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GW2 Permanent Retaliation Build

Red Omen

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Permanent Retaliation Guardian
You're going to get hit. No matter how evasive you are or how often you pop Aegis, eventually you'll run out of resources and get beat down. Here, I'll try to make this work in your favor.

Apparently Retaliation got a tasty buff recently that improved its scaling. It seems fairly easy for a guardian to maintain it at all times, making quick work of glass-cannon gankers. The amount of damage Retaliation deals scales with Power, so we'll prioritize boosting that. Might also improves Power, thereby also contributing to Retaliation's damage. If we rely on people constantly smacking us, survivability is important, hence Vitality and Toughness (covered by a Soldier's Amulet). Critical Hits and Conditions are not a priority.

Something else that grants Retaliation: Light combo fields with Leap or Blast finishers. For this reason, the Greatsword and Hammer are clear choices for weapons, since each contains both components of that combo; other players and weapon swapping are unnecessary. Signet of Resolve is probably the best healing skill for a guardian, and it's the best choice here for reasons that will soon be apparent. Signet of Judgment is essential; it's a fast-recharging signet that provides Retaliation for 50% of its recharge time. This can easily be boosted to 100% with traits. "Stand Your Ground!" and "Save Yourselves!" also provide retaliation, but take much longer to recharge. Let's take them too, since more stacks wouldn't hurt and they're great skills in their own right (Stability is very useful, and covering Retaliation with every boon in existence is great). Tome of Courage will help keep you alive when you're under too much pressure, but Tome of Wrath might also be fine.

Trait selection is a little difficult. We have a lot of elements we'd like to bring together, and the traits that would benefit us are numerous and spread across every trait line. We like Power, and both of our weapons have a Symbol (i.e. Light field), so Zeal is an important trait line. We don't really care about Condition Duration, but that helps us maintain the Weakness that our Signet of Judgment will be constantly spreading. We also have a lot of Greatsword-related traits here, so investment is valuable throughout. The Minor traits each boost Symbols, and Greatsword Power and Zealous Blade are the obvious choices for Master and Grandmaster tier. Since both of our weapons can Immobilize, Binding Jeopardy makes the only reasonably effective Adept-tier trait.

Signet Mastery is essential. Not only does this reduce Signet of Judgment's recharge to a manageable 16 seconds, it synergizes with our heal skill as well. Radiance is best reserved for crit/condition builds, so investment past this point is unwise (although Healer's Retribution is tempting). While Toughness is an important stat, the traits in Valor are not helpful and our attention is best directed elsewhere.

Just as we need quick signets, Shout Mastery is important to speed up our other two utility skills. The most important trait we need is Vengeful, which brings the Retaliation provided by our utilities to 15 seconds instead of 10. The ten points we put into Virtues in order to access this trait brought our Boon Duration bonus up to 10%, and that extra second is all we need to raise Signet of Judgment's Retaliation duration to 16 sec - exactly as long as the recharge. Our last 10 points could be placed in Virtues to get the Virtue of Retribution Minor trait, but the most effective choice is Two-Handed Mastery in Honor, which reduces the recharge on all of our weapon skills.

Remember, Might boosts Power, which boosts Retaliation, so let's get equipment that gives it to us. We're only getting critical hits less than 10% of the time, so we're better off with Sigils of Battle rather than Strength. Runes of Strength synergize most effectively with Might application, so get those. Runes of Sanctuary apply Retaliation, but we can't apply Frozen, and Power is more important. A Soldier's Amulet and Jewel conveniently boost all the stats we care about while prioritizing Power. We're left with crazy high Power and enough health and armor to be viable.

Skills
Weapon: Greatsword of Superior Battle; Hammer of Superior Battle
Aquatic Weapon: Spear of Superior Battle; Trident of Superior Battle
Healing Skill: Signet of Resolve
Utility Skills: Signet of Wrath, "Stand Your Ground!", "Save Yourselves!"
Elite Skill: Tome of Courage

Traits
Zeal 30: Binding Jeopardy, Greatsword Power, Zealous Blade

Radiance 10: Signet Mastery
Honor 20: Shout Mastery, Two-Handed Mastery
Virtues 10: Vengeful

Equipment
Armor: Superior Runes of Strength
Amulet: Soldier
Jewel: Soldier

Calculator Link
 
I like this build. I REALLY like it. I would test two really important things, however. Having less than at least 20K hp is a mistake, I think, especially since you want to get hit a lot. To combat this, I did some fiddling with the accessories, but left the build untouched because I like it so much.

