Guardian PvE | Dungeon Scepter/Focus, Hammer | Support High Level Fractals Guardian

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Summary

Guardians have the ability to provide effective support in a Fractals of the Mists (FotM) 40+. Along with their strong support function they also have the ability to output considerable damage and provide quick combo finishers. This guide is intended to provide an overview of how the guardian can synergize with and contribute to an effective high level fractals team.


I. Weapons and Skills

Berserker's Scepter
  • Weapon Strength: 895-1010
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Focus
  • Weapon Strength: 832-883
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Hammer
  • Weapon Strength: 985-1111
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
  • Weapon Strength: -
  • Weapon Strength: -
  • Virtue of Justice20¾
    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 Resolve41¾
    Virtue. Regenerates health.
    Activate: Heal yourself and nearby allies.
    Passive Regeneration: 3 sHealing: 84
  • Virtue of Courage62½
    Virtue. Grants aegis every 40 seconds.
    Activate: Grant aegis to yourself and nearby allies.
    Aegis: 5 sStability: 3 s
  • Orb of Wrath¼
    Fire a slow-moving orb at your foe.
    Damage: 224Range: 1,200
    • 0
    • 0
  • Smite¼ 6
    Strike foes in the target area repeatedly.
    Damage (15x): 1,665Radius: 200Range: 1,200
    • 0
    • 0
  • Chains of Light½ 20
    Immobilize and make your foe vulnerable with ethereal chains.
    Damage: 103Immobilized: 2 sx3Vulnerability: 6 sRange: 900
    • 0
    • 0
  • Ray of Judgment¾ 25
    Pass a ray over foes and allies. Foes are damaged and blinded. Allies gain regeneration and cure one condition.
    Damage: 151Blind: 3 sRegeneration: 3 s (390 Health)Number of Bounces: 4Range: 1,200
    • 0
    • 0
  • 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
    • 0
    • 0
  • Signet of Resolve1 40
    Signet Passive: Cures a condition every ten seconds.
    Signet Active: Heal yourself.
    Healing: 8.150
    • 0
  • "Stand Your Ground!"24
    Shout. Grant stability to yourself and allies.
    x5Stability: 5 sRetaliation: 5 sBreaks stunRange: 600
    • 0
  • "Hold the Line!"28
    Shout. Grant protection and regeneration to allies.
    Protection: 4 sRegeneration: 6 s (780 health)Range: 600
    • 0
  • "Retreat!"48
    Shout. Grant aegis and swiftness to up to five nearby allies.
    Aegis: 20 sSwiftness: 20 sRange: 600
    • 0
  • Renewed Focus2 90
    Focus, making yourself invulnerable and recharging your virtues.
    Duration: 3
    • 0

Weapon and Skill Details

Weapons

 

Hammer
This weapon, used correctly, can make a FotM 40+ go extremely smooth.

 

Hammer 1:Your auto attacks with this weapon are your friend. They provide constant protection and decent damage.
Hammer 2: (Mighty Blow) is a blast finisher that has a cheap recharge of 5 seconds. Use inside of your own symbols for retaliation and keep an eye out for water and fire combo fields to blast your hammer in.
Hammer 3: (Zealot's Embrace) This skill should not be used too often. The only times it is needed is if the party is taking a lot of melee damage you can immobilize many foes in one hit to allow your teammates to have some breathing room. It can also be used as a backup immobilize for bosses like the ones found at the end of the dredge fractal.
Hammer 4: (Banish) Like Hammer 3, this skill should not be used often. It gives you a pretty good knock back that should only be used when you need to get something up against a wall or simply away from your team. It can be used in conjunction with Hammer 3 as well. Just Banish your target and then Zealot's Embrace them.
Hammer 5: (Ring of Warding) This skill is very useful for Line of Site (LoS) pulls. Once you have gained agro, get around a wall and use this skill so that the ring is at the edge of the corner you are pulling around. This will cause your foes to pill-up before spilling into your team making AoE more effective.

 

Scepter/Focus
This weapon is your primary ranged DPS (obviously!).

 

Scepter 1: (Orb of Wrath) This skill should always be firing off when your other skills are on cooldown.
Scepter 2: (Smite) Just like Orb of Wrath, this skill should be used on cooldown. Make sure to place it in an area that will hit the most foes or if you are attacking a boss make sure to lay it somewhere that will get the most hits on him (I.E. in front of him if he's running.
Scepter 3: (Chains of Light) I hope this one is pretty obvious...immobilize dem nerds!
Focus 4: (Ray of Judgement) I usually use this on a melee foe when I'm running into a fight to provide a quick blind. Other than that the casting time and travel time of this skill make it tempting to simply ignore.
Focus 5: (Shield of Wrath) This skill is simply awesome. Not only can it save you in a heated fight, it can prevent agony from bosses AND its a blast finisher.

 

Greatsword
If there is already a guardian in your group running a hammer and then you can swap out to a greatsword if you like. All of the skills are pretty straightforward with the exception of Binding Chains (GS 5). Use Binding Chains to pull in ranged foes so that you can take them down along with the melee bad guys.

 

Utilities
Most of the time you will run the above options for your utilities bar. The only exceptions will be skills 7-9 and your elite skill.

