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That build will work. I only have one suggestion, change Two-Handed Mastery to either Battle Presence or Pure of Voice. Both are pretty useful imo but it depends on your style. Battle Presence will provide HPS (healing per second) to your party constantly even if you use Virtue of Resolve. Pure of Voice is very synergistic with the AH (altruistic healing) trait but from what I’ve heard, and you’ll need to find out more from others as I don’t know the details, it bugs out sometimes and doesn’t always work. But with Pure of Voice you essentially cure 1 condition from teammates around you and give them a similar boon which in turn heals you per ally that was given a boon.
On the other hand, Two-Handed Mastery can be very useful with a hammer as it lets you give out Area Retaliation by utilizing Mighty Blow more often with Symbol of Protection (hammer auto chain skill) which also heals you per ally benefited.
Your stats seem fine but you MIGHT want more crit chance just for empowering might. You can probably sacrifice a little vitality or power (just a little) and get it between 40-50% and that should help loads. As it is, I definitely suggest you keep to the greatsword as the hammer doesn’t utilize Empowering Might as well (slow attacks).
I hope that helps. I’ll keep up with this if you have any more questions.
I run something similar.
http://gw2skills.net/editor/?fUEQJASWlUgqCXGSLEf4ERWBRi9QjfsjXPcIFZIA;TIALKGWA
My runes are the standard 2x monk, 2x water, and 2x major sanctuary. Full soldiers armor P/V/T with mix of ruby and emerald jeweler.
If you’re going for a support Guardian then Hammer over Greatsword. Not saying you can’t use a GS with this build or in dungeons. I know that you can give might boons out to help boost your teams damage via empowering might, but consider the following. Pop Purging Flame followed by the hammer’s MB to grant 3 stacks of might. With my setup, those 3 stacks of might stay up for over 30 seconds. With the 10 points in Virtues you can use the talent to reduce the CD of PF to 32 seconds. Basically a permanent damage boost for you team.
Don’t forget that the hammer’s skill Ring of Warding creates a light field (something not in the tooltip) when you use Mighty Blow. This will give Area Retaliation, again boosting damage output. All this plus the Symbol of Protection that grants the protection boon, deals damage, and gives a little healing.
The Greatsword is better suited for farming and or offensive Guardian builds. The Hammer is a better choice if you’re filling the support role.
Server: Maguuma
I definitely suggest you keep to the greatsword as the hammer doesn’t utilize Empowering Might as well (slow attacks).
Hammer chain actually hits more often then gs chain and also procc burns more often. It has 6 hits per chain (untraited and 7 hits traited) and gs has 3. Hammer chainalso has 3 hits that are proper aoes and not just the “weapon cone”.
Sure WW has tons of hits but MB is better and more reliable as an aoe weapon and the aoe is also bigger.
GS might be a better weapons for some but i cant see it have better synergies with AH then the hammer.
It depends on situation, gs for one or two targets and hammer for more targets then one since it is our only true aoe weapon.
Where are those extra hits coming from on the hammer? When I use it I didn’t get might for crits on the symbol. I also consistently had fewer might stacks than I did with the greatsword (granted might at end of GS chain). You also have to realize that the greatsword is more reliable as missing an attack isn’t a 3/4 second cast time you have to start over and even worse is the 4 seconds it takes to go from start to finish of the chain skill.
I’m not saying that the hammer isn’t probably better for support with protection and MB on a much shorter and more useful cooldown (blast finisher > whirl), just that in my experience GS is better at using empowering might.
Where are those extra hits coming from on the hammer? When I use it I didn’t get might for crits on the symbol. I also consistently had fewer might stacks than I did with the greatsword (granted might at end of GS chain). You also have to realize that the greatsword is more reliable as missing an attack isn’t a 3/4 second cast time you have to start over and even worse is the 4 seconds it takes to go from start to finish of the chain skill.
I’m not saying that the hammer isn’t probably better for support with protection and MB on a much shorter and more useful cooldown (blast finisher > whirl), just that in my experience GS is better at using empowering might.
Symbols do procc empowering might, check again or you are bugged.
Regarding missing the last swing, the symbol is infact ranged so even if you miss at least one symbol pulse hit the enemy.
The rest is just a matter of learning and preference and has no bearing to the objective efficiency of the weapon.
As i said in fights with more then one opponent the upsides of the hammer becomes obvious since its a 24/7 aoe damage which the gs isnt. That and a spammable symbol makes hammer alongside mace to be the weapons that benefits the most from AH.