Guardian sPvP | Tournament Greatsword, Mace/Shield | Team fighter No Diggity's All-Rounder - dmg, heal, perma reta

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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

PvP Greatsword
  • Weapon Strength: 995-1100
PvP
  • Weapon Strength: -
PvP Mace
  • Weapon Strength: 940-1061
PvP Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
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
  • Signet of Resolve1 40
    Signet Passive: Cures a condition every ten seconds.
    Signet Active: Heal yourself.
    Healing: 8.150
    • 0
  • Sanctuary120
    Consecration. Form a protective healing shelter for allies. Foes and projectiles cannot enter.
    Duration: 6Healing: 2,660Range: 120
    • 0
  • "Stand Your Ground!"30
    Shout. Grant stability to yourself and allies.
    x5Stability: 5 sRetaliation: 5 sBreaks stunRange: 600
    • 0
  • Contemplation of Purity60
    Meditation. Convert the conditions you are suffering from into boons.
    Breaks stun
    • 0
  • Signet of Courage180
    Signet Passive: While in combat, heal allies around you every 10 seconds.
    Signet Active: Fully heal nearby allies.
    • 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

Adept Master Grandmaster

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

  • 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 the Forge
  1. Toughness: 25
  2. Burning Duration: 10%
  3. Toughness: 50
  4. Protection Duration: 15%
  5. Toughness: 100
  6. When struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)
PvP Rune of the Forge
  1. Toughness: 25
  2. Burning Duration: 10%
  3. Toughness: 50
  4. Protection Duration: 15%
  5. Toughness: 100
  6. When struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)
PvP Rune of the Forge
  1. Toughness: 25
  2. Burning Duration: 10%
  3. Toughness: 50
  4. Protection Duration: 15%
  5. Toughness: 100
  6. When struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)
PvP Rune of the Forge
  1. Toughness: 25
  2. Burning Duration: 10%
  3. Toughness: 50
  4. Protection Duration: 15%
  5. Toughness: 100
  6. When struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)
PvP Rune of the Forge
  1. Toughness: 25
  2. Burning Duration: 10%
  3. Toughness: 50
  4. Protection Duration: 15%
  5. Toughness: 100
  6. When struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)
PvP Rune of the Forge
  1. Toughness: 25
  2. Burning Duration: 10%
  3. Toughness: 50
  4. Protection Duration: 15%
  5. Toughness: 100
  6. 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
  1. Toughness: 25
  2. Burning Duration: 10%
  3. Toughness: 50
  4. Protection Duration: 15%
  5. Toughness: 100
  6. When struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)

Accessories & Jewels

Soldier's Amulet
  • Power: 1200
  • Toughness: 900
  • Vitality: 900
delete
  • Healing Power: 0
  • Power: 0
  • Toughness: 0

Accessory Totals

  • Power:1200
  • Toughness:900
  • Vitality:900
  • Healing Power:0

Weapon Set Sigils

PvP Greatsword
  • Weapon Strength: 995-1100
PvP
  • Weapon Strength: -
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set I

Sigil of Superior Energy

You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

PvP Mace
  • Weapon Strength: 940-1061
PvP Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
Sigil of Superior Energy
You 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 Life
You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Weapon Set II

Sigil of Superior Energy

You 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 Life

You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

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

Water Weapon I

Water Weapon II

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

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
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
Pull¾
Pull your foes to you.
Leash Range: 600Range: 900
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

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.


"Stand Your Ground!"30
Shout. Grant stability to yourself and allies.
x5Stability: 5 sRetaliation: 5 sBreaks stunRange: 600
Signet of Courage180
Signet Passive: While in combat, heal allies around you every 10 seconds.
Signet Active: Fully heal nearby allies.
Light of Deliverance30
Fully heal up to five nearby allies.
Radius: 1,200Number of targets: 5

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!


Comments

Post a Comment
@ 12:45 PM, Wed July 17 2013 Reply
Good song choice in video :)I would say this build is trying to be everything at once. You opt not to use some strong traits that make guards better for holding out in draw out fights. You seem to have your own style for this build and it seems to work for you. So I say to each his own. Cheers!
NoDiggity @ 01:08 PM, Wed July 17 2013 Reply
Thanks for the feedback! Yep, the song is great, hehe. "I would say this build is trying to be everything at once." Exactly, that's the point of my build, hence the name "All-Rounder". Of course, I could use some strong traits, but that would put me in a certain role, and that's not my goal (dem rhymes lol). Now I'll check out your Ele guide, haven't played ele yet, hope to learn something new :)
@ 01:34 PM, Wed July 17 2013 Reply
Thanks mate, I just tried this and I LOVED IT ^^. It is so much fun to see your enemies burst themselves down :D.
Thank you <3
@ 01:57 PM, Fri June 27 2014 Reply
The build looks like it heals with symbols, you can probably add more healing if you can tap into Altruistic Heals since symbols are boon heavy. And it seems to have good vitality but might have trouble against heavy condition builds since there isnt alot of condition clears. Looks like a an unstoppable build against power-based, barrage type attacks. They will eventually destroy themself and only graze you with your high toughness and protection. Awesome guide and great amazing build!
@ 02:11 PM, Mon February 23 2015 Reply
Crafty build, really fun to play and well balanced :)