This is a post written specifically for players who want to approach the Warrior class with both Team Support and Defense in mind. The following is a collective of different ways in which this can be done effectively, based on my own experiences, and those of guild-mates, and also several users in the Guru forums, of whom I have had many interesting discussions.
If Defensive Support isn’t your thing, and you want something with a lot more bite to it, please refer to the Sonic Boon build written by a friend and fellow Guru poster, Brand. Brand and I discussed Shout Warriors extensively, and together we devised a base for a Greatsword build that optimizes damage with moderate healing capacity. Brand has worked very hard testing and developing it, ironing out inconsistencies and making it what it is. Sonic Boon is a great build, and it deserves all of the attention it’s getting. I however have decided to devote my focus on the Defensive side of things.
It should be noted first of all that this post is tailored for Dungeon Runners, as such it is likely that most of what is written does not necessarily apply to WvW or sPvP, as such the explanations and justifications are tailored around PvE content, both solo and within a team.
A final note here is that while several builds are detailed here, including my own favoured setup, this post aims to highlight a specific Player Attitude, rather than rigid builds per se. My aim is to get players to experience the Supporting Paradigm, rather than the best builds. I strongly encourage discussion, and the generation of ideas here.
~Sith
Supportive Warrior Builds [Think tank]
I began experimenting with the Defensive side of the Warrior Class based on my own (and seemingly many other Guru users) experiences that attempting to maximize damage through Gear and Traits is a recipe for disaster. In many ways the furore over the “Glass Cannon” approach for Warriors is difficult to appreciate unless you’ve actually experienced it yourself, you can take virtually no punishment before going down. In addition to poor survivability, another main failing of Glass Cannon builds is that there tends to be very little Team Utility, (Deep Strike Warriors, I’m looking at you...). With the simplest of Trait swaps you can instantly become a Supportive Entity by allowing some of your own skills to affect your whole team.
I’m sure we’ve all heard that ancient MMO saying “A dead DPS does zero DPS”. If you are such a Warrior, frustrated with the failings of a Glass Cannon build, I implore you to read on.
Before we get into the main body of the post, I have written another thread in parallel to this one, which takes a look into the underlying mechanics of Warriors as a Supportive Entity. In that thread, Healing capabilities are modelled mathematically, and several interesting conclusions are drawn about the ways in which you can be most effective for your team. See it here Supportive Warrior Builds Part II - Numerical Analysis.
Methods of Support:
After thinking about this extensively, I think it can be reasonably argued that Support can break down into FOUR main categories and they are Healing, Party-wide Buffs, Condition Removal and Control. These FOUR categories fall into Trait Related Support, and Gear Related Support indicating the origin of the underlying supportive mechanisms. Now to elaborate on the FOUR supporting categories:
1 – Healing
First and foremost, Healing is one of two methods of Trait Related Support. Guild Wars 2 has revolutionized MMORPGs to the effect that there technically is no Healer role like in Guild Wars 1. The Healing you are able to do is purely on a supplementary basis to your team, it cannot and will not hold your whole team up, because the whole paradigm of GW2 is not built for this. Instead your Healing should be viewed as a measure of resilience for your team in allowing each member to better mitigate enemy pressure (especially in AoE heavy areas).
There are two approaches to Healing for a Warrior, both are Grandmaster Tactics Traits. The first is Vigorous Shouts, this trait allows your Shouts to heal allies within the area of effect of your Shouts. The second method is Inspiring Battle Standard, which grants the Regeneration Boon to allies under the effects of your Banners. Since both traits occupy the Grandmaster slot, the Dichotomy of Healing reduces to Banners vs. Shouts.
2 – Party-wide Buffs
I changed the heading above from Boon Application to Party-wide Buffs. This is the second method of Trait Related Support. Warriors are somewhat limited in the boons they can supply allies (this is where Guardians become more effective for example). The previous heading (Boon Application) was somewhat misleading, since the bonuses from Banners technically are not Boons, so any bonuses you get based on the number of boons applied to not count from Banners (Empowered, for example) but that does not in any way diminish the great bonuses available, they simply are not specifically Boons.
3 – Condition Removal
Condition Removal is the first method of Gear Related Support, specifically 6 Superior Runes of the Soldier. These Runes allow your shouts to remove conditions; as such this ties in very nicely with a Vigorous Shouts Build. Condition removal is a somewhat less appreciated area, since you do not specifically spec into a condition removing build per se. In much the same way as described with Healing, your condition removal capabilities are supplementary, and when used correctly can prevent a lot of damage to allies (i.e. being able to remove large bleed stacks instantly, or high duration Poison/Burns).
