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Kingdeath.6534
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Posted On: 12/17/2012 at 05:50 AM |
Build 1: Meditations
http://www.gw2builds.org/create/bwe_1/gu....-4.12.7.4.8.6.8
Gear:
Melandru's Runes for Armor, Sigil of Superior Air for Sword, Sigil of Superior Leeching for Off-Hand and Two-Hander. Berserker's Amulet + Berserker's Jewel.
Weapon explanations and alternatives:
-Sword for overall damage output; this is non-negotiable.
-Focus provides a Heal/Blind bouncer and a Det Shield (more on this later), while Shield provides a Protection buff and a KB/Projectile orb - these can be switched as desired. Torch is less desirable.
-For your two-hander, Greatsword provides excellent AoE burst/control and AoE retaliation for your group, making it good for AoE situations, whereas the Hammer provides fantastic initiation, locking, and a Blast Finisher on a 6s cooldown.
Basic Combos and Playstyle tips:
-Reviving: One of the most important parts of a Guardian is their insanely overpowered revive abilities. Resolute Healer does an AoE KB when you start a revive on an ally on a 10s internal cooldown. Not only is this a fantastic CC you can use regularly if a teammate falls, but it should also allow you enough time to immediately revive a downed ally while the enemies are getting back up.
-Det Shield combo: Simple and effective. Focus's 5 gives a shield that blocks 3 attacks over 4 seconds; if you let it drop without absorbing all three, it detonates for a nice burst. Pop it, let it charge down while out of the fray, then pop either Sword 2 (less reliable) or Judge's Intervention immediately before it explodes.
-Greatsword AoE: Obvious, but worth mentioning because of how effective it is. Get yourself into the middle of a teamfight, hit GS 5, rip your targets in, drop GS 2 and then GS 3. AoE Control, CC, Retaliation, and Burst Damage all in one. Fantastic for eliminating groups of pets or just pressuring a team.
-Hammer Initiation: Charge your 5, and pop Judge's Intervention immediately before you finish casting. Instantaneous area lock on at least one target.
-Hammer Locking: When using Hammer 4 or 5, you usually want to lock the target with 3 beforehand so you can land the long-ish animation spells without missing. These have long cooldowns, and are important to get off: don't miss.
-Hammer Blasting: Hammer has a 6s cooldown Blast Finisher. Use it. Combos extremely well with water fields in particular, or your 1 finisher for AoE retaliation.
Kingdeath 80 Mesmer
Sobeknofru 80 Guardian
Justice Hole 80 Thief
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