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Guardian - Glass Healer

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Maybe it never coalesced into something brilliant. Maybe it never made it off the ground floor. Maybe we based our better ideas off of it. Basic builds are anywhere from downright bad to just shy of being good enough to showcase. These builds share the widest ratings and can lead to wildly differing levels of success.

Focused on: SupportControl.

Designed for:


Overview

An off-point support build focused on healing, reviving, and protecting allies.

Skill Bar

StaffHealingUtilityElite
Scepter/Shield

Slot Changes

Elite skill:

  • Renewed Focus
    2Activation.png
    90Recharge.png
    Renewed Focus
    Meditation. Focus, making yourself invulnerable and recharging your virtues.
    Duration.pngDuration: 3 seconds
    Book.pngPrevents Capture-Point Contribution
    - If you know you're going to be focused really hard. Using it over
    Signet of Courage
    Activation.png
    120Recharge.png
    Signet of Courage
    Signet Passive: Periodically heal allies in the area around you while in combat.
    Signet Active: Fully heal nearby allies.
    Healing.pngActive Heal: 100%
    Healing.pngPassive Heal: 808
    Targets.pngNumber of Targets: 5
    Radius.pngHealing Interval: 10 seconds
    Radius.pngPassive Radius: 300
    Radius.pngActive Radius: 1,200
    Book.pngCombat Only
    typically isn't recommended though, because that means losing your best healing skill.

Utility:

Merciful Intervention
40Recharge.png
Merciful Intervention
Meditation. Shadowstep to an ally in the targeted area and heal around them. If no ally is present in the targeted area, this ability will not shadowstep.
Healing.pngHealing: 1,960
Targets.pngNumber of Targets: 5
Radius.pngRadius: 180
Range.pngRange: 1,200

can be replaced by:

  • "Stand Your Ground!"
    30Recharge.png
    "Stand Your Ground!"
    Shout. Grant stability to yourself and allies.
    Retaliation.pngRetaliation (5s): Reflect incoming damage back to its source.
    Stability.png5Stability (6s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
    Targets.pngNumber of Targets: 5
    Breaks Stun.pngBreaks Stun
    Radius.pngRadius: 600
    - Merciful Intervention is a very versatile skill that can be used as a burst-heal (especially for mobile allies like thieves), to teleport to and revive a downed ally, and as a quick getaway if an ally is in range. If you're being focused, Merciful Intervention IS going to save you. That said, if you think you'll need more protection against CC, Stand Your Ground is also a decent option. You should be fine just with the stability from
    Virtue of Courage
    45Recharge.png
    Virtue of Courage
    Virtue: Grants aegis every few seconds.
    Activate: Grant aegis to yourself and nearby allies.
    Aegis.pngAegis (20s): Block the next incoming attack.
    Targets.pngNumber of Targets: 5
    Book.pngAegis Refresh: 40 seconds
    Radius.pngRadius: 600
    though, and not having
    Merciful Intervention
    40Recharge.png
    Merciful Intervention
    Meditation. Shadowstep to an ally in the targeted area and heal around them. If no ally is present in the targeted area, this ability will not shadowstep.
    Healing.pngHealing: 1,960
    Targets.pngNumber of Targets: 5
    Radius.pngRadius: 180
    Range.pngRange: 1,200
    will leave you much more vulnerable to being focused in a team fight.


Weapons:

  • Scepter/Torch over Scepter/Shield.
  • The torch can be used at the cost of survivability to cleanse large amounts of conditions from allies, as well as for a small boost to damage. It's not really recommended since it has no self-defensive options, and channeling the cleanse at 400 range is likely to get you killed, but if you really think you'll need the cleansing for allies, go for it.

Specializations



Variants

  • Taking
    Virtuous Solace
    Virtuous Solace.pngVirtuous Solace
    Drop a protective area at your location when you're struck while below the health threshold.
    Radius.pngHealth Threshold: 25%
    over
    Absolute Resolution
    Absolute Resolution.pngAbsolute Resolution
    Activating Virtue of Resolve removes conditions from nearby allies. Virtue of Resolve's passive effect is stronger.
    Virtue of Resolve.pngVirtue of Resolve (3s): 315 Heal
    Book.pngConditions Removed: 3
    Radius.pngRadius: 1,200
    trades off cleansing support for an effect that could potentially save you from being chased or focused down. It's a very big trade off however, so consider it carefully. Generally it's a better idea to stick to
    Absolute Resolution
    Absolute Resolution.pngAbsolute Resolution
    Activating Virtue of Resolve removes conditions from nearby allies. Virtue of Resolve's passive effect is stronger.
    Virtue of Resolve.pngVirtue of Resolve (3s): 315 Heal
    Book.pngConditions Removed: 3
    Radius.pngRadius: 1,200
    since the only other decent option for ally cleansing is a torch.

