[Rev]
[Rev]
Not too much, but it would show some. (between losing 100 power and the 10% damage boost. Moving to AH is up to you, personally i cant use it with this build after the nerf to vigor on crit. The issue though is that one of the meditations is a source of burning and a gap closer, the other two are your only sources of condition removal, so switching over to shouts with AH might seriously hurt you in certain situation, and i also think the healing from meditations greatly out does what you would get fro
AH.
[Rev]
Details to the build are in the thread.
[Rev]
As far as group play it has zero group synergy, and is almost completely buffless. As far as survivabilty goes compared to a group build i would say this is a very solid build. Between having 3 meditations that heal you for 1800 on use, the passive virtue of resolve healing and the healing you get from omnomberry pie you are pretty tanky. The only downside is that this build has next to no vitality but does not take very bursty damage.
For comparing to a 2h sword build is kinda hard. You could actually move the torch over with the sword and throw the 2h on instead of a scepter. (which is what i do with my non condition build) the reason I switched to scepter with this is the synergy between right hand strength and omnomberry pie. Since more hits means more crits and more healing. Also more hits means more virtue of justice procs. Meaning more burn damage and more uptime for the 10% extra damage to burning foes trait.
[Rev]
Still missing my main point.
This class is a role instead of a play style. All of the skills are pushing towards the role of being a supporter, whether that’s healing or protection doesn’t matter. The point is that it does it better than any other class, which severely limits the options available to other classes. I mean christ, one of the skills gives the guardian practically every boon in the game. It’s the ultimate support class in a game where every class is suppose to be able to fill any role. Sure other classes can do it, but this one does it WAY better.
You do realize that there are builds (like my own) that run almost completely boonless, and have absolutely zero group support that are still very effective right? Are guardians good at defensive support? Yes they are. But so are others. And others are better at offensive support. However in no way does this make the class required role as “support” when pretty much every class can make a cc build or a dps build or some sort of support build i dont really see any as having a role. Are some going to be better at specific things due to class mechanics? Yes, because otherwise we would have 10 carbon copy classes with the same skills. But each class does so in its own way.
[Rev]
You dont really need to sacrifice that much to get pretty significant condition damage. The build in my sig has around 750 condition damage and does not sacrifice too much in terms of raw power, and also has no change at all with my survivablity compared to my non-condition damage build. The issue is that burning is our ONLY damage condition, where as if we had some type of bleed or confusion the signet would be more useful.
[Rev]
It honestly is not that bad of a signet considering it gives a 3 sec immobilize on a 1200 range, and does passively increase our… passive damage. Also when traited it could be on a 24 sec cooldown and also remove a condition on use. However because of the way that condition damage scales it is pretty underwhelming and could be helped some.
[Rev]
meditation heals do 5400 using all 3, pretty close to 6k
[Rev]
Pretty much what FWB said. We have great self heals, but there really is not much of anything in this game that offers very good heals to others. Guardians have decent self heals to make up for our poor health pool but that is pretty much it as far as healing goes.
[Rev]
Rough stats (with food buffs)
Power: 1827
Perc: 1760
Tough: 1810
Vit: 1177
Attack: 2722
Condition: 766 (leads to 520 burning damage per tick without any might stacks)
Crit chance: 70 ( 50 + the 20 that does not show from trait/sigil)
Crit damage: 61
Armor: 2965
Health: 12,855 (13,369 is actual health, still not sure why the character screen shows different)
How the build works:
Essentially it works just like any 1h strength build, just with added passive damage. You can still get a good amount of burst damage between Zealot’s defense, Shield of wrath explosion, and stacked vulnerability from the blinds on Ray of Judgment and flashing blade. On the other weapon set I always suggest throwing chains of light on the enemy first, followed by a smite, then double tapping torch #4 for the throw, then finishing with cleansing flame. The reason I suggest this is because most people will burn condition removal on the immobilize, and the torch throw adds a decent amount of burning duration, also adding the burning on will up the damage of cleansing flame by 10% due to traits. Virtue of Justice should be saved for when you need a good burst of damage, since it will blind, add vulnerability, and a good length burn (which again increases your damage) However in group vs group fights feel free to use it a bit more often as it refreshes on kills and also gives your allies the burn damage as well.
