Guardian WvW | Fun Staff, Greatsword | Assaulter WvW Lisière

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Summary

Build à utiliser en Lisière + Fronta/CBE mais avec quelques modifications !

 

Même si je n'ai pas noté d'arme à stack, il faut TOUJOURS une arme en plus pour obtenir des stacks de sang. 250 de puissance, de précision ou encore de guérison en plus ... aucune classe ne peut s'en passer !


I. Weapons and Skills

Soldier's Staff
  • Weapon Strength: 985-1111
  • Power: 239
  • Toughness: 171
  • Vitality: 171
  • Weapon Strength: -
Berserker's Greatsword
  • Weapon Strength: 995-1100
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
  • Weapon Strength: -
  • Weapon Strength: -
  • 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
  • Wave of Wrath½
    Send out a powerful shockwave, hitting up to five foes.
    Damage: 222Range: 600
    • 0
    • 0
  • Orb of Light½
    Fire a moving orb of light that heals allies on contact; can be detonated to heal allies.
    Damage: 444Healing: 271Range: 1,200
    • Flash of Light
      Detonate the orb to heal nearby allies. Orb of Light takes 4 times longer to recharge.
      Damage: 222Healing: 788Radius: 240Range: 1,200
    • 0
  • Symbol of Swiftness¾ 12
    Symbol. Sear a mystic symbol into the target area, damaging foes and granting swiftness to allies.
    Damage: 185Swiftness: 8 sRadius: 180Duration: 4Combo Field: LightRange: 1,200
    • 0
    • 0
  • Empower16
    Channel might to yourself and allies around you. Heal nearby allies when it ends.
    Healing: 1,500Duration: 10x6Might: 10 s
    • 0
    • 0
  • Line of Warding1 32
    Ward. Create a line in front of you that foes cannot cross.
    Duration: 5Range: 1,200
    • 0
    • 0
  • Signet of Resolve1 40
    Signet Passive: Cures a condition every ten seconds.
    Signet Active: Heal yourself.
    Healing: 8.150
    • 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
  • Judge's Intervention45
    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

En McM, il faut faire du dégât de zone et rien de mieux que le couple espadon/bâton !
L'espadon zerk va vous permettre de faire pas mal de dégâts durant les phases de burst (un bon commandant vous annoncera toujours les phases de burst sur le ts et si pas de ts avec l'expérience ça passe large)
Le bâton vous permet de faire quelques dégâts et de tanker un peu mieux.

 

Espadon :

 

Le "1" offre un DPS correct et la 3ème partie du combo offre de la puissance

 

Le "2" ou le tourbiLOL offre un DPS très plaisant ! A utiliser dans un petit paquet d'ennemis ou quand l'ennemi est bloqué. Dans tous les cas, c'est un vrai plaisir de voir les dégâts !

 

Le "3" est un saut d'attaque infligeant aveuglement, vulnérabilité et qui nous confère de la might !

 

Le "4" bien que difficile à utiliser offre un DPS qui n'est pas à négliger en fight et il peut déclencher représailles si est un combo est activé.

 

Le "5" est votre grappin à ennemis. Rien de mieux pour agripper un fuyard et lui infliger une punition !

 

Bâton :

 

Le "1" offre un DPS merdique mais c'est une aoe qui permet de toucher pas mal de monde (SACS !!), de passer à travers les portes et murs, etc ...

 

Le "2" est un sort de heal en combat, toujours sympatoche pour les copains !

 

Le "3" est un utilitaire sympathique pour son speed et son dps de zone (Sacs !!)

 

Le "4" à lui seul il justifie l'usage du baton pour un gardien en mcm ! 12 stacks de puissance !!

 

Le "5" est une barrière que j'utilise tout le temps en combat dans un bus !Les traînards ou les sans stab sont bloqués et se prennent l'impact ! Balancé sur les casters vous déclencher des interrupts ! Bref une super compétence !

 

Les skills :

 

Le "6" est le gros heal et est doté d'un passif intéressant, bref je le trouve adapté aux combats bus.
* Refuge peut être une alternative, son heal est moitié moins important, mais il bloque tous les dégats pendant 2s (ce qui dans certain cas revient à un heal monstrueux) !
Pour ma part je dirais qu'ils se valent dans l'absolu et que dans certaines situation bien spécificique, refuge peut être meilleur.

 

Le "7" est un cri bien sympathique qui va buffer votre groupe et lui offrir une survivabilité bien plus importante. INDISPENSABLE

 

Le "8" est l'indispensable stabilité. INDISPENSABLE

 

Le "9" vous permet essentiellement de vous téléporter sur votre pauvre cible et vous libère d'un éventuel stunt. Selon les cas j'utilise également mur de renvoi ou flammes purificatrices.

