Guardian trait line overhaul

Guardian trait line overhaul

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Posted by: Loopgru.1026

Loopgru.1026

This is my stab at a Guardian skill tree rework.

Guardian skill trees suck. Always have, back to when you got stats out of them. (Do I want a bunch of weird condition-oriented stuff on top of a pile of power? Do I want a bunch of healing power to unlock AH?)

Even without that insult on top of injury, though, the trees are just a hot mess. There’s no cohesion in any of them either in terms of mechanics or theme, and frankly it is just incredibly unsatisfying to trait a guard. Your skill trees really just come down to “what GM trait do I want to build around and what are the least bad options to get there?”

And on the flip-side there’s no real core to what those trees do for you. Do points in Zeal make you more of a damage dealer? Well, sorta, I guess, maybe. Do points in valor make you more of a tank? Again, it’s squishy. And how do any of these lines correspond with any of the class mechanics or abilities? Even the Virtue line has precious little to do with Virtues, and everything else really feels like a tacked-on afterthought.

So, with that said, here’s my attempt to fix that- to give each of the lines both mechanical and thematic cohesion and some actual synergy, to make it feel like a clear and rewarding choice between the trees.

Thoughts?

Zeal

Line notes: This take on the Zeal tree is intended to focus it on offensive melee. Secondary focus is on symbols, trying to make these things that weapons sort of poop out by default actually meaningful and a consideration in combat for both the guardian and their opponents. Two mechanics tweaks also apply here: First, the active effects of Consecrations become symbols- functionally and thematically they’re the same thing (creating a specific effect in a specific area) and that would improve synergy substantially. Second, Symbol of Wrath changed from allied retaliation (mechanically problematic in PvE and a thematic miss on an offensive weapon) to allied Fury.

Adept:
Minor: Zealot’s Speed – Create a Symbol of Swiftness when you are struck while below the health threshold.

  • Right Hand Strength – Critical hit chance with one-handed weapons is increased. Sword skills recharge faster.
  • Binding Jeopardy – Immobilizing or blinding a foe also applies vulnerability to them.
  • Unscathed Contender – Deal more damage while under the effects of aegis.

Master:
Minor: Symbolic Exposure – Symbols apply vulnerability to foes.

  • Zealous Heart – Attacks with your two handed melee weapons deal extra damage and heal you. Two handed melee weapon abilities have reduced recharge.
  • Strength of the Fallen – Lose conditions at a set time interval. Health degenerates more slowly while downed.
  • Wrath of Justice – Striking an enemy with justice’s active effect triggers signet of wrath.

Grandmaster
Minor: – Symbolic Power – Symbols have increased damage and a chance to burn enemies.

  • Symbolic Avenger – You deal more damage to enemies standing in your symbols.
  • Empowering Might – You and nearby allies gain might when you land a critical hit.
  • Master of Consecrations – Consecrations last longer and have reduced recharge.

Radiance

Line notes: Radiance here is the burning tree, the go-to place for condition damage. This one required quite a bit of tweaking- on live the burning is frequently tied to fury or crit chance, which doesn’t make a whole lot of sense for a condi based setup. I also tried to accommodate the problem of burning-immune mobs here- this would not apply to immune-to-everything scenarios in PvP, to be clear. Finally, I tried to shore up one of the major weaknesses of DoT-based builds- AoE. Zealot’s Flame does a decent job for PBAoE, but I wanted something more fun- like, say, fiery explosions. Finally, I also put the spirit weapons here- they very much fit the damage-over-time aspect, and the trait even as it is on live has them apply burning.

Adept:
Minor: Justice is Blind – When activating Virtue of Justice, nearby foes are blinded.

  • Fiery Wrath – Increases damage against burning foes.
  • Inner Fire – – Gain might when you strike a foe that has burning stacks over threshold.
  • Zealous Scepter – While wielding a scepter, gain might when your justice passive effect triggers.

Master:
Minor: Holy Fire – – Your burns can be applied to burn-immune enemies. If a target dies with your burn stacks on it, gain a portion of those as Might.

  • Kindled Zeal – Gain condition damage based on your power.
  • Radiant Fire – Gain zealot’s flame when you critically hit an enemy. Burning duration is increased. Torch abilities recharge faster.
  • Expeditious Spirit – Spirit weapons burn foes they strike. Spirit weapon summon and command skills have reduced recharge.

