Guardian WvW | Small Group Mace/Focus, Staff | Support Full Support Guard for Zergs/Skill Group
Table of Contents
Summary
This guard build's purpose is to keep heavy consistent heals on the front line and driver. You also help in absorbing damage as a front line member and provide big heals on regroups.
intothemist doesn't have all the specific build choices I run so here's a link to the build I run specifically: http://goo.gl/PvmWNx
The main stats this build focuses around are Healing(Mostly) and Toughness/Vitality.
Warning: This build doesn't have a lot of survivability outside of your heals. You have very minimal CC and close to no escapes. I would only suggest running this build if you have excellent micro control, positioning, and experience with the guard class.
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
- 0
- 0
- 0
- 0
- 0
- 0
- 0
- 0
-
- 0
- 0
- 0
- 0
- 0
Weapon and Skill Details
Why Mace/Focus/Staff
Mace
Mace is a requirement for the Mace of Justice trait which gives you a huge 250 healing power boost.
Mace 1: with this build with heal for 700+ with full stacks of benevolence (650 w/o any).
Mace 2: heal is going to drop 250+ per tick (5 ticks). And if you can get the protection off with
Mace 3: Free protection, if you can get it off, its always a nice bonus, if not you pop a little bit of damage otherwise.
Focus
A lot of people like to argue that Shield > Focus because of the shield 5, but the focus I feel is a lot stronger in WvW. The main reason I believe Focus is better than shield is because of Focus 5.
Focus 5: Gives you 3 free blocks, 3 free blocks when charging into a hammer train/zerg could save your life and the fact that you have such little survivability having a skill that can save your life and allow you to reposition back to your team is very crucial to have.
Focus 4: gives you condition clear and regeneration for your teammates as well as a little blind for any enemies it hits, which is nice.
Staff
Staff is like the ultimate supporting tool pretty much
Staff 1: You get a 5 person hitting auto attack
Staff 2: Healing orb with this build you can heal for about 2000.
Staff 3: Free stacking swiftness and a 275ish heal per tick(5 ticks)
Staff 4: Heal and might stacks, heal is about 3600 for your allies
Staff 5: Your only major CC/Escape method haha its a line that knocks down enemies
Utility Skills:
Healing Breeze: Massive heal for your allies 1900(with full stacks)/tick(5 ticks)
Purging Flames: This is the option utlity skill it drops a fire condi clear field that does damage, I know some people prefer to run like sanctuary and hallowed ground and all, feel free to change this to fit your play style more.
Stand Your Ground and Hold The Line: I highly suggest you run these two shouts as they grant the most efficient forms of stability, regen, and protection that shouts can give.
Elite Skill
Tome of Courage
If you are running this heavy support build there is no reason not to run book you heal almost 2700hp/tick in book with your 1 skill(with full stacks, 2400 with none), andget boosted to 4000k armor, and 27k hp. BOOK OP
II. Traits
Zeal
Radiance
Valor
Honor
Virtues
Trait Details
0/0/20/30/20:
I run this to get Mace of Justice, Force of Will, and Elite Focus
Mace of Justice: Like I said earlier 250 more healing power? Worth.
Force of Will: I run this in order to make up for the lack of health you have running such high healing power. You give up Pure of voice, BUT 3000 more health I feel is worth more than 2 condi clear every 28 seconds.
Elite Focus: 10 more seconds of book is ridiculous the heals are too real. I know some people wont want the extra book time and if so you can run 0/0/30/30/10 and pick up AH or change Elite focus to Indomitable Courage or Absolute Resolution.
III. Stat Specifics & Effects
Primary Stats
- Health 16125 (+4480)
- Vitality 1364 (+448)
- Armor 3155 (+1028)
- Toughness 1944 (+1028)
- Attack 2960 (+1097)
- Power 1988 (+1072)
- Precision 916 (+0)
Secondary Stats
- Agony Resistance 30 (+30)
- Boon Duration 35% (+35%)
- Critical Damage 13% (+13%)
- Damage 972 (+3%)
- Defense 1211 (+0)
- Experience from Kills 10% (+10%)
- Ferocity 200 (+200)
- Healing Power 1896 (+1896)
- Karma 5% (+5%)
- Virtue Recharge Rate 20% (+20%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
Only notes:
In my gw2skills.net build: http://goo.gl/PvmWNx actually health is 18.5k and healing power stat will say 1805, but with monk runes and full benevolence stacks the heals you put out are equivalent to having about 2200 healing power.
