Thoughts on guardian/DH traits/skills

Thoughts on guardian/DH traits/skills

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Like allot of you I have been looking at the traits & skills for guardians & dragon hunters lately.
While the majority of them look great there are some that still seem underwhelming to just plan meh.
I have also added some suggestions for base line guardian skills on weapons that have proved problematic.

If you feel the same about these skills/traits feel free to chip in and even add your own ideas.

Lets start out with the base guardian skills

1: Mace number 3 “Protectors Strike”. This skill is a melee block, however unlike every other melee block in game its secondary skill can be triggered (and the block ended) by ranged attacks.
(If this skill were changed to continue blocking unless struck by an attacker within melee range it would be great)

2: Sword auto attack number 3 “Sword Wave”. The cone on this skill is extremely small, meaning that fast moving enemies are often missed. It also is treated like a ranged attack where reflects are concerned but cannot trigger ranged projectile finishers.
(Pretty sure I speak for all guardians when I say just make it a 3 hit melee cleave)

3: Sword skill number 3 “Zealot’s Defense”. This skill despite what the tool tip says does not actually block anything, it absorbs. This means it cannot trigger any of the on block traits that guardians have.
It also roots you in place making you a prime target for melee & ground targeted attacks it does not stop. Lastly the projectiles are so slow that anyone outside of immediate melee range can avoid them by strafing.
(Think the summary gives a pretty good idea of what to fix)

4: Scepter skill number 2 “Smite” (The vast majority of guardians would love to see this skill changed into a ground targeted symbol)

5: Shield skill number 4 “Shield of Judgment”. ( A great many guardians were sad that the guardian was not one of the classes to receive the taunt ability. Wouldn’t this be a great place to tack it on ?)

6: Shield skill number 5 “Shield of Absorption”. (Would be great if you make this skill simply knock back enemies & grant AEGIS to allies)

Now for the guardian traits

1: “Wrathful Spirit” (Yey a whole 3 seconds of retaliation, seriously though we have enough retaliation & the up time from this skill is laughable. What if instead it gave 2-3 stacks of might for 10 seconds)

2: “Zealous Scepter” (I cant really see anyone using this skill vs firey wrath. what if instead it were to grant AOE might when triggered?)

3: “Healer’s Retribution” (Given the other choices in this line I can’t really see anyone using this. What if instead it granted 5 seconds of retaliation to nearby allies when you use your heal?)

4: “Perfect Inscriptions” (Many guardians were upset that you cannot trait to have signets remove a condition on use. Many have also seen the warrior signet mastery trait and thought this was laughable in comparison.)

5: “Strength of the Fallen” (Many guardians have commented that using this trait will actually be a burden in PvP because when dying it will take longer to actually die & thus longer to respawn. If that part of the trait were to be changed to do something else then it would be fine)

6: “Stalwart Defender” (Compared to the other traits in this line this skill is rather underwhelming. What if it caused guardians to grant resistance to allies on shield skill use)

7: “Protector’s Impact” (Fall damage traits tend to extremely niche, this one especially so. Any ideas for this trait would be great)

8: “Retaliatory Subconscious” (Given the cool down many guardians would prefer if this skill gave protection & retaliation when triggered, or if it just had a much lower cool down)

(edited by Ragnar the Rock.3174)

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Now for dragon hunter longbow skills & traps

1: “Deflecting Shot” (The projectile speed on this skill seems rather fast, if it were slowed by say 25% that would be great.
It would also be great if it counted as a block when it stopped a projectile.
A suggestion for scrapping the current iterration of “heavy Light” & baking in a knock back on this skill at base has been made)

2: “Hunter’s Ward” (The cool down of this skill is excessively long, but given the length of the barrier duration it’s understandable. What if the barrier duration was reduced to 3 seconds but the cool down reduced to 30 seconds)

3: “Purification” (if the healing on this trap were evenly spread between use & being triggered it would be appreciated.
Also the fact it is called purification but doesn’t remove a condition is kind of weird)

Now for the Dragon Hunter traits

1: “Piercing Light” (Many guardians are glad to finally have access to bleeds, however only some of us are happy about them being tied to traps.
Several suggestions have been made by others and myself ranging from giving critical hits a chance to bleed in addition to traps always bleeding, to allowing symbols to bleed when this trait is used. Whatever is done spreading the effect of this trait around would be appreciated.
Another suggestion is to have the trait also effect longbow skills so that they apply bleeds)

2: “Dulled Senses” (If this trait also effected launches, immobilizes & knock downs it would be much better able to compete with the other choices.
Another suggestion that has been made would be to change it to “Seared Tendons” Cripple foes you burn. Cd of 15 seconds per target)

3: “Hunter’s Fortification” (It was mentioned in the live stream that this trait felt redundant with existing virtues traits. What if instead it applied weakness to enemies around the guardian when a virtue was used ?)

