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.