Imperial Guard Ally

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Imperial Guard Ally
Imperial Guard f.jpgCanthan guard captains.jpgCanthan guard m.jpg
Affiliation Summoned creatures
Type Human
Professions Warrior Warrior
Ranger Ranger
Elementalist Elementalist
Assassin Assassin
Level(s) 1..20
Campaign Factions

The Imperial Guard Reinforcement Order randomly summons three Imperial Guard allies from the list of possible professions below; they can be all of the same profession or cover two or three different ones.

Warrior Warrior[edit]

Dragon Slash Warrior/Monk[edit]

Shove Warrior/Monk[edit]

Triple Chop Warrior/Elementalist[edit]

Crippling Slash Warrior/Assassin[edit]

Quivering Blade Warrior/Paragon[edit]

Ranger Ranger[edit]

Barrage Ranger/Ritualist[edit]

Glass Arrows Ranger/Ritualist[edit]

Trapper's Focus Ranger[edit]

Evaluation[edit]

Pros
  • Can inflict bleeding and deep wound.
  • Can knock down kiting foes.
  • Has an adrenaline management skill.
  • Can remove conditions and hexes from him/herself with Purge Signet.
  • Has a very energy efficient build negating the drawback of the cost of Purge Signet.
  • Has a self-healing skill.
Cons
  • Lacks a defensive skill.
  • Cannot inflict bleeding or deep wound on non-fleshy foes.
Pros
  • Can knock down foes.
  • Can inflict deep wound.
  • Has an IAS skill.
  • Has an adrenaline management skill.
  • Has 2 self-healing skills.
Cons
  • Endure Pain can run out before a fight ends, causing a large and potentially fatal health loss.
Pros
  • Has multiple skills that deal AoE damage.
  • Can knock down kiting foes.
  • Can inflict blind, cracked armor and deep wound.
  • Has an IAS skill.
  • Has 2 self-healing skills.
Cons
  • Energy heavy build.
  • "I Will Avenge You!" is mostly ineffective due to an often lack of dead allies in PvE.
  • Endure Pain can run out before a fight ends, causing a large and potentially fatal health loss.
Pros
  • Can inflict bleeding, cripple and deep wound.
  • Can provide ranged damage with Dancing Daggers.
  • Can shadow step to foes.
  • Has an adrenaline management skill.
  • Has a defensive skill.
  • Has 2 self-healing skills.
Cons
  • Energy heavy build.
  • Cannot inflict bleeding and deep wound on non-fleshy foes.
  • Endure Pain can run out before a fight ends, causing a large and potentially fatal health loss.
  • "Watch Yourself!" does not affect the party because summoned creatures are not part of the party.
Pros
  • Can inflict bleeding, daze and deep wound.
  • Can increase the critical hit rate of allies with "Go for the Eyes!".
  • Has an adrenaline management skill.
  • Has an energy management skill.
  • Has 3 self-healing skills.
Cons
  • Cannot inflict bleeding and deep wound on non-fleshy foes.
  • Endure Pain can run out before a fight ends, causing a large and potentially fatal health loss.
  • "Never Give Up!" and "Never Surrender!" do not affect the party because summoned creatures are not part of the party.
Pros
  • Deals a large amount of AoE damage with Barrage and Splinter Weapon.
  • Effectively spams Barrage due to a limited amount of attack skills.
  • Can interrupt foes.
  • Can inflict poison.
  • Has 2 defensive skills.
  • Has 2 healing skills.
  • Can heal allies with Healing Spring.
Cons
  • Cannot inflict poison on non-fleshy foes.
  • Poison Tip Signet only affects 1 arrow and does not synergize with Barrage.
Pros
  • High damage output with Glass Arrows and Brutal Weapon.
  • Can punish blocking foes with Glass Arrows.
  • Can inflict bleeding and poison.
  • Has an unblockable attack.
  • Has an armor ignoring attack.
  • Has a defensive skill.
  • Has a self-healing skill.
Cons
  • Cannot inflict bleeding and poison on non-fleshy foes.
  • Cannot interrupt foes.
Pros
  • Can deal a large amount of pressure damage.
  • Can inflict bleeding, blind, burning and cripple.
  • Can knock down crippled foes.
  • Can heal allies.
Cons
  • Fragile when placing traps and lacks a defensive skill.
  • Cannot inflict bleeding on non-fleshy foes.
  • Cannot inflict cracked armor for the conditional damage of Piercing Trap.

Notes[edit]

  • All Imperial Guard summons have 480 health at level 20.
  • The chance that all of the summons are the same profession is only 6.25%, two professions will be summoned 56.25% of the time, and three different professions will appear 37.5% of the time.
  • The level of the summoned creature will be the same as the summoner's actual level (it will not be increased by Journey to the North or Sunspear Battle Call).

Allies from summoning stones
Core Warrior Champion of BalthazarFootmanLegionnaireMerchantRestless Corpse WarriorRanger Guild LordGhostly Hero Ranger ArcherSwarm of Bees

Monk Priest of Balthazar Mesmer Crystal SpiderDream Rider Elementalist Crystal GuardianFire ImpSaltspray DragonSmoke Phantom
AssassinWhite Rabbit Dervish Avatar of BalthazarBlack Beast of AaaaarrrrrrggghhhGolem

Factions Warrior JuggernautCelestial Dog WarriorAssassin Celestial Ox WarriorRanger Celestial Tiger Ranger Siege Turtle Monk Celestial Horse Necromancer Celestial PigCelestial Rat

Mesmer Celestial Rooster Elementalist Celestial Dragon Assassin Celestial RabbitOni AssassinRanger Celestial Snake Ritualist Gaki Paragon Celestial Monkey Dervish Celestial Sheep

Eye of the North Warrior Kveldulf Ranger Devourer Elementalist Ooze Assassin Raptor Monk Snowman Necromancer Grentch
Beyond Any Shining Blade AllyImperial Guard AllyAngchu Tengu Ally