4: “Heavy Light” (What if instead of it’s current incarnation it caused deflecting shot to knock back enemies & reduced the cool down of traps by say 25-30%)

(edited by Ragnar the Rock.3174)

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

So any thoughts, comments, suggestions ?

Or of if you just wana bump the ideas please comment.

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Posted by: Thaddeus.4891

Thaddeus.4891

I don’t agree with all your solutions, but most of those need some changes you are right. Just 3 things

- The tooltip of Zealot’s Defense say ‘’destroy projectiles’’ so there is no error there.
- It’s Hunter’s Ward not Hunter’s Shot.
- What you wrote about Shield of Judgment, it seem like there is something missing. You didn’t complete it.

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

I don’t agree with all your solutions, but most of those need some changes you are right. Just 3 things

- The tooltip of Zealot’s Defense say ‘’destroy projectiles’’ so there is no error there.
- It’s Hunter’s Ward not Hunter’s Shot.
- What you wrote about Shield of Judgment, it seem like there is something missing. You didn’t complete it.

Lol ty for catching those ill fix them.

As for zealots defense, ya it does say that now. I remember it used to say “block ranged attacks”.
Guess they fixed it at some point.

(edited by Ragnar the Rock.3174)

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Posted by: Vizardlorde.8243

Vizardlorde.8243

The ZD problem is that it behaves like HB without having any of the advantages of HB (no cleave, high damage, low cooldown). The range is incredibly close to melee, the projectiles are not considered finishers, and the projectiles can be reflected.

(edited by Vizardlorde.8243)

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

The ZD problem is that it behaves like HB without having any of the advantages of HB (no cleave, high damage, low cooldown). The range is incredibly close to melee, the projectiles are not considered finishers, and the projectiles can be reflected.

The thing is though, even if all the attacks from zealot’s defense hit it’s still on average less damage then the sword auto attack.

Really they should just redesign the whole skill. Is is it’s not needed & redundant.

Personally I’d love to see it changed to some type of mobility or utility skill that doesn’t root you in place.

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Posted by: Thaddeus.4891

Thaddeus.4891

I like Zealot’s Defense principle. Like hundred blades it’s a high risk high reward skill, the problem is that they forget to give him a high reward. Right now with the sword auto-attack your dmg is 3.21 coefficient in 2.5sec for 1.24 coefficient per second.

If you take a look at Hundred Blades it’s 5.31 coefficient in 3.5/3.75 sec (not totally sure of the aftercast) for around 1.5/1.4 coefficient per second. So Zealot’s Defense should be at least equal.

Since Zealot’s Defense take 3.5 sec, it should have around 5 of coefficient about twice as much compare to the current 2.64.

That way it would be a high burst, but it roots you in place and protect you against projectile. If they add Projectile Finisher it would be perfect. At that point they could event put the Cooldown to 20sec. It would not affect PvE because of the rotation, but it could balance thing out in PvP.

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

I like Zealot’s Defense principle. Like hundred blades it’s a high risk high reward skill, the problem is that they forget to give him a high reward. Right now with the sword auto-attack your dmg is 3.21 coefficient in 2.5sec for 1.24 coefficient per second.

If you take a look at Hundred Blades it’s 5.31 coefficient in 3.5/3.75 sec (not totally sure of the aftercast) for around 1.5/1.4 coefficient per second. So Zealot’s Defense should be at least equal.

Since Zealot’s Defense take 3.5 sec, it should have around 5 of coefficient about twice as much compare to the current 2.64.

That way it would be a high burst, but it roots you in place and protect you against projectile. If they add Projectile Finisher it would be perfect. At that point they could event put the Cooldown to 20sec. It would not affect PvE because of the rotation, but it could balance thing out in PvP.

Personally I’d love to see them rework it so that it counted as a true block (block everything for say 2 seconds & interact with block traits) , then the lower damage & being rooted in place would be worth it

Or imagine if they reworked it so that it blocked a single attack then teleported you to the attacker for a multi hit counter attack.

