Yoh, periods and paragraphs are your friend.
I don’t understand why you complain about not being able to go toe-to-toe with dungeon mobs, since you can do a whole lot more than just dodge. Blind, daze, knockback/down, root, cripple, freeze…you can do a heckuvalot to avoid being hit. This is why a good dungeon group doesn’t get wiped; not because they have ridiculously high healing power or toughness, but because they know their skills and how they interact with others. Team synergy isn’t evident in world PvE, but in the rest of the game that’s what separates good players/teams from those that are not.
There has not been a large enough quantity of game-breaking bugs or glitches that tells me that the game was released too early. From my experience, it has had a very good launch, and so far the slate for future expansions is on track.
Solid, isn’t the big patch supposed to fix a few current ranger build issues?
Yeah, a lot of warriors are waaay too aggressive and depend too much on their armor. Like thieves, just survive the first few seconds and then you’re golden. And, unlike thieves, they can’t just stealth out, so it’ll be much easier to drop a fleeing warrior.
To OP, I’d say drop into the usual 0/5/30/30/5 build, which will give you a good amount of effective traits and stats to balance out whatever armor you decide to take. Or, really, just any variation centered around 30 into Valor or Honor.
As for weapons, I truly believe our best party-centric weapons are the shield, staff, and hammer. They lay down plenty of CC abilities, have great synergy with fields (save the staff) and traits in general. With the hammer #2, you can constantly synergize with your teammates, which is crucial if you’re rolling with an ele. Whenever I party with an ele, I tell them to drop water fields when they notice party health dropping. I’ll hit the field to throw out a 1.5k+ heal (depending on my gear), which is nothing to laugh at.
If I’m rolling with a bunch of melee, I generally run staff/hammer for maximum support, whereas squishies push me into a hammer and mace/shield for tanking support. The hammer does deal an incredible amount of damage over the long run (i.e., don’t focus on burst dps), and does provide a better support role than our strictly dps-centric weapon options.
OP, you won’t take forever to kill something with it, and Guanglai, I please ask you again to stop telling people the hammer is terrible. That is an outright lie, and does a great disservice to people trying to learn how use our weapons. Is the hammer better in WvW/PvP/dungeons than it is in PvE? Sure, but the distance between the two in PvE is not so disparaging so as to consistently criticize a supremely balanced weapon.
While I normally run a different setup when raiding, if there is an excessive amount of thieves going after me I normally run this setup in a 0/15/30/20/5 build:
Hammer, Scepter/Focus
Signet of Justice, Stand Ground, Save Yourself/JI
I usually have JI on, and unfortunately I cannot dictate the fight against a thief; i.e., I have to wait for him to engage, and when he tries to leave stealth prevents me from using JI+hammer #5 to pursue. So really, you survive initial assault with shouts/sig, then plop down ring around him to pummel him into submission. This is where the scepter comes into play, allowing you to root and drop the ring. You’ll have 2 blinds, several blocks, and ~10s of retaliation for the fight, which is more than enough.
Run with our blocking heal if you deem that better than our signet heal. Also, consider using a hydromancy sigil to freeze them upon weapon swap; very, very nice condition to hit thieves with to turn the tide. If I run my normal build, I’m 50% win rate against a thief who jumps me, and 10% rate if he’s with someone else. With my old shout+sig build, I generally mop them up 2 at a time.
Thieves are rather skittish but also overconfident, so if you can lure them to a cliff, enjoy the show.
Katana wouldn’t make much sense, as they already have 2handed swords in the game. They’d probably be seen in the game as a skin, not as a new type of weapon. Gauntlets would be interesting, though I think 2handed axe and some variant of a polearm are most likely.
Using Icing for metal, Green Shade for cloth, and Iron for highlights where allowed. Still not sold on the pauldrons, might switch back to the heritage ones.
Guanglai, no offense, but please tone down the hate for the hammer; it is an incredibly useful and viable weapon in both PvE and Pvp…and your changes to it would probably ruin it.
Won’t disagree with you on the mace, though I would say that Smite would be awesome if it was a true AoE, and not just 15 tiny fists flying around. The staff could be modified to be a projectile, so that it would have much better synergy with its own skillset to also remove conditions. No reason to swap skills around, especially if the bugs were worked out with the orb.
