(edited by Iove.3902)
Healer
I also want to note that you shouldn’t always be running around with Shouts as your utility. Each utility is situational, and you should be swapping per-battle that you know would need X.
Though, lots of good things from the shouts. I just see people locked into one skill bar and never realize the potential of a Bubble to rezz someone or a Wall to reflect range attacks.
hmm? your link doesn’t work according to the forums here.
So what, like xx-xx-xx-30-xx? Then dump in a bunch of cleric? Healing is one good thing to do, but guardian still remains flexible, and should do more of course, not just heal.
Like mine is 00-10-30-30-0 with multiple sets. This gives me 2h and shield recharge, room for mace heals, GS and/or staff. Granted, always a need for bloodlust, but works well enough. Anyway I can always log one of my DPS’ chars when needed.
Oh, as for the 10, I just like signet recharge (healing sig). Quite a few times it’s come in handy.
(edited by Daywolf.2630)
I’m not so sure I heard Water Elementalist is the best healer.
I’m not so sure I heard Water Elementalist is the best healer.
Guardian is the best healer, leaving elementalist back in the dust where it belongs.
the 0/0/30/30/10 is a solid tank/healer build.
the only problem is the runes.
healing breeze is on 40 sec CD, slotting condition damage runes for 10 sec vigor every 40 seconds is wrong choice.
with scepter (auto attack and smite) you can get even with 10% crit rate very high vigor uptime due to “vigorous precision” passive trait.
boon duration will be much much better for such build (2*water, 2*monk +2maj water)
or full altruism for people who use more consecrations and meditations instead of shouts, or simply don’t like boon duration runes.
I’m not so sure I heard Water Elementalist is the best healer.
Guardian is the best healer, leaving elementalist back in the dust where it belongs.
the 0/0/30/30/10 is a solid tank/healer build.
the only problem is the runes.
healing breeze is on 40 sec CD, slotting condition damage runes for 10 sec vigor every 40 seconds is wrong choice.with scepter (auto attack and smite) you can get even with 10% crit rate very high vigor uptime due to “vigorous precision” passive trait.
boon duration will be much much better for such build (2*water, 2*monk +2maj water)
or full altruism for people who use more consecrations and meditations instead of shouts, or simply don’t like boon duration runes.
While I agree there are ways to improve this build from a damage standpoint, that’s not my goal with this build. The damage is alright as in anyway for a bunker.
The Runes (6/6) do not apply vigor they instantly refill your endurance bar allowing me to dodge heal for 1.5k. To make this Rune more effective you could use a heal with a 30sec CD, but what’s 10 seconds for one dodge when I can just use Healing breeze and heal for double?
So, keep in mind I’m not here to solo roam WvW. I’m here to keep the group alive with ease, buff, and CC.
I just have no use for extra vigor or healing power from runes. I just do boss fights, champs, dungeons with my guard. I can see a use for a water ele, but more to the relief of the glass cannon ranged builds that don’t benefit from me as much off at range.
Most times, dropping heals isn’t necessary, as long as I can keep the target pointed at me. That 20% faster self heal is probably the most useful if things are going right. And if a melee does go down, easy enough to drop a mace heal on them and a few seconds of revive. But at least with dungeons, the little extra dps, especially mixing in GS blows, seems to keep the target more often focused in my direction.
Now a couple months ago when I took my guard to 80, I was more focused on healing, but after time realized there is a point of too much healing, just party heals not being needed much. And the other side of the coin where I’m healing the party too much because I cant keep the targets interest as much as I should be.
So really, seems more situational and how much you can match the needs of the moment. So it’s like constant trait slot changing and constant armor and weapon swaps – far far more swapping compared to any of the other classes I run. I just don’t see one set way to outfit a guard, and to more flexible the better.
@Daywolf
I am talking from a WvW standpoint. Not a 5man Dungeon that is extremely easy to dodge most attacks/ abuse the mechanics.
@Daywolf
I am talking from a WvW standpoint. Not a 5man Dungeon that is extremely easy to dodge most attacks/ abuse the mechanics.
Wait what?? abuse of mechanics? lol. It’s working as intended. WvW mechanics are not completely broken then? umm… I have a commander ranked Thief, I know how broken wvw is hehe.
Anyway, you didn’t specify usage. I know from first hand experience that guard pve builds drop too fast in wvw… at least from the thief perspective. So you gotta do a wvw build as most classes do. Not mentioning it… well the majority of guards in the game are built for pve so that is the default understanding unless mentioned otherwise. Personally I would have started the tread in the wvw forum, but whatever.
If I were to run a guard into wvw, I’d go with knight’s draconic for the most part. Heavy on power as much as I can fit, no CD, yes dodge a lot, and fit in a ranged weapon with the GS. You can hope to be tight in a group to support them, but in any sizable skirmish you will often find yourself 1v1 or 1v2 with your group too far away to help you even if just 20ft. But from a thieves perspective (I’ve played most classes in wvw), taking the time to cut through armor and deny full heal etc, np, but receiving power hits, lengthens the time to take down the target.