Guardian sPvP | Tournament Greatsword, Sword/Focus | Team fighter Paragon

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Summary

Hello all,

 

My in game alias is Heavens Rage. I've been getting a lot request for my build, so I decided to release a guide. I made a similar PvE and WvW guide. So it would only make sense to release the PvP version of it. I have +2k hours on Guardian alone, and I usually just bounce around the 50 top in Solo Arena. But enough about me lets talk about the build!

 

So the first question is probably what exactly does this build bring to the table? Long story short, it brings everything. It's a build that is good in any situation.

 

Pros:
-Good dps
-Good sustain
-Good team support

 

Cons:
-Not as much damage has a glass cannon.
-Less sustain then a typical bunker build.


I. Weapons and Skills

PvP Greatsword
  • Weapon Strength: 995-1100
PvP
  • Weapon Strength: -
PvP Sword
  • Weapon Strength: 905-1000
PvP Focus
  • Weapon Strength: 832-883
PvP Spear
  • Weapon Strength: 905-1000
PvP Trident
  • Weapon Strength: 905-1000
  • Virtue of Justice23¾
    Virtue. Burn foes with every fifth attack.
    Activate: You and your allies inflict burning on the next attack.
    Burning: 2 s (328 damage) (passive)Burning: 5 s (1640 damage) (active)
  • Virtue of Resolve47½
    Virtue. Regenerates health.
    Activate: Heal yourself and nearby allies.
    Passive Regeneration: 3 sHealing: 84
  • Virtue of Courage71½
    Virtue. Grants aegis every 40 seconds.
    Activate: Grant aegis to yourself and nearby allies.
    Aegis: 5 s
  • Strike½
    Strike your foe.
    Damage: 296Range: 130
    • Vengeful Strike½
      Strike your foe again.
      Damage: 296Range: 130
    • Wrathful Strike½
      Attack with a final, powerful strike that applies might for each foe you strike.
      Damage: 443Might: 5 sRange: 130
  • Whirling Wrath¾ 10
    Spin in place and swing your greatsword while hurling powerful projectiles.
    Damage (9x): 1,251Combo Finisher: WhirlRange: 600
    • 0
    • 0
  • Leap of Faith½ 15
    Leap at your foe. On hit, blind nearby foes.
    Might: 5 sBlind: 3 sCombo Finisher: LeapRange: 600
    • 0
    • 0
  • Symbol of Wrath¼ 20
    Symbol. Pierce the ground with a mystic symbol that damages and burns foes while granting retaliation to allies.
    Damage (5x): 925x5Retaliation: 1 sCombo Field: Light
    • 0
    • 0
  • Binding Blade¾ 30
    Throw blades at your foes, causing damage over time. Bound foes can be pulled to you. The effect ends when a foe moves out of range.
    Damage: 369Duration: 10Maximum leash range: 600Combo Finisher: Whirl
    • Pull¾
      Pull your foes to you.
      Leash Range: 600Range: 900
    • 0
  • Shelter30
    Block attacks while healing.
    Healing: 4,555Duration: 2
    • 0
  • "Hold the Line!"28
    Shout. Grant protection and regeneration to allies.
    Protection: 4 sRegeneration: 6 s (780 health)Range: 600
    • 0
  • "Stand Your Ground!"24
    Shout. Grant stability to yourself and allies.
    x5Stability: 5 sRetaliation: 5 sBreaks stunRange: 600
    • 0
  • "Save Yourselves!"48
    Shout. Draw conditions from nearby allies to yourself. Gain multiple boons for a short duration.
    Fury: 5 sVigor: 5 sMight: 5 sProtection: 5 sRegeneration: 5 s (1300 health)Swiftness: 5 sRetaliation: 5 sBreaks stunRange: 600
    • 0
  • Renewed Focus2 90
    Focus, making yourself invulnerable and recharging your virtues.
    Duration: 3
    • 0

Weapon and Skill Details

For weapons I chose the highest dps weapons available to Guard. Greatsword paired with Sword and Focus. You don't have to use these weapons it's just what I prefer because it matches my play style. I play a VERY aggressive Guardian I'm always on top of my target.

 

Healing skill is Shelter. Shelter is great for damage mitigation, and also building up might stacks. Which I'll go over later.