Grandmaster:
Minor: Radiant Power – When you apply Burning to a target that already has that condition, you have a chance to cause damage and apply burning to all foes in an area around the target.

  • Amplified Wrath – Burning damage is increased. Burn enemies whose attacks you successfully block.
  • Radiant Retaliation – Retaliation damage scales from condition damage instead of power.
  • Permeating Wrath – Virtue of Justice’s passive effect no longer only burns your target, but also burns the area around your target each time it activates.

Valor

Valor, as I’ve laid it out here, is kind of the brawler “gimme yer worst!” tree, or as it lives in my head, active offensive tanking. You’re in the thick of it basically daring people to hit you, so Aegis and retaliation are very much the name of the game here. I think Pure of Voice fits here very well also, both thematically (shouting “fits” this role), and mechanically (conversion is fantastic when you’re up front setting yourself up to get targeted). Finally, the Taunt mechanic was added in HoT for Revenants, but it fits too well here to overlook. I even like Focus Mastery here as Shield of Wrath basically screams “hit me or else!”

Adept:
Minor: Valorous Defense – Gain aegis when you are struck while below the health threshold.

  • Wrathful Spirit – Aegis gives retaliation when it ends.
  • Retaliatory Subconscious – Gain retaliation and aegis when stunned, dazed, knocked back, pulled, knocked down, sunk, floated,launched, taunted or inflicted with fear.
  • Healer’s Retribution – Gain retaliation when using a heal skill.

Master:
Minor: Virtue of Retribution – Gain retaliation when you activate a virtue. Retaliation you apply lasts longer.

  • Shattered Aegis – When an aegis you applied blocks an attack, it damages nearby foes.
  • Retribution – Gain increased damage while under the effects of retaliation.
  • Focus Mastery – Gain protection when using a focus ability. Focus abilities have reduced recharge.

Grandmaster:
Minor: Might of the Protector – Gain might when you block attacks.

  • Retributive Armor – Gain toughness for a period of time when blocking an attack. Gain ferocity based on your toughness.
  • Pure of Voice – Allies affected by shouts have conditions converted into boons. Shout abilities have their recharge reduced.
  • Light’s Champion – When an aegis you applied blocks an attack, the attacker is taunted.

Honor

Line notes: If you’re the sort that always lamented the lack of a dedicated support tree a la Druid for Guardians, this is your tree. This is all about boons and healing. However, I didn’t want it to be a passive healbot, so the changes and emphasis here is on doing things- attacking, dodging, applying boons, etc- to give support. The changes to Altruistic Healing and Monk’s Focus here are intended to make both a little less selfish- it also gives a solid choice between shouts as a big source of burst healing (from all the boons at once) or meditations for more of a sustained healing (lower CDs overall and regen over spot heals).

Adept:
Minor: Stalwart Defender – Heal allies around you for a small amount each time you attack.

  • Smiter’s Boon – Smite conditions when you use a healing ability.
  • Protective Reviver – Activate a shield of absorption when you begin reviving an ally. Upon successful revival, you and ally each gain aegis, protection, and regeneration.
  • Vigorous Precision – Grant vigor to nearby allies when you deliver a critical hit.

Master:
Minor: Selfless Daring – The end of your dodge roll heals nearby allies.

  • Communal Defenses – Grant aegis to allies when you block an attack.
  • Strength in Numbers – Nearby allies gain toughness based on your effective level.
  • Honorable Staff – Boon duration is increased while wielding a staff. Staff recharges are reduced.

Grandmaster:
Minor: Altruistic Healing – When you apply boons, the target is also healed for a small amount.

  • Pure of Heart – Aegis heals when it blocks an attack.
  • Force of Will – You have increased vitality. Healing effectiveness to other allies is increased based on a percentage of your vitality.
  • Monk’s Focus – Using a Meditation skill grants regeneration to allies in a radius. Meditation skills have reduced recharge.

Virtues

Line notes: Ok. Let’s be real. Virtues are really just another set of signets, and they really aren’t that interesting. Compared to things like attunements and toolbelts or kits or even pets, they’re pretty thin. So this is the most modified of the trait lines here- if you’re dedicating an entire trait line to them, they should be a much more dynamic, interactive mechanic than they are by default. Make them available more often, make their effects more interesting, offset the opportunity cost of using the actives, etc. Signets actually make for a fun synergy here as well.

