Guardian sPvP | Tournament Greatsword, Sword/Focus | Team fighter Itty's Meditation DPS

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Summary

This is the build I run in tPvP with my team, Two Metas Ahead. It does not reinvent the wheel, but works well and I hope to give some good insight on how to play it effectively. Your job is to quickly move between teamfights providing dps, cleave, support through boons and peels, and relieving some pressure from your bunker. Give it a try and enjoy!

 

-Itty Bitty Bunker
Two Metas Ahead


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
  • Weapon Strength: -
PvP
  • 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 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
  • 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
  • "Stand Your Ground!"30
    Shout. Grant stability to yourself and allies.
    x5Stability: 5 sRetaliation: 5 sBreaks stunRange: 600
    • 0
  • Judge's Intervention36
    Meditation. Teleport to your target and burn nearby foes.
    Burning: 3 s (984 damage)Damage: 122Breaks stunRange: 1,200
    • 0
  • Renewed Focus2 90
    Focus, making yourself invulnerable and recharging your virtues.
    Duration: 3
    • 0

Weapon and Skill Details

First, your virtues. From traits these will each provide retaliation and either might, regeneration, or protection. These are a big part of how you support your team as a dps guardian.

  • Virtue of Justice - This can be used pretty often as it has a short cooldown. Generally you will use it for an on demand burn, a blind to stomp, or because you are going to use your elite which will refresh it anyway. The last one goes for all virtues, use them all before you elite, don't waste that free recharge.
  • Virtue of Resolve - You should only use this for condition removal or if you are going to use your elite. The cooldown is pretty long, but used properly the 3 condition removal is great.
  • Virtue of Courage - This is the trickiest virtue to use, but generally is used to prevent a burst, or get a stomp. Remember virtues give their bonuses to your allies when you use them, even if it isn't you about to be bursted you can use this to give your teammate aegis, protection, and retaliation.
Next, your heal, utilities, and elite:
  • Shelter - The block this heal provides will save you more times than you can count, just be careful not to use it accidentally as it cannot be cancelled without triggering the full cooldown.
  • Smite Condition - This is your other source of condition removal, it has a much shorter cooldown than Virtue of Resolve but only removes one condition. Try not to waste it on a one bleed or a short weakness. It does have other uses as it is a large chunk of aoe burst, especially if it removes a condition. As with any other meditations you bring it will provide fury and healing.
  • Stand Your Ground - The optional skill in the set, if the enemy team is very condition heavy switch it out for Contemplation of Purity. Assuming you don't need CoP, SYG is your main tool for stomping. The aoe stability lets not only you stomp easily, but your bunker so you can cleave.
  • Judge's Intervention - Another great way to get where you're needed, but again, your bunker needs to have a target up for you. This is also a great stunbreak during fights as well as helping you stick to your target. However, the main use of JI is to land your burst! It can be used immediately after activating either Whirling Wrath or Zealot's Defense to put you on top of your target.
  • Renewed Focus - Use this to prevent burst on yourself, or if you really need your virtues off cooldown. Remember to use them all before activating it!
Finally, the weapons here provide a few key things apart from their damage:
  • Mobility - Greatsword #3 is an excellent way to get around the map in between fights, and does not require a target (it actually works better for this purpose without one). Sword #2 can be used to get to a fight as long as your bunker puts up a target for you. Both are useful in combat for sticking to your target.
  • Cleave - While other weapons provide their own benefits and can work well in this build, part of the reason I use these two are their ability to cleave, with either Whirling Wrath or your sword auto-attack. You are generally the second choice to stomp since your bunker can't cleave as well, so when someone goes down pop SYG and cleave while he stomps.
  • Strong Anti-Melee - Thieves and Warriors will hate you as you blind, block, retal and blind. Both of your aforementioned mobility skills inflict blind to nearby foes, and your focus #4 blinds on hit as well. Focus #5 is both a block and burst, adding to your already abundant blocks. Greatsword #4 and combo finishers will help keep up retal to keep away those pesky thieves. Drop that symbol on anyone being focused by melee classes!


II. Traits

Trait Details

No surprises here, full meditation traits, the necessary condi removal, and some extra damage.

