Guardian PvE | Dungeon Greatsword, Sword/Focus | Damage Might Stacking Zerker (PUG)
Table of Contents
Summary
Might Stacking Berserker build for dungeon pick up groups (PUG) or organized parties (PVE).
This build has some extra survivability compared to the meta and synergizes great in a team with a Phalanx Warrior and/or a scepter dagger/focus Elementalist (not that much with Engineers because the use of water fields).
This Build won't work pretty well if teaming up with a hammer Guardian because of constatnt Light Fields.
The main idea is to boost the party's damage and your own damage with the constant Might Stacking you get from Empowering Might, your Sigils, Runes, Food and Rotations.
It's not a cheap build to test so I suggest to use it if you usually use the looking for group tool for dungeons. Another option would be to use Privateer runes instead of Strength.
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
- 0
- 0
- 0
- 0
- 0
- 0
- Pull¾Pull your foes to you.Leash Range: 600Range: 900
- 0
-
- 0
- 0
- 0
- 0
- 0
Weapon and Skill Details
For fights with no projectile threat from foes use Hallowed Ground instead of Wall of Reflection for group stability and an extra fire field.
Retreat can be swaped to Save Yourselves for one extra Might stack, thou I recommend Retreat for the extra Mobility and Aegis .
II. Traits
Zeal
Radiance
Valor
Honor
Virtues
III. Stat Specifics & Effects
Primary Stats
- Health 14045 (+2400)
- Vitality 1156 (+240)
- Armor 2167 (+40)
- Toughness 956 (+40)
- Attack 3380 (+1364)
- Power 2225 (+1309)
- Critical Hit 39% (+39%)
- Precision 1743 (+827)
Secondary Stats
- Agony Resistance 30 (+30)
- Boon Duration 20% (+20%)
- Condition Damage 200 (+200)
- Condition Duration 10% (+10%)
- Critical Damage 39% (+39%)
- Damage 1155 (+5%)
- Defense 1211 (+0)
- Endurance Regeneration 40% (+40%)
- Experience from Kills 20% (+20%)
- Ferocity 597 (+597)
- Healing Power 200 (+200)
- Might Duration 45% (+45%)
- Virtue Recharge Rate 20% (+20%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
100% chance to gain might when you dodge.
Endurance Regeneration: 40%
Experience from Kills: 10%
- (30min)
- 100% chance to gain might when you dodge.
- Endurance Regeneration: 40%
- Experience from Kills: 10%
Utility Nourishment
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain power equal to 6% of your toughness
- Gain power equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
- Defense: 121
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 121
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 363
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 182
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 242
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 182
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Armor Stat Totals
- Defense 1211
- Power 175
- Might Duration 45%
Rune Bonuses
Superior Rune of Strength- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Accessories & Jewels
- Precision: 5
- Agony Resistance: 5
- Precision: 5
- Agony Resistance: 5
- Precision: 5
- Agony Resistance: 5
- Precision: 5
- Agony Resistance: 5
- Precision: 5
- Agony Resistance: 5
- Precision: 5
- Agony Resistance: 5
Accessory Totals
- Power:692
- Precision:456
- Ferocity:426
- Toughness:40
- Vitality:40
- Agony Resistance:30
Weapon Set Sigils
- Weapon Strength: 995-1100
- Power: 239
- Precision: 171
- Ferocity: 171
- Weapon Strength: -
Weapon Set I
Sigil of Superior Force+5% damage.
- Weapon Strength: 996-1100
- Power: 120
- Precision: 85
- Ferocity: 85
- Weapon Strength: 832-883
- Power: 120
- Precision: 85
- Ferocity: 85
Weapon Set II
Sigil of Superior Force+5% damage.
Sigil of Superior BattleYou gain 2 stacks of might for 20s when you swap to this weapon while in combat.
- Weapon Strength: 996-1100
- Power: 120
- Precision: 85
- Ferocity: 85
- Weapon Strength: 905-1000
- Power: 120
- Precision: 85
- Ferocity: 85
Water Weapon I
Sigil of Superior Force+5% damage.
Water Weapon II
Sigil of Superior Force+5% damage.
Upgrade Item Details
Using your GS will give you constant Might because of the Sigil of Strength, Empowering Might and Wrathful Strike. Once you're done with GS skill rotation, swaping to S/F will grant 3 Might stacks from Sigil of Battle and the chance to get 3 extra stack from blasting SoW on Purging Flames or a fire field.
V. Basic Gameplay
Main Skill Rotation
This is the main rotation suggested by Obal for GS-S/F Guards. Not much to add just remember to blast Shield of Wrath once you cast Purging Flames (beware there are no other fields where you're standing that are not fire fields, this includes your own Symbol of Wrath).
Might Stacking Rotation (Out Of Combat)
For Might stacking out of combat you're gonna have to swap your Greatsword with Staff and then with Hammer. For doing this, open your inventory (place it on a side of the screen) and equip your Staff, use Empower, equip your Hammer from inventory, use Purging Flames and blast with Mighty Blow; equip your Greatsword from inventory, weapon Swap and blast again with Shield of Wrath, activate virtue of justice and dodge once towards your foe for an extra might stack from food. Swap weapons again to Greatsword to start your mainskill rotation.
You should enter combat with 22 Might stacks. You 'll be reaching 25 stacks pretty soon in combat after this from Runes, Sigils and Empowering Might. As said before, this build works better if you're in a team with a Phalanx Warrior and/or a scepter dagger/focus Elementalist. In that case just use Empower, Equip Greatsword, cast Purging Flames, blast Shield of Wrath and use VoJ.