Guardian WvW | Small Group Scepter/Torch, Sword/Torch | Roamer Roaming Burn Guardian

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Summary


https://www.youtube.com/GotBoons

 

Highest Burning up-time possible in WvW at the moment.

 

Highlights:

  • 100% Burning Duration
  • 8K+ Burning Ticks at Max Rotation
  • Great AoE Burning Application
  • Amazing Self-heals Via Monk's Focus and Litany of Wrath


I. Weapons and Skills

Mathilde's Wand
  • Weapon Strength: 940-1060
  • Condition Damage: 125
  • Toughness: 90
  • Vitality: 90
Mathilde's Brazier
  • Weapon Strength: 828-972
  • Condition Damage: 125
  • Toughness: 90
  • Vitality: 90
Mathilde's Blade
  • Weapon Strength: 950-1050
  • Condition Damage: 125
  • Toughness: 90
  • Vitality: 90
Mathilde's Brazier
  • Weapon Strength: 828-972
  • Condition Damage: 125
  • Toughness: 90
  • Vitality: 90
Mathilde's Impaler
  • Weapon Strength: 950-1050
  • Condition Damage: 125
  • Toughness: 90
  • Vitality: 90
  • Weapon Strength: -
  • Virtue of Justice21¼
    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 sMight: 5 sRetaliation: 5 s
  • Virtue of Resolve42½
    Virtue. Regenerates health.
    Activate: Heal yourself and nearby allies.
    Passive Regeneration: 3 sHealing: 84Regeneration: 5 sRetaliation: 5 s
  • Virtue of Courage63¾
    Virtue. Grants aegis every 40 seconds.
    Activate: Grant aegis to yourself and nearby allies.
    Aegis: 5 sProtection: 5 sRetaliation: 5 s
  • Orb of Wrath¼
    Fire a slow-moving orb at your foe.
    Damage: 224Range: 1,200
    • 0
      Fury: 4 sRetaliation: 5 s
    • 0
      Fury: 4 sRetaliation: 5 s
  • Smite¼ 6
    Strike foes in the target area repeatedly.
    Damage (15x): 1,665Radius: 200Range: 1,200
    • 0
      Fury: 4 sRetaliation: 5 s
    • 0
      Fury: 4 sRetaliation: 5 s
  • Chains of Light½ 20
    Immobilize and make your foe vulnerable with ethereal chains.
    Damage: 103Immobilized: 2 sx3Vulnerability: 6 sRange: 900
    • 0
      Fury: 4 sRetaliation: 5 s
    • 0
      Fury: 4 sRetaliation: 5 s
  • Zealot's Flame12
    Set yourself alight, periodically burning up to three nearby foes.
    Duration: 3Burning: 6 s (786)Number of Targets: 3Radius: 180Unblockable: 180
    • Zealot's Fire¾
      Throw your Zealot's Flame at the targeted foe, damaging them but increasing the skill's recharge time by 50%.
      Damage: 681x3Burning: 3 s (1179)Range: 1,200
    • 0
      Fury: 4 sRetaliation: 5 s
  • Cleansing Flame12
    Breathe magical flames that damage foes and cure conditions on allies.
    Damage (10x): 1,000Range: 400
    • 0
      Fury: 4 sRetaliation: 5 s
    • 0
      Fury: 4 sRetaliation: 5 s
  • Litany of Wrath¼ 24
    Meditation. Heal yourself. For a brief time, heal yourself based on a percentage of damage dealt to enemies.
    Healing: 1,640Litany of Wrath(6s): 20% of damage dealt is returned as healing.Fury: 4 s
    • 0
      Fury: 4 sRetaliation: 5 s
  • Smite Condition¼ 16
    Meditation. Cure a condition and damage nearby foes. More damage if a condition is cured.
    Damage with no conditions: 207Damage with condition: 463Fury: 4 s
    • 0
      Fury: 4 sRetaliation: 5 s
  • Judge's Intervention36
    Meditation. Teleport to your target and burn nearby foes.
    Burning: 3 s (984 damage)Damage: 122Breaks stunRange: 1,200Fury: 4 s
    • 0
      Fury: 4 sRetaliation: 5 s
  • Contemplation of Purity48
    Meditation. Convert the conditions you are suffering from into boons.
    Breaks stunFury: 4 s
    • 0
      Fury: 4 sRetaliation: 5 s
  • Renewed Focus2 90
    Focus, making yourself invulnerable and recharging your virtues.
    Duration: 3
    • 0
      Fury: 4 sRetaliation: 5 s

