Guardian WvW | Small Group Mace/Focus, Staff | Support Full Support Guard for Zergs/Skill Group

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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

Cleric's Mace
  • Weapon Strength: 940-1061
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Cleric's Focus
  • Weapon Strength: 832-883
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Cleric's Staff
  • Weapon Strength: 985-1111
  • Healing Power: 239
  • Power: 171
  • Toughness: 171
  • Weapon Strength: -
Cleric's Trident
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
  • Weapon Strength: -
  • Virtue of Justice20¾
    Virtue. Burn foes with every fifth attack.
    Activate: You and your allies inflict burning on the next attack.
    Burning: 2 s (328 damage) (passive)Burning: 5 s (1640 damage) (active)
  • Virtue of Resolve41¾
    Virtue. Regenerates health.
    Activate: Heal yourself and nearby allies.
    Passive Regeneration: 3 sHealing: 84
  • Virtue of Courage62½
    Virtue. Grants aegis every 40 seconds.
    Activate: Grant aegis to yourself and nearby allies.
    Aegis: 5 s
  • True Strike½
    Smash your foe.
    Damage: 269Range: 130
    • Pure Strike½
      Bash your foe.
      Range: 130Damage: 336
    • Faithful Strike1
      Hit your foe with a final strike and heal nearby allies.
      Damage: 470Healing: 463Range: 130
  • Symbol of Faith8
    Symbol. Smash a mystic symbol onto the ground that damages foes and regenerates allies.
    Damage: 168x4Regeneration: 1 s (520 health)Radius: 180Duration: 4Combo Field: LightRange: 120
    • 0
    • 0
  • Protector's Strike15
    Surround yourself and nearby allies with a shield. Damage foes that strike protected allies. Grant protection to yourself and nearby allies if you are not struck.
    Damage: 470Protection: 3 sRange: 130
    • 0
    • 0
  • Ray of Judgment¾ 25
    Pass a ray over foes and allies. Foes are damaged and blinded. Allies gain regeneration and cure one condition.
    Damage: 151Blind: 3 sRegeneration: 3 s (390 Health)Number of Bounces: 4Range: 1,200
    • 0
    • 0
  • Shield of Wrath45
    Create a shield to block the next three attacks. If the shield is not destroyed, it explodes and damages nearby foes.
    Damage: 756Duration: 4Combo Finisher: Blast
    • 0
    • 0
  • "Receive the Light!" 32
    Shout. Heal yourself and allies in a cone in front of you.
    Healing: 6,525 (self)Healing: 1,725 (allies)Duration: 3Range: 600
    • 0
  • Purging Flames¾ 32
    Consecration. Create a ring of fire that burns foes and cures conditions on allies.
    Burning: 5 s (1640 damage)Duration: 8Combo Field: Fire
    • 0
  • "Stand Your Ground!"24
    Shout. Grant stability to yourself and allies.
    x5Stability: 5 sRetaliation: 5 sBreaks stunRange: 600
    • 0
  • "Hold the Line!"28
    Shout. Grant protection and regeneration to allies.
    Protection: 4 sRegeneration: 6 s (780 health)Range: 600
    • 0
  • Signet of Courage180
    Signet Passive: While in combat, heal allies around you every 10 seconds.
    Signet Active: Fully heal nearby allies.
    • 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

Adept Master Grandmaster

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

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

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

Bowl of Saffron-Mango Ice Cream
Duration: 30min
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

Superior Sharpening Stone
Duration: 30min
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

Ascalonian Helm
  • Defense: 121
Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  5. Healing Power: 100
  6. +10% outgoing heal effectiveness to allies.
Cleric's Draconic Pauldrons
  • Defense: 121
  • Healing Power: 45
  • Power: 32
  • Toughness: 32
Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  5. Healing Power: 100
  6. +10% outgoing heal effectiveness to allies.
Cleric's Draconic Coat
  • Defense: 363
  • Healing Power: 134
  • Power: 96
  • Toughness: 96
Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  5. Healing Power: 100
  6. +10% outgoing heal effectiveness to allies.
Ascalonian Gauntlets
  • Defense: 182
Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  5. Healing Power: 100
  6. +10% outgoing heal effectiveness to allies.
Cleric's Draconic Legs
  • Defense: 242
  • Healing Power: 90
  • Power: 64
  • Toughness: 64
Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  5. Healing Power: 100
  6. +10% outgoing heal effectiveness to allies.
Ascalonian Greaves
  • Defense: 182
Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  5. Healing Power: 100
  6. +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
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  5. Healing Power: 100
  6. +10% outgoing heal effectiveness to allies.

