Here is my opinion:
1. First is about guardian core trait, please consider making the self healing from the Monk’s focus can be share to allies. Just like the Divine trait from monks in Guild Wars 1, you can bring additional healing from using any monk skills on allies.
2. Please consider remake the staff #1, making it just like Scholar’s attack way.
Light of Purify(edited):
Cast a blue fireball that explodes on impact and hits multiple foes. have conditions on them.
Cast time: 3/4s
Damage: 242 (0.6)?
Number of Targets: 3
Trigger chance: 20%
Radius: 180
Range: 1,200
Since most of the staff skills are range 1200, the auto-attack should be the same, too.
Guardians only have one weapon can do 1200 range attack, if they’re not DH, the choice are limited. Hoping we can have a least two range weapons can choose what to use, just like Warriors.
In some cases we still need long-range fighting, a support guardian can not and should not choose a unrelated scepter as a long-range battle choice.
3. Please consider remake the staff #2, making it become a ground target skill.
Healing Burst:
Summon a light of life at the target ground, damage foes and heal allies in the area.
(Using the same animation as passive heal of Signet of Courage.)
cast time: 3/4s cooldown 8s
Damage: 484 (1.2)
Healing: 788 (1.2)
Light Aura (4s): When struck, you gain retaliation. Incoming condition damage is reduced by 10%. (Cooldown: 1s)
Number of Targets: 5
Radius: 240
Range: 1,200
In the initial simple environment, the players do not need to walk too much to complete the battle, but with the late more and more difficult fighting environment, including FOTM T4 and Raid, they need a lot of moving, the design of the ball has been outdated.
And the Detonate Orb of Light has a deadly problem.
If player gets close to target and have to quick detonate the ball to heal allies, the ball always got recharge, granted light aura to allies, but it didn’t trigger its heal, such a waste.
4. Please lower Sanctuary cooldown time to 60s.
5. Shield of Absorption: Remove the push function. Create a dome around you that dazes foes and absorbs projectiles. Stun them if they’re attacking.
Daze: 1s
Stun: 1s
Number of Targets: 5
Shield Duration: 4s
Combo Field: Light
Unblockable
Since the push function isn’t a good way in most fighting, and consider it’s a rescue skill, it becomes unblockable and causing short daze or stun will be more effective.
6. Symbol of Swiftness: Sear a mystic symbol into the target area, damaging foes and granting swiftness to allies.
Since its icon is a shield… could it becomes granting aegis instead of swiftness?
Symbol of Guard: Sear a mystic symbol into the target area, damaging foes and granting aegis to allies.
Damage (5x): 1,010 (2.5)?
Aegis (3s): Block the next incoming attack.
Number of Targets: 5
Symbol Duration: 3s
Symbol Radius: 180
Combo Field: Light
Range: 1,200
7. Hoping all the Symbols can use the same system animation design from Firebrand in the future.
Thank you for watching.
(edited by Aglaron.5487)