(edited by Ragnarox.9601)
Needed guardian weapon buffs
Excellent changes.
Might i add:
Sword
#2 remove the short freeze after you blinked so you keep up with the pace.
#3 usable while moving
Hammer
#2 Increase range. If that is considered OP add in ground targeting (increasing skill floor) and proper boost to range.
Torch
#5 Remove targeting and make it a proper AOE in a cone in front of the guardian (you can just strafe to avoid it atm)
#5 Cleanse conditions from the guardian as well.
Staff
0s cd on #2 effectively making it #1. Increase orb speed and damage/healing. Remove the “second” effect.
3s cd on #1 effectively making it #2 and increase damage with 200% and 2s burn to each target hit.
Traits
Place all symbol traits in the same line
(edited by Brutaly.6257)
Excellent changes.
Might i add:
Sword
#2 remove the short freeze after you blinked so you keep up with the pace.
#3 usable while movingHammer
#2 Increase range. If that is considered OP add in ground targeting (increasing skill floor) and proper boost to range.Torch
#5 Remove targeting and make it a proper AOE in a cone in front of the guardian (you can just strafe to avoid it atm)
#5 Cleanse conditions from the guardian as well.Staff
0s cd on #2 effectively making it #1. Increase orb speed and damage/healing. Remove the “second” effect.
3s cd on #1 effectively making it #2 and increase damage with 200% and 2s burn to each target hit.Traits
Place all symbol traits in the same line
oh I forgot MB range, yea 600 could be good for it. But if it was me i would swap 3rd channel attack symbol to Mighty blow.
1-2-3 all 1/2 cast time and third attack gives fury for 1 2/4.
MB 5 sec cd (4 traited), 600 range and it gives symbol of protection for 1 2/4 sec. And remove combo blast for balancing.
Shield: fine
Given the history of shield, this is quite an accomplishment on anet’s part.
i like those mace changes.
(edited by Aeolus.3615)
Staff
0s cd on #2 effectively making it #1. Increase orb speed and damage/healing. Remove the “second” effect.
3s cd on #1 effectively making it #2 and increase damage with 200% and 2s burn to each target hit.
The detonation definitely shouldn’t be removed from Orb of Light. The detonation is used to heal allies with the resulting 240 radius (since you can’t target allies), should you wish to heal with it.
Wave of Wrath should just get replaced with something like the trident’s auto-attack (with adjusted damage/healing for ground combat). The staff should have a legitimate (actually supportive) auto-attack rather than a farming tool.
(edited by Fashion Mage.3712)
Don’t even consider touching lootstick.
Don’t even consider touching lootstick.
lootstick needs QoL :}
fix a bug in orb of light, and the 5th skill could get a 1 or 2 second reflect wall on top of line of warding.
And probably empower while moving?
mace needs more healing on first and seconds hit, i barelly reach the 3rd hit on targets -.-".
Concerning the staff, I personally think the following should happen or at least something close:
1) Heals allies hit, 80% of the scaling compared to Water staff 1 (so full healing power is ~800 healing per attack)
2) Make it point targetting where it travels, healing people it passes through and it detonates at the location for a bigger heal. Since it is between using and not using the detonation (no choice in the matter), increase the cooldown to 6-8s.
3) Make the symbol pulse healing baseline and the healing gets increased when you take Writ of Persistance.
4) Instead of pulsing might, make the pulses heal. At the end instead of giving off might, make it give 5 stacks for Grace of the Land (aka give the 10% damage buff to all healers Anet).
5) Keep the line how it is but make it also heal those who pass through it.
Those are changes that would keep the staff how it should be but makes it how it would have been made if Anet wasn’t so against healers when the game came out. I swear the reason the weapon is so bad is because Anet didn’t want dedicated healers in the core game but has since changed thier mind and never went back to fix all the previous healing stuff. Same goes for “Save Yourselves”, it doesn’t give resistance for the sole fact that resistance didn’t exist when the game came out.
As for a buff for every weapon, I would add a certain extra component for Writ of Experience trait.
