Guardian WvW | Large Group Mace/Focus, Staff | Support Operetta's Mace to the Face
Table of Contents
Summary
Medium to Large group supporter and front line, does work in smaller groups but less effective. Not recommended for solo roaming.
Staff and AH are some familiar staples with this build, so keep an open mind.
Stop drinking the H8er Gatorade on Mace.
I. Weapons and Skills
- Pure Strike½Bash your foe.Range: 130Damage: 336
- Faithful Strike1Hit your foe with a final strike and heal nearby allies.Damage: 470Healing: 463Range: 130
- 0
- 0
- 0
- 0
- 0
- 0
- 0
- 0
-
- 0
- 0
- 0
- 0
- 0
Weapon and Skill Details
You'll know they're safe when they go back to laughing at your mace.
You will be giving everyone might and heals all day long.
Weapons -
Staff: Use staff for runs (#3), might / self heal (#4), and of course tagging everything in the red zerg.
Mace: in combat you will support your group with direct heals, regen, and condition removal.
Heal to the team every 2 seconds, with the mace autoattack.
Heal to the team via regen, with the mace #2 and focus #4.
Protector's strike can block for your back-liners trailing behind.
Focus: you need that blast combo #5, plus it's pretty yummy as a block. You should use that blast for water fields your team makes; with the healing power you got you're gonna help get 'em back to full health with the quickness. #4 also triggers AH, which is yummy too.
Shouts -
Stand Your Ground; You need stability in wvw fights.
Hold the Line; More Regen, yes please. Protection, cool.
Skill #9 is yours to choose; I like Save Yourselves or Hallowed Ground in wvw, and often use Retreat when running long distances and Staff #3 runs out. In pve though I switch to Bane signet just to get the trash dead faster.
II. Traits
Zeal
Radiance
Valor
Honor
Trait Details
Might to the team every time you land a critical hit, which we'll do quite often!
Might to the team every time you active Justice, we get Justice back up every time something we tag dies. Yay.
Might to us to when we block; Mace #3, Focus #5, our passive Aegis... more Yay.
Heal to the team via dodge rolling, we have lots of endurance - cartwheel thru everyone!
Reduce recharge on shouts so we can do more goodness.
And save your own butt with AH, because we're still selfish jerks and need to live.
III. Stat Specifics & Effects
Primary Stats
- Health 21785 (+10140)
- Vitality 1930 (+1014)
- Armor 3142 (+1015)
- Toughness 1931 (+1015)
- Attack 2636 (+773)
- Power 1664 (+748)
- Critical Hit 52% (+52%)
- Precision 1863 (+947)
Secondary Stats
- Agony Resistance 10 (+10)
- Boon Duration 5% (+5%)
- Condition Damage 376 (+376)
- Critical Damage 40% (+40%)
- DMG Taken from Guards and Lords -3% (+-3%)
- Damage 972 (+3%)
- Defense 1211 (+0)
- Ferocity 600 (+600)
- Healing Power 916 (+916)
- Magic find 20% (+20%)
- Virtue Recharge Rate 5% (+5%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
Might to all.
Regen to all.
Blind the enemy and apply vulnerability to them too, do it again every time something dies, thanks Justice.
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Utility Nourishment
Armor & Runes
- Defense: 121
- Power: 28
- Precision: 28
- Toughness: 28
- Vitality: 28
- Condition Damage: 28
- Healing Power: 28
- Ferocity: 28
- Vitality: 25
- Toughness: 35
- Vitality: 50
- Toughness: 65
- Vitality: 100
- Shouts remove a condition from each affected ally.
- Defense: 121
- Vitality: 45
- Power: 32
- Toughness: 32
- Vitality: 25
- Toughness: 35
- Vitality: 50
- Toughness: 65
- Vitality: 100
- Shouts remove a condition from each affected ally.