Overall I am really enjoying this build as it gives me a tiny bit of range (Yes scepter auto attack is awful unless you are right ontop of the enemy, which you should be with this build) and also lets me do some damage through the passive burning even if I am not directly hitting. Between the high armor of this build, the 3 heals off of meditations utilities and the omnomberry pie it also gives a pretty good amount of survivability to the build. The key really seems to be using your burns effectively and knowing went to hold of pressing the Virtue of justice key till the right time. (The passive procs A LOT during a Smite/cleansing flame combo)
[Rev]
So after reading over and discussing this in a few different threads on the guardian forum, along with some testing in spvp and WvW, that a straight out condition damage build for guardian is a completely waste. However a few people have mentioned and I have to agree that the damage from burning is more of an extra passive damage booster to our damage, and that maybe including it into a build that also relies on straight forward damage would be the best. So after some playing around I think I found a working build that has a fairly good amount of condition damage and also has the strong physical damage as well.
The Build: ( copy/paste into the address bar)
http://gw2skills.net/editor/?fUAQRAsd7flUgaDnGSOEf4Eh1DAiQ/VVIeXPgIFbIA;TwAqmMNJay2krJZTLCGEc+Ybx7jpFA
It is a standard 10/30/30/0/0 build using meditations as your healing
Sigils: Accuracy/fire for both sets, the 5% extra crit is nice since it pushes your extra one hand crit up 20% (5 from sigil, 15 from trait, this does not show on the character screen though) I use fire for the extra damage, however any of the sigils can be changed to suit your play style.
Runes: Full 6x Undead runes, minor toughness boost, HUGE condition damage boost. (183 + 5% from toughness)
Gear: Currently a mix of Knights( helm/legs/chest) gear and Soldiers (shoulders/hands/feet)gear
2x knights rings
Valkyrie amulet
Berserker earing
Ancient Karka Shell with exquisite ruby
Rabid spine guard with exquisite Beryl
Weapons:
1h sword/focus : both berserker’s
Scepter/torch: Both berserker’s
Food buffs:
Master Tuning crystal (6% toughness and 4% vit given to Condition damage)
Omnomberry pie (66% chance on crit to stealth health, +70 perc)
[Rev]
Mango pies are great if you want some extra tankiness through regen. Lemongrass soup is also good for the -40% condition duration. For damage builds i would run omnom pies for the life steal, or curry butternut squash doup for the extra crit and crit damage. One food i have been testing lately is the ghost pepper poppers with a high crit build. During the night you can almost always keep your enemy chilled, and during the day you can get some decent might stacks (even more with aoe skills like whirl and torch #5) however it does lack a second effect at the same time
[Rev]
@akamon – I think what Bash meant was that conditions tick every second so unless you can stack 100%+ burning duration (for anoter second on passiveVoJ) it is not going to benefit from condition duration. It does benefit from condition dmg.
Yeah, that is what I meant. Though it is possible to get to 100% burn duration, the tradeoffs are just like the frozen duration build I tried before, just not worth it. (you need the food, 3 sets of 2 burn condition runes, and 20 in zeal to get the 100% you need) I actually tried a burn build in sPvP and wasn’t a fan of it at all, the damage just felt horribly lacking. I might come back to it as some point but for now im just going to keep tweeking my normal build since it works best for me.
[Rev]
As much as i wanted to make a burn build, I ran the numbers and it just didnt seem very viable. even at 1000 condition damage your burning only does 700 damage per second. Which might seem like alot but it really is rather slow. The issue with burning is that it only stacks duration and not damage, so no matter what you are always going to be limited to that number per second. granted, it can be higher than that, but also it can not crit, and can also be removed. My personal opinion is that it was added to guardians more as a bit of added damage than a main focus of damage.