Short range symbols such as Symbol of Wrath, Symbol of Protection, Symbol of Faith and Symbol of Blades will follow in the Guardian’s footsteps, thus creating a mobile AoE combo field. That would bring symbols into the PvP spotlight because of a better way to counter kiters in pvp, this might be a good way to counter obstacle hugging as symbols would still pass through them and damage the enemy, in PvE that would also be great during big events if someone chooses to play a supporting role. Not every player likes to stand in healthy AoE, now do they? If we could dispense our symbolic support in a controled manner like I just said, that would be definitely in our favor.
Now, ranged symbols such as Symbol of Punishment and Symbol of Swiftness if dropped under the casting Guardian’s feet (with Writ of Persistence trait), they would also follow him. That could be of great convenience as there would be no need for the player to stand and wait for swiftness or might stacks.
The detonation definitely shouldn’t be removed from Orb of Light. The detonation is used to heal allies with the resulting 240 radius (since you can’t target allies), should you wish to heal with it.
Wave of Wrath should just get replaced with something like the trident’s auto-attack (with adjusted damage/healing for ground combat). The staff should have a legitimate (actually supportive) auto-attack rather than a farming tool.
I assume that you mean that the healing shouldnt be removed from the staff and if so i agree hence i think the spell it self should be doing both damage and healing.
If i remember correct there were skills during beta that actually could be charged by holding down the button and the longer you pressed the button the stronger the effect of the skill. The issue with wave of wrath is that it only has a place in pve (lootstick) and in burn builds, in all other scenarios its close to useless.
Thats the reason the two skills should swap places and also be buffed significantly in both damage and healing.
Don’t even consider touching lootstick.
The reason why you call it loot stick is actually a good enough reason to change it.
Concerning the staff, I personally think the following should happen or at least something close:
1) Heals allies hit, 80% of the scaling compared to Water staff 1 (so full healing power is ~800 healing per attack)
2) Make it point targetting where it travels, healing people it passes through and it detonates at the location for a bigger heal. Since it is between using and not using the detonation (no choice in the matter), increase the cooldown to 6-8s.
3) Make the symbol pulse healing baseline and the healing gets increased when you take Writ of Persistance.
4) Instead of pulsing might, make the pulses heal. At the end instead of giving off might, make it give 5 stacks for Grace of the Land (aka give the 10% damage buff to all healers Anet).
5) Keep the line how it is but make it also heal those who pass through it..
Also nice suggestions.
In Age of Conan there is a spell called Lance of Mitra which is medium damage in a column so everything it hits on its way to the target gets damaged and allies get healed. This spell had two camps in the playerbase;
The ones that loved it and that topped all parses when it came to healing and the ones that hated it and said it was awful. The thing with this spell was that position was everything and the ones that could use it was fierce in both pvp and pve since they understood the dynamics of the battlefield. The got rewarded by the design of the spell
Imo this is why i would like to change 2#, its a mediocre skill that requires no skill and has a meager heal. A lance of mitra style spell could heal the guardian and the allies with about 400 per cast and just imagine such a spell with 1200 range and 10 allies/enemies between you and the enemy target.
Combine that with a much stronger 1# with like 4s cd and SoF and combine these three skills and you would have a pretty decent AOE burst if you line up your targets for “lance of Mitra”. Add in healing to symbols and combine the lance and SoP and we got us a proper supportive weapon.
I think, GS is one of our weakest weapons right now. Bursts that can hardly be landed, no defense and a clunky cc with a big slow animation and very slow projectiles.
I would suggest these changes:
1. Third autoattack should cripple enemies for 1 or 2 sec instead of giving might. Would help to deal with kiting and reward the guard for getting 3 autoattack hits with some more hits, because the target is slower (also synergy with dragonunter traitline could be made)
2. Whirling Wrath should have no movement speed reduction. Less projectiles but same damage would also be nice.
3. Leap is fine as it is.
4. The weakest symbol in the game with the weakest boon and you get rooted while casting and the highest cd of all symbols. Nice!
