Guardian PvE | Dungeon Greatsword, Sword/Focus | Damage Liatrix Guardian DPS v2

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Summary

I am using this build myself for running all sorts of dungeons: starting from CoF and Arah, as well as 28 - 48 daily fractals (though for 40+ fracs better have Soldiers gear for shaman and stuff like that).

 

This is high damage build, designed for running with an organized group, with support ele stacking Might and Fury and another guardian in Anchor build.

 

You will have to dodge all sorts of damage/aoe while using full zerker gear, so it's not new player friendly.

 

If there is no other Anchor/other knights/soldiers guardian/warr/just a tankish character in group you will have a bad time being chased by angry mobs.

 

Use with caution, I warned you - it's not typical AH/PTV guardian build and always have some knights gear in bags to use in emergency ^^


I. Weapons and Skills

Eternity
  • Weapon Strength: 1045-1155
  • Power: 179
  • Toughness: 128
  • Vitality: 128
  • Weapon Strength: -
Berserker's Sword
  • Weapon Strength: 996-1100
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Focus
  • Weapon Strength: 832-883
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Weapon Strength: -
  • Weapon Strength: -
  • Virtue of Justice25
    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)Blind: 3 s
  • Virtue of Resolve50
    Virtue. Regenerates health.
    Activate: Heal yourself and nearby allies.
    Passive Regeneration: 3 sHealing: 84
  • Virtue of Courage75
    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: 600Vulnerability: 5 s
    • 0
    • 0
  • 0
    • 0
    • 0
  • 0
    • 0
    • 0
  • Prayer to Dwayna 1 30
    Beseech Dwayna to restore your health.
    Healing: 5,610
    • 0
  • Purging Flames¾ 40
    Consecration. Create a ring of fire that burns foes and cures conditions on allies.
    Burning: 5 s (1640 damage)Duration: 5Combo Field: Fire
    • 0
  • Bane Signet¾ 40
    Signet Passive: Improved power.
    Signet Active: Knock down and damage your foe.
    Signet Passive: 180 PowerDamage: 244Knockdown: 2 sRange: 1,200
    • 0
  • Signet of Judgment¼ 30
    Signet Passive: Reduces incoming damage.
    Signet Active: Grant retaliation to nearby allies and weakness to nearby foes.
    Retaliation: 5 sWeakness: 5 sRange: 600Break Stun
    • 0
  • Renewed Focus2 90
    Focus, making yourself invulnerable and recharging your virtues.
    Duration: 3
    • 0

Weapon and Skill Details

Weapons.
I am not using bers sword because it's not possible to switch Sunrise stats, but I came to thinking it's actually not that bad to have a PVT weapon, as it will give you some health (which you really lack as guardian) and some nice toughness not crippling your dps too much at the same time.
GS is a core weapon for you, you don't change (I don't mean swap here) it to any other weapon 99% cases.
Your best swap weapon is sword, you can change it to focus in ranged scenario (hello shaman in fotm).
Offhand varies: focus for more defense and ability to blast, torch for more dps and more dps :) Shield is something weird for guardian, as it is not really good, but you will use it because of 5th skill usefulness (knocking back fire elems on shaman and shielding party from projectiles in fotm for ex.).

  • Staff is not a good option, unless you need that swiftness 100% uptime badly. Every time you use staff for ranged dps kitten dies.
  • Scepter is lower dps then sword, but if you have to stay in range - it's your only option.
  • Mace is not supposed to be used in this build. At all.
  • Hammer might be used for blasting, but I can't imagine any situation where blasting would be that needed (given you are not only one who can blast). You can blast with focus. Hammer will cripple your dps bigtime.

 

Skills.

