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Found 5 results

  1. Illusion, Deception, Manipulation… These are the tools of the Mesmer. A class completely different from what most gamers have seen, the Mesmer is a class that relies heavily on the ability to deceive their opponents, create a endless focused assault of minions, and even control the balance of status effects, tipping things in their favor. However, with so much ability comes a steep learning curve, and one that isn’t as easy to understand as many classes, such as Warrior or Elementalist. From Guildwars2.com: “Mesmers are magical duelists who wield deception as a weapon. Using powerful illusions, clones, and phantasmal magic to confuse and distract their foes, mesmers make sure every fight is balanced in their favor and their opponents can’t believe their eyes.” To many the Mesmer will feel underpowered during the early stages, and this is somewhat true. A Mesmer depends a lot on their trait selection for increased damage, their illusions die very easily early on, and shatter is hardly worth the damage output it provides. However if you can stay diligent into your 20’s the Mesmer begins to unfold into a much stronger class and provides a play-style unlike any other. The Weapons: The Mesmer is mostly a ranged caster class wielding light armor and a fairly limited arsenal of 4 primary weapons: Great Sword, Staff, Scepter, and Sword. The sword is the only exception, being a melee weapon, and it provides a few advantages for situations where you must be in close range. While Great Sword and Staff are two-handed weapons, both the scepter and sword can be used together with an offhand of your choice between: Sword, Focus, Pistol, and Torch. While each offhand brings something different to the table, they can be further grouped into offensive and defensive categories: offensive being sword and pistol while defensive include focus and torch. Special Ability: Illusions and Shatter The Mesmer’s unique ability is their use of illusions. Every weapon or pair of weapons in their arsenal includes the ability to summon one clone and one phantasm. In total the Mesmer is allowed to have three illusions in the world at any given time. Once summoned, illusions continue to attack the target they were summoned on until destroyed or the target dies. While in most situations you will want to stack all three illusions on the same target, it is possible to summon each illusion on a different target. The other side of a Mesmer’s special ability is called Shattering. These are your F1-F4 keys. When using these abilities, your illusions will run to the target and shatter. While you must sacrifice all current illusions to do this, each type of shatter does something different, and at times can be very benefitial. F1: Mind Wrack – Illusions run to target and shatter, damaging all nearby foes (damage increases with more illusions). F2: Cry of Frustration – Illusions run to target and apply confusion to all nearby foes (Confusion causes damage when target uses skills). F3: Diversion – Illusions run to target and apply daze on shatter, stacks in effectiveness with more illusions (Daze causes an interrupt and prevents skill use). F4: Distortion – Gain 1 second of distortion for each illusion shattered. (Distortion gives 100% evasion for the duration) Depending on your weapon selection, trait build and strategy, shatter may be a core mechanic that you use every fight, or possibly only used when absolutely necessary. Regardless, every Mesmer should learn to be comfortable with using each of these skills as to memorize the effects of each one as well as time them for when illusion abilities come off cooldown. Utility: As with every class, Mesmer has a large list of utility skills to choose from, and many are very situational. For ease of use, these skills can be broken down into 5 main categories: Glamour, Manipulation, Mantra Illusion, and Signet. (a full list of utility skills and what they do can be found here: http://wiki.guildwar...f_mesmer_skills) Glamour skills all involve placing ground targeted effects and all serve to either benefit you and your allies, hinder your opponents, or sometimes both. Some of the more notable glamour skills include Null field, which creates an area that rips buffs from enemies and conditions from allies, and Feedback, a bubble which reflects projectiles that hit it. Manipulation skills are a bit of a mixed bag as each skill does something entirely different. The best skill here, Arcane Thievery, allows you to swap conditions applied to you for your opponent’s boons, a very handy skill in PvP. Other skills can be very situational, such as Illusion of Life which allows all downed players in an area to get up and fight, granting a rally if they kill a target. Mantras are skills which must first be cast, preferably out of combat as they do have longer cast times, and can then be used instantly in a fight multiple times. The advantage here is that you essentially “load” spells and can add a controlled burst or