Equipment

Staff.png
I.png
Superior Sigil of Agility
9Recharge.png
Superior Sigil of Agility.pngSuperior Sigil of Agility
Gain 5 seconds of swiftness and 1 second of quickness when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Escape
18Recharge.png
Superior Sigil of Escape.pngSuperior Sigil of Escape
Remove movement-impairing effects from yourself when swapping to this weapon while in combat.
I.png
Scepter.png
Shield.png
II.png
Superior Sigil of Agility
9Recharge.png
Superior Sigil of Agility.pngSuperior Sigil of Agility
Gain 5 seconds of swiftness and 1 second of quickness when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Escape
18Recharge.png
Superior Sigil of Escape.pngSuperior Sigil of Escape
Remove movement-impairing effects from yourself when swapping to this weapon while in combat.
II.png
Superior Rune of the Monk
Superior Rune of the Monk.pngSuperior Rune of the Monk
(1): +25 Healing Power (2): +5% Boon Duration (3): +50 Healing Power (4): +10% Boon Duration (5): +100 Healing Power (6): +10% outgoing heal effectiveness to allies, +1% outgoing heal effectiveness for 3 seconds whenever granting a boon to an ally (max 10)
Mender's Amulet
Mender's Amulet.pngMender's Amulet
+1050 Power +560 Precision +560 Vitality +1050 Healing power
  • Swapping your weapon to gain quickness and then following up with any supportive signet can make the difference between saving an ally or not.

