Guardian - Core Support
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Incredibly tanky Stability and cleanse bot that replaces Firebrand and Scrapper to some extent. While it lacks and resistance from Chapter 4: Stalwart Stand in , it gains in significant Stability uptime, cleansing, and Aegis application. The addition of adds significant survivability.
- In higher pressure situations, the block is a lot more useful than the group heal and condi cleanse (which doesn't proc until it has finished casting, anyway).
- When your subsquad is lacking regeneration, this could be considered over or . You should already have protection capped with your mace and shield skills.
- When you're playing against really bad groups and don't need the invulnerability. Also benefits from reduced cooldown and condition cleansing.
- In the core build, the instant cast virtues benefit from trait options more than the tomes would in the Firebrand build.
- The biggest trait change here is , which greatly improves Stability uptime from and the additional blocks from . With Trooper runes, the shouts cleanse 2 conditions now, making each shout as effective as pre-nerf for cleansing conditions.
- is what makes this build worty of consideration. The base cooldown of is 45 seconds. lowers this to 38.25 seconds, and further lowest this cooldown by 1 second each time an Aegis you apply blocks an attack. Realistically, this means that the cooldown of is 20-22 seconds.
- is a little bit more efficient than for Aegis output.
- , Mint Creme Brulee, Bowl of Spiced Fruit Salad, and Spiced Pepper Creme Brulee all work fine.
- or .
- for extra healing and boon duration, but you lose out on more effective shouts.
- for boon duration and resistance. This is a close second to
- Under General Options / User Interface, enable "Always show squad health bars" and "Always show party health bars".
- Disable "Thick squad health bars" and enable "Thick party health bars".
- Under "Squad Options", disable "View as a grid".
- doesn't really do much but apply some Might and Retaliation.
- cleanses 5 from yourself and 3 from your party without a cast time, which is a significant improvement over , which you cannot use while CC'd.
- provides Aegis, Stability, and a 5-man stun break.
- If Guardian didn't provide this much Stability, you wouldn't run it as a support.
- Your Stability uptime is improved based on your effectively you apply Aegis with , , , and .
- With and , all of your shouts have a 20% decreased cooldown, cleanse 1 condition, and convert 1 condition into a boon.
- Small consideration, but your cleanse occurs before your conversion does, so 1 condition will just cleanse while 2 will result in a cleanse and a conversion.
- DO NOT use while in a dome. You will die very quickly. So long as you actually get the Resistance, it's very useful for instantly cleansing your party of conditions and/or acting as a stun break for yourself.
- is borderline useless without traiting heavily into shouts, but is used here mainly for the application of Aegis. The recent buff makes this a little better, especially early on in fights when the big cooldowns of your enemy are used.
- is very self-explanatory. Should be used as your second stability skill, after .
- Your main weapon set
- You'll rarely be completing your auto chain, but the last hit applies some healing.
- should be used off-cooldown during fights. Offensively, it effectively strips Aegis from many targets each tick. Defensively, it applies some Regeneration, though that should already be covered in your subsquad.
- is a block for yourself and then Aegis and Protection for you and 4 allies. If you notice the skill isn't proccing, you can walk into a red circle to trigger the Aegis application for your group.
- should almost be used off-cooldown, so long as you didn't just apply Aegis from or . 5-man Aegis and Protection.
- has a small heal attached to it but it's most useful for disrupting domes or CCing people in your domes.
- Swap into Staff when your and have cooldowns of 9 seconds or longer.
- to heal your squad or trigger blast finishers.
- to pop enemy Aegis or give group swiftness between fights.
- when it's safe for Might and heals
- for CC.
- Switch back to Mace/Shield as soon as you're able.
- Heavy and prolonged pressure. You should be able to get out of most ruts because you have 3 stun breaks, lots of condi cleanse, and (and then another stun break and massive cleanse). If you die, you either used your cooldowns poorly, positioned poorly, or got marked.