Combine revive and 50% fall damage into one trait. Keep the secondary revive effect, lose the falling AoE side effect. Done.
Or, at least put them into different lines. There is no way these two things should be 2/3’s of the choices in a given line’s adept tier.
I was thinking take a lesson from the thief trait concealed defeat.
Combine it with another effect that would be useful.
In the case of the thief it also reduces their deception skill CD by 20%.
That makes it a useful choice even if your not being downed.
As you can probably tell by the title this is about the new Dragonhunter longbow skill “Symbol of Energy”
It appears to do nice damage, thats good.
It burns on every pulse, Most of us wish all symbols did this.
It grants 1 second of vigor on each pulse.
The last part is where it stops making sense.
Giving vigor to allies is great, but if they have to stand still for 4 seconds (6 with traits) to get the most use out of it then doesn’t that kind of defeat the purpose ?
It would be much better off if it gave something like retaliation or protection.
Then make something else for the guardian to give allies vigor with, something that doesn’t require they stand in place.
I like many people are disappointed to see that so many of the fall damage, on revive & on kill traits remain as is.
The vast majority of these traits feel very lack luster compared to other choices & are very niche in their effect.
Looking at the thief we see that their shadow arts trait “Concealed Defeat” was merged to also reduce decentpion cool downs by 20%.
What I am asking for on behalf of the community is that arena.net take a look at the following traits from across all the classes & add additional effects on to them to make them more of a viable choice.
Arcane Abatement
Arcane Resurrection
Renewed Justice
Courageous Return
Protective Reviver
Strength of the Fallen
Always Prepared
Decent into Madness
Toxic Landing
Ritual of Life
Trapper’s Defense
Soften the Fall
Death From Above
Determined Revival
Reviver’s Might
Vengeful Return
Healer’s Celerity
I have suggested numerous times that they should make deflecting shot count as a knock back.
Then they could change heavy light to something useful.
Like say 25-30% off trap CD & traps each provide a beneficial boon to nearby allies when triggered.
Short of a complete redesign I agree with what you said Leeto.
However if they were to do a redesign I would love to see them scrap death shroud for something that uses the F1-F5 keys
Something like
F1: Life Blast (consume X life force to blast your enemy with dark magic. 1/2 second cast time. While casting this ability you take Y% less damage)
Would do around 55-60% of the current life blast damage since it has half the cast time.
F2: Shadow Armor (Consume X life force per second to absorb all incoming attacks)
CD TBD, can be traited to grant allies protection while channeling in exhcnage for increased cost.
F3: Doom (consume X life force to inflict fear (2 seconds) & torment (2 stacks for 6 seconds) on your enemy.
Cd 20 seconds.
F4: Dark Path (Consume X life force to teleport to the targeted area & inflict chill & weakness on nearby enemies)
15 second CD, 600 range (can be traited for more range) and 200 radius.
F5: Transfusion (Consume X life force per second to damage all nearby enemies & heal all nearby allies with each pulse)
Pulses 3 times per second for 3 seconds, Can be traited to apply a bleed on each pulse to enemies.
Then just stabilize/normalize life force generation & make the necro spawn with a set % of life force.
I think the grandmaster for guard with prot needs to be removed and replaced with a 20% trap cd reduction mabye if it also allows your symbols to bleed on ticks?
Had a similar idea in another thread.
Just change the piercing light trait so that it makes traps & symbols apply bleed when they do damage.
Then change deflecting shot so it is a knock back at base. (and considered a block)
Then change the trait heavy light so that it reduces trap cool downs by 25% and makes each trap grant a boon to nearby allies when triggered.
Sword also has some flaws in its design.
The last auto can often miss enemies who are moving around due to its very narrow cone attack.
The number 3 also doesn’t block anything despite what it says on the tool tip. It absorbs, this means it cannot trigger trait effects.
The number 3 also roots you making you a prime target for melee & ground targeted attacks.
And finally the projectiles launched by the number 3 move so slow that any enemy outside imminent melee range can avoid them by simply moving around.
Take this in combination with the trait changes coming and sword will be real lack luster.
So chances are that unless the sword receives some real love it will become something that nobody want’s to use in HOT.
