The reason for the following suggestions is due to the fact that Guardians lack any type of major access to any type of real condition dmg and no real access to conditions outside of burning, blind & vulnerability (I don’t count the chill chance when using a hammer). So why not adjust the guardian to utilize the conditions we have access to and tweak some of the traits we have to use make the guardian stand out as the symbol dropping, vulnerability & blind inducing class it seems they were meant to be (plus group protection).
I know there are some holes and balancing issues that will be caused because of this, but IMO they should be very negligible, if any.
I also have a big gripe, with why necros have DhuumFire – 100% chance to cause 4 secs burning on Crit. Why oh why doesn’t the guardian with a base mechanic (virtue of justice) of dealing a burning condition on hit, not have any trait that does this? I mean even if it was a 60% chance to cause 3 secs burning on crit would be better than nothing. The reason I say it as 3 secs – 60% chance, is because it could get OP if traited with my changes below to Supreme Justice.
Guardian Changes:
Burning issues — Burning should be broken into 3 different forms: Holy Fire, Dhuum Fire and as is(current burning state).
Guardian – Blue Flame = Holy Fire – Holy dmg
Necromancer – Green Flame = Dhuum Fire – Dark dmg
Mesmer & Necro – Remove existing burning condition
All others to remain the same
Currently burning applies condition dmg after one tick (second), which if someone has any type of condition reduction – it completely nullifies a base component of the guardian. So either the tick should come all at once in the beginning or be broken down into 1/8th or 1/16th tick over the course of the second, which would give you the same overall dmg without having the all or nothing. This change/modification should only be applied to the guardian – thus the reason for a different type of condition dmg.
Virtue of Justice:
Causes 2 ticks (seconds) of holy dmg every 6th hit.
Spirit weapons:
Remove destroy on command and just leave it at command
Adjust all spirit weapons to be 45 second recharge 20 second up time
Cause holy dmg when traited instead of burning condition
Greatsword of Vulnerability – adds vulnerability to foes
Command: causes retailiation
Scepter of the Blind – blinds foes
Command: immobilizes foe
Staff of healing – functions much like a reduced healing breeze currently does, without condition removal
Command: chills foe
Dagger of bleeding – causes bleeding
Command: causes weakness
Spirit Weapons:
Splinter weapon – much like skill of same name from GW1 for Ritualist (hits up to 5 foes adjacent to target foe)
Add some more of these type skills – Brutal Weapon, etc…
Add a major trait to adjust number of foes affected by these skills
Skill changes:
Healing Breeze – Heal yourself and create a symbol (120/180) at your location to heal allies & removes 1 condition unless you have Absolute Resolution as an active attribute then 3.
Takes on all attributes that effect symbols
Attribute changes:
Inspired Virtue & Virtue of Retribution should be combined – functions like Inspired Virtue
-Elusive Power – creates symbol of immobilization and/or vulnerability (180/240) on dodge
-Absolute Resolution – Should be minor in Master trait line
-Selfless Daring – heals allies and creates a symbol (180/240) that blinds foes
-Fiery Wrath & Radiant Power should switch positions
-Fiery Wrath – increase dmg to 15-20%, but only Holy Fire (not regular burning condition)
-Supreme Justice – holy dmg every 5 attacks w/ AOE dmg symbol (180/240) at target foe location
-Power of the Virtuous – @ 25% health gain Retaliation which deals 66% back to foe for 3 to 5 secs
-Eternal Spirit – Move to Grand Master Major – makes spirit weapons invulnerable
Add trait to reduce the recharge time of spirit weapons by 20%
-Zealous Blade – change to 2-hand weapon attacks deal 5% more dmg & heal you, but move to Grandmaster Major & change name to Zealous Power
The following attribute changes are based on my thoughts about minor traits being generically helpful instead of weapon/skill specific, which most of the minor traits currently are.
-Symbolic Exposure – move to Adept Major
-Shattered Aegis – move to Master Minor
-Symbolic Power – mover to Master Major
-Kindled Zeal – move to Grandmaster Minor, but this is based on my above change suggestions
Please post any suggestions on improvements or reasons why something won’t work.
(edited by Rasp Sabreblade.5421)