Community, i shall require your help!
While it is not a build I have played much. You might look on youtube for a channel called Tapdatmouse. He has a build shown there that he called the commando. It is his build. but it worked well when I tried it.
if you want more surivablity it is easy enough to tweak the sigils for water or life.
Commando would fit well with his gear, but not with his utilities – you’ll want to pull the points out of Zeal and put them into Virtues for Consecrated Ground, and maybe take another 10 out of Honor for Virtues Master of Consecrations aswell. It’s not going to synergize particularly well with Altruistic Healing without shouts…
(edited by Tarsius.3170)
Im using sigil of energy on all weapons, when busting zergs 3x dodges help me negate most of the damage.
Also, looking for max survivability without shouts.
consider sigil of stamina on your staff, you can tag enemies and pretty much perma-dodge right through the middle of any zerg.
I often go with full cleric 0,0,20,30,20/0,0,10,30,30 and gain a lot of sustain via dodge healing and staff skills – you might benefit from 30 in Virtues so you can get extra condition cleansing from Absolute Resolution ( if Melandru isn’t enough ) or stability from Indomitable Courage.
(edited by Tarsius.3170)
I just finished to craft a full set of celestial weapons and armor and ofc have ascended celestials rings and amulet. Pair this with cleric ascended accessories or pre/pow/tough or berserkers. Pop in 2*water, 2*monk and 2*strength. With food you have 90% uptime on might and 70% on all other boons, with food. Or 3*water and 3*monk.
This is huge for hallowed ground.
0/0/20/30/20 trait the mace and strength in numbers (5-7% damage reduction for the team is huge for you and the team) in valor, pure of voice, writ of exaltation and pure of voice in honor.
Master of consecrations and/or ranged consecrations or improved passive health regen from virtue of resolve.
Staff and mace with energy sigils.
Now you have something that can run for ever and put 15 stacks of might where you want to push and also be a supportive healer. Boon duration also alows you to pump up your own damage which compliments the crit and crit damage of the celestials.
You can choose to do damage or to survive with this set up.
With mace you will dodge heal for over 1.2k.
When i run with my guild this is what i use when im leading. Had pvt before but after i got celestials things got much better.
WoR, HG and SyG as utility.
Admittedly i havent played much lately, maybe 10 hours with this setup but its really nice but a huge investment in time. The only down side is thakittens a bit low on condiremoval but you can swap ranged consecrations/passive regen from VoR for condiremoval.
I dont think you will need melandru, you shouldnt be in the front with us meleeboys anyhow.
(edited by Brutaly.6257)
Tyvm, but im looking for pure survivability
Yup I forgot to add that Hallowed Ground will of course heal you for nearly 4k provided your Zerg stays inside, thanks to AH
Tyvm, but im looking for pure survivability
ok but you wont like it and you wont need it. The celestial setup is infact a survivalbuild and it will make you die last of all if played correctly.
But here we go.
Mix sentinel/soldiers and clerics, Roughly 1000 healing power will be enough and the rest is sentinel.
Mace/staff and hammer are your primary weapons for survivability.
I would still go for 3*monk and 3*water for the boonduration and healing on dodge or soldiers for removal of cinstions and vit/tough.
I would also still try to get a decent crit (15-20%) chance since it proccs vigor which allows you to dodge more often and heal.
0/0/30/30/10 or 0/0/20/30/20. The first one with AH (which is crazy good with staff, hammer and the best of them all, hallowed ground) and the second with stronger VoR.
Sigil of life in both weapons to stack even more healing and when you have enough stacks swap to weapons with sigils that give endurance on kill and endurance food,
This is overkill tbh but maybe something like this
http://gw2buildcraft.com/calculator/guardian/?3.0|9.1k.h1j.e.1k.hy|6.1k.h1j|1c.7x.1c.7x.1c.7x.1c.7x.1c.7x.1c.7x|31l.0.21l.0.31l.0.21l.0.31l.0.2u.0|0.0.u470.u2ab.a6|4d.7|w.y.11.19.1i|e
Cons in this build is medium removal of conditions and no perma swiftness due to low boon duration. But you shouldnt be upfront all the time when leading and you also have stability which in fact prevents the most harmful ones for a bunker, the movement “preventers”. Ofc melandru runes can be used in combination with food.
Personally i would still go for celestials and boon duration.
(edited by Brutaly.6257)