The recent patch notes have brought on a lot of discussion about the Guardian’s flaws and the tools we’ll need to keep up with an accelerating metagame. In light of that, I thought I’d put together some of my ideas on how our upcoming Elite spec could help us accomplish this.
I know that the current Dragonhunter has likely changed since the last time we saw it, and I know that these types of topics rarely yield actual changes in-game, but it was a fun brainstorming activity for me regardless. I don’t think these suggestions are perfect, and I’m certainly not any sort of authority on the Guardian, so constructive criticism is welcome.
Let’s start with the Longbow!
Previous Version: The existing version of the Longbow has some quirks, but it seems like it’s intended for teamfighting from afar and thinning herds of distant mobs. For example, its autoattack has a conditional cripple, and True Shot self-roots. These aren’t desirable traits in single-target fights or duels. Furthermore, the recent Virtue nerf will make it harder to support our team from the back lines, and I think the Longbow needs to be more versatile to account for this change. This will require reworking both its skills and associated traits (discussed later).
Revised Longbow Skills (All skills have 1200 maximum range)
Puncture Shot: Fire a bouncing arrow between multiple nearby foes. If an arrow strikes a target with at least 2 stacks of Burning, the target is crippled for 1 second. 20% projectile finisher, 3/4 second cast time per shot.
True Shot: Effect unchanged, but base cooldown increased to 6 seconds.
Deflecting Shot: Effect unchanged, but base cooldown increased to 12 seconds.
Symbol of Energy: Chain skill. Fire an arcing arrow that Burns targets at its destination for 2 seconds and creates a symbol that grants Vigor to allies (5 second duration). 3/4 second cast time, base cooldown increased to 25 seconds.
Lightspeed (Chain from Symbol of Energy): Teleport to the center of your Symbol of Energy. Chain resets and goes on cooldown after the Symbol’s duration has expired. 1/4 second cast.
Hunter’s Ward: Rain arrows down on the target area for 2 seconds, pulsing damage to enemies 4 times and Crippling them for 2 seconds with each pulse. When the barrage ends, create an impassable barrier around each enemy still inside the area for 4 seconds. 50s cooldown.
Notes:
-Puncture Shot’s change was intended to make the skill perform more consistently across different types of encounters while retaining its conditional control. With the previous version, Rangers would have an especially bad time with it, while the skill would just be a slow, regular autoattack in 1v1’s and many boss fights. The number of required burning stacks could be raised if the condition’s too easy to meet.
-Everyone wants a ground-targeted teleport, but Guardians aren’t meant to run from fights. My solution is a slow, telegraphed teleport via Symbol of Energy. This will allow a Guardian to disengage from fights, but not immediately, and opposing PvP’ers will know exactly where we’re heading in advance. Alternatively, it can be used to engage from afar and bring the Guardian back into range for supporting allies with Virtues, Shouts, etc. This solves two problems simultaneously without making Judge’s Intervention obsolete.
-Hunter’s Ward was too long of a CC on too long of a cooldown, which is generally boring and not always desirable for PvE content. I sort of fudged the numbers here by mashing Ring of Warding and the Ranger’s Barrage together, and I’m open to changing the durations if people think they’re off.
Continued below: