The logical sense behind two-handed weapon skill placements, and why this change is huge.
in Guardian
Posted by: Kita.7819
Server: Darkhaven. The Besthaven.
in Guardian
Posted by: Kita.7819
There is a method behind weapon skill bar placements, and its not cooldowns. Though many bars are organized by cooldowns, this happens to be solely coincidental. The old GS order wasn’t organized by cooldowns.
Two-handed weapon bars, at least for guardians, have always been organized by the role of the skills themselves.
The autoattack is always 1. This isn’t because it has no cooldown, this is because its the simplest and most basic offensive attack. As you go down the bar, skills become more team and utility based. Lets look at the Staff.
Wave, Orb, Symbol, Empower, Line
Of those 5, only 3 actually deal damage. Those three happen to be the first three. Of THOSE three, only 1 is devoted solely to dealing damage. That’s the first one. The skills go from offense to offense-support to utility. There’s an order
Hammer.
Swing, Blow, Embrace, Banish, Warding.
Offense, offense, utility, utility, support
Spear.
Spear, Flurry, Brilliance, Wall, Grasp
Offense, offense, utility, utility, utility
Trident
Light, Purify, Pillar, Refraction, Weight
Offense, offense, offense, support, utility
Now we get to the outlier.
Greatsword
Strike, Whirl, Leap, Wrath, Bind
Offense, Offense, Utility, Offense, Utility
And if you prioritize finishers and fields as the prime purpose,
Offense, offense-utility, utility, offense-utility, utility
Yeah. Leap of Faith is not a damaging move. It deals damage, but besides the fact that it misses constantly, its meant for the blind. That’s it. By that logic, its not supposed to outrank a skill that deals quite a bit more damage on a regular basis. It clashes with every other weapon build as well.
in Guardian
Posted by: GrayGhost.6857
They were organized by cool down before and they are organized by cool down now oO. It changed when the cool downs changed. It was a nice theory, but the CD change was the actual culprit.
in Guardian
Posted by: Grakor.3450
It’s a general trend because utility skills are usually given higher cooldowns than raw damage skills. However, this isn’t always the case. Take a look at the engineer’s rifle bar:
Hip Shot, Net Shot, Blunderbuss, Overcharged Shot, Jump Shot
Net Shot, the #2, does no damage. It’s pure utility, only providing an immobilize condition on the target. Yet it is on the second slot of the weapon, even before Blunderbuss which is pure damage and shares its cooldown of 10 seconds.
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