Accessories & Jewels

Mark of the Imperial GuardOffensive Slot
  • Power: 157
  • Toughness: 108
  • Vitality: 108
Versatile Healing InfusionOmni Infusion
  • Healing Power: 5
  • Agony Resistance: 5
Soldier's BackOffensive Slot
  • Power: 63
  • Toughness: 40
  • Vitality: 40
(Infused)
Versatile Healing InfusionOmni Infusion
  • Healing Power: 5
  • Agony Resistance: 5
Healing SignetOffensive Slot
  • Healing Power: 126
  • Power: 85
  • Toughness: 85
(Infused)
Versatile Healing InfusionOmni Infusion
  • Healing Power: 5
  • Agony Resistance: 5
Druid's CircleDefensive Slot
  • Healing Power: 126
  • Power: 85
  • Toughness: 85
(Infused)
Versatile Healing InfusionOmni Infusion
  • Healing Power: 5
  • Agony Resistance: 5
Preserved Red Iris FlowerDefensive Slot
  • Healing Power: 110
  • Power: 74
  • Toughness: 74
Versatile Healing InfusionOmni Infusion
  • Healing Power: 5
  • Agony Resistance: 5
Kurzick BaubleOffensive Slot
  • Healing Power: 110
  • Power: 74
  • Toughness: 74
Versatile Healing InfusionOmni Infusion
  • Healing Power: 5
  • Agony Resistance: 5

Accessory Totals

  • Power:538
  • Toughness:466
  • Vitality:148
  • Healing Power:502
  • Agony Resistance:30

Weapon Set Sigils

Cleric's Mace
  • Weapon Strength: 940-1061
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Cleric's Focus
  • Weapon Strength: 832-883
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Sigil of Superior Benevolence
Gain a charge of .5% additional healing effectiveness each time a foe is killed. Max 25 stacks; ends on down.
Sigil of Stamina
Your endurance is refilled each time you kill a foe.

Weapon Set I

Sigil of Superior Benevolence

Gain a charge of .5% additional healing effectiveness each time a foe is killed. Max 25 stacks; ends on down.

Sigil of Stamina

Your endurance is refilled each time you kill a foe.

Cleric's Staff
  • Weapon Strength: 985-1111
  • Healing Power: 239
  • Power: 171
  • Toughness: 171
  • Weapon Strength: -
Sigil of Stamina
Your endurance is refilled each time you kill a foe.
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set II

Sigil of Stamina

Your endurance is refilled each time you kill a foe.

Cleric's Trident
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
  • Weapon Strength: -
Sigil of Superior Benevolence
Gain a charge of .5% additional healing effectiveness each time a foe is killed. Max 25 stacks; ends on down.

