I wanted to create this thread to talk about the stale feeling of Guardian’s weaponset. This is not only based on actual skills from weapons but also synergy with traits as this definitely helps add some depth and fun in gameplay.
I really hope the devs can do a little bit of analyzing and improving the options open to Guardians (Jon Peters, where uat?). I started getting a bit bored of playing mine (320+ hrs, Full exotic, etc) but realized it’s mostly due to the lack of weaponry-based skills. I’m bored; I only use Hammer, GS, and Staff (to useful not to use, but really boring to use). The problem is, I feel completely useless using most other sets because I know what I COULD be achieving by running AH-Hammer+Staff. This is my personal rating of how our weapons feel to me; feel free to leave feedback and maybe let’s come up with some helpful ideas to get some of our weaponry out of the dumpster.
Greatsword – 4/5
Greatsword is THE known guardian go-to. Staleness is at a low; it was at an even better state before unwarranted symbol of wrath nerf. It has some fun pull-utility and a gap closer, and generally feels good to use. However, greatsword is LACKING in terms of trait synergy. Zeal, while supposed to be a GS go-to, is underwhelming and usually ignored. AH build works decently but still not as well as with Hammer.
Hammer – 4/5
Hammer has recently become the PvE/WvW undisputed king. Altruistic Healing + hammer auto chain and blast finishers not only provide 100% prot uptime for melee part members, but great damage and self healing as well. The problem? Hammer’s 3,4, and 5 skills are not only slow windups, but have very situational use. #3 Zealots embrace sloooow movespeed and usually misses. #4 useless in dungeons, #5 hard to land without JI. Traits work decent with hammer.
Staff – 2/5
Staff can be a great utility weapon, but staleness is definitely apparent. Auto attack is repetitive, boring, and sound effect makes your eardrums cry. #2 orb is not only useless, but sometimes more hurt than help (accidental aggro bc of random projectile vector). SymbSwift is good, but not exciting. Empower is a good skill, but stale – sitting still for extended time. Not much synergy with traits as well.
Scepter – 1/5
Scepter is a general pain to use. Orb is unreliable and useless during moving battles, not to mention not fun to use (at all). Smite is mediocre AOE, doing decent damage in a tiny radius. Immobilize is “ok” but doesn’t even have the 1200 range attached to it. Sound effects and graphical effects are miserable. Nothing worth traiting into.
Sword – 3/5
Sword is a pretty fun 1h, however suffers from a few detriments. Flash of light does miserable damage, and can literally only be used as gap closer (will kill your dps). Zealots defense looks sw00t, but can’t hit moving targets reliably and I also question it’s reflect properties. Auto chain is satisfying, and has decent trait synergy with radiance, only.
Mace – 3/5
Mace chain is pretty kitten good, doing solid damage with small aoe heal on third hit. Symbol has long-ish cast time, but still good for supporting. Channeled block is much better in party than in solo, imo. Decent synergy with traits, however mostly tunnelvisioned into the Altruistic Healing as with Hammer.
Focus – 4/5
Focus is the most effective offhand, providing great utility and survivability through blind+regen and on-command blocks. However, focus takes a huge hit in one department – Looks. I’m sitting here wearing 100lbs of steel, flaming gauntlets, smashing dragons in the face, holding a tiny antique…
Shield – 2/5
Shield is a decent offhand but tends to get stale due to long cooldowns and low perceived benefit of having equipped. Addition to armor is almost nil. #4 is GOOD, but too long cast time, too small of a cone. #5 is situational, but an AoE knockback and tiny heal can be beneficial. Much more effective with trait (reduc CD’s, toughness while equipped), but could still use some work.
Torch – 1/5
While a cool concept, torch fails in practicality. #4 skill is usually useless in dungeons, as burning is already up and only stacks duration. Throwing it does pretty good dmg at 1200, but long CD. #5 is OK for cond removal, but requires a long channel and to be close (400 rng I believe?). Usually ends up feeling like you’re holding it in your offhand, but youre not entirely sure why. Channeling on #5 is also not very fun to use imo.
Technical Strength – Engineer
Dungeon Master – FotM 46
(edited by George Steel.1804)