(edited by Spartacus.9743)
Please replace Dulled Senses with taunt trait
You know what? It should give the enemy swiftness too.
a taunt in some form on the guardian needs to happen and will make traps even easier to use. just set up a pit of death and then taunt people into it.
yes I want taunts….
“Spear of Justice taunts theterized enemies” (2 sec taunt, 25 sec cd)
I think the word you’re looking for is “tethered”.
It’s pretty obvious, and nobody’s impressed.
While this trait is amazing combined with heavy light guards dont have any other knockback other than the garbage 30second cd shield of absorption.
While this trait is amazing combined with heavy light guards dont have any other knockback other than the garbage 30second cd shield of absorption.
you confusing this with the grandmaster traits.
this cripples those that are knocked back.
I think they should add taunt as a base effect to shield number 4 (3 seconds to damaged enemies) & resistance (3 seconds to nearby allies) as a base effect to shield number 5.
Then change the shield trait so that shield number 4 & 5 also grant AEGIS to nearby allies.
After that shield will be worth using.
While this trait is amazing combined with heavy light guards dont have any other knockback other than the garbage 30second cd shield of absorption.
you confusing this with the grandmaster traits.
this cripples those that are knocked back.
I am not which is why I said combined. Without heavy light the trait doesnt work cause we have no knockback that would cripple with this trait.
(edited by Vizardlorde.8243)
I think wards are just coded that way. Knockback on touching the ward.
I think wards are just coded that way. Knockback on touching the ward.
This surely grants more chance to increase the inflicted cripple, but why spend a trait just for 1 weapon skill (Hunter’s Ward, 60 second of cooldown), while you can choose a trait that can change litterally a teamfight if used properly?
What i mean, is that an elite specialization should work on skills and traits that works greatly in a set of mini combo that sinergizes each other and change the sort of the fight, and 4 sec of cripple for each knockdown (guards has 1 only CC for each weapon except hammer), doesn’t change almost anything…
Taunt is the condition that all tank, support, cc players were expecting in almost all game modes, and wich class fits perfectly the role of the “taunter”?
I guess the Guardian/DH fits perfectly this role, so why don’t give a chance to guard to be able to decide the sort of the fight taunting an enemy, and pull him to trigger a trap weakening hardly the enemy?
(edited by Spartacus.9743)
I think wards are just coded that way. Knockback on touching the ward.
I thought wards were knockdown until now. Guess I should use hammer and staff more often.
Completely disagree, the traps are powerful that they should reward you if you can get an enemy to walk through them. That and we already have a trait that can make the spear immobilize the targets it hits for like 3 seconds. The tether already provides burning, by adding taunt you are making the active way too strong and it guarantees double the taunt’s duration in burning damage (first the enemy walks towards you then has to run away).
Poor pvpers Facing a hambow guardian is gona suck with all the immobilize knockback and cripple.
I think wards are just coded that way. Knockback on touching the ward.
This surely grants more chance to increase the inflicted cripple, but why spend a trait just for 1 weapon skill (Hunter’s Ward, 60 second of cooldown), while you can choose a trait that can change litterally a teamfight if used properly?
What i mean, is that an elite specialization should work on skills and traits that works greatly in a set of mini combo that sinergizes each other and change the sort of the fight, and 4 sec of cripple for each knockdown (guards has 1 only CC for each weapon except hammer), doesn’t change almost anything…
Taunt is the condition that all tank, support, cc players were expecting in almost all game modes, and wich class fits perfectly the role of the “taunter”?
I guess the Guardian/DH fits perfectly this role, so why don’t give a chance to guard to be able to decide the sort of the fight taunting an enemy, and pull him to trigger a trap weakening hardly the enemy?
The guy over me just made a somewhat snarky remark about how the host nearly f’ed up by saying wards are knockback or something. He edited it but thats why I said that. I actually agree with OP and if you scroll up you can see that I even suggested giving the enemy swiftness to pull him even faster.
I think wards are just coded that way. Knockback on touching the ward.
This surely grants more chance to increase the inflicted cripple, but why spend a trait just for 1 weapon skill (Hunter’s Ward, 60 second of cooldown), while you can choose a trait that can change litterally a teamfight if used properly?
What i mean, is that an elite specialization should work on skills and traits that works greatly in a set of mini combo that sinergizes each other and change the sort of the fight, and 4 sec of cripple for each knockdown (guards has 1 only CC for each weapon except hammer), doesn’t change almost anything…
Taunt is the condition that all tank, support, cc players were expecting in almost all game modes, and wich class fits perfectly the role of the “taunter”?
I guess the Guardian/DH fits perfectly this role, so why don’t give a chance to guard to be able to decide the sort of the fight taunting an enemy, and pull him to trigger a trap weakening hardly the enemy?
How exactly is the knock back not amazing when you can just walk up to melee range and knock them from rezzing an ally and once that happens you can cripple them so they cant stop you from stomping?
I’d rather they made this change to the Wings of Resolve trait. Rather than making it deal damage, make it taunt enemies as you leap in.
I like the idea of the DH literally swooping into combat to peel off his allies. Though, the DH theme is a bit less altruistic.