Stun breaker on traps seems wierd. Stability on the other hand…
A trait to add a beneficial effect to each trap would be nice.
Purification: Converts a condition into a boon for nearby allies when triggered (600 range) (should also remove a condition for the guardian at base)
Fragments of Faith: Grants swiftness (15 seconds) to nearby allies when triggered (600 range)
Test of Faith: Grants protection (5 seconds) to nearby allies when triggered (600 range)
Procession of Blades: Grants retaliation (8 seconds) to nearby allies when triggered (600 range)
Lights Judgment: Grants fury (6 seconds) to nearby allies when triggered (600 range)
Dragon’s Maw: Grants might (3 stacks, 10 seconds) to nearby allies when triggered (600 range)
trap should be ground targeted (as it seems it isnt)
the cd is too long 45 sec… make it 30 secmake 1 trap proc burning some way
make 1 trap clenase condition like healing trap
make 1 trap to be stunbreak
make 1 trap to proc some support boons like regen, vigor,protectionno taunt skill?
this way traps can be use in any build type. condi, zerk, hybrid, range or melee.
otherwise
in pvp you maybe see 1 trap in used and maybe the same in wvw
in pve you can see them as no support utility much needed.
Traps definitely need to be looked at.
The cool downs are all excessively long.
None of them do damaging conditions at base. (have to trait for that and trait only effects traps)
The heal trap purification doesn’t even remove a condition.
The elite trap dragon’s maw does a ward which is basically useless in PvP given the wide spread use of stun breaks, stability & teleports.
As for the taunt skill, I’d rather they add taunt to shield number 4 & resistance to shield number 5. That would make the shield worth using.
Why did I main a Ranger again? Guardians get a better version of them now. Seriously, a big game hunter class? Time to reroll.
From the looks of it ranger will still have allot more ranged damage then dragon hunter.
They will also still do conditions just as well or better seeing as they can do bruning, bleeding, poison, cripple & immobilize & vulnerability.
The suggestion of greatly reduced virtue cooldowns in other threads would go some way improve condi cleanse and stun-break capabilities of a DH – but it does lock you into the Virtues line.
Valor has a nice condition cleanse with smiter’s boon & honor has a nice one with pure of voice (it requires shouts however.
But ya DH could use some form of condition clear.
It strikes me as weird that the heal called purification doesn’t actually remove any conditions.
Yup – I wasn’t implying that a Virtue recharge reduction change should hinge on just one trait line – I definitely think there should be a sizeable base-line reduction regardless
The issue is that with the introduction of HoT you will be forced to invest in an entire traitline to reap the benefits. Or at least thats how i understand it. Am i wrong here?
This means that you cant invest just one point in a line (hey inspired virtues) which actually makes the virtues do anything worth bragging about.
That is my understanding too.
One thing I realise is a trapper DH will be obliged to spec Virtues to have any condi clear or stun breakers – which hardly promotes build diversity.
Even with Virtues spec’d, without your suggested cooldown reductions it just won’t provide enough cleansing/breakers to have any kind of sustain. ( So you’ll also be required to have Valor )
I’m assuming of course Absolute Resolution and Indomitable Courage will even apply to their DH counterparts, which was vaguely implied in the Ready Up.
As you say – Guardians have always been extreme underpowered unless you invest in a few key traits – it would really free up the class if at least some of these were baked into the class by default.
Honor & valor have some condition clear as well tho.
Smiter’s boon could be especially nice while pure of voice will be great for bunkers.
But ya I agree with you, there are some things that should be baked in by default.
Defender’s Dogma vs Defender’s Flame
We already have a trait that deals with burning enemies when you block and I don’t think we need another one. Maybe change it to something like “Remove a condition when you block an attack” or “Blocking an attack reduces the recharge of Spear of Justice by 10% with a short cool-down.” Personally I would change it to something completely new that encourages performing projectile finishers. Maybe projectile finishers grant you resistance for a short duration or projectile finishers have a 100% chance to burn enemies.