Usage

  • Do NOT tank a point unless you absolutely have to, the build doesn't offer enough survivability to the user to justify this, and it makes the user extremely vulnerable to being focused. If you don't have an ally who can tank points at all, this build isn't going to be able to substitute that. Generally stay a fair distance away from the point, as you'll need that distance if you're focused and need to use
    Merciful Intervention
    40Recharge.png
    Merciful Intervention
    Meditation. Shadowstep to an ally in the targeted area and heal around them. If no ally is present in the targeted area, this ability will not shadowstep.
    Healing.pngHealing: 1,960
    Targets.pngNumber of Targets: 5
    Radius.pngRadius: 180
    Range.pngRange: 1,200
    .
  • Try not to fight without allies. You're not worth much if you're supporting nothing. Generally, attempting to 1v1 will end up with you dead. If you're forced into a 1v1, just try to hold out until an ally approaches, or leave to where your allies are.
  • If you need to focus on supporting someone, it should usually be your necromancer. Necromancers deal a lot of damage and strip a lot of boons, but they're vulnerable to being focused. It's your job to make sure that they stay alive to do their job regardless of being focused. If the enemy figures out why your necromancer isn't dying, be prepared to get focused.
  • The damage this build deals without
    Virtue of Justice Virtue of Justice
    25Recharge.png
    Virtue of Justice
    Virtue: Burn foes every few attack.
    Activate: You and your allies inflict burning on the next attack.
    Burn.pngBurning (passive effect) (2s): 264 Damage
    Burn.pngBurning (active effect) (4s): 524 Damage
    Book.pngNumber of Targets: 5
    Book.pngNumber of Attacks to Trigger: 5
    Radius.pngRadius: 600
    is somewhat decent but generally supplemental. Do not put yourself at risk to deal damage unless you know you can down your target.
  • If you're being focused, do not hesitate to kite enemies or use your abilities to save yourself.
    Sanctuary Sanctuary
    Activation.png
    120Recharge.png
    Sanctuary
    Consecration. Form a protective healing shelter for allies. Foes and projectiles cannot enter.
    Heal.pngHealing: 266
    Book.pngNumber of Targets: 5
    Book.pngPulses: 6
    Duration.pngDuration: 6 seconds
    Radius.pngRadius: 120
    Combo.pngCombo Field: Light
    and
    Line of Warding Line of Warding
    1Activation.png
    40Recharge.png
    Line of Warding
    Ward. Create a line in front of you that foes cannot cross.
    Duration.pngDuration: 5 seconds
    Combo.pngCombo Field: Light
    Range.pngRange: 1,200
    are both good skills to use to kite and protect yourself.
    Merciful Intervention Merciful Intervention
    50Recharge.png
    Merciful Intervention
    Meditation. Shadowstep to an ally in the targeted area and heal around them. If no ally is present in the targeted area, this ability will not shadowstep.
    Heal.pngHealing: 1,960
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 180
    Range.pngRange: 1,200
    is also a very good way to get out of a tight spot if you have an ally at long-range (which you should, if you positioned properly). In fact, if 3 enemies are focusing you, you probably won't get away alive unless you teleport to an ally at long-range.
  • Use
    Empower Empower
    Activation.png
    20Recharge.png
    Empower
    Channel might to yourself and allies around you. Heal nearby allies when it ends.
    Heal.pngHealing: 1,500
    Might.png12Might (10s): 360 Power, 360 Condition Damage
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 600
    and
    Detonate Orb of Light Detonate Orb of Light
    Detonate Orb of Light
    Detonate the orb to heal nearby allies. Orb of Light takes four times longer to recharge if detonate.
    Damage.pngDamage: 146
    Heal.pngHealing: 788
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Range.pngRange: 1,200
    frequently. These are healing skills that you'll use to sustain your allies rather than to burst heal them. Be careful where you use Empower, as you'll essentially be rooting yourself and asking to be focused.
  • Signet of Courage Signet of Courage
    Activation.png
    180Recharge.png
    Signet of Courage
    Signet Passive: Periodically heal allies around you in an area while in combat.
    Signet Active: Fully heal nearby allies.
    Heal.pngActive Heal: 100%
    Heal.pngPassive Heal: 808 Heal
    Book.pngNumber of Targets: 5
    Radius.pngHealing Interval: 10 seconds
    Radius.pngPassive Radius: 300
    Radius.pngActive Radius: 1,200
    Book.pngCombat Only
    needs decent timing and foresight to be used. If you know someone is about to be burst or focused, make sure you start casting this. If it turns out they're okay near the end of the cast, just cancel it. Timing this right in a team fight can quickly change a lost fight into a comeback. Casting this without stability and/or in close-range isn't recommended.
