Guardian WvW | Small Group Mace/Shield, Staff | Defender "Bodyguard" build
Table of Contents
Summary
Heya everyone
Just to introduce myself, before gw2 i always played healers, especially in another famous game. I was an arena player with cool experiences and memories.
Then i have been leader for the WvW alliance of a big server located in EU, for release until end of league one.
I stopped for more than one year, and when i came back in 2015, i searched a way to build a guardian like i ever wanted: a sort of Paladin.
A true protector with reliable heals and survival tools. I wanted to heal and help other people to stay alive.
When Arenanet made the last big patch live, with the changes in traits, i knew it was the moment to create this !
The synergy in the build is heavy, and everything is linked in order to make the most defensive guardian possible. Heals, tons of regen and aegis make your guardian a tanking and healing machine, an almost classic healer if you fill the downtimes with double energy sigil healing dodges and the heals of the mace hit (1) .
The build will also allows you to tank everything in 1v1 but terromancer (because of perma -33% heal and convert boons mainly) in what i call the solomode (shelter and regen food).
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Here is "Path of the Crusader", the main video !
And now, "Path of the Avenger", the second video with a 2v2, 3v3, and few moments in a raid.
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Between your high value heals, the many many aegis, you can make survive:
1) yourself in solo
2) your group versus more people in roaming
3) your raid leader and group in a raid
You can also save people in the last second, with merciful intervention + the bump of shield on their body before the stomp. Never hesitate to spam 2 of mace, because of the multiples regens and healpower you have.
The main difference with others healers build, it that everything is perfectly linked, and that your survival is vastly improved. The more you stay alive, the more you heal.
I hope you enjoyed the build like i enjoyed making it ! Feel free to answer anything
I. Weapons and Skills
- Pure Strike½Bash your foe.Range: 130Damage: 336
- Faithful Strike1Hit your foe with a final strike and heal nearby allies.Damage: 470Healing: 463Range: 130
- 0Retaliation: 5 s
- 0Retaliation: 5 s
- 0Retaliation: 5 s
- 0Retaliation: 5 s
- 0Retaliation: 5 s
- 0Retaliation: 5 s
- Detonate Shield of AbsorptionDetonate the dome to heal nearby allies.Healing: 1,360
- 0Retaliation: 5 s
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- 0Retaliation: 5 s
- 0Retaliation: 5 s
- 0Retaliation: 5 s
- 0Retaliation: 5 s
- 0Retaliation: 5 s
Weapon and Skill Details
With this weapons and traits set, you can maximise your defensive tools. This setup grant you a maximum of blocks and aegis, while keeping mandatory tools: 2 stabs, one invuln,and so many heals and regen for your allies. The mobility is pretty good too.
Traits
Valor
- Valorous DefenseGain aegis for 5 seconds when you are struck while below 50% health.
- Strength of the FallenLose 1 condition every 10 seconds. Health degenerates 33% more slowly while downed.
- Smiter’s BoonSmite conditions when you use a healing ability.
- Focus MasteryGain 4 seconds of protection when using a focus ability. Focus abilities have a 20% reduced recharge.
- Courageous ReturnVirtue of courage is fully recharged when you revive an ally or when you rally. This effect has a 30 second internal cooldown.
- Stalwart DefenderGain 180 additional toughness while wielding a shield. Shield abilities have 20% reduced recharge.
- Strength in NumbersNearby allies gain up to 150 bonus toughness, based on your effective level. 600 radius.
- Communal DefensesGrant 5 seconds of aegis to allies when you block an attack.
- Might of the ProtectorGain 2 stacks of might for 15 seconds when you block an attack. This ability has a 1 second internal cooldown.
- Altruistic HealingApplying a boon to allies also heals you.
- Monk’s FocusUsing a meditation skill heals you and grants 4 seconds of fury to allies in a radius. Meditation skills have 20% reduced recharge.
- Retributive ArmorGain up to 250 bonus toughness (based on effective level) when blocking an attack. Gain ferocity based on 13% of your current toughness.
Honor
- Vigorous PrecisionGain 5 seconds of vigor when you deliver a critical hit. This effect has a 10 second internal cooldown.
- Invigorated BulwarkGain increased healing power, each worth up to 50 attribute points (based on effective level) for a period of time each time you block an attack while wielding a mace. Stacks up to 10 times. Mace abilities have 20% reduced recharge.
- Protective ReviverActivate a shield of absorption when you begin reviving an ally (24 second internal cooldown). Upon successful revival, you and each ally gain aegis, protection , and regeneration for 10 seconds.
- Protector’s ImpactCreate a symbol of protection when you take falling damage. You take 50% less damage when falling.
- Selfless Daringhe end of your dodge roll heals nearby allies.
- Honorable StaffBoon duration is increased while wielding a staff. Staff abilities have 20% reduced recharge.
- Pure of HeartAegis heals when it blocks an attack.
- Empowering MightYou and nearby allies gain 5 seconds of might when you land a critical hit.
- Purity of BodyYour virtue of resolve passive effect also regenerates endurance by 15%.