4 – Control
Control is the second method of Gear Related Support, and if anything it is a slightly unconventional method of Support, compared to the previous three. The idea behind control is to dish out as many Stuns, Knockdowns, Knockbacks etc as you can to multiple enemies. To this effect, you reduce the damage that your allies take by disabling enemies. Your ability to control is derived from using a Hammer, several utility skills (especially “Fear Me!”) as well as the Mace and Shield.
I’m fairly convinced that Control is generally understated, if stated at all. Through rotating between a Hammer and a Mace/Shield combo, you can eliminate a full 5 stacks of Defiant from a Champion mob, allowing frequent opportunities to interrupt dangerous skills. If the mob is less than a Champion, then all 5 control skills severely inhibit that mob. Removing 5 stacks of defiant does not even include Utility skills.
The builds described later in the post incorporate 3 of the 4 methods of support. The builds are centred around Party-wide Buffs and/or Healing. Control and Condition Removal can be added in as well, depending on Gear Choice.
Why take on a Supportive Role?
Warriors are in a fairly unique position when it comes to Health and Armour, since they sit in the highest class for both. Warriors have base Health of 18,372 at level 80, and are members of the Soldier Armour Class (i.e. Heavy Armour users). This effectively means the Warrior is the most resilient class in the game based on latent attributes. To this effect, you are already more defensive than anyone else, and if by nothing else other than logic, that is a solid foundation for enhancing your defensive capabilities.
Support can act as a means to generate better team synergy. When you perform a role that actively affects your allies, this leads to enhanced situational awareness, and your ability to perceive the battlefield. As an example, traiting as Vigorous Shouts has gotten me into the habit of positioning myself within Shout Range of allies likely to take heavy damage, thus enabling me to pop my heals when this occurs.
In the sister thread to this one, there is significant statistical evidence confirming how burst healing through Vigorous Shouts is more effective than the Regeneration Boon (by a 27% margin as Healing Power converges to a theoretical maximum).
In some cases, choosing a Support build can allow certain skills/traits to affect the whole team. A classic example is in the Tactics Adept line, you can choose Empowered for a personal damage buff, or Empower Allies as a means to provide Power to the rest of the team. With Shout Healing, you not only heal yourself, but possibly the other 4 party members, and considering you can heal with three shouts, the total healing you could put out across three shouts is 15 times the amount that a shout heals for on a single target. It is situations like this where your skills transcend into a whole new league of effectiveness.
Tactics is an incredibly versatile trait line as it contains traits that augment your Shouts and Banners, the Grandmaster traits are the Crux of Warrior Healing. Also in Tactics is the trait “Quick Breathing” which allows Warhorn skills to convert conditions into boons (to the tune of cripple becoming swiftness, etc).
Dungeons present players with the most difficult content in the game and with the advent of Fractals of the Mists, this presents the most challenging combat out there. Agony in particular is very lethal. Evidence suggests Agony ticks for 1/8 of your maximum health per second. If you consider an ally with 15k health, that is a deficit of 1875 health per second. With Cleric’s Gear (not including accessories or Weapons), Shouts can heal for approximately 2k. This means you can help your allies effectively soak the effects of a short Agony spike, by using all 3 shouts in succession as Agony ticks.
The Supportive Paradigm:
Below are several builds that I've tested extensively. Generally they cover 3 out of 4 of the support mechanisms. Support can be played more defensively or offensively depending on your trait and gear choices, but in general the constant across these builds should be 30 points in Tactics.
A Hierarchy of Survivability:
One of the most important considerations in building yourself in an effective way is choosing the stats that will enable you to perform at your best. For example if you want to run bleeds, naturally your gear should encompass Condition Damage. For the purpose of a Defensive Support mindset, you should at least have some kind of Toughness based Armour (e.g. Knights or Cleric’s).
Anyhow, this small section aims to clarify something I have been thinking about in terms of survivability, and the ways in which you can enhance your own survivability. In theory, I believe that there is a prioritized list of ways to avoid damage successfully, in descending order of desirability these are:
- Interrupts
- Blocks
- Dodges
- Condition Removal
- Damage Reduction
- Healing
- Health Pool
First and foremost, the first 3 on the list are mechanisms of complete avoidance. To this effect, if you can interrupt a dangerous attack, then that is the end of it, the damage never comes into existence, and if this was going to be a powerful AoE attack, your allies are also spared from its effects. Beyond interrupting, the only possibly way to reduce damage to your party is through Healing them after an attack lands.