Adept:
Minor: Inspired Virtue – Virtues now also apply the following boons to allies when activated: Justice: Might Resolve: Regeneration Courage: Protection

  • Protector’s Impact – Create a Symbol of Protection when you take falling damage. You take less damage when falling.
  • Courageous Return – Virtue of Courage is recharged when you revive an ally or when you rally.
  • Perfect Inscriptions – Signets have improved passive effects. When you activate a virtue, reduce the cooldown of signets. When you activate a signet, reduce the cooldown of virtues.

Master:
Minor: Lingering Virtue – When virtues are on cooldown you gain stat bonuses. Justice: Power & Condition Damage. Resolve: Toughness Courage: Vitality & Healing Power

  • Battle Presence – Nearby allies gain Virtue of Resolve’s passive effect.
  • Supreme Virtue – Virtue passive effects trigger more frequently. Virtue active effects are improved. Justice: Longer duration Resolve: Larger heal Courage: PBAoE blind
  • Shield of Virtue – Reduce the remaining cooldowns of all virtues by 1s when you attack while wearing a shield. Shield abilities have reduced recharge.

Grandmaster:
Minor: Eternal Virtue – Reduce remaining cooldowns of all virtues by 5 seconds when you kill a foe.

  • Unshakable Resolve – Create a water field when you activate Virtue of Resolve. Virtue of Resolve’s passive effect is stronger.
  • Indomitable Courage – Create a light field and grant stability to nearby allies when you activate Virtue of Courage. Virtue of courage’s passive effect triggers more frequently.
  • Power of the Virtuous – Create a fire field when you activate Virtue of Justice. Virtue of Justice recharges faster.

Guardian trait line overhaul

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Posted by: cranos.5913

cranos.5913

No writ of persistence + Fiery Wrath being in an otherwise useless traitline would actually be a heavy nerf to guardian DPS in PvE so no thanks. Power of the virtuous change is quite meh as well, an average 4-5% dmg modifier changed to a fire field? Ehh…

For PvP I see other issues. Where’s the condi cleanse on F2? Hammer trait being in zeal now is also not very ideal. The monks focus change from heals to regen and not giving fury is also a very hard nerf to medi builds.

All in all, while this makes traits more thematic and arguably more interesting it also will nerf every existing guardian build in the game right now and will require a serious overhaul of existing skills to even keep it where it is now, let alone be competitive with other classes.

Guardian trait line overhaul

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Posted by: Maximum Potato.5923

Maximum Potato.5923

I don’t know enough about how Guardian works to vouch for the viability of the traitlines, but what you said about the Virtues one interests me, specifically this:

“If you’re dedicating an entire trait line to them, they should be a much more dynamic, interactive mechanic than they are by default.”

Dragonhunter. This is Dragonhunter.

A bit off-track, but I think this is something ANet really needs to be careful of. Dragonhunter augments Virtues in a way that makes them much more dynamic and interesting…and as such completely obliterates the purpose of the Virtues traitline, which really should have been where these augments were in the first place.

Who’s a good boy? Not you, since you aggro’d the BLOODY CHAMP-

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Posted by: Versuvious.2568

Versuvious.2568

If you have played the guardian class since the beginning, then by now you should already know what the class is missing and what the class needs fixing.

Where is the +25% Movespeed? (for 3 years, veteran guards are screaming for this. pvp, wvw and even pve players) If you really mained the class by heart, then you should’ve put a trait like this.

Basically, what you did is nerf the Guards DPS area. I’ll give you another one example.
Amplified Wrath and Permeating Wrath both at the Radiance Grandmaster. We are now forced to choose 1 of this 2 good dps trait? Tsk.
Why did you remove the trait Power of the Virtuous?

You also did a slight nerf to Survivability. One example is,
Absolute Resolution is missing (no more 3 condi cleanse & higher resolve hp per tick)
This trait is very useful in pvp and wvw.

The only thing you did right is the ability to choose Altruistic Healing and Monk’s Focus at the same time on 1 trait line. (we were able to choose both before too, 2 years ago)

Other than that, everything is Meh. Lol. Lel. Kappa.

