 and #5

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Posted by: Ivitty.9624

Ivitty.9624

Yea, this seems to be a fair change.

Guardian hammer #2 and #5

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Posted by: Whitey.6185

Whitey.6185

I mainly use hammer #2 for a blast finisher in combo fields, good to use after the #1 chain for area ret.

Guardian hammer #2 and #5

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Posted by: Svarty.8019

Svarty.8019

Shhh, Guardians don’t exist!

Nobody at Anet loves WvW like Grouch loved PvP. That’s what we need, a WvW Grouch, but taller.

Guardian hammer #2 and #5

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Posted by: roachsrealm.9284

roachsrealm.9284

Ive never found this to be a problem myself. Typically I use skill 2 to blast finish only since it does little else. It has a niche use that’s effective, but little more than a bonus. The slight delay has never been an issue in any situation where I needed it.

Hammer 4 isn’t about kiting and chasing someone down at all in my experience. You stay in one place and either keep enemies away from you (so why chase them at all) or keep them from getting away (so you no longer need to chase them). The skill works great for what it does. Removing the rooting would only make the skill redundant.

Smitten Mittens (The Gothic Embrace [Goth], Fort Aspenwood)