Being a Guardian main since 2012, I always loved to concept of a magical/holy Warrior that can fend for themselves in skirmishes and provide superior defenses on the battlefield. Sadly the one unique defensive mechanic for Guardian, Aegis, is quite useless right now with how fast the game is getting in regards to weapon/utility skills as well as the speed at which conditions can be generated. I wish the Devs would listen just a little more to us Guardians. I love Guardian too much to see it fall in the area where its suppose to be best, so below is a small adjustment to Aegis for Guardians.
NEW AEGIS:
- Base line for Guardian applied aegis:
Stacks intensity as well as duration. Stacks up to 5 on intensity and the stacked duration applies for each stack of aegis (this duration can not be increased beyond 30 seconds, in line with the virtue of courage’s passive).
- New trait: Pure of Heart -> Unyielding Shelter
Aegis grants regen on application and heals on block. Aegis will now block unblockable attacks
Also for The Guardian’s skirmishing potential, I went ahead and reworked the notoriously bad Spirit Weapons into something usable and more sustained than burst. I mean I really want Spirit Weapons to feel Guardian unique and fun to play, while still requiring skill to master and I think I created something that fits these ideas. Hope you guys like it!! And don’t forget this is all open for discussion about the new Aegis and Spirit Weapons; I like talking about adding, changing, or making news things for Professions, especially Guardian!
NEW SPIRIT WEAPONS
- New trait: Expeditious Spirits-> Guardian Spirits – SW cooldowns are reduced by 15% and you gain 10% movement speed while channeling. Foes that are hit by a spirit attack skill are marked with [Broken Spirit]. (reapplying [Broken Spirits] will only refresh the 5s duration).
o [Broken Spirit] (5s)– reduce the cooldown of your SW further by 1 second for each consecutive hit on marked targets.
- Spirit Weapons still provide their passive attacks/effects while summoned.
- Summon SW will remain summoned for 60 seconds.
- The time it takes to summon SW is now 1s instead of 1.5s. SW movement speed has been increase by 33% as well as their health pools being doubled. SWs now have a channel effect to their skills, where they are called back to the Guardian’s hands and charged to unleash a spirit attack. SWs have three spirit attacks representative of Tapped, Charge 1, or Charge 2. Using any skill will consume the weapon and put it on its respective cooldown.
- Channeling skills involve you holding down the skill and then releasing at the desired skill. Each skill would have a change in stance to indicate which channeled skill you will use.
- Sword of Justice: (Channels for 3s, Channel 1: 0-2s, Channel 2: 2-3s)
o Tapped – Surging Light – 10s, 8.5s w/ CD
Strike the ground under you burning and damaging foes while applying vulnerability (10 stacks).
o Charge 1 – Luster Rend – 20s, 17s w/ CD
Slash the air twice sending out two streams of light that damage and blind foes they pass through while also making then vulnerable (5 stacks each). The streams are wide and horizontal for the most part.
o Charge 2 – Divine Purge – 30s, 25.5s w/ CD
Whirl once around sending out a radial wave of fiery spirit energy, pushing back, damaging and burning foes while also applying vulnerability(10 stacks) and weakness. Allies gain might. The guardian is cured of 3 conditions.
- Hammer of Wisdom: (Channels for 3s, Channel 1: 0-2s, Channel 2: 2-3s)
o Tapped – Courageous Impact – 15s, 12.75s w/ CD
Leap towards your target damaging and knocking them down.
o Charge 1 – Virtuous Disperse – 30s, 25.5s w/ CD
Swing your hammer in front of you damaging and knocking back up to three enemies. Gain retaliation.
o Charge 2 – Zealot’s Expanse – kitten , 38.25s w/ CD
Create a field where enemies gain pulses of blind, vulnerability(2 stacks), and weakness, while being slowed for 33% their movement speed. Allies in the field gain retaliation.
- Bow of Truth: (Channels for 3.5s, Channel 1: 0-2.5s, Channel 2: 2.5-3.5s)
o Tapped – Starlight Volley – 20s 17s w/ CD
Fire off a barrage of light that heals and cures conditions at target location.
o Charge 1 – Radiant Bypass – 40s, 34s w/ CD
Leap a short distance in the direction you are moving and shoot out a short rapid burst of arrows at your target blinding and damaging them.(Breaks Immob and Cripple)
o Charge 2 – Light’s Hope – 60s, 51s w/ CD
(skill shot)Fire off a fast massive arrow of light that passes through allies and explodes when it hits an enemy. The arrow grants regen and converts 2 conditions on allies it passes. On explosion the arrow heals nearby allies and dazes foes for 1.75 seconds. Unblockable.
- Shield of the Avenger (Channels for 3s, Channel 1: 0-3s, Channel 2: 3s) (The shield now always remains within a certain range of the guardian (range = 180)):
o Tapped – Toss of Courage – 15s, 12.75s w/ CD
Throw out your shield hitting multiple allies and foes. Foes are damaged, crippled and weakened while allies are given aegis. (breaks stun)
o Charge 1 – Valorous Guard – 30s, 25.5s w/ CD
Take a defensive stance, blocking all direct damage (not cc) while gaining stability(3 stacks). Upon release during channel, send out a radial wave of light that damages and weakens foes while granting protection and stability to allies.
o Charge 2 – Resolute Inclination – 60s, 51s w/ CD
At full channel, instantly take a firm defensive position and remain there for 2s absorbing all forms of damage while being immune to cc. Foes whom are close (120 radius) to the Guardian are taunted for 2 seconds. After the 2 seconds release a massive shock-wave that damages foes for 50% of the damage absorbed and heals allies for 20% of the same amount. Allies are granted protection, fury, and regen. The Guardian converts all of the conditions he/she is suffering into boons.