Guardian Elite Spec - Paragon / Royal Guard
So what are your suggestions then? What does the weapon do, and where are the non-faceroll utilities?
So what are your suggestions then? What does the weapon do, and where are the non-faceroll utilities?
Someone posted a good idea couple years ago
Skill 4 would be strikes target, teleports back a little bit then reactivate to send a wave slash that applies weakening
Skill 5 would be strike with both weapons hitting twice granting yourself aegis and retaliation.
As for Profression mechanics Id say Activating Justice would apply burning to your next x Attacks instead of just one, resolve would be a slash motion in front of you that heals allies and damages enemies, courage would teleport you to your target applying aegis dealing damage. Something in those lines. Utilities would be Physical skills in a guardian aspect compared to Warrior and Daredevils
Spear main-hand anyone? Preferably as a ranged weapon. Scepter is okay, but LB stinks imo. I don’t know why some classes are unable to use spear outside of water.
Skill 1- general strike, or even a ranged strike, no CD
Skill 2- Sweep attack. Something like GS 2, or Warrior GS F1, short CD
Skill 3- Symbol, or range symbol. Something like GS 4 or scepter 2, long CD
I would do it like this: Spear 2 hand weapon is new weapon.
F1 – Command of Wrath – Grant burning and Might on every attack for 5 seconds to every ally in 900 range, max 10 targets.
F2 – Command of Resolve – Grant Regeneration and condition removal on attacks to every ally in 900 range, max 10 targets.
F3 – Command of Courage – Grant Protection and Resistance on attacks to every ally in 900 range, max 10 targets.
Basically, these Commands would buff you and 9 other allies (10 total) in 900 range for 5 seconds to give them different “effects” used when they attack.
For the spear, it would be:
Melee/Range flexible weapon, automatically adjusting its skills based on the distance of your target.
1. Melee Range chain skill. If foe is beyond 200 units, becomes a ranged spear throw for up to 1200 units. Both stack Vulnerability very well, with melee applying more and longer lasting Vulnerability with 3 target cleave.
2. Melee attack and Evade backwards skill, becomes a ranged Evade Leap in skill if foe is beyond 200 units. Cripples and Slows on hit. Low cool down, allowing easy access to melee OR ranged.
3. Symbol skill, grants Quickness. Ranged ground target. Activate flip skill to teleport to Symbol.
4. Melee: Channeled effect that “Pins” a foe in place, continuously Stunning them while channeled / Ranged: Pull a foe to you if further than 200 units and Immobilize (3s).
5. Dueling Arena: Drop several spears of light in a large ground target area that creates a Ward between each spear, making an arena. Allies in the arena deal 10% more damage, foes deal 10% less damage. 10 second duration, 45 second recharge.
To me, this feels very paragony. You support a large troup of allies, and have a weapon that is perfect for “offensive support” with flexible range, to allow you to enable your allies to wreck people you single out.
I think spears fit better lore wise and function wise as a one-hand weapon, or else it would be very similar to the LB. It also shouldn’t have any burst skills like Scepter #2 because it would be too powerful compared to scepters.
I would be happy with any combination of the 5 skills you listed, but I think mechanically skill #1 would be too complicated to code. It should just be a ranged attack, period.
In sum, spear for on-land combat should be introduced.