Dragonslayer theorycrafting
Stealthed Guardians? Heck yes!
I still see Guardians using Trav runes in WvW for QoL purposes but the majority of trapguards will use trap runes.
If they add any type of icd to the runes then i’ll likely choose something else, though.
Rank: Top 250 since Season 2
#5 best gerdien in wurld
first build I’ll test out is GS/LB medi with valor/virtues/DH and test the traps out maybe 1 at a time
I might look into a condi setup between burning and bleeding on traps . That trap that spins swords might be a good source to proc a lot of bleeding AND burning .. So most likely I’ll be trying something like radiance/virtues/DH to start with but won’t know it till I get my hands on it.
Here’s all the builds I’m going to try. Note: this is from a pvp-perspective, gonna run full traps for pve, of course
Warning: Wall of Text.
WvW Zerging with a PUGmander: http://dulfy.net/gw2traits#build=AgIGrAGcBJg~
-Stats: Zerker with enough valk and soldiers mixed in to get about 3000 armor, and 17k health.
-Weapons: Longbow/Staff
-Utils: Shelter, Wall of Reflection, Stand your Ground, Purging Flames, Dragon’s Maw
-Idea behind this build: This is intended to be a back-line guardian that empowers the front line, and deals solid damage in fights through symbols + true-shot. Wings of Resolve is intended to be used as an emergency escape mechanism/catch up and heal the PUGmander. Dragon’s maw is meant to be used during baits, pirate-shipping, or retreats.
I really don’t expect this build to work well, I just want to play with some new toys while at least being somewhat useful lol
WvW zerging; dragonhunter along with some AH guardian front-liners: http://dulfy.net/gw2traits#build=AgIG5AXsBJQ~
Stats: Soldiers primarily, with about 30% crit chance. Aim is 3200+ armor, and 19k health.
-Weapons: Longbow/Staff
-Utils: Shelter, Purging Flames, Stand Your Ground, Hold the Line, Renewed Focus
-Idea behind this build: This is a sort of-frontliner build that charges alongside the front-line, but does not leap with them. F3 is meant to be used for pushes (block incoming damage for frontliners), or back-pedaling.
Spvp Mid-assaulter: http://dulfy.net/gw2traits#build=AgIG5AXsBJQ~
-Stats: Marauder Amulet, or Knights amulet (see below) if uncomfortable with Marauder squishiness.
-Weapons: Longbow/Greatsword.
-Sigils: Fire& Air for GS, Energy & Leeching/Hydromancy for Longbow. If Marauder amulet, consider using Air & energy on GS.
-Rune: A rune that gives powe and/or ferocity for marauder ammy, rune of the Pack for Knight’s.
-Utils: Shelter, typical meditations, RF. If you already have 2+ bunkers/mid-fighters, consider taking Dragon’s Maw, and Purity (healing trap) and being a side capper.
-Idea: The idea here is to similar to most med-guards. You’ll want to start out on Greatsword, and get your burst in before the opponent suspects it, and switch to longbow for the kill if they try retreating. Use your f2 to land true-shots, and WW on gs. In general, you’ll want to stay out of the center of the fray, only entering for JI bursts, and use true-shot-stability for safe-stomps. This lets you save your F3 for when your team really needs it.
-Note: For Knight’s amulet, you’ll want crit-chance runes, and air/fire sigils to make up for the lost ferocity you had with marauder’s. Your health will be really low, so you’ll need all the condi cleanse you can get (smiter’s boon, full medis, RF elite to renew your F2).
Wvw Roaming: http://dulfy.net/gw2traits#build=AgIG3AOoBaw~
-Stats: Berserker’s primarily. Aim for about 40-50% crit, 2900-3100 armor, and 16k+ health (to at least survive mesmer bursts).
-Weapons: Longbow/X. Recommended to use either GS, or sword/f.
-Rune: Pack if 40% crit chance, Travelers if you’ll have 50% crit.
-Utils: Vary based on encounter.
-I hesitate to post a roaming build, because an excellent roamer will change his/her utils and traits to meet the situation. The link I posted is for a generic build against classes that will have at least a little cc, good mobility, and some condi pressure. Anyways, some tips here:
-If up against Zerker-builds: I’d try using Purity (heal trap), fragments of faith (5 aegis’ on 45sec cd), kittenite condition, and renewed focus. You’re going to want to throw out your f1, and use f2 frequntly to get in your bursts, so you’ll need RF.
-If up against mesmers and thieves: Use shelter heal, typical meditations, and dragon’s maw for the elite. It is unlikely you’ll be frequently landing F1, so you might want to switch your GM trait to Heavy light (arrow knockback). CC is the way to go with these guys. Also, better to use sword/f, and use the focus mastery trait to get that protection.
-If up against condi-heavy builds: Definitely use GS. You’ll want all the mobility you can get to either burst these guys down, or run away if need be. Use Purity for the heal, & typical meditations, RF elite. Take the heavy light GM trait to keep them at a distance for a little longer.
I will probably find time only for PvE, but I’ll write my plans for all game modes.
PvE: condi burst with trap bleeds
WvW: roam with trapper runes
PvP: hambow master race
I might attempt some kind of dps/support build if Zealot amulets become a thing in PvP, but otherwise, meh.
I actually don’t have many plans for the dragonhunter. PVE, Zeal/radiance/DH.
One of the issues I have with guards in PVE is that the third line is always kind of “meh”. Virtues adds a bunch of utility that I already carry and a boon related damage buff. Honor adds vigor, a bit of group might stacking, and hammer support/shout support. Valor… sucks IMO.
Dragoonhunter first adds a long range option that isn’t scepter, makes virtues pretty strong, damage bonus against crippled enemies, and then either AoE protection spam or additional vulnerability stacking. Other taits are unimpressive. The traps I don’t care for, since pretty much no matter what I’m running shelter, wall of reflection, purging flames, and Stand Your Ground. Maybe if one of those aren’t needed I"ll run a damage trap instead of Bane Signet