  • If you're forced into holding a point, don't be afraid to use
    Signet of Courage Signet of Courage
    Activation.png
    180Recharge.png
    Signet of Courage
    Signet Passive: Periodically heal allies around you in an area while in combat.
    Signet Active: Fully heal nearby allies.
    Heal.pngActive Heal: 100%
    Heal.pngPassive Heal: 808 Heal
    Book.pngNumber of Targets: 5
    Radius.pngHealing Interval: 10 seconds
    Radius.pngPassive Radius: 300
    Radius.pngActive Radius: 1,200
    Book.pngCombat Only
    with stability to hold out for a bit longer. The passive effect generally isn't worth holding onto since you won't last long enough to make use of it. Generally try to hold on to the active for allies though.
  • Signet of Mercy Signet of Mercy
    Activation.png
    150Recharge.png
    Signet of Mercy
    Signet Passive: Improves healing.
    Signet Active: Revive a nearby ally.
    Signet of Mercy.pngSignet Passive: 180 Healing
    Radius.pngRadius: 180
    Range.pngRange: 900
    also needs somewhat decent timing, although it is the fastest revive in the game alongside Battle Standard. If you're reviving an elementalist, thief, or mesmer take into account that they may dodge your revive. If you cast this as an ally drops, it'll always finish before an enemy's finishing animation.
  • Use Sigil of Agility with
    Signet of Courage Signet of Courage
    Activation.png
    180Recharge.png
    Signet of Courage
    Signet Passive: Periodically heal allies around you in an area while in combat.
    Signet Active: Fully heal nearby allies.
    Heal.pngActive Heal: 100%
    Heal.pngPassive Heal: 808 Heal
    Book.pngNumber of Targets: 5
    Radius.pngHealing Interval: 10 seconds
    Radius.pngPassive Radius: 300
    Radius.pngActive Radius: 1,200
    Book.pngCombat Only
    or
    Signet of Mercy Signet of Mercy
    Activation.png
    150Recharge.png
    Signet of Mercy
    Signet Passive: Improves healing.
    Signet Active: Revive a nearby ally.
    Signet of Mercy.pngSignet Passive: 180 Healing
    Radius.pngRadius: 180
    Range.pngRange: 900
    to speed up the casting time a bunch. Using this combo with
    Signet of Mercy Signet of Mercy
    Activation.png
    150Recharge.png
    Signet of Mercy
    Signet Passive: Improves healing.
    Signet Active: Revive a nearby ally.
    Signet of Mercy.pngSignet Passive: 180 Healing
    Radius.pngRadius: 180
    Range.pngRange: 900
    is a surefire way to revive an ally (although the casting time for Signet of Mercy already is more or less surefire).
  • Generally reserve
    Sanctuary Sanctuary
    Activation.png
    120Recharge.png
    Sanctuary
    Consecration. Form a protective healing shelter for allies. Foes and projectiles cannot enter.
    Heal.pngHealing: 266
    Book.pngNumber of Targets: 5
    Book.pngPulses: 6
    Duration.pngDuration: 6 seconds
    Radius.pngRadius: 120
    Combo.pngCombo Field: Light
    for if an ally or enemy is downed, or if an ally (or you) is about to be focused down. It is an invaluable skill for interrupting enemy rezzing/stomping, as it chips away stability stacks rather quickly. If you need to, this is also a good way to help decap a point. After this has been cast, you can usually safely approach your allies on point in order to heal with skills like
    "Receive the Light!" "Receive the Light!"
    Activation.png
    40Recharge.png
    "Receive the Light!"
    Shout. Heal yourself and allies in a cone in front of you.
    Heal.pngInitial Self Heal: 3,250
    Heal.pngSelf Heal per Pulse: 650
    Heal.pngAllied Heal per Pulse: 1,305
    Book.pngNumber of Targets: 4
    Book.pngPulses: 5
    Duration.pngHealing Breeze Duration: 3 seconds
    Range.pngRange: 600
    .
  • Wrath of Justice
    Wrath of Justice.pngWrath of Justice
    Striking an enemy with justice's active effect triggers signet of wrath.
    and
    Chains of Light Chains of Light
    ½Activation.png
    20Recharge.png
    Chains of Light
    Immobilize and make your foe vulnerable with ethereal chains.
    Damage.pngDamage: 61
    Immobilize.pngImmobilize (2s): Unable to move.
    Vulnerability.png3Vulnerability (6s): 3% Incoming Damage
    Range.pngRange: 900
    are great skills to use when focusing down an enemy. Consider saving each immobilize for after the first one has been cleansed or has worn off, so as to avoid both of them being cleansed at the same time. Take note that
    Renewed Justice
    Renewed Justice.pngRenewed Justice
    Virtue of Justice is renewed when you kill a foe.
    will not refresh
    Wrath of Justice
    Wrath of Justice.pngWrath of Justice
    Striking an enemy with justice's active effect triggers signet of wrath.
    .
  • Using
    Virtue of Justice Virtue of Justice
    25Recharge.png
    Virtue of Justice
    Virtue: Burn foes every few attack.
    Activate: You and your allies inflict burning on the next attack.