- Pure of VoiceAllies affected by shouts have 1 condition converted into a boon. Shout abilities have their recharge reduced by 20%.
- Writ of PersistenceSymbol s last 2 seconds longer, are larger, and heal allies.
- Force of WillYour vitality is increased by up to 300 points, based on effective level. Healing effectiveness to other allies is increased on a percentage of your vitality. You gain 1% per 100 points of vitality (including base vitality).
Virtues
- Inspired VirtueVirtues apply the following boons to allies when activated: Justice: 3 stacks of might for 5 seconds. Resolve: 5 seconds of regeneration. Courage: 5 seconds of protection.
- Unscathed ContenderDeal 20% more damage while under the effects of aegis.
- Retaliatory SubconsciousGain 3 seconds of retaliation and 4 seconds of aegis when stunned, dazed, knocked back, pulled, knocked down, sunk, floated, launched, taunted or inflicted with fear.
- Master of ConsecrationsConsecrations last 20% longer and have 20% reduced recharge.
- Virtue of RetributionGain retaliation for 3 seconds when you activate a virtue. Retaliation you applies lasts 25% longer.
- Supreme JusticeVirtue of Justice causes burning with 3 strikes instead of 5. When activating virtue of justice, burning duration is increased by 1 second.
- Absolute ResolutionActivating virtue of resolve removes 3 conditions from nearby allies. Virtue of Resolve’s passive effect is stronger.
- Glacial HeartCritical hits with hammer chill enemies for 3 seconds. Hammer abilities have 20% reduced recharge.
- Power of the VirtuousDeal 1% extra damage for each boon you have. Virtues recharge 15% faster.
- Permeating WrathVirtue of Justice’s passive effect no longer only burns your target, but also burns the area around your target each time it activates.
- Battle PresenceNearby allies gain virtue of resolve’s passive effect.
- Indomitable CourageActivating virtue of courage breaks stun and grants 3 stacks of stability for 4 seconds to affected allies. Virtue of courage’s passive effect triggers every 30 seconds, down from 40.
Trait Details
The new version of Force of Will will scale with your nomad armor, and enhance the heal on allies for 20% ! Same for Invigorated Bulwark, that reduce your mace cd by 20% (so more 3 blocks, and heals) and your heal power.
it’s a guaranteed aegis on allies every 15 second (icd), and no 5 people limit !
A single aegis will: heal you for 1k5, trigger a 5k self heal if not on internal cd, trigger Communal Defenses on allies, trigger Invigorated Bulwark, trigger a 2 sec regen.
III. Stat Specifics & Effects
Primary Stats
- Health 19695 (+8050)
- Vitality 1805 (+805)
- Armor 3426 (+1155)
- Toughness 2155 (+1155)
- Attack 2473 (+466)
- Power 1466 (+466)
- Critical Hit 4% (+4%)
- Precision 1000 (+0)
Secondary Stats
- Agony Resistance 10 (+10)
- Critical Damage 4% (+4%)
- DMG Taken from Guards and Lords -10% (+-10%)
- Damage 1007 (+0%)
- Defense 1271 (+0)
- Downed Health Degeneration -33 (+-33)
- Endurance Regeneration 15% (+15%)
- Experience from Kills 10% (+10%)
- Ferocity 71 (+71)
- Healing Power 1706 (+1706)
- Karma 5% (+5%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Gain healing power equal to 6% of your vitality
Gain healing power equal to 4% of your toughness
Karma: 5%
- (30min)
- Gain healing power equal to 6% of your vitality
- Gain healing power equal to 4% of your toughness
- Karma: 5%
Utility Nourishment
Healing Power: 100
Ferocity: 5
Experience from Kills: 10%
- (30min)
- Healing Power: 100
- Ferocity: 5
- Experience from Kills: 10%
Armor & Runes
- Defense: 127
- Toughness: 63
- Vitality: 45
- Healing Power: 45
- Healing Power: 25
- When you block a foe's attack, gain 1 second of regeneration.
- Healing Power: 50
- When you use a heal skill, gain aegis for 5 seconds. (Cooldown: 10s)
- Healing Power: 100
- When you block a foe's attack, heal yourself. (Cooldown: 30s)
- Healing Power: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 127
- Toughness: 47
- Vitality: 34
- Healing Power: 34
- Healing Power: 25
- When you block a foe's attack, gain 1 second of regeneration.
- Healing Power: 50
- When you use a heal skill, gain aegis for 5 seconds. (Cooldown: 10s)
- Healing Power: 100
- When you block a foe's attack, heal yourself. (Cooldown: 30s)
- Healing Power: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 381
- Toughness: 141
- Vitality: 101
- Healing Power: 101
- Healing Power: 25
- When you block a foe's attack, gain 1 second of regeneration.
- Healing Power: 50
- When you use a heal skill, gain aegis for 5 seconds. (Cooldown: 10s)
- Healing Power: 100
- When you block a foe's attack, heal yourself. (Cooldown: 30s)
- Healing Power: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 191
- Toughness: 47
- Vitality: 34
- Healing Power: 34
- Healing Power: 25
- When you block a foe's attack, gain 1 second of regeneration.
