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Post by xnuggetx on Mar 27, 2013 22:08:33 GMT -5
My 1st charicter was a guardian, i love them! Made this thread for those who want to share there build's. i will edit mine in here when im not busy at work
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Post by Wuze on Mar 28, 2013 10:33:31 GMT -5
I use the Healway build originally introduced here: WvW/PvE The "Healway" Guardian. That post is mostly gone and the thread is locked because apparently the guy that posted it wants to be able to do something other than discuss his build all day for some reason. Here are the specifics at GW2BuildcraftThe creator made a bunch of videos of it in action also: ChrisDawnheart on YouTubeThe gist of it is this: you give up critical hits (and altruistic healing, which is somewhat blasphemous) in favor of strong and long-lasting boons. I was really skeptical of this build at first since healing power appears to scale so terribly, but in practice it works amazingly well. Most of your damage comes from retaliation which is up pretty much 100% of the time, ignores armor, and can't crit anyway. You can absorb crazy amounts of damage with this build, so the playstyle amounts to running around trying to get hit, which on this server is pretty easy. The beauty of this build is that, while it takes advantage of much of what a guardian can do for a group, it's equally great when you're alone. A lot of classes favor builds and weapons that hit fast (thieves, warriors, rangers, engineers especially), and often they'll melt themselves on retaliation before they realize what's going on. You can survive the worst that most burst builds do, and have pretty good condition removal, though really persistent conditions (particularly poison) are one of the places this build can run into trouble. The main problem is that you'll stalemate against other bunker builds, which can be annoying. But it's better than dying. A few other points: - I use a hammer instead of the greatsword recommended by the build. That's a playstyle thing mostly, but the hammer is amazing for WvW. 3 forms of very nasty crowd control, a blast finisher on a 4-second recharge, and light field giving protection on every third autoattack (=more retaliation for you and everyone around). I also use mace/shield as the other set, though the shield is the important part. If you're fast, Shield of Absorption knocks everyone out of a thief's shadow refuge. Since they use that when they're already in trouble, this often lets you finish them off where you otherwise would have lost them.
- Stand Your Ground is absurdly powerful -- over 7 seconds of group stability and retaliation with this build. It basically kills that dagger storming thief that spins into our zerg with one button.
- With this build, shelter not only stops all incoming damage the instant you hit it but it's also a very solid heal. That, plus renewed focus gives you a good amount of time to get out of a bad situation.
- Selfless Daring scales very well with healing power, and a lot of the gear choices are about making dodge rolls more readily available. This give quite a bit of on-demand healing to you and whoever's around.
- I generally slot Retreat in place of Hold the Line when running around a lot, which is most of the time. 30 seconds of group swiftness at a time is just too much of a creature comfort to pass up. That plus Save Yourselves gives permanent swiftness without equipping a staff.
- I wouldn't suggest this build until you're ready to do it with exotics. The gear really makes it work -- particularly the boon duration runes. I'd advise previewing it in the Heart of the Mists before making the commitment.
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Post by King Of Mexicans on Mar 29, 2013 12:50:27 GMT -5
My personal build: 0/5/30/30/5 in traits V, IV, XI in valor II, IX, XI in honor Signet Of Resolve, "Hold The Line!", "Stand Your Ground!" (You can choose to replace this with Judge's Intervention in WvW. Both of these skills are beneficial, so it honestly does come down to personal preference. Stand Your Ground is better for zerg battles, but Judge's Intervention is amazing for catching up with enemies faster than you.), "Save Yourselves!" (replaced with "Retreat!" in WvW), Renewed Focus Weapon depends on personal preference, but I like to have the greatsword for grouping enemies together, and the staff for the 3 (speed)/4 (might)/5 (line that knocks enemies down) abilities. The hammer is nice if you wanna knock enemies back, but the greatsword and staff are just a bit better in my opinion. Armor also depends on personal preference, but I use Draconic for my head, chest, and legs. For the shoulders, boots, and gauntlets, I use Cleric's Armor. For jewelry, I use Sapphire. My greatsword and staff are Power, Toughness, Vitality. I use the Superior Rune of the Monk for my armor, and Superior Sigil of Life for my weapons.
With this build, you are constantly healing yourself by granting boons to others (Altruistic Healing). Boons come from shouts and virtues (thanks to inspired virtue). At the same time, you constantly remove conditions everywhere (Purity, Signet of Resolve, Pure of Voice). Healing also comes from unlikely places. For example, when you dodge, you gain health along with power (Selfless Daring, Elusive Power). When casting Virtue Of Courage, you gain an aegis, which blocks attacks and heals upon removal (Pure Of Heart). At the same time, you also give your allies an aegis along with the protection boon. Renewed Focus also grants immunity for a bit along with recharging all virtues. Use this ability at last minute to survive combat, and spam all your virtues before the ability ends. By doing this, you should gain health, protection, aegis, and a lot more. There's a lot more to this build, but I don't feel like going into a lot of detail.
TL;DR -- Use your shouts and virtues often to heal. Recharge virtues with renewed focus. Use your weapons to fight. Etc. Etc.