condition when you want. Depending on the mantra you use, you can damage or daze your foe, gain stability, break stuns, or even remove conditions. Illusions are additional clones and phantasms you can summon to either rapidly increase your illusion count for a more powerful shatter or gain some support and give you some defensive advantage. For instance Phantasmal Defender redirects half the damage you take onto itself, giving the player an absorption shield for a limited time. On the other hand Decoy replaces the player with an illusion, giving you stealth to get out of a bad situation. Finally, as with every class, the Mesmer gets a slew of signet abilities. Signets all add a small passive bonus which can be sacrificed for a more powerful activated skill. Signets can be very situational, however Signet of Domination is one of the more likely you will be deciding on, giving improved condition damage and an activated stun. Elite Skills: To be quite honest, the elite skills do not feel anywhere near as powerful as some elite skills, such as Guardian and their tomes or Elementalist with tornado. This may be due in part to the fact that ArenaNet feels the Mesmer is much more of a support class, due to all the condition stacking, boon swapping and damage mitigation. Your Elite Skills are as follows: Mass Invisibility – All allies within 1200 range are granted stealth for 5 seconds Moa Morph – Turns a foe into a moa for the duration of 10 seconds Time Warp – place a ground targeted circle which grants quickness to allies that stand in it, the field lasts 10 seconds. (Quickness causes all skills and actions to be twice as fast) Each of these abilities is very situational and thus may need to be swapped on the fly depending on what you are doing. My recommendation would be: any form of keep/tower attack or defense, Time Warp will be very useful. For WvW roaming or sPvP, Mass Invisibility may prove to be more beneficial. This provides an extra method of escape in a bad situation or can be utilized to gain an element of surprise on the enemy. Finally, moa morph feels a bit weak as an elite skill. While it does make a player fairly useless for a good amount of time the player is still in control of their character and thus can get out of a focus fire situation allowing their team to reform quickly and attack again. Down... But Not Quite Done: Yeah it happens, you are bested in combat or simply outnumbered; however you are not out of the fight just yet. In your downed state you have 4 abilities to give you one last chance at making a comeback and thankfully the Mesmer skill set is one of the better ones in the game. Mind Blast – A basic damage spell that applies confusion to the target. Deception – Creates a downed clone of yourself and teleports you a short distance away granting stealth for a few seconds. Not quite the distance of thief’s shadow escape, but still pretty good skill to avoid a finisher. Phantasmal Rogue – Summons a Phantasm that deals 2x damage from behind. If ignored, this phantasm can do a ton of damage. Impressive for a downed ability, however it can die very fast. Bandage – Your basic call for help. Restores health while channeled. Picking your Playstyle: While weapon selection feels somewhat limited for this class, the Mesmer can actually pull off quite a few unique builds ranging from full on offense to full support, or even somewhere in the middle. They can also provide tons of unique abilities for their allies which can make them a huge asset in WvW. However, even with many options there are only 2 ways, regardless of your primary build, to maximize the potential with the Mesmer: The Shatterer: This is a Mesmer who uses their illusions mostly for the ability to blow them up, dealing extra conditions and damage. A Shatterer works best with both support and hybrid builds as it gives a needed burst of damage and utility to round out the build. While shattering isn’t always necessary, specifically if you are utilizing skills such as phantasmal defender or disenchanter, it should always be something added to your skills and always be on your mind to use. Maximum Phantasm: When traited correctly, phantasms can dish out some serious damage. A Phantasm build revolves around only using (or mostly using) phantasms rather than clones. Because of this you will be using your shatter abilities only in desperate situations or when it is possible to regain a clone and 2 phantasms rapidly. A phantasm build can be utilized as a hybrid Mesmer; however the more likely scenario is for a full offensive build. After you decide how you prefer to play, we can move on to weapon swapping. Weapon Swaps: Mesmer is possibly one of, if not the most reliant profession on weapon swapping in the game, due to their use, and somewhat dependency, of illusions. Thus your ability to comfortably switch weapons in combat and become familiar with all 10 weapon skills is essential. So deciding which weapons you are going to want to use is essential, so having a goal in mind on how you wish to play helps tremendously. Some