Edit : Build uses a meaningless stat (attack). It is rubbish and should not be attempted .
What this build offers:
50% damage reduction (compared to 2k armor)
another 33% damage reduction from perma-protection
17k health
620 heals-per-second (possibly more from AH and procs)
2 stunbreakers, many condition removals
buffs your allies
75% damage output of a full-zerker DPS build (calculation and comparisons further down)
Foreword
After this discussion:
https://forum-en.gw2archive.eu/forum/professions/guardian/Are-tanks-viable-or-does-DPS-reign-supreme/first#post2490927
with some more experienced guardians on the forum, I’ve come to recognize the importance of DPS to any tank/bunker build. Namely, you need DPS to hold aggro, and pure tanking is not very useful to a group if you’re not also dealing out decent DPS. So, the problem I was presented was how to maintain great tankability while dealing out decent DPS ?
Why, that’s impossible! You’d have to manufacture extra stat points out of thin air! And that is exactly what I did. If you want to find out how, read on!
Tankability
50% damage reduction is provided by 2.2k toughness (3478 armor), another 150 from the Strength in Numbers trait, and the Signet of Judgement which provides a flat 10% reduction. SoJ, traited for signet mastery, also serves as a stunbreaker and inflicts weakness on a short 24s CD, which is great for “oh kitten” moments. The symbol of protection, traited for Writ of Persistence, offers another permanent 33% damage reduction, not to mention AH heal for you and your allies with every tick.
17k health prevents spike damage. I could’ve gone for more at the expense of power by switching soldier gear for sentinel, but too much health is wasted and makes your heals less effective, not to mention lowering your DPS. Conversely, you could probably switch to more DPS/less life by simply switching the existing sentinels for soldiers if you feel the build is too tanky.
The strategy behind healing is to increase healing sources without directly putting points in the horribly-scaled “healing power” stat. An extra 300 points in healing power would net this character around 60~70 heals-per-second (not including dodge rolls), while simply putting a sigil of blood in your weapon and munching on omnomberry pies gives you around 150 hps, or the equivalent of 750 healing power.
Heals are provided by the following:
Virtue of resolve: 110 heals-per-second
HtL regen: 35 hps
Sigil of blood: 45 hps (against 1 enemy)
AH from SoP: 77 hps (for 1 person)
AH from SYG, HtL, SoJ and others: around 10~12 hps (1 person)
Signet of resolve: 269 hps
And if you’re eating food: Omnomberry pie: 70 hps (against 1 enemy)
For a total of 618 hps… alone . If you’re running with a team/zerg, the AH goes up exponentially. If you’re facing a mob instead of a boss, the proc heals from omnom/SoB go up. With targets and allies around, heals could easily go up to 1k per second. To be fair, all guardians are pretty good at getting tiny random heals…what makes it special in this case is how well it synergizes with the massive damage reduction.
Stuns are mitigated by Stand Your Ground and Signet of Judgment, both on 24 sec CD through different traits. Conditions are lifted passively by Signet of Resolve, SYG and Hold the Line through the pure of voice trait. Also, by using a hammer, people are gonna shoot cleansing arrows through your SoP all day. Overall, stunbreak/condition removal are not being sacrificed in favor of tankability.
(edited by subclavian.5839)