Hello Guild Wars 2!
My Guardian’s name is Aarrgon and I am a frequent commander on the SBI server. I’ve been playing with my build 2 trait points at a time for months now and, after running this build for the past few weeks commander, I think I’ve got it. Side note: COMMANDER’S AREN’T SUPPOSED TO DO DAMAGE. Sorry to any who disagree but.. a commander has two jobs:
1. Command
2. Survive
Nothing more. The dps comes from the zerg, not the commander.
So, now for the explanation:
Weapons:
Hammer: This is the front line Guardian’s bread and butter… Decent auto attack (1) with a protection symbol every third hit, which is outstanding for addition damage mitigation on your front line (I believe hammer also has the highest dps auto attack, which is a nice bonus of course). Mighty Blow (2) is used on cooldown for everything from your opener to might stacking to just killing kitten in combat. Zealot’s Embrace (3) is a nice ranged pull if needed (1200 range) which immobilizes everything in it’s path (up to 5). Imobilize is a form of CC, as it controls the crowd (in this case in terms of movement), and CC is always good for a tank. Banish (4) is again more CC… nice for interrupting revives, or even better, just smacking the downed body around in the zerg. Finally Ring of Warding (5) is just amazing. Once in combat, any warding ability is great for splitting zergs (those that have stability pass, those who do not are stunned), as it’s not like a Banish or Earthshaker. Its a continuous stun in a set location.
Staff: I would bring staff for the auto attack (1) alone… AMAZING cleave ability. 2 skill for some extra healing. Symbol of swiftness (3) for hps ticks (AH trait) and swiftness along with Empower (4) for 12 stacks of might to the party along with insane AH heals. Line of Warding (5), same explanation as Ring of Warding (see above).
Armor:
Is there much to talk about here? Three stats for survivability in GW2: Toughness (armor), Vitality (health pool), Healing Power (health pool regeneration). Nomad’s has all three with a primary in toughness, arguably the most important and most desired trait for a commander.
I fine runes to be player preference… Dolyak works for toughness, vitality, and hp regen… Melandru for CC mitigation (I feel this works better for warriors)… However I take Water for the healing power, condition removal, 20% boon duration, and additional 1,000 heal each time I use Shelter. Dolyak would be my second choice.
WHY NOT TROOPER?!
Well, simply because I don’t run shouts that I would use for the condition cleanse. Stand Your Ground is strictly for stability, and Save Yourselves (I’ll get to this later) is for the boon gain for a little extra “umph” in your overall performance for 11 seconds. I would NEVER say “Oh wow, I have poison on me” and pop stand your ground, therefore I find the 6 ability on Trooper to be a bit of a waste. Even if party-wide cleanse is taken into account… it still shouldn’t be used for the purpose of condition removal.
Soldier trinkets for toughness and vitality.