Guardian WvW | Small Group Sword/Focus, Greatsword | Roamer WvW Healway Guardian
Table of Contents
Summary
Chris Dawnheart's original Healway guide.
Healway in 1vX WvW Action: [1],[2],[3]
Strong solo spec. Dodge healing has 1.0 coeff, so this build stacks Healing Power and Endurance regen for frequent sustain. 60% increased boon duration. Damage comes from Sword and GS autoattack, buffed with Save Yourselves! when it's up, and Retaliation. Defense from Focus #5, Shouts, and Virtues.
I. Weapons and Skills
- Sword Arc½Slash your foe again.Damage: 269Range: 150
- Sword Wave½Send out a cone attack, striking up to three foes.Damage (3x): 504Range: 300
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Weapon and Skill Details
Avoid damage with Shield of Wrath (Focus #5), Blind (Sword #2, Focus #4) Aegis (Virtue of Courage), Shelter, Renewed Focus, and frequent dodges.
Mitigate damage with Protection (via Shouts).
Heal damage with dodge, Shelter, Virtue of Resolve, Regeneration.
Remove conditions with Shouts, Virtue of Resolve active, and GS #4 + #2 combo (Light field -> Whirl finisher).
Deal damage with Sword and GS autoattack.
Break CC with Shouts and Flashing Blade (Sword #2).
CC enemies with Binding Blade (GS #5).
II. Traits
Zeal
Radiance
Valor
Honor
Virtues
Trait Details
Key Traits
Constant Healing: Vigorous Precision, Selfless Daring
Burst Healing: Absolute Resolution
Condition Removal: Pure of Voice, Absolute Resolution
Damage: Virtue of Retribution. Virtues apply Retaliation, which has 85% increased duration and scales with Power (works nicely with full Clerics gear).
Gain short bursts of damage with Save Yourselves!, Power of the Virtuous, and Elusive Power simultaneously active.
III. Stat Specifics & Effects
Primary Stats
- Health 14805 (+3160)
- Vitality 1232 (+316)
- Armor 3105 (+978)
- Toughness 1894 (+978)
- Attack 2899 (+1041)
- Power 1957 (+1041)
- Critical Hit 1% (+1%)
- Precision 932 (+16)
Secondary Stats
- Boon Duration 40% (+40%)
- Critical Damage 6% (+6%)
- Damage 942 (+0%)
- Defense 1211 (+0)
- Endurance Regeneration 40% (+40%)
- Experience from Kills 20% (+20%)
- Ferocity 100 (+100)
- Healing Power 1731 (+1731)
- Retaliation Duration 25% (+25%)
- Virtue Recharge Rate 30% (+30%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
Obviously not a burst build, but a sustain/attrition build. Low base damage, low health, high healing, high armor, high boon duration.
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
100% chance to gain might when you dodge.
Endurance Regeneration: 40%
Experience from Kills: 10%
- (30min)
- 100% chance to gain might when you dodge.
- Endurance Regeneration: 40%
- Experience from Kills: 10%
Utility Nourishment
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain power equal to 6% of your toughness
- Gain power equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
- Defense: 121
- Healing Power: 60
- Power: 43
- Toughness: 43
- Healing Power: 25
- Boon Duration: 5%
- Healing Power: 50
- +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
- Healing Power: 100
- +10% outgoing heal effectiveness to allies.
- Defense: 121
- Healing Power: 45
- Power: 32
- Toughness: 32
- Healing Power: 25
- Boon Duration: 5%
- Healing Power: 50
- +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
- Healing Power: 100
- +10% outgoing heal effectiveness to allies.
- Defense: 363
- Healing Power: 134
- Power: 96
- Toughness: 96
- Healing Power: 25
- Boon Duration: 5%
- Healing Power: 50
- +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
- Healing Power: 100
- +10% outgoing heal effectiveness to allies.
