Arken.3725 Posted August 14, 2021 Share Posted August 14, 2021 (edited) Hey guys, hope you're all doing well. I did a short stream earlier today to go over my thoughts on the WillBender. This is strictly from an spvp point-of-view. It's very difficult to give an accurate overview without playing it firsthand but I tried with what we had to work with. Let me know what you guys think. https://www.twitch.tv/crusaedir/v/1117565703?sr=a&t=0s Brief TLDR for those who don't plan on watching it. Traits: Minors - Righteous Sprint: Awesome, it's about time Guardian got a minor speed trait Grade: A. Lethal Tempo: Pretty solid way of increasing damage output, fits the theme Grade: A. Majors- Adept: Boon Pact: Very boring and relatively useless to the overall kit. The amount of self-duration gained isn't worth the massive loss to your teammates, assuming you take utilities outside of WB Grade: F. Power for Power: It's a massive loss of toughness for incredible power gains. This one, just like Boon Pact is very boring in its design but serves a purpose of the whole "assassin" archetype Grade: C+. Conceited Curate: Just like Boon Pact, very useless given how selfish WB is going to be. The amount gained vs what's lost doesn't even come close to being equal Grade F. Master: Restorative Virtues: This one has a very unique interaction which I find pretty cool but it feels like it promotes spamming your virtues which is NEVER a good ideaGrade: C-. Holy Reckoning: The damage increase on this skill feels like it was tacked on for no apparent reason. The healing can be significant in a sizeable team-fight but if anything, the dmg increase should be removed and maybe a pulsing condition. Grade: C+ Vanguard Tactics: Easily the best of the three. Guardian has issues sticking to their targets due to the sheer volume of soft-cc to which this helps to resolve with the many ports WB will have access to. Grade: A Grand Master: Phoenix Protocol: This is an interesting trade-off for faster cooldowns to which I'm all for. You're not losing all your sustain with this trait but until I try it out, it looks relatively weak on paper Grade: B. Tyrant's Momentum: Fits the assassin theme WB is going for here. It seems relatively easy to keep any number of stacks going in any given fight so this increase could provide value Grade: B. Deathless Courage: This one sounds incredible. While technically not an invulnerability since you'll be stuck at 1hp, the increased length of staying alive could make the difference between victory or defeat. Grade: A - S New Virtues: General: I feel the need to land 5-hits to get any effect off on all of the new virtues might be a tad too high. We'll see how it plays live. Rushing Justice: Cool gap-closer, easily the weakest of the three when it comes to the procs given. Grade: C- Flowing Resolve: Arguably the strongest of the three since it's an evade and provides decent healing. Again, requiring 5 hits to land for 700 health seems a bit much. The removal of soft-cc is amazing. Grade: B+ Crashing Courage: Provides decent sustain but again, the number of hits required to keep that sustain feel a tiny bit too high, especially since there's no protection attached. Grade: B+ Off-hand Sword: Executioner's Calling: Amazing damage, going to be difficult to land. Why you may ask? It's essentially Death Strike for Revenant without the port attached. Granted this does seem like it hits harder but it should given how close you have to be and the necessity to use a 2nd skill to even get close to landing it. Grade: B- Advancing Strike: Looks amazing, solid damage with a relatively short cd. Great skill for setting up burst. Grade: A+ Utilities: Reversal of Fortune: This is easily the best Guardian has ever gotten in terms of a heal. High reward given for appropriate play with a relatively short cd. Grade: S Flash Combo: A short cd shadow-step with the stipulation of landing all strikes for a return actually sounds great. It's another skill that grants a decent reward for pulling off what's on the tooltip. Grade: B+ Whirling Light: Solid damage but with a HEAVILY obvious animation and the fact that you need to be in melee to get the full effect really shortens this skills potential. The short cd helps quite a bit but given how easily it'll be to interrupt/avoid, I don't see much use out of this. Grade: C- Heel Crack: A short cast-time hard CC, this is the first Stun Guardian will have access too. However, given the fact that hard-cc's do no damage AND you'll need to be within