(part 1/1)
My most played profession is guardian and I got 3 guardians at lvl 80, have tried every single weapon combination multiple times so I feel like I got some idea where I’m coming from with this
And yes, this will be a long post but I’m not going to bore you with all the missing tooltips and stuff like that, if Anet doesn’t wanna read the wiki what’s bugged or just doesn’t have the resources to fix any of it that’s not something I personally can change. These are just my ideas how to tweak the guardian skills to be a little better fit for purpose.
I’ll move in the gw2 wiki order, starting off with:
Greatsword
-1. The autoattack chain
This one is fairly good auto chain with might on the last hit. The tooltip doesn’t state that it gives a stack of might for EACH enemy hit, maximum of 3 because it can only cleave 3 targets. A slight fitting change with the tooltip would be that the last hit gets a tiny bit more range (ie. from 130->160), just to increase the functionality of the cleave but this is a very minor thing.
-5. Binding Blade & Pull
First part has a damage over time effect that scales off of condition damage. Absurd effect that is not clearly explained in-game in any way. The condition damage part needs to be clarified or scrapped, honestly I’d change it to reveal stealthed targets for the duration as stealth currently has no counterplay and a skill like this would be a great tool for it.
Hammer
-4. Banish
This skill is simply amazing. The launch effect is incredible and fun, it has a clear tell unlike pretty much all the other hard CC effects in this game. Damage is nothing to write home about but it’s a great fun to knock someone off a cliff with this. Only change I can think of is to change every OTHER skill with launch or knockdown or something to have a clear tell like banish. Seriously this game has way too many strong control spells with barely any tell or way to react to them.
Staff
-2. Orb of Light
Your hardest hitting spell on the staff with incredibly low cooldown if not detonated. This skill should be able to be targeted on allies. What it needs is a change of the damage-heal distribution. Put all the healing to the pass through and all the damage to the detonation, greatly increasing the impact of both of these actions and making this skill feel like less waste of a time. The biggest downside of this would be that you couldn’t heal yourself with it anymore, so getting the pass-through heal if you hit an enemy with the second part would be an excellent compensation (reward for being good = good for PvP). With this kinda change the no-activation cooldown would obviously need to be larger but the explosion increase could be shorter. 8 and 12 seconds for example.
Mace
-1. The autoattack chain
The third hit of this chain only hits one enemy, which is a HUGE disadvantage for an autoattack, rendering it practically useless even though the damage isn’t that bad. Give it proper cleaving and up the healing power coefficient to something reasonable, healing power will forever be a terrible stat and bunkering in PvP will forever be cheesy if if you can be a bunker with practically no healing power investment. Up the coefficient on every single heal skill and lower the base heals, this skill included. It should be the main healers tool along with staff yet it isn’t.
-3. Protector’s Strike
This skill blocks only one attack, which renders it pretty crappy. For a defensive skill it does worse than the focus 5 skill. I’d say up the blocking amount to something more useful ie. 5 total in the AoE and it’s good. It blocks for allies too so it’s a decently powerful skill yet it only takes one hit, which happens almost instantly making the skill pretty useless. Maybe add a blast finisher if the shield is popped? Would grant you some nice area retaliation if you combo this with your healing symbol.
Sword
-1. The autoattack chain
The third hit is incredibly buggy, not working at all against enemies that are reflecting projectiles and completely fails to connect against graveling burrows for example. This really needs to be fixed, especially because your autoattack chain won’t start over if the projectiles miss, oh no, it will re-fire the projectiles and it will miss over and over and over until the chain resets on it’s own. Fix pls.