That's awesome, Aloraiel. Glad you're back to guardian-ing!
It's actually good that you asked to clarify how close my build really is to OP's, because there are some other subtle differences, generally due to the fact that updates to GW2 since the original post have altered what you can actually do with his build. You can see most
of my build here
. I say most
because I couldn't include the upgrade slots on my back piece and pendant, which are platinum dubloons (apparently not an option with this editor).
The primary differences are these:
- Different rune set. One update to the game changed the way runes worked, and it made OP's holy-trinity set no longer get the boon-duration boost it was designed to. I had to switch to completing a single kind of rune, so water was the choice, as it gave to most boon-duration and a couple of good little healing benefits.
- Sentinel armor instead of Soldier. That choice was strictly based on accessiblity. Sentinel armor came out after OP's post, it has similar stats as soldier, and it was a lot easier to get.
- Magi trinkets. The choice here did two things, giving me a boost to precision, so that all the things I have on critical hits proc more often (for a defensive guardian, Minkus has a pretty high critical-hit rate), and a boost to healing power, since I have several automatic outbound heals.
- Signet of Resolve. Though OP's build says to use Healing Breeze, I opted for this because the automatic condition-cleanse is very helpful. In my experience, conditions are the great bane of a guardian, especially one focused on buffing the party.
- Signet of Judgement. The weakness effect of this is a nice-to-have. I really keep it for the 10% damage reduction at all times. Stacked with the tons of protection the hammer throws, Minkus (my guardian) can take a serious beating.
- Signet Mastery. Since I had points to spend in Radiance, this just made sense, making me able to heal myself 20% more often in a fix.
- Empowering Might. I had a hard time giving up Writ of the Merciful at first, but this trait was just too good, especially for a defensive guardian who doesn't output a lot of base damage, this, alongside my other might-delivery mechanisms, helps a lot. And because it gives might to my whole party, everybody wins.
Now, before I go pontificating, I want to be the first to say that I'm no pro player. I took a lot of input from all over the internet to build a support guardian, then I looked at how I played, and I build something accordingly. If it works for you too, great. If not, that's totally fine; this is not the end-all-be-all, and I'm sure you can find holes in my plan.
That said, I tried to make a build that specializes at boosting a party when they're horribly outnumbered, and I think that's what I've accomplished. There are several things that take effect on critical hits, all hits, and enemy deaths, and they all help the party, not just the guardian. While this guardian doesn't do big burst damage, almost every attack is AoE, so you have the capacity to hit virtually every target in the area, sometimes several times a second. That means lots of hits, lots of criticals, and—of course—lots of kills, because whenever anyone else kills a target you've hit, you get credit for it. All that, on top of the benefits from the staff and hammer that OP talks about (oh, how great that 4sec blast-finisher on the hammer is!), and you've got, in my opinion, the most helpful guardian for an all-hell-broke-loose situation. I won't say the same for big fights against, say, a single champion, but that's fine; every build has a strength and a weakness.
So, that's the overview of my build. I hope it helps, and I'd be happy to talk through anything else you like!