Xeramphelinae – Legend S1 & S2, 6k sPvP games
6 legendaries, PvE & PvP’er. 3 yrs gw2’er, Raider
Hardcore but playing casually. Workaholic.

(edited by Versuvious.2568)

Guardian trait line overhaul

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Posted by: Loopgru.1026

Loopgru.1026

Where is the +25% Movespeed? (for 3 years, veteran guards are screaming for this. pvp, wvw and even pve players) If you really mained the class by heart, then you should’ve put a trait like this.

My goal here was to rearrange things to make more mechanical and thematic sense, not to buff an already strong class. Truth be told, I’ve been using Traveler runes for so long now that I don’t even really think about perma-swiftness. How about “while you have aegis you also have swiftness” for a guardian-specific version?

Basically, what you did is nerf the Guards DPS area. I’ll give you another one example.
Amplified Wrath and Permeating Wrath both at the Radiance Grandmaster. We are now forced to choose 1 of this 2 good dps trait? Tsk.
Why did you remove the trait Power of the Virtuous?

Do you really think Amp Wrath is that good? Genuine question. I’ve largely avoided it- aegis ticks are spaced out enough that a 262 damage burn proc seems like a pretty lackluster trait on live. With the valor tree as I laid it out I could see it being solid, though.

You also did a slight nerf to Survivability. One example is, Absolute Resolution is missing (no more 3 condi cleanse & higher resolve hp per tick)This trait is very useful in pvp and wvw.

So do you think all 3 of the virtues GM traits need a secondary effect? e.g. Condi cleanse on resolve, stab on courage, might or fury or quickness for justice? I was intentionally conservative with those as I didn’t want to just get blown off as trying to get guards over-buffed.

Guardian trait line overhaul

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Posted by: Loopgru.1026

Loopgru.1026

A bit off-track, but I think this is something ANet really needs to be careful of. Dragonhunter augments Virtues in a way that makes them much more dynamic and interesting…and as such completely obliterates the purpose of the Virtues traitline, which really should have been where these augments were in the first place.

I would argue that even the DH implementation of these falls a little flat. With the exception of justice, the CDs on virtues are still so kitten high even traited (30/60s) that they become very situational rather than abilities in regular use, especially given the opportunity cost (no passive while on CD) of using them.

Maybe I’m spoiled, but compared to things like attunements and kits / toolbelt and DS it just seems really thin.

Guardian trait line overhaul

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Posted by: gindoom.6032

gindoom.6032

Some things that need immediate attention.

1) Shout buffs to one trait.
2) Symbol buffs to one trait
3) hammer rework
4) Signet buffs to one trait
5) spirit weapon rework
6) Consecration rework

lots of other things but these are pretty obvious …

Guardian trait line overhaul

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Posted by: cranos.5913

cranos.5913

My goal here was to rearrange things to make more mechanical and thematic sense, not to buff an already strong class.

I lol’d at this one. Guardian is completely irrelevant in PvE and bottom tier in PvP ever since HoT arrived. Balancing has been dreadful and they basically keep nerfing it every patch. Not even exaggerating when I say your changes would be a 30%+ dps nerf to the class.

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

As I have said in numerous other threads

if your doing this for fun by all means ago ahead but don’t expect them to use your ideas no matter how well supported by the community, well thought out or how well explained.

The best advice I can give you if your not happy with guardian (who in their right mind is) is roll something else.
Rev, ele & engi are all much more flexible then guardians, have more viable builds & can fulfill the same roles just as well if not better.

Really you can keep coming up with suggestions or the rest of eternity but it won’t make any difference.
Its best to do something more productive & useful with your time.

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Posted by: InsaneQR.7412

InsaneQR.7412

This is my stab at a Guardian skill tree rework.

Guardian skill trees suck. Always have, back to when you got stats out of them. (Do I want a bunch of weird condition-oriented stuff on top of a pile of power? Do I want a bunch of healing power to unlock AH?)

Even without that insult on top of injury, though, the trees are just a hot mess. There’s no cohesion in any of them either in terms of mechanics or theme, and frankly it is just incredibly unsatisfying to trait a guard. Your skill trees really just come down to “what GM trait do I want to build around and what are the least bad options to get there?”