If however you are going a burn build, I would have to say stick with fast hitting weapons. scepter,torch,GS,1h sword all have decent fast hitting attacks which lets you activate VoJ faster. Also, make sure you use the 40% condition duration +70 condition damage food. It wont help with the passive VoJ, but every other skill we have it will add on a good chunk of burning duration, and helps with our damage as well.
[Rev]
i’m not sure if this is your skill or the abysmal failures of the others. i really don’t get how anyone could ever lose a 2v1 unless they are completely undergeared or afk.
Skill/build is always a factor. In the video you can clearly see he has a very tanky build that gets a decent amount of damage done through retaliation. Assuming you can heal/eat the damage that is given to you, retaliation only becomes more powerful when hit on by multiple people, and is even stronger with attacks that use the “machine gun” style of hitting multiple times very quickly. The healway build is such a tanky build that focuses on that style of gameplay and works very well.
It really comes down to what skills you have to handle the situation, and how you use them. And yes, sometimes it is the difference of player skill that makes the difference.
[Rev]
@alarox
It should be mentioned that 2 of our immobilizes have 1200 range one of our gap closers has a 1200 range, we also have a knockdown from a signet, and also from spirit hammer. Also you forgot protection from save yourselves for 10 seconds. Also the virtue cleanse removes 3 conditions, works on a 48 second cd (due traits to get it) and is renewable on demand from our elite which pretty much everyone takes.
After playing a good amount of spvp and wvw i have really found that guardians honestly are not in that bad a spot. Yes, we dont have the mobility of other classes. But we do bring pretty much everything else in regards to tankiness, damage, and group combat.
Right, but we HAVE to take things to get some form of slowing. Other classes get it in their weapons. You are right that guards aren’t it a bad spot at all, but not having some form of slow is really rough.
And if you think that we are the Only “melee only” class, this lack become ridicolous.
Some teleport(that is just a teleport, without some snare effect) and 3 chains (tied to the weapon choice\signet) dont cover this lack, compared with other classes!
I’d actually prefer people campaign about viable range before snares in weapon. I wouldn’t even mind if we have to do it entirely via retaliation/reflect or whatever roundabout ways they can think of. Just one weapon dedicated to ranged skirmish/siege is all it takes.
This I agree with. Fix our ranged option and who needs the snares. As far as being the only class without the snares, is it annoying at times? yes. However, there are only 2 class/specs that I have ANY trouble always keeping up with, which would be P/D thieves (which EVERY melee has issues with) and D/D eles (which also, every class has issues with)
Any other time I have ever had an issue keeping up with someone is my lack of swiftness buff on my personal build, and also lack of any CC in general for my build, both of which were my choice. However, all of these situations could easily be fixed by a ranged weapon, without any need for a snare. If you want a snare, pick up sigils of ice or hydromancy or even glacial heart. Are the perfect? no, will the get the job done? possibly.
The only change I would ever want to see done with cripple would be adding a 1second one onto symbol pulses through traits, preferably in the zeal line somewhere, because as it stands our symbol damage is pretty much wasted by people able to just waltz out of them at any given second. Other than that our class is in decent shape as it is, and only needs minor work (like bug fixing and giving us at least 1 ranged option)
[Rev]
Being formerly of IoJ i am not suprised by this at all. I cant count the number of times we had vastly superior numbers just to lose because people were cowards and wouldnt go in and take some hits. I died multiple times due to it because i would do my job as a guardian and jump right in only to get no help from double the numbers we had.
[Rev]
@alarox
It should be mentioned that 2 of our immobilizes have 1200 range one of our gap closers has a 1200 range, we also have a knockdown from a signet, and also from spirit hammer. Also you forgot protection from save yourselves for 10 seconds. Also the virtue cleanse removes 3 conditions, works on a 48 second cd (due traits to get it) and is renewable on demand from our elite which pretty much everyone takes.
