Gw2 how is guardian
Signet of Judgment may be used in difficult trash mobs in high level Fractals because its active applies 5 seconds of AoE Weakness to nearby foes.
It has a radius of which makes it nice when playing with hammer. Consider using it in e. Urban Battlegrounds Fractal. These are unique guardian ghostly weapons which unfortunately really need some buffing as in their current state they are most of the time useless and outperformed by other more powerful utility skills.
They are summoned for a set duration to automatically attack enemies and provide various defences. They can be destroyed early by activating their own special ability. They start recharging once they disappear. You can have up to three active spirit weapons which act as any other in-game summons.
List of spirit weapons includes:. As noted earlier it provides a shield that destroys projectiles around you. It is mostly used in projectile heavy fights e. Shield of the Avenger also applies aegis to party members making it even better. It has a small delay to it so always try to put it down before you use your symbols or your Spear of Justice.
When bosses move a lot this trap is quite a bit stronger than Procession of Blades. It has some decent intial damage when you put it down and some good damage when enemies walk over the ring. Bordy has been an avid Guild Wars 2 player and a diehard guardian since release. He is an officer and one of the main guardians in Retaliate [rT], a well-known EU high-end PvE guild that currently holds a number of dungeon speedclear records and is home to many skilled group and solo players.
He conducts trials for guardian players willing to join the guild and, as an Aetherpath enthusiast, has taken part in its current restricted record. When it comes to records — he killed Lupicus in 2,8 seconds. In addition, he possibly holds the current record for the most money flushed down the Mystic Toilet. Any comments, suggestions and critique related to the guide are much appreciated.
You can post them in the comments below or just send them via in-game mail at Bordy. I agree that guards should concentrate on melee weapons. But having a ranged weapon in your secondary slot can be a lifesaver. When things go bad and all your protection ends on cooldown, being able to go ranged is very good. Despite that, the most important GS skills are on low cooldown, having more then enough dps and no need to go to the second slot.
I would urge you to do so. Specially after some debates I took part in, it is more and more accepted. That means people think they deal little damage, butactually they are just out of range. The DPS is actually higher even at single target then scepter-focus. The speedboost and line of warding are very usefull in dungeons when skipping foes. This skill is often mistaken as an excellent way of stackingmight. Due to the max of 25 stacks, you can easily override long lasting might stacks with your short lasting stacks.
This is something you need be aware of and always check when using the skill. The other side is also often forgotten. It is, afaik, the best party wide direct heal. This makes the staff maybe the most difficult weapon to use, but also one of the better. Renewed focus: When traited with Absolute Resolution, this skill can be used to have the Virtue of resolve ready again to clean again up to 3 conditions from up to 5 allies.
This basicly means you can remove a total of 30 conditions within 3 seconds time. It is a personal preference, but I would atleast put them both on par with eachother. Its not undervalued due to short range, its undervalued because its damage is incredibly low — especially for single targets. He explained the limitation of staff might in his guide already.
It is definitely not the best party wide direct heal. This is a dungeon guide for the class. Staff ranges from niche — useless in most pve content. The damage being extremely low is a misconception. Symbol of wrath pulses 5 times aoe dps up to 5 targets max. That is good dps in stacked dungeon fights. Staff 2, is very tricky at ranged, cause the projectile is hard to spot in fights with lot of other graphical effects. But again, at melee range, just double click to get the dps AND healing from the skill.
Empower is the best party wide direct heal. But as said, people need to consider the price destructing the stacks of might. This means that together with the symbol, it creates two lightfields covering eachother.
It compliments much more with my melee weapon and when switching to it, it gives very good effects for good damage, and party healing.
Its not a misconception, its a fact. The single target dps of scepter AA with smite going are several times more than anything a staff could do. Its not the best party wide direct heal.
Wrecking good might stacks just makes it worse. Putting down several light fields for the purpose of retal isnt something thats needed or wanted in PVE dungeons. Its an awful dungeon weapon for all but very niche situations. Smite is good, but it is the only good skill. Scepter focus is better for long range, but has zero benefit in melee situations e. As the guide is saying, it is better to stay melee all the time.
