Suggested reworks to some skills
Sanctuary — reduce cd, give it pulsing regen (2’s), detonate for 1k heal.
Merciful Intervention — Allow teleport to anywhere, grant protection (4’s), give 5% revive to downed allies OR 180 knock-back to enemies.
Signet of Courage — Keep healing the same, allow us to cast while moving, cast time reduced to (3’s), passive range 300->500
Radiant Retaliation — allow the player to have good control of the new effect. When the player is under the effects of retaliation they gain stacks of “retaliated” which last for( 8’s) each. This effect stacks once every (1’s) and upon reaching 5 stacks of “retaliated” blinding enemies in a 600 radius and gaining 2 stacks of might. If the player does not reach 5 stacks of “retaliated” before it runs out the trait does not go on cool down and simply resets or have it go on a (5’s icd). If the player is successful the trait goes on a (12’s icd).
I think incorporating binding blades into the traits is neat but there is no way to reactivate them unless you have a great sword.
EDIT: Many of your reworks are a bit overloaded. Sometimes simplifying them makes them not only useful, but easily more practical. Personally I think the unique ‘Retaliated’ status could be a really cool thing about retaliation for guards, having them utilize the boon in a neat and different way.
(edited by Quozex.9430)
I think the 180 knockback would make MI too offensive, my idea is that it would be used to save injured allies
I like the suggestions I’m seeing here so far. I really want to love Signets and Consecrations (especially Consecrations lol). Here are my thoughts:
CONSECRATIONS:
Sanctuary – Way too high of a CD, reduce it to 90s. Bump up healing to 333 per pulse, bringing the total healing to about 2k for the skill untraited and about 2.6k traited. I want to love this skill.
Hallowed Ground – I could go either way with this skill, really. Right now I don’t feel like it’s very usable. I would suggest reducing the CD to something more like 60s or perhaps adding an additional effect to the skill itself. Perhaps an application of regeneration, protection or might? The effect of increasing boon duration by 20% just doesn’t seem strong enough in combination with the stability to justify this skill’s CD in any game mode beyond perhaps PvP.
MEDITATIONS:
Merciful Intervention – Bump up scaling with healing power a little bit (only 700 more healing with 1200 Healing Power, really?). Change it to also apply blind to enemies within the effect radius – this skill would also help justify Binding Jeopardy.
SIGNETS:
Signet of Mercy – I agree that cast time should be a little shorter, but the Healing Power is fine (normalized). I think a CD reduction to about 120s would make this skill actually usable.
Honestly I would rather see this skill receive a rework to something like this: Passive effect: 180 Healing Power. Active Effect: Cures 3 Conditions. Cooldown: 40s. Running Signets with this (and the other changes I am suggesting) would actually be potentially viable.
Signet of Courage – Passive effects feel like they’re in a good spot, but the CD on this skill is unbelievably high in comparison to the healing that Druids will be able to do. The CD on this should be no more than 150s untraited and likely should be less, otherwise it will never be worth activating. Cast time also needs either a bit of a reduction or to no longer root.
Perfect Inscriptions – 20% increase to passive effects and 20% reduction to CDs is great, but after testing numerous times, the light aura applied by this trait is beyond useless. Light Aura is not overly strong and should be applied for a duration of 6 to 8 seconds at least. At 3 seconds currently, this means light aura ends before the enemy affected by Bane Signet event gets back up.
SPIRIT WEAPONS
Okay, so I’m not actually going to go into this in detail here . . . but I still would love to see the most evocative skill type of the Guardian actually function. Infinite duration and increased health please and thank you! Oh and could we possibly have a buff to the Bow’s condition cleansing perhaps?
Of course an AI fix and a big increase to the targeting and speed of the weapons is necessary, but that’s not all they need!
TRAITS:
Radiant Retaliation – I think nothing less than a full overhaul is necessary here because this trait brings absolutely nothing to the table for Condition Builds, the clear targets for it. Very few of the skills actually even run by condition builds apply Retaliation in the first place and, perhaps even worse, this would force the Guardian to give up the 15% Burning damage increase of Amplified Wrath. I can see no build currently where this would be worthwhile.
Short of completely reworking this trait, I would suggest a change like this: Keep the current effect of Radiant Retaliation, but give it an additional effect like “Virtues of Justice’s passive effect now applies 1 second of Retaliation.” Alternatively, it could apply Retaliation for 1.5s.
Now keep in mind, I am assuming that burning will eventually be somewhat better balanced and I do not believe this trait suggestion would be overpowered then. Then again, this could just end up being overpowered anyways . . . I don’t believe it would be, but you never know!
Well, those are just a few of my suggestions. I don’t think most of our skills need massive changes and overhauls, but they certainly do need something.
EDIT: Formatting.
(edited by xinkspillx.3914)
sanctuary CD is really bad… for the skill that is… get it back to elite and increase area plus(equal to ele traited AOE that hits people inside some towers) pulse of prot while inside.
About SW wont comment soooon engies will cry about gyros in same way.
(edited by Aeolus.3615)
I also think that a lot of the skills mentioned here need some work. Sanctuary definitely needs a reduced cool down. A lot of the signets have always felt a bit underwhelming to me too. Someone suggested somewhere that the passive effect for signet of courage should apply ever 5 seconds instead of 10, but with a reduced amount of healing so that the healing stays about the same as it is currently. I also agree that it could use a reduced casting time.
I never liked that the cool down on spirit weapons didn’t start once they were cast. I do like how the spirit weapons stick around when you use their actives though. I don’t think they did that in the past.
Being a mace+focus wielder, I’ve been seeing some problems with ray of judgement. When I was helping my friend level today, I noticed that it does not always bounce to him to when he needs it, and this is when there is only 2 of us and not many enemies around. The skill also needs to bounce to allies whether there is an enemy to hit or not. From the way it is worded, it suggests that it would do so but doesn’t.