Tiny Icono – Engineer / The Icono – Elementalist
SoS – Empyrean Knights [EK] YB – The Coasters [TC]
Hi just coming back to my guardian after taking some time to make and play my mesmer and was wondering if Knights armor is the still the way to go? Thanks in advance!
Hi just coming back to my guardian after taking some time to make and play my mesmer and was wondering if Knights armor is the still the way to go? Thanks in advance!
For what exactly?
Sorry I should’ve specified, for wvw and even some roaming.
No I mean like do you want to go a support healing type build, or are you wanting to kill people in duels. There are a variety of different setups you can go with.
Generall you can do knights/soldiers on helm/legs/chest and zerker shoulders/gloves/boots. Then zerker amulet,accessories, and back with knight/soldier rings depending on what break points you want. If you want more armor, or more health etc.
Like for me my base line is 50% crit/2k power/2500 armor/min 14000 health before buffs or anything, then I build from that. The setup I’m currently using has just under 2500 armor (which I find to be mostly useless anyway) and close to 16000 health.
Power 1971
Precision 1682
Toughness 1151
Vitality 916
Critical Damage 63%
Condition Damage 0
Condition Duration 0%
Healing Power 0
Boon Duration 0%
Critical Chance 40.48%
Damage 0%
Armor 2362
Health 10805
Endurance Regeneration 0%
Agony Resistance 0
Virtue Recharge Rate 0%
Damage & Survivability
Effective Power 2872.5
Effective Health (EHP) 13901
Damage Reduction 22.27%
Reference Armor 1836
So roughly that’s what you will get. Then from there I have to trait to meet the rest of it, or I have to change gear depending on my spec. I suggest using buildcraft to get an idea of what you want to do.
To give you an idea of what I currently run
http://gw2buildcraft.com/calculator/guardian/?3.2|c.1g.h1b.d.1g.h2|c.1g.h1b.f.1g.h2|1n.a1.1p.a1.1c.a1.1p.a1.1n.a1.1p.a1|1g.61.1c.61.1c.61.1i.61.1i.61.1i.61|0.u6ab.u16c.5.5|0.0|w.1b.13.15.1i|e
Critical Damage 88%
Condition Damage 300
Critical Chance 50.12%
Armor 2841
Health 15445Effective Power 4039.48
Effective Health (EHP) 23899
Damage Reduction 35.37%
Reference Armor 1836
Without temporary buffs. I have changed it a little bit to go in another direction because the armor was more than I needed. So I got some more damage out of it with a small hit to armor, worth it in the end. It’s what I was using in some of the screen shots I’ve posted.
Please don’t use that build. It is tailored to me, and my play style alone. I’ve spent lots of time working on it, learning it, figuring out the little details that help you win that kind of thing. I’m only posting it as an example of the process I go through when I’m working on a build. There are better builds posted on these forums if you are just wanting a quick one to give you something to go with. This one is designed for more assassination style, or fighting a 2/3v1.
(edited by GSSBlunaspike.4153)
Yes, details please. What are your goals?
If you are going for a balanced build , then let me share with you the setup I have been using since I found what I like to call the “mid line” between damage and survival.
__
Armor:
Soldier (Power/Toughness/Vitality) – Slotted with Runes of the Soldier
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Weapons:
Knight’s Hammer (Sigil of Accuracy – 5% crit)
Berserker Scepter (Sigil of Accuracy – 5% crit) & Shield (Sigil of Bloodlust – Power stacks on kill)
Cleric Staff for Swiftness and zerg fights.
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Trinkets:
Ascended jewelry with Power/Toughness/Critical Damage/Precision.
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Traits:
Valor (30) – IV – VI – XI
Honor (30) – II – XIII – XI
Virtues (30) – II
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Utilities:
- Stand Your Ground: For stomping, CC immunity on call, Stun breaker, Retaliation spike and condition removal/conversion. (Mandatory)
- Hold the Line: Buffing and condition removal/conversion. (Optional)
- Save Yourselves: Short time god mode for any suitable situation, useful as a getaway tool thanks to swiftness and stun break ability along with sustain. (Replace it with something else while zerging because of condition transfers from allies)
—
Useful utilities but more situational:
- Judge’s Intervention: Teleport for offensive or defensive intentions, burning, stun breaker, can be used to combo with other abilities like Ring of Warding in its mid-cast on unprepared enemies) – Requires trait change for lower cooldown.
- Sanctuary: Amazing utility skill for more supportive initiatives or during zerging to disrupt enemy movements. (Switch trait for extra duration and lower cooldown).
—
The goal with this setup is to fit within all scenarios of WvW and still be effective, depending on what you prefer, you can simply adjust traits or utilities to fit your playstyle better.
Screen with stats:
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