I had actually posted not but 2 days ago I beleive a post similar to yours on a potential Ranged weapon. Although my choice was simply a shortbow. I choose this becuase even with 900 Range, thats range, but as a guardian we can not be “to” far from our teams. If we are, we simply become less usefull as a whole.
Shortbows are the happy medium. Enough range to keep us alive and usefull at a distance. Without so much range that we become “solo” when guardians are designed to be best in group settings.
The shortbow had a very similar concept, except unlike your longbow. It did more in terms of Boons, conditons, and damage. Rather then straight up heals. I feel the staff already does that quite well.
1. Arrow of Truth-Shoot an arrow in a straight line at the target hitting all enemies in the line of the arrow.(This skill is very simple. Decent range and a peirce effect that way it deals decent damage. The peirce effect makes it very unique among the guardian weapons as nothing else of ours does that.)
2. Alignment-Fire multiple arrows at the target, each arrow dealing damage and stacking a single vunrability(7 stacks). Allies caught in the way of the arrows are healed for each arrow that hits them.(Minor healing).(This is a skill that is always usefull, but becomes even better when used in conjuction with position. As guardians we must be aware of our surroundings. This skill is perfect in that nature…)
3. Symbol of Zeal- Lay down a symbol at target area that gives allies Vigor and damage foes.(symbol-simple. Grants allies the power to move, and hurts foes.
4. Beacon-Arch an arrow into the sky creating a brightlight under the target area. Enemies directly under the aoe are burned and allies receive fury.(Gives it a nice damage, and a lovely boon.)
4-a. Illuminate- The beacon expands all of its light in a final burst, blinding enemies and granting regeneration to allies. Increase the recharge of Beacon(Simple, at the expense of a heavier cooldown you can do some minor control and grant your allies some regen)
5. Zealot’s Arch- Send an arching arrow into the field that explodes in flames creating a fire field and burning enemies.
5-a. Zealot’s Intervention- Port to the fire-area made and send out a wave of flame that purifies a single conditon from each ally in range, and burns enemies caught in its wave. Creates a blast finisher.Increases the Zealot’s arch cooldown.(A port combined with a heavy aoe. This skill is all about choice. It has a very long cooldown naturaly becuaes of its AOE, but combine that with it’s extended cooldown and you have a 50 second cooldown max. This skill offers mobility to the stalwart class, letting her grace into combat when she needs to. Or out of it. Although she would forfit damage.)
The point of this weapon is choice. It has lots of diffrent abbilites..and some of them come at great costs. If you want to give your allies that regen, youll have to live without beacon for a little bit more. Its very AOE intensive, and has great range. But becuase of tis shortbow-life it makes it also right on the Backside of the feild where most ranged attackers are without makeing the Guradian so far away she becomes only a damage dealer. The guardian needs the Bow to have some heavy support, and some decent damage. But Pure heal-damage is to staff-like, and too much control nets it a hammer-range look alike. I think this set just offers plenty of choice and costs. You can play it heavily “supprot” wise, but then you also have very heavy cooldowns for playing it like that. So you could use your beacon to just help your team, or sacrafice it to really “Help” your team. Same with the mobility. Use it to get into the fray of battle when you need to. Or just use it as a heavy damage feild. To balance this weapon is its cooldowns, and it’s lack of great control. With blind and vunrability being its only conditons besides burn(damage). It won’t knock anyone away from a wall anytime soon.
Though any weapon could truely fit these skills. I like your skills alot to!