And on the flip-side there’s no real core to what those trees do for you. Do points in Zeal make you more of a damage dealer? Well, sorta, I guess, maybe. Do points in valor make you more of a tank? Again, it’s squishy. And how do any of these lines correspond with any of the class mechanics or abilities? Even the Virtue line has precious little to do with Virtues, and everything else really feels like a tacked-on afterthought.

So, with that said, here’s my attempt to fix that- to give each of the lines both mechanical and thematic cohesion and some actual synergy, to make it feel like a clear and rewarding choice between the trees.

Thoughts?

Zeal

Line notes: This take on the Zeal tree is intended to focus it on offensive melee. Secondary focus is on symbols, trying to make these things that weapons sort of poop out by default actually meaningful and a consideration in combat for both the guardian and their opponents. Two mechanics tweaks also apply here: First, the active effects of Consecrations become symbols- functionally and thematically they’re the same thing (creating a specific effect in a specific area) and that would improve synergy substantially. Second, Symbol of Wrath changed from allied retaliation (mechanically problematic in PvE and a thematic miss on an offensive weapon) to allied Fury.

Adept:
Minor: Zealot’s Speed – Create a Symbol of Swiftness when you are struck while below the health threshold.

  • Right Hand Strength – Critical hit chance with one-handed weapons is increased. Sword skills recharge faster.
  • Binding Jeopardy – Immobilizing or blinding a foe also applies vulnerability to them.
  • Unscathed Contender – Deal more damage while under the effects of aegis.

Master:
Minor: Symbolic Exposure – Symbols apply vulnerability to foes.

  • Zealous Heart – Attacks with your two handed melee weapons deal extra damage and heal you. Two handed melee weapon abilities have reduced recharge.
  • Strength of the Fallen – Lose conditions at a set time interval. Health degenerates more slowly while downed.
  • Wrath of Justice – Striking an enemy with justice’s active effect triggers signet of wrath.

Grandmaster
Minor: – Symbolic Power – Symbols have increased damage and a chance to burn enemies.

  • Symbolic Avenger – You deal more damage to enemies standing in your symbols.
  • Empowering Might – You and nearby allies gain might when you land a critical hit.
  • Master of Consecrations – Consecrations last longer and have reduced recharge.

Radiance

Line notes: Radiance here is the burning tree, the go-to place for condition damage. This one required quite a bit of tweaking- on live the burning is frequently tied to fury or crit chance, which doesn’t make a whole lot of sense for a condi based setup. I also tried to accommodate the problem of burning-immune mobs here- this would not apply to immune-to-everything scenarios in PvP, to be clear. Finally, I tried to shore up one of the major weaknesses of DoT-based builds- AoE. Zealot’s Flame does a decent job for PBAoE, but I wanted something more fun- like, say, fiery explosions. Finally, I also put the spirit weapons here- they very much fit the damage-over-time aspect, and the trait even as it is on live has them apply burning.

Adept:
Minor: Justice is Blind – When activating Virtue of Justice, nearby foes are blinded.

  • Fiery Wrath – Increases damage against burning foes.
  • Inner Fire – – Gain might when you strike a foe that has burning stacks over threshold.
  • Zealous Scepter – While wielding a scepter, gain might when your justice passive effect triggers.

Master:
Minor: Holy Fire – – Your burns can be applied to burn-immune enemies. If a target dies with your burn stacks on it, gain a portion of those as Might.

  • Kindled Zeal – Gain condition damage based on your power.
  • Radiant Fire – Gain zealot’s flame when you critically hit an enemy. Burning duration is increased. Torch abilities recharge faster.
  • Expeditious Spirit – Spirit weapons burn foes they strike. Spirit weapon summon and command skills have reduced recharge.

Grandmaster:
Minor: Radiant Power – When you apply Burning to a target that already has that condition, you have a chance to cause damage and apply burning to all foes in an area around the target.

  • Amplified Wrath – Burning damage is increased. Burn enemies whose attacks you successfully block.
  • Radiant Retaliation – Retaliation damage scales from condition damage instead of power.
  • Permeating Wrath – Virtue of Justice’s passive effect no longer only burns your target, but also burns the area around your target each time it activates.