I also think that Hunter’s determination should either have a cool-down of something like 6 seconds or have a maximum cap. Recharge reduction for the longbow could be included with this trait if the stability application gets nerfed a bit. I just think there needs to be longbow recharge reduction on some trait, really.
Love the idea in your first paragraph. Mind if I add it to the list ?
The second one I can kinda agree with however the only reason the bow would really need a CD reduction trait is because the last skill has such a long CD. The others are fairly short..
Isn’t part of the point that you are supposed to think about when to use them? Not just blindly use them as soon as you enter a fight and then be able to pop them again without thinking again soon after.
Absolutely!
But my point is that a 600 leap and a 130 radius shield isnt worth having 60s and 90s cd. The leap is actually not much better than 1h swords blink (10s cd) and since the shield doesn’t deflect aoe its worse then wall of reflection (32s cd), especially since consecrations will be ranged in HoT.
It isnt justified to have elite cool-downs on minor skills.
What would be justified?
Well i think:
20s on justice
30s on resolve
40 on courageAnd they are still weak even though justice seems pretty nifty but that skill is o na moderate cd and there are plenty of traits to increase the frequence of use.
Compare with the Revenant with a 240 radius deflect, 6s duration and 12s cd.
20s may work on justice however resolve & courage could stand to be a little longer.
Maybe 40s for resolve & 60 for courage.
Courage may not seem great on its own outside of PvE but with the proper traits & stats it can be very useful.
At least that is without changing the passive & active for resolve/courage.
Other then a mesmer or thief applying a short duration long CD stealth to allies they have none.
However if they were to put rune of the trapper in the PvP rune selection the new dragon hunter spec would have access to a stealth on trap use.
Another idea.
A grand master trait that makes all traits that effect symbols also effect traps & vice versa.
Think about it, symbols that bleed on pulse, Traps that apply vulnerability.
What about… Traps hits bleed enemies?
Given the very long CD the traps have that should be a base line effect.
I can only see 2 reasons for piercing light to stay as is.
1: Trap CD is reduced by a good margin (say 30-35 second CD)
or
2: They change it to also effect symbols. (Duration of bleed would need to be reduced to maybe 4-5 seconds but that would make it a great trait)
@ OP, traps are ground targeted (for all classes that use them) once the new build goes live. It will be a base effect.
Your forth suggestion is moot. They already will have a max target of 5, it will just be a small radius 5 targets have to be in.
Your first & third suggestion would help. Their cool downs are extremely long & they seem to have a small trigger area.
As for my suggestion.
Your traps heal you (amount TBD) when cast & daze (1 second) enemies when triggered.
The wards are wards for two reasons. 1 They are not effected by condi cleanse 2. they are not effected by stun breaks 3 they are not effected by condi duration 4. they are CC, not condis.
Wards tend to be rather useless though with how common stability, teleports etc… are.
If changed to an immobilize at least they would require some thought to get out of.
Lol ya, given the trap is name “Purification” you would think it would at least remove conditions or convert one/multiple conditions into boons.
The changes make sense. It’s still a decent trait for offensive builds, but it now gives an offensive option in radiance master.
Given that it will require you to be critically hit it effectively becomes useless against a number of condition & tank builds.
Not to mention that many PvE mobs have a critical chance that is very low.
Hence why I suggest they still let it trigger on your critical hits, but just take the second part of the chain off of it.
This gives you some nice AOE burns without the high burst.
I didn’t think there was.
Seems like it could do with a buff along with being made base – sword should be at least competitive with mace dps.
Eh even if it was base the only thing sword will be good for is mobility.
Mace will burn, apply vulnerability, apply regeneration, have blocks & do just as much damage via traits.
This effectively begs the question, why use the sword ?
I really think that the trap LB guard will be super OP. After watching the ready up, I noticed that you could combo traps and traits to almost insta kill somebody. You could use the dragons maw, the whirling blade trap and the revel trap in combo with some traits to absolutely destroy anybody who walks over it. Personally as a thief I am terrified of this. I can just imagine that i’m roaming in WvW and I walk over where a guard set his traps.
To do that however you give up condition cleanses, stun breaks, stability & allot of other boons.
After doing it your also useless for 45 seconds while they all recharge.