I think the main problem with the sword is that its efficacy is highly dependent on your off-hand and overall build. The shield #5 needs looking into in terms of mobility/cd, but not by much.
Our weapons are fairly well balanced, if still a bit bugged; no major changes should really be necessary. I would want the devs to focus on adding/modifying traits and utilities over weapon skills at this point.
It’d be cool to have some more environmental hazards, but in a puzzle type of way; not like they currently are. I mean, the thing is supposed to be falling apart, sinking, etc…so why does everything feel so static? True, a few areas do “open up” after defeating a boss, but I’d love to see a more maze-like dungeon where you have to chop down ice walls, occasionally being trapped by frost magic in an area and have to fight until time runs out. Also, the guys with greatswords are probably the hardest enemy in the entire dungeon.
I’ve had plenty of success using a staff in Orr, tbh. I use it and the hammer to tag mobs a’plenty. Much more reliable AoEs than the GS.
I believe it is mainly Vigil heavy armor, plus T2 human cultural pauldrons; however, it looks like the pauldrons have a different sheen to them than the normal ones you can buy.
I’d say swap out the 5 into Zeal for 5 into Radiance. If you get dropped to 25% life with your build and have to rely on a ~300hp/tick symbol, I’d say you’re doing it wrong. Since you have 5 into Virtue, roll 5 into Radiance to give yourself an extra block, so you don’t have to rely completely on your healing to tank through. And the might boon from Justice activation will heal you for a decent amount, anyway. Not to mention that if you’re down to 25%, you should dodge to get a nice heal.
Also, I don’t know what you’re trying to do with Empowering Might. since you’re not traited to really crit, you’re better off using larger symbols to synergize better with symbol healing. And, lose Merciful Intervention and use Smite Condition; I don’t care what people say about losing 2 conditions every 10s, it’s not fast enough to clear conditions when things get bad. Having an instant removal is good, having one that does damage at the same time is better, and having one on a 16s cd is best. Merciful Intervention is “bugged” in that it is not a reliable heal, and you’re not using meditations to heal yourself.
Not going to touch the whole healing setup as effective, as that’s not my style, but hopefully this lets your build be a bit more efficient.
It’s a bit pricey, but the Punisher is an awesome hammer skin. Much more affordable than the Foefire/legendary, though. Plus, the Honor of the Waves hammer skin is quite nice.
I’d rather the Guardian get more interesting ways to CC its opponents, rather than doing a copy-paste of Warriors. How cool would it be to have a grandmaster trait that snares nearby enemies (say, 400-600 range) for 1s whenever you crit? Heck, I’d rather they toss Glacial Heart into Zeal as a grandmaster so they can actually make it useful.
@Ganzo – you make a good point about the wall of reflection. maybe Anet should consider combining the two and giving us a new utility ability.
If I’m not mistaken, during Beta there was a trait that added reflection to the line of warding (or vice versa), but was removed. I never got high enough during the BWEs to mess with the traits, and was too busy rerolling toons in every way, shape or form.
Though, just a thought, what about making our wards like shield #5, where we can explode them to cause another effect?
Both wards would be benefited by a trait modifier; I personally would love for a ward crossing to either cripple, kd, or freeze an enemy. Mostly the freeze, just because you can’t resist it.
And I second casting either ward on the move. For being such a mobile class, it’s quite odd to have a standing-still cast for a vital skill.
There is no reason for a Guardian to ever be without a condition removal for more than a few seconds, Relentliss. We have an incredible array of traits and abilities that remove a whole slew of conditions at a time that, quite frankly, should make an encounter with a bleed-centered warrior quite simple. And this doesn’t even consider Rune of the Soldier, or a sigil that removes conditions on crit (name escapes me atm…).
Point is, a Guardian can negate conditions easily. If someone’s build doesn’t take advantage of this, then they’re missing a big part of being a Guardian.
Revert the cooldown and have it give might which stacks to a reasonable level. Best fix imo
Pretty much, though the GS didn’t necessarily lose damage output with the changes. I wouldn’t be averse to them reverting the GS changes, though I would like to see a revision to Retaliation. At the moment, the boon is just bland.
Seriously? People are complaining about having to ask about a dungeon group? If I don’t hear a response in a minute or so, I’ll start up a group myself. That’s the problem, imo, is that far too many people will be spamming LFG, instead of GLFxM. Sometimes you have to step up and form a group; don’t sit around spamming chat and complaining that no one is answering you. 9 times out of 10, when I yell that I’m forming a group in LA, my group will be filled within five minutes.
