So beta weekend 2 has ended, so I figure it's time to get some impressions from everyone. For me the weekend was a bit disappointing, having only played 8 hours or so and WvWvW not being testable on my server because we were dominating too hard.
General impressions:
The profession hasn't changed too much from last beta, with only one weapon getting somewhat of an overhaul.
The tiered traits are okay, although the trait that gives you healing whenever you apply a boon is either in the wrong line, or located too far up the line it's in.
The fact that the traits haven't changed much is a bit of a downer, since that means that Zeal is still the worst thing about the Guardian, apart from our ranged capabilities. The traits themselves don't always work well with the line they're in. A major offender is the Virtues-line which provides great stats for a supportive Guardian, but doesn't really offer all that much in terms of support. Radiance is also noteworthy for still not providing additional benefits for getting Precision. Zeal (to elaborate on my earlier comment) is still too much focused on Spirit Weapons and Symbols, which is bad for a line that should be somewhat mandatory for aggressive Guardians. This is made worse by the fact that all the traits that make Symbols better (some would say, passable) are all located in a line that is pretty strictly limited to support or defense.
In terms of weapons, not much has changed. I still very much dislike the Hammer. People have told me that it's actually pretty good, but I've have yet to see it. It's slow, applying the Symbol is annoying, the punt-ability doesn't offer anything the Guardian would ever want (namely, getting the enemy away from him) and the abilities rely too much on internal synergy.
The Staff has gotten a small, but rather meaningful change. The Line of Warding is now ground-targetable, which does improves the usefulness somewhat, but the long cooldown and long cast-time hamper its use as both a reactive defensive tool and an aggressive one. The devs have stated that they feel it's some kind of balancing act. They made it ground-targetable, so they don't feel like it should cast faster. Personally, I'd rather seen it as an instant cast, while ditching the targetableness.
The Scepter has seen some changes, most importantly the range is now 900 for every skill and Smite is now ground-targetable. Smite did lose the white outline, so it's hard to keep tracking it. The spamable skill is also too slow to be useful outside of terrible opponents in PvP and PvE. The Scepter, like the Hammer, also relies too much on internal synergy, because the best way to do damage with it is: 3-skill to lock them down, Smite, and then spam your 1-skill. Making this worse is the fact that our off-hand don't really play too well with the Scepter.
What is funny is that when you combine the Scepter and the Hammer, they become quite allright.
The changes to the Scepter are a nice sentiment, but they don't fix the greater issue that plagues our profession, namely: we're crap at range. The good thing is that the discussion is no longer about whether we should be able to do better, but about how we can improve. The devs have told us that they are looking into the issue, probably by improving the Scepter further. They've also crushed the dreams of getting a Bow or Rifle before launch.
Apart from range, the biggest problem seems to be mobility. If we're going to suck at range (which, unless the future changes to the Scepter are amazing, we're probably destined to be) we should have enough tools to close the distance. We have two weapons that do a rather good job at that (although the Greatsword leap is sometimes unreliable), but when not using those weapons, Judge's Intervention becomes close to mandatory. Also, and I don't know how this is for other classes, getting around the (PvP) map is rather cumbersome, because we don't have short-cooldown mobility increases (outside of the Staff's Symbol).
This also means that we have no reliable way of escaping fights as soon as they turn bad.
What the Guardian does do right is pretty much everything I haven't mentioned before. They do good damage (only lacking a bit in the burst-front), offer great support, and they can control a static point pretty much indefinitely. When traited and played right, a Guardian won't go down at all.
It's also a really flexible profession, capable of doing multiple things well within one build.
Tested Builds
I've tested out a couple of builds (not as much as I would have liked) in Structured PvP, in order to see what does and doesn't work. If there are any questions about these builds, I'll gladly answer them. I'm not goint to break down every one of them, because this post is mindboggingly huge as it is.
Mobile Condition build
Rune of the Baelfre
Sword (superior battle)/Torch(superior smoldering) + Greatsword(superior strength)
Zeal: 10 (Firey Wrath [sic])
Radiance: 30 (Blind Exposure, Signet Mastery, Inscribed Removal)
Valor: 25 (Retributive Armor, Defender's Flames)
Honor: 5
Utilities: Signet of Resolve, Signet of Wrath, Judge's Intervention, Bane Signet, Renewed Focus
Plus: Decent damage, good gap-closing, quick access to the heal, good on attack, good against ranged, strong 1v1
Cons: Low survivability, low mobility + no way to escape (ouside of gapclosing), very little control, probe to being ambushed, bad at range
Boon/Damage Build
Rune of Air
Staff (Intelligence)/Greatsword (Superior Strength)
Zeal: 30 Firey Wrath[sic], Greatsword Power, Zealous Blade
Radiance: 10 Blind Exposure
Virtues: 30 Resolute, Purity of Resolve, Judgemental
Utilities: Shelter, Hold the Line, Smite Conditions, Contemplation of Purity
Plus: Mix of offense, support and controls, good damage while fully booned up, excellent against conditions, nice speed, flexible
Cons: Low defense, unfocused, a lot of troubles with ranged (and I mean a lot), no gapclosers
Point-defense Build
Mace(leeching)/Focus(Blood) + Scepter(Purity)/Shield((Energy)
Radiance: 20 (Healer's Retribution, Shimmering Defense)
Valor: 30 (Purity, Defender's Shield, Honorable Shield)
Honor: 20 (Pure of Heart, Empowering Might)
Utilities: Shelter, Hold the Line, Wall of Reflection, Sanctuary, Renewed Focus
Plus: Great defense, never goes down, great control, good defense against ranged, good against groups
Con: Low damage, no mobility, weak offense (especially against ranged), relatively low support, weak on 1v1
Pure Support
Rune of the Water
Mace(Water)+Shield(Hyrdomancy)/Staff(water)
Radiance: 5
Valor: 10 (Strength in numbers)
Honor: 30 (Superior Aria, Writ of Exaltion, Battle Presence)
Virtues: 25 (Resolute, Fearless)
Plus: Great Support (duh), okay control, noticeably makes a group better/live longer, okay mobility
Cons: Low damage, weak when alone, slow to accomplish goal