Blocks and Dodges are similar in nature, since both effectively avoid damage to you when done right. The reason Blocks are above Dodges in terms of desirability comes down to a couple of factors. Firstly, if you are running a Mace/Shield, you already have 2 ways to block attacks. Shield Stance allows 3 seconds of blocking, which is enough to soak an entire Hundred Blades. Dodges however require precise timing, so in effect it is easier to time a Shield Stance successfully than it is to dodge. While the end result is largely the same, Blocks should be prioritized, since you can preserve your Endurance for later attacks. One of the most fun Warrior traits is Missile Deflection (Defense, Adept), since you return projectiles while blocking. The kind of things you can get hit with throughout the whole of the game is pretty varied, but being able to send back attacks that cause bleed or vulnerability for example, is absolutely priceless.
Providing an enemy has not been interrupted, and you have not avoided the attack, then the damage has been done. Condition Removal features higher than damage reduction on this list because there IS no damage reduction when it comes to conditions. As such, being able to wipe off a whole stack of bleeds acts as significant damage prevention.
It follows that if you have a decent measure of damage reduction perhaps from high Toughness (or an ally who has Protection), then that damage comes in at a reduced value. I think that reducing the damage you take from an attack eclipses both Healing and a High Health Pool. I believe this is true based on the premise that the less damage you take, the less you have to heal, and the less damage you take, the smaller the demand on your Health Pool.
Finally, between Damage Reduction and High Health Pool is Healing. Renewable healing mechanisms are an important facet in this post, since being able to recover some of the damage you take on a frequent basis keeps you in certain fights a lot longer. Having a high health pool simply means you can take perhaps 1 or 2 more hits before going down, but by taking less damage and using Blocks/Dodges effectively, the need for High Health is somewhat gratuitous. Also, with higher damage reduction, your Heals will effectively be “worth more” per se, in that the Health regained proportional to damage taken, is higher when you have more Toughness.
As such, I regard Vitality as a poor attribute to gear towards, simply because High Health does not guarantee survivability. If Healing in this game was built to keep entire teams alive, then High Health would probably jump higher up the hierarchy, but since this is not the case, it is not widely considered here.
Supportive Concept #1 – Inspiring Battle Standard:
Support Mechanisms: Healing, Party-wide Buffs,
Build: http://www.guildhead...X70M7ofD70z8ofv
Required Traits: 30 in Tactics for Inspiring Banners (V) and Inspiring Battle Standard (XI).
The trait spec shown above is merely a recommended action for a build such as this. Banner Regeneration (while effective) is not powerful enough to be worth gearing towards (the Healing done over time from Banners is statistically shown as less effective than that from Vigorous Shouts in the sister thread).
However, this build is fairly liberal, since the only requirement is 30 in Tactics, the rest is completely negotiable. The Greatsword build shown is a viable concept to ensure your presence as a DPS entity in your team, as well as a Supportive one.
This build encompasses Healing and Party-wide Buffs as primary support mechanisms, but also Control if you choose it. Recall that the former two are Trait related support, but you can still Gear towards Control if you feel it is worthwhile.
There nature of this build revolves around your Banner(s) providing constant regeneration to your allies, as well as your own choice of Party-wide Buffs. If you merely want constant regeneration, you still only need a single banner to do so.
Advantages:
- Each Banner provides a 90 Point bonus to two attributes (or 10% effectiveness for Critical Damage and Boon Duration). In simple terms the Banner of Strength (Power, Condition Damage), is almost 3 Might Stacks worth of attributes. The 10% Crit Damage from Discipline is the equivalent amount from a Berserker’s Chest, Legs and one other piece.
- The Effective radius of Banners is very large (double that for Shouts), which means you never have to concern yourself with where your banners are, almost by default your allies will be under the effects.
- Banners do not have to dominate your Utility Skill Bar like Vigorous Shouts do. You can use a single Banner if you choose, but ultimately the amount of buffs you decide to provide is negotiable.
- There are no gear constraints for using an IBS Build, your Banner buffs are constant, and it is not worthwhile to use Cleric’s Gear with a Banner Regeneration build.
- The Banner Skill #5 is a Combo Finisher for Blast.
- While IBS allows you to Heal, it is not the most effective method to do so.
