Guardian of Gaiscioch [GSCH] and (XFX)
Guild Wars 2 Path of Fire YouTube video at https://m.youtube.com/watch?v=iJSEycMUDhY
Most of the credit for this build goes to Jebro, but i adapted it for WvW. I hope some one finds this build useful or at least a stepping stone to one that works in the new meta.
I usually add two for the fastest generation of stacks.. Then switch out that weapon, if I have a spare. That spare would have an appropriate sigil of choice. The other thing is that runes and sigil are still to be added to the builder.
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I tried but think I failed. My attempt was to build a Scourge with barrier and support in mind.
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I just went dual daggers and axes with max precision and high ferocity plus boon strip. I am still unsure about the utilities and squishiness but I wanted to make a full power damage Spellbreaker. http://gw2skills.net/editor/?vJAQRAoY3Xnk6Ct6iVhAG7CM7ilfAz4BEAOaHrwRQ1DPJPlryA-jVSBQBiS9HG8AAKk+hrs/AFOBAA4IAMSlga4gAQGlfBAQA2ZdWn1ZwO35O35O3ZbXn7cn7cn7cn7cn7sUAjK0C-w
Here is my complete support WvW build roaming with my three buddies, they bring the pain I try and keep them alive. http://gw2skills.net/editor/?vVAQRAne5ensADtChFBDOCDkCjlFC7KA8AGAYXgOQYavfOQToA-jFSDQBS4gIQv9Hkn+Hu9kCAwJEQgq/ESlgSU5XAAEgj2oNaj2oH9oH9RP6RP6RPaX3oH9oH9oH9oH9oHtUAftSD-w
BTW also check out my Guild Wars 2 Path of Fire YouTube video at https://m.youtube.com/watch?v=iJSEycMUDhY
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“Boons: The duration-based boons Protection, Quickness, Regeneration, Resistance, Retaliation, and Vigor will now only stack up to 5 times instead of 9.”
“Naturalistic Resonance: Boon-duration increase has been reduced from 50% to 33%.”
I have two questions for people at Anet and perhaps my old friend Karl might be able to help out a brother :P with this predicament. If the Revenant’s main job is to be both damage and support, how are they supposed to function in this current meta is they can do neither vary well anymore?
Okay so this is my main reasoning for the above question – Might stacking no longer works (could be bugged due to a duration issue? Has this also had the duration 9 to 5 rule applied to it also? Because it was not stated). Revenants can no longer independently stack might to 25 anymore it seems to stop at around 14. That is with out weapon sigils. Which goes against a lot of the trait lines also making them pointless.
Additionally support builds focused on healing can no longer do as much regeneration as prior to the patch because of the changes made to natural resonance reduction to 33%. You do note that regen had its duration increased but that does not take into consideration the difference that was made by the boon increase from resonance. Yes i also see that there was a comment that an eye would be kept on the effectiveness of the changes. But to me it seems a bit to heavy handed already and may need to be reverted or it could turn many people who have invested time and money into making specific builds away from the game.
Same problems here for me and i am in Australia also. Seems to be a little better but very unreliable connection at the moment. An International link appears to be the issue. I run with Internode and i think they use iinet right?
Further testing has indicated that yes there is a differential between the first second and third heal of the soothing mist. Intended or not i would like clarification please from Anet. To many oddities and changes with regards to the healing and defensive potentials post the patch for elementalists today. It is okay to iterated or reduce power levels of classes only when it is divulged in patch notes or clarification for the reasoning. It is fine to discuss this with the community because they become even more irritated when it is done in secret or with out the idea of others knowing about it. Anet please continue to iterate it is what make your company and games great but please treat us with respect and a little level of transparency with regard to changes that affect peoples play style or classes which they have worked hard to firstly level and secondly to finish off the long run to elite specialization, which on many characters has become increasingly tedious to be motivated to finish off for world versus world or player versus environment.
Since the update with the changes to the visuals, i am not necessarily sure if we have just been too worried about the way the auras now look. But has a second of up time been shaved off the auras once activated, they are now only 4 seconds in duration. Whilst the tool tip still remains 5seconds. Now this could be ping related from Aus but i hope others can check this because with other buffs such as the air staff swiftness it says 11s and it gives me that amount in duration. This is not the case anymore with auras they do not sync up.
Feel the burn 4 seconds tool tip says 5 seconds.
Flash Freeze 4 seconds tool tip says 5 seconds.
Aftershock 4 seconds tool tip says 5 seconds.
If this is the case it was changed things like this should be in the update notes and not to be found afterwards. Anet to confirm if this was intended at all.
I am unable to take a screen with the details because it is tool tip related and duration will not show up.
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I will do some further testing and get back to let you know, what i work out.
Is it normal for this to happen as i do not remember this to be the case. Normally soothing mist heals for 587 and not 329. Seems to be odd post update. tested on both Rev player and thief same deal on both occasions. To conclude the soothing mist totals should be the same on all three times that it heals a low health player. Please may we have some confirmation on this from Anet.
Is it normal for this to happen as i do not remember this to be the case. Normally soothing mist heals for 587 and not 329. Seems to be odd post update. tested on both Rev player and thief same deal on both occasions. To conclude the soothing mist totals should be the same on all three times that it heals a low health player. Please may we have some confirmation on this from Anet.
I do give most of the credit to Chris, i had previously chatted with him on how outstanding his build was and it’s ability to survive as well. He gave me advice about the mango pie food which is a great choice. But for me the blocking, to do burns was just not my play style or choice of weapons.
So i then looked at what worked for me. I changed out the burning on block trait to something more useful if i wasn’t going to block many hits as a focus like Chris, to burn multiple enemies. I went more of a remove condition and stronger/longer boon duration to do my damage. This allowed me to be a mobile healer and also stationary. This gave me the options to also get more control to finally down people. Like Chris said part of a build like this is practicing and see what works for your play style.