Water Weapon I

Sigil of Superior Benevolence

Gain 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

Empower20
Channel might to yourself and allies around you. Heal nearby allies when it ends.
Healing: 1,500Duration: 10x6Might: 10 s
Symbol of Swiftness¾ 15
Symbol. Sear a mystic symbol into the target area, damaging foes and granting swiftness to allies.
Damage: 185Swiftness: 8 sRadius: 180Duration: 4Combo Field: LightRange: 1,200
"Stand Your Ground!"24
Shout. Grant stability to yourself and allies.
x5Stability: 5 sRetaliation: 5 sBreaks stunRange: 600
"Hold the Line!"28
Shout. Grant protection and regeneration to allies.
Protection: 4 sRegeneration: 6 s (780 health)Range: 600
Orb of Light½ 3
Fire a moving orb of light that heals allies on contact; can be detonated to heal allies.
Damage: 444Healing: 271Range: 1,200
Purging Flames¾ 32
Consecration. Create a ring of fire that burns foes and cures conditions on allies.
Burning: 5 s (1640 damage)Duration: 8Combo Field: Fire
Ray of Judgment¾ 25
Pass a ray over foes and allies. Foes are damaged and blinded. Allies gain regeneration and cure one condition.
Damage: 151Blind: 3 sRegeneration: 3 s (390 Health)Number of Bounces: 4Range: 1,200
Symbol of Faith8
Symbol. Smash a mystic symbol onto the ground that damages foes and regenerates allies.
Damage: 168x4Regeneration: 1 s (520 health)Radius: 180Duration: 4Combo Field: LightRange: 120

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

"Hold the Line!"28
Shout. Grant protection and regeneration to allies.
Protection: 4 sRegeneration: 6 s (780 health)Range: 600
Purging Flames¾ 32
Consecration. Create a ring of fire that burns foes and cures conditions on allies.
Burning: 5 s (1640 damage)Duration: 8Combo Field: Fire
Virtue of Justice20¾
Virtue. Burn foes with every fifth attack.
Activate: You and your allies inflict burning on the next attack.
Burning: 2 s (328 damage) (passive)Burning: 5 s (1640 damage) (active)
True Strike½
Smash your foe.
Damage: 269Range: 130
Pure Strike½
Bash your foe.
Range: 130Damage: 336
Faithful Strike1
Hit your foe with a final strike and heal nearby allies.
Damage: 470Healing: 463Range: 130
"Stand Your Ground!"24
Shout. Grant stability to yourself and allies.
x5Stability: 5 sRetaliation: 5 sBreaks stunRange: 600
Protector's Strike15
Surround yourself and nearby allies with a shield. Damage foes that strike protected allies. Grant protection to yourself and nearby allies if you are not struck.
Damage: 470Protection: 3 sRange: 130
Symbol of Faith8
Symbol. Smash a mystic symbol onto the ground that damages foes and regenerates allies.
Damage: 168x4Regeneration: 1 s (520 health)Radius: 180Duration: 4Combo Field: LightRange: 120
Orb of Light½ 3
Fire a moving orb of light that heals allies on contact; can be detonated to heal allies.
Damage: 444Healing: 271Range: 1,200
Flash of Light
Detonate the orb to heal nearby allies. Orb of Light takes 4 times longer to recharge.
Damage: 222Healing: 788Radius: 240Range: 1,200
Symbol of Swiftness¾ 15
Symbol. Sear a mystic symbol into the target area, damaging foes and granting swiftness to allies.
Damage: 185Swiftness: 8 sRadius: 180Duration: 4Combo Field: LightRange: 1,200
Wave of Wrath½
Send out a powerful shockwave, hitting up to five foes.
Damage: 222Range: 600

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

"Stand Your Ground!"24
Shout. Grant stability to yourself and allies.
x5Stability: 5 sRetaliation: 5 sBreaks stunRange: 600
"Hold the Line!"28
Shout. Grant protection and regeneration to allies.
Protection: 4 sRegeneration: 6 s (780 health)Range: 600
Signet of Courage180
Signet Passive: While in combat, heal allies around you every 10 seconds.
Signet Active: Fully heal nearby allies.
Heal Area¾
Heal allies in the target area.
Healing: 1,000Range: 1,200
Protective Spirit¾ 15
Grant protection and regeneration to yourself and allies in a cone.
Protection: 10 sRegeneration: 10 s (1300 health)Range: 1,200
Purifying Ribbon¾ 3
Release a ribbon of light that bounces to nearby allies, curing one condition on each ally hit and blinding each foe hit.
Blind: 3 sRange: 1,200
Heal Area¾
Heal allies in the target area.
Healing: 1,000Range: 1,200
Heal Area¾
Heal allies in the target area.
Healing: 1,000Range: 1,200
Heal Area¾
Heal allies in the target area.
Healing: 1,000Range: 1,200

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

 

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