- There is no Condition Removal above what you already have, so at least relative to the Supporting Paradigm as a whole, this is a lacking area.
- Mobility from short encounter to short encounter can be tricky if nobody thinks to carry your Banner(s) along.
- Since Banners provide Regeneration, which stacks duration, multiple Banners do not enhance your ability to heal.
Weapon & Sigil Choices: Negotiable (Knight’s) + Build Appropriate Sigil.#
The concept build above uses a Greatsword, which is just as viable as anything else, depending on how you want to tailor your build to be. Greatsword is a typical offensive spec that should Flourish relatively well (it’s not too dissimilar to Sonic Boon). Viable Greatsword Sigils include Frailty (for extra Vulnerability) and Strength (for extra Might).
If you choose an offensive build, you should generally choose a Rifle as a secondary, with a Sigil of Earth for extra Bleeds.
Mace/Shield and a Hammer make two great weapon sets if you want to add Control to your capabilities. As for Sigils, since frequent weapon swapping is a key factor in controlling with these two sets, the “on-weapon-swap” Sigils become useful here. Sigil of Energy in particular is particularly useful, since you can regain 50% of your endurance back each time you swap. This bonus to mobility is ideal for improving your survivability.
Armour & Runes: Toughness Based Armour + Negotiable Runes.
For armour, I’d suggest at least something with Toughness on it. Berserker Gear is pretty untenable, since you won’t be able to survive enough to be useful. For the sake of example, I’d suggest Knights Gear to be used in conjunction with a Banner build.
As for Runes, there are just too many combinations to suggest. If you run a Greatsword Build (like the spec shown above), 2 sets of (2) Runes with +20% Might Duration, and a set of (2) runes with +15% Boon Duration are a good bet here. Boon Duration is something that is valuable across the board, but with Forceful Greatsword granting you a short duration Might stack every time you Crit, enhancing this duration leads to a higher overall DPS output. As such, if offense is your game, these runes will go a long way to enhance your damage.
Alternately if you’re running a more Control oriented build, you could choose Runes of the Earth. These are Toughness oriented runes, and provide you with the Protection Boon occasionally. The (6) bonus is quite nice too, since the Magnetic Aura proc reflects projectiles.
Accessories: Emeralds (Knights) with Berserker Gems.
This is another opportunity to tailor this build how you like. I added up the attributes you get from all your equipment, it turns out you get 42% of your Gear related attributes just from your accessories. As a result, they’re instrumental in building towards a particular role. One notable thing about accessories I tend to note though, is that the Exquisite Ruby Orb gives 3% critical damage per gem. If you were to place 6 of these in your Accessory and Back slots, then you would get 18% critical damage. This is more than a whole set of Berserker Draconic Armour would give you. Given how the gem slot of accessories offer less attributes than those built in to the accessory itself, so 3% is disproportionately high, so you can gain some decent damage without sacrificing defensive attributes too much.
Nourishment:
The array of “food buffs” available in GW2 is staggering, there are all sorts of buffs that can for example provide you a stat bonus based on a percentage of another stat (Maintenance oil provides Power based on Toughness and Vitality). Generally the two sources of Nourishment I’d recommend here are both defensive in nature.
Firstly for your Food Buff, Omnomberry Pie. This gives you a 66% chance to steal 325 Health (at level 80) on a critical. Consider an example with Hundred Blades, if you’re hitting several enemies with it, you’re bound to be proccing this very regularly. However I tend to find using anything that can make you complacent should be avoided. Omnomberry Pie can make you think "If I just finish this Hundred Blades i'll have loads of health..." and that kind of thinking gets you downed.
Alternately, Bowl of Orrian Truffle and Meat Stew. This grants you 40% Endurance regeneration, and a Might Stack every time you dodge. The Endurance regeneration alone is enough to allow you to dodge more often, and prevent instances of being caught “flat footed”. Mobility is more favourable for survival than Lifestealing. I've tried lifestealing builds and they just aren't enough, so given how Warriors lack any ability to improve Endurance, this buff caters nicely to that.
For your "other" buff (i.e. tuning crystals etc) you could go for Master Maintenance Oil here. MMO gives you a total Precision of 6% of your Toughness + 4% of your Vitality. With Knights Gear your toughness is fairly high, high enough to benefit (at least to the tune of a bonus 10% crit) from this.
Concluding Remarks:
This concept is incredibly flexible. Throughout the explanation I’ve attempted to detail offensive and defensive ways to approach it, but the core of it merely revolves around the Tactics trait line. The option of using Control Weapons is a further useful option for this.
