This is the type of build that can destroy unorganized groups and defend a keep/tower on it's own, but it can also be pretty much useless against more experienced blobs. Your burn damage can tick pretty high almost instantly, but if it gets cleansed you'll be completeley useless, so you have to play it really carefully. Since condi got buffed (because of the Antitoxin rune nerf), this build is slightly better than it used to be, but by no means should be picked over any class in a organized group. It excels at defending and killing siege.
With this setup, you have some good defensive stats, but you lack other things (like other damage sources) that other meta builds don't. Should be played only as a backliner, even though you have a lot of health and toughness.
People here are ignoring that each application of Virtue of Passive puts Cripple and Vulnerability on top of Burning, and since these conditions are applied after Burning they are first to be cleansed or turned into boons. With Antitoxin runes proposed to be nerfed in future so the extra cleanse is self only, Scrapper should be able to cleanse 2 conditions per second max (1 usually but if they turn Vuln into Prot it should cleanse an additional condition). So the Burning applied from Virtue of Justice would be untouched.
Its true that this build doesn't have Scourge level utility, but 10 man Stability, reflects and AoE CC are no jokes.
Can’t recommend. Dmg can be pretty good in some scenarios but very little support and like other said it actually boost the other zerg because burn convert into aegis and scrapper gets more and more used
UPDATE - 14 JUNE 2019
High potential, low reliability, Strong still as a skirmisher against pug blobs, pretty useless against coordinated guild groups. Easily countered through condition cleanse, hard countered by the insane cleanse of the Scrapper right now. If used against groups running Scrapper, the condition to boon conversion will literally empower the guild with block spam from Burning to Aegis conversion. Not recommended outside of EBG pretty much now.
Since Scourges have been nerfed, they are run in less numbers in a group, giving less corruption than the old meta. This means Resistance is more common, and this build takes a big hit in its capabilities.
A very strong build that synergizes well with the current pirate ship meta. When used well with other condi classes, the burning does significant damage due to cover conditions. Additionally, gives some of the traditional Guardian Support, such as Stand Your Ground and Absolute Resolution for your Wings of Resolve. A good damage slot build that still gives a 2nd stab to the group if needed.
Due to the change in zerg comp, the burn DH role is different, but can still be significant if played as a skirmisher (focused on finishing off downs from relatively safe range or controlling small areas) rather than a source of primary DPS. Actually 'finishing' downs can be a significant aspect of a battle especially as doing so also serves as a powerful, AOE rally for your own downed teammates.
To facilitate this, I run weapons, armor, and traits essentially the same way.
Traits: Shelter, Purging Flames, Judges Intervention, Merciful Intervention, and Renewed Focus
Use: For this build, you'll need a balance of sticking on the commander for movement, but then peeling off somewhat with other 'skirmishers' to lay down AOE and funnel the enemy into specific areas, focus fire downs, and stay out of the way of the enemy zerg-ball.
Use bow 4 and 5 on downed enemies to deter/catch other resurrectors
Combos: Open with bow 5 and then 4 on a blob (especially as they're stabbing up for a push), force a quick condi cleanse. Use Judges Intervention INTO enemy blob, drop Purging Flames (switch weapons), and Torch 5. Then use Merciful Intervention to port back to your own lines.
Getting back tricky, but this small aoe condi spike followed by a massive firebomb + enemy player in middle of the blob can be hugely effective in disrupting an enemy, causing panic-drops of important skills, etc. Excellent way to disrupt backline too.
Deals lot of constant AoE damage. But has lot of hard counters like resistance and condi conversion.
Damage isn't controllable as it is overtime and spread on multiple targets. Fun build if you're Guardian main but worse than other DPS classes. Bad at supporting and no self sustain.
Läuft super in zergs
Not for zerg
No real use in group fights imo. It only has burning as damage. CC takes too long. You have to expose yourself to do damage and support is rather limited when compared to FB and Chrono.
The perfect build against clustered enemies!...
... until they cleanse or pull Resistance.
Burning Guard has been able to pull off an outstanding amount of sustained damage for quite some time now, especially when the enemies are somewhat compact and lack condition mitigation (Bonus bags for a full backline casting into your Reflect). Once (frequent) cleanse and, especially in the past, Resistance are covered however, this guard is effectively reduced to a stability bot.
A really good build that can catch people by surprise with bursts of AoE burning. It's countered pretty hard by well-timed cleansing and resistance, but it's still capable of doing crazy amounts of damage if timed right as cleanses aren't always available.
Potentially highest DPS build in medium to large scale fights. Also provides moderate party support.
Burn guards damage now surpasses many classes, and with improved boonrip from revenants is able to make valuable contributions to DPS whilst keeping much of the utility inherent to being a guardian like stability and AoE cleanse.
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