(edited by Zefrost.3425)
Can sword get some improvements?
I actually wish flashing blade was ground targetted and hit 3 targets, but thats just me I guess.
Leap on AA, I dunno, but I do think the 3rd hit should give retaliation
Think most people would soundly say no to projectile attacks on the sword.
One of the main problems on sword already is the fact the last AA is a projectile attack and will often miss vs moving foes.
As for the teleport, it would be awesome if it dropped a symbol when you reach your target.
Something that had a short duration & low-moderate damage (like symbol of protection) but gave might or fury per pulse.
(edited by Ragnar the Rock.3174)
I think the opposite way would make more sense, 300 range on first strike, 300 leap, then 150 melee.
I wouldnt like a leap on our auto, it would make it awkward and clunky to use like ranger sword autos.
I would prefer if they took the root off sword 3 and changed our projectile attacks on auto attack 3 into physical hits.
Nooooooo nonononono, No leap on the AA chain, anyone who’s played sword ranger knows how terrible that feels to use.
The projectiles being unblockable would be cool, and #3 needs some work.
No leap, oh gosh no.
Swords auto attack is fine in my opinion. Only issue I have is facing awarkadly even when enemy is right in front of me and they are targeted. Never had my 3rd skill miss other then odd positioning.
I also disagree with a leap on the Sword auto chain. As mentioned above, Rangers already have something like that, and it’s almost universally hated because of how hard it makes your character to control. I’d take our current auto chain over having to deal with something like that.
I think that the Sword really only needs simple changes to be in a good spot again, many of which have already been suggested here:
Sword Wave:
- Remove the “projectile” classification from the skill
- Reduce the reach of the cone and instead make it wider to improve accuracy.
Fairly self-explanatory. Not having melee autos reflected, having better accuracy while maneuvering around targets, and being able to strike objects properly are all basic quality-of life fixes that will make using the Sword feel much more natural. Otherwise, this is already a good auto-attack that’s unique for having 5+ hits per chain.
Flashing Blade:
- Apply the Blind instantly upon reaching your destination.
- Grant 3 seconds of Fury to allies within a 240 unit radius after teleporting.
Instant-Blind at your destination makes it easier to use this skill as a defensive reaction and can help the Guardian make clutch defensive plays. Right-Hand Strength helps make the Sword a critical-focused weapon, so giving it some source of Fury without help from utility skills or Pack Runes makes sense.
I would ask for a short-duration Symbol at your destination that pulses Fury, but given the usual rate of balance changes, minimal-effort suggestions seem more realistic.
Zealot’s Defense:
- Remove the root while casting
- Change the projectile destruction to projectile blocking for better trait synergy.
As it stands, using this skill can sometimes leave you in a worse position against projectile users because it allows them to gain distance on you while you cast. If we can move while using the skill, that also helps mitigate the poor accuracy it suffers from as targets get farther away. Changing projectile destruction to blocking shouldn’t make a huge difference now that our block traits have all been nerfed, but more internal synergy is always nice.
I wouldn’t really ask for much else on the Sword at this point. It’s a unique multi-hitting weapon that can be used in both power and condition builds, and it’s not really weak so much as it’s suffering from quality-of-life issues. Fixing those issues and giving it a couple small buffs would stop most of the complaints about it and make it feel much better to use.
I also disagree with a leap on the Sword auto chain. As mentioned above, Rangers already have something like that, and it’s almost universally hated because of how hard it makes your character to control. I’d take our current auto chain over having to deal with something like that.
I think that the Sword really only needs simple changes to be in a good spot again, many of which have already been suggested here:
Sword Wave:
- Remove the “projectile” classification from the skill
- retain the reach of the cone and as well as make it wider to improve accuracy and range of damage.
Fairly self-explanatory. Not having melee autos reflected, having better accuracy while maneuvering around targets, and being able to strike objects properly are all basic quality-of life fixes that will make using the Sword feel much more natural. Otherwise, this is already a good auto-attack that’s unique for having 5+ hits per chain.
Flashing Blade:
- Apply the Blind instantly upon reaching your destination.
- Grant 3 seconds of Fury to allies within a 240 unit radius after teleporting.
Instant-Blind at your destination makes it easier to use this skill as a defensive reaction and can help the Guardian make clutch defensive plays. Right-Hand Strength helps make the Sword a critical-focused weapon, so giving it some source of Fury without help from utility skills or Pack Runes makes sense.
I would ask for a short-duration Symbol at your destination that pulses Fury, but given the usual rate of balance changes, minimal-effort suggestions seem more realistic.
Zealot’s Defense:
- Remove the root while casting
- Change the projectile destruction to projectile blocking for better trait synergy.
As it stands, using this skill can sometimes leave you in a worse position against projectile users because it allows them to gain distance on you while you cast. If we can move while using the skill, that also helps mitigate the poor accuracy it suffers from as targets get farther away. Changing projectile destruction to blocking shouldn’t make a huge difference now that our block traits have all been nerfed, but more internal synergy is always nice.
I wouldn’t really ask for much else on the Sword at this point. It’s a unique multi-hitting weapon that can be used in both power and condition builds, and it’s not really weak so much as it’s suffering from quality-of-life issues. Fixing those issues and giving it a couple small buffs would stop most of the complaints about it and make it feel much better to use.
Yes do this, give me this, although let me change one part (will be in bold)
Zealot’s Defense:
- Remove the root while casting
- Change the projectile destruction to projectile blocking for better trait synergy.
As it stands, using this skill can sometimes leave you in a worse position against projectile users because it allows them to gain distance on you while you cast. If we can move while using the skill, that also helps mitigate the poor accuracy it suffers from as targets get farther away. Changing projectile destruction to blocking shouldn’t make a huge difference now that our block traits have all been nerfed, but more internal synergy is always nice.
Exactly this. This is why I rarely use sword in spvp. Against the classes that sword’s rooting #3 attack would do well against, you can do just as well with a mace mh.
Just in general, the AAs on all guardian weapons are boring. Most other classes have a variety of additional effects that aren’t just “hit for some damage.” Hammer creates a symbol… after a really long windup at the end of the chain.. which are immobile and not something even applied directly to the target.
Definitely feel like the Sword AA could do with a QoL update (and not fire projectiles on the third hit.)