Hey all! Just wanted to share a build I’ve been enjoying lately.
Disclaimer A: This build intentionally gimps its damage for the sake of healing. While I feel that it’s a worthwhile tradeoff in most of the content I run, and I can typically pull my own weight, this build isn’t good everywhere. Try to do a zerker speedrun with it, and you’ll be kicked from group before you can say “medkit”.
Disclaimer B: THIS IS NOT A DEDICATED HEALING BUILD. NO SUCH THING EXISTS. You will have significant healing ability, but that is no substitute for intelligent play.
I change up small elements of the build frequently, but here’s my current default:
http://gw2skills.net/editor/?fdAQFAUlsTpCrlXxdLkfNyjxM6OKpiQ9soDYgHA-TxwGABA8AAy9CAI0+DAA-e
Here’s my thoughts on the choices made:
Weapon: Rifle and P/S are both solid choices, and have solid utility. I pick rifle largely because I prefer its “feel” to P/S, but P/S honestly would probably fit this build better.
Healing Ability: Healing turret is a wonderful skill, don’t get me wrong. However, I prefer the medkit for a handful of reasons. First, it has wonderful synergy with on-healing-skill procs. Second, since I’m going fully into Tools, it has the lowest CD of any heal. Third, because of boon duration and Packaged Stimulants, #5 offers 19.5 seconds of swiftness and fury on a 20 second cooldown. Due to this, I can give an ally upwards of 90% uptime on those two boons as long as I don’t miss / they actually try to pick the stimulants up. While it’s harder to heal people with this than the healing turret, I feel that its tradeoffs are worth it.
Single versus Multi-Kit: I prefer single-kit builds because I’ve got less I need to manage. Additionally, our elixir abilities are good enough that I feel you can justify taking two of them and a kit.
Elixir Gun: This is what you’ll spend most of your time using. You can heal allies for a decent amount using its #5, you can weaken enemies with your autoattack, you can cure up to 5 conditions on allies using your #3, and you even have a stunbreak.
Elixir Abilities: I like the insurance of a second stunbreak, so I typically take R and U. R provides a powerful AoE rez field, and its immobilize removal / dodge refill is handy in a pinch. U gives a wall that either reflects or blocks projectiles, both of which are handy, and quickness is always wonderful. One useful tip: if you have quickness, then your autoattack with EG fires off fast enough to build weakness duration on champ+ mobs.
If I trade out an elixir, it’s usually R for B when I know my party will need stability or when they just aren’t dying enough to warrent R. Rarely I’ll take S instead of U, but I find that S rarely offers the utility that U does.
Elite Ability: Supply crate is arguably our best utility. However, I honestly love elixir X. Due to elixir-boosting traits, we can have an elementalist’s or a warrior’s elite ability on a significantly shorter cooldown and longer duration. Furthermore, their CC is often quite handy, and the doubled health makes emergency use Elixir X to survive high damage an option.
Traits: I typically dump points into Alchemy and Tools, and put the 10 left over in Inventions or Firearms. Alchemy provides wonderful boon duration, and Tools gives that awesome CDR on toolbelt skills.
- I like taking Backpack Regenerator for the passive healing. It’s not that much, but it’s pretty handy.
- Armor Mods gives better Aegis uptime than most Guardians have, and makes you much harder to kill. Since I’ve also got the Alchemy minor that converts incoming conditions to boons, this gives significant defense against slow enemies.
- Elixir CDR and duration increase are great with an elixir-heavy loadout. The CDR makes R, U, and X available more often, giving you better quickness uptime and more frequent transformations. The duration increase gives you a longer-lasting everything, which is especially nice for both elixir tosses, Elixir U, and Elixir X.
- Packaged Stimulants provides 50% more outward healing with medkit, as well as significantly increased uptime on swiftness and fury.
- Speedy kits are awesome. ’Nuff said.
-Last 10 points should go into the 20% reduced damage while disabled, 20% CDR on elixir gun skills, or in rare cases the reduced fall damage.
Gear: Sigil of Renewal and Runes of Water synergize wonderfully with medkit. Sigil of Water is a nice addition to your healing capabilities. Sigils of Life and/or Benevolence are valid replacements, and any of the +Healing Power runes with an on-healing skill proc are valid options instead as well. In particular, if you want to play a more offensive support, Altruism is a solid choice.
In terms of stat suffixes, I personally run celestial, but that’s mainly because I only have the patience for one set of ascended. Whatever floats your boat will probably work.
Ferguson’s Crossing