    Burn.pngBurning (passive effect) (2s): 264 Damage
    Burn.pngBurning (active effect) (4s): 524 Damage
    Book.pngNumber of Targets: 5
    Book.pngNumber of Attacks to Trigger: 5
    Radius.pngRadius: 600
    with a lot of allies around will result in a ton of burning. Spamming it isn't a terrible idea, especially when your team is focusing someone. Take note that this skill is renewed if an enemy is killed due to
    Renewed Justice
    Renewed Justice.pngRenewed Justice
    Virtue of Justice is renewed when you kill a foe.
  • Save
    Virtue of Resolve Virtue of Resolve
    50Recharge.png
    Virtue of Resolve
    Virtue: Regenerates health.
    Activate: Heal yourself and nearby allies.
    Heal.pngVirtue of Resolve: 84 Heal
    Heal.pngHealing: 1,625
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 600
    for condition bombs and follow up with some burst healing due to the likely removal of poison. If you need to, use it just to remove poison and follow up with healing before it's reapplied.
  • Use
    Virtue of Courage Virtue of Courage
    75Recharge.png
    Virtue of Courage
    Virtue: Grants aegis every few seconds.
    Activate: Grant aegis to yourself and nearby allies.
    Aegis.pngAegis (20s): Block the next incoming attack.
    Book.pngNumber of Targets: 5
    Book.pngAegis Refresh: 40 seconds
    Radius.pngRadius: 600
    (and/or
    "Stand Your Ground!" "Stand Your Ground!"
    30Recharge.png
    "Stand Your Ground!"
    Shout. Grant stability to yourself and allies.
    Stability.png5Stability (5s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
    Retaliation.pngRetaliation (5s): Reflect incoming damage back to its source.
    Book.pngNumber of Targets: 5
    Range.pngRange: 600
    Stun-Break.pngBreaks stun
    ) for stomps, revives, Signet of Mercy, and Signet of Courage. Be considerate of your allies when you have these skills in mind, as breaking a stun for them might mean the difference between winning and losing a fight.
  • If you're using a torch and your team picks up a huge amount of conditions, so you're forced into using
    Cleansing Flame Cleansing Flame
    Activation.png
    15Recharge.png
    Cleansing Flame
    Breathe magical flames that damage foes and cure conditions on allies.
    Damage.png10Damage: 800
    Book.pngNumber of Targets: 3
    Book.pngPulses: 9
    Range.pngRange: 400
    to save them, consider using
    Virtue of Courage Virtue of Courage
    75Recharge.png
    Virtue of Courage
    Virtue: Grants aegis every few seconds.
    Activate: Grant aegis to yourself and nearby allies.
    Aegis.pngAegis (20s): Block the next incoming attack.
    Book.pngNumber of Targets: 5
    Book.pngAegis Refresh: 40 seconds
    Radius.pngRadius: 600
    or
    "Stand Your Ground!" "Stand Your Ground!"
    30Recharge.png
    "Stand Your Ground!"
    Shout. Grant stability to yourself and allies.
    Stability.png5Stability (5s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
    Retaliation.pngRetaliation (5s): Reflect incoming damage back to its source.
    Book.pngNumber of Targets: 5
    Range.pngRange: 600
    Stun-Break.pngBreaks stun
    since this skill is easily interrupted.
  • Don't ever use
    Wave of Wrath Wave of Wrath
    ½Activation.png
    Wave of Wrath
    Send out a powerful shockwave, hitting up to five foes.
    Damage.pngDamage: 146
    Book.pngNumber of Targets: 5
    Range.pngRange: 600
    unless you desperately need some form of damage in the moment. It doesn't do damage, and more importantly it doesn't support. With the time spent casting this worthless skill, other more important skills like
    Sanctuary Sanctuary
    Activation.png
    120Recharge.png
    Sanctuary
    Consecration. Form a protective healing shelter for allies. Foes and projectiles cannot enter.
    Heal.pngHealing: 266
    Book.pngNumber of Targets: 5
    Book.pngPulses: 6
    Duration.pngDuration: 6 seconds
    Radius.pngRadius: 120
    Combo.pngCombo Field: Light
    ,
    Empower Empower
    Activation.png
    20Recharge.png
    Empower
    Channel might to yourself and allies around you. Heal nearby allies when it ends.
    Heal.pngHealing: 1,500
    Might.png12Might (10s): 360 Power, 360 Condition Damage
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 600
    , and so forth could be used instead. I highly recommend turning off the auto-attack for this skill, as it'll just mess with the timing on skills like the two supportive signets and
    Sanctuary Sanctuary
    Activation.png
    120Recharge.png
    Sanctuary
    Consecration. Form a protective healing shelter for allies. Foes and projectiles cannot enter.
    Heal.pngHealing: 266
    Book.pngNumber of Targets: 5
    Book.pngPulses: 6
    Duration.pngDuration: 6 seconds
    Radius.pngRadius: 120
    Combo.pngCombo Field: Light
    where a few milliseconds can make the difference between an ally being downed/finished or not.

