Weapons

Weapons

in Guardian

Posted by: Dynnen.6405

Dynnen.6405

I’d like to take a minute to talk about Guard weapons. This post is going to primarily focused on WvW since in PvE nothing avoids your aoes; and in SPvP sometimes people have to stand in your AoE in an attempt to take control of the point. This post is going to discuss the strengths and weaknesses of the weapons and hopefully others out there will weigh in =D

Sword:

1) The auto attack chain on the sword is solid. I would like to see the damage on the 3rd attack around the same damage as the 2nd attack (Yes, I know there are 3 and each one has a chance to crit, but they also have a chance to NOT crit making that argument null).
2) One of the best moves on a Guard weapon is Sword 2. This is because Guards have such little mobility. It applies AOE blind in the area which increases survivability. The only thing I would like to see changed with this is the damage, Guards have so little soft CCs (crippled, chill) that the damage really needs to be there.
3) I think I’ve raged more about Sword 3 than any other attack in the game. Its a projectile attack that has a 600 range, and the light bubble you’re character slashes through absorbs projectiles. So lets be real about this, the projectiles travel 600 range, but tracking is so poor thakittens effective range is more 180-300. If a target is standing still at 600 range most of the projectiles will miss to the left or right of the target. Also the projectiles that Sword 3 shoots isn’t even a projectile, it can be reflected as if it was a projectile but it isn’t a projectile finisher. I’d like to see this reflect projectiles and change the attack to direct damage like Necro Scepter 1.

Mace:

1) Mace’s chain attack is perfect. It hits hard, heals at the end, and only the first two attacks can cleave.
2) Long duration symbol, Regen and damage. Great area control and increases survivability. I’ll mention symbols later on.
3) Blocks one attack, does a strong aoe if it blocks. If not you gain protection and a whirl finisher.

Scepter:

1) Got a nice buff with the 30% speed increase. However there still needs to be some work done to it. If it would work like the 1 skill on trident I think that would be a very welcome change, adding some utility to the weapon and improving its tracking ability. Another ‘projectile’ attack that doesn’t benefit from projectile finisher.
2) High damage, as long as the target does not move and all the attacks land on the target. Not only is it a ground targeted ability, but sometimes attacks don’t land because hes not in the right spot. I would love to see this as a symbol tbh, more utility and usefulness.
3) The counter-argument to changing anything else on Scepter. Its a hard-CC with moderate duration and 1200 range. A strong ability on a frustrating weapon.

Weapons

in Guardian

Posted by: Dynnen.6405

Dynnen.6405

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.

Weapons

in Guardian

Posted by: Dynnen.6405

Dynnen.6405

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.