The toughness gained from Knight’s Gear (or rough equivalent) is enough to give you a significant grounding in survivability, whether you tailor this to offense or defense.
As for the choice of Signet of Rage as the elite, it is generally more worthwhile than Battle Standard, since the frequency of BS makes it largely worthless over longer periods. Although it must be said that the instant resurrect is fantastic for some encounters (particularly Giganticus Lupicus).
Supportive Concept #2 – Vigorous Shouts:
Before proceeding, the discussion of Vigorous Shouts here will be about defensive support only. If you desire Vigorous Shouts offensively, refer to Sonic Boon.
Support Mechanisms: Healing,
Build: http://www.guildhead...F70M7ofD70z8of2
Required Traits: 30 in Tactics for Lung Capacity (VIII) and Vigorous Shouts (XII).
Recommended Traits: 30 in Defense for Missile Deflection (V), Shield Master (IX) and Sundering Mace (VII) /Merciless Hammer (X).
In general, this concept encompasses Healing, Condition Removal and Control very well, but aside from FGJ, there are no consistent party-wide buffs that even compare to the IBS concept.
This trait setup is centred on making you very defensive. The stat bonuses from Tactics and Defense ensure you receive the maximum bonuses for Toughness, Healing and Vitality. Boon Duration is a useful addition too. One of the main ideas behind this build is to be able to survive extremely well, and use your Shouts to heal allies at opportune moments.
Lung Capacity is chosen over “Shrug it Off”, because generally speaking you require very condition heavy areas to make it effective. The additional SIO proc’d from it does also heal, but the requirements to make it effective are too rare.
This is the build I have been running for around 2 months now, and I’ve been fine tuning it along the way.
Advantages:
- Statistical evidence in the sister thread show that the amount healed by Shouts is always more than Banners. As Healing Power converges to a theoretical maximum, Shouts are ~27% more effective.
- Using 6 Runes of the Soldier evolve your Shouts into “Cleansing Shouts” as they remove conditions (SIO now removes 2 conditions). This allows you to wipe the slate clean of bleeds, poison and burning for your more vulnerable cohorts.
- Running a defensive build allows you to withstand overwhelming pressure. When bosses target you, you can elongate the time that they do so, by mitigating powerful attacks with blocks.
- Liberally swapping between Mace/Shield and a Hammer is great way to provide multiple interrupts to enemies. Given how Interrupts top the Hierarchy of Survivability, this is a significant advantage.
- For maximum effectiveness, your utility slots must be filled (ideally) with your three quickest cooldown shouts, FGJ, SIO and OMM.
- Your damage capabilities do suffer.
- You have to learn to be very conservative with your shouts, as such this build demands knowledge of your surroundings, and of the mob you are facing, so that you can be prepared to help your allies.
Weapon & Sigil Choices: Mace/Shield (Knight’s) with Sigil of Energy Sigil of Life, and Hammer with Sigil of Energy.
Mace/Shield and Hammer is the most effective pair of weapons for maximizing the Control aspect of this build. The Sigils of Energy on each the Mace and Hammer allow you to dodge a lot more frequently.
Mace/Shield is also the most defensive weapon set available, since you have a Daze, a Stun, 2 Blocks and your #1 applies Weakness to enemies, which in itself functions as a damage reduction factor.
Choosing the weapons to be Knight’s is a decision based on the desperate need of this build to garner some Crit %.
Armour & Runes: Cleric’s Armour + 6 Runes of the Soldier.
Both of these choices are fairly integral to the core of this build. While the IBS concept was not rigidly gear dependent Vigorous Shouts is.
Cleric’s Armour provides you with a lot of Healing Power, which is the fuel to your Shouts’ fire. The Toughness is relatively self-explanatory.
Runes of the Soldier ensure your capacity to remove conditions. Across your 3 shouts, you can remove 4 conditions (SIO now removes 2). As such, your ability to heal AND cleanse your allies of a condition is a precious commodity, learning when best to use them is a valuable skill in difficult PvE content.
Accessories: Sapphire (Cleric’s) with Berserker Gems.
The Sapphire accessories further add to your ability to heal. The main point here is the reason for Berserker gems. Since the extra Precision is nice for a lacking critical chance. In addition to this though, the critical damage gained from 6 Berserker Gems (5 Accessories and Backslot) is 18%, which is a disproportionately high amount of a single gem. This serves as a simple method to improve your damage by an equivalent amount more than the survivability that you just lost.