  • Zeal - The 10 points here provide an extra 10% damage to burning targets, which most of them should be. The extra power and free symbol are nice bonuses as well.
  • Radiance - For merely a 5 point investment this is where the blind on Virtue of Justice comes from, providing an extra way to stomp, as well as enhancing your anti-melee capabilities.
  • Valor - The only tree with 30 points in it, the 3 major traits here all improve your meditations. Monk's Focus gives you great sustain, healing for near 2k even with an offensive amulet. Focused Mind provides fury on meditation use, helping your burst provide even more damage. Mediation Mastery is pretty self-explanatory, good things happen when you use your meditations, being able to use them more often is better.
  • Honor - Another great bonus for just a 5 point investment, Vigorous Precision will help you keep up your endurance for those life-saving dodges.
  • Virtues - The minor traits here are excellent, as well as the cooldown reduction to your virtues. Absolute Resolution provides the condition removal you need, and Vengeful helps you keep up retaliation longer on you and your allies.


III. Stat Specifics & Effects

Primary Stats

  • Health 13895 (+2250)
  • Vitality 1141 (+225)
  • Armor 2427 (+300)
  • Toughness 1216 (+300)
  • Attack 3316 (+1300)
  • Power 2216 (+1300)
  • Critical Hit 45% (+45%)
  • Precision 1866 (+950)

Secondary Stats

  • Boon Duration 20% (+20%)
  • Condition Damage 50 (+50)
  • Condition Duration 10% (+10%)
  • Critical Damage 80% (+80%)
  • Damage 1100 (+0%)
  • Defense 1211 (+0)
  • Ferocity 1200 (+1200)
  • Healing Power 50 (+50)
  • Movement Speed 25% (+25%)
  • Retaliation Duration 25% (+25%)
  • Swiftness Duration 30% (+30%)
  • 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

IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Speed
  1. Vitality: 25
  2. Swiftness Duration: 10%
  3. Vitality: 50
  4. 25% chance when struck to gain swiftness for 15 seconds. (Cooldown: 30 seconds)
  5. Vitality: 100
  6. +20% Swiftness Duration; +25% Movement Speed
PvP Rune of Speed
  1. Vitality: 25
  2. Swiftness Duration: 10%
  3. Vitality: 50
  4. 25% chance when struck to gain swiftness for 15 seconds. (Cooldown: 30 seconds)
  5. Vitality: 100
  6. +20% Swiftness Duration; +25% Movement Speed
PvP Rune of Speed
  1. Vitality: 25
  2. Swiftness Duration: 10%
  3. Vitality: 50
  4. 25% chance when struck to gain swiftness for 15 seconds. (Cooldown: 30 seconds)
  5. Vitality: 100
  6. +20% Swiftness Duration; +25% Movement Speed
PvP Rune of Speed
  1. Vitality: 25
  2. Swiftness Duration: 10%
  3. Vitality: 50
  4. 25% chance when struck to gain swiftness for 15 seconds. (Cooldown: 30 seconds)
  5. Vitality: 100
  6. +20% Swiftness Duration; +25% Movement Speed
PvP Rune of Speed
  1. Vitality: 25
  2. Swiftness Duration: 10%
  3. Vitality: 50
  4. 25% chance when struck to gain swiftness for 15 seconds. (Cooldown: 30 seconds)
  5. Vitality: 100
  6. +20% Swiftness Duration; +25% Movement Speed
PvP Rune of Speed
  1. Vitality: 25
  2. Swiftness Duration: 10%
  3. Vitality: 50
  4. 25% chance when struck to gain swiftness for 15 seconds. (Cooldown: 30 seconds)
  5. Vitality: 100
  6. +20% Swiftness Duration; +25% Movement Speed

Rune Stat Totals

  • Vitality 175
  • Swiftness Duration 30%
  • Movement Speed 25%

Rune Bonuses

PvP Rune of Speed
  1. Vitality: 25
  2. Swiftness Duration: 10%
  3. Vitality: 50
  4. 25% chance when struck to gain swiftness for 15 seconds. (Cooldown: 30 seconds)
  5. Vitality: 100
  6. +20% Swiftness Duration; +25% Movement Speed

Accessories & Jewels

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

Accessory Totals

  • Power:1200
  • Precision:900
  • Ferocity:900
  • Vitality:0

Weapon Set Sigils

PvP Greatsword
  • Weapon Strength: 995-1100
PvP
  • Weapon Strength: -
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)

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)

PvP Sword
  • Weapon Strength: 905-1000
PvP Focus
  • Weapon Strength: 832-883
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)
Sigil of Superior Force
+5% damage.