Here are the ideas for trait/skill changes that I posted in the guardian forum.
First of the virtues
Wings of Resolve: Reduce the CD to 40-45 seconds. (Given the healing seems lower then current VOR and the healing range is 1/4 current VOR)
Now for the bow skills
Puncture Shot: Split it into 2 arrows that each do 55-60% of the current attacks damage. (Will speed up justice triggers)
Deflecting Shot: Slow projectile speed by 30-40%. Make it wider like a wave (180 across), Make it knock back enemies it hits (120), Make it count as a block when it stops projectiles (so it interacts with traits)
Hunters Ward: Scrapp it for new Hunters Wrath.
Hunters Wrath: Fire a barrage at the targeted location. The first 2 waves of arrows cripple enemies (2 seconds each) The third Immobilizes (4 seconds) Damage and cast time the same as hunters ward.
CD 30 seconds.
(Wards are made usless by stability, defiance, teleports etc… Immobilize at least requires a condi cleanse)
Now for traps
Purification: Split the heal evenely between use & when the trap is triggered. Make it convert a condition into a boon, or at least remove a condition.
(makes sense with the name)
Fragments of Faith: Lower the number of fragments to 3, but lower the cool down to 30 seconds.
(45 seconds is a tad excessive)
Test of Faith: Scrap the current iteration.
Test of Faith: Now does it’s damage in 3 pulses. The first 2 pulses damage & cripple (2 seconds each) nearby enemies while granting protectiion to nearby allies (1 second each). The last pulse damages & burns (3 seconds) nearby enemies while healing nearby allies. (healing TBD)
Procession of Blades: Cool down reduced to 30-35 seconds.
Dragons Maw: No longer creates a barrier. Instead pulses immobilize (2 seconds per pulse for 4 seconds).
Now for Traits
Dulled Senses: Scrapped for Seared Tendons.
Seared Tendons: Cripple (3-4 seconds) foes that you burn
(cool down of 10 seconds per target)
Hunters Determiniation: Moved to Adept major tier.
Piercing Light: Bleed (33% chance to trigger, 4 second bleed)foes you critically hit.
(Moved to master tier, taking hunters determination’s place)
Or
Piercing Light: Traps & symbols now inflict bleeding (4-5 seconds per hit)
(Moved to master tier taking hunters determination’s place)
Heavy Light: Current iteration scrapped.
Heavy Light: Traps now heal you when placed & daze (1 second) enemies when triggered.
(Healing TBD)
All these changes are aimed at creating more interaction between skills – traits & making skills/traits that seem rather meh better.
No mention of it becoming base.
Even with it base line though the mace will over take it damage wise with traits.
So any thoughts?
Think the ideas are good ? Bad ?
Have ideas of your own ?
Lets get the ideas out there so the devs see them.
First of the virtues
Wings of Resolve: Reduce the CD to 40-45 seconds. (Given the healing seems lower then current VOR and the healing range is 1/4 current VOR)
Now for the bow skills
Puncture Shot: Split it into 2 arrows that each do 55-60% of the current attacks damage. (Will speed up justice triggers)
Deflecting Shot: Slow projectile speed by 30-40%. Make it wider like a wave (180 across), Make it knock back enemies it hits (120), Make it count as a block when it stops projectiles (so it interacts with traits)
Hunters Ward: Scrapp it for new Hunters Wrath.
Hunters Wrath: Fire a barrage at the targeted location. The first 2 waves of arrows cripple enemies (2 seconds each) The third Immobilizes (4 seconds) Damage and cast time the same as hunters ward.
CD 30 seconds.
(Wards are made usless by stability, defiance, teleports etc… Immobilize at least requires a condi cleanse)
Now for traps
Purification: Split the heal evenely between use & when the trap is triggered. Make it convert a condition into a boon, or at least remove a condition.
(makes sense with the name)
Fragments of Faith: Lower the number of fragments to 3, but lower the cool down to 30 seconds.
(45 seconds is a tad excessive)
Test of Faith: Scrap the current iteration.