Also from what i have seen it is possible to do equal if not better damage through power builds over critical/precision specs.
Extremely strong in 1vs1 but depends on what profession you encounter. My nemesis to my build is mesmers. They just confuse me big time. Possibly a well played 30k instant death thief also, only because i have around 15k hits, and if i am tired or not concentrating i could get taken down if i am not fast enough to react with a block ability. Taking camps is a breeze for me solo. Upgraded i can do but they generally take too long to overcome slowly but the zerg usually appears.
Here is my build.
https://forum-en.gw2archive.eu/forum/professions/guardian/Ghost-Ward-Healing-Build/first#post1449126
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In response to Bastionhawk, my way of stopping them is by control most of the time. I use the hammer 3 skill to chain em to the ground and charge then number 5 to encase em with ring of warding. Most smart players dodge over and totally avoid it, but that then leads to them being susceptible to damage by not being able to dodge hits.
Your right that you do have trouble getting people down that play smart. But there are plenty of people that are unaware of what build you bring to the table. They will continually try to take you out if you have a red name tag above your head. If they look like they are about to back off you need to give em a prompt to hit you again. Play like you are loosing health and are in trouble or go all out assault and tempt them to hit you more if your solo. But as Kisangyal said you will be great in duo and party format. Plus GW2 is a game played as a community mostly, it’s not always about being by yourself although i do a fair bit of that myself i am just crazy, to even attempt that in tier 1.
I watch fellow guardians that play the AH/Crit build they do alright but end up dying more than this build, have to be rezzed alot, but that’s not to say they don’t have a purpose. High Toughness builds can be great to npc supervisors or tower captains.
One thing is that the traits do differ from Chris dawnheart’s because he goes for burning and more blind traits. Mine focuses more on the survival/retaliation damage plus allows for stationary fighting.
I do focus mostly on WvW. Don’t worry about the low health pool. The regeneration effectively gives you more health pool than what you would have if you stacked vitality, overtime. Well, you really do need the hammer, for its control and also the ring of warding allows you a few tricks to further the healing and also that lock down so they turn to attack you and damage themselves off your retaliation. GS is an option because it gives you the symbol still but it is on a long cool down. I have thought about mace/focus. But i need to do further testing on that though. For the moment what really works is the mace/shield and hammer combo.
It does okay in dungeons but you will not be the main tank more of an assist support off tanker. Its a mobile plus stationary healing build, that is what i was trying to pull off with it. To my surprise it works. People maybe concerned with the health pool but it really does okay trust me.
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I wish i could do video’s but my computer setup is a bit outdated and i have trouble running fraps with GW2.
I have been thinking about keeping this one quiet, but i have already told a fair few fellow guardians on Sanctum of Rall, and i thought it about time for me to share it with the community.
Utilities
6. Shelter 7. Hold the line 8. Save yourself 9. Stand your ground 0. Renewed Focus.
So the build is focused on:
high healing (Burst + Regeneration)
Symbols (Small but constant AOE damage/boons) Mace/Shield + Hammer
Retaliation (Symbol blaster finishers, virtues and utilities)
Evasion of hits/healing (Burst Heals on dodging)
Control (Knock Back/Immobilize)
Stability (Two forms)
Maximum boon duration 90% – obtained by running superior and major runes plus food
With this setup you will be able to maintain permanent swiftness, protection, regeneration and retaliation plus grant decent amounts of might. On top of that you gain the ability to block/absorb multiple hits from burst dps professions.
Now that all sounds good but there are downside and they can be hard to deal with, the first being weapon damage is just dismal, so that means some people run away or npc’s such as dolyaks that don’t attack you take a long time to kill. The flip side is that burst classes that do fast constant damage like thieves, warriors and rangers die from the wrath of retaliation being up 100% of the time.
Food choices can be a bit limited, i prefer chocolate omnomberry creams and mango pies plus i use superior sharpening stones.
Great 1vs1 or 1vs6 (It is possible)
Note for the permanent swiftness you can bring in retreat to the utility setup if you prefer for traveling. Also you can run a second mace with life sigil on it to double up the speed to takes to build stacks.
Final tip use the virtues wisely, if you are smart, retaliation will be at the ready anytime you need it. But don’t forget about your allies/realm mates as you can save them also.
Check out the build and hit me up in game or on the forums here to ask questions i am willing to help out others to further develop on this build and rock other professions.
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Good points guys. More guardians need to be aware dodge cancels renewed focus. Sometimes timing can be key to survival.
Is it normal that on dodging that renewed focus just gets canceled? or did this change in the patch?
If you don’t get stability, just dodge roll out of it!
Similar build to mine bro! I enjoyed watching it :P If anything i learned to dodge and then heal. Normally i am taking hits trying to get my heal off. It’s just smart play that way. Credit to you, thanks for the tips and taking time to post.
My hits are 18k with 40% crit chance 49% crit dmg and 3.2k defense. I have found the one hand sword and torch can generate a very decent amount of might stacks. Plus don’t forget to check out sigil of range for the weapon haste and also ghost pepper poppers for the 40% chance of gaining might on a crit during the day time, and 40% chance to chill at night.
Possibly, the same thing happens to my Asura Guardian when i am using the scepter. Mostly when i am not hitting a mob/npc. When i am actually hitting a npc it travels in a path as if it will hit. Line of sight has been a problem with the guardian range weapon. Especially with regard to vertical axis.
Try a might stacking guardian, use staff off hand for the healing and a weapon of choice that can get frequent crits e.g the one hand sword. Add in food that gives you might on crit and then you will be a healing dps overtime machine. But you need to use the obtain might on crit trait also and the trait that give healing when you buff. Give it a try!
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