RHS Mace Dungeoneering Damage/Support

RHS Mace Dungeoneering Damage/Support

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Posted by: Ray.3780

Ray.3780

Edits: After playing around with this for a while, and looking at recent posts (Many thanks to Bash.7291’s Lifesteal post), I’ve tweaked the build to what’s detailed and linked below. Thank you to people for the input !! Will continue to work on it and appreciate any opinions.

Features and Basis:

I want to be able to contribute significant damage and support to the group in group play. The idea is to do fairly strong direct damage, while bestowing the built-in support of my abilities.

The build was made with the idea of reaching as close as possible to 50% crit, +50% crit damage, 3k armor, 2k power, and 1k healing power. I’ve managed to hit most these marks and still retain a significant amount of utility and flexibility.

Mace/Shield is the main set I’ll be sitting in for support, while a Scepter/Focus switch allows me to dish out ranged damage when I can’t be up close and personal. The build contains the flexibility to be a point-stack healer, with Mace’s symbol, and Battle Presence combining to grant anywhere between 300-500HPS for anyone within a 600 radius. If the comp is more ranged than melee, or if conditions are an issue, there’s an easy switch to a PoV-based build. For anyone that’s interested, I swap Mace for Sword in WvW and a few other traits. All of this is detailed below.

Customization:

Condition Heavy Encounters:

http://gw2buildcraft.com/calculator/guardian/?3.0|9.1k.h1f.e.1k.h1|b.1g.h1m.d.1g.h1|1k.7x.1k.7x.1n.7x.1c.7x.1c.7x.1c.7x|1k.67.1k.67.1k.67.1k.67.1k.67.1a.67|0.u29b.a5.u23b.0|54.2|v.16.19.18.0|e

Stacking Encounters/General:

http://gw2buildcraft.com/calculator/guardian/?3.0|9.1k.h1f.e.1k.h1|b.1g.h1m.d.1g.h1|1k.7x.1k.7x.1n.7x.1c.7x.1c.7x.1c.7x|1k.67.1k.67.1k.67.1k.67.1k.67.1a.67|0.u24b.a6.u3ac.0|54.2|v.16.19.18.0|e

WvW:

http://gw2buildcraft.com/calculator/guardian/?3.0|c.1g.h1m.e.1g.h1|b.1g.h1m.d.1g.h1|1k.7x.1k.7x.1n.7x.1c.7x.1c.7x.1c.7x|1k.67.1k.67.1k.67.1k.67.1k.67.1a.67|0.u24b.a6.u26b.0|54.2|v.17.19.18.0|e

(edited by Ray.3780)

RHS Mace Dungeoneering Damage/Support

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Posted by: Devils.3679

Devils.3679

its always hard to help people with builds as sometime you simply like somethings because you do. But ill start with saying i tend not to try and bring to many boons to my build as they come hand in hand with playing guardian. I am using a one handed build atm with mace/focus and scepter/torch swapping in sword for mace when doing easy stuff like cof. traits 10/30/30/0/0 working on anything to increase damage. if you go with this i hope you have as fun as i do with it,

RHS Mace Dungeoneering Damage/Support

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Posted by: foofad.5162

foofad.5162

Pairing Scepter with Shield is a better idea, because being ranged/back line gives you a much better opportunity to apply protection to your teammates via shield 4’s cone. There is no DPS advantage to using Torch 5, in fact it is a net loss due to the time it takes to channel. If you want to clear teammates conditions, consider focus instead.

Eilir Eirasdottir, Guardian, Tarnished Coast
Painbow.6059: Ignore what anyone else who doesn’t agree with me has said because its wrong.

RHS Mace Dungeoneering Damage/Support

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Posted by: Devils.3679

Devils.3679

Pairing Scepter with Shield is a better idea, because being ranged/back line gives you a much better opportunity to apply protection to your teammates via shield 4’s cone. There is no DPS advantage to using Torch 5, in fact it is a net loss due to the time it takes to channel. If you want to clear teammates conditions, consider focus instead.

Sorry but that is wrong. The damage from torch 5 is 100% better than using an auto attack. High dps means no down time in attack, torch 5 will keep your dps up and saying take focus over torch when i stated i was using both. pay attention.

(edited by Devils.3679)

RHS Mace Dungeoneering Damage/Support

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Posted by: foofad.5162

foofad.5162

Oh dear, here we go.

Using my power as an example (1914), we get the following damage for Torch 5 and Sword’s full autoattack chain:

Cleansing Flame: 2090 damage over 10 hits, 209 damage/hit, 4.25 second channel with a .25 second wind-up animation for a total of 4.5

Sword chain: 562, 562, 351×3 for a total of 2177 damage over 2.5 seconds (1.5 seconds worth of attacks and one second of animation between)

Sword autoattack has a (non-critical) DPS of 870.8. Torch has a (non-critical) DPS of 464. This is single-target. In order to match the single-target total DPS of sword, you have to hit two or more enemies with torch 5 for the full duration. Against mace, it’s even worse. Mace DPS is slightly higher than sword due to a middle swing that hits harder. Scepter is roughly similar.

So, since Torch 5 gives you half the damage, only cleaves 3 targets instead of 5 like other AoEs, and only cures conditions if you breathe on people, you’re much better off just swinging your autoattack and using the comparatively instant Focus 4 to cure people’s conditions.

Eilir Eirasdottir, Guardian, Tarnished Coast
Painbow.6059: Ignore what anyone else who doesn’t agree with me has said because its wrong.

(edited by foofad.5162)

RHS Mace Dungeoneering Damage/Support

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Posted by: Ray.3780

Ray.3780

Thanks for the input guys, edits have been made as shown in the OP. As far as focus goes, I’m liking it alot, and have dumped torch for it in my offset, but I find it hard to give up the aesthetic of sitting in my mace set with a shield on :P I tend to take alot of aggro too, and the shield helps mitigate that. I think I like focus more to sort of hop in, mash the appropriate ability, do some DPS and switch back to my support set.

As far akittenting party members with Shield 4 goes, I have a okay solution which works most but not all the time. When hitting a mob, people tend to cluster on one face.

[MOB] : :

Dots = people.

It’s easy then to just go around the back and send out the Shield 4 conal from behind, easily catching most allies.

. [MOB] . :
——————→

I do agree on the lackluster ability of torch after playing with it for a while, which is sad because the cooldowns are nice and low even without trait investment. I think the only thing I do like is that Torch 4 hits hard at range, and that Torch 5 does tend to ‘home’ a little in on your target, as in turn your character toward your target. Some other abilities in this game of a similar nature just fail, and slap a 2-3s cd on you.