Guardian Builds for Raiding
Soldier’s was always considered low damage. Knight’s was middle of the road, while zerker was the top tier.
If you a strong independent soldier’s guardian who don’t need no zerker meta. Then just keep doing what you are comfortable with. Also changing stats on gear is EZ, so don’t feel too stuck in what ever stats you choose. Only trinkets have to be rebought.
Chuck The Stampede – Engineer
[Lg] Agatha – Dragonbrand
At least try to get 13% base crit chance (crit every third hit with fury) and you should be fine in terms of damage. Another benchmark is 30% so you can crit every other hit with fury. Guardian has a lot of direct damage modifier traits so just take some of those if you feel like you need more.
edit:
Attached is a table of crit multipliers compared to 24% crit chance with 150% crit damage (i.e. full soldier with fury). The end value (70.5% with 219%) is about where you’d be with full zerk and scholar runes. All values are independent of power and other direct damage multipliers. Fury is assumed to have 100% uptime.
(edited by Serkit.7836)
I was aware that there was a system to changes gear’s stats, but i’m assuming that would be pretty expensive, and I am almost flat broke crafting right now. I really don’t know how to make money in this game.
I might switch to knights then, I didn’t realize that soldier’s was still on the lower dps end.
it costs like 6 or 7 gold to swap the stats per item I think.
Chuck The Stampede – Engineer
[Lg] Agatha – Dragonbrand
Knights has 0 vitality though. Mauraders might be better. Then again, no one said you had to do damage. Tanking is perfectly acceptable and Guardians excel at it. With Mace, Aegis traits, AH, and Writ of Persistence, you can shrug off a significant amount of damage while healing up the difference. You could also keep your Soldier gear and stack as much Precision as you can find. There are a lot of options available to you.
Knights has 0 vitality though. Mauraders might be better. Then again, no one said you had to do damage. Tanking is perfectly acceptable and Guardians excel at it. With Mace, Aegis traits, AH, and Writ of Persistence, you can shrug off a significant amount of damage while healing up the difference. You could also keep your Soldier gear and stack as much Precision as you can find. There are a lot of options available to you.
I loved supporting as a guard for the longest time in WvW (pvp just dmg same for pve) but with the upcoming raids and not much info aside from the BETA version. Idk if a support guard is any viable in PvE. What do you think? Druids just seems to output way more heal and more frequently as well, for example Lunar Impact on druids with a CD of 5 sec does nearly 2.5k heal. 5 Seconds… meanwhile we have wings of resolve with 3.9 almost 4k heal that has a cd of 30, at the same rate a druid can spam LI as well as other skills to output more heals. Since the healing power in GW2 is really shaky and probably the worst ratio to conversion, it’s hard to really say without doing everything in the field. I’m just going off by stats and traits of each class. When you add mango icecream and maintenance oil for crit heals it improves the overall heal but as of now, not sure what gear would be best intended, from nomads, cleric, to the new minstrels. I mean we do have our resolve passive, dodge roll heals, I just wish signet of courage didn’t have such big CD and casting time.
Thief Main PvE – Auriel
There is much more to support than just healing.
[quote=5713688;Serkit.7836:]
Attached is a table of crit multipliers compared to 24% crit chance with 150% crit damage (i.e. full soldier with fury).
I’m confused what do the numbers on the table represent?
Attached is a table of crit multipliers compared to 24% crit chance with 150% crit damage (i.e. full soldier with fury).
I’m confused what do the numbers on the table represent?
The crit multiplier you would have with the selected crit chance and crit damage (anywhere from 1.12 to 1.84) divided by the crit multiplier you’d have with 0 base crit chance and crit damage (1.12).
It is basically a subsection of the table at http://wiki.guildwars2.com/wiki/Critical_hit#Average_damage_increase with every value divided by 1.12.