|
April BETA Weekend Build
|
|
05-01-2012, 07:34 AM
Post: #1
|
|||
|
|||
|
April BETA Weekend Build
So, this is Jeanne-Guardian from the SWTOR PvP forum... and here I am, drawn to another tanky DPS class... I can't help it that the Guardian's kit provides great survival, utility, protection, and damage. Of course, I need to preface this build with the fact that I was only able to play Sunday afternoon/evening, so there are definitely players out there with more time on the Guardian than me. This is what I came up with so far and I was really enjoying it at the end of the night.
I'm using http://www.gw2tools.com/skills as my skill builder (the other popular option is http://gw2.luna-atra.fr/skills_tool/ -- toggle it to English if you need to, in the top right corner of the builder itself) Summary I think this is a solid beginner's build in a more utility role, although I've picked up a few traits that help with DPS. Retaliation: This build is kind of build around Retaliation, a Boon (buff) that reflects a flat amount of damage back to an attacker. From reading feedback online, people generally don't seem to like Retaliation that much, but I liked what I saw. I don't have any hard numbers, obviously, but I could solo the NPC bosses in the structured PvP (sPvP) arenas with it, so... yep. Weapon 1. 2H Greatsword 2. (didn't play around with weapon switching) Build http://www.gw2tools.com/skills#g;kaaNN;d...Zaaa;ZdjQY Weapon Attacks 1. Strike - gives a solid damage boost if you make it to the 3rd strike, but it's melee so if you get too dependent on this for damage... you'll end up chasing people all over the place and look silly (times when I'm on all cooldowns, I will probably switch to an off-hand once I nail down which one I like) 2. Symbol of Wrath - Your standard toe-to-toe AoE cast. This ability grants Retaliation. Dropping this right before someone starts to unload on you is pretty funny especially when you're adding in your own DPS. This should be on cooldown during every fight, meaning you use it all the time. 3. Whirling Wrath - Your real attack. Because this build is kind of weak on DPS options, I feel like I'm not doing a lot when this ability is on cooldown, but it does great damage when you use it. Also, during the times that this is on cooldown, I'm usually working my other utility spells anyways, so I feel like I'm turning the tide. I also use this to destroy 3 non-player targets: mesmer illusions, engineer turrets, and pet zergs 4. Leap of Faith - NOT THE SAME AS FORCE LEAP/CHARGE. I made that mistake more than once qq... although it's pretty darn close So look at the range on the ability (450 units) and get used to that distance. In my opinion, that is the max effective range for our class, because this is our biggest (and only, really) gap closer. The cool thing is, you can use this to escape, too. It sends you 450 units towards your target, but if you don't have a target, you just leap forward... allowing you to jump gaps and have other fun parkour moments5. Binding Blade - oh em gee. I have wanted a "pull" ability on Jeanne (my SWTOR Guardian) forever. Now I have one! And it pulls more than one enemy to me! Awesome! This throws out swords attached to chains (epic, I know) and if you cast the ability again (you will know you can if the ability icon is surrounded by a gold, glowing border) then you will pull the snared enemies to you. For funsies, use this while in a Sanctuary and enjoy the lols to be had. (Spoiler alert: you grab all of the enemies waiting for you to come out of the Sanctuary, pull them in and smash their faces against the wall of the bubble, they fall over, good times are had) Heal 6. Shelter - All of the healing abilities are great, I use this one because I like having the added durability when I hit my heal, which is usually when things are extremely sticky for me. Another good option is the AoE heal to use on your teammates when you're inside of a Sanctuary to maximize the people you heal with one cast. Utility 7. Signet of Judgement - Passive: added durability, Active: everyone gets to reflect damage! 8. Merciful Intervention - This ability has a short cast time and then you teleport to a nearby ally with the lowest health, healing them with an AoE. The heal you put on the ground is pretty nice (2k), but the best part of the ability is the teleport mechanic. I've used this to train enemies away and then pop it as an escape, teleporting through walls, up floors, to an entirely different battle (or to a safe place if none of my allies are in combat). It's kind of awesome to use, but I am probably not using it correctly. I'm more using it as an escape rather than a heal :3 The range is so long! 9. Sanctuary - Uhhhhh-mazing. Remember this pro-tip: just because you're not killing an enemy, doesn't mean that you're not helping win the match. If you're fighting 1v3, popping defensive cooldowns, self-healing, and when things get sticky, dropping a Sanctuary... realize that you've tied up those 3 enemy players for a good minute or two while your team is off being rambunctious elsewhere. Not to mention this is a great ability to drop when your team is losing a fight so you guys can get a breather and drop some AoE heals. Also, don't be shy using this a few moments into a fight to waste valuable offensive cooldowns from enemy players. I prefer to use it as an emergency time-out, but that is one use for it, too. Elite 0. Tome of Courage - zomg op heals incoming. Seriously... go ahead and stun a couple of baddies with 4. Pacifism, then follow up with a full heal on your team 5. Light of Deliverance, and if there's any silliness to be had -- feel free to spam 1. Heal Area for 1-2k heals at an obnoxious rate with great AoE radius. You guys kind of won this fight. Conclusion Like I said, this build is very much based around Retaliation, next Beta weekend that comes up, I'll try to get some hard numbers on Retaliation for you guys and then play around with some more builds I've thought of. I very much like the idea of having a DPS heavy build based around the burning weapons and the 10% increased damage to burning targets. |
|||
|
« Next Oldest | Next Newest »
|
User(s) browsing this thread: 1 Guest(s)



So look at the range on the ability (450 units) and get used to that distance. In my opinion, that is the max effective range for our class, because this is our biggest (and only, really) gap closer. The cool thing is, you can use this to escape, too. It sends you 450 units towards your target, but if you don't have a target, you just leap forward... allowing you to jump gaps and have other fun parkour moments