I would like to make it groundtargeting in a 600 – 900 radius and leaps the guardian to the aimed location when casted. This would give the GS a unique symbol skill, no other weapon has and a role as a mobility melee weapon.
5. Reduce the casttime and incrrease projectile speed on binding blade.
These changes would make the greatsword a melee weapon, which has high mobility and decent bursts, but is still weak on defense skills. No other melee-weapon-combination brings that on the table. Key thing is the change on symbol of wrath.
What do u think about this?
Jimmy
(edited by JimmydT.7281)
4. The weakest symbol in the game with the weakest boon and you get rooted while casting and the highest cd of all symbols. Nice!
I would like to make it groundtargeting in a 600 – 900 radius and leaps the guardian to the aimed location when casted. This would give the GS a unique symbol skill, no other weapon has and a role as a mobility melee weapon.
I usually play with hammer but helloooo there… I’d roll with GS if it had this feature, I like it.
I assume that you mean that the healing shouldnt be removed from the staff and if so i agree hence i think the spell it self should be doing both damage and healing.
The healing definitely shouldn’t be removed either, but I meant that the detonation is important because it’s what lets the user hit moving allies at long-range. Without the detonation, healing allies with it would range from difficult to impossible (unless the orb itself got a large increase in size).
Placing the healing portion of Orb of Light in the detonation also allows it to function as somewhat of a burst heal.
I do agree that it should heal more either way though, or have its cooldown reduced or something.
The reason why you call it loot stick is actually a good enough reason to change it.
^This. The staff excelling at support is more important than it being a farming tool; if ANet intentionally made it the latter, then that’s pretty insulting to support players.
Now, ranged symbols such as Symbol of Punishment and Symbol of Swiftness if dropped under the casting Guardian’s feet (with Writ of Persistence trait), they would also follow him. That could be of great convenience as there would be no need for the player to stand and wait for swiftness or might stacks.
They’re not melee weapons though. Personally I think a better change to Symbol of Swiftness would be to make it apply a short duration of superspeed rather than swiftness, since stacking swiftness in a stationary AoE makes no sense.
I swear the reason the weapon is so bad is because Anet didn’t want dedicated healers in the core game but has since changed thier mind and never went back to fix all the previous healing stuff.
I agree. I feel like the reason it’s in the state that it’s currently in is due to that. I’d say they should release a proper ranged healing weapon in an elite spec, but from the looks of the next (leaked) elite spec, it doesn’t seem like the devs are too interested in that idea. So it’d be nice if the staff could get a small rework to center it more towards supporting and protecting allies.
(edited by Fashion Mage.3712)
Now, ranged symbols such as Symbol of Punishment and Symbol of Swiftness if dropped under the casting Guardian’s feet (with Writ of Persistence trait), they would also follow him. That could be of great convenience as there would be no need for the player to stand and wait for swiftness or might stacks.
They’re not melee weapons though. Personally I think a better change to Symbol of Swiftness would be to make it apply a short duration of superspeed rather than swiftness, since stacking swiftness in a stationary AoE makes no sense.
Even though they are not melee oriented, they still deal damage in melee range, but this now is not important. If you cast those two ranged symbols out of guardian’s feet, then it will remain stationary on the ground. However if one does as I said in my post above, such player (or groups of players) will benefit in a moving symbol stacks.
As for superspeed, how much should it give? I think that If it was to be implemented, it would be like 1 max 2 seconds (and considering how easy it would be to drop in an aoe it might be considered an overpowered source of mobility in pvp and wvw game mode.) If the symbol stays on the ground, then you are still forced for a few seconds of superspeed because I highly doubt it that guardian’s would ever have lots of superspeed to drop on him/herself and others in such a short duration.
Even though they are not melee oriented, they still deal damage in melee range, but this now is not important. If you cast those two ranged symbols out of guardian’s feet, then it will remain stationary on the ground. However if one does as I said in my post above, such player (or groups of players) will benefit in a moving symbol stacks.