I’ve never understood why people clamor for a dungeon finder when it’s already pretty kitten easy to get a group formed.
You don’t need to be in a guild to run dungeons; while I often form groups with guildies, I have a whole friend’s list filled with people that I enjoy running dungeons with. And most of those people were from pugs that did well, plus a few friends I made out in the world and we decided to try out our luck in a dungeon.
I think the bigger problem isn’t that AH/hammer is one of our best options, but that Honor/Valor are so kitten good at the moment. I didn’t think Valor was that great, but its Grandmasters certainly make up for middling lower traits. Radiance is nice to dabble in, as is Virtue, but then you have Zeal which never was spectacular on launch. Dabbling in Zeal loses you valuable traits elsewhere in the tree.
So, it’s not that AH/hammer is the only way to go; rather, it’s that Honor/Valor are our two best trees right now, and they work very well with the hammer. I’ve had no trouble switching to a sword/board, or staff when running the AH-based build, so it’s not necessarily centered around a singular weapon. I just happen to love using the hammer, and found a fantastic build that utilizes it to its fullest.
TL,DR: blame our crappy traits.
You’re missing the point of my post, which was not to give specifics on what can be added to the symbols, as those were merely suggestions: you’re trying to create a new set of abilities for Guardian, all to shore up a weakness of the Greatsword. In other words, you’re adding needless complications towards balancing the Guardian.
If a symbol is weak, they need to buff it, not add a new system to Guardian. I get it, you’re disappointed with the Greatsword changes, but this is not a good system to replace what we have been given. And again, you’d be better off asking for changes to our traits and skills, not ability sets overall.
Honestly, I don’t think this would do anything to help the greatsword save make it a pain the kitten for devs to balance. In fact, we already have flash enchantments via our virtues, anyway. The idea would be better off as a Grandmaster trait in the Zeal line, and affect our symbols in general…not the greatsword specifically. So the symbols would be modified to grant both a boon to allies, and a condition to foes inside when it pulses.
Symbol of Swiftness: causes enemies to become chilled by the holy wind for 1s per pulse.
Symbol of Wrath: causes enemies to suffer one random condition per second, with duration 1 second.
Symbol of Protection: cripples enemies passing through for 1s per pulse.
Symbol of Faith: blinds enemies inside for 1s per pulse.
The Symbol of Faith would probably be a bit imbalanced, but you see where I’m coming from. I’d rather the dev’s utilize our traits to include new functions to existing abilities, rather than create a whole new system that seems to be based around making a single weapon better.
Honestly, I think the best synergy is a Guardian with healing power plus anyone who has a water field. Mighty Blow will throw out insane area heals with a water field, not counting the dodge heal, which I think is affected best by healing power. I don’t like traiting specifically for healing power just because I prefer to be proactive with my CC/boons/virtues, so don’t take my advice as from on-high; still, if you just want to survive I think focusing on a little vitality and toughness will go further than healing power.
Going 20 in Radiance and Virtues, while running all Rune of Soldier means conditions will never stick on you. I was hesitant to switch from my 0/20/0/30/20 build to a 0/15/30/20/5 one because I so enjoyed my easy clears of conditions. Soldier Runes have helped immensely, but I still miss laughing off all the conditions I would draw from Save Yourself!.
I would definitely drop the chill on crits; you can use a sigil that is much better than that. Use Altruistic Healing instead, and make sure your gear is traited properly to fill in the gaps. If you’re dying too much, add a bit of vitality and a lot of toughness. If you’re not hitting hard enough, go for power first and crit secondary. Remember that all of your gear doesn’t really need to stress the same three traits, so it’d be best to make your accessories/gems/runes cover the secondary stress of your build.
For instance, I run with pwr/vit/toughness on my armor with rune of the soldier, which gives me plenty of health, toughness, and power…while clearing conditions when I shout. So right there, you could perhaps drop the shouts clear a condition (which is bugged atm, I believe, and doesn’t work with a couple shouts properly) to instead utilize empowering might. Your choice.