examples include: Support: Scepter+Focus / Staff – allows you stay at range and gives many utilities to apply conditions, defend yourself and allies, and even provide a way to catch enemies. Hybrid: Great Sword / Staff – switching to the great sword allows you to put out some consistent damage, summon a strong AoE phantasm, and even can give you some breathing room when needed. The staff can be used to assist the group with boons and apply conditions to foes. Offense: Sword+sword / Great Sword – While the sword+sword combination has issues, it does provide a unique benefit of strong melee damage on what is usually a caster class. Not recommended for WvW, however in small engagements, the S+S gives Cripple, immobilize, daze, and vulnerability conditions along with a 3 second onslaught, with an added bonus of distortion, that your foe would have to be crazy to stay within. There are quite a few more options for weapon swaps and it may take some time testing different combinations out to find what works best for you. For a full list of weapon skills you can check this website (http://wiki.guildwar...f_mesmer_skills). Utility Selection: This is probably one of the hardest choices to make and stick with as there are so many situational skills available to the Mesmer. For instance, Portal Entre can be used to quickly move allies from one area to another, in some situations this can allow for a Mesmer to setup an efficient rear attack, allow allies to escape from battle quickly or to move across the map with ease. However the portal only stays open for 1 minute so players must commit when the strategy is decided. While it is fairly easy to swap skills out of combat to arrange these situational events, what skills should be on your bar at all times? Again this is difficult and really comes down to the build you wish to play, however here is a list of examples: Support: Null Field, Illusion of Life, Phantasmal Disenchanter, Decoy, Mantra of Distraction, Signet of Inspiration, Blink Shatter Heavy Build: Decoy, Mirror Images, Signet of Illusions Hybrid: Arcane Thievery, Null Field, Mimic, Feedback, Decoy, Phantasmal Defender, Signet of Domination Offensive: Decoy, Arcane Thievery, Signet of Domination, Phantasmal Defender (For S+S builds), Blink Trait Selections: Traits are a doozy for every profession, and Mesmer is no different. Finding that perfect balance with the 70 points allotted can be fairly troublesome and your trait selections will vary drastically depending on the type of build you wish to make. While in the case of melee classes I would recommend paying attention to toughness and vitality, and for heavy offensive classes, precision and/or power… Mesmer is such a mixed bag that it is hard to make an argument towards any specific stat; also as of now I cannot find any solid evidence on which stats, if any, are actually transferred to your illusions and at what percentages. However there are some generalizations we can make based on traits available at each milestone. Domination: Adding points into Domination gives a flat +10 power (more damage) and 1% increased condition duration per point added. Obviously if you are working towards a more offensive build, this may be a good selection to invest points into, however I caution spending more than 20 points in this line as there is very little benefit from traits beyond this point. Useful traits in Domination include: I Mental Torment – 20% more damage on Mind Wrack (useful for shatter builds) III Empowered Illusions – Illusions inflict 15% more damage V Crippling Dissipation – Clones cause cripple when killed Beyond these, Domination traits are far too situational to be considered very useful. Dueling: Points in Dueling will add a flat +10 Precision (critical chance) along with +1 Critical damage. Anything beyond 20 points can be a waste and is thus not recommended. Dueling provides some fairly nice additions, specifically if you wish to make a Phantasm build. For this, I can only recommend the following Traits: II Phantasm Fury – Gives Fury to Phantasms(+20% crit chance) VI Sharper Images – Illusions inflict bleeding on critical hits For any phantasm build, these are a must. Your phantasms now have a very good critical chance and the addition of the bleed condition to your bag of tricks. However, for non-phantasm builds there are still a few options available: IV Mantra Mastery – Mantra cooldowns are reduced by 20% V Desperate Decoy – Cloak and leave a clone at 25% health. VI I Empowering Mantras – Increased damage for each readied mantra I would only take the mantra traits if at least 2 of your skills are mantras (including your healing mantra). Chaos: A very defensive trait, chaos adds +10 toughness and +1% boon duration per point spent. Chaos is very good for support builds has its uses for hybrids and can even be slightly helpful for melee builds. For support builds, up to 30 points can be allotted here, however for hybrid builds anything beyond 15 is pushing the limit as points are probably better spent else ware. For