Alright I’m going to list all the possible snares that a guardian can have in a build and you tell me if they need more; 4 second immob, 3 second kd, 2 second kd, ring of warding, line of warding, Binding blade, chains of light, Zealot’s embrace and that’s not including the teleports they have but hey, they need more.
Out of all of those, they are not “snares”.
Beyond the mobility CC aspect of it, you have to think of ease of use and especially frequency of application.
Immobilize on scepter is probably our best bet, but it has a “short” duration on a moderate cooldown. (and you mentioned chains of light twice in that, unless you were referencing the signet mentioned below).
Zealot’s embrace is a 1200 range immobilize…great…but it travels in straight line and will not guide to targets, making it ineffective while mobile past maybe a range of 500ish? Also short duration with moderate cooldown.
ring and line of warding are “ok” but easily bypassed by walking around or even sometimes dodging through it due to knockdown animations sometimes getting you past it. Also ring of warding is slow and immobile, so you can almost never use it on the move, but mostly for area denial at chokepoints. Try using ring of warding while chasing a target and see how often it lands.
The 2 and 3 second knockdowns are provided by bane signet and hammer of wisdom.
I can’t say these are not useful, but they are difficult to incorporate in terms of available utility slots and trait points, as they are placed in slots that are contesting “better” traits to take. Oh, and you can cast bane signet, have the target walk behind you, and it goes on full cooldown….slightly irritating and not effective in melee range.
You left out signet of wrath which has an immobilize on it as well, showing how often people use that signet that it is not on the top of the mind of the players, or at least your unfamiliarity with the class. It has the same issues with bane signet as far as landing an immobilize in melee range due to mobile targets and having better utilities and traits to take instead of this.
Hammer is also prone to damage now, and while you could cast it and activate it right away, that means the hammer is destroyed (unless you spend even more traits on keeping it around after use) and it has really long cast times for summon while in combat and then a second shorter animation for activation of the knockdown.
Another CC ability you didn’t mention was the blowout from hammer, Banish….but this knocks our targets 750 range AWAY from us, so we can’t use that to chase….and it is longer than most of our gap closers (flashing blade and leap of faith).
Our various teleports are flashing blade, judge’s intervention, and merciful intervention.
Flashing blade is good, short at 600 range.
Judges’ intervention is good, long at 1200 range.
But you need a target to use the two abilities or you go nowhere, so you can’t use it as a mobility skill to get away, only to chase.
Merciful intervention is arguably horrible. While you do not need a target, it only teleports you to allies, and it is random in terms of who is closest to you with the lowest HP. In the past it had issues of targeting pets and friendly NPCs, unsure if this is still an issue.
The underlining issue with all the teleports though, is after I closed the gap, I do not have the speed to maintain the chase, nor do I have a snare to keep a target in vicinity to finish the kill. After that the gap closers are on a fairly moderate cooldown before use again. So you land a hit or two, but the target gets away with ease.
Our one snare that we have is Glacial Heart, which has a 100% chase to activate while using hammer on crit every 30 seconds for 4 seconds. This is pretty much a more restrictive sigil of hydromancy or ice. The frequency of application is bad, and the limitation of weapons is bad. The devs are looking directly at this trait as a means to provide guardians snares in combat and they have buffed/tweaked the skill at least twice now with no success.
Either provide more viable snares (not just knockdowns and teleports) for guardians or increase the burst damage done so that for the few short durations a guardian does close the gap, the target should be punished if they do not avoid damage properly with blocks/blinds/evades/dodges/or counter CCs.
I know people would be furious if guardians got more damage, so it seems the answer would settle better with more snares or something to that effect. Soft CCs.
(edited by CMF.5461)