I highly suggest you look at the base builds being shared on this board. If nothing else, you’ll learn what you don’t like to do, even if it is highly effective for others and their playstyles. Also, it will let you in on traits and setups that normally you wouldn’t think would work, but apparently do. Gear can be obtained, but a lot of WvW is knowing your build inside and out, and avoiding those fights you’re not going to win in the first place.
Case in point: I was defending a recently-gained tower in a borderlands. I had swung up around it to clear away some attackers, and found myself low on health and running from two enemies. I ran around to the cliffs and dropped a ward to split them up, and then proceeded to snare and launch one off the cliff. Now it’s 1v1, and the airborne one’s buddy got cold feet. He ran off, giving me time to recover.
Tome of Wrath is awesome in WvW when defending. A few guardians on the other side of the gate spamming their tome abilities will definitely make the attackers panic a bit. Courage, likewise, is also good when defending to heal allies and mass-daze the attackers. Nothing turns the tide of a battle quite like going from 100HP to full.
And for lulz against people who don’t know how to deal with it, the spectral wolf/hounds of balth are hilarious when you get ganked by a thief 1v1. If you have a hammer, they’ll pretty much be on the ground the entire time. Our elites certainly aren’t spectacular, but they do help turn the tide and are incredibly useful in certain situations.
I wish people would stop moaning about the reduction to Wrathful Spirit…it was a good change, since you can still have retaliation up almost the entire time during a fight. I’m still not convinced about the terribleness of the GS changes, though I will admit I don’t understand why the symbol couldn’t have been edited in a way other than increasing its downtime.
The SY nerf was for sPvP, not PvE or WvW. I don’t do much sPvP, and think the changes could have been made differently to encourage group usage, rather than being a solo skill…but ce la vie. Hopefully the devs will rethink their approach to SY (and a whole slew of other Guardian skills/traits), but for now the skill is still valuable to a boon-based setup (in sPvP, of course).
And seriously people, stop with the whole “oh noes, muscle memory!” I can understand if you’re a freakin’ pro football player who has been taught to tackle the same way since pee-wee, and now the NFL tells you otherwise. That’s a problem. Being forced to relearn a MMO weapon after a month or two is not a big deal. Stop bringing it up, it just discredits everything else you say.
If you’ve got writ of exaltation, you’ve got the big symbols. You may be getting them confused with the consecrations like Purging Flames or Hallowed Ground which looks similar but have a larger area of effect.
Aye, and 10 points into Virtues lets you cast them at range, which might be what he’s seeing.
lol yea i rerolled warrior the only thing i do with my guardian is use thier run speed and heal ability to farm ori in the zones lol thats all they are good for now..
Then you have no idea how to properly play Guardian, fyi.
Yeah, I gotta say this is probably the first real nerf to Guardian, and completely un-called for. What the change should have been is this:
PvE unchanged, PvP version now has base 4s for each boon when activated. For every condition removed from allies, apply 1s to each boon, maximum bonus of +6s.
There you go. On one hand, it’s more balanced for small encounters, but on the other hand, it is still worthwhile to utilize in larger groups. Come on, Anet…
Bwah? I auto-attack with the hammer darn near 90% of the time to keep up the field and combo with mighty blow…the other three skills are hardly used. In terms of skill usage, I’d go GS>Staff>Hammer in terms of utilization during combat.
Simply put, you’re severely underestimating the usefulness of skills 3, 4 and 5 on the Hammer. If you’re only using 1 and 2, you’re not utilizing the full potential of the weapon.
Quite the contrary, I know exactly how useful they are. That doesn’t change the fact that I can’t use #4 or #5 with reliability in dungeons, and #3 is an afterthought once I’m engaged with the enemy. I love using the latter skills in PvP/WvW, but in terms of PvE they lose to the GS and Staff. That was my point.
You’re also not using GS #5 in PvE, and Hammer still has more skills-per-minute with 1 through 4 than GS has with all 5.
Bwah? I leap in with GS, hit symbol, hit them with chains, use #1, whirl, then interrupt with chains. How is that, in any way, shape or form, even close to what the hammer does? Keep in mind that pretty much every skill for the GS involves an area, and you can easily use a shout build to bypass utility casting times.
You can’t possibly tell me that you don’t use the chains as an interrupt, or that any singular GS ability can’t be used at any time during a fight effectively. The hammer is more selective in its approach, which I love and embrace. But don’t kid yourself into thinking the GS skill set is somehow more selective.