defensive builds I would recommend: III Master of Manipulation – 20% shorter cooldown on manipulation skills IV Illusionary Defense – 3% reduced damage for each illusion you have in the world V Debilitating Dissipation – Clones apply random condition on nearby foes when they are killed VII Mirror of Anguish – When disabled (stun,daze,knockback,knockdown,sink,float,fear,launch) you mirror the disable back to the source (cannot trigger more than once every 90 seconds) For any melee or phantasm oriented builds, I would only recommend taking Illusionary Defense, possibly Mirror of Anguish, as there isn’t much else that will help you out greatly. Inspiration: Another support heavy trait, Inspiration grants a bonus of +10 health and healing for each point spent. Again, if you wish to be a support Mesmer, you can take up to 30 points here. Inspiration is also very good for offensive builds up to 10 points, however beyond that is overkill and running into either hybrid territory or full support. For support builds, most of the traits are somewhat situational, but all are fairly beneficial, so go with what you feel is right. However in the case of offensive builds the only trait I would take would be: V Persisting Images – really only helpful for phantasm builds, this trait gives your phantasms 20% more health so they stay up longer. Illusions: Your final trait line, Illusions provides a passive bonus of +10 condition damage along with +1% reduced cooldown on shatter skills per point spent here. The illusion line provides a stronger benefit for offensive builds, both for shattering and phantasms; thus points spent here would be to improve your offensive capability. Having said that a pure support build would find very little use spending points in illusions, however hybrids with more of an offensive focus may wish to invest into Illusions. If you are going to be relying heavily on your shatter abilities, then up to 30 points can be spent here, however if you are a phantasm user then you will want to stick to 20 or less. For shatter builds I recommend: IV Masterful Reflection – Distortion grants reflection (more useful if one of your primary weapons is sword) V Master of Misdirection – Confusion you inflict lasts 33% longer VI Illusionary Invigoration – Recharge all shatter skills at 50% health XI Illusionary Persona – Shattering illusions creates a shatter effect on you as well For any build using phantasms, the traits you will be looking to take include: III Compounding Power – 3% more damage for each active illusion X Phantasmal Haste – Phantasms have 20% faster skill recharge (this is a REQUIREMENT for phantasm builds) TLDR Trait Summary: If you are building for a pure support Mesmer, Chaos and Inspiration will be your primary traits to focus on, these can both be taken up to 30 points each, defensive traits can also be found early on in both domination and dueling for your final 10-20 points. For offensive builds you will want to focus on Domination, Dueling, and Illusions for abilities. However you must decide if you wish to be a shatter or phantasm Mesmer first as this will drastically change what traits are viable for you. 10-15 points can be taken into chaos and/or inspiration for some added defense. Hybrids are a mix bag and thus can spread around the points. Unfortunately this is fairly uncharted territory and thus I recommend you read through the abilities I recommend for every trait tree to find what sounds good and fits your style. Sample Builds: This part of the guide will be added to over time as develop and find more builds to test for the Mesmer, as of now here is a variation of an offensive build I am playing with. Balanced Phantasm Build: http://www.guildhead...mLGo0GffGMomVca (Build and proof of concept: ) This build relies on the player using phantasms to their fullest potential. While the player still deals damage and conditions, The phantasms are the key component to the build and are the only way that this build works, thus you should only use clones when you have 0 illusions, and use them prior to summoning your phantasms so they will be replaced first. While placing 10 points in domination would add additional damage to your phantasms, taking these points into chaos and inspiration instead gives some much needed defensive boons that synergize very well. overall this build doesnt boost very high upfront damage, however over time you get your 3 phantasms out, it applies tons of damage over time to the target. Conclusion: With all that, we come to the end of this guide. Hopefully it was of some help to understanding this somewhat misunderstood profession. To be honest even I neglected the Mesmer since early beta weekends, and it wasn’t until I devoted many hours to understanding the class that I truly started to enjoy what the Mesmer has to offer. If you enjoyed this guide please like, comment, and share it with all your friends and on social media. Your feedback and viewership are what drive me to want to keep writing these kinds of guides and continue to improve them!