With scepter focus you got nothing to offer when in melee. While staff can go ranged, but still compliments a melee style a lot more. I made the point bout empower. It is the main reason why any good guardian guide needs the staff and needs people to explain. The numbers bout the heal of empower do not lie. Regen is better boon to heal, but from the direct group wide heals, empower is the best.
But clearly you want to stay narrowminded and ignorant. Go ahead and play with your subpar weaponset. I know better.
I had it with all the shit people are shouting. Well, clearly you two are not talking about the same numbers. Maybe you should both write the rotations you use with your weapon sets and the actual dps numbers you obtain in order to provide a true comparison and not only shady insulting arguments.
I said it has its niche uses in PVE, but overall staff should never be a default weapon in dungeons. Good guide, though all builds are zerker for this PvE series. Not necessarily, all players will go with zerker stats. It really depends on playstyle. From my experience I think these builds would be a bit to squishy for a casual run and you might have a hard time, maybe something to consider when putting up builds.
These builds work pretty well with unorganised groups. In the past 3 months I have been using it more and have found it very powerful. From personal experience recently I see that T4, T5 raw damage is only slightly below S3 and add a bit more mid range damage attacks for when you have to move out of aoes.
Also one question given a boss where you need nothing, not condi removal, not reflect, not stability, what would be the optimal utilities for pure damage?
I really hope they announce that we can use utilities and virtues in tomes this feature pack. Thanks for comment. So… about torch, 4 is really nice damage boost but 5 stops your aa and results in DPS loss especially if you miss it. Focus 4 stacks some vuln, blinds, removes conditions and 5 offers both damage and survivability, and a blast finisher. Damage is just too good. For end boss of cof p1 it depends if its party kill or solo. For party consider Hallowed Ground.
Thank you for the reply, I guess I will have to give Focus more of a chance. Is Save Yourself a dps increase over something with straight damage like Sword of Justice? Summons like Sword of Justice tend to easily die from aoe and then their dmg is lost — especially that will happen at endboss of cof p1. Fury will increase your weapon damage too and just in case work as stun breaker if e. Thanks I think the point is always the utility will outweigh the potential tiny dps provided by other skills, well I thank you again, you know your stuff, good luck.
Made a kill of that boss so you can take a look at it. I love visual information. This is a pretty good guide. Like all previous guide, the only concern I have is with the theorycrafting behind the claims. It would be fantastic to have some math included when dealing with uptimes, proc redundancies, crit chance to power breakeven points etc. I liked some of the guides on Dulfy, but this one really falls short. Sure, the Guardian can be a DPS monster, but its support and healing are too important for a balanced group to ignore as even a possibility of being the focus.
Every player in the group has to build first and foremost for DPS and then maybe have a few tone it down a notch for some survival if you think too squishy as a group.
Keep in mind what these guides are. Healing that Guardian can provide is really low, the sources are mace and staff that have little to offer thus mostly Virtue of Resolve acts as lifesaver if you want to heal someone. All heals scale horribly with Healing Power so if your party will get hit for 6k instead of healing it, you should try to BLOCK that powerful attack the next time it strikes.
That is what Guardian is supposed to be. I wanted to really point it out that the defences Guardian has, are enough for having smooth and quick runs.
The guardian can equip and alternate between two weapon sets during combat starting at level See also detailed list of guardian weapon skills. The following crafting disciplines can create items that are useful to the guardian:. In the biography step of character creation , guardians must decide which article of clothing they wear to show their dedication.
This choice is merely cosmetic and determines their starting shoulder or head armor, which can be hidden or transmuted after character creation. Guardian is one of the newer professions in Tyria , having evolved from a mixture of older, mainly human traditions, in particular the heavily-armored, supportive paragons of Elona [2] and the deeply religious monks , who would often appeal to the human gods Dwayna and Balthazar for the magical fortitude to heal and protect their allies and smite enemies.
Today, guardians can be found amongst all races, and as a result have moved away from this religious approach, wielding their magic in a more immediate, pragmatic manner than spellcasters. Virtue of Resolve Through resolve, guardians passively generate health, allowing them to venture into greater danger. Skills Guardian skills combine battlefield tactics with spiritual might. Guardians summon spirit weapons—ghostly hammers, bows, shields, and swords—to fight at their side for a limited time.
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