Weapons
Hammer:
1) Very useful chain attack. Good damage, scales well with power, and applies symbol on 3rd attack. Only thing I would want to see done with this is a small reduction in cast time of the 3rd attack. Its HIGHLY telegraphed and easily dodged.
2) High damage, low CD, blast finisher. Can’t beat mighty blow. Still has some drawbacks, its another telegraph attack and attacking targets down or up hill with it has some problems. Sometimes the attack lands above the target’s head and doesn’t do any damage. I would like to see the same change that Greatsword 3 got applied here to ensure that this ability lands in varied terrain areas.
3) Decent damage, long range, can snare more than one target, low CD. Again a very useful ability.
4) Long distance single target knock back. Highly situational. It saves teammates from enemy stomp attempts and can prevent enemy revive attempts. Also is useful for knocking people off cliffs. =D
5) ‘The Thunderdome’ is one of the best abilities on hammer. Add a judge’s intervention and you’ve got yourself a very strong area denial ability or a strong initiate.
Greatsword
1) Awesome chain attack. I’m glad to see the might duration stack to 5 seconds instead of 3. It will be there if you want to finish another chain attack for the duration of the attacks.
2) Low CD, solid damage aoe, Whirl finisher as well.
3) Another mobility attack. Leap finisher, aoe blind, high damage
4) High damage symbol that applies retaliation. Not much to do to improve this.
5) Very useful ability. Aoe dot damage and can also pull enemies to you. Very useful for stacking enemies for aoe damage.
Staff:
1) ‘The Zerg-prod’ hits up to 5 targets, decent damage on a 1/2 cast timer. Not bad for a support weapon.
2) A very useful utility ability. It deals solid damage as it passes through enemies and lightly heals allies. Detonation does light damage to enemies and strongly heals allies. Not detonating the orb causes the CD to reset so it can be used as an offensive ability, or burst healing ability. I am very impressed with how this attack turned out.
3) Basically the only form of swiftness for a Guard. Its a symbol that does light damage, but is meant to keep people moving.
4) Big heal, 12 stacks of might, fast fast. Very good ability.
5) One of the best abilities in the Guard’s arsenal. Good at keeping enemies nearby, or covering a retreat. Can also be cast on the move which is nice.
Focus:
4) Blinds, heals, clears conditions, and bounces from enemy to ally. Would like to see this changed to an aoe attack to make it a bit more useful in group fighting.
5) Blast finisher, very high damage, absorbs 3 attacks. Its on a long CD so this ability is pretty solid.
Shield:
4) Protection is a Guard’s bread and butter. And this gives out a lot of it.
5) Knock back, projectile absorber, with a heal. Really good ability, not as strong as other classes that use shield
Torch:
4) This attack is a bit frustrating. The Guard has to be within melee range to apply the burning from the activation, but the Guard can throw the fire for a high damage, decent duration burning attack. Only thing I would like to see is a change is the activation burning spread from 180 range to 300 or higher.
5) Another frustrating attack. Cures conditions from allies, and hits up to 3 targets. I really would like to see this changed to line this ability up with the Ele’s dagger 2. Dagger 2 heals the Ele, but a Guard breathing fire doesn’t cure conditions?
I would love to see some tweaking done to these weapons, especially sword and scepter. I also would like to see some things done to symbols. Other than Staff and Hammer we have no real way of keeping enemies fighting on our ground…on our ground. Chilling effect on symbol has been mentioned as a way to improve this, and I think that would be nice. Also another condition for Guards would be nice as well, possibly even added to symbols…if you want to fight on our ground, it’ll hurt you.