- Defense: 182
- Healing Power: 45
- Power: 32
- Toughness: 32
- Healing Power: 25
- Boon Duration: 5%
- Healing Power: 50
- 25% chance when struck to remove a condition. (Cooldown: 30 seconds)
- Healing Power: 100
- +15% Boon Duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
- Defense: 242
- Healing Power: 90
- Power: 64
- Toughness: 64
- Healing Power: 25
- Boon Duration: 5%
- Healing Power: 50
- 25% chance when struck to remove a condition. (Cooldown: 30 seconds)
- Healing Power: 100
- +15% Boon Duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
- Defense: 182
- Healing Power: 45
- Power: 32
- Toughness: 32
- Healing Power: 25
- Boon Duration: 5%
- Healing Power: 50
- 25% chance when struck to remove a condition. (Cooldown: 30 seconds)
- Healing Power: 100
- +15% Boon Duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
Armor Stat Totals
- Defense 1211
- Healing Power 569
- Boon Duration 10%
- Power 299
- Toughness 299
Rune Bonuses
Superior Rune of the Monk- Healing Power: 25
- Boon Duration: 5%
- Healing Power: 50
- Healing Power: 25
- Boon Duration: 5%
- Healing Power: 50
Accessories & Jewels
- Healing Power: 25
- Power: 15
- Toughness: 15
- Healing Power: 25
- Power: 15
- Toughness: 15
- Healing Power: 25
- Power: 15
- Toughness: 15
- Healing Power: 25
- Power: 15
- Toughness: 15
- Healing Power: 25
- Power: 15
- Toughness: 15
- Healing Power: 25
- Power: 15
- Toughness: 15
Accessory Totals
- Power:409
- Toughness:409
- Healing Power:622
- Precision:16
- Vitality:16
Weapon Set Sigils
- Weapon Strength: 905-1000
- Healing Power: 120
- Power: 85
- Toughness: 85
- Weapon Strength: 832-883
- Healing Power: 120
- Power: 85
- Toughness: 85
Weapon Set I
Sigil of Superior EnergyYou gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Sigil of StaminaYour endurance is refilled each time you kill a foe.
- Weapon Strength: 995-1100
- Healing Power: 239
- Power: 171
- Toughness: 171
- Weapon Strength: -
Weapon Set II
Sigil of Superior EnergyYou gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
- Weapon Strength: 905-1000
- Healing Power: 120
- Power: 85
- Toughness: 85
- Weapon Strength: 905-1000
- Healing Power: 120
- Power: 85
- Toughness: 85
Water Weapon I
Sigil of Superior EnergyYou gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Water Weapon II
Sigil of Superior EnergyYou gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Upgrade Item Details
Gear is simple, 100% Clerics everything, use Runes that increase Healing Power and Boon Duration, and Sigils that increase Endurance regeneration.
Works the same with Ascended gear too - stack Clerics or HP/P/T Ascended items.
V. Basic Gameplay
Avoid damage with frequent dodges, Blinds (Sword #2, Focus #4), Blocks (Focus #5, Virtue of Courage, Shelter, and Renewed Focus).
Mitigate damage with Protection (via Hold the Line! shout).
Heal damage with frequent dodges, Shelter, Virtue of Resolve, Regeneration.
Remove conditions with Shouts, Virtue of Resolve active, and GS #4 -> #2 combo (Light field -> Whirl finisher).
Break CC with Shouts and Flashing Blade (Sword #2). CC enemies with Binding Blade (GS #5).
Deal damage with Sword and GS autoattack. Gain short bursts of damage with Save Yourselves!, Power of the Virtuous, and Elusive Power simultaneously active.
Since this is a low damage, low burst build, you must apply constant pressure on a single, weak target while avoiding/mitigating incoming damage from their allies. Pressure that target till dead, then move on to the next weakest one.
The crux of this build is frequent dodging. If you do it right, enemies will accuse you on the forums of hacking because it's "impossible" to dodge that much.
A video is worth a thousand words: [1],[2],[3
This build also works well in Zerg vs Zerg simply by swapping weapons to Staff + Hammer.
Main Skill Rotation
No rotation in pvp, use skills as needed.