Is it to strong? Is it to weak? is it perfect as it is? Let's discuss it here if you feel like joining the conversation.

First of all (for the new players) - What is "Guard"?:
Guard is an ability that is tank exclusive. Every Tank class (BO/BG/CH/SM/IB/KOTBS) gets the ability at lvl 10.
Its a bond between Tank and guarded player and splits the incoming dmg (on the guarded player) between both.
So a guarded player only takes 50% dmg of all sources.
The dmg that is taken by the guarding tank(s) is minimal, because it can be blocked and parried (if you are a well equipped def-tank)
My Problem with guard:
Guard is a very, very strong ability. taking 50% of the dmg "out of the game" is already massive!
A Tank-Heal combo is by far the strongest duo ingame. You can see those alot in sc and premades.
They are strong and there is not much that can be done about it.
The healer only takes 50% dmg of all sources and as far as i know there is no way to break the guard except scattering the players all over the place, because guards range is only 30 ft if I remember correct.
This is nearly impossible to do.
Kicking the healer away is a possibilty, but it won't have that much of an effect, cause they will be close enough in no time.(only if you kick him down a cliff or smth like that could work)
Also that guard takes away flat amounts of incoming dmg on the guarded player is very strong.Too strong imo.
And here comes my first approach to a solution:
It would be much nicer if guard would be like a perma-buff on the target, as long as it stays in guard range.
Something like increased armor/resistances/toughness/parry/dodge and disrupt.
Because then, much more counterplay would be possible against this ability.
Reducing named stats by counterabilites would still be possible and therefore guard would not be this overpowered in my opinion. Also it would reduce the pugs vs premade problem in sc, because premades would have to be much more cautious and would be easier to be broken.
I dont think this would affect premade vs premade in a bad way, kills would come easier and you would have to use your detaunt more effectively as a squishy.
My second suggestion:
Making it possbile, to break guard, or disabeling it for a specific amount of time.
Giving dps or supporter classes like magus/engie a guard-breaking ability would be really nice and take some of the Op-ness away. Also this would be a little buff for our engi/magus friends, which are a bit ailing right now.

Sooo... That's all that comes to my mind right now!
Please join this thread and tell me if you like this suggestion (or if you hate it, or if you are ok with some parts of it and so on.)
If I am wrong with some of the above said, please let me know so I can correct the mistakes.