Guardian WvW | Large Group Greatsword, Sword/Torch | Assaulter Offensive Guardian - WvW Survival Stacking

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Summary

Offensive/Meditation Guardian for organized groups


I. Weapons and Skills

Knight's Greatsword
  • Weapon Strength: 995-1100
  • Toughness: 239
  • Power: 171
  • Precision: 171
  • Weapon Strength: -
Knight's Sword
  • Weapon Strength: 996-1100
  • Toughness: 120
  • Power: 85
  • Precision: 85
Knight's Torch
  • Weapon Strength: 789-926
  • Toughness: 120
  • Power: 85
  • Precision: 85
  • Weapon Strength: -
  • Weapon Strength: -
  • Virtue of Justice25
    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)Blind: 3 s
  • Virtue of Resolve50
    Virtue. Regenerates health.
    Activate: Heal yourself and nearby allies.
    Passive Regeneration: 3 sHealing: 84
  • Virtue of Courage75
    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: 600Vulnerability: 5 s
    • 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
  • Judge's Intervention36
    Meditation. Teleport to your target and burn nearby foes.
    Burning: 3 s (984 damage)Damage: 122Breaks stunRange: 1,200
    • 0
  • Smite Condition¼ 16
    Meditation. Cure a condition and damage nearby foes. More damage if a condition is cured.
    Damage with no conditions: 207Damage with condition: 463
    • 0
  • Contemplation of Purity48
    Meditation. Convert the conditions you are suffering from into boons.
    Breaks stun
    • 0
  • Renewed Focus2 90
    Focus, making yourself invulnerable and recharging your virtues.
    Duration: 3
    • 0

Weapon and Skill Details

  • You can rely on other guardians for stability(preferred) or you can change Judge's Intervention into Stand Your Ground.

     

  • You can use Mace/Shield instead of Greatsword to take advantage of Right-Hand Strength. By doing this, you'll sacrifice some damage for more defense and survivability.


II. Traits

Adept Master Grandmaster

Trait Details

Infinite Blinds as long as you keep killing enemies


III. Stat Specifics & Effects

Primary Stats

  • Health 13525 (+1880)
  • Vitality 1104 (+188)
  • Armor 3747 (+1620)
  • Toughness 2536 (+1620)
  • Attack 3139 (+1123)
  • Power 2039 (+1123)
  • Critical Hit 43% (+43%)
  • Precision 1816 (+900)

Secondary Stats

  • Condition Damage 300 (+300)
  • Condition Duration 10% (+10%)
  • Critical Damage 51% (+51%)
  • DMG Taken from Guards and Lords -3% (+-3%)
  • DMG to Guards and Lords 3% (+3%)
  • Damage 1100 (+0%)
  • Defense 1211 (+0)
  • Experience from Kills 10% (+10%)
  • Ferocity 766 (+766)

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

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Mango Pie
Duration: 30min
Gain 85 health every second
Vitality: 70
Experience from Kills: 10%
  • (30min)
  • Gain 85 health every second
  • Vitality: 70
  • Experience from Kills: 10%

Utility Nourishment

Duration:

Armor & Runes

Knight's Draconic Helm
  • Defense: 121
  • Toughness: 60
  • Power: 43
  • Precision: 43
Superior Rune of the Dolyak
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. Vitality: 65
  5. Toughness: 100
  6. Regenerate health every second.
Knight's Draconic Pauldrons
  • Defense: 121
  • Toughness: 45
  • Power: 32
  • Precision: 32
Superior Rune of the Dolyak
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. Vitality: 65
  5. Toughness: 100
  6. Regenerate health every second.
Knight's Draconic Coat
  • Defense: 363
  • Toughness: 134
  • Power: 96
  • Precision: 96
Superior Rune of the Dolyak
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. Vitality: 65
  5. Toughness: 100
  6. Regenerate health every second.
Knight's Draconic Gauntlets
  • Defense: 182
  • Toughness: 45
  • Power: 32
  • Precision: 32
Superior Rune of the Dolyak
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. Vitality: 65
  5. Toughness: 100
  6. Regenerate health every second.
Knight's Draconic Legs
  • Defense: 242
  • Toughness: 90
  • Power: 64
  • Precision: 64
Superior Rune of the Dolyak
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. Vitality: 65
  5. Toughness: 100
  6. Regenerate health every second.
Knight's Draconic Boots
  • Defense: 182
  • Toughness: 45
  • Power: 32
  • Precision: 32
Superior Rune of the Dolyak
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. Vitality: 65
  5. Toughness: 100
  6. Regenerate health every second.

Armor Stat Totals

  • Defense 1211
  • Toughness 594
  • Vitality 100
  • Power 299
  • Precision 299

Rune Bonuses

Superior Rune of the Dolyak
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. Vitality: 65
  5. Toughness: 100
  6. Regenerate health every second.

Accessories & Jewels

Conundrum of MautOffensive Slot
  • Power: 157
  • Precision: 90
  • Vitality: 18
  • Ferocity: 108
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Book of SecretsDefensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
(Infused)
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Adelbern's Royal Signet RingOffensive Slot
  • Toughness: 126
  • Power: 85
  • Ferocity: 85
(Infused)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Rurik's Royal Signet RingDefensive Slot
  • Toughness: 126
  • Power: 85
  • Ferocity: 85
(Infused)
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Appleseller's Lucky CogOffensive Slot
  • Toughness: 110
  • Power: 74
  • Ferocity: 74
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Halfmad's MugDefensive Slot
  • Toughness: 110
  • Power: 74
  • Ferocity: 74
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%

Accessory Totals

  • Power:553
  • Precision:130
  • Vitality:18
  • Ferocity:466
  • Toughness:487
  • DMG to Guards and Lords:3%
  • DMG Taken from Guards and Lords:-3%

Weapon Set Sigils

Knight's Greatsword
  • Weapon Strength: 995-1100
  • Toughness: 239
  • Power: 171
  • Precision: 171
  • Weapon Strength: -
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Weapon Set I

Sigil of Superior Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Knight's Sword
  • Weapon Strength: 996-1100
  • Toughness: 120
  • Power: 85
  • Precision: 85
Knight's Torch
  • Weapon Strength: 789-926
  • Toughness: 120
  • Power: 85
  • Precision: 85
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
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 Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

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 Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

Divinity runes are much better than Dolyak if you can afford them.


V. Basic Gameplay

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