Banners:
1. Picking up, placing, and casting buffs like Furious Rally on the Banner of Discipline really need to not stop movement. It’s just a quality of life thing that feels really clunky for something designed to support a group. It’s like “hold up everyone, I’m gona do this thing to help us by slowing us down”. Cast times are fine for pvp balance, just let me move my feet. Always, please, let me move my feet.
2. The Inspiring Battle Standard trait that makes banners grant regeneration to allies has a couple problems. First off it’s only granting it to the 5 nearest, including pets, which means a single necro can steal the entire effect. I understand this may be a server load limitation but it just feels weak considering the investment. Even if someone has a minute of regen stacked up and someone else 2 feet away has none, it refreshes the nearest.
Second, the engineer’s healing turret that similarly grants regeneration to allies is not benefiting from the engineers healing power stat. These create an area where people are getting a base value regeneration that will continue to tick for base value even if a better regeneration is applied. It appears to queue them even if there’s only one icon with a single duration so that the first one has to stop being refreshed for a better one to ever take over. Obviously the engineer turret should be fixed, but the functionality would still allow for people who invest heavily in healing power to be “wasted” if the method of stacking isn’t addressed.
Blocking: It’s great, and the reflect missiles trait is a thing of beauty. There’s a bit of a delay when activating it that I don’t think has to be there. It feels a bit slugish for something intended to be a reaction. It is also frequently wasted by push/pull CC. I would love you forever if the trait to reduce shield cooldowns could also make blocking grant stability for the duration so this wouldn’t happen for people investing in defense.
Last Stand: this trait should be amazing, as stability is amazing. The tooltip does not list an internal cooldown, however it has a long one. Given that the cc that triggers this is still effective I don’t feel like it would be too far for this not to have a cooldown. Only getting knocked down for 2 of every 8 seconds isn’t exactly game breaking. Getting perma cc’d is a real problem when trying to front line in WvW.
Protection: It’s amazing, I’d love to have a source of it as a defensive warrior. I was thinking there should be adrenaline spenders tied to the offhands that would add an “f2” button. For shields it could be something that would give protection. This would add a choice for defensive warriors other than “never use your class mechanic so it passively heals you”. Maybe a “call in the bros” warhorn f2.. lots of room for neat stuff there.
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