  • Prayer to Dwayna is a good healng skill, which provides only a bit less healing then Signet of Resolve, but has lower cooldown (only 30 sec). It will be your basic heal, swap to Signet if you need double cond removal every 10 sec.
  • Signet of Resolve is your second best healing skill. It removes condition every 10 sec, has 40 sec cooldown and provides strong healing.
  • Signet of Judgement is one of those signets you almost never activate. It provides you with 10% damage reduction, which is really strong and useful thing in full bers gear. Also it's a stun break.
  • Bane Signet is not supposed to be activated as well. It's an okish skill and provides you with dps bonus. Don't be afraid to swap it for something defensive if you or your party need it (will mention for what later).
  • Purging Flames. I came to liking it recently as it's actually pretty good skill and sometimes is overlooked. It provides you with ok burning (esp if no condition dpsers in your group), cleanses conditions, and most important - it's fire field, so you and your party members can blast it for might (you can do it by using 5th skill on focus).
  • Save Yourselves is another good dps option. It gives you fury, swiftness (useful for running/skipping/catching up part) and a bunch of other buffs. Beware of "Draw conditions to yourself" part as it can get you in trouble.
  • Wall of reflection - use it wisely. It's super powerful group utility skill, one of your primary tasks as guardian is learning to use it.
  • Shield of the Avenger - one and only useful spirit weapon after they got nerfed. Golden if you learn to use it on hard bosses to shield your party.
  • Sanctuary - awesome skill, more of super-mega-emergency one. Not useful normally because you don't have any traits to improve it, it's small, needs to be casted, your party needs to know it's incoming and needs proper placing. Other then that - it's last shielding skill you drag on your panel after wall and shield are already there.
  • Retreat - useful because of 2 things: long duration swiftness and aegis. Aegis completely denies first attack to hit (unless it is one of those unblockable attacks), and it's your only other way to apply aegis on your party after Virtue.


II. Traits

Adept Master Grandmaster

Trait Details

  • Swap master Zeal trait if you're going to use scepter a lot (on bosses like fotm shaman).
  • Swap master Radiance trait if you're not going to use sword at all in ongoing fight.

 

Otherwise nothing else super special here.

 

If you don't want to swap to sword from GS at all, change radiance traits signet mastery and signet cd and run with Signet of Resolve.


III. Stat Specifics & Effects

Primary Stats

  • Health 12925 (+1280)
  • Vitality 1044 (+128)
  • Armor 2455 (+328)
  • Toughness 1244 (+328)
  • Attack 3497 (+1481)
  • Power 2342 (+1426)
  • Critical Hit 52% (+52%)
  • Precision 2016 (+1100)

Secondary Stats

  • Agony Resistance 45 (+45)
  • Condition Damage 300 (+300)
  • Condition Duration 20% (+20%)
  • Critical Damage 55% (+55%)
  • Damage 1155 (+5%)
  • Damage Reduction 10% (+10%)
  • Defense 1211 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 836 (+836)

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

Stat and Effect Details

High crit is your friend. Warriors with crit banner are your best friends. Eles buffing might and fury too.

 

Crit and Crit damage value explained:
You have 98% Crit damage. That means every next 1% of Crit hit chance is more and more valuable up to 100% Crit chance. These 2 stats are bound together: more crit chance you have - more valuable crit damage becomes, more crit damage you have - more valuable crit chance becomes. Only exceptions: crit chance is getting more and more valuable only up to 100% total (with Fury counted in, so 80% w/e fury) and after that it becomes a dps loss. Crit damage on the other hand keeps it's value even after 100% - more you have - better. With 100% crit chance every 1% of crit damage gives you 1% overall damage, which is pretty strong dps buff.
Also higher crit chance means that your on-crit bonuses will activate more often.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Curry Butternut Squash Soup
Duration: 30min
Precision: 100
Ferocity: 70
Experience from Kills: 10%
  • (30min)
  • Precision: 100
  • Ferocity: 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

Orrian Helm
  • Defense: 121
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Orrian Pauldrons
  • Defense: 121
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Orrian Breastplate
  • Defense: 363
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Orrian Gauntlets
  • Defense: 182
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Orrian Legguards
  • Defense: 242
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Orrian Greaves
  • Defense: 182
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Armor Stat Totals

  • Defense 1211
  • Power 175
  • Ferocity 100

Rune Bonuses

Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Accessories & Jewels

Mark of the Tethyos HousesOffensive Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Precise InfusionOffensive Infusion
  • Precision: 5
  • Agony Resistance: 5
Berserker's Back (Infused)Offensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
  • Agony Resistance: 5
(Infused)
Precise InfusionOffensive Infusion
  • Precision: 5
  • Agony Resistance: 5
Crystalline Band (Infused)Defensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
  • Agony Resistance: 5
(Infused)
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5
Ring of Red Death (Infused)Offensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
  • Agony Resistance: 5
(Infused)
Precise InfusionOffensive Infusion
  • Precision: 5
  • Agony Resistance: 5
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Precise InfusionOffensive Infusion
  • Precision: 5
  • Agony Resistance: 5
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5