 

Utilities are all shouts. This way you bring support to your teammates with boons and cleansing conditions.


II. Traits

Adept Master Grandmaster

Trait Details

Five into Radiance for Justice is Blind. This trait is amazing for damage mitigation and also securing stomps.

 

Purity- A passive condition remover is a must in the current condition heavy based meta.
Strength in Number- Another great tool for team support, 150 toughness for your teammates. It also affects you too!
Altruistic Healing- This is where your high sustain will come from.

 

Superior Aria- Shouts charge faster. You're using three shouts, so it only makes sense.
Empowering Might- Another great team support trait. Upping the damage for you and your team.
Pure of Voice- Again more team support with removing conditions for your team. Also on yourself.

 

Lastly five in virtues for Inspired Virtue. This not only effects you, but your teammates also. Just more boons going around, and that's never a bad thing.


III. Stat Specifics & Effects

Primary Stats

  • Health 14725 (+3080)
  • Vitality 1224 (+308)
  • Armor 2435 (+308)
  • Toughness 1224 (+308)
  • Attack 3399 (+1383)
  • Power 2299 (+1383)
  • Critical Hit 46% (+46%)
  • Precision 1874 (+958)

Secondary Stats

  • Boon Duration 5% (+5%)
  • Condition Damage 58 (+58)
  • Critical Damage 80% (+80%)
  • Damage 1100 (+0%)
  • Defense 1211 (+0)
  • Ferocity 1208 (+1208)
  • Fury Duration 10% (+10%)
  • Healing Power 308 (+308)
  • Virtue Recharge Rate 5% (+5%)

Boons

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

Stat and Effect Details

As you can tell from the stats everything is pretty well balanced. Crit chance does seems low, but you'll have close to perm fury, which I'll talk about later. Also toughness seems fairly low for a Guardian, but you have to factor in the 150 you get from Strength in Numbers.


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of the Citadel
  1. Power: 25
  2. Fury Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain fury for 15 seconds. Cooldown: 30 seconds.
  5. Power: 100
  6. +20% Fury Duration; 50% chance when struck to summon a bomb. (Cooldown: 15 seconds)
PvP Rune of the Citadel
  1. Power: 25
  2. Fury Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain fury for 15 seconds. Cooldown: 30 seconds.
  5. Power: 100
  6. +20% Fury Duration; 50% chance when struck to summon a bomb. (Cooldown: 15 seconds)
PvP Rune of the Citadel
  1. Power: 25
  2. Fury Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain fury for 15 seconds. Cooldown: 30 seconds.
  5. Power: 100
  6. +20% Fury Duration; 50% chance when struck to summon a bomb. (Cooldown: 15 seconds)
PvP Rune of the Citadel
  1. Power: 25
  2. Fury Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain fury for 15 seconds. Cooldown: 30 seconds.
  5. Power: 100
  6. +20% Fury Duration; 50% chance when struck to summon a bomb. (Cooldown: 15 seconds)
PvP Rune of the Citadel
  1. Power: 25
  2. Fury Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain fury for 15 seconds. Cooldown: 30 seconds.
  5. Power: 100
  6. +20% Fury Duration; 50% chance when struck to summon a bomb. (Cooldown: 15 seconds)
PvP Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats

Rune Stat Totals

  • Power 183
  • Fury Duration 10%
  • Precision 8
  • Toughness 8
  • Vitality 8
  • Condition Damage 8
  • Healing Power 8
  • Ferocity 8

Rune Bonuses

PvP Rune of the Citadel
  1. Power: 25
  2. Fury Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain fury for 15 seconds. Cooldown: 30 seconds.
  5. Power: 100
PvP Rune of Divinity
  1. +8 to all stats

Accessories & Jewels

Berserker's Amulet
  • Power: 1200
  • Precision: 900
  • Ferocity: 900
delete
  • Power: 0
  • Toughness: 0
  • Ferocity: 0
  • Healing Power: 0

Accessory Totals

  • Power:1200
  • Precision:900
  • Ferocity:900
  • Toughness:0
  • Healing Power:0

Weapon Set Sigils

PvP Greatsword
  • Weapon Strength: 995-1100
PvP
  • Weapon Strength: -
Sigil of Superior Strength
60% chance to apply might for 10s on critical. (Cooldown 1 second)

