By following the example of Ferios I will create a post discussing the different traits, skills and weapons that are over-performing.
I will mainly suggest Quality of Life and nerfs in this post, considering we all want to lower the power-creep.
It's a slow, bruiser type class with pretty good burst potential coming out of LoS. The sustained damage is incredibly sub-par compared to other roaming damage dealers, such as Holo and Rev.
At 11k base health, you're pidgeon-holed into running an Amulet with Vitality on it. Either Mender, Sage or Marauder. I feel like messing with the base health of classes is a bit out of the scope of these upcoming few patches, so I will won't touch that.
Overall a great weapon. Has much needed mobility, blinds, situational CC and burst.
#2 Whirling Wrath - It is extremely hard to hit anyone with this ability unless they are stunned by someone else, or used in conjunction with your healing skill to out-trade classes like Holosmith / Rev / War in a melee scenario. It currently slows you down by 50% during the cast.
Remove the movement slow.
#5 Binding Blade - Once again, extremely difficult to hit anyone outside of melee range with this. Simply adding a velocity increase would do wonders. I would also give this skill a pulsing reveal for 3 seconds, every 3 seconds while the tether is attached. The reveal will stop pulse if you move 600 units away from the Guardian (Just like the damage does).
Increase the velocity and add a pulsing reveal
Never really been used at all in PvP. Saw a damage nerf last patch.
#1 Orb of Wrath - Once again, slow moving projectile. Functions the same as the old Mesmer staff Phantasm hit (before rework.
Increase velocity, keep damage as is.
A stable of every Guardian build. Has mobility, blind and projectile hate.
#2 Symbol of Blades - Saw a 40% damage nerf on the initial hit last patch. It crits for around 1.2k currently on a full on glass build.
Revert the damage nerf in PvP
Hammer was in a REALLY good spot about a year ago. The damage was insane (https://twitch.tv/infinitemath/clip/CooperativeTalentedSardineFunRun?filter=clips&range=all&sort=time). While I can see this being incredibly un-fun to play against and honestly flat out infuriating I wouldn't want this meta back. Even though I severely enjoy running one-shot builds.
Hammer right now is in a miserable state. It has no damage, outdated CC and slow projectiles (common theme).
#2 Mighty / Glacial blow - Considering the immense after-cast and long cast times on hammer, the chill doesn't do much of anything.
Increase range of Glacial Blow to 600, remove chill.
#4 Banish - Right now, all it is good for is knocking people out of Mercy Signet (more on that later) resses. It also has less damage and a second longer cast time than Overcharged Shot. It cleanses no conditions and it's melee. It also launches people to far to be able to follow up with a Mighty Blow.
Reduce the launch to 600 range (to combo with Glacial Hammer), reduce cast time to .75 seconds (.25 buff).
Axe is in a really good spot. Maybe a little too good. It has two hard CCs if you trait for it, pulsing Fury and good damage.
#2 Symbol of Vengeance - The Fury is excessive on this skill. It lets them switch out of Valor while still maintaining great amounts with Sword and Axe symbols.
Remove pulsing Fury and add 2 seconds of Regen per pulse (8 seconds)
Contrary to popular beliefs, Guardian has pretty good trait variations now. Every line is used to a bigger or lesser extent.
I would finally add a 25% Movement trait into the Guardians kit and setting them free from running Lynx rune.
#Inspired Virtue -By adding a 25% situational movespeed buff to F3 will let Guardians move between points faster without getting a speedboost once engaged. This also works with trade-offs considering the higher Courage cooldowns on both** Dragonhunter (60 seconds)** and Firebrand (75 seconds).
In addition to it's previous effects, grants 25% movement speed whenever Virtue of Courage (F3) is not on cooldown.
#Writ of Persistence- Right now, this makes the Guardian symbols just about as big as a node. While my way would be to just make the nodes bigger (considering the amount of AoE spam we have in the game right now) I feel like that is once again, not in the scope of the patch. I think I can speak for the majority of the player-base when I say that spammable AoE-Based damage is un-fun to play against.
Does no longer increase the radius of symbols. Increase the healing per tick from 107 (0.075) to 157 (0.150).
I could, once again list all the useless Consecrations, spirit weapons and signet. But in spirit of toning down power-creep I won't.
@cmc was talking about potentially adding cast-times to a bunch of instant cast skills. I will advice against this as it will make any and all meditations unplayable. Not being able to combo with Judge's Intervention, or use Smite Condition for the extra burst will break the class in DPS scenarios (where it doesn't shine) and do nothing to the problematic support side of Firebrand.
#Hammer of Wisdom - Remove the travel-time of this ability.
Make it function like Drop the Hammer from Revenant. Keep the cast time as is.
#Mantra of Truth - The single most un-fun, unfair and bloated Guardian skill in the game. Having an instant cast, multiple charge, Aoe Blind, Cripple and Weakness should not have made it past the drawing board. It is either going to be completely useless, or extremely obnoxious.
Remove Weakness from the first two charges. (Keep on final charge). Remove Immobilize from final charge.
#Signet of Mercy - A stable of support Firebrand. Was much needed in the high-burst metas we've had with double rev comps ruling over AT's, but with power creep toned down this should also get toned down.
Suggestion 1; Increase cooldown from 90 seconds to 150 seconds. Suggestion 2; Upon activating this skill, strip all personal stability.
I will probably have missed a few things considering I composed this rather quickly. I also urge people to do the same about the classes you main in the most non-biased way you can.
~ God Tier Guardian