As most people here are aware, Guardians aren’t all that good at range. I’ve been thinking about it a bit, and I’ve got two suggestions. The first is rather reasonable, the second is more out there and more intended to show what’s possible.
Scepter (Redesigned)
- Orb of Wrath: Fire a fast-moving orb at the target
Range: 1200
Projectile Finisher
This skill would probably need a cast-time to balance the speed of the orb. The ultimate rate of fire should be roughly the same as before, it’s just the orb that flies faster. I also made it a projectile finisher, since it provides some support and offense. See also #2.) - Symbol of Stability: Sear a mystic symbol in the target area, damaging foes and granting Stability to allies.
Range: 1200
Cooldown: 8 seconds
Duration: 3 seconds
Light Field
This skill still roughly has the same use as Smite, but also serves as a Light combo field. I don’t like Stability on it, but it’s one of the only boons we haven’t got on our Symbols yet. Ideally, I’d swap the Symbols around, but that would go beyond this excersize. - Chains of Light
Stays exactly the same.
Longbow
- Arrow of Truth: Shoot an arrow at the target, healing nearby allies.
Range: 1200
Projectile Finisher
This skill should get a short-ish cast time to show “aiming” the arrow towards the target. I wanted a secondary rider on the skill (because just firing a projectile finisher is a bit boring), and a small amount of healing is probably the weakest you could get. I also considered Weakness, but I didn’t want this to be the first weapon to give Weakness, when no other does.
#2: Symbol of Stability: Sear a mystic symbol in the target area, damaging foes and granting Stability to allies.
Range: 1200
Cooldown: 10 seconds
Duration: 4 seconds
Build in combo for the weapon combination. Once again, I don’t think Stability is the best fit, but I don’t want to swap around Symbols on existing weapons. It definitely shouldn’t be Swiftness, but others are fair game.
#3: Cleansing Volley: Shoot a volley of arrows at the air, damaging enemies and removing conditions from allies.
Range 1200
Cooldown: 16 seconds
Duration: 5 seconds
Cleansing conditions is pretty powerful, but it’s something the Guardian should do well. You could change this skill to provide healing, but that would weaken the skill severely, in my opinion.
#4: Arrow of Justice: Fire an arrow that explodes on impact, dealing damage to enemies and healing allies.
Range: 1200
Cooldown: 20 seconds
A bit boring, but I originally had a wave-like push-back here, but that felt to powerful with all the control-effects the Guardian already has and I wanted the Longbow to be more Damage/Support than control. The healing here should be significant enough to justify the cooldown and the fact that you actually need an enemy to make the skill useful.
#5: Intervention Shot: Shoot an arrow at the enemy, teleporting along the line, granting Protection to allies when the arrow hits.
Range: 900
Cooldown: 25 seconds
I wanted a skill that would synergize with the melee-aspect of our profession. I tried to make it different enough from our other teleports, which was rather difficult. I used a more defensive boon, rather than a blind or a burn, again to strike a balance between damage and support.
I felt that this thread could be different from other threads about Guardian’s ranged capabilities, by focusing on what could be done to make our situation better, without actually looking too much at how we currently are.
“Come on, hit me!”