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21 May 2013
Sunday, 07 October 2012 16:00

All my knowledge - The Immortal Guardian guide for Guild Wars 2

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There has been a ton of demand for me to make an Immortal Guardian guide for Guild Wars 2, so here you go.

This build of mine has gone through many iterations, but with the help of my other Guardian buddies (thanks to Toe/Music/Leon/Zöe), I have come up with an extremely powerful strategy. If you want to be able to do pretty much anything in game and never die, try this build out and see what you think.

Let's start with some general notes about my build and how it can be used. I will go through each of the traits and the reasoning behind them. Finally I will explain the pros and cons of the build and where potential weaknesses may lie....although I cannot remember the last time I actually died with this build.

What is an Immortal Guardian?

As some of you already know, calling a Guardian immortal is a bit redundant. They are an incredibly powerful class right now. The build I outline below is going to focus on how to create synergy with all the various Guardian traits, skills, and virtues. My goal is to be as efficient as possible when it comes to mitigating incoming damage, healing lost HP and keeping Boons up 24/7.

This type of Guardian is meant to work in a group/zerg environment, and synergizes particularly well with a Shout Warrior (this build will be coming soon), but it also does very well for solo farming of mats in Orr. If you recall from my previous posts, I recommended you find a buddy to farm Orr with to help whenyou get swarmed by a bunch of CCing Risen. That recommendation does not apply to the Immortal Guardian. Like the honey badger, my Guardian don't give a shit.

 

The Build

Click HERE for build.

There is nothing particularly powerful about it in and of itself. When you combine it with a specific set of gear and runes though, you become unstoppable.

Valor (Toughness): 20 Points

Toughness/defence mitigates all direct damage, but does not help against condition damage (bleeds/burning/etc.). If you want to create a character that self-heals efficiently, then investing in toughness is a must. The standard rule of WvW seems to be that you need a minimum of 2,000 toughness/defence. My build and gear set gives 3,100+ toughness/defence. This combined with Signet of Judgement (10% reduced direct damage), makes it possible to simply regen through the majority of hits my Guardian takes.

Purity (V): Removes a condition every 10 seconds.

Guardians have low HP, so high condition builds can wreak havok on you if you don't have this. 

Honorable Shield (IX): +90 Toughness when wielding a shield and reduces cooldown on shield skills by 20%.

Shield 4 gives you a cone aoe protection boon and Shield 5 gives you a bubble (also functions as a knockback/interrupt) that you can detonate for a direct heal. At level 80 with Exotic Cleric's gear, it heals everyone around me for 1,551 HP. Using the Shield 5 skill can be annoying for some people. If your team has pulled all of the mobs into a tight group, your bubble can knock them all over the place. You will have to make a judgement call. If your entire team is low on HP, it may be worth it to sacrifice aoe dps and heal everyone. You can always pull them back into a ball by using GreatSword 5 skill on swap.

NOTE: A lot of people prefer Focus over Shield on their Guardians. This is fine if you do more solo play. The focus provides more survival (blocks) and a bit more DPS. What you lose is a pretty big Direct AOE Heal, CC with the knockback, and Cone AoE Protection boons for the team. 

 
Honor (Hitpoints): 30 Points
 
This branch gives you 3,000 HP and +300 Healing power. Even in a DPS build you would be crazy to ignore this tree (at least the first 20 points of it for Symbol healing). Guardians have the lowest HP pool aside from Elementalists, but thankfully this branch is chock full of healing abilities that will keep you and anyone around you alive.
 
Writ of Exaltation (III): Symbols are larger.
 
The larger your circle, the easier it is for your team to be inside them for heals and your enemies to be inside them for damage. At level 80, this provides a little over 200+ HP per tick to anyone inside if you are wearing Cleric's.
 
OR
 
Superior Aria (II): Shouts recharge 20% faster.
 
In dungeons I almost always run with Writ of Exaltation. Unlike with my Immortal Warrior, Shouts don't provide AoE healing on my Guard so they are less important to me. However, when running around the world, I can use the shouts "Save Yourselves!" and "Retreat!" for a permanent 33% sprint with this trait.
 
The next trait isn't a choice, but it is a key function of this build.
 
Selfless Daring: You can an AoE Direct Heal at the end of a dodge roll.
 
This heals for 1,381 HP to everyone around my guy every time I dodge. Whenever group members start to drop in HP, you just step back and dodge toward them. It's a really powerful ability.
 
NOTE: This is the primary reason I use Superior Signet of Energy on both my Shield and on my Swap weapon.
 
Writ of the Merciful (X): All your symbols heal anyone inside (including yourself).
 