- Healing Power: 50
- When you use a heal skill, gain aegis for 5 seconds. (Cooldown: 10s)
- Healing Power: 100
- When you block a foe's attack, heal yourself. (Cooldown: 30s)
- Healing Power: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 254
- Toughness: 94
- Vitality: 67
- Healing Power: 67
- Healing Power: 25
- When you block a foe's attack, gain 1 second of regeneration.
- Healing Power: 50
- When you use a heal skill, gain aegis for 5 seconds. (Cooldown: 10s)
- Healing Power: 100
- When you block a foe's attack, heal yourself. (Cooldown: 30s)
- Healing Power: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 191
- Toughness: 47
- Vitality: 34
- Healing Power: 34
- Healing Power: 25
- When you block a foe's attack, gain 1 second of regeneration.
- Healing Power: 50
- When you use a heal skill, gain aegis for 5 seconds. (Cooldown: 10s)
- Healing Power: 100
- When you block a foe's attack, heal yourself. (Cooldown: 30s)
- Healing Power: 5
- DMG Taken from Guards and Lords: -1%
Armor Stat Totals
- Defense 1271
- Healing Power 520
- Toughness 439
- Vitality 315
- DMG Taken from Guards and Lords -6%
Rune Bonuses
Superior Rune of the Defender- Healing Power: 25
- When you block a foe's attack, gain 1 second of regeneration.
- Healing Power: 50
- When you use a heal skill, gain aegis for 5 seconds. (Cooldown: 10s)
- Healing Power: 100
- When you block a foe's attack, heal yourself. (Cooldown: 30s)
Accessories & Jewels
- Healing Power: 5
- DMG Taken from Guards and Lords: -1%
- Healing Power: 5
- DMG Taken from Guards and Lords: -1%
- Vitality: 5
- Agony Resistance: 5
- Healing Power: 5
- DMG Taken from Guards and Lords: -1%
- Healing Power: 5
- DMG Taken from Guards and Lords: -1%
- Vitality: 5
- Agony Resistance: 5
Accessory Totals
- Power:466
- Toughness:466
- Healing Power:712
- DMG Taken from Guards and Lords:-4%
- Vitality:10
- Agony Resistance:10
Weapon Set Sigils
- Weapon Strength: 940-1060
- Toughness: 125
- Vitality: 90
- Healing Power: 90
- Weapon Strength: 846-954
- Toughness: 125
- Vitality: 90
- Healing Power: 90
Weapon Defense: 64
Weapon Set I
Sigil of Superior LifeYou gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)
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: 1034-1166
- Healing Power: 251
- Power: 179
- Toughness: 179
- 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: 950-1050
- Healing Power: 125
- Power: 90
- Toughness: 90
- Weapon Strength: -
Water Weapon I
Water Weapon II
Upgrade Item Details
As you can see, the Defender rune works with Pure of heart, Communal Defenses, Retaliatory Subconscious, Valorous Defenses, and the most important, Protector’s Strike of the mace. Yes, the block of mace trigger Communal Defenses and others effects of the rune and traits !
V. Basic Gameplay
It will allows you to heal allies in roam, group or raids very high, with a strong sustain, and a 20k+ burst of heal possible. The key is to rotate between your dodges (2k+ healings), your merciful intervention (3k+), the shout (10k) and others heals tools. With healing power food and max stack, your empower can heal allies for 4k2 too !
Main Skill Rotation
Here you can see a very high burst heal, buts it's of course situational and depends on the danger.
Finally, because it's supposed to be a WvW build, pls explain me what can bring a bodyguard to a group in a melee train, when it was even no more played in pvp, cause better builds exists for a guard ?
Considering the synergy between Defender rune and the traits/spell, the scaling between nomad and the new force of will, gameplay differences bringed by merciful, heal shout, absorption shield, i don't think it was been worsened, and i really don't think is the same as a spvp bunker, as you must rotate between your heals and dodge to keep people alive, when the spvp bunker is a real tanky support.
After 2 months in raids with it, the main role is to mitigate all the damage the RL can take, perma sustain the groupe, merciful intervention + heal shout on low life people in the backline.
For further questions, you can ask the people in your guild that helped me and validated it, i don't think they feel it's worsened too :)
Gameplay is the same, heal your mates, survive yourself and guess what, bunker guard do dodges and rotate with their skills too, nothing new. Don't you think there are synergies too in the spvp build ? You don't invent it.
The only difference are like you said the runes and the stuff way more tankier than cleric.
http://intothemists.com/guides/5529-support
This build has 2 different traits : he took 4 instead of 6 in valor cause he doesn't have access to defender's rune and he took the reduce on shouts. And Dwayna runes are great and are more effective than the 6 of the defender runes.
there is also different spells to create a permanent rotation of healing that doesn't exist in the meta spvp bunker: merciful intervention, heal shout, heal of the shield explosion for example.
For your example, it was made in late june, and when i made it by just looking the new traits in may, i didn't copy someone...
And you can check the pvp bunker guard, obly 2-3 traits differents, the base is the same no matter what you can say.