Test of Faith: Now does it’s damage in 3 pulses. The first 2 pulses damage & cripple (2 seconds each) nearby enemies while granting protectiion to nearby allies (1 second each). The last pulse damages & burns (3 seconds) nearby enemies while healing nearby allies. (healing TBD)
Procession of Blades: Cool down reduced to 30-35 seconds.
Dragons Maw: No longer creates a barrier. Instead pulses immobilize (2 seconds per pulse for 4 seconds).
Now for Traits
Dulled Senses: Scrapped for Seared Tendons.
Seared Tendons: Cripple (3-4 seconds) foes that you burn
(cool down of 10 seconds per target)
Hunters Determiniation: Moved to Adept major tier.
Piercing Light: Bleed (33% chance to trigger, 4 second bleed)foes you critically hit.
(Moved to master tier, taking hunters determination’s place)
Or
Piercing Light: Traps & symbols now inflict bleeding (4-5 seconds per hit)
(Moved to master tier taking hunters determination’s place)
Heavy Light: Current iteration scrapped.
Heavy Light: Traps now heal you when placed & daze (1 second) enemies when triggered.
(Healing TBD)
About burn it’s ok, right, guardian will be the king of burning stacks, but necro have also bleed and poison to deal damage. And weakness, chill, cripple to take down the enemy.
This ^.
Poison in addition to reducing healing done/received will also stack damage in intensity.
While it alone won’t do as much damage as burning per stack I would consider it better in PvP if you can readily apply it & other conditions with it.
Personally I would prefer they scrap death shroud for f1-f5 skills that consume life force.
Something like
F1: Life Blast (Consume X life force to blast your target with energy & bleed them for 4 seconds. While casting you take Y% less damage. Cast time 1/2 second.)
F2: Shadow Armor (Consume X life force per second to absorb all incoming attacks)
Channeled, X second Cd after channel ends.
F3: Dark Path (Consume X life force to teleport to the targeted area, when you arrive you bleed (3 stacks, 5 seconds)& chill nearby foes (4 seconds). Range 900, radius 200.)
CD 15 seconds.
F4: Transfusion (Consume X life force per second to heal nearby allies, damage & bleed (3 seconds) nearby enemies. Pulses twice per second)
3 second channel, 20-25 second CD.
I wouldn’t say it is weak as such, it is more a matter of it being very situational.
no Sig of Vam is WEAK… also Guardians Med heal is weak….
Litany of Wrath is actually pretty solid, the problem is more that shelter is just amazing. You’d have to buff litany to the point that it was strait OP to beat out a duration block+heal that is shelter. Lower cast time and cooldown would be nice, but again, it’s really not bad and even with those I’d still prefer shelter in 99% of the situations.
Litany of Wrath needs to be instant cast & have a 25 second CD.
Otherwise there is no reason to ever use it instead of shelter or the signet.
Some of them will be nice for point defense but over all the OP is right.
The lack of condition removal & self healing will keep more then 1-2 being used.
Traps seemed eh alright. Cd’s seemed rather long though.
Most of the traits seemed good, some however seem useless without others.
Reactive skills are horrible in design. You should not have to take hits in order to activate an offensive skill. If Radiant Fire was a defensive trait then that’d be fine to have it when you take damage/critically hit.
I just hope that they’re still playing around with this trait and revert it before go live.
Unless they found it to be too powerful.
If it was reverted back to on crit hits, it would obviously pop at every cd. Not that that’s a bad thing.. because it isn’t.. but I see a few people raging when they see Zealot’s Flame’s damage dealt was 3 (crit) hits dealing 10k+ damage total that’s from the trait alone.
I don’t blame them for changing it but I wish they didn’t :P
This ^ is why I would love it if they made it so you just gain zealot’s flame (not the second part of the chain) when you critically hit.
This would allow the guard to apply some nice AOE burning around themselves but not gain a large burst.
I always thought it was fine in the first iteration, its not like it activated the second chain in the skill so all you gained was a small AOE burn.
If it relies on you being critically hit now then it kinda looses allot of its appeal.