 

Le "0" est votre invulnérabilité.
*Le tome de courage est une alternative qui vous permet de heal votre groupe et avec le "5" du tome, vous aurez la possibilité de remettre tout le monde full life.


II. Traits

Adept Master Grandmaster

Trait Details

Charisme : Le 4 vous file fureur dès que vous êtes brûlé, c'est toujours agréable (bizarre comme phrase ça non ?).
Le 15 permet de spammer le f1 et donc de brûler, aveugler et d'obtenir 3 stacks de puissance. Le rechargement se faisant à chaque fois que vous butez quelqu'un et comme on tag beaucoup beaucoup de monde ... :)

 

Courage : Le 4 et le 6 sont là pour leur synergie qui est toujours appréciable si on veut taper un peu fort :)

 

Honneur : C'est du classique et de l'indispensable en mcm ^^


III. Stat Specifics & Effects

Primary Stats

  • Health 20945 (+9300)
  • Vitality 1846 (+930)
  • Armor 2956 (+829)
  • Toughness 1745 (+829)
  • Attack 2922 (+895)
  • Power 1811 (+895)
  • Critical Hit 30% (+30%)
  • Precision 1545 (+629)

Secondary Stats

  • Boon Duration 5% (+5%)
  • Condition Damage 150 (+150)
  • Critical Damage 20% (+20%)
  • Damage 1111 (+0%)
  • Defense 1211 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 308 (+308)
  • Healing Power 410 (+410)
  • 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

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Omnomberry Pie
Duration: 30min
66% chance to steal life on critical.
Precision: 70
Experience from Kills: 10%
  • (30min)
  • 66% chance to steal life on critical.
  • Precision: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Maintenance Oil
Duration: 30min
Gain precision equal to 6% of your toughness
Gain precision equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain precision equal to 6% of your toughness
  • Gain precision equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Ascalonian Helm
  • Defense: 121
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.
Ascalonian Pauldrons
  • Defense: 121
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.
Flame Legion Breastplate
  • Defense: 363
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.
Flame Legion Gauntlets
  • Defense: 182
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.
Orrian Legguards
  • Defense: 242
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.
Ascalonian Greaves
  • Defense: 182
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 100

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

Call of the WildDefensive Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Soldier's BackOffensive Slot
  • Power: 63
  • Toughness: 40
  • Vitality: 40
(Infused)
Lost Seal of UsokuOffensive Slot
  • Power: 126
  • Toughness: 85
  • Vitality: 85
(Infused)
Royal Signet of DoricDefensive Slot
  • Power: 126
  • Toughness: 85
  • Vitality: 85
(Infused)
Durmand's PenDefensive Slot
  • Power: 110
  • Toughness: 74
  • Vitality: 74
Preserved Red Iris FlowerDefensive Slot
  • Healing Power: 110
  • Power: 74
  • Toughness: 74

Accessory Totals

  • Power:656
  • Precision:108
  • Ferocity:108
  • Toughness:358
  • Vitality:284
  • Healing Power:110

Weapon Set Sigils

Soldier's Staff
  • Weapon Strength: 985-1111
  • Power: 239
  • Toughness: 171
  • Vitality: 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)

Berserker's Greatsword
  • Weapon Strength: 995-1100
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set II

Sigil of Superior Accuracy

+7% crit chance.

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

Bien entendu, vous devez avoir une autre arme pour monter vos stacks !


V. Basic Gameplay


Main Skill Rotation

Line of Warding1 32
Ward. Create a line in front of you that foes cannot cross.
Duration: 5Range: 1,200
Wave of Wrath½
Send out a powerful shockwave, hitting up to five foes.
Damage: 222Range: 600
Judge's Intervention45
Meditation. Teleport to your target and burn nearby foes.
Burning: 3 s (984 damage)Damage: 122Breaks stunRange: 1,200
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)
Binding Blade¾ 24
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
Symbol of Wrath¼ 16
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
Pull¾
Pull your foes to you.
Leash Range: 600Range: 900
Whirling Wrath¾ 8
Spin in place and swing your greatsword while hurling powerful projectiles.
Damage (9x): 1,251Combo Finisher: WhirlRange: 600
Leap of Faith½ 12
Leap at your foe. On hit, blind nearby foes.
Might: 5 sBlind: 3 sCombo Finisher: LeapRange: 600

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