Nourishment:
Bowl of Orrian Truffle and Meat Stew is a good choice here, the dodging is incredibly worthwhile. However it remains to be seen if the extra endurance regeneration from this is a bit gratuitous in the face of 2x Superior Sigils of Energy.
Superior Sharpening Stones serves as a good damage boost, as it provides 6% and 4% of your Toughness and Vitality respectively, as Power. Personally I get something in the region of 190 bonus power from this, which is over 5 Might Stacks worth, totalling over 2000 Power without any Might, combined with over 2200 Toughness that is pretty nice. SSS allows you to still hit like a truck, even though you don't crit very often.
Concluding Remarks:
This build plays out very defensively and survives overwhelming pressure from Bosses very well. Timing your blocks and your dodges, not to mention interrupts are all key facets to surviving with this build. I tend to notice that I get a lot of enemy attention as well, whether that is a result of high Toughness remains to be seen. Nevertheless, the more time an enemy focuses on me, the better for my team. This is because when you run this build, you have numerous options to avoid and recover damage.
If you are a player who is looking to support teammates through defensive capabilities, then this is the build for you. I think that defensive Vigorous Shouts is probably at the height of Warrior support, there isn’t much else you can add onto this. This leads me to my next point. While IBS and VS have their merits, and the dichotomy of Healing falls to Banners vs. Shouts, the optimum situation is to have two Warriors run them both side by side. Two Banner Warriors healing capabilities would mesh poorly, as would those of VS Warriors, since you would have to coordinate shouts, and that would be far too difficult, leading surely to either over-healing, or none at all.
It should be noted however that while this concept would not be viable with Knight’s Armour (like IBS), the reverse actually does apply. You could run IBS if you wanted to (admittedly with less damage), but the Healing from your Banners would be a lot more significant. So if you ever came across another Vigorous Shouts Warrior geared similar to you, you can effectively swap to Banners.
It should be noted that with a heavily defensive Vigorous Shouts build, you lose DPS. Lately i've noticed that sometimes it's necessary to switch out of Vigorous Shouts and switch in a DPS build. The reason for this is that the greatest enemy to your success as a team is whether you can defeat enemies quick enough. You can support as much as you like, but if the DPS from the rest of your team is low (and considering yours is pretty average with this build) supporting doesn't tend to matter, since hard hitting encounters will make you struggle anyway. So to summarize, make sure you know when to support, and when you might need to DPS. I find when i'm teamed with more than one Necro running condition builds, I usually switch to damage.
Summary:
This whole post has largely been re-written in order to remove repetition and gratuitous information. Originally there were 4 builds described. The omitted builds were an Offensive inclined Vigorous Shouts build, which was incredibly similar to the IBS Warrior (but with VS instead), and has since been pursued by Brand. The other omitted build was a solely Control based build. However since the shortest cooldown control abilities are Weapon Skills, it made sense to run a Hammer with Vigorous Shouts or IBS, making each build go even further with its capabilities.
I have also tried to breakdown each section better, in order to provide build information in concise passages, rather than unorganized drivel like before. The initial sections describe Support as a mindset, you can be tactically aware of your surroundings and dodge attacks without supporting, but the Build Concepts allow you to extend this a lot further than you ever could with a solo-oriented build.
It is difficult to effectively compare the main build concepts, since each excels in different areas, and at different levels. For example, a Banner build simply adds a lot more damage than the defensive Vigorous Shouts approach. Likewise, a defensive Vigorous Shouts build incorporates Weapons, Utility Skills and specialist Runes to allow effective healing and cleansing right across the team, while withstanding significant enemy pressure. Also, each concept is built around one gear set. It tends to be far too costly to invest in multiple sets of gear, especially when you can tailor a build to work across every situation, without requiring Gear to enable you to survive a situation (i.e. I have never once though I wish I had more Vitality for this particular dungeon).
So overall, a lot more justification has been added to getting players to “think” support, as well as tailoring a build to your own playstyle in order to actually play support. As always, I’d keen to hear comments and suggestions from the player base on ways to make the post better, especially in build discussions. One final note, if the numerical side is of interest to you, please refer to the sister thread I have written in parallel to this.
Thing to Add:
- More build ideas?
- Methodology for Shouts/Banners
- Dungeon Experiences
Edited by Sithicus Dias, 05 January 2013 - 10:50 AM.










