(edited by Mikau.6920)
[Suggestions] Spirit Weapons
I can endorse this proposal, but with the following changes
Gyros were inspired to work like Spirit Weapons I think, so they should be closer to Gyros rather than Minions. With that in mind, make their cast times reflect gyro cast times (more instant than not) and significantly reduce SW cooldowns to more closely match Gyros. Or, make them much closer to Minions and remove their auto death. Either way works. If more Gyro, lessen the command skill cooldowns and summon cooldowns. Of more Minion then keep cooldowns the same. Only minorly increase their defenses.
I agree with the Sword teleport
I also agree with swapping Hammer knockdown on command with 3rd auto knockback. The command should be the knockback.
Bow should attack enemies and pierce for low damage each, removing conditions as normal.
Shield should completely swap active and command properties. Attacks enemies on its own for weakness and allied aegis, and create the bubble on command.
Spirit Weapons don’t have great synergy, have the combined disadvantages of Gyros and Minions without either advantage, and their trait interacts poorly with Shield and Bow. These changes would fix those problems while keeping majority of original design.
For spirit weapons I would go with something like this.
You summon them as items but on pickup they add a passive effect.
For Sword it would be your basic attacks burn (every third attack?). For Hammer it would be your critical strikes cause a combo field blast. For Shield it would be gain resistance at a set interval and for bow it would be something worthy of an elite skill such as increase the range of all your attacks to 900 or 1200….because as guardians we have a bad selection of elites….or heals the targets with the lowest hp within a 600 radious of the buff holder.