As for superspeed, how much should it give? I think that If it was to be implemented, it would be like 1 max 2 seconds (and considering how easy it would be to drop in an aoe it might be considered an overpowered source of mobility in pvp and wvw game mode.) If the symbol stays on the ground, then you are still forced for a few seconds of superspeed because I highly doubt it that guardian’s would ever have lots of superspeed to drop on him/herself and others in such a short duration.
I doubt scepter-users would want to lose range on their symbol. I use both of them frequently and I personally would be pretty unhappy with something like that. Guardians already have a lot of melee weapons. The greatsword (and sword) functions as a melee dps weapon; if that is underperforming, the solution isn’t to change the scepter into a melee weapon. The same applies to the staff vs mace.
Supporting allies from a somewhat versatile and flexible range is one thing I like about the staff.
I could understand wanting to do this to the mace’s/sword’s/hammer’s/greatsword’s symbols, although even then, symbols are supposed to be area denial abilities rather than auras.
Edit: Nevermind, I misread what you said. I’m somewhat indifferent to that idea, but it would be okay. :p
I had 2-3 seconds in mind. Superspeed doesn’t stack, so there’d be no reason to stay in the symbol, thus eliminating its current flawed design. It would also make the ability much more active and engaging rather than the mindless swiftness-bot spam that it currently is.
(edited by Fashion Mage.3712)
4. The weakest symbol in the game with the weakest boon and you get rooted while casting and the highest cd of all symbols. Nice!
I would like to make it ground targeting in a 600 – 900 radius and leaps the guardian to the aimed location when casted. This would give the GS a unique symbol skill, no other weapon has and a role as a mobility melee weapon.
I like this a lot!
I don’t think guardian great sword is used….. anywhere in this game anymore. In wvw it’s lb, pvp you should never use gs since it will get you killed, pve its dos is absurdly low compared to other weapons. Maybe some open world people might run it but open world is a joke anything goes.
Yea gs is bad in all game modes, but LB in pvp is also bad cause of so many projectile block skills so I am using hammer sw/shield. Pretty good build.
@Ragnarox @Gwaihir,
you are right about GS. I think, GS and staff are the weapons which could get some buffs (because sword, scepter, hammer, shield and torch and mace had some changes already).
Some suggestions about GS were made here already. What do you think should be the direction a GS skillchange should go for to make it viable again (in at least one gamemode)?
The reason why staff and GS are so weak is because of the HoT power creep. It is much easier to buff than to nerf now as everything is getting stronger and trying to balance things our by weaking them would take too much time and resources. Before HoT greatsword was top tier (at least for me).
I guess the people wanting changes to staff don’t play wvw, the place it has been meta since day 1. No changes needed to auto or #2. Cooldown shave on #5 would be nice though.
@Lahmia.2193, so changes are not needed to orb of light??
Orb of light bugs alot, if u dont detonate the the orb, the skill will not enter in CD, and u need to detonate the skill even when orb has already expired, only after that skill enters in CD.
(edited by Aeolus.3615)
Gs we should not slow you down anymore. It doesn’t hit hard enough since hot to merit it. And the symbol needs reworked since there’s 0 point casting it now. It’s residual damage is low, stops your movement, is easily avoided, PI thiefs will prob you during the cast, and it gives retaliation. Retaliation is useless. Put stab on this symbol and it would be fine.
Gwaihir.1745, that is the same with mace symbol, the casting time, the casting is so slow that u can get easilly killed while trying to cast it.
And yeah retaliation is awfull atm.. Anet had to compensate its damage to the dumbest players.
(edited by Aeolus.3615)
I guess the people wanting changes to staff don’t play wvw, the place it has been meta since day 1. No changes needed to auto or #2. Cooldown shave on #5 would be nice though.
WvW isn’t the only mode that matters last time I checked. It’s just one mode, and a mode that isn’t very well-balanced at that. The staff is mediocre everywhere else. Staff buffs should happen, even if they’re only in PvP (PvE buffs would be nice too, if it were split from WvW).