After playing a good amount of spvp and wvw i have really found that guardians honestly are not in that bad a spot. Yes, we dont have the mobility of other classes. But we do bring pretty much everything else in regards to tankiness, damage, and group combat.
[Rev]
Looking at the video it looks like a full soldier build with some weird trait combination. he has 10 in radiance because you can see he causes vulnerabilty on blinds, but doesnt refresh justice on kill. he has 20 in virtues based on the cd timers, he has at least 15 in honor because of the dodge heal (most likely more though, i cant find any more examples of traits he has past the 15) and he also has at least 5, most likely more in valor because of aegis being applied at 50% health, so his spec is at least x/10/5/15/20 leaving a possible 20 points up for debate, but most likely he has at least 5 more in valor and 5 more in honor to round them out, leaving only 10 points. He however does not have more than 20 in valor because he does not have might on block. I would say overall though his build is most likely a 0/10/10/30/20 build with 300 healing power + the increased resolve passive heal from virtue 20 I think that would equal out to be about 170-180 per tick which is about what he heals.
[Rev]
I also love the look of sword and shield on my character. Sadly i cant find the abilities as useful as focus or torch. I feel it just slows you down a bit too much because of shield #5 and shield #4, despite the protection boon, just doesnt compare to what focus #4 does as a possible blind (and vulnerablity if traited) or a possible regen+condition removal. Maybe if the switched something up a bit i would go crazy over it but it just feels lacking to me.
[Rev]
Make it a straight cripple instead of a chill and make it the 25 point trait instead of the current one. Nobody uses symbols for damage as most are too hard to keep people on. (other than maybe hammer but even the GS is the only one worth the actual damage.) adding a 1sec cripple on them would work fine and do what they need to.
[Rev]
OK so tried a burn style build in Spvp like the one i wanted. it was pretty much horrible lol. even if i had food buffs I dont think it would do enough damage to be worthwhile. Guess i just stick with my normal build for now until I can find something else to play around with -.-
[Rev]
well im kinda debating on what to actually run for a spec. Looking at it I might just drop the Icy part all together and run for longer condition duration. with Hammer, Scepter and possible condition signet (with 3 sec immobilize on use) i could get alot of lockdown without having to sacrifice everything for the freezing. The biggest issue is i need 30 in virtues i believe to make a decent burn build, between either taking the justice on 4 hits trait, or the aoe on justice passive. It would just take too much to get to glacial heart and still take some traits for survivability.
At the moment the build im leaning towards is honestly a burn version of the Healway build that Christos has, just switching clerics out for Apothecary, sticking with 30 in virtues but going towards the justice traits and still keeping some of the healing it has. I am just trying to stick some points outside of the 30 in virtues i need and the 15+ I want in honor. Though I think i can actually manage 100% added burn duration with just 5 points into the zeal tree, which would give me a 2 second burn instead of a 1 with the justice passive.
[Rev]
I think i am going to save up and get a new gearset and work on a “hot ice” build. Aka A build that focuses on burn damage and chilling. Thinking of going with rabid gear set for the most part (cond/toughness/perc) with scepter/torch and hammer for maximum lockdown potential. I still havent worked out a full build yet though.
[Rev]
Well trying to test out this build has been horrible. Bad lag preventing me from actually testing it along with an enemy server dominating all the maps is killing it as well. However I do not think I will actually like the build too much, I feel like I might be giving up a bit too much just for chill to work, (namely all my rune slots, and my food buff) however I think the place where this might belong is in the AH/EM builds. It could easily be inserted without too much fuss, and would work well with it.
[Rev]
I had read that the giver’s weapons were bugged and not working correctly. However i dont know if i want to give up my stats for them anyways. With the veggie pizza i could possibly drop the zeal traits in favor of the radiance and pick up RHS. The issue though is i love mango pies too much for the passive healing i get :/ But considering the passive damage reduction i get from chill because of the skill recharge increase it might be fine.