Number 4 could be an AE knockback instead of single target…. I would so love that… pretty please?
Oh, please no, I don’t want to be discriminated against when I’m in a large event just because some immature Guardians decided to troll the entire event with mass AoE knockbacks. People already freak out when I hit one away….
So, amid all these cries of nerfs….how about we start up a few threads on weapon builds like the crithammer thread? That’s helped out a lot of people to understand the mechanics of traits, weapons and skills. I’d rather see a dedicated thread to helping people understand how to use the GS, instead of a million threads crying about the same thing. If no one can find a good breadth of builds, then I think we can really cry foul.
Bwah? I auto-attack with the hammer darn near 90% of the time to keep up the field and combo with mighty blow…the other three skills are hardly used. In terms of skill usage, I’d go GS>Staff>Hammer in terms of utilization during combat.
Simply put, you’re severely underestimating the usefulness of skills 3, 4 and 5 on the Hammer. If you’re only using 1 and 2, you’re not utilizing the full potential of the weapon.
Quite the contrary, I know exactly how useful they are. That doesn’t change the fact that I can’t use #4 or #5 with reliability in dungeons, and #3 is an afterthought once I’m engaged with the enemy. I love using the latter skills in PvP/WvW, but in terms of PvE they lose to the GS and Staff. That was my point.
As much as I’d love for the blast to cause AoE stability, it’d definitely be OP. I would prefer a chilled mechanism come from the traits to affect wards in general, or perhaps a trait to make them cripple/weaken. Since the change to MB a lil’ ways back, the hammer has been a superb weapon to utilize, though I doubt it’s truly overcome the GS in PvE.
Or….you can stop bemoaning your 250+hrs lost (of which you probably memorized the combos in a few hours), and instead post on the suggestions board to make weapon slots customizable. I doubt it’s an easy thing to put in, and probably low on their list of priorities atm, but you’re better off making a suggestion there for all classes instead of posting here.
I got over the order problem – spent a lot of time slamming my GS into the ground instead of leaping at my target… but whatever.
What I want to know now is why my symbols, the source of damage, healing, combos, etc. (and yes retaliation) got nerfed so badly.
They altered the symbol to reflect their views on Retaliation; honestly, the symbol wasn’t that spectacular, and was pretty much the worst one out there. It was character-centric, gave out a lazy boon, and its damage wasn’t higher than the others.
I’d like for the devs to start a conversation with the players over the direction of Retaliation, since apparently its working status is not in-line with their vision. Instead, we get people moaning about having to memorize keys again, or that they have to get a bit more creative to keep Retaliation permanent on themselves during a fight.
While I agree with other people that the sudden switch in the middle of matches was an improper implementation of these changes, I think you’re blowing this out of proportion.
After all, what about using different characters? Is your memory attuned to all 5+ skill sets, including the differences between weapons?
Honestly, you should be upset about the lack of communication (kinda) in regards to retaliation…not this. Just think of it like a new weapon, and I’m sure you’ll be fine after a few days.
Yeah, sorry….should have added “effective” to “consistent symbol placement,” as you can also get a good chain of retaliation going with the hammer alone. Our symbols could use some tweaking, that’s for certain.
Bwah? I auto-attack with the hammer darn near 90% of the time to keep up the field and combo with mighty blow…the other three skills are hardly used. In terms of skill usage, I’d go GS>Staff>Hammer in terms of utilization during combat.
George: I believe the skill re-arrangement was because the weapons are setup so that the skills go in order of chain to longest cd. That’s why, nothing nefarious…just trying to keep things rational.
emtwo: You’re splitting hairs. The GS has the best melee CC of the three in its #5, and is very crucial to an offensive build. After all, it is an interrupt that brings the enemy to your doorstep…not bad to deal with pesky kiters. So no, I’m not going to drop it because the #5 for the GS is significantly lower than the other two.
Skill CDs (with 20% trait)
GS: 8, 12, 16, 24 = 60
H: 4, 12, 20, 32 = 68
S: 2.5, 12, 16, 32 = 62.5
If you want to include the chains, the Hammer has an extra second added to it, as well. The hammer will generally stick to the chain and #2, but the GS utilizes its entire skillset to deal/avoid damage. The GS is still a good weapon, though I am concerned with what they intend to do with retaliation. I guess we’ll just have to wait and see.