  2. The Price of Progress #5 : The Evolution of the Thief First and foremost, I would like to apologize for the day late post, as I was feeling the funk this past day and could not gather the motivation to sit down and pour my ideas out into cyberspace. Regardless, I hope all of you had a wonderful competitive and casual experience in the latest Guild Wars 2 Beta, and it was a pleasure playing with the masses. That being said, the cloud has lifted and I'm looking forward to the next few paragraphs of depth seeking build deconstruction at its finest, in order to determine the aesthetics of our future "Nautilus" like build. The League is set, and off we go! Pre Beta #1 Speculation Weapon Choice Pre Beta #1 Speculation Post Beta #2 Speculation: With the second Guild Wars 2 in the past and the major kinks worked out in the newly revised trait system, it has come to my attention that the source of a Thief's damage can come from multiple places, with the replacement for Deadly Arts becoming the condition damage focused, but not entirely constricted to, Trickery tree. Because of this drastic change in traits and tiered skill selection, the amount of possible weapon combinations for the Thief has reached new heights, and viability across multiple platforms of ranged and melee weapons are now possible due to the lack of completely conditional traits in a given grouping. Let's move on to the all new traits! http://www.vvv-gamin...ass-discussion/ Trait Selection Psst.. Still with me? Pre Beta #1 Speculation: Post Beta #1 Speculation: Beta Weekend #2 Speculation: Fixing the tiered trait selection and respective bugs following this flawed system of selecting passive buffet, caused the entire metagame to be corrected in a very real and tangible way. One of the side effects of this massive revitalization to the system was the viability of alternate damage trees, as opposed to being drowned in a trough of swine food for not going 30/10/10/10/10. In order to take aim and even the iron sights on our ultimate goal of achieving maximum streamline and ultimately Ezio Auditore status, let's delve into the major behind the scenes overhaul that this new B2 build offers, and discover what new dynamics are knocking at the door of viability. NOTE: THIEVES GUILD SHOULD BE DAGGERSTORM, THE AI ON THIEVES GUILD WAS BROKEN WHEN USING PISTOLS AS OF BW2. The "Take Initiative" Build : http://gw2.luna-atra...u8p8u9m9njpjrjv 20 in Critical Strikes Critical strike chance increased by 5% when over 90% health Fury for 10 seconds when you reach 50% health Critical Strikes have a 10% chance to restore 1 initiative (1sec cd) 50% crit chance when in stealth 20 in Acrobatics Swiftness gained on dodge Gain Might whenever you dodge Dodging returns roughly 20% of endurance used on the dodge Gain 2 Initiative every 10 seconds 30 in Trickery Stealing gives you 3 initiative Leave behind caltrops when you dodge Increases maximum initiative by 3 When you steal, you and allies gain fury, might and swiftness Increases damage by 2% per initiative You recieve 4 initiave from using a healing skill I'm not even sure that I have to delve into the differences and advantages of the Trickery tree vs the Deadly Arts spec. Trickery gives us an unconditional pool of damage that is free form between both sets of our weapons, P/P and D/D, and it allows us to regenerate that saved up initiative instantaneously between the 4 per heal skill and 2 per 10 seconds. The change from Vanishing Stealth to Withdrawal allows us a 15 second cooldown to fuel our initiative regeneration engine, as well as giving us an awesome transition into pistols. This damage has no strings attached to it, and passively increases our sneaky bleeds and vulnerability debuffs respectively with the condition damage caused by being in the Trickery tree itself. Executing the "CC and Move" mentality in our build Pre Beta #1 Speculation: Post Beta #1 Speculation: Post Beta #2 Speculation: This builds execution is going to require a whole new dynamic, which could be broadly labeled as finesse, in the form of our pistol switching to D/D and vice versa at key points in a fight. Aside from some familiarity issues with the new play style, i would like to think i displayed this idea in some amount of clarity. The link to the BW #2 video can be found at the tail of this article, but to finish this week's blog off, let's get a vague idea of what we should be doing in particularly problematic match ups. Predicting movement inhibiting cool downs in the Guardian match up is key, try to fake out the healing skills with false pressure, via a switch to daggers from pistols, then back to pistols and evading out. Recognizing invulnerability cool downs and transitively trying to fake them out with key timings on our rolls, much like the baiting of defensive cooldowns. Evading as soon as warriors try to pressure with hundred blades, and evading again afterwards to avoid a punish on your first roll. Kill phantasms with pistols before going in on Mesmers and killing your self involuntarily. Stop trying to 1v1 Necros. Similar tactics to the Guardian matchup can be applied against rangers with the faking out of traps and pet attacks. http://www.dailymotion.com/video/xrhvx0_vvv-rinzler-guild-wars-2-beta-2-thief-pvp_videogames As we've learned, the versatility of this build is endless, and I fully intend on using it as much as possible and finding potential kinks in the armor. I challenge all of you reading this to please tear apart my video and get down to the nitty gritty, pointing out not so proper engagements and sub optimal cool down usage. On this same note, I would love to hear your ideas on particular match ups and any experiences you may have had in the beta that would result in you reaching such a conclusion. I'm here to be a resource and competitor, so use me to better your knowledge of any given match ups, and if you would like to run the 1v1 gauntlet contact me before the next beta. As per usual, I'm typing this at an absurd hour of the morning and can no longer feel my butt, so I'll skim this over in the morning. Thank you all for reading this, and as always, fight for the user. http://en.gw2codex.com/build/1532/show <-- Please go drop a comment and what not on this page. <3 Give me feedback minions! @vVvRinzler