Once i get the chance to test it out I will let you know how it works. It should help alot with our mobility issues at the least since enemies will be constantly slowed. Also it should bring some group fight help to my original build (10/30/30/0/0) by causing aoe lockdown. (and sooooooo looking forward to using reaper to perma chill people)
[Rev]
So i actually messed around with a “cold hearted” build in Spvp and the results were pretty nice. I ran with 2x svanir 2x ice 2x sanctuary runes with a 30/10/30/0/0 build, which gives me 90% increased duration. Used hammer/GS, went with 10% extra damage when burning, 5 vuln stacks when using an imobilize, and GS healing in zeal. Blinds giving vuln in radiance, and Meditations cooldown, glacial heart, and meditation healing in Valor. overall it worked very nicely.
The sigils (used ice in both) give 3.8 sec chills, and glacial heart when it proc’ed gave 7.6 second chill. Overall it really locked down anyone near me and gave my team an easy time killing. even more so for the ranged classes so they didnt need to kite at all. I have pretty much already transfered the build over to try it in WvW but haven’t yet. I will update on it once I do. Looking forward to using Reaper of Grenth with it to see how long i can slow someone down for.
[Rev]
Ok thanks. Was not sure for certain.
[Rev]
Does anyone happen to know if Radiant power (25 point radiance trait) or fiery wrath effect condition damage as well? Or is it like vulnerabilty that only effects raw damage.
[Rev]
You could always go 4 svanir and 2 ice for 90% freeze duration. But you would lose out on the iceblock which can save you. If you are human i would suggest running reaper of grenth too. Nothing would ever be able to run from you at that point.
Honestly though i could see the build being useful for any damage style build, go with freeze on crit on both weapons, with the rune durations. Since glacial heart is kinda a meh skill you could always leave it out in favor of something else so you arent limited on weapons. And since most of the freezing comes from the sigils anyways it would be pretty decent at slowing people down.
Edit: just realized that the second duration number on svanir is a reduction on you so forget my 90% comment.
[Rev]
(edited by Bash.7291)
I believe it does. I know when you take the might from justice use trait you get 3 stacks of might and get healed for each one. I dont see why it would be any different for the combo field might stacks.
[Rev]
In WvW……
As my Warrior, I’m going to kill you every single time we engage. You just can not handle the damage my build puts out, nor do the damage needed to kill me. Running 3100 attack, 3200 armor, and over 50% crit hit (65% crit with full adrenaline) with Knights Armor, you just do not stand a chance as a Guardian in killing me.
Shelter eating a 100b and giving me might on every block would say otherwise. Not saying warriors arent tough and can deal alot of damage but even the best geared are still killable. Its just dependant on avoiding the big bursts they can do, and using the right defenses at the right time. Focus #5, shelter, and aegis use can negate alot of damage warriors can put out. Te biggest thing is just watching for the quickness buff with warriors. The second you see it throw up a block and eat their burst.
I don’t use Greatsword brother. And “if” I have the quickness buff up on my bar, I’m going to stun, or knock you down long before I use it. <grins>
You act as though playing against guardians doesn’t come along with having stupid amounts of stability/stun breaks.
You can’t stun break a knockdown, and you sound like you think the Warrior only has access to one stun. While your stun breaks are on long cooldown timers, my stuns, and knockdowns are on smaller timers, thanks to the Mace Adrenaline ability.
Even if it becomes a battle of attrition, because you’re a meditation build, I still win the fight.
As was said earlier, knockdowns are removed by stunbreakers. Also even then our virtues are always useable no matter what, so even if knocked down we still have an aegis application, a heal, and if traited a blind. Guardians also have a ton of blinds that could very easily ruin your knockdowns as well, from the gs and 1h sword leap, focus #4 (that can apply 2) and the already mention virtue use. Just because you can have a ton pf knockdowns doesnt mean all of them are going to land.