Accessory Totals

  • Power:692
  • Precision:496
  • Ferocity:466
  • Agony Resistance:45

Weapon Set Sigils

Eternity
  • Weapon Strength: 1045-1155
  • Power: 179
  • Toughness: 128
  • Vitality: 128
  • Weapon Strength: -
Sigil of Superior Strength
60% chance to apply might for 10s on critical. (Cooldown 1 second)

Weapon Set I

Sigil of Superior Strength

60% chance to apply might for 10s on critical. (Cooldown 1 second)

Berserker's Sword
  • Weapon Strength: 996-1100
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Focus
  • Weapon Strength: 832-883
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Force
+5% damage.
Sigil of Superior Strength
60% chance to apply might for 10s on critical. (Cooldown 1 second)

Weapon Set II

Sigil of Superior Force

+5% damage.

Sigil of Superior Strength

60% chance to apply might for 10s on critical. (Cooldown 1 second)

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

I know Infusions are expensive, but it's +30 Precision in total, so make it your long term objective. You can choose not to put +5P +5AR in gear that is not infused and that will be wise. You can choose to infuse only rings and back, as accessories and neck can't be upgraded yet.

 

Eagle runes are a good synergy because they have both Crit chance and Crit dmg. Good weapon sigils: Strength, Force, Precision.


V. Basic Gameplay

Your core survival depends on 3 things: dodging, blocking and blinding.
Block everything you can't blind/dodge. Dodge everything you can't blind. Blind everything else. Block is precious and easy to use, aegis is applied naturally only every 40 seconds (not counting manual apply as using virtue/Retreat). Dodge is basic GW2 mechanic and can be improved with vigor buff, easy to use. Blind is tricky thing. Many guardians prefer to ignore it completely, as it's hard to use (you have to apply blind to boss/mob prior to hit for it to work). Using blind is a challenge as you have to remember what boss uses and when and predict it.

 

DPSing is relatively easy: swap from GS to sword when your skills on one are on cooldown, on sword use "1" for damage, "2" for blind, "4" on torch (press only once when in melee, pressing 2 times in a row will be a dps loss) for even more dps, or "5" on focus to make things go boom (yeah, we have BLAST); on GS apply "5" (2nd press in a row will eliminate DoT effect though!), put "4" on ground and unleash "2" for ultimate punishment, use "3" for blind. Sword "1" attacks are better then GS "1" attacks, keep that in mind. Use Purging flames on cooldown or, if it's really critical, when you need to cleanse conditions from group. Use shield of Wrath when you either need to blast fire/water or need to block incoming damage.

 

Won't describe other weapon usage as it's pretty obvious.


Main Skill Rotation

Leap of Faith½ 15
Leap at your foe. On hit, blind nearby foes.
Might: 5 sBlind: 3 sCombo Finisher: LeapRange: 600Vulnerability: 5 s
Virtue of Justice25
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)Blind: 3 s
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
Whirling Wrath¾ 10
Spin in place and swing your greatsword while hurling powerful projectiles.
Damage (9x): 1,251Combo Finisher: WhirlRange: 600
Purging Flames¾ 40
Consecration. Create a ring of fire that burns foes and cures conditions on allies.
Burning: 5 s (1640 damage)Duration: 5Combo Field: Fire
Shield of Wrath45
Create a shield to block the next three attacks. If the shield is not destroyed, it explodes and damages nearby foes.
Damage: 756Duration: 4Combo Finisher: Blast
Flashing Blade10
Teleport to your target, striking them and blinding nearby foes.
Damage: 67Blind: 3 sRange: 600Vulnerability: 5 s

This is your basic starting combat rotation. Get close with leap and buff Virtue of Justice to your group, apply DoT, then symbol, then whirl, then put Purging Flames under boss, by now all your GS abilities are on CD, so swap to sword. Activate Shield of Wrath to blast Purging Flames and start spamming "1". Proceed with using blinds when needed and swapping back to GS to blow Binding->Symbol->Whirl sequence and back to sword when it's done.


Comments

Post a Comment
@ 02:50 AM, Fri August 16 2013 Reply
"If you don't want to swap to sword from GS at all, change radiance traits signet mastery and signet cd and run with Signet of Resolve."

In my opinion sword+focus deals higher DMG than GS. Don't you think?
@ 09:30 AM, Fri August 16 2013 Reply
Yes, they do. But some prefer different playstyle, so if they prefer to sacrifice some dps for that - they are given an option :)