(edited by Ragnar the Rock.3174)

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Posted by: Dirame.8521

Dirame.8521

I like some of your ideas. My main problem with the traits for the Guardian is the fact that all the builds that can be made for them after the trait changes are the same ones that were made before. Maybe made a bit tougher or with more traits but, still essentially the same build.

There a few things I’m aiming for with the Guardian with regards to my trait suggestions. First is fixing what I think is the reason everyone is running Hammer (everyone runs hammer because of the CC on it), second is to add more ways to play all the weapons

For instance:
ZEAL
Zealous Scepter:
Gain Might when Virtue of Justice Passive effect triggers whilst wielding a scepter. Smite also knocks down targets for 2s when activated. (probably should be moved to Master Tier with this addition and Binding Jeopardy moved to adept)

Wrathful Spirit
This should be merged with Shatter Aegis. Keep trait in adept. A new trait should be created;

Zealous Sprint (adept/Master level trait)
You move 25% faster when out of combat. Your next attack when entering combat heals allies in the area.

or

Blinding Light (Grandmaster Tier trait)
Blind also dazes and confuses enemies. 5s CD
3 Stacks of confusion for 5s
Daze 3/4s

RADIANCE:
Merge Smiter’s Boon from Valor with Healer’s Retribution.

Healer’s Retribution;
If you have a condition when you use your heal skill activate Smite Condition. Gain Retaliation when you heal

Perfect Inscriptions:
Signets have 100% improved passive effects. 100% improved effectiveness is not at all bad since its a GM trait. And it is “Perfect Inscriptions” not “Slightly Improved Inscriptions”.

VALOR:
Strength of the Altruistic replaces Smiter’s Boon
Applying Boons to allies grants you might. Gain 1 stack of might per ally up to the threshold. 20s CD)
Threshold: 5 Stacks 13s duration

HONOR:
Protector’s Impact:
When you block an attack, your next attack does 10% more damage. Create a Symbol when you take falling damage. Take 50% less falling damage

VIRTUES:
Virtuous Hammer
Hammer has a 33% to slow enemies it hits. Zealot’s embrace grants protection to allies near your target. Hammer abilities recharge faster.

DRAGONHUNTER:
Piercing Light: (Adept Trait)
Cause 3 stacks of Bleeding to targets when you reach the burning threshold.
Threshold: 3 stacks of burning

Trapped (Replaces Soaring Fortification. Soaring Fortification will be merged with Strengthened Virtues below.)
Deal 10% more damage to Stunned, Knocked down or Immobilized foes. Immobilized foes cannot evade and deal 15% less damage.

Weakened Prey(Master tier trait replacing Bulwark)
Apply weakness to targets when you reach the bleeding threshold.
Threshold: 3 stacks of Bleed
Weakness for 7s

Strengthened Virtues (This should be moved to GM tier replacing Heavy Light and Heavy Light should be merged with Dulled Senses in the master tier. This also removes Soaring Devastation and Bulwark as I don’t think they are very good traits on its own.)
Shield of Courage lasts longer and has an increased radius.
Wings of Resolve immobilize foes at your starting location and heals allies at your landing location.
Spear of Justice knocks down all foes it hits

Hunter Determination
Your attacks that are blinded, blocked or evaded, grant you a stacking buff.
Your next attack deals 10% more damage. Stacks up to 5 times. This effect ends after 10s or when you land an attack. Attackers outside the threshold take 10% more damage. Gain stability for every enemy hit by True Shot.
Threshold: 600

Hunters Fortification (The current hunter’s fortification should be change to this)
When you lay down a Ward, you also lay down a trap. Traps recharge 20% faster and apply bleeds.
Trap: Test of Faith
(Wards include Hammer 5, Staff 5, Longbow 5)
Trap Cooldown: 45

EDIT:
Replace Pure of Sight minor trait with;
Winged Defender
Activating Wings of Resolve grants you Aegis.

merge Pure of Sight with Hunter’s Determination.

I really and truly believe the above traits would be FLIPPING AMAZING and would do wonders in changing the meta from all hammers to a large mix of weapons.

I make guides to builds you may not have heard of;
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash

(edited by Dirame.8521)

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Posted by: Thaddeus.4891

Thaddeus.4891

Personally I’d love to see them rework it so that it counted as a true block (block everything for say 2 seconds & interact with block traits) , then the lower damage & being rooted in place would be worth it

Or imagine if they reworked it so that it blocked a single attack then teleported you to the attacker for a multi hit counter attack.