- Wave of Wrath is used primarily for farming, enough said. If you don’t think there’s something wrong with that, then I don’t know what more to tell you. Unless you think easy trash mob farming is more important than making the weapon do what its supposed to be doing (supporting) for the players who are actually using it seriously.
- Orb of Light has been bugged for ages, and it should probably be ground-targeted for aiming-related purposes (although it shouldn’t hug the ground). It could probably use a few non-QoL buffs too.
- Line of Warding did get a cooldown decrease (in PvP only).
- Symbol of Swiftness has flawed design, and Empower could use a range increase or allow for limited mobility.
Torch: fine
Really?
skill # 5 is just the most useless weapon skill that the guardian has.
Honestly id be fine with guardian greatsword if the removed the effin retaliation from 4. it doesn’t fit the weapon, its useless 99% of the time, if it gave quickness suddenly WW would be a viable skill.
I was thinking Quickness would fit really well too. The greatsword isn’t a tanking weapon or whatever, retaliation doesn’t fit too much.
Scepeter – Chain of Light – cooldown reduced to 15s
Mace – Faithful Strike 1/2s cast time
- Symbol of Faith 3/4s cast time
Staff – Empower – can be cast while moving
- Line of Warding – cooldown reduction to match PvP
Hammer – Mighty Blow – leap range increase to 450
- Ring of Warding – cast be cast while moving
Greatsword – Whirling Wrath – changed to be a single AoE sword swing 2000 damage / 2500 if enemy under 50% hp – no more tiny projectiles that only some races benefit from when standing inside a hitbox.
Torch – Zealot’s Fire – Now a pierces (max 5 targets) and a 100% projectile finisher
- Cleansing Flame – Removes 3 conditions from the Guardian and nearby allies while channeling – channel time lowered to 3s
Greatsword – Whirling Wrath – changed to be a single AoE sword swing 2000 damage / 2500 if enemy under 50% hp – no more tiny projectiles that only some races benefit from when standing inside a hitbox.
I would change it to a 1500 damage but a cone strike of 90 degrees in front of the guardian that sends a one penetrating slash projectile for 900 range that also roots those who are not facing it for 2 seconds OR knocks down the first target hit. Great for chasing down along with leap of faith and binding blades.
(edited by Rodzynald.5897)
I guess the people wanting changes to staff don’t play wvw, the place it has been meta since day 1. No changes needed to auto or #2. Cooldown shave on #5 would be nice though.
WvW isn’t the only mode that matters last time I checked. It’s just one mode, and a mode that isn’t very well-balanced at that. The staff is mediocre everywhere else. Staff buffs should happen, even if they’re only in PvP (PvE buffs would be nice too, if it were split from WvW).
- Wave of Wrath is used primarily for farming, enough said. If you don’t think there’s something wrong with that, then I don’t know what more to tell you. Unless you think easy trash mob farming is more important than making the weapon do what its supposed to be doing (supporting) for the players who are actually using it seriously.
- Orb of Light has been bugged for ages, and it should probably be ground-targeted for aiming-related purposes (although it shouldn’t hug the ground). It could probably use a few non-QoL buffs too.
- Line of Warding did get a cooldown decrease (in PvP only).
- Symbol of Swiftness has flawed design, and Empower could use a range increase or allow for limited mobility.
By farming, do you mean tagging mobs? Because that’s the primary wvw use. It is such an effective attack when used on mass. Every skill is pretty much built for wvw (aside from #2).
#1: perfect for hitting lots of players in a wvw environment.
#3: great for stacking swiftness, especially on a zerg while on the move.
#4: 12 stacks of might allies, also used to sustain with altruistic healing. Yes anet could buff by removing the rooting, but other than that, it is perfect.
#5: Great for stopping fleeing groups or cutting zergs in half. Less viability with all the stability and the nerf of 10 person cap, but still decent. Cooldown for pvp only was silly given that it only has use in pvp and wvw, and is basically useless in pve.
There has definitely been a lot of power creep in HoT and several of the suggestions here could help make Guardian weapons that have fallen behind more viable again compared to similar options in their own and other classes.