Both Mace 2, Greatsword 4, and Hammer 1 create symbols that heal for around 200 hp per tick while they last. On Mace 2 that is in ADDITION to the 2x 560 HP regen ticks you'll get from the ability itself. 
 
Pure of Voice (XI): Shouts convert conditions to boons for anyone in range.
 
This build does not use Superior Rune of the Soldier. As such, you will need this in a WvW or Dungeon environment (unless someone else can help with condition removal as well).
 
OR
 
Battle Presence (XII): Virtue of Resolve passive effect is given to everyone around you.
 
If you are in a group with a Shout Warrior or another Guardian, one of you can use this instead of Pure of Voice. The person with the highest +Healing should be the one to use Battle Presence though, since the regen given is based off the casters +Healing and not the recipients.
 
NOTE: DODGE. DODGE. DODGE. This is your primary heal. I typically use it when hitting 50% which pops Aegis. Just dodge out and then dodge right back into the fray for a free ~2,600 HP heal. My 18 second Vigor boon from "Save Yourselves!" along with getting Vigor from crits allows me to dodge constantly. (I will explain how I get 18 second boons later in guide.)
 
Virtues (Boon Duration): 20 Points
 
Virtue recharge is nice and all, but the main purpose for going down this tree is boon duration and extra regen. The 20% increased boon duration adds 2 seconds to a boon with a base duration of 10 seconds (bringing it to 12 total). If the base duration of the boon is 5 seconds then a 20% boon duration increase would only add 1 second (bringing it to 6 total). Boon duration is additive for both traits and gear. Too maximize my boon duration, I combine 20% from traits, 40% from 3 different runesets in my armor, and 20% from Chocolate Omnom Cream. 80% extra boon duration makes every boon from the "Save Yourselves!" last for 18 seconds. The benefits of this apply to so many Guardian skills...it's just nuts how good this is.
 
Vengeful (II): Retaliation boon lasts 25% longer.
 
Retaliation is nice, but I mainly take this because there aren't many other useful traits here.
 
OR
 
Consecrated Ground (III): Consecrations use ground targeting.
 
This can be very useful in WvW if you drop a wall in front of a gate that's under siege. It reflects all projectiles and can net you a lot of kills. 
 
Absolute Resolution (IX): Increase HP regen on Virtue of Resolve by 25%.
 
With full Cleric's at level 80, my Virtue of Resolve ticks for 199 HP, as opposed to 159 HP, every second. This is a separate regen from the regen boon, which is an important distinction.
 
NOTE: My "OH SHIT" move is to slam F2 (Virtue of Resolve) and F3 (Virtue of Courage) which grants me a 2,564 HP heal, an aegis, a regen boon, a protection boon and then hit my Elite skill Renewed Focus to go invulnerable for 3 seconds. This frees up my virtues if I need to hit them again, but also gives me 3 free seconds of invulnerability where I am regening the whole time. 
 
 

Utility Skills (6,7,8,9,0)

6. Signet of Resolve (40 sec cooldown)

This heals for nearly 10,000 HP on my Guardian. That, along with the passive condition removal makes the choice easy.

7. Signet of Judgement

I use this for the -10% damage passive and that's it. It can be swapped out with other skills as needed. 

OR 

7. "Stand Your Gound!" (30 sec cooldown)

If you are going to be fighting an enemy with knockdown, this can save your life and the life of your team. 

OR

7. Wall of Reflection (40 sec cooldown)

This is the wall I was referring to that becomes placeable if you trait for it. It is deadly against any form of range, be it WvW or Dungeons.

8. "Hold The Line!" (35 sec cooldown)

You should be spamming this in most groups. Also remember, the healing granted from this regen is calculated off YOUR +Healing. That's why it is so important for Guardians to focus on that stat if they want to support a team.

9. "Save Yourselves!" (60 sec cooldown)

This gives you a ton of awesome stuff. If you gear for Boon duration, each of the boons from this will last for 18 seconds and that duration will stack with any existing boons (such as the ones form "Hold The Line!").

0. Renewed Focus (90 sec cooldown)

This elite works great with my "OH SHIT" rotation. Other than that it doesn't do much. It's nice to have when you need it though. 

OR

0. Tome of Wrath (180 sec cooldown)

Popping this and hitting 4 and then 1 will greatly boost your groups DPS. You take a very significant hit to your survival rate though, as you lose all regens and healing abilities. 

 

Armor, Weapons, and Runes OH MY

This part isn't terribly complicated. Get Cleric's (Pow/Tough/Healing) armor,weapons, and jewelry. Remember, this build is all about efficiency, so while having more Vitality from gear (Carrion) instead of Toughness may help you against burst damage, it will be harder for your regens to keep up with the damage since you have less armor to mitigate it.