I don’t know about the first one. It look a lot like Sword #2 for Mesmer. Maybe block everything in front of you. This will give a defensive flavor to it.

Blinding Light
Blind also dazes and confuses enemies. 5s CD
3 Stacks of confusion for 5s
Daze 3/4s

OP Much. A GS + Sw/Focus medi guardian would become a Lockdown guardian. The only limitation here is the 5s. Leap of Faith, Flashing Blade, Ray of Judgment, F1, Renewed Focus and another F1. The internal cooldown need to be between 10 and 20sec to be balanced.

Perfect Inscriptions:
Signets have 100% improved passive effects. 100% improved effectiveness is not at all bad since its a GM trait. And it is “Perfect Inscriptions” not “Slightly Improved Inscriptions”.

360 Power from signet of Bane or -20% incoming damage are a bit too much. The problem with Perfect Inscription is not the trait, but the signet themselves. Some are nice (passive or active), but really the vast majority of the signet for the guardian are useless. The idea behind them are ok, but just doesn’t fit with any build. That’s why the trait seem bad, but that’s just not true. They need to fix the signets themselves not try to overpower the trait to balance them.

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Posted by: Jaxom.7310

Jaxom.7310

its been mentioned before, but the honor line is also missing elusive power in HoT. it was a decent trait for those who wanted to get some dps advantage to sync w/ the other on dodge traits.

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Posted by: Dirame.8521

Dirame.8521

Personally I’d love to see them rework it so that it counted as a true block (block everything for say 2 seconds & interact with block traits) , then the lower damage & being rooted in place would be worth it

Or imagine if they reworked it so that it blocked a single attack then teleported you to the attacker for a multi hit counter attack.

I don’t know about the first one. It look a lot like Sword #2 for Mesmer. Maybe block everything in front of you. This will give a defensive flavor to it.

Blinding Light
Blind also dazes and confuses enemies. 5s CD
3 Stacks of confusion for 5s
Daze 3/4s

OP Much. A GS + Sw/Focus medi guardian would become a Lockdown guardian. The only limitation here is the 5s. Leap of Faith, Flashing Blade, Ray of Judgment, F1, Renewed Focus and another F1. The internal cooldown need to be between 10 and 20sec to be balanced.

Perfect Inscriptions:
Signets have 100% improved passive effects. 100% improved effectiveness is not at all bad since its a GM trait. And it is “Perfect Inscriptions” not “Slightly Improved Inscriptions”.

360 Power from signet of Bane or -20% incoming damage are a bit too much. The problem with Perfect Inscription is not the trait, but the signet themselves. Some are nice (passive or active), but really the vast majority of the signet for the guardian are useless. The idea behind them are ok, but just doesn’t fit with any build. That’s why the trait seem bad, but that’s just not true. They need to fix the signets themselves not try to overpower the trait to balance them.

You only had problems with 2 out of 17 suggestions? I guess I did pretty well!

I make guides to builds you may not have heard of;
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash

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Posted by: Thaddeus.4891

Thaddeus.4891

You only had problems with 2 out of 17 suggestions? I guess I did pretty well!

I just pointed out the 2 that were outrageous. For the rest I didn’t saw big bad mistake that would break something. That doesn’t mean that I think these are good changes. Sorry

Some I totally agree, other I didn’t care or they would not really improve anything. Improving a bad trait doesn’t mean that it will have a use in any popular build.

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Posted by: Soryuju.8164

Soryuju.8164

I used to run Sword for a long time in PvP, and damage was never the problem with it. I found that the Sword faced two main issues:

1) Sticking to the target can be tough, since the Sword only provides one teleport to close gaps. Flashing Blade is a great skill, but it can’t do everything on its own. The Sword has no snares, no Swiftness, and not much defense against incoming CC/snares. You can try to compensate with the Shield 5 or the Focus, but the cooldowns involved still make it difficult to stay on a kiting target consistently. The narrow cone on the third hit of the auto chain only makes this problem worse, since you need decent positioning to get the most out of it.