Valor

Valor, as I’ve laid it out here, is kind of the brawler “gimme yer worst!” tree, or as it lives in my head, active offensive tanking. You’re in the thick of it basically daring people to hit you, so Aegis and retaliation are very much the name of the game here. I think Pure of Voice fits here very well also, both thematically (shouting “fits” this role), and mechanically (conversion is fantastic when you’re up front setting yourself up to get targeted). Finally, the Taunt mechanic was added in HoT for Revenants, but it fits too well here to overlook. I even like Focus Mastery here as Shield of Wrath basically screams “hit me or else!”

Adept:
Minor: Valorous Defense – Gain aegis when you are struck while below the health threshold.

  • Wrathful Spirit – Aegis gives retaliation when it ends.
  • Retaliatory Subconscious – Gain retaliation and aegis when stunned, dazed, knocked back, pulled, knocked down, sunk, floated,launched, taunted or inflicted with fear.
  • Healer’s Retribution – Gain retaliation when using a heal skill.

Master:
Minor: Virtue of Retribution – Gain retaliation when you activate a virtue. Retaliation you apply lasts longer.

  • Shattered Aegis – When an aegis you applied blocks an attack, it damages nearby foes.
  • Retribution – Gain increased damage while under the effects of retaliation.
  • Focus Mastery – Gain protection when using a focus ability. Focus abilities have reduced recharge.

Grandmaster:
Minor: Might of the Protector – Gain might when you block attacks.

  • Retributive Armor – Gain toughness for a period of time when blocking an attack. Gain ferocity based on your toughness.
  • Pure of Voice – Allies affected by shouts have conditions converted into boons. Shout abilities have their recharge reduced.
  • Light’s Champion – When an aegis you applied blocks an attack, the attacker is taunted.

Honor

Line notes: If you’re the sort that always lamented the lack of a dedicated support tree a la Druid for Guardians, this is your tree. This is all about boons and healing. However, I didn’t want it to be a passive healbot, so the changes and emphasis here is on doing things- attacking, dodging, applying boons, etc- to give support. The changes to Altruistic Healing and Monk’s Focus here are intended to make both a little less selfish- it also gives a solid choice between shouts as a big source of burst healing (from all the boons at once) or meditations for more of a sustained healing (lower CDs overall and regen over spot heals).

Adept:
Minor: Stalwart Defender – Heal allies around you for a small amount each time you attack.

  • Smiter’s Boon – Smite conditions when you use a healing ability.
  • Protective Reviver – Activate a shield of absorption when you begin reviving an ally. Upon successful revival, you and ally each gain aegis, protection, and regeneration.
  • Vigorous Precision – Grant vigor to nearby allies when you deliver a critical hit.

Master:
Minor: Selfless Daring – The end of your dodge roll heals nearby allies.

  • Communal Defenses – Grant aegis to allies when you block an attack.
  • Strength in Numbers – Nearby allies gain toughness based on your effective level.
  • Honorable Staff – Boon duration is increased while wielding a staff. Staff recharges are reduced.

Grandmaster:
Minor: Altruistic Healing – When you apply boons, the target is also healed for a small amount.

  • Pure of Heart – Aegis heals when it blocks an attack.
  • Force of Will – You have increased vitality. Healing effectiveness to other allies is increased based on a percentage of your vitality.
  • Monk’s Focus – Using a Meditation skill grants regeneration to allies in a radius. Meditation skills have reduced recharge.

Virtues

Line notes: Ok. Let’s be real. Virtues are really just another set of signets, and they really aren’t that interesting. Compared to things like attunements and toolbelts or kits or even pets, they’re pretty thin. So this is the most modified of the trait lines here- if you’re dedicating an entire trait line to them, they should be a much more dynamic, interactive mechanic than they are by default. Make them available more often, make their effects more interesting, offset the opportunity cost of using the actives, etc. Signets actually make for a fun synergy here as well.

Adept:
Minor: Inspired Virtue – Virtues now also apply the following boons to allies when activated: Justice: Might Resolve: Regeneration Courage: Protection

  • Protector’s Impact – Create a Symbol of Protection when you take falling damage. You take less damage when falling.
  • Courageous Return – Virtue of Courage is recharged when you revive an ally or when you rally.
  • Perfect Inscriptions – Signets have improved passive effects. When you activate a virtue, reduce the cooldown of signets. When you activate a signet, reduce the cooldown of virtues.

