This build is for the Guardians out there who prefer a bit more damage and a bit more mobility to the Juggernaut.
The main Concept behind this build is the combo system that exists in the game. Those who play Tekken or VF or any other fighting game quite religiously will know what I mean when I say combo starter, cancels, linkers etc
So, this build has a much higher damage output than the Juggernaut build as it sacrifices some defence and vitality for higher crit chance % as well as crit damage . It is possible to drop to 18k HP and gain 60 crit chance and 70% crit damage but that depends how glassy you want to go (you just need to change the soldier earrings for berserker ones).
The Hammer is the main weapon for CC and general damage. Its attack power is equal if not more than the GS itself but it lacks in mobility. We team this with the GS for added burst damage and greater mobility. We can let those pesky people escape from us that easily .
With these 2 weapons it is possible to create very good combinations with the skills and utilities that are present for the guardian.
Now let me explain about Judges Intervention as this is a key skill to cancel into another attack. It also allows for instant teleport for skills such as Ring of Warding where you actually are rooted on cast though this can be used on any attack. It is also a very good gap closer and also a stun breaker at the same time. All in all, the best mobility skill the Guardian has.
In this style of gameplay we use JI as a move cancel which can then be linked into another move to keep the combo ticker going and reduce down time for animation as well. Any skill that causes instant damage can be used as a linker for the combo counter, even VoJ as this activates instantly without animation.
Now for the combo.
Hammer #4 is my preferred Combo starter as I mainly use Hammer as my weapon of choice, but there are people who prefer GS in which case it usually is GS #3.
The formula for the combo is as follows;
Combo 1
Hammer#4, Hammer#2+Ji (teleporting mighty blow to where enemy landeded), Hammer#1+Voj (just one swing), Hammer#3, Hammer#1 chain (all three attacks).
As I have not fully tested this build I cannot give you an accurate number for damage for this combo but its a guestimate at between 6400 with no crits and not including burn damage and 13800 with all crits and no burning damage. When you add burning damage into it the damage would go much higher.
Combo 2
Hammer#4, Hammer#2+Ji (teleporting mighty blow to where enemy landeded), Hammer#1+Voj (just one swing),Hammer#5, Hammer#3, Hammer#1 chain (all three attacks), Hammer#2 (will also trigger blast retaliation combo finisher)
Almost identical to combo 1 but with the added benefit of Ring of Warding to trap the enemy inside to garauntee the last part of the combo and enough time for the cooldown on mighty blow to finish to activate it for more damage at teh end.
Max Damage approx 18800 all crit and without burn damage.
Combo 3
Hammer#4, Hammer#2+Ji (teleporting mighty blow to where enemy landeded), Hammer#1+Voj (just one swing), Hammer#3, Swap to GS and use GS#2, GS#3.
This combo keeps up the burst damage by swapping to the GS and using whirling wrath to do high damage at the end of the combo with Leap of faith as the combo ender which can then link to something else if you like but they should be dead by the end of the combo.
Max Damage approx 15600 all crit and without burn damage.
Combo 4
Hammer#4, Hammer#2+Ji (teleporting mighty blow to where enemy landeded), Hammer#1+Voj (just one swing), Hammer#3, Swap to GS and use GS#2, GS#5×2, GS#1 chain, GS#3.
Max Damage approx 20000 all crit and without burn damage.
Instant kill combo for just about every squishy class. Those that aren’t dead instantly can be killed off very quickly.
These are just a few examples of what can be linked into a killing combo. The damage will vary depending on target but generally these combo’s are insta kill for all light and medium armour classes if all hits crit and you add burning damage.
If you are a GS user and have it as a main weapon then I suggest GS#3 as a combo starter or the GS#5 as the combo starter. Just mix and match according to your playstyle
Sophia Theos Beast Master
[Fissure of Woe]