2) The Sword doesn’t offer much team support – again, Flashing Blade is trying to do all of the work, and that only really cuts it while playing PvE and solo roaming in WvW. In competitive group play, be it sPvP or WvW, Swords have stiff competition from Maces, Greatswords, Hammers, and Scepters (and probably Longbow soon, as well). These weapons compete with the Sword’s damage output while also offering defensive support, AoE damage, CC, and/or range. With its teleport/Blind being its main asset outside of single target damage, justifying Swords isn’t always easy.

I feel like the best solution would be to lower ZD’s damage output in exchange for raising its utility. To break down the changes I’d make:

1) Mobility during the cast. If you’re being attacked from range and use ZD to stop the projectiles, ZD probably won’t connect, and because you’re rooting yourself, there’s a good chance that you’ll end up even more distant from the target than when you started. Unless ZD stops a powerful projectile, it will likely leave you in a worse position against a ranged harrasser.

Allowing the user to move while hurling projectiles will not only allow you to safely advance against ranged attackers and improve your positioning, but it will also help to compensate for ZD’s terrible accuracy. Furthermore, it could give ZD’s projectiles the reach to hit attackers who are beyond 600 range.

2) Upon use, ZD grants 3-4 seconds of Resistance to all nearby allies (360 radius, maybe?). This helps the Guardian to ignore snares from incoming conditions while providing valuable support for its team. Combined with projectile blocking and the ability to advance on ranged attackers, I think this would make the skill worthy of its name.

3) Blocks projectiles instead of destroying them, giving the Sword some trait synergy. This change could be excluded if the skill ended up being too powerful, however.

4) 20% Projectile finisher, because ZD has been unloved for too long.

5) Reduce ZD’s damage to balance out these changes. ZD doesn’t out-DPS the Sword’s auto chain anyways, so I feel like this is an acceptable loss, and being able to move during the cast will make the skill a more viable damage tool regardless of the damage reduction.

These changes get rid of the anti-synergy that ZD’s self-rooting has with the Sword’s dependence on mobility and help ZD complement Flashing Blade. However, they still leave the Sword with a number of weaknesses to compensate for (lack of AoE, lack of snares/swiftness, vulnerability to CC when Resistance isn’t up, etc.). Guardians still perform well in all areas of the game and don’t need many buffs, so I think leaving those weaknesses intact is fair.

Anyways, I’ve been out of the game for a while, so please correct me if anything I said is wrong. Maybe I’m off base about what the Sword needs, but I feel like the weapon and the issues it’s had haven’t changed much since release.

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Posted by: Dirame.8521

Dirame.8521

I just pointed out the 2 that were outrageous. For the rest I didn’t saw big bad mistake that would break something. That doesn’t mean that I think these are good changes. Sorry

Fair enough.

Some I totally agree, other I didn’t care or they would not really improve anything. Improving a bad trait doesn’t mean that it will have a use in any popular build.

Which ones would those be?

Keep in mind that I’m going to keep editting that post to either add more or just make some traits more interesting.

I make guides to builds you may not have heard of;
http://www.youtube.com/user/ceimash
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Posted by: Thaddeus.4891

Thaddeus.4891

Which ones would those be?

Keep in mind that I’m going to keep editting that post to either add more or just make some traits more interesting.

- Zealous Scepter : There is no way to make keep this trait offensive while competing with Fiery Wrath. It need to become defensive or support or change place so it doesn’t compete with Fiery Wrath. Otherwise, Fiery Wrath will alway be better in an offensive role.

- Wrathful Spirit + Shattered Aegis : It will improve this trait, but which build will use that? It will be a bunker that would use a lot of Aegis. Either in WvW or sPvP. Trait that give aegis are found in Valor and Honor. Would you use a Valor/Honor/Zeal Bunker in sPvP? It will take mediation or shout? See, that particular trait isn’t the problem. Trait that improve aegis are all over the place and don’t work well together to form a cohesive build. You can do whatever you want with those trait, it won’t change a thing.

- Zealous Sprint : Who care about the running speed while out of combat? It’s nice when you run around the map or do map completion, but otherwise? The the in-combat speed that count, to get from point to point right after a combat in dungeon or spvp or to keep up with your target in pvp. Healing at the start of a fight his situational at best.

- Healer’s Retribution would be great on a bunker in spvp or in WvW Zerg for a tanky guys with retaliation. But nobody is using Radiance with this kind of build. It need to be in a better place like Honor. Buffing it won’t change anything on its own.

- Smiter’s Boon don’t need to be changed. It will be a super good trait for a medi guardian and don’t really have any competition in adept valor anyway. It’s perfect like it is now.