Weapon Set II

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)

Sigil of Superior Force

+5% damage.

PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

The 6 piece bonus for the speed runes is not correct here, instead of 5% extra move speed while under the effects of swiftness they give a permanent 25% speed increase (does not stack with swiftness). With your limited swiftness as a guardian these (paired with your mobility skills) help you get to the fights in a reasonable time. The extra vitality also provides you a little extra protection against burst or a way to stay in a fight a little bit longer.

 

The hydromancy sigils are incredibly helpful in staying with a target. When chaining a target switch weapons to chill them and use either Whirling Wrath or Zealot's Defense. The chill will allow you to get a lot more damage out of these relatively avoidable moves than you otherwise would. They also put out some extra damage (about 1k if it crits).


V. Basic Gameplay

You are mainly a teamfighter, but can be effective in a large number of 1v1s if you play the build well. As a result you will usually either be going to the midfight or capping home if you don't have a real homepoint defender.

 

In the teamfight you have a couple of jobs to make sure things go smoothly:

  • Burst - Your mobility skills allow you to easily get to the squishy backline targets that your team needs shut down. Get your burst off, and either get back to safety or chase them back into the fight if they run towards their bunker. It can be tempting to overextend once you're over there but try to know when to back out to get some support.
  • Sustained Damage on Point - Your auto-attacks, symbols, and more provide excellent sustained damage. If there are good targets on or near point this is what you do in between bursts.
  • Peel - You don't have a ton of cc to work with here so you aren't always the best choice for this. Regardless, you will have to do it. Binding Blade can help pull attackers off a teammate, but has a fairly long cooldown and isn't the most reliable move. Usually you will give boons to your ally while putting as much pressure on their attackers as you can, blinding them at every opportunity.
  • Cleave/Stomp - If an enemy goes down you have great ways to help finish them off. If you need to cleave both weapon sets are effective, although the best thing you can do is use Whirling Wrath, switch weapons for the sigil proc, then either use Zealot's Defense if you can finish the target or down the resser, or auto-attack if you need more cleave. If you aren't stomping you can use any of your blinds to help your teammate get the stomp. Stand Your Ground, Virtue of Justice, and Virtue of Courage can all be used either to help a teammate stomp, or stomp yourself. If you are stomping yourself you can also use Shield of Wrath on the focus to help ensure a stomp.


Main Skill Rotation

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)
Whirling Wrath¾ 10
Spin in place and swing your greatsword while hurling powerful projectiles.
Damage (9x): 1,251Combo Finisher: WhirlRange: 600
Judge's Intervention36
Meditation. Teleport to your target and burn nearby foes.
Burning: 3 s (984 damage)Damage: 122Breaks stunRange: 1,200
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
Zealot's Defense½ 15
Block ranged attacks while casting magical projectiles.
Damage (8x): 888Duration: 3Range: 600
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

Both rotations here are very bare-bones, adjust them based on the situation and cooldowns! This the basic burst if you are starting with greatsword. Activate Virtue of Justice, start Whirling Wrath and immediately teleport to your target with Judge's Intervention. Once it has done it's damage, switch weapons to trigger the hydromancy sigil, and activate Shield of Wrath. Assuming there's still a target in front of you activate Zealot's Defense and Smite Condition to pump out more damage. You will perform many variations on this rotation depending on circumstances but this is the most basic way.


Other 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
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)
Zealot's Defense½ 15
Block ranged attacks while casting magical projectiles.
Damage (8x): 888Duration: 3Range: 600
Judge's Intervention36
Meditation. Teleport to your target and burn nearby foes.
Burning: 3 s (984 damage)Damage: 122Breaks stunRange: 1,200
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
Whirling Wrath¾ 10
Spin in place and swing your greatsword while hurling powerful projectiles.
Damage (9x): 1,251Combo Finisher: WhirlRange: 600

Same idea here, pop Shield of Wrath so it will explode during your burst, activate Virtue of Justice and teleport in while using Zealot's Defense. Once it lands switch weapons and finish your burst on the chilled target. I find this order more effective in bursting a single target but not as effective for aoe. As with the first rotation, it is very bare-bones and you will need to add or remove skills based on the situation.


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