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Post by aliistaire on Mar 30, 2013 2:48:22 GMT -5
www.guildhead.com/skill-calc#mccz0mM9MMaGNmMaGNm9MxxaoVqMsoz8khs707khf7kiG7070z7kNc70V7ofD70m
This is my "All round build" Wanted a Tanky Dps guardian, and this is what i came up with. I'm in WvW often and this build helps me get in close, do damage, drop some people then get out before im seriously hurt. I can solo with this build but it is not preferred. It has an excellent mix of survivability and dmg (in my opinion) and excels in wvw. keeping aegis up will allow you to do more dmg to your targets, or swap it out for vengeful and make your retaliation last "that much" longer. With Altruistic healing, i can keep my health bar full and help the team. Running shouts helps with those heals too, so on top of shouts being extremely useful, they'll heal you if you stick close to the team. I never wanted to be a support guardian. so this is as close to support as im willing to go. IMO this is a well rounded build, that'll keep you alive long enough in the thick of battle to drop some of those SF/ET kid's and then get your ass out of their while the zerg wonders why your health keeps going back up.
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Post by xnuggetx on Apr 2, 2013 19:47:51 GMT -5
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Post by moobs on Apr 4, 2013 0:16:03 GMT -5
my epic balls to the wall build 0/5/30/30/5 Free blinds and might on F1 so awesome possom Got about 1.7k power with 30% crit chance and 55% crit damage Runin' with full clerics gear and zerker's weapons, amulet, and 1 ring. Goooood damage and immortalness granted by the healing, running with food that gives more Healing power from tough/vit gives effective 1.25k healing power which is insane if you have a buddy casting regen on you (I.E. ENGINEER HEALING TURRET) using hammer/greatsword for mass CC and good dps as well. GS has sigil of life hammer has sigil of intelligence (accuracy works too but I love swapping then hitting crits 100% with the hammer blast)
runnin' full shouts with pure of voice trait and runes of the soldier (2 condi removal on SAVE YOURSELF and STAND YOUR GROUND, 3 condi removal on HOLD THE LINE [bugged]) elite is obv the 90s cd one whatever that is this build gives you a shitload of ways to counter almost all builds, so if you understand what the fuck your enemy is doing you will never, ever, ever die except to maybe dps mesmers.. there are some classes you cant kill like elementalists or bunker guardians.
edit: you are also the stomping master: cast well-timed aegis to stop their 2 skills, f1 to blind them when they use it, or use stand your ground for a guranteed stomp if youre in the middle of a group.
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Post by xnuggetx on May 2, 2013 19:44:14 GMT -5
Yes yet again i refined my build. This build is still High group utility but can handle itself in a 1v1/2v1 also. main aim of this build is for the "pain train" utility. Breakdown: 3k Effective power, 4.5k with 25 stacks of might. 2.1K+ Toughness 3.3K+ armour rating. 17.8K HP (18K+ with wvw buff) 32% crit chance (42% crit chance with consumable's) 45% crit damage. 370-600 healing power. Group utility: - Altruistic Healing + Empowering Might for shared might stacking on allies + heals on self! - Mass condition removal! - Drop damage = Symbol of Protection and blast field for team drop in's. - 4 sec Cool down blast for field's. - Staff + Hammer for 2 X Warding and other CC's - Mass Stability. BUILD: gw2buildcraft.com/calculator/guardian/?3.0|2.1c.h2|6.1k.hz|1n.710.1n.710.1n.710.1n.710.1n.710.1n.710|1n.67.1n.67.1c.67.1c.64.1n.64.1c.64|a3.0.u64b.u289.0|5r.7|v.18.12.19.1j|e HOW TO PLAY THIS BUILD: Stack - use blast's on fire -> Advance into opposing zerg (pop mass stability if needed) all crit's apply might to allies and heal yourself -> Stack on water field, blast/switch weapon and use "Empower" (will heal you "Altruistic Healing" and refresh allies with Might) -> move back over downed enemy's to finish (more healing from Compote). - Use Mass condition removal whenever required. - Use appropriate CC when required/on commanders order.
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Post by eriond on Oct 2, 2013 14:55:22 GMT -5
Zergherder gw2skills.net/editor/?fUAQJAWSlUgyCHFyLEf4ES2DRCBTQsHYkG1RXFSIA-jECBYgDRjYAiCMYUBIJQFRjtyqIasKbYqXER1CB0fLA-wJob: you are with the commander in leading the charge with your staff out auto attacking like a mad-man. Between your symbols and "retreat" you can keep the frontliners with perma swiftness. With wall of reflection you can drop it in the middle of a fight as you mow through, or save it for when you see an enemy zerg coming around a corner; hit line of warding, this will stop those without the stability as you give a nice "wth?" moment. Toss in a wall of reflection after the line of warding, and you can have the enemy nuke themselves as you get into the fight. Between Ring of Warding, and Line of Warding you should be able to control the flow of the enemy zerg (even more powerful in close quarter areas). Alternative: Swap out Knights for all clerics gear, when roaming with a 5 man group. This allows you to double your effectiveness for your passive and be a total pain in the ass to those you come across.
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