I don’t think the GS was ever designed with symbols in mind, tbh.
I think the hammer and staff are much better suited to consistent symbol placement, especially considering the bonuses they grant (more so for the hammer). And trust me…if you have two hammer guardians who know what they’re doing, dungeons are very easy to deal with. At least, the ones you can actually melee a decent amount of the time…
How good is the damage on this Guardian build? [Theorycrafting Feedback Needed]
in Guardian
Posted by: Draeka.5941
Might be interesting to play around with in PvP/WvW, but I highly doubt it’ll be effective in PvE. Building that way just severely hampers your ability to multi-role in a dungeon, especially since other professions are already building towards multiple condition damages. Since burning will (I believe) apply the highest damaging burn first, if you’re constantly spamming Justice then you might not even be the “owner” of the burning condition on the enemy.
I’d say you’d be better off spec’ing for Power/Toughness for retaliation damage and to actually take a few hits for said retaliation, and let those around you whose classes are better suited to condition damage take up the charge.
TL,DR: Focus on surviving to spread burning potential to your allies, not the actual damage. Radiance is great for this.
That, and the overall increase in cooldown times for GS. GS already felt too auto-attack heavy to me, now it’s even more so.
The GS still has the lowest cd’s of its overall skills than the other two, however. The change was made so that the symbol didn’t help give a perma-retaliation to the player. Hopefully the devs tweak retaliation in a bit, rather than try to re-balance the entirety of Guardian’s light fields. Then again, I don’t really use my GS much anymore, so I can’t comment on its new efficacy.
It would be kind of interesting to see retaliation be turned into an aegis-esque boon that, once the player is hit, transfers a condition to the hitter. Kind of like how a few Dervish skills worked to turn an overly aggressive player (Assassins…. =p ) into thinking about their next move. So, say it gives the attacker a few seconds of weakness instead of simply damaging the attacker.
Is it too late to ask for retaliation to cause freeze? =D
Yeah, I think if it’s only 3 1/2s then you might as well just use bane for a 2s kd…at least then they’re not hitting you.
Went from: This game is AWESOME to, ehh, maybe come back in a Year!
in Suggestions
Posted by: Draeka.5941
Trolly title is trolly….
But in all seriousness, a few of these won’t even help the game. For instance, requiring that Commanders pay in badges means that certain classes (i.e., Guardian) that do poorly at racking up the badges means that ranged-proficient classes (Ranger) will dominate the scene. I would say require a payment of karma, rather than badges.
Also, allowing for a conversion of karma to gold is ridiculous, considering that there is no “gold booster” currently in-game, unless you count the broken magic find as such. Adding in this conversion makes inflation highly likely, and thus defeat the entire (presumed) purpose of the system.
The only thing ANET has to worry about with gems is making sure that the conversion rate is not high enough to cause a significant gold loss on recipes utilizing the mystic stones. By pegging the exchange rate to third parties, ANET is giving up a significant amount of control over the ingame economy, which is very, very bad. They are, so far, intent on limiting inflation across the economy (see: mystic chests), so I see no need for such a system. If someone is selling/buying gold, ban them. Perhaps get a bit more aggressive at it, but banning is the best option. Don’t give horrible people who don’t care about the state of the game more power than can be helped.
And really, just harkening back to GW1, I’m perfectly fine with the limited skillbar. Elite skills need to be tweaked a bit more, methinks, but there’s no reason to add more skill slots on the bar. It would only serve to make balancing even harder, which, again pointing to GW1’s numerous false-steps, is something to be avoided. New skills and tweak old ones, don’t add in more slots.
Most of the other things I mostly agree with; for some reason, companies don’t seem to understand that when you include new currencies, it’s best to make them not take up inventory space. Dungeon tokens and badges need to be either bankable or treated like money/karma currently is. Agree on new items to the store, more dungeons etc etc…but since the game is still relatively new, I think I’ll sit back and see what they have in store.
I believe that when the server matchups rotate, so too does your server’s starting position on each map. So, if you just nab the nearby areas each time the servers rotate (so, 3 weeks overall), it shouldn’t be too difficult to complete it.
The shield, for the Guardian at least, is meant for group protection, which I think fits with its theme. You get a push+heal out of #5 to go along with the mass protection of #4. The shield traits need improvement, not the skills themselves.