Suggestion for Guardian staff.

Suggestion for Guardian staff.

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Posted by: Iozeph.5617

Iozeph.5617

Add a healing component to the staff auto attack similar to druid staff; Every friendly within the cone of the ‘shotgun spread’ is healed for a small amount scalable with healing power.

Doesn’t have to be a high amount but something to fill the void between shouts or other right hand bar support abilities.

Suggestion for Guardian staff.

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

would be a nice start.

They would still need to address the number 2, 3 4 & 5 skills tho.

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Posted by: Fashion Mage.3712

Fashion Mage.3712

Would be very nice. I certainly find it appropriate that a support weapon’s auto-attack actually supports.

A lot of the other skills on the staff could use some addressing too, but the auto-attack is really the only glaring problem I have with it.

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Posted by: Infusion.7149

Infusion.7149

Seeing how staff 2 (on a very low cooldown) and 4 are both heals, I don’t feel this is necessary. Staff has been used heavily in WvW & the damage isn’t quite as poor as druid staff. Staff 1 also hits 5 targets in a generous arc, even through walls.

Staff on guardian is slightly weaker damage compared to revenant staff, but revenant staff is melee.

Guardians have mace for healing by the way.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

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Posted by: Ezrael.6859

Ezrael.6859

Change the auto-attack to only hit 3 enemies in front, but the wave bounces back and heals the Guardian + 2 close allies. (Blue return bounce animation, no sound).

Base damage increased by 20%.
Returning wave heals for 150. Healing value increased by 1 per 100 healing power (like symbol heal scaling or it would be easy to get out of hand).

Orb of Light is an awful slow moving skill when it works, and useless when it fires into the ground. Just change it to function like Pillar of Light, keep the animation etc, it’s a fantastic looking skill.
10 second cooldown, ground targeted.

Line of Warding – Bring back the old beta trait idea for wards. This should be added as base functionality for Line of Warding and Ring of Warding.
Wards deal damage to enemies that cross.

(edited by Ezrael.6859)

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Posted by: Iozeph.5617

Iozeph.5617

I agree that number two staff doesn’t work for me either. Placement and execution are often hampered by latency. Sort of useful when it all comes together. But even so, evenw hen in healing centric equipment it doesn’t do that much -and for the longish cooldown and the travel time it feels clumsy. I keep feeling there are better things I could be doing with the weapon or even another weapon altogether and there probably are.

What I’d love for two would be a ‘god ray’ coming down from a point and fanning out and down at an oblique angle. Those standing in the ‘light circle’ would be burned -a five second duration burning stack- if hostile and healed if friendly.

For the autoattack a little healing is all I’d want for. Just the cone- doesn’t have to heal the caster(me) at all. It’s more about supporting others, particularly during those gulfs between right hand bar skills, but that’s only my opinion over it.

Don’t even want to quibble over the healing scalability as right now -just as was said- something would be better than nothing. Heck, even if it only bestowed a one or two second duration regeneration effect rather than a flat amount of healing- anything… something.

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Posted by: hbillhas.7803

hbillhas.7803

The first thing would be to fix Honorable Staff so that it works correctly.

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Posted by: Nethod.7068

Nethod.7068

Add a healing component to the staff auto attack similar to druid staff.

sigil of water could do some of this

Mercellas,
Guardian, Chef

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Posted by: Fashion Mage.3712

Fashion Mage.3712

Seeing how staff 2 (on a very low cooldown) and 4 are both heals, I don’t feel this is necessary. Staff has been used heavily in WvW & the damage isn’t quite as poor as druid staff. Staff 1 also hits 5 targets in a generous arc, even through walls.

Staff on guardian is slightly weaker damage compared to revenant staff, but revenant staff is melee.

Guardians have mace for healing by the way.

I don’t like to pretend that the mace is actually good for healing allies.

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Posted by: Iozeph.5617

Iozeph.5617

Tried sigil of water and one, it’s not reliable. Two, why should we have to use a terrible sigil on a guardian to make a poor man’s support weapon when other classes enjoy better organic support capabilities on their weapons whilst keeping the option for better sigils?

And for mace I agree – it’s terrible and for a couple of reasons- it’s slow in chambering to get to the heal proc, and secondly for the same reasons that symbols/wells are so terrible for support- try getting players to not kneejerk themselves out of them in some sort of group play raid/dungeon/wvw etc. It’s all static and in a game that has progressively been steered away from static/stacking fights.

It’s no wonder some, if not all, of our best support abilities are shouts. We’re able to use them on the move. But then we come around to the gulfs between shout availability.

As with druid staff, adding a healing component to the blast on guardian staff auto attack we’d at least have something reliable that allows us to apply that support to others by keeping them in our front arc as we fight.

Keep in mind, the druid staff has a much less fluky two skill, a four that allows for condition clearing and damage in one go, and pets that while garbage in many respects are nowhere near as rubbish as our summons – given that they’re robustness allows them to keep distance and actually do respectable damage with that staff if built for it. All while keeping mobile.

If I’m honest, I’d willingly give up having more than one spirit weapon to have just one out permanently. It would be a world of difference having something standing between me and my terrible armour and health pool – neither of which are adequate protection in the newest maps- for longer than twenty seconds.

Guardian staff four was sort of novel back in dungeons where static fights allowed us to help in might stacking. But now, given how the game has evolved, any ability that forces us to plant ourselves for that long, while something is eating/has eaten our faces off in the interim, just feels anachronistic. It’s doesn’t help that many classes have easier/more consistent access to might without us.

While running about with my Dragonhunter is something of a welcome change there’s still a part of me that feels wrong having to kite or just plain run away more than half the time.

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Posted by: Gwaihir.1745

Gwaihir.1745

Staff 4 needs to be a block or become mobile. Case point.

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Posted by: Fashion Mage.3712

Fashion Mage.3712

or extend the range. I’d be fine with it being mobile, but blocking would make it pretty overpowered. Plus I’d rather it stay as a primarily supportive weapon rather than a bunkering weapon (I think the mace is better suited for that).