- Strength of the Altruistic : Self might is good for solo fight, either if you want a killer build (Medi guardian) or a PvE solo build. And valor is a good trait line for both these kind of build. But if you need ally to self might, that’s just useless. Group might for group fight, self might for solo fight.

- Trapped : Remove the immobilized foes cannot evade and I’m ok with that.

- Weakened Prey : Not enough source of bleed on the guardian. It would need to be in master so you can take both that trait and Piercing Light. But then Weakened Prey would need to be better if it’s a master trait. Or you can keep that trait as Adept and put Piercing Lights as a master. Then Piercing Lights should be better, like bleed on crits and from traps. Something like that.

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(edited by Thaddeus.4891)

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Posted by: Dirame.8521

Dirame.8521

Which ones would those be?

Keep in mind that I’m going to keep editting that post to either add more or just make some traits more interesting.

- Zealous Scepter : There is no way to make keep this trait offensive while competing with Fiery Wrath. It need to become defensive or support or change place so it doesn’t compete with Fiery Wrath. Otherwise, Fiery Wrath will alway be better in an offensive role.

You’re really underestimating the power of utilitarian CC.

- Wrathful Spirit + Shattered Aegis : It will improve this trait, but which build will use that? It will be a bunker that would use a lot of Aegis. Either in WvW or sPvP. Trait that give aegis are found in Valor and Honor. Would you use a Valor/Honor/Zeal Bunker in sPvP? It will take mediation or shout? See, that particular trait isn’t the problem. Trait that improve aegis are all over the place and don’t work well together to form a cohesive build. You can do whatever you want with those trait, it won’t change a thing.

The trait is more a damage trait than a bunker trait kittentered Aegis apparently deals quite a bit of damage now. So bunkers will actually find it less useful since it deals very little damage in that spec vs a dps spec.

- Zealous Sprint : Who care about the running speed while out of combat? It’s nice when you run around the map or do map completion, but otherwise? The the in-combat speed that count, to get from point to point right after a combat in dungeon or spvp or to keep up with your target in pvp. Healing at the start of a fight his situational at best.

In combat you can teleport. Out of combat speed is where Guardians don’t excel. Running from point to point in SPvP IS out of combat travel time so that trait would kick in and if you’re jumping into a fight to help a friend who is low or you managed to disengage and re-engage, you can definitely use that heal. Situational as it may be.

- Healer’s Retribution would be great on a bunker in spvp or in WvW Zerg for a tanky guys with retaliation. But nobody is using Radiance with this kind of build. It need to be in a better place like Honor. Buffing it won’t change anything on its own.

- Smiter’s Boon don’t need to be changed. It will be a super good trait for a medi guardian and don’t really have any competition in adept valor anyway. It’s perfect like it is now.

Merging both traits just makes sense based on what has already been merged before. The current spread feels like they were running out of ideas.

- Strength of the Altruistic : Self might is good for solo fight, either if you want a killer build (Medi guardian) or a PvE solo build. And valor is a good trait line for both these kind of build. But if you need ally to self might, that’s just useless. Group might for group fight, self might for solo fight.

The trait synergizes perfectly with Altruistic Healing. And in a group fight, boosting yourself whilst boosting others is a totally viable tactic. Altruistic healing counts yourself as an ally so my train of thought was that this would do the same thing. Giving yourself boons will give yourself might as well.

- Weakened Prey : Not enough source of bleed on the guardian. It would need to be in master so you can take both that trait and Piercing Light. But then Weakened Prey would need to be better if it’s a master trait. Or you can keep that trait as Adept and put Piercing Lights as a master. Then Piercing Lights should be better, like bleed on crits and from traps. Something like that.

There’s more than one way to apply 3 stacks of bleed, if you have my version of Hunter’s Fortification, Sigil of Geomancy, Sigil of Earth. And yea it could do with a little something extra but I don’t know what yet so I left it as is.

