I think we can all agree that with the current balance mentality toward the guardian we are not going to be “meta” anytime soon.
So this is my take on how to improve the guardian to bring him back into the meta with hopefully a lot of build diversity (we are all tired of just playing medi/medi trapper or shouts)
Some of these suggestions may feel OP but in a perfect world these changes would only get through if every other class gets such a big overhaul aswell.
My goals with the guardian in short:
Increase build diversity (power dps, condition dps, support/heal)
Make every weaponset playable (for different roles/build)
rework spirit weapons
update the “role” of the guardian to be sort of the “opposite” of the necromancer
Part 1, Virtues, Utilities and Weapons
Part 2
Let’s start with the basics: Virtues:
- Virtue of Justice (F1): CD reduced to 20 seconds.
- Virtue of Resolve (F2): CD reduced to 40 seconds, now converts 1 condition into a boon upon activating.
- Virtue of Courage (F3): CD reduced to 60 seconds. Aegis Refresh rate changed to 20 seconds.
With a bit stronger “vanilla” virtues I want to achieve less dependancy on the Virtues traitline.
Next up: Utility Skills:
Meditations feel pretty good, only skills that need work are
- Merciful Intervention: Reduced CD to 40, changed text to “Shadowstep to the targeted area and heal around them. If no ally is present in the targeted area, this ability will heal for only 50%.”
- Litany of Wrath: Doubled the initial self heal.
These changes achieve two things, it creates a bit of choice when going for a meditation build and it gives base guardian a much needed mobility skill.
Shouts:
- Retreat: CD reduced to 30 seconds.
- Hold the Line: CD reduced to 30 seconds.
- Stand your Ground: Stability stacks increased to 10 up from 5.
- Save Yourselves: Added 10 seconds of Aegis, Stability (1 Stack) and 2 seconds of Resistance.
- Receive the Light: CD reduced to 35, doubled healing power scaling.
- Feel my Wrath: CD reduced to 40 seconds.
Retreat and Hold the Line are very basic shouts, that’s why they need a bit lower CD.
Stand your Ground stability increase is mainly because of WvW and the current “cc powercreep” introduced with HoT.
Save Yourselves needed a bit of an update in the boon department.
FMW got a bit overnerfed in my opinion.
Consecrations:
- Purging Flames: Will now convert 3 conditions into boons upon activation.
- Hallowed Ground: CD reduced to 60 seconds. Pulsing Stability increased to 3 stacks, will now also pulse resistance for 1 second.
- Sanctuary: CD reduced to 60 seconds, radius increased to 240, healing per second increased by 100%
- Wall of Relection: no changes.
Hallowed Ground never really got played, should now be viable in cc and condition heavy environments.
Sanctuary same thing as above, but against heavy melee and ranged pressure.
Signets
- Signet of Mercy: CD reduced to 90, Radius increased to 600. Active changed to “Revive a nearby downed or dead player” (preference for fully dead players).
- Signet of Courage: CD reduced to 120 seconds, passive heal halved, pulse intervall halved. Casttime reduced to 4 seconds, active can now be cast while moving and gain 3 stacks of stability upon activation.
Those 2 signets just had to high cd for what they where doing, mercy has now a nice, niche, but powerful role und Courage’s active won’t be interupted that easy. Traits will further improve signets but that will come later.
Now on to Spirit Weapons:
I believe Spirit weapons need a complete overhaul and I have drawn inspiration from the GW1 SW’s from the Ritualist
You and your allies can only have one Spirit Weapon active at the same time.
The SW will attach itself on your real weapon set and won’t have a health bar anymore.
You will loose the SW if you swap weapons.
Every weapon has a distinct role.
Traits will further increase funacionality of the weapon.
- Weapon of Warding: CD set to 20 seconds, give yourself a Weapon of Warding for 9 seconds which pulses aegis for 2 seconds every 3 seconds and you inflict weakness for 3 seconds with every 5th attack
- Resilient Weapon: CD set to 20 seconds, give yourself a Resilient Weapon for 9 seconds which pulses resistance for 2 seconds every 3 seconds and you gain “reflection” with every 5th attack for 2 seconds (while under the effects of “reflection” you reflect all incoming missiles back to their source, like sword #3 Zealot’s Defense)
- Warmongers Weapon:CD set to 20 seconds, give yourself a Warmongers Weapon for 9 seconds which pulses 5 stacks of might for 5 seconds every 3 seconds and inflict 1/2 second of daze with every 5th attack
- Splinter Weapon: CD set to 20 seconds, give yourself a Splinter Weapon for 9 seconds which pulses fury for 3 seconds every 3 seconds and inflict burning with every 5th attack, also every 3rds attack damage is split into 3 attacks (like sword auto #3)
SW’s will need alot more balancing and tweaking, but that’s the groundwork.
Weapons
Greatsword: Seems pretty well balanced right now, maybe a slight increase in projectile velocity for #5 Binding Blade.
Hammer:
- AA: Decreased to casttime of Symbol of Protection to 1 second down from 1 1/4
- Mighty Blow: Increased Base Damage scaling to 2.5 up from 1.75 (same value as True Shot), increased leap range to 480, can now be ground targeted.
- Zealots Embrace: Increased chain travelspeed by 100%, reduced casttime to 3/4 down from 1 second.
- Banish: Reduced casttime to 3/4 down from 1 second, CD reduced to 20.
- Ring of Warding: Can now be cast while moving (same speed as Whirling Wrath)
Staff:
- Orb of Light: Removed. Added a new Skill: Symbol of Judgment (Downed Skill 3)
- Empower: Casttime reduced to 2 seconds down from 2 1/2.
Mace:
- AA: Faithful Strike: Doubled base healing and healing power scaling.
- Protectors Strike: Will now block for the full duration until hit by a melee attack, can now be manually triggert for AoE Protection.
Sword
- AA: Sword Wave no longer shots projectiles.
- Zealots Defense: Can now be cast while moving, upon activation gain “reflection” for 2 seconds.
Scepter
- AA: Projectile Velocity increased by ~50%, (needs to be tested, goal is to make it not as easily strafable as it currently is)
- Smite: Is now a Symbol which pulses Fury and cripple for 3 seconds (3 pulses). CD increased to 12, reduced number of impacts to 12 down from 16.
Focus
- Ray of Judgement: Increased Projectile Velocity by 50%.
Shield:
Base shield is fine, the trait needs an update.
Torch:
- Cleansing Flame: Will now remove 1 condition from the guardian at the start and the end of the cast.
tl:dr
My goals with the guardian in short:
Increase build diversity (power dps, condition dps, support/heal)
Make every weaponset playable (for different roles/build)
rework spirit weapons and signets
update the “role” of the guardian to be sort of the “opposite” of the necromancer
GW2: Velocity [VcY]
(edited by Warangel Eldrith.9408)