  3. Guild Wars 2 - Check out all this info if your not sure on buying it or not. ---------------------------------------------------------- ---------------------------------------------------------- http://www.youtube.com/watch?v=xBC_ig73aMs ---------------------------------------------------------- ---------------------------------------------------------- Dragon boss in WoW who? ------------------------------ http://pc.ign.com/ar...oaV9_-k.twitter 1. Free to play. 2. Balanced PvP. 3. "When I heard that they balanced dungeons so that five Warriors, Thieves, or Elementalists could do it and have a hell of a time, I almost shed a man-tear. Almost." 4. Next Gen MMO http://www.arena.net...s-2-g-star-demo
  4. Authors Note: With the many changes happening each patch, and limited play time from beta weekends, I have decided to hold off on editing this guide until after the next Beta Weekend (July 22nd) At that time I will make changes to skill information and work towards revising this guide with builds and better information. Overview: Hello and welcome to my guide of the Guardian profession in Guild Wars 2. If you are reading this then it is likely you are interested in playing the Guardian class, or at the very least wish to learn what they are capable of if you happen to run into one on the battlefield. My intent with this guide is to reveal all that the Guardian has at their disposal, providing both detailed skill information along with my own interpretations of said skills, as well as some samples one could use to play a Guardian based on personal preference. Unfortunately due to the complexity of the Guardian class, this guide will fall short of listing all possible builds; however with the knowledge from this guide you should at the very least understand the many options available to you, and what to expect when you see a Guardian in PvP. A Short Video to Understanding the Basics of the Guardian, Video Via IGN The Guardian: The Guardian is a master of protection and support. They use many abilities to create defensive walls, give out boons, and even multiple heals for their team. They are a heavy armor wearing class meant to be played on the frontlines; however they do have more defensive options to allow them to stay further back and still be a huge asset to the team. The closest parallel that can be made to a guardian from other games would be a Paladin, as their job on the field is nearly the same. However, even the most offensive guardian is able to give out support to their allies, as it is a key part of who they are. Special Ability – Virtues: All Guardians are given the use of three unique abilities known as Virtues. These skills always give off a passive buff to the Guardian when they are not on cooldown. However virtues can be activated to provide support for nearby allies. When used, the passive buff is removed until the virtue recharges. These virtues include: Virtue of Justice – Passive: Burn foes with every fifth attack. Active: Nearby allies set foes on fire with their next attacks. (30 second cooldown) Virtue of Courage – Passive: Every 40 seconds you gain an aegis that blocks the next attack Active: Grant Aegis to nearby allies. (120 second cooldown) Virtue of Resolve – Passive: Regenerate health Active: Remove conditions and regenerate nearby allies. (120 second cooldown) Weapons: The Guardian is blessed with a fairly diverse weapon set, however this also makes it difficult to decide which weapons to equip for a given situation. While the iconic Guardian will be seen with a one handed melee weapon and a shield, this is far from their limits. A guardian is able to go completely offensive, using two-handed swords and maces, or switch to either a staff or scepter which gives ranged attacks and the ability to stay off the frontline. Many of the Guardians weapon skills also create wards, symbols, or heal allies. Here is a full list of weapons and weapon skills (abilities indented chain from the prior skill): TWO-HANDED: ONE-HANDED: OFFHAND: Higher Level Guardian Gameplay, Displaying A Variety of Weapons and Utility Skills, Video Via Total Biscuit Healing Skills: As with every class, the Guardian gets the choice of 1 out of 3 healing skills. These Include: Healing Breeze – Heal yourself and allies with a healing breeze. Stacks with regeneration. (30 second cooldown) Shelter – Block attacks while healing. (45 second cooldown) Signet of Resolve – passive: Removes a condition every 10 seconds. Active: Heal yourself. (30 second cooldown) Utility Skills: Guardians have quite a bit of variety when it comes to their utility abilities. The guardian is able to use shouts to buff their allies, or place wards to restrict enemy movement. They can equip signets for additional passive buffs, which include an active use as well, or even summon spirit weapons to assist them in battle. For