The only time GNB is viable is when they're diving enemy squishies in the backline and being ignored for 1vs1s, but even then all 5 melee DPS do that better while also being harder to kill than a GNB.
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The only time GNB is viable is when they're diving enemy squishies in the backline and being ignored for 1vs1s, but even then all 5 melee DPS do that better while also being harder to kill than a GNB.
A shift style Draw & Junction? I’m for that. I don’t think they need to nerf its potencies, but give it a 30 sec cooldown if used that particular stance.
I mean, you are /kinda/ right but i dont think GNB is that bad as i have 1v5ed on point in CC by using the LB+Double down.
No amount of little potency buffs is going to fix what's fundamentally wrong with GNB which is usability and lack of utility. Being locked out of 2/3 of your kit based on arbitrary cooldowns and who is nearby seriously harms the job. If you need Nebula you can't just decide to use it unless you were prescient and junctioned a tank earlier, if there even IS a tank to junction.
For a tank, not having ANY CC except on the awful LB makes setups and disruption impossible, which is normally the main role of a tank in PvP. Which raises the question of what GNB is actually meant to BE. Its gimmick is switching between tank, healer and DPS modes but it's not particularly good in any of them, and it can't switch as easily as it needs to be able to anyway.
Last big problem is the LB itself. Despite dealing good damage and having a short charge time, the range means enemies can simply walk out of it. But more importantly, you are a complete sitting duck while channelling Relentless Rush. You take damage, you are vulnerable to CC, you cannot use Guard, Purify, or Recuperate. Even with the added mitigation, using the LB is often more of a liability than a help. The only way to make good use of it is to have your allies set it up for you, which summarizes GNB in general. Highly reliant on team support, instead of providing support.
GNB needs imo at least 3 things:
1. Much easier way to switch junctions. Either just making it a cycle like OP suggests, ideally with a very short cooldown (5 seconds or less imo), or have 3 separate buttons for each junction (with the junction action going over the button while you are in the corresponding junction). Get rid of the whole targeting system entirely.
2. SOME kind of additional utility or defense available in all junctions. This could be something like debuffs/CC on Double Down, or an entirely new action. Maybe bring in Heart of Corundum or something? If GNB can't have direct support skills, they should at least be harder to kill.
3. Improve the LB. Assuming that a complete redesign is off the table, there are imo two decent options. Either add Heavy to Relentless Rush so enemies can't just walk out for free. OR make the GNB invincible while channelling. I don't think this is broken because you're locked out of everything and can be CC'd while you are while channelling, plus how easy it is to avoid. It's no worse than PLD's Hallowed Ground. At least with invincibility it becomes a solid option for area denial and a way to create an opening for your team, even if you can't hit anyone with it. They can make the charge time longer if need be, it would be worth it for the LB to not be as awful as it is now.