Runes are where it gets interesting. Use 2x runes from 3 different runesets and the Boon Duration bonuses add together. No idea if that is working as intended, but who cares. That. Is. Awesome. And. I. Really. Like. Periods. There are more runesets that have similar boon bonuses to those below; these are just the ones I chose because they are cheap and "free" (with dungeon runs) and I am so very poor.

The build above functions best with Mace/Shield and Hammer. I'll use the Hammer if we are facerolling content or need to interrupt a mob.
 
For bosses, I will typically use Mace/Shield, purely for the healing abilities. The third auto-attack on Mace 1 is a nice aoe direct heal (for about 588 HP on my Guardian) and the Mace 2 gives a quick 2 second 1,500 HP regen. I can literally just leave my guy on auto-attack and go make a sandwich. That mace heal is really nice for groups so long as you are stacked up tight (the aoe range is pretty small).
 
For my weapons, I am a fan of the Superior Sigil of Life (+250 healing) on my Mace and Superior Sigil of Energy on my Shield and Swap weapon. I wouldn't recommend any Sigil that procs on crit. My crit chance is 4% base and 24% for 18 seconds out of every 60 from "Save Yourselves!". That just isn't enough to count on. 
 
NOTE: DO NOT feel the need to try this build out with Exotics. I was running dungeon after dungeon in Yellow gear and green jewelry for quite a while with no issues. Test the build out for yourself and see if you like it before making any big investment.
 
 
 

Overview

So what can you do with a Guardian using the above build? Anything. I used to swap between various builds for WvW vs. Dungeons vs. Farming Orr, but not anymore. This build works in every scenario. There are a few Utility skills I swap around (such as "Retreat!" instead of "Hold the Line!" when farming Orr for perma sprint), but nothing that requires me to change gear sets or trait builds. Below are the Pros/Cons of a guardian with the above build.

Pros:

  • Nearly permanent Protection (33% damage reduction) for you and allies.
  • Nearly permanent Regen Boon for you and your allies + Permanent Regen from Virtue of resolve.
  • Nearly permanent Retaliation boon.
  • Over 3,100 Armor while wielding a shield.
  • Great CC through the use of the Hammer 4 skill and the Shield 5 bubble when used properly.
  • Groups love you. Even if you are terrible.

Cons:

  • Low HP (14k on my Guardian). Being burst/knocked down is about the only way you can die with this build.
  • Lack of teleport abilities. 
  • Lack of good Direct heals. You have a few, but they are not as strong as a Warriors.
  • Not as simple to play as Warriors, but not as complicated as an Elementalist or Mesmer.
  • No burst damage. You do very nice damage, but it is very steady. Hard to catch people off guard in WvW.

NOTE: When I first switched to a Guardian from a Warrior, I died A LOT. My Warrior had nearly double the HP of my Guardian, and it took me a while to figure out how to play him properly. Don't forget to dodge, use your virtues and your elite. Once you get the hang of it you will become one of the most annoying people to try and kill.

That pretty much covers my Guardian strategy. I use a similar style for my Warrior build and it works incredibly well with my friends Guardians. That guide will be coming soon.

See yall in game!

Last modified on Wednesday, 24 October 2012 16:59

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3 comments

  • Comment Link Ryan Monday, 04 February 2013 21:11 posted by Ryan

    This build continues to work out well. For the Back Slot, Amulet, Accessories, and Rings, do you focus on the same three stats of Power / Toughness / Healing?
    Thanks again,
    Ryan

  • Comment Link SoggyFrog Wednesday, 09 January 2013 02:13 posted by SoggyFrog

    Funny, I'm rolling the same trait distribution as this (not running AH like everyone else says they do), and while my build certainly is tanky with soldier armor, I didn't emphasize the healing aspect as much, as I actually have no symbols in my weapon sets (sword/focus, scepter/shield).

    I play WvW, so while I appreciate the value of a full bunker build I wanted to be able to dish out some damage; plus mobility with the sword is a bit more valuable than bunker with a zerg bearing down.

    It is cool to see that the same trait distribution has the versatility to support a bunker build if I ever get a second armor/weapon set.

  • Comment Link Ryan Monday, 07 January 2013 02:11 posted by Ryan

    Hello,
    I like your guide and it all comes together and makes sense. I've never been one to just see it all mesh when it comes to MMOs so this helps out a lot. I was rocking a mace/shield and sceptre/torch which allowed for melee tanking and long range.
    http://www.gw2build.com/builds/tank-guardian-5727.html
    It worked out well, but I still felt I was missing something and this seems to be working out pretty good so far.

    What would you recommend for the second weapon set? I saw you mention the Hammer, what else goes well with this build?

    Thanks for your time!

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