A few small changes I’d personally like to see to balance some things:
Mace – Auto-attack #3 (Faithful Strike) speed changed to 3/4 sec (The same as the equivalent Warrior Mace Auto-attack #3 Pulverize which had it’s cast time buffed a while back.)
- #2 Symbol of Faith speed changed to 1/4 sec and Regen duration increased to 2 sec per pulse (to be on par with the new Symbol of Punishment and Symbol of Blades which are much faster and grant more useful boons.) Currently it’s not a particularly powerful symbol (hence increasing the Regen a tiny bit) and Mace’s main problem is being too slow and clunky compared to other weapons right now.
Scepter – Fix the bug that causes #2 Punishment not to pulse immediately when applied, unlike other symbols. As such, it pulses 4 times rather than the 5 it should.
Hammer – #2 Mighty Blow leap range changed to 600 (same as Vault, Savage Leap, etc.)
Greatsword – #1 Auto-attack chain should grant similar amounts of might to the Scrapper auto-attack chain (8s Might first two swings, 3 stacks 8s Might last swing.)
- #2 Whirling Wrath recharge changed to 8 sec (same as Hundred Blades and most other GS #2 skills) and modify the way it’s damage works so you don’t have to be completely inside an enemy to deal full damage.
- #3 Leap of Faith recharge changed to 12 sec (same as Swoop and most other GS #3 skills)
- #4 Symbol of Wrath recharge changed to 15 sec (same as Warrior and Ranger GS #4) and inflicts 5 sec of Cripple (since most GS #4 skills inflict Cripple.)
GS 1 make it heall on hit for a small amount.
GS 2 make it s single hit for 2k damage that chills for 3sec. Cd12sec
GS3 evade while using and make it a dash that stuns 1 person for 2sec instead of an aoe blind.same cd.
GS4 cast while moving and grant quickness for 3sec.same cd.
GS5 instant pull.same cd.
(edited by miguelsil.6324)
Staff 1 really just needs a healing component added into its current functionality. 80-250 hps would be ideal.
Staff 2 needs a timer to auto destruct/skill flip after it reaches its max range. It could also benefit from ray targeting instead of enemy target.
GS4 is a huge outlier compared to the test of the symbols. Other than that it’s really just number tweaks I think.
Hammer and Mace could use some aftercast reductions and a few sped up animations.
I’d do that first and then see where Guardians stand afterwards.
what if Staf 2 could be a dome(ground targeted) with detonation after 1 or 2 second?
(edited by Aeolus.3615)
#1: perfect for hitting lots of players in a wvw environment.
#3: great for stacking swiftness, especially on a zerg while on the move.
#4: 12 stacks of might allies, also used to sustain with altruistic healing. Yes anet could buff by removing the rooting, but other than that, it is perfect.
#5: Great for stopping fleeing groups or cutting zergs in half. Less viability with all the stability and the nerf of 10 person cap, but still decent. Cooldown for pvp only was silly given that it only has use in pvp and wvw, and is basically useless in pve.
1# no damage and only good for tagging and has no purpose but to get loot. Only has any impact in condition builds and when zerging-
2# To slow, low damage and low healing compared to other skills in the game. Has no role in wvw and pvp.
3# Useless for anything that giving one stack of swiftness in zergs. No competent organized group in wvw would let a staff guardian in since staff pretty much cripples the guardian and there are other means of swiftness that are more cost effective.
4# the skill is good in it self but only in zergs where we are standing still. Its crap while moving forward in organised groups due to the root.
5# Great skill back in the day but useless now when every one and their mother has self sustained access to stability. When guardians where king of stability this skill was good and now its crap.
The “meta” you refer to is unorganized zergs, not the competitive meta that actually is/was present in wvw.
snip
Funny that considering I run with an organised zerg.
A lot of suggestions here are terrible. What is correct is that GS needs buffs. It has to be once again the meta pve weapon for short fights and aoe. What GS therefore needs is more damage, especially on #2 and #4. Furthermore, remove the useless retaliation and give quickness on #4 and make it a fire field. Make the third autohit an explo-finisher. Increase range and projectile speed on #5. Up tether damage of #5. Decrease cd of #3 by 7 seconds and slightly increase range.