Master:
Minor: Lingering Virtue – When virtues are on cooldown you gain stat bonuses. Justice: Power & Condition Damage. Resolve: Toughness Courage: Vitality & Healing Power

  • Battle Presence – Nearby allies gain Virtue of Resolve’s passive effect.
  • Supreme Virtue – Virtue passive effects trigger more frequently. Virtue active effects are improved. Justice: Longer duration Resolve: Larger heal Courage: PBAoE blind
  • Shield of Virtue – Reduce the remaining cooldowns of all virtues by 1s when you attack while wearing a shield. Shield abilities have reduced recharge.

Grandmaster:
Minor: Eternal Virtue – Reduce remaining cooldowns of all virtues by 5 seconds when you kill a foe.

  • Unshakable Resolve – Create a water field when you activate Virtue of Resolve. Virtue of Resolve’s passive effect is stronger.
  • Indomitable Courage – Create a light field and grant stability to nearby allies when you activate Virtue of Courage. Virtue of courage’s passive effect triggers more frequently.
  • Power of the Virtuous – Create a fire field when you activate Virtue of Justice. Virtue of Justice recharges faster.

Congrats the first trait overhaul that isnt OP.
The idea of streamlining the whole system is good and would be viable. Problem is Anet have to change that and for that we have to wait…

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Guardian trait line overhaul

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Posted by: Loopgru.1026

Loopgru.1026

if your doing this for fun by all means ago ahead but don’t expect them to use your ideas no matter how well supported by the community, well thought out or how well explained.

(snip)

Its best to do something more productive & useful with your time.

We’ve all got our hobbies and time-wasters. Me, I like theorycraft, either working within a given system or thinking up ways to tinker with one. I don’t really expect that it’ll get used- I know better than to hope that- but cobbling it together was fun.

The best advice I can give you if your not happy with guardian (who in their right mind is) is roll something else.
Rev, ele & engi are all much more flexible then guardians, have more viable builds & can fulfill the same roles just as well if not better.

I’ve got every class at 80 at this point. All of them have their pros and cons.
- DH has some really satisfying weapon skills (GS3, H2/4, LB2) and good survivability / utility, but the trait lines are a mess and the core profession mechanic (virtues) is pretty poorly executed, which pretty badly limits the depth of the profession.
- Scrapper is strong, flexible, and complex enough to keep my interest- I mained engi for a long time and it tends to be my other main. The only big downside is being unable to swap to an effective ranged weapon (nades and mortar both suffer a lot with hang time).
- Reaper (another longtime favorite) is a thematic grand slam, I love RS, I really enjoy the slow-but-hits-like-a-truck aspect of GS, amazing levels of damage and survivability, but the lack of gap closers on a melee class is pretty deal-breaking for me. (Yes, Wurm; two dashes a minute that you have to slot into is pretty awful.)
- Rev is similarly fantastic flavor, but none of the melee weapons get it done for me and there’s only so long I can sit in hammer. Waiting for the second elite spec to drop GS into the mix then we’ll see.
- Warrior never really grabbed me, which is weird (for me) as in most games it tends to be my go-to. Not enough complexity I think. Berserker is a step up, I think, but I haven’t really spent much time with it.
- Ranger would be an amazing class if pet AI / targeting / pathing was worth a kitten and if the elite spec hadn’t been completely shoehorned into a support role in complete defiance of everything ANet had ever said about class design (lack of strict trinity, everyone does everything, etc).
- Thief, ele, mes – Squishy high-risk high-reward classes aren’t my bag.

Guardian trait line overhaul

in Guardian

Posted by: Loopgru.1026

Loopgru.1026

Coming back to this, I think the Revenant provides a pretty good model for how trait lines should go together.

Corruption fits 100% with Mallyx and has fantastic internal synergy. Devastation fits perfectly with Shiro and, again, works great together. Jalis is a bit less core to Retrib, but at least all of the traits have a common theme and mechanical intent. Salv is no Druid, but it is again internally consistent and works well with Ventari. Invo provides great synergy with the class mechanic as a whole. And Herald somehow lends itself both to the protective/supportive character of Glint and to a wide variety of builds from pure offense to pure support.

That. That right there is the treatment I’d like to see Guard get.