Hey guys, I have been playing like 3-4 class this weekend and I really enjoyed the guardian and I think my build was running good so I am going to link it here.
This build has a really good offensive like a good deffensive. But you can’t survive to 5 peoples on you
(maybe if played at the best but I don’t think so)
So the point I really liked with this build is that it is versatile. You can go full damage, like you can stay a bit more back ans support with your scepter focur and bubble.
The points I like this build is that you have 2 Teleport. You can teleport with “Flashing Blade” (Sword) to a short distanced ennemy, and you can teleport with “Judge’s Intervention” (Utility Skill) to a long distanced ennemy.
Those 2 teleport really help you to get close to the ennemy. Normally when a caster is getting burn down by someone else they are only trying to run away, stun you, slow, everything they can to get to the long range and now damage you down. So while they run you recieve almost no damage. If they manage to get away you just use your second teleport. and since they don’t have a big CD you can use 7 teleport under 1 minute. (6 of them are “Flashing Blade” (Sword) 10 sec CD and the “Judge’s Intervention” (Utility Skill) 45 sec CD).
After all those teleport if you are in deep trouble you have 2 more alternative. “Bane Signet” (Utility Skill) that Stun and Damage an ennemy (Range 1200) or swich to your Scepter/Focus and use “Chains of Light” that lock down your openent in place and making them vulnerable.
On top of that if you have multiple people on you, you just use “Shield of Absorption” to get them away and have an open area to flee, or to fight heh.
A good way to flee is when you have “Shield of Absorption”(Shield) up and “Judge’s Intervention” (Utility Skill) up.
Ex.: You have 4 ennemies on you trying to get you down, and you see another ennemy far away.
You can use your “Shield of Absorption”(Shield) to knock the ennemy back so they don’t stun/slow you and then you use your “Judge’s Intervention” (Utility Skill) on the ennemy that is far. There you can have a relatively easy escape ![]()
So normally with those 5 things you can get far into a fight.
Heres the build:
http://www.gw2build.....0.0.30.30.10.0
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Amulet + Jewel: Soldier’s + Berserker’s: 923 power | 569 toughness | 514 vitality | 75 precision | 5% critical damage
Defensive Runes: 6 x Rune of the Forge: 165 toughness | at 50% health you gain protection for 10s and burn all nearby foes. (cooldown: 60s) | +20% protection duration | +15% burning duration
OR
Offensive Runes: 6 x Rune of the Divinity: +60 All Stats | +12% Crit Damage
Sigil (Sword and Sceptre mainhand): Sigil of Superior Blood: 30% chance to life steal on critical
Sigil (Shield and Focus offhand): Sigil of Superior Earth: 60% chance to do a 5s bleed on critical
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The most important think to not forget is the Amulet. Those thing are changing everything. Maybe you got the best badass build in the world, but if you don’t have the right amulet that’s fuking up everything!
If you want to see this build in action check this out
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