a full list of utility skills, read the following. SPIRIT WEAPONS: These are summon-able “pets” that will automatically assist in combat, defend you, or cure conditions. Every spirit weapon also has a usable command skill, however doing so will destroy the spirit weapon. SIGNETS: A signet works in the same manner as your virtues. The skill grants a passive buff, but can be activated for a useful effect. As of writing this it is unknown if signets passive buffs are removed during the cooldown, my current assumption is they work exactly the same as virtues, however they are named differently so as to not make passive traits affect a large number of skills. SHOUTS: Similar to what you would think of as a barbarian Warcry, shouts give boons to nearby allies. WARDS: Wards are ground target skills that create mystical fields. These can either prevent enemies from crossing, reflect back projectiles, or give boons while allies are inside. SELF BUFFS: Self buffs are abilities that only benefit you. They generally have low cooldown timers so they can be used multiple times in each battle. INTERVENTIONS: Interventions allow the Guardian to teleport to nearby players on the battlefield. This gives the Guardian some much needed mobility to either close the gap or get out of harm’s way. Elite Skills: As the name implies, Elite skills are very powerful, unique abilities that are used to help change the flow of battle further into your favor. Guardians get the choice of three elite skills, that will likely be chosen based you your play style. Renewed Focus: Focus making you invulnerable and recharging your virtues. (90 second cooldown) This skill will likely be selected and used for DPS oriented Guardians, however could still prove beneficial in conquest for times you are likely the primary target of the enemy team. Essentially Renewed Focus turns the Guardian into a juggernaut and if timed correctly, can give you twice the active usage of virtues. That means 2 Aegis blocks, 2 fire attack buffs, and bonus healing. Tome of Courage: Locks you in place, but grants you powerful support skills. (180 second cooldown) While this does make you an easy target, Tome of courage replaces your current weapon skill bar for a set of unique abilities meant completely to support your allies. In a sense this is your healing stance. The abilities granted are as follows: Tome of Wrath: Locks you in place, but grants you powerful offensive spells. (180 second cooldown) Just as with courage, the Tome of Wrath roots the Guardian in place, but grants them new spells in place of their weapon skill bar. Wrath can be seen as much more of a ranged DPS stance for the guardian and would prove useful to a player that wants to focus on offensive support rather than defensive. (PLEASE NOTE: As of writing this the cooldown timers are unknown, numbers used are estimates compared with Tome of Courage and relative strength) The skills are as follows: Building Your Guardian: Now that you know all that a Guardian is capable of it’s time to start contemplating how exactly we want to play our Guardian. It is important to remember that while we do have a huge selection and variety; Guardians are at heart a support class. If this is something you do not wish to accept then Guardian may be a poor choice for you, but perhaps a Warrior or Engineer may be more your style. But if you do wish to have and utilize group buffs / debuffs then let us continue! The Guardian is capable of filling just about every role possible: Tank, Healer/Support, Melee DPS, Ranged DPS, or generally any hybrid you wish. This is great as it allows a ton of player freedom, but it also means you should be conscious of your allies and what they play. For any form of organized PvP, it is likely you will be the one switching your abilities to complement your team; thankfully Guardians are easily able to do this, but should we really compromise fun for effectiveness? Even If you Wish to Remain a Melee DPS, It Is Still Possible to Provide A Large Amount of Support Through Utility Skills, Video Via Jeuxonline There is a solution to this and it is actually quite simple. Think of it this way: Your weapon and talents dictates your own play style, be it DPS, pure support, etc. while your Utility Skills are used to complement your group. If your group is perhaps very defensive then you may wish to take spirit weapons to add DPS, however if they are all mages then utilizing Sanctuary and Merciful Intervention will be much more necessary. Of course these utility will also be based on your weapons of choice. So If you like to crack some skulls with the Hammer then the knockback and ring of warding it provides will negate the need of multiple protective utility skills… Hopefully that all makes sense. Sample Builds: Unfortunately, due to the complex nature of the Guardian and lack of time to theory craft, I have yet to generate some examples. Builds will be added to this section in the future along with details on gameplay style, situational usefulness, and possible Utility / Trait swaps. If you would like to contribute to this section feel free to post on this topic. Other Information: Skill Information and Images gathered from the following sites: http://www.gw2tools.com/skills#g http://gw2.luna-atra...s_tool/?lang=en http://www.guildwars...sions/guardian/ http://wiki.guildwar...guardian_skills All other information, content, and theories belong to their respective owners. Topics arranged and edited by vVv Blazek. Last updated 7/13/2012
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