Guardian WvW | Small Group Sword/Focus, Greatsword | Roamer WvW Healway Guardian

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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

Cleric's Sword
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Cleric's Focus
  • Weapon Strength: 832-883
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Cleric's Greatsword
  • Weapon Strength: 995-1100
  • Healing Power: 239
  • Power: 171
  • Toughness: 171
  • Weapon Strength: -
Cleric's Spear
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Cleric's Trident
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
  • Virtue of Justice19¼
    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)Might: 5 s
  • Virtue of Resolve38½
    Virtue. Regenerates health.
    Activate: Heal yourself and nearby allies.
    Passive Regeneration: 3 sHealing: 84Regeneration: 5 s
  • Virtue of Courage57¾
    Virtue. Grants aegis every 40 seconds.
    Activate: Grant aegis to yourself and nearby allies.
    Aegis: 5 sProtection: 5 sStability: 3 s
  • Sword of Wrath½
    Slash your foe once.
    Damage: 296Range: 150
    • Sword Arc½
      Slash your foe again.
      Damage: 269Range: 150
    • Sword Wave½
      Send out a cone attack, striking up to three foes.
      Damage (3x): 504Range: 300
  • Flashing Blade10
    Teleport to your target, striking them and blinding nearby foes.
    Damage: 67Blind: 3 sRange: 600
    • 0
    • 0
  • Zealot's Defense½ 15
    Block ranged attacks while casting magical projectiles.
    Damage (8x): 888Duration: 3Range: 600
    • 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
  • Shelter30
    Block attacks while healing.
    Healing: 4,555Duration: 2
    • 0
  • "Stand Your Ground!"24
    Shout. Grant stability to yourself and allies.
    x5Stability: 5 sRetaliation: 5 sBreaks stunRange: 600
    • 0
  • "Save Yourselves!"48
    Shout. Draw conditions from nearby allies to yourself. Gain multiple boons for a short duration.
    Fury: 5 sVigor: 5 sMight: 5 sProtection: 5 sRegeneration: 5 s (1300 health)Swiftness: 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
  • Renewed Focus2 90
    Focus, making yourself invulnerable and recharging your virtues.
    Duration: 3
    • 0

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

Adept Master Grandmaster

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

  • 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

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

Bowl of Orrian Truffle and Meat Stew
Duration: 30min
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

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

Cleric's Draconic Helm
  • Defense: 121
  • Healing Power: 60
  • Power: 43
  • Toughness: 43
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.
Cleric's Draconic Gauntlets
  • Defense: 182
  • Healing Power: 45
  • Power: 32
  • Toughness: 32
Superior Rune of the Water
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. 25% chance when struck to remove a condition. (Cooldown: 30 seconds)
  5. Healing Power: 100
  6. +15% Boon Duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
Cleric's Draconic Legs
  • Defense: 242
  • Healing Power: 90
  • Power: 64
  • Toughness: 64
Superior Rune of the Water
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. 25% chance when struck to remove a condition. (Cooldown: 30 seconds)
  5. Healing Power: 100
  6. +15% Boon Duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
Cleric's Draconic Boots
  • Defense: 182
  • Healing Power: 45
  • Power: 32
  • Toughness: 32
Superior Rune of the Water
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. 25% chance when struck to remove a condition. (Cooldown: 30 seconds)
  5. Healing Power: 100
  6. +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
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
Superior Rune of the Water
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50

Accessories & Jewels

Cleric's Amulet
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Magi's Spineguard
  • Healing Power: 22
  • Precision: 16
  • Vitality: 16
(Infused)
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Cleric's Ring
  • Healing Power: 90
  • Power: 64
  • Toughness: 64
(Infused)
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Cleric's Ring
  • Healing Power: 90
  • Power: 64
  • Toughness: 64
(Infused)
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Cleric's Earring
  • Healing Power: 75
  • Power: 53
  • Toughness: 53
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Cleric's Earring
  • Healing Power: 75
  • Power: 53
  • Toughness: 53
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15

Accessory Totals

  • Power:409
  • Toughness:409
  • Healing Power:622
  • Precision:16
  • Vitality:16

Weapon Set Sigils

Cleric's Sword
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Cleric's Focus
  • Weapon Strength: 832-883
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
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)
Sigil of Stamina
Your endurance is refilled each time you kill a foe.

Weapon Set I

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)

Sigil of Stamina

Your endurance is refilled each time you kill a foe.

Cleric's Greatsword
  • Weapon Strength: 995-1100
  • Healing Power: 239
  • Power: 171
  • Toughness: 171
  • Weapon Strength: -
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 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)

Cleric's Spear
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Cleric's Trident
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
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)
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)

Water Weapon I

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)

Water Weapon II

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)

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.


Comments

Post a Comment
@ 08:37 PM, Wed July 17 2013 Reply
Chris Dawnheart here. Please leave some form of credit somewhere in the summary. :) Thanks for posting this!
kurtosis @ 06:42 AM, Fri July 19 2013 Reply
Hi Chris, I see you undeleted/reposted the original guide, so added a link to that.
@ 08:43 PM, Wed July 17 2013 Reply
Also, video 3 no longer exists.