Counters

  • High mobility and burst.
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Build rating - 3 stars
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8 Ratings
5 stars
PlatinumQueen gave this build 5 stars June 2017

The main difference in survivability between this build and the typical DH build is Shield of Courage and Renewed Focus, except the DH build has to function in close-range most of the time. If people have trouble playing this, I'd imagine they'd probably have trouble even playing the current meta DH build, or even a power revenant. With that said, this build is really lacking in damage and the relative "glassiness" prevents it from bunkering or standing on points for long, but it more than makes up for those areas with its support potential and ability to secure stomps and revives. As long as one doesn't take this build into a team comp of squishy teammates with no point-holder, they should be fine. One build isn't required to do everything.

Clearly people haven't bothered actually playing or playing against this build before rating it, or they wouldn't claim that it's as easy to take down as it is. Its healing may be stronger on allies, but it still has more than enough to take care of itself. Frankly the name "Glass healer" is a complete misnomer because it's not really glass.

0 stars
Just no gave this build 0 stars June 2017

Registered just so I can tell how bad this shit is. Once sanctuary wears off nothing's going to save you. Nothing. A caondi war with stability goes through even that one thing this has going for it.

I've had two of these in my groups tonight, I want to spare anyone from going through what I had to endure.

Worst part? We carried his ass one game and won so he was convinced he did well. That's where I ragequit the fuck out.

"other support builds can't hold a candle to it" FUCKING WHAT? This can't even cleanse itself letalone others. Necros can be allowed to have this shitty sustain because they carry the dps charts and have an ele to support them but this forces an ele out of the team. Please delete this and system 32.

5 stars
Fashion Mage gave this build 5 stars June 2017

Due to the relatively low cooldown on Virtue of Courage, a stability skill isn't really needed to cast those signets. The only thing which can really shut down this build easily is if Merciful Intervention is on cooldown and the enemy chain-spams cc and boon stripping to stunlock the build to death, then again that takes down any build without a panic button easily, so that "argument" goes for any druid and necro build despite those builds being meta.

Druids and eles do more damage and are tankier, but they don't hold a candle to this build supportively. The fact that this build has so much range on its skills let's them heal without getting cleaved on, whereas druids and even eles both need to get literally on top of an ally to heal them, and they'll be healing them for far less and much less frequently.

The build is somewhat hard to play due to its reliance on MI for an escape and having to actually time some skills, but it being squishy does not mean it's necessarily easy to take down. The basic concept of using distance as a defense shouldn't be hard to understand. It dying from an entire team focusing it is not a valid argument, especially when you consider that necros literally suffer from being focused every game (which this build ironically solves) and yet they're a staple to any proper team comp.

5 More Ratings
5 stars
KinkyKun gave this build 5 stars June 2017

I rarely get killed using this build providing that I've positioned correctly. It doesn't have the tools to bunker or anything, but it definitely has the tools to survive. Most of the time people don't even have the amount of stability needed to break through Sanctuary. If one plays this like a bunker or a meditation/trap DH, it obviously isn't going to function well. If an entire team focuses it, they'll be doing so a far distance away from the point and suffer the consequences of leaving an ally to get gangbanged there or leaving the point to be free-capped. The only thing that can actually persistently chase this is a thief, and even then that's only if sanctuary is on cd. Since all of its healing is ranged and bursty, you can usually just kite and then stop for a moment to heal allies who need it.

"Hurr durr squish ur bronze". You mean mudslinging is actually considered to be a "rating" on this site?

0 stars
Forgotmypasswordlulz gave this build 0 stars June 2017

This is a joke right? And a bad one at that. Even target golems could kill this shit. I've seen better builds in beta. Dead man can't support the team no matter how much healing you pack into it

LOL at the previous comment. Aoiri do you even play this game? Bronze one or two?

5 stars
Aoiri gave this build 5 stars June 2017

This build offers tons of support and utility. Nothing else comes close to being able to keep important allies alive even if they're focused by the entire enemy team, and this build is doing even better with the recent buffs to the staff. Keeping necros alive with this is really easy whereas they'd normally be the first to get focused and die. Sanctuary is an almost guaranteed way to secure a stomp, with the only thing countering it being rare instances of teleport-based revival. Support eles and bunker druids don't really compare in this regard, as they lack the extreme burst healing and revival capabilities that this build has. Of course eles and druids can hold a point much more effectively as this build is kind of glassy (as the name states), but that's not really the purpose of this build.

If most of the enemy team tries to rush at you from long range, you can get away pretty easily by teleporting to distant allies with Merciful Intervention or by kiting with the staff and Sanctuary, at which point the rest of your team should have little issue capping the point or finishing off whoever else is on point.

5 stars
Utrex gave this build 5 stars June 2017

Low sustain and low offensive skills are the downside, the high support potential is the upside. It can miraculously save teamfights with the signets provided you're at a safe distance. With Sanctuary you can use channels such as Empower and Signets. Situational but fairly easy to maneuver. The hard part is staying alive.

0 stars
Hanz gave this build 0 stars June 2017

Not to be rude but this is the definition of useless. The entire build is about keeping range hoping nobody has the brain cells to go ham at the sight of a signet guard who has almost no options to avoid taking damage. The big skills you need to pull off have such long cast times there is no way any of them are going to go off more than once against any competent player, especially without stability.

Btw, Sigil of Escape and Agility are both on 18s CD, which they share among both sets. This means on one of the sets it'll never activate if you swap every ~10 seconds.

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