a decent range to pull it off, this takes up an important slot for survivability. Grade: D Roiling Light: A short cd stun-break with an evade, blind and daze attached. Actually sounds quite good. However, when you look at current stun-breaks, they all usually offer some significant sustain benefit after the actual breakage. This one doesn't. Say you're full of condi's and get cced, this will do NOTHING for you to sustain. Even afterwards from a power perspective, this doesn't provide any longer-lasting benefit that say Contemplation of Purity provides. Grade: B- Heaven's Palm: A melee-focused Hard-cc that provides no actual benefit to the WB with something that's heavily telegraphed? Yeah, this won't see the light of day in any serious, competitive scene. Grade: D After Beta Review: This is an updated review after playing the beta for a few days. Virtue's: All of the virtue's cd's are way too long given what you lose. As purely selfish skills, these should be much stronger for the user than any of the current specializations but....they're not. You lose your passives as well as the necessary hits to land for trigger effects are too many. F1's after-cast needs to be removed, F2 and F3 are very smooth otherwise. Off-hand Sword: Executioners calling hits like a wet-noodle, even when fully specced into dps. It's also WAY too difficult to land and clunky to boot. If this ability is to maintain its difficulty, the benefits(dmg) need to reflect that. Advancing Strike is really nice, maybe just increase the range a little. Utilities: Reversal of Fortune: Completely broken and buggy. If this works as a true full-counter skill, it would be amazing. Flash Combo: It's a fun ability to use just incredibly difficult to land the 5-hits needed for repose, even if the target is just moving. Cooldown could be slightly lowered as well. Whirling Light: This ability feels the most complete. Granted, it only works well within melee range, it still does good dmg with decent condition application. I'd put a reflect on this or MAYBE an evasion to make it perfect. It's almost there. Heel Crack: This is the first stun given to Guardian but you need significant follow-up to make this work. Without that, it's just a waste of a slot. This one feels like it needs the most work. Roiling Light: This stun-break is arguably one of the weakest currently available to Guardian across all specs. This does almost nothing to sustain you after the initial break. This needs more cleanse and a far shorter-cd to be viable. Heaven's Palm: This feels like an incredibly weak version of Jade Winds, Chill to the Bone, Prime Light Beam, ect. It's too hard to setup. This, just like Heel Crack probably need an overhaul. Traits: Minors: Righteous Sprint: Finally, a movement speed trait but the added swiftness feels redundant, maybe superspeed or quickness? Lethal Tempo: This is too difficult to upkeep the stacks given how many hits needed from virtue's. Reduce the necessary hits needed. Majors: Adepts: I'm all for trade-off's but these are taken way too far. You're not getting NEARLY as much as you have to give. Boon Pact: If you want to keep this as is, at least make it equal. 15% does not equate to losing 50%. Power for Power: Again, another boring trait. This one is at least closer to being equal. Maybe change this into something that gives you a benefit for having one or more swords equipped? Conceited Curate: See Boon Pact. Masters: Restorative Virtue's: This trait heavily encourages you to spam your virtue's which is NEVER a good idea. Rework this into something else. Holy Reckoning: The damage bonus to Willbender flames is tacked on for no reason. Not to mention, this requires you to keep an enemy within the small circle(just like symbols) to benefit. Stop giving static mechanics to an obviously dynamic specialization. Vanguard Tactics: I like this one, probably doesn't need changing. Grand Masters: Phoenix Protocol: Too much of a trade-off with the amount of hits to trigger any given effect. Again, not even close to equal. Tyrant's Momentum: This is a little bit easier to access given it works on all virtue procs/activations but It's still VERY difficult to keep those stacks going given how many hits is required in combination with the reduced duration. Deathless Courage: Needs a complete overhaul. This overview is STRICTLY for spvp. Edited August 20, 2021 by Arken.3725 TLDR 3 2 1 3 Link to comment Share on other sites More sharing options...
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