I mean defensive stuff that reduces/prevents damage is nice but offensive stuff that relies on you getting hurt to trigger is never that great.If you were wielding a Torch, according to the initial spec stream, it would actually activate the second portion, and you’d be able to throw it even if it was on cooldown before. I’d prefer it to proc when you crit myself, but its fine if its on reception, it still looks like a 6s cooldown. I’m still going to take it for my hybrid guard.
Well that was just broken & allowed for too much burst.
Having it only activate the periodic AOE burn however would have been fine.
The way it is now seems very meh to me. Relying on an enemy to critically hit you just feels wrong.
(edited by Ragnar the Rock.3174)
Yeah this elite spec seem more tanky/damage.
I would like to see the core get a buff in support tho.
If you want support go virtues, honor or valor they have it coming out their ears.
Guardian currently lacks CC, spammable snares and offensive utility.
DH may not be perfect but it does offer some options.
Given the nerf to the AOE size on the heal & the fact it appears to be doing less healing I would hope they at least lower the CD.
60 seconds seems a bit long.
Other then that the fact you could trait to have it immobilize seemed nice.
Yea, the CD needs to at least match Merciful Intervention, although I still feel 50s is a bit long for a leap.
Even died to a 2-2.5k crit landing+heal+3 sec immob+mobility in general??? I think that sounds quite reasonable…
You have to trait for those.
There is also the fact that since it is a leap you can be dazed, stunned, knocked back etc… before it lands.
Not asking for much, just reducing the CD by 10-15 seconds since the AOE size and heal were reduced by so much.
I’m in favor of these changes, if only so that my guardian can be the book wielding arcanist/scholar he was meant to be.
Also, at least when you get to the tome elite spec, get someone to release a better book focus. Maybe one that opens up in your palm when wielded, instead of affixed to a coat hanger and swung around like a bludgeon.
But I like smacking people to death with a giant phone book!
I think they should add taunt as a base effect to shield number 4 (3 seconds to damaged enemies) & resistance (3 seconds to nearby allies) as a base effect to shield number 5.
Then change the shield trait so that shield number 4 & 5 also grant AEGIS to nearby allies.
After that shield will be worth using.
Rofl.
Maybe it breaks the server.
In any case the skill seems very niche & will require the enemy to cast a very long wind up skill to be much use.
Personally I would prefer it to be a ground targeted short duration (2-3 second) projectile blocking barrier.
Or at the very least make it block projectiles instead of destroying them. That would create allot of interaction with block traits.
(edited by Ragnar the Rock.3174)
I always thought it was fine in the first iteration, its not like it activated the second chain in the skill so all you gained was a small AOE burn.
If it relies on you being critically hit now then it kinda looses allot of its appeal.
I mean defensive stuff that reduces/prevents damage is nice but offensive stuff that relies on you getting hurt to trigger is never that great.
Would be nice if they shield got taunt & resistance.
Would finally be a reason to use it.
The cool down on several of the traps looked excessive. Combine this with the fact the bleed via trait is only 6 seconds and the uptime for bleeds will be quite low.
Also the fact the long bow number 5 (which has a horribly low CD) & elite skill used wards/barriers means they will not do jack against someone with stability.
So ya guardian will be able to do quite nice condi damage, but it will also be easy to cleanse or ignore via resistance.
Given the nerf to the AOE size on the heal & the fact it appears to be doing less healing I would hope they at least lower the CD.
60 seconds seems a bit long.
Other then that the fact you could trait to have it immobilize seemed nice.
Spear of justice looks nice.
Wings of resolve was kind of disappointing, was really hoping for a reduced CD or increased healing given the nerf to the AOE size on the heal.
Shield of courage looked nice.
Puncture shot looked alright, damage was a little low however.
True shot looked fantastic.
Deflecting shot seemed really niche. Would be nice if they made it block projectiles & count as a block instead of simply destroying projectiles.
Symbol of energy, liked the damage & the burn. But vigor ? I think retaliation would be better.
Hunters ward. Would much prefer an immobilize over a ward (stability makes wards a joke). The CD also seemed excessive for something that could be by & large avoided.
Purification, don’t like relying on an enemy to trigger a heal. It also discourages leaving a point where you set it up.