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
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: 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: 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: 242
- Healing Power: 90
- Power: 64
- Toughness: 64
- 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: 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.
Armor Stat Totals
- Defense 1211
- Healing Power 444
- Boon Duration 15%
- Power 192
- Toughness 192
Rune Bonuses
Superior Rune of the Monk- 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.
Accessories & Jewels
- Healing Power: 5
- Agony Resistance: 5
- Healing Power: 5
- Agony Resistance: 5
- Healing Power: 5
- Agony Resistance: 5
- Healing Power: 5
- Agony Resistance: 5
- Healing Power: 5
- Agony Resistance: 5
- Healing Power: 5
- Agony Resistance: 5
Accessory Totals
- Power:538
- Toughness:466
- Vitality:148
- Healing Power:502
- Agony Resistance:30
Weapon Set Sigils
- Weapon Strength: 940-1061
- Healing Power: 120
- Power: 85
- Toughness: 85
- Weapon Strength: 832-883
- Healing Power: 120
- Power: 85
- Toughness: 85
Weapon Set I
Sigil of Superior BenevolenceGain a charge of .5% additional healing effectiveness each time a foe is killed. Max 25 stacks; ends on down.
Sigil of StaminaYour endurance is refilled each time you kill a foe.
- Weapon Strength: 985-1111
- Healing Power: 239
- Power: 171
- Toughness: 171
- Weapon Strength: -
Weapon Set II
Sigil of StaminaYour endurance is refilled each time you kill a foe.
- Weapon Strength: 905-1000
- Healing Power: 120
- Power: 85
- Toughness: 85
- Weapon Strength: -
Water Weapon I
Sigil of Superior BenevolenceGain a charge of .5% additional healing effectiveness each time a foe is killed. Max 25 stacks; ends on down.
Water Weapon II
Upgrade Item Details
Armor/Trinket Info: You can run full exotics for armor and you lose about 100 healing power a tiny bit of hp and like 100 armor, I just made it all ascended because that's what I have. Same thing with trinkets except youll lose about 150 healing power and 100 armor.
Benevolence vs Life runes: Benevolence on average doubles the bonus healing you can drop vs life so benevolence is pretty much twice as potent.
Sigils: A lot more potent to run stacks on mace/focus because most of your combat with be in mace/focus and when you switch to staff for regroup heals you'll get a dodge roll back in case you need it to get back to your group. Also make sure you put a benevolence sigil on your underwater weapon or you'll lose all your stacks if you go underwater T_T
Food note: If you are having issues with condis when running this build(especially in lower tier WvW, run lemongrass instead, you lose about 200 healing power but heals are useless if you die from too many condis. If you really don't want to give up all the healing power you can run Saffron scented poultry soup you'll only lose 130ish healing power, but you can still clear condis pretty effectively.
V. Basic Gameplay
STAY ON YOUR DRIVER/COMMANDER/TAG, whoever is leading you just stick on them unless you need to break off to save yourself from damage.Support guard is actually very situation dependent and takes a bit of practice to get used to the low damage,low survivability gameplay. These are just the rotations I tend to use in these few situations, but you really have to do what the situation demands.
Main Skill Rotation
This is a full rotation with empowering included. You basically end up facerolling your keyboard pretty hard, but this would just be the easiest way to use your skills in an ideal fight where you have no pressure.
Running straight through a hammer train
If you are fighting a hammer train heavy zerg or skill group with a heavy train typically the easiest way to their backline is going to be to dodge roll through their train.
Book Rotation
This is like the most important rotation to know because you dont ever want to waste time in book, you only have 30 seconds. Spam 1 right on top of your frontline. Dont ever really go for the book 5 full heal unless you can safely and its really necessary. Also if you can get the book 4 daze off safely you can go ahead, but only after a boon strip otherwise itll probably just get stabilitied through.
VI. Thanks for reading my guide <3
Thank you thank you thank you for taking the time to read this guide. I hope you liked it, if you have any suggestions, questions, or anything just inbox me or message me IG @ Ri Nakamura. Have a great day
SUPPORT GUARD OP