Guardian sPvP | Tournament Greatsword, Mace/Shield | Team fighter No Diggity's All-Rounder - dmg, heal, perma reta
Table of Contents
Summary
What I like about the Guardian and especially about this build, is that you are an all-rounder. You can do anything from dealing damage, stomping your enemies to supporting and reviving your teammates.
Note: I play this build in 5v5 Tournaments with my team. Our ratings are 90%+. We hope to be in top 1000 EU soon.
At first I wanted this build to be a retaliation damage build, but then I saw potential in this and made a few changes to make it an (in my opinion) perfect all-rounder.
You can see this build in action in a 1v1 (It is a team build though). Don't pay attention to the editing or anything, but check out how much damage my foe receives just through retaliation(=> damage dealt with a fist symbol next to it). *EDIT* Video moved to Gameplay section down below.
I. Weapons and Skills
- Vengeful Strike½Strike your foe again.Damage: 296Range: 130
- Wrathful Strike½Attack with a final, powerful strike that applies might for each foe you strike.Damage: 443Might: 5 sRange: 130
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- 0
- 0
- 0
- 0
- 0
- Pull¾Pull your foes to you.Leash Range: 600Range: 900
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- 0
- 0
- 0
- 0
- 0
Weapon and Skill Details
Virtues:
Every of your virtues grants retaliation for 3 seconds, thanks to the trait Virtue of Retribution.
Furthermore with the trait Inspired Virtue, every virtue gives you another boon. F1: Might(5s), F2: Regeneration(5s), F3: Protection(5s)
As these skills are instant, I use them whenever a foe tries to burst me, because of the retaliation it gives me.
F1 Virtue of Justice: Use this in combination with your burst, because due to the trait Fiery Wrath you deal 10% more damage while your foe is burning.
F2 Virtue of Resolve: Not much to say about this skill other than what I already mentioned above: try to use your virtues to counter the burst of your foes.
F3 Virtue of Courage: When you have an eye for your foe and know his skill animation, you can block powerful spells with this skill, it is hard though.
Greatsword:
Skill 1 Strike, Vengeful Strike, Wrathful Strike: The autohit is okay, because you can hit multiple foes and you get 5 seconds of might after the third strike, which isn't THAT much, but you take what you get.
Skill 2 Whirling Wrath: This skill is a very important damage dealing component. It's very powerful if you use it right. Note: Don't use it when your enemy has retaliation, or you'll eat about 2k yourself. Also you pretty much gotta be in melee range to hit your enemy with the projectiles.
Skill 3 Leap of Faith: Nice gap closer with blind when you successfully hit your foe (but no might, think it is bugged here) Note: You won't be able to jump to your foe when you are immobilized. If you are slowed, your leap will be much smaller.
Skill 4 Symbol Wrath: This symbol gives you and your allies retaliation every second for 5 seconds. In my traits I also skilled, that symbols are larger and that you and your allies are healed every tick. This skill is very effective in team fights on a capture point.
Skill 5 Binding Blade: A little damage, has a combo finisher and nice CC. With this skill you can pull your foes to you and you and your teammates can spike them down quickly.
Mace + Shield:
Skill 1 True Strike, Pure Strike, Faithful Strike: You gotta try and hit the third strike for the heal. It's great and the damage is nice too.
Skill 2 Symbol of Faith: Another symbol. This one gives you Regeneration in addition to the trait, which heals you and your allies.
Skill 3 Protector's Strike: With this skill you can block the next attack for you or an ally. If you're not hit, you gain protection for 3 seconds.
Skill 4 Shield of Judgement: Super effective in team fights! Damage isn't great at all, but the purpose of this skill is to support your allies.
Skill 5 Shield of Absorption: Great for knocking foes off a capture point or kicking them away when reviving an ally.
Utilities:
Skill 6 Signet of Resolve: Usually I would say that every Guardian should have Shelter as a healing skill, but I like to have the little extra condition remove and massive heal.
Skill 7 Sanctuary: You need a little break? Wanna cast your elite? Stomp an enemy or revive an ally? You can use this skill in so many ways, the only downside is the long cooldown, but I'm okay with that.
Skill 8 Stand Your Ground: This is a must have skill for most of the Guardian builds in my opinion. Stability for you and your allies + retaliation + it's stun breaker = OP! This skill can also be used in so many ways. I love to combine this skill with the 5th skill in my elite form, more on that later.
Skill 9 Contemplation of Purity: Another stun breaker and a great condition remover. Don't waste it on few or 'harmless' conditions. Use it wisely, it has a cooldown of one minute.
Skill 0 Tome of Courage: Very high cooldown, BUT it can win you a game. I had so many tight team fights where my teammates and my foes were low on HP and I casted my fifth spell of this skill, BOOM everybody at full HP, we won.
II. Traits
Zeal
Radiance
Valor
Honor
Virtues
Trait Details
I'll address the most important traits:
Valor IV: This skill is so great, especially after it got buffed from 70 to 150 toughness. If you have 3 teammates with you, that's an extra of 600 toughness in sum, which is a lot imo!