The delay on #4 and slowdown on #2 is fine, that’s the downside of GS.
Short: Simply more damage does the deal. Damage is way too low since hot.
For staff: Do whatever you want as long as you don’t touch #1 and #3.
Torch: Rework it completely. Make it the heavy condi cleanse option.
Sword: Remove root on #3.
Focus: Heavily decrease the cast time of #4.
and common sense.
(edited by Adrenalin.5719)
@Adrenalin.5719
Why GS needs more damage , because other class can output more damage in same stats or because we needs more players being carried with damage output?
(edited by Aeolus.3615)
The fact remains that Greatsword is very outdated since the buff to sword and sceptre.
Change the animation on Greatsword #4 to match Reaper Greatsword #4 and remove rooting. They both shared the same “stab sword in ground and root” animation once, though anet removed changed it for Reaper during beta. Quickness would be a nice buff
Remove the movement speed reduction on #2 and revamp the skill so all the damage comes from the spinning, instead of having silly projectiles that force you to sit inside the enemy hitbox to do max damage.
(edited by Lahmia.2193)
For staff: Do whatever you want as long as you don’t touch #1 and #3.
I find it ironic that you think the most brainlessly passive and/or pointless skills on the staff don’t need changes.
A lot of suggestions here are terrible. What is correct is that GS needs buffs. It has to be once again the meta pve weapon for short fights and aoe. What GS therefore needs is more damage, especially on #2 and #4. Furthermore, remove the useless retaliation and give quickness on #4 and make it a fire field. Make the third autohit an explo-finisher. Increase range and projectile speed on #5. Up tether damage of #5. Decrease cd of #3 by 7 seconds and slightly increase range.
Mostly interesting suggestions, though I think an explo finisher on third auto would be ridiculous. That simply doesn’t fit with the GS theme. Something else is needed to bring the AA chain up to speed. As for the symbol getting changed to a fire field, that should be done in a more general way, not just for this one weapon. Maybe a trait in Zeal or radiance that converts all symbols to fire fields.
There is no loyalty without betrayal. -Ann Smiley
I’m increasingly more nervous with this announcement of the skill balance on Wednesday. I really hope that if we do get any possible nerfs/changes, it would be compensated with a Greatsword fix
The fact remains that Greatsword is very outdated since the buff to sword and sceptre.
Change the animation on Greatsword #4 to match Reaper Greatsword #4 and remove rooting. They both shared the same “stab sword in ground and root” animation once, though anet removed changed it for Reaper during beta. Quickness would be a nice buff
Remove the movement speed reduction on #2 and revamp the skill so all the damage comes from the spinning, instead of having silly projectiles that force you to sit inside the enemy hitbox to do max damage.
Joke right ? https://www.youtube.com/watch?v=P98k3n5g65Q&list=WL&index=162
Fredy Brimstone lvl 80 Mighty Warrior
Oupí lvl 80 Immortal Guardian
Staff 1 really just needs a healing component added into its current functionality. 80-250 hps would be ideal.
Staff 2 needs a timer to auto destruct/skill flip after it reaches its max range. It could also benefit from ray targeting instead of enemy target.
I would love Staff being way more about Might and Healing than it currently is. However, that would need some trait reworks / reallocations to work properly. Not that Honorable Staff made sense to begin with.
Just looking at the weapon itself:
- Staff #1: Also heal your allies for a small amount per stack Might on them. Will take at least some effort. Will be easy enough to maintain in large scale fights.
- Staff #2: Make it aim like Lightning Orb but work like Water Globe (Tempest). Pulses, heals to allies. Blinds enemies instead of dealing damage. Light field.
(edited by Xaylin.1860)
My only qualms are scepter auto still being too slow, hammer and mace 3rd auto in the chain being too kitten slow. Also, they need to do something about how buggy tossing zealots flame is. Maybe make it tossed in an arc instead of sliding across the ground?