[Rev]
I am, and it still falls short.
No you haven’t.
Learn to compare traits by looking at the effect on your whole group, not just on you.
Empowering Might affects the whole group. Retributive Armor feeds into Empowering Might.
You are the one still looking at Retributive Armor as if it only affects 1 player, when trait-synergy allows it to affect the entire group.
In addition
If a boss’s damage-output has no threat of downing allies, such as the Ghost Eater in AC path 2, is Strength is Numbers a good choice?
NO. Even if you’re not using EM or AH for the trait-synergy, the offensive power of Retributive Armor is still more useful because your group does not need the additional defensive power.
Using Strength in Numbers in that situation would be a waste of a trait.
Again. Strength in Numbers is not superior and neither is Retributive Armor.
They both merely have their situational niches.They are both useful stat-wise. It is a matter of whether you need Defense more or Offense more.
Exactly why I said the percision was my personal choice, because i play more offensively. Also as i said before since it ties into your post so well. Dead enemies dont do damage. Sometimes the need to kill something fast is more important than how much you can negate the damage. That was one of my first lessons from other MMOs when playing any type of dps character.
[Rev]
In WvW……
As my Warrior, I’m going to kill you every single time we engage. You just can not handle the damage my build puts out, nor do the damage needed to kill me. Running 3100 attack, 3200 armor, and over 50% crit hit (65% crit with full adrenaline) with Knights Armor, you just do not stand a chance as a Guardian in killing me.
Shelter eating a 100b and giving me might on every block would say otherwise. Not saying warriors arent tough and can deal alot of damage but even the best geared are still killable. Its just dependant on avoiding the big bursts they can do, and using the right defenses at the right time. Focus #5, shelter, and aegis use can negate alot of damage warriors can put out. Te biggest thing is just watching for the quickness buff with warriors. The second you see it throw up a block and eat their burst.
[Rev]
Boon amd condition duration do count the partial seconds. The issue is that condions like burning and boons like regeneration only tick once per second. So even if you had it for something like 8.9 seconds you would only get 8 ticks. Where the extra time becomes relevant is when you have more sources of the boon/condition if you added on something like 3.5 seconds you would get it to 12.4 seconds and get the extra tick instead of just 3+8.
Also traits like our own 25 point radiance where you do more damage when enemies get conditions gets a boost because even if you dont get an extra tick, the condion still stays on long, giving more time for the trait to be active.
[Rev]
Mostly because that 70 toughness Per person isnt going to change much of anything. Where as it is about 20 perc per crit % so it adds about another 5% crit or so if you are running 2k tougness. Which isnt that hard in full knights armor.
And that’s not really going to change anything.
Basically you’re saying toughness is worthless as a stat.
Where did i say toughness is a worthless stat? Im just saying that I personally find perc as more worthwhile. Even more so if you are running empowered might. Or any on crit sigils or food. Yes, 2.5% damage reduction is decent, but the synergy crit has with other traits i believe is more important. I mean mathwise even if you took something like a 20k hit you are still only blocking 500 of that health. Where as the crit you gain could mean the difference of might proc, an omnom berry pie health steal, or maybe even a might stack or flame burst aoe from sigils. It also increases our overall damage as well, and things that die faster dont do as much damage. First rule of damage dealing.
[Rev]
Running full knights and 30 valor that would have to be actual toughness not armor.
[Rev]
Honestly the only ones are x/30/30/x/x ones for the most part. To make 1hs workable you really need rhs and the crit bonus damage along with the toughness of the valor tree make it almost always required. The only other build that would work well with the 1h weapons are burn builds which focus on procing virtue as quickly as possible, but those are kinda iffy on how viable they are compared to the other builds. If you look up the thread i made a guide for my build that is pretty solid for 1h and lists the full details. Just look up swordmaster and it should come up, or look in my previous posts.