Valor VII: Always try to use your healing spells when wielding a mace, because you have an extra of 250 healing power with it. Also if you use Symbol of Wrath (GS skill 4) just for healing purposes, switch to mace to get more heal out of it.
Honor III and X: Symbols are larger and heal you and your allies. This is very important for this build, as it plays a big role in the supportive aspect.
Honor 15: The dodge roll heals you and your allies for about 700-950 each (with full stacks of Sigil of Superior Life, but more on that later)
Virtues 5: Nice extra.
Virtues II and 15: Must have for this build, the way I play it.
Virtues IV: With this slot you can play around. Instead of IV, I sometimes pick: VI or XI, but you can also use X for stability.
III. Stat Specifics & Effects
Primary Stats
- Health 22645 (+11000)
- Vitality 2016 (+1100)
- Armor 3402 (+1275)
- Toughness 2191 (+1275)
- Attack 3316 (+1300)
- Power 2216 (+1300)
- Precision 916 (+0)
Secondary Stats
- Boon Duration 20% (+20%)
- Burning Duration 10% (+10%)
- Condition Duration 10% (+10%)
- Critical Damage 13% (+13%)
- Damage 1100 (+0%)
- Defense 1211 (+0)
- Ferocity 200 (+200)
- Healing Power 200 (+200)
- Protection Duration 15% (+15%)
- Retaliation Duration 25% (+25%)
- Virtue Recharge Rate 20% (+20%)
Boons
Conditions
Control
Fields & Finishers
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Toughness: 25
- Burning Duration: 10%
- Toughness: 50
- Protection Duration: 15%
- Toughness: 100
- When struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)
- Toughness: 25
- Burning Duration: 10%
- Toughness: 50
- Protection Duration: 15%
- Toughness: 100
- When struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)
- Toughness: 25
- Burning Duration: 10%
- Toughness: 50
- Protection Duration: 15%
- Toughness: 100
- When struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)
- Toughness: 25
- Burning Duration: 10%
- Toughness: 50
- Protection Duration: 15%
- Toughness: 100
- When struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)
- Toughness: 25
- Burning Duration: 10%
- Toughness: 50
- Protection Duration: 15%
- Toughness: 100
- When struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)
- Toughness: 25
- Burning Duration: 10%
- Toughness: 50
- Protection Duration: 15%
- Toughness: 100
- When struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)
Rune Stat Totals
- Toughness 175
- Burning Duration 10%
- Protection Duration 15%
Rune Bonuses
PvP Rune of the Forge- Toughness: 25
- Burning Duration: 10%
- Toughness: 50
- Protection Duration: 15%
- Toughness: 100
- When struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)
Accessories & Jewels
- Healing Power: 0
- Power: 0
- Toughness: 0
Accessory Totals
- Power:1200
- Toughness:900
- Vitality:900
- Healing Power:0
Weapon Set Sigils
- Weapon Strength: 995-1100
- Weapon Strength: -
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)
- Weapon Strength: 940-1061
- Weapon Strength: 806-909
Weapon Defense: 61
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)
Sigil of Superior LifeYou gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Upgrade Item Details
Rune of the Forge: Extra toughness, burning duration, protection duration. As if that wasn't enough you gain 10 seconds of protection and burn all nearby foes. I love it.
Sigil of Superior Energy: You combine this with Honor 15, and get very much heal out of it. I prefer using this instead of the leeching rune, because the leeching rune heals for 975, but with this you can heal yourself and your allies for about 700-900 each. (Mace on + 5 stacks of Sigil of Superior Life)
Sigil of Superior Life: Remember to kill/stomp your enemies while you have mace + shield set on. After you kill an enemy, you can switch back to Greatsword and still have the effect of the stacks. You get 5 stacks per player kill.
Soilder's Amulet: Damage, Toughness, Vitality - everything this build needs.
Cleric's Jewel: Mainly because of the extra healing power.
V. Basic Gameplay
Main Skill Rotation
I'm not a fan of rotations, because they're too predictable. You need to learn how to play dynamically and adapt to your foe and the situation.
But still, here is a rotation I learned when I started playing the Guardian. First you put your enemy on your chain, but before pulling him, you put down the Symbol of Wrath for extra damage and retaliation. Then pull your foe to you, and activate Whirling Wrath at the same time with Virtue of Justice for 10% extra damage, burning, might and retaliation.
What I like to do to save my team is to use Stand your Ground for stability and then cast a full heal on my team with my elite. You HAVE to use stability for this, because in a team fight, people will interrupt you all the time.
With the extra boon duration from the traits, your stability + retaliation from Stand your Ground will last 6 seconds instead of 5, so you can cast the full heal without being interrupted to 100%.
Thanks for reading my wall of text
And if you have any constructive criticism or ideas feel free to leave a comment and don't forget to rate this guide!
Thank you <3