Team - Boon Meta
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This team composition revolves around a high sustain, full melee ball that focuses on controlling allied and enemy downstates.
Guardians support their party with boons and sustain as well as controlling downstates from both sides. Guardians control downstates from both sides with
on enemy downs to set up blink stomps,
to both blink stomp and to save friendly downs along with
Tempests provide healing, defensive boons and utility from
. They can also preform blink stomps using
Frontline Heralds provide boon duration using
, resistance uptime from
, boon removal from
and high AoE damage with Hammer. The choice of secondary Legend determines if the revenant will bring the boon support with Glint stance's
as well as reveal utility from Gaze of Darkness or defensive utility from Jalis stance's
Berserkers provide AoE damage and CC with
and Rupturing Smash
Reapers provide soft CC from Chill, AoE cleave with
, and boon corruption from
(among other sources).
Glamour mesmers provides boon support from
Signet Active: Copy all of your boons to nearby allies.
and blink stomps.
Scrappers provides anti-gank, stealth with
as well as
, and reveal with Detection Pulse.
(2 Stab Groups)
- Warriors and Necros are generally interchangeable in their slots.
- Eles and Druids are somewhat interchangable, but keep Protection uptime in mind.
- Necros and Revenants can be played as Power or Condi
- Some groups drop the Chronomancer
- Eles(/Druids) can be played in their own parties to spread healing better
Guardians can start fights with
then swap off staff or blast fire fields for Might. Blast smoke fields from Scrappers/Druids or use
to stealth engage. Scrappers should attempt to reveal the enemy with
if they have used a stealth opener.
As soon as the enemy team is out of stealth a target should be quickly selected, typically by the driver, as the focus target for the squad. Squad markers should be used on the intended focus target, and each individual party should use the red reticle target to assist their party members in selecting the target. Good targets are low survivability (DPS Elementalist, Power Shatter Mesmer) or mobility builds (Necromancers) and players that are caught out of position. Targets should typically not be swapped off of until they are killed, even if they use defensive cooldowns the best course of action is normally to stay on target until they run out of defensive options entirely.
Setting Up Burst
Try to coordinate mass corrupts (
considers the Reaper's condition damage and not the original applier when calculating the damage for transferred conditions. Coordinate
Have players communicate with the team while under focus pressure so they can be supported by the rest of the squad. If going into downstate is inevitable, make sure players die in a good position to be quickly revived by the teams guardians with
. Downed allies should be stealthed with
. If a friendly down is launched by
or Chaotic Release coordinate use of
to quickly move to and revive them.
When pressuring enemy players make sure to be ready to begin a stomp as soon as they go into downstate. Gaze of Darkness should be used on downed players, ideally before they have been stealthed ( Detection Pulse can be used but only after they are stealthed). Mesmers with
, Elementalists with
and Guardians with
can combine their skills with a launch such as
or Chaotic Release to begin a stomp, knock the downed player away from their teammates then blink to the downed player before the stomp ends to finish them.