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Posted by: Thaddeus.4891

Thaddeus.4891

1) I didn’t saw the CC part of what you proposed. With that it could be a good alternative for Medi Guardian. But since we lose a lot of defensive point from trait as a medi guardian, we may be better with Valor/Honor/Virtue with a berserker amulet and not Radiance/Valor/Virtue.
2) Yes it’s a trait that give damage. (btw this increased dmg is not totally true. All damage number from recent video are higher. It’s not a buff, there were just made on a higher power character). It doesn’t matter if a dps spec will do more damage with it. There is way better source of damage than that for a dps spec so he won’t use it. My point is that right now shattered aegis don’t have any place in any good build. Buffing it won’t help anything, we need to find it a build where it work well.
3) Well we disagree 100% on that. When I run from point to point in sPvP i’m usually in combat during a good portion of it. As a melee killer (medi guardian) I want to keep up with my target and right now we have very limited amount of teleport. We usually have 1 or 2 gap close that’s all.
4) I don’t see it. It doesn’t make sense build wise. Just because they are about heal doesn’t mean they need to be merge.
5) My point stand. You use AH when you are in group not solo, people will want to use your trait in group too, but it’s only self might, not that useful compare to group might. I’m not saying it’s a bad trait, but it could be better.
6) So mostly gear. That’s my point, you gonna need sigil and runes to be able to use that trait efficiently. That’s bad design.

Thaddeauz [xQCx]- QC GUILD

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Posted by: Dirame.8521

Dirame.8521

6) So mostly gear. That’s my point, you gonna need sigil and runes to be able to use that trait efficiently. That’s bad design.

Hold up mate, you clearly acknowledged my version of Piercing light and I mentioned my version of Hunter’s Fortification. Which clearly shows Trait synergy is there but then I also mentioned if you wish to ignore trait synergy, you can use runes and sigils and yet you call it bad design? Come on now, if you’re going to criticize, do it properly.

The rest of the stuff you said, I can’t really argue with because it’s your opinion. No point talking that round a circle.

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Posted by: Thaddeus.4891

Thaddeus.4891

6) So mostly gear. That’s my point, you gonna need sigil and runes to be able to use that trait efficiently. That’s bad design.

Hold up mate, you clearly acknowledged my version of Piercing light and I mentioned my version of Hunter’s Fortification. Which clearly shows Trait synergy is there but then I also mentioned if you wish to ignore trait synergy, you can use runes and sigils and yet you call it bad design? Come on now, if you’re going to criticize, do it properly.

The rest of the stuff you said, I can’t really argue with because it’s your opinion. No point talking that round a circle.

If your version of Piercing Light is an adept, weakened prey a master and Hunter’s Fortification is a grandmaster then yes. That’s why my original point was that it seem your version of PL and WP are both adept, and it would be better if you buff one of those two and put it as a master.

Thaddeauz [xQCx]- QC GUILD

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Posted by: Dirame.8521

Dirame.8521

6) So mostly gear. That’s my point, you gonna need sigil and runes to be able to use that trait efficiently. That’s bad design.

Hold up mate, you clearly acknowledged my version of Piercing light and I mentioned my version of Hunter’s Fortification. Which clearly shows Trait synergy is there but then I also mentioned if you wish to ignore trait synergy, you can use runes and sigils and yet you call it bad design? Come on now, if you’re going to criticize, do it properly.

The rest of the stuff you said, I can’t really argue with because it’s your opinion. No point talking that round a circle.

If your version of Piercing Light is an adept, weakened prey a master and Hunter’s Fortification is a grandmaster then yes.

That’s why my original point was that it seem your version of PL and WP are both adept, and it would be better if you buff one of those two and put it as a master.

In that case yea, they are intended to be ordered that way. WP might need something else but I think if it applies to multiple targets and has no CD, it would be fine in master tier.

I make guides to builds you may not have heard of;
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http://www.twitch.tv/ceimash

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Posted by: Nike.2631

Nike.2631

Defender’s Dogma is starting to grow on me. In conjunction with the Shattered Aegis GM trait the Fragments of Faith trap is going to be an evil ‘drop on self mid-fight’ tool.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: Bash.7291

Bash.7291

Please tell me they buffed the hell out of Shattered Aegis to make it worthy of being GM…..

Living Dead Girl ~ Necro
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Posted by: aelska.4609

aelska.4609

As i’ve said on an other post, i would see something else for the weapons trait:

Zeal: Greatsword and scepter

Radiance: Sword and torch

Valor: focus and staff (not focus and shield as expected)

Honor: mace and hammer (not mace and staff as expected)

Virtues: shield (not hammer as expected)

Dragon Hunter: nothing, or eventually a longbow trait if there’s one

Or at least switching the hammer into adept trait, so we dont have to sacrifice virtue cleanse for it.