Almost Permanent Protection
I had someone try this build last night, who normally complained about how he couldn’t go toe to toe with anything in dungeons, and had to always use a scepter. He changed his tune saying this really simplified tanking for him, as he eagerly chain pulled multiple packs in SE story mode without issue.
This can probably be improved, maybe http://www.guildhead.com/skill-calc#McccM9cMGvRmMGvRm9MaxxVoMqMab
I added the signet for an additional 10% damage reduction on top of the 33% reduction from protection.
Edit: I had originally intended that this be a PvE build, but I’ve been testing it in sPvP, and it does well at holding points.
Another note, since the 1 piece set bonus for Rune of the Grove and Rune of the Water are the same, you might as well get the 2 piece set bonus for Rune of the Water, which is 15% boon duration, not just protection.
Also one more note. This isn’t almost permanent protection, this is permanent protection with the right rotation.
(edited by Sorrow.7452)
Looks interesting!
From looking over it, though, my thoughts would be that the trait build itself is fairly inconsequential, so long as you have the -20% to shout cooldowns? That and the better recharge time on virtues that might help! But otherwise, it strikes me that the traits are otherwise personal preference.
Have you tried playing with a Hammer using improved Symbols at all? Reason I suggest that is that it is also permanent protection, but does give you more room to add other things in your utility, if you so desire! It is also permanent protection for everyone who stands in melee range of whatever you’re smacking about — I havn’t played with your spec, mind you, but my thoughts would be that the reliance on ‘Save Yourselves’ to keep protection up would mean that your party won’t benefit from the spec as much as you!
You are right traits are secondary with the exception of virtue which also has 30% boon duration. The original build was just a starting point. I really wanted people to try it out and improve it. I was hoping a higher level guardian would take this and run with it, seeing as how I am still leveling and I have only tried this out in sPvP. I’ve also seen the performance second hand in a dungeon run.
Edit: I’ve tested it with the 2h hammer and it adds an additional 1.5 seconds to the protection from auto attack. As long as you are hitting you can keep protection up permanently with just auto attacking.
(edited by Sorrow.7452)
http://www.guildhead.com/skill-calc#McccM9cMabvoMaxvo9MxxaMsqoaqo
Shield and mace give 2 protections on their own. granted, one only works if you dont get hit while it charges, but you can do it while moving (line of sight) and before you pull. or if its ranged mobs, from behind reflection wall.
you will get lots of self healing through dodging and buffing allies as well as symbol and shield of absorption. additionally, you will block quite alot and burn anything you block.
this would be my dungeon tank build. it lacks condition removal, however, so instead of actually taking altruistic healing and shelter i would take purity and signet of resolve for auto-condition removal every 5 seconds. unless they remove conditions at the same time, every 10 seconds, which would just be annoying and probably coded that way just to annoy me.
(edited by Schroedingercat.7065)
You forgot activating VoC also gives protection, that helps removing the downtime.