- Defense: 363
- Power: 63
- Precision: 63
- Toughness: 63
- Vitality: 63
- Condition Damage: 63
- Healing Power: 63
- Ferocity: 63
- Vitality: 25
- Toughness: 35
- Vitality: 50
- Toughness: 65
- Vitality: 100
- Shouts remove a condition from each affected ally.
- Defense: 182
- Power: 21
- Precision: 21
- Toughness: 21
- Vitality: 21
- Condition Damage: 21
- Healing Power: 21
- Ferocity: 21
- Vitality: 25
- Toughness: 35
- Vitality: 50
- Toughness: 65
- Vitality: 100
- Shouts remove a condition from each affected ally.
- Defense: 242
- Power: 42
- Precision: 42
- Toughness: 42
- Vitality: 42
- Condition Damage: 42
- Healing Power: 42
- Ferocity: 42
- Vitality: 25
- Toughness: 35
- Vitality: 50
- Toughness: 65
- Vitality: 100
- Shouts remove a condition from each affected ally.
- Defense: 182
- Vitality: 45
- Power: 32
- Toughness: 32
- Vitality: 25
- Toughness: 35
- Vitality: 50
- Toughness: 65
- Vitality: 100
- Shouts remove a condition from each affected ally.
Armor Stat Totals
- Defense 1211
- Vitality 419
- Toughness 318
- Power 218
- Precision 154
- Condition Damage 154
- Healing Power 154
- Ferocity 154
Rune Bonuses
Superior Rune of the Soldier- Vitality: 25
- Toughness: 35
- Vitality: 50
- Toughness: 65
- Vitality: 100
- Shouts remove a condition from each affected ally.
Accessories & Jewels
- Magic find: 20%
- Precision: 5
- DMG Taken from Guards and Lords: -1%
- Vitality: 5
- Agony Resistance: 5
- Precision: 5
- DMG Taken from Guards and Lords: -1%
- Vitality: 5
- Agony Resistance: 5
- Precision: 5
- DMG Taken from Guards and Lords: -1%
Accessory Totals
- Power:530
- Precision:338
- Toughness:397
- Vitality:225
- Condition Damage:72
- Healing Power:72
- Ferocity:146
- Magic find:20%
- DMG Taken from Guards and Lords:-3%
- Agony Resistance:10
Weapon Set Sigils
- Weapon Strength: 940-1061
- Healing Power: 120
- Precision: 85
- Vitality: 85
- Weapon Strength: 832-883
- Healing Power: 120
- Precision: 85
- Vitality: 85
Weapon Set I
Sigil of Superior EnergyYou gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Sigil of Superior Accuracy+7% crit chance.
- Weapon Strength: 985-1111
- Power: 239
- Toughness: 171
- Vitality: 171
- Weapon Strength: -
Weapon Set II
Sigil of Superior EnergyYou gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Upgrade Item Details
Foods stuffs: You have some flexibility here for what food items you want, so I didn't add any here - look at the stats and decide what you think it's lacking for urself depending on the situation. I usually use cheap food for healing power (Kralkachocolate Bar is 1s) or power and maintenance oils (Quality is 2s) for more precision so empowering might will trigger more, which of course helps the team and heals us.
Armor: If you hate / can't have Celestial go Sentinel with a mix of Clerics and Soldier. Flexibility here, but you need to have some vitality if you're gonna be in the front line of a zerg. I spent way too much time making Celestial gear and I just cannot part with it.
Runes: Soldier Runes because "shouts remove conditions" works on allies affected by our shouts - it helps them and us. Plus there's vitality on the rune set, which we need.
V. Basic Gameplay
You know what to do with the staff.
You know weapon swapping is good and you should do it more.
Bonus points if you can rock the Moonshine Mace skin and the Courage foci skin
Main Skill Rotation
Might, symbol regen, area retaliation, auto attack to heal allies and self every 2 seconds.
Mighty Cartwheels
dodge roll heal, repeat lots