Weapon Set I

Sigil of Superior Strength

60% chance to apply might for 10s on critical. (Cooldown 1 second)

PvP Sword
  • Weapon Strength: 905-1000
PvP Focus
  • Weapon Strength: 832-883
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Weapon Set II

Sigil of Superior Battle

You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Sigil of Superior Bloodlust

You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

PvP Spear
  • Weapon Strength: 905-1000
PvP Trident
  • Weapon Strength: 905-1000
Sigil of Superior Strength
60% chance to apply might for 10s on critical. (Cooldown 1 second)
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Water Weapon I

Sigil of Superior Strength

60% chance to apply might for 10s on critical. (Cooldown 1 second)

Water Weapon II

Sigil of Superior Battle

You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Upgrade Item Details

So you have five Citadel runes. The main reason for this is the chance of fury on hit. This build has a decent crit chance of 34%, but with fury it's going to be 54%. Which is a huge improvement dps wise. You'll gain around 35 seconds of fury on a 60 second CD. So for the most part you'll have a very high fury upkeep.

 

When it comes to sigils it's all about might stacking for more damage. Using both Strength and Battle. Also you have to factor in the might you get from Empowering Might, Virtue of Justice, blocking attacks, and Save Yourselves. You should have no problem hitting double digit might stacks with this build. Lastly you have bloodlust for even more damage output.


V. Basic Gameplay

For gameplay, you have to play aggressively. Constantly be in your opponents face applying pressure, never let up.

 

Nice part about the build you can fulfill any role. If your team needs you to bunker a point you can. Against multiple opponents you won't last as long as a typical bunker, but you can easily last until help arrives. Also your dps is high enough so you can also play as a roamer or assaulter. You also have a lot going for you in team fights with all support you bring.


Main Skill Rotation

Shield of Wrath45
Create a shield to block the next three attacks. If the shield is not destroyed, it explodes and damages nearby foes.
Damage: 756Duration: 4Combo Finisher: Blast
Leap of Faith½ 15
Leap at your foe. On hit, blind nearby foes.
Might: 5 sBlind: 3 sCombo Finisher: LeapRange: 600
Binding Blade¾ 30
Throw blades at your foes, causing damage over time. Bound foes can be pulled to you. The effect ends when a foe moves out of range.
Damage: 369Duration: 10Maximum leash range: 600Combo Finisher: Whirl
Pull¾
Pull your foes to you.
Leash Range: 600Range: 900
Symbol of Wrath¼ 20
Symbol. Pierce the ground with a mystic symbol that damages and burns foes while granting retaliation to allies.
Damage (5x): 925x5Retaliation: 1 sCombo Field: Light
Whirling Wrath¾ 10
Spin in place and swing your greatsword while hurling powerful projectiles.
Damage (9x): 1,251Combo Finisher: WhirlRange: 600

I'm not huge on having set rotations, pretty much you need to adapt to the situation.

 

However, this one I listed is my favorite for max dps output. It's a little tricky to pull off because you have to get the timing right, but it you master it you can effectively one shot players.

 

First Shield of Wrath, now the timer starts you have four seconds to pull it off. Admittedly switch to GS, you don't have to leap, its just if your not in range. Binding Blade and pull. Then Symbol of Wrath and Whirling Wrath.

 

If you pull it off, your Shield of Wrath will go off right when you are doing Whirling Wrath. So all this damage hits at once and it's an insane amount of burst.

 

Like I said it's tricky to pull off, but once you master it. It's an incredible rotation.


VI. Closing Thoughts...

Lets be clear here, this isn't some god build that you can kill an entire team. It has weaknesses just like any other build. There are some builds you are just going to struggle against like a S/D thief, and you are very vulnerable if all your shouts are on CD.

 

However if you play to your strengths. You'll seem like an unstoppable killing machine thanks to the high damage output and high sustain.

 

Overall I hope you guys enjoy playing this build. It's different then the typical bunker builds where you don't have any damage or the Meditation dps builds where you have to give up some survivability.

 

And of course if you have any questions at all, feel free to leave them in the comment section. Or you can send me a PM on the forums or in game.


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