Team - Heavy Bunker
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This team composition revolves around a 6 Guard:6 Support:3 DPS ratio to protect and set up for a small number of extremely high damage builds.
Guardians in this comp typically run extremely high defensive stats including healing power, focusing on support rather than personal damage. They support their party with boons and sustain as well as controlling downstates from both sides.
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
Heralds provide boon duration using
, resistance uptime from
, boon removal from
and high AoE damage. 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
Reapers provide soft CC from Chill, AoE cleave with
, and boon corruption from
(among other sources).
(2 Stab Groups)
- When making changes keep in mind the ratio of 6 Guards:6 Support:3 DPS.
- Heralds can be played as condition or power.
- Heralds can be swapped for Scrappers for stealth and reveals.
- Tempests can be swapped to Druids for offensive buffs and stealth.
- The three Reapers can be swapped in whole or in part to Berserker or Daredevil but keep in mind that without any condition damage enemy Heralds will have a significant amount of energy freed up.
- D/Wh is a strong variant for Tempests in this comp since extra focus survivability is less needed.
Guardians can start fights with
then swap off staff or blast fire fields for Might. If using Druids or Scrappers blast Smoke Fields for stealth. 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). 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.