What build do you use for your guardian in WvW ?

For wvw you just want to hit the stat thresholds. 2k+ power, 30% crit chance, 190% crit damage, 3k armor. On T1 you can go more tank due to the blobs. Use Sentinels armor for the extra hp, knight's weapons, and trinkets based on what you need. Sigil's of energy on both weapons, you can put superior sigil's of strength on both weapons as well, or blood lust sigil's. It depends on your guild. Superior rune of Hoelbrak for the reduced condition duration when combined with lemongrass. Because immobilize usually equals death. Running Staff/Greatsword or Staff/hammer or Hammer/Greatsword depending on what your guild or zerg needs.

Run 0/0/6/4/4, in valor you take retributive armor which gives you around 7% crit chance. Strength in numbers for extra toughness on engage when it matters most, if another guard in your party is running it you can swap it out for meditation mastery for lower cool down on your renewed focus, or glacial heart for chill on hammer crits. So valor would be retributive armor/strength in numbers/altruistic healing, not much to say about altruistic healing because it speaks for itself and nothing will ever come close to that trait for a zerg build. The amount of healing you get from buffing allies is retarded.

In honor you take superior aria for reduced shout cooldown which is the basis of a guardian zerg build. And you take two handed mastery for the shorter cooldown on your weapon skills, or empowering might for massive might stacking on engage with your party.

In virtues you take master of consecrations for reduced purging flames cool down (which I will explain later). And Indomitable courage for stability when you pop virtue of courage, which will save your life if you get stripped of stab in a bad spot.

So weapon/healing/utility/elite/virtue skills. When and why you use them. Staff 1 wave of wrath is a 600 range cleave and as such, you should always be spamming it when they call for range pressure on the enemy. You also throw your staff 3 symbol on the enemy during combat, DO NOT THROW IT ON REGROUPS DURING COMBAT BECAUSE USUALLY THEY ARE BLASTING WATER ON REGROUPS. Staff 2 is orb of light, and it has 2 purposes, its another heal if you double tap it, or you can snipe people because it hits like a truck on glassy players (you need to target them for it to hit). Staff 4 empower the most abused skill in wvw, if you see this animation it means someone is about to have a bad day. Serves 2 purposes, healing on regroup and might on engage, when they call for empower let the animation finish if you need the healing. Staff 5 line of warding, you can interrupt entire pushes with the right timing. This skill controls the movement of the enemy because if they try to run through it they will lose stab stacks before even reaching your zerg. You can also use it during combat to keep the enemy in a bomb and on walls when your zerg bombs the wall.

Greatsword 1 cleave chain is what you will mostly use once you engage and use all your skills, the third attack in the chain gives might and crits like a truck. Greatsword 2 whirling wrath aka spin 2 win, when you leap in with greatsword 3 you are going to either use gs 5 to pull enemies in or you will immediately spin to get your damage off. So a combo looks like, leap in gs 3, pull with gs 5, spin with gs 2, retaliation with gs 4, spam gs 1 or swap back to staff. GS 4 is a retaliation field and does a decent amount of damage if enemies stand in it or a bunch of guards spamming it will mean someone is going to eat a shit load of retal damage. GS 5 is a pull that you need to let the animation hit before tapping it again to pull people. If you are leaping into their melee train on first engage dont use it, use it when you get in range of casters who probably dont have stab.

/r/Guildwars2 Thread