I was planning on posting a redesign of the Guardian traits in order to start some discussion on how our traits could be changed and improved.
This was proving to be a little harder than I anticipated (planning fallacy), but I still wanted some discussion on it. What follows are a couple of ideas about our traits. Feel free to discuss them, or post your own ideas on Guardian traits.
A couple of things we need to get out of the way first, to ensure we’re all on the same page.
- Valor is the best trait-line Guardians currently have, due to being a mix of survivability and offense, and providing the extra healing and/or defense a Guardian needs.
- What constitutes a good and/or interesting trait depends on the level in the trait-line. An adept trait can and should be less powerful, less game-changing and more flexible (fitting a higher number of builds). Minor traits should also rise in power as you invest more points, and should be useful regardless of the skills and weapons you use.
- The ultimate goal should be a game where each profession, each weapon and each trait has a viable place. I know Guardian’s aren’t broken and that other professions have it worse. This should not be part of this discussion.
- I don’t intend to offer solutions (just yet). I plan for a more solution-based thread in the future.
- I’m mostly going to ask questions and provide my own answers. I hope this is a format that will encourage discussion, as you’ll have both the option of answering the questions and/or reacting to my statements.
So, what the introduction out of the way, let’s get down to business.
What’s wrong with Zeal?
I apologize for starting with such a big question, but I needed to get it out of the way if I wanted to get anywhere.
There are several (major) problems:
- The minor traits are pretty lackluster. They focus on Symbols, but this poses two problems: Symbols are rarely that important in a damage-focused build (since they’re pretty inconsistent in dealing damage) and the rest of the line does nothing for Symbols, apart from somewhat encouraging a Greatsword.
- The line focuses on Spirit Weapons, but does not offer all the traits that Spirit Weapons need, unlike all other lines, who do offer all available traits for their respective skills.
- Condition duration is rather meaningless for Guardians, as burning stacks in duration.
- The Master-level traits offer (mostly) small and situational bonuses.
- One of the Grandmaster traits is completely useless due to lack of scaling.
- It encourages you to use weapons that don’t play well with line. Greatsword does work fine, but using a Scepter makes your minor traits useless, nor does a Focus play particularly well with Zeal.
Should Zeal encourage you to use certain weapons?
Zeal currently offers 4 traits encouraging the use of certain weapons, and I don’t think this is necessarily bad. I just think it goes about it the wrong way. As mentioned, encouraging the Scepter does nothing for Zeal, so it might be interesting to encourage (for example) the Hammer and the Greatsword.
Is there anything severely lacking in Zeal?
Apart from an interesting Grandmaster trait, most of Zeal’s problem stem from things that are out of place, not things that are really lacking. It would be nice, however, to have some form of escape mechanism, which less defense oriented builds need.
Is Radiance the right place for one-handed weapons?
On the surface, it looks like it. One-handed weapons hit faster, and are thus more likely to trigger Virtue of Justice, adding to the burning aspect of the line. If you look at the first two minor traits, however, you’ll notice that this build encourages an active use of Virtue of Justice, making the point about faster-hitting weapons moot. On the other hand, I like that encouraging one-handers frees you up to use the Torch, which fits perfectly here and faster hitting weapons also means more crits.
But Right-Hand Strength is a great trait, should it be removed than?
It is, on a power-level. It’s however not very interesting, which I feel is a necessity for Grandmaster traits. It would be better if Radiance offered some kind of on-crit effect, which would make this trait more than just increased damage.
What about Perfect Inscriptions?
This also fails the “interesting”-test. It’s weird that the most powerful trait for signets is also the most boring one.
Are Signets the right skills for Radiance?
This is one I’m not sure I’ve got an answer for, but I don’t see why Signets would have to be tied to Radiance.