I would switch the runes out for a full set of Superior Runes of the Soldier, for two reasons - it pushes your hp over the 20K mark, and your shouts will grant aoe condition removal, since all allies affected by your shout will have a condition removed. Which is very nice, as we can see the current meta becoming very condition-heavy, which means every build should have a solution to this problem.

The second (and last) change is to swap the Soldier's Jewel for a Knight's Jewel, to push your HP just a little higher. You'll still be tough, will still be able to hit nice and hard, but you'll also be able to soak some more damage, which is important. This part is probably a 'suit to taste' thing, so its just what I would do.

If the next stress test was longer than an hour, and didn't start at 4am for me, I'd totally give it a crack.
 
Thanks, man. I toyed with Soldier runes as well, but went with Strength because maximized Power was seductive and the abilities sync so nicely. I was a little leery about having only 19k HP (18k is just enough to be acceptable, and that takes a lot of equipment to get with a guardian), and you're right - 20k is safer. You're spot-on in all of your suggestions, and I appreciate you taking a look.

My interests will probably lie elsewhere for this brief stress test (mostly armor screenshots, I think), since I'm sure balance will change by release and my effort will be mostly wasted. I'll see about giving it a run in hot-join, though.

NB: This build is probably extremely vulnerable to boon removal. Might and "SY!" will help to cover Retal, but I'm sure there will be situations where that won't be sufficient. Relying so heavily on one boon helps to give a build focus and coherence, but it also carries the risk of putting all your eggs in one basket.
 
I like this build a lot and would only change one thing as well. I am not so worried about low hp's as I am about someone stacking conditions and then just letting them tick away instead of hitting me so my retaliation will kill them faster. In that thought I would suggest switching in the Rune of Melandru. 165 toughness and -25% stun/conditions will mean a quarter of the dangerous damage is gone as well as any other negative conditions. That would be like jumping 25% health or maybe just making it the equal of 15% health which you are not going to get from another rune.
 
Also a wise choice. Melandru runes and a Knight's Jewel should put health just a hair below 20k, with 2861 armor and still plenty of Power.
 
Retaliation duration for Signet of Judgment and "Stand Your Ground!" has been halved, and Vengeful only increases the duration by 25%.

The best-laid plans of mice and men.
 
Your build is still viable.
Yes, they nerfed the duration times and the bonus duration from Vengeful.
However, it does not affect the 100% uptime. We just need to be more vigilant to keep it up.

Note that Retaliation stacks duration, so if I apply a new retaliation while I have it already, it will just add to the time I have the boon.

Symbol of Wrath: Recharge changed from 15 to 10. Retaliation set from 2s to 1s. (it has a 5 next to retaliation, I assume this means 5x 1 second ticks of retaliation?)
Vengeful Changed from 50% to 25% increased duration.
Signet of Judgment: 10s→5s retaliation
Stand Your Ground: 10s retaliation → 5s

These are base lengths, affected by 25% from vengeful, and 10% from Virtues. (35% == 5s becomes 6.75s, 10s becomes 13.5s)
I haven't played yet, so this is completely Theorycrafting for me.

Thus our rotation: [in parenthesis is how long our retaliation has been up, and the current spell's cooldown]
Save Yourselves (13.5s; 48s cd)
Symbol of Wrath (20.5s; 10s cd)
Signet of Judgement (27s; 16s cd)
SoW (33.75s; 10s cd)
Stand Your Ground (40.5s; 24s cd)
SoW (47.25s; 10s cd)
SoJ (54s; 16s cd)

After 48 seconds, Save Yourselves is back up and we can start the whole process over again.

Using this rotation gives you essentially 5 seconds between applications of Retaliation to do your outgoing damage. However, having to stand near your symbol of wrath will make you not very mobile.
Also, Retaliation now returns damage on each condition damage, so maybe we dont want to be extremely mobile... we want them to hit us so we take the damage and heal up.
So you might consider removing the Signet of Resolve, because we now WANT conditions, so that the enemy takes more damage from Retaliate.
 
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