Fragments of faith, looked nice & could have nice synergy with traits. CD was a bit excessive. (maybe lower number of fragments for lower CD)
Test of Faith, Looked intrusting. Again though CD seemed excessive given that its just a damage & cripple (maybe add in some bleeding at base or lower the CD.)
Procession of Blades, looked quite nice. Again however CD seemed excessive (why are they all so long)
Lights Judgment. Finally one worth the CD.
Dragons Maw. Love most of it but again stability will make it moot. Would be great if it did immobilize instead of a ward/barrier.
Eh I’d prefer if they got rid of death shroud & gave the necro F1-F5 skills that consumed life force.
F1: Life Blast. (consume X life force to blast the enemy with energy & bleed them 1 stack for 5 seconds. While casting damage is reduced by Y%) Cast time 1/2 second (get rid of the range difference in damage).
F2: Doom. (Consume X life force to inflict fear 2s & torment 3 stacks for 6 seconds on your enemy) Instant cast.
F3: Transfusion (Consume X life force to heal yourself for Y while damaging & applying bleed to enemies with each pulse) Channeled. Can be traited to heal nearby allies with each pulse.
F4: Dark Path (Consume X life force to teleport to the targeted Area. Apply AOE Chill, blind & bleed 3 stacks for 5 seconds upon landing) 1/2 second cast time.
F5: Shadow Armor (Consume X life force per second to absorb incoming attacks) Channeled ability. Can be traited to grant protection to allies while channeled at the cost of increased life force cost)
After that just adjust the cool downs & damage where needed.
(edited by Ragnar the Rock.3174)
As for things I think would have made more sense then traps.
Mantras (Could have been offensive, defensive or CC oriented)
Banners (immobile area buff that can be activated to grant the guard an active effect)
Stances (gain special effects for a short time, could be traited to give allies effects while in a stance)
Cantrips (Theme them around different aspects of virtues)
Glyphs (could have been offensive, defensive or granted CC.
Spectral skills (tap into the power of your spirit to do special effects like pull, cripple, Stuns etc…)
Pretty much anything that isn’t a complete rehash of an existing class. I’d have loved to see something focused on CC. Or maybe a condition build that focused around the use of burning and torment. I feel like there’s a huge missed opportunity in not giving guardians access to torment. The idea of a guardian getting into someone’s mind and inflicting torment by having them contemplate their wrongdoings sounds really cool, and way more original and unique than this Dragonhunter crap.
This ^ so so much.
The class could also really use the CC.
All the teleports & swiftness the class has is fine but it don’t mean crap if you can’t stay on a target.
Thats where CC and torment come in. You can stay on them a bit longer and when they do kite they take some damage by moving around.
Fixes I would like include
1: Mace number 3. (Its the only melee block in game that can be triggered & ended by range attacks from far away, others just keep blocking.)
2: Sword auto attack number 3 (the lack of cleave, the fact it misses so much & the fact its a melee that can be reflected all suck.
3: Sword number 3. (it doesn’t actually block anything so it don’t interact with traits, it roots you in place, its attacks are slow & easy to avoid + even accounting for the AA misses it does less damage then just auto attacking.)
4: Shield skills (make them apply AEGIS 5 seconds to nearby allies.)
Weapon skills I would like to see changed just for personal preference ?
1: Symbol of protection auto attack on mace. (take one pulse off of it but speed up the last auto attack to 1/2 second. Then adjust damage accordingly. Would make hammer quite nice in PvP)
2: Smite, number 2 on scepter. (make it an actual symbol so that it can interact with traits)
3: Orb of wrath on scepter (make it a channeled beam like mesmer scepter doing damage & piercing enemies. This would allow it to be near instant but allow them to bring the damage in line)
4: Line of Warding & Ring of Warding on hammer & staff (given the abundance of stability & teleports at least make em cripple enemies that pass over them.)
Added mobility, great.
More CC, great.
Conditions ? Yes please.
Added effects on virtues ? God yes, tell me more.
Traps ? Why, not like traps are that commonly used by hunters now anyway.
Guardians could have gotten any number of things like
Stances
Physical skills
Banners
Glyphs
Cantrips
Spirits
Mantras
Manipulations
etc…
But guardians got traps…….