Guardian wvw build help
50/50 PvT/Clerics. Melandrus are selfish. Soldiers are top dog. Forget traveller runes.
Sentinel’s is trash. Not enough damage. PvT is better.
Traits depending on weaponset:
0/10/10/30/20
0/0/20/30/20
0/0/20/30/20
For food, Safron Icecream, omnomberry cookie or curry pumpkin soup(GS/hammer build).
(edited by nirvana.8245)
Group support 50/50 pvt/cleric and soldier runes even in an unorganised zerg?
I can understand cleric and soldier in gvg because I actually care about helping the team..
Group support 50/50 pvt/cleric and soldier runes even in an unorganised zerg?
I can understand cleric and soldier in gvg because I actually care about helping the team..
My comments are for guild play only, which I thought you were looking for Unorganized zerg is a very different ballgame. A ballgame I don’t like being involved in anymore :p
Makes sense So for my GvG gear would cleric weapon, cleric armor with soldier runes and pvt trinkets be okay? I was thinking 0/0/10/30/30 but you’ve recommended some different ones above which I’ll look into. Thanks!
Anyone got any comments for general zerg play?
Personal preference. For example ah doesn’t scale well with healing power so if your using this maybe consider celestial. If you running virtues consider dropping the soldiers for boon duration runes. There is no right or wrong just lots of personal preference. However, soldiers and clerics is a solid choice.
37 WvW kills, R2 PvP and no legendary
Anyone got any comments for general zerg play?
Depends on whether you just want sit back wave of bagging in PTV / cleric’s gear like most do, pretending like some random empowers and shouts is really useful, or if you want to do some serious damage in the hammer train with more balanced gear. I’m all for PTV for learning and not being a rally bot, but players should move off it as they get better with their skill use, positioning, and dodging. There are possibilities between all bunker or all glass.
Use knight’s gear on pieces that are not statistically efficient for critical damage; i.e. weapons, head, chest, legs. Then add in cavalier trinkets to get your armor up to a good number, like 3-3.1k (before strength in numbers, which add 150). Then use zerker or assassin on everything else. When the hammer train is working as intended with earthshakers and rings trapping players, you want mighty blow to be melting players and getting them low enough for the ranged damage to mop up…like 4-5k crit hits, not a 600 non-crit that’s only good for the blast. Same with your auto attacks just moving around, and even the staff does decent damage from orb and symbol.
*Note: If using ascended trinkets, mix cavalier and zerker for the same armor level.
0/0/30/30/10 with purging flames in your optional slot is pretty good for pugging. Can’t count on too many water fields or purges from other players…better to be alive than dead, plus hallowed ground and sanctuary aren’t useful unless used correctly. Obviously, with more organized groups, AH is not what you want to spec for, instead more in virtues or even radiance possibly.
Now, if you want to get a more realistic assessment from that build calculator in combat, manually add in an ideal scenario with +250 precision (sigil stack), +200 power (food trigger), ~12 stacks of might, and fury. Notice how much the effective power jumps up. Guard stacks add another +100 power and +250 vitality.
For Gvg or organized, guild WvW action I enjoy 0/0/30/20/20 or similar consecration builds with hammer/staff. This allows me to be incredibly tanky while leading group movement with stability and providing movement impairment with hammer/staff 5. I always keep Hallowed Ground as a skill, usually paired with purging flames, wall of reflect, or bubble (mostly for fighting on towers to block gate paired with staff 5). For GvG I will use Hallowed Ground/Stand Your Ground and Purging Flames/Wall of reflect depending on the opposition’s make-up.
Hope this helps!
Garillobot- Ranger * Shilombish Hokoffi- Necro
Ahalaia Afabi Sipi- Thief *
Thanks for the advice guys