[Rev]
Pretty much was for a while. My guild had pretty much died for few weeks before i transfered to a new server so i was pretty much going solo during that time. I also hate the standard AH/EM and love 1h sword builds. (most of which are more on the selfish style to begin with) also enjoy dueling and whatnot so i guess i just favor soloist builds anyways.
However this build does work well in groups too. Yes it doesnt hand out buffs like other builds can but it is a very tanky build with decent damage. It can charge and split front lines very well while not making you a free kill. And assuming you have allies with you that follow into the heat of battle you can rack up a fair number of kills without being in real danger.
Edit: just realized my sig needs updating. I am actually on the same server as you (sor). But havent been able to play due to moving to a new apartment. :(
[Rev]
(edited by Bash.7291)
10/30/30/0/0 is my build. RHS build with meditation healing along with mango pies for an added 88 hps ontop of the passive virtue healing. Built for selfish wvw gameplay, but also great for sniping people in group fights. It also doesnt rely on buffs except for passive might on blocks which are just an added bonus to the build. I guess my build philosophy would be to ensure your own survival before allies because you cant control the stupid things others might do. And also to make sure you can cover yourself if you do happen to get stuck alone.
[Rev]
Mostly because that 70 toughness Per person isnt going to change much of anything. Where as it is about 20 perc per crit % so it adds about another 5% crit or so if you are running 2k tougness. Which isnt that hard in full knights armor.
[Rev]
I personally only have real trouble against dedicated boon rip necros, but those are pretty gimmicky and rare. Glass cannons of each profession take some learning to get used to taking down, but once you get it, it’s a done deal.
I’m glad so many of you are finding this build to work well for you.
Once I am done moving and whatnot Im going to finish my necro that i started building to fight you
[Rev]
P/D thieves are just freaking annoying. You pretty much HAVE to run scepter/torch to even have a chance against them because of their extreme mobility and stealth. Most times its better to just walk away than fight for 5 mins and end up getting ambushed by other teamates. D/D thieves or S/D theives are pretty easy due to aegis eating opening attacks. Pistol whip is somewhat annoying but stun breaks negate it for the most part.
Warriors are all about evading the big attacks. Bull rush quickness 100b is the only decent burst they really have and its the same as pistol whip, stun break and avoid.
Since you do have 30 in valor i suggest you use shelter if you arent. Not only can you stunbreak then cast it to negate the damage but every block will give you a stack of might. Blocking a full 100b, pistol whip, or any multi hit attack (like our own ww) can instantly change a fight with the amount of might stacks you get.
[Rev]
Went up against this build a couple weeks ago when i first tried spvp (normally only WvW) and though the build is good for 1v1 i wouldnt say it is the ultimate, considering i beat it more than I lost, and that was without running stability on my bar. The issue is the lack of any survivabilty. No AH no monks focus, no symbol healing and not even any +healing on gear. You fight anything that will outlast your knockdowns and its gg.
[Rev]
10/30/30/0/0 build with monks focus and running 3 meditations is about as selfish as you can get. Running with sword/focus and GS it is actually almost buffless and has no group elements at all.
[Rev]
Going about 20 into virtues while running save yourselves and hold the line + shout reduction will give you pretty constant regen. Add in skills like mace symbol and focus #4 and you can keep it up endlessly.
[Rev]
The helm is the only thing not available and you can get all the other pieces without balth. Granted yes you might have issues with the correct temple open but it is viable as substitutes for dungeon gear which will take you longer.
[Rev]
The orr temple gear has P/T/V gear as well. You will have to mix/match it from a few different temples to get a full set but it is only 42000 karma a piece
[Rev]
The healway guide below this thread is an amazing bunker style. I would suggest that for starters.
[Rev]
Heritage is from GW1 and the halls of monuments, right?
If so, bummer for me. I never played GW1.
Also required eye of the north expansion, which sucks because I played the original and 1st expansion
[Rev]