 

Unchanging Utilities
Signet of Resolve: (Heal) This is a very strong heal and comes with a free condition remover every 10secs.
Renewed Focus (Elite) Use this skill when you really need your virtues or as a last ditch to stay alive. I usually just use it to get my virtues back online for boss fights.

 

Changing Utilities
Stand Your Ground: This skill can make a break a team. Learning when to use it is absolutely vital to being a good guardian. In the Harpy Fractal (uncatagorized) you can use this skill when there is no reflects for their charged flying balls of doom. There are many other situations when this is viable.

 

Hold the Line: Use this skill on recharge! Also it is important for you to use this skill on recharge!

 

Retreat This shout is good for fights where there isn't a need for reflections. If I ever need a reflection it is usually the first to be swapped out. If you have it make sure to use it before a major attack (like Mossman's double chop).

 

Wall of Reflection Place this skill on your bar in areas where you will need reflection. Put it in the place of retreat except on Mossman fight, put it in place of "Stand Your Ground."

 

Shield of the Avenger This skill is used when most foes are primarily ranged. Place it on your bar in the following situations:

  • Harpy Fractal (Uncatagorized) - place it and wall in place of "Retreat" and "hold the Line"
  • Swampland Fractal (on Bloomhunger) - Keep it and wall up on recharge. Replace "Stand Your Ground" and "Retreat" with these two skills.

 


II. Traits

Adept Master Grandmaster

Trait Details

Valor
30 Trait Points allotted to your Valor traitline. The following are the traits I run and the reasoning behind them:

  • Adept: Retributive Armor Basically the precision is needed for some other traits down the road.
  • Master: Strength in Numbers is a pretty strong trait and I take it most of the time. The only time you shouldn't have that trait is if someone else has it on. If that is the case then I run Purity (V) to replace it.
  • Grandmaster: Altruistic Healing This trait is very useful for staying alive, which is great because as we will see your goal is to take and hold aggro.
Honor
  • Adept: Superior Aria This skill should be pretty self explanatory. You will have shouts on your bar most of the time and well...duh.
  • Master: Empowering Might This is the very reason you need crits in your build. Every time you crit there is a chance this guy will go off. When he goes off, Altruistic Healing goes off. Nuff Said
Virtues
  • Adept Master of Consecrations There are plenty of times where you will use Wall of Reflection in fractals and many of those times it will be vital to have it off cooldown ASAP.
  • Master Indomitable Courage or Improved Spirit Weapon Duration Indomitable Courage acts like a a 3 sec "Stand Your Ground" granting stability to your party. Trade out Indomitable Courage for Improved Spirit Weapon Duration before fights that you need to be using Shield of the Avenger in. Another option is Absolute Resolution, which is great party-wide condition removal.


III. Stat Specifics & Effects

Primary Stats

  • Health 15395 (+3750)
  • Vitality 1291 (+375)
  • Armor 2946 (+819)
  • Toughness 1735 (+819)
  • Attack 3094 (+1231)
  • Power 2147 (+1231)
  • Critical Hit 50% (+50%)
  • Precision 1972 (+1056)

Secondary Stats

  • Agony Resistance 30 (+30)
  • Boon Duration 20% (+20%)
  • Critical Damage 62% (+62%)
  • Damage 947 (+0%)
  • Defense 1211 (+0)
  • Ferocity 936 (+936)
  • Healing Power 200 (+200)
  • Virtue Recharge Rate 20% (+20%)

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

The main thing to notice here is your toughness and how you should use it. Your toughness will be higher than other people in your party (assuming they are good players and running DPS/Zerker). This makes it so most mobs and bosses will stick to you. This is very important because you can hold the aggro while your DPS (hopefully some warriors, an ele, or a mesmer) can kill ALL THE THINGS!


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Duration:

Utility Nourishment

Duration:

Armor & Runes

Knight's Draconic Helm
  • Defense: 121
  • Toughness: 60
  • Power: 43
  • Precision: 43
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Knight's Draconic Pauldrons
  • Defense: 121
  • Toughness: 45
  • Power: 32
  • Precision: 32
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Knight's Draconic Coat
  • Defense: 363
  • Toughness: 134
  • Power: 96
  • Precision: 96
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Knight's Draconic Gauntlets
  • Defense: 182
  • Toughness: 45
  • Power: 32
  • Precision: 32
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Knight's Draconic Legs
  • Defense: 242
  • Toughness: 90
  • Power: 64
  • Precision: 64
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Knight's Draconic Boots
  • Defense: 182
  • Toughness: 45
  • Power: 32
  • Precision: 32
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.

Armor Stat Totals

  • Defense 1211
  • Vitality 175
  • Toughness 519
  • Power 299
  • Precision 299

Rune Bonuses

Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.

Accessories & Jewels

Distinguished Circle of LogicUtility Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Book of SecretsDefensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
(Infused)
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5

Accessory Totals

  • Power:692
  • Precision:466
  • Ferocity:466
  • Agony Resistance:30

Weapon Set Sigils

Berserker's Scepter
  • Weapon Strength: 895-1010
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Focus
  • Weapon Strength: 832-883
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Hydromancy
You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Superior Sigil of Perception
Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)

Weapon Set I

Sigil of Superior Hydromancy

You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Superior Sigil of Perception

Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)

Berserker's Hammer
  • Weapon Strength: 985-1111
  • Power: 239
  • Precision: 171
  • Ferocity: 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 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)

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II


V. Basic Gameplay

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