Weapon and Skill Details

  • You only need one Torch for this build to maximize Radiant Fire proc's. Sword is a great asset to mobility since you will lose Traveler's Runes to run Balthazar Runes for Burning up-time.
  • Scepter is amazing for keeping Burning up and peeling/chasing.
  • Mace works well in lieu of sword in group fights where you have allies to keep enemies locked down (ie. Mesmer/Thief).


Traits

Radiance

  • Justice is Blind
    When activating Virtue of Justice, nearby foes are blinded
    • Inner Fire
      Gain fury for 8 seconds when you strike a foe that has 3 or more stacks of burning. This effect has a 10 second cooldown.
    • Right-Hand Strength
      Critical hit chance with one-handed weapons is increased by 15%. Sword abilities have 20% reduced recharge.
    • Healer’s Retribution
      Gain retaliation for 5 seconds when using a heal skill.
  • Renewed Justice
    Virtue of Justice is renewed when you kill a foe.
    • Wrath of Justice
      Striking an enemy with justice’s active effect triggers signet of wrath’s active ability.
    • Radiant Fire
      Gain zealot’s flame when you critically hit an enemy. Burning duration to enemies is increased. Torch abilities recharge 20% faster.
    • Retribution
      Gain 10% increased damage while under the effects of retaliation.
  • Radiant Power
    Attacks against burning foes have a 10% increased chance to critically hit.
    • Amplified Wrath
      Burning damage is increased by 15%. Blocking an attack burns the attacker for 2 seconds. This effect has a 1 second internal cooldown.
    • Perfect Inscriptions
      Gain light aura for 3 seconds when activating a signet. Signets recharge 20% faster and have 20% increased passive effects.
    • Radiant Retaliation
      Retaliation damage scales from condition damage instead of power.

Valor

  • Valorous Defense
    Gain aegis for 5 seconds when you are struck while below 50% health.
    • Strength of the Fallen
      Lose 1 condition every 10 seconds. Health degenerates 33% more slowly while downed.
    • Smiter’s Boon
      Smite conditions when you use a healing ability.
    • Focus Mastery
      Gain 4 seconds of protection when using a focus ability. Focus abilities have a 20% reduced recharge.
  • Courageous Return
    Virtue of courage is fully recharged when you revive an ally or when you rally. This effect has a 30 second internal cooldown.
    • Stalwart Defender
      Gain 180 additional toughness while wielding a shield. Shield abilities have 20% reduced recharge.
    • Strength in Numbers
      Nearby allies gain up to 150 bonus toughness, based on your effective level. 600 radius.
    • Communal Defenses
      Grant 5 seconds of aegis to allies when you block an attack.
  • Might of the Protector
    Gain 2 stacks of might for 15 seconds when you block an attack. This ability has a 1 second internal cooldown.
    • Altruistic Healing
      Applying a boon to allies also heals you.
    • Monk’s Focus
      Using a meditation skill heals you and grants 4 seconds of fury to allies in a radius. Meditation skills have 20% reduced recharge.
    • Retributive Armor
      Gain up to 250 bonus toughness (based on effective level) when blocking an attack. Gain ferocity based on 13% of your current toughness.

Virtues

  • Inspired Virtue
    Virtues apply the following boons to allies when activated: Justice: 3 stacks of might for 5 seconds. Resolve: 5 seconds of regeneration. Courage: 5 seconds of protection.
    • Unscathed Contender
      Deal 20% more damage while under the effects of aegis.
    • Retaliatory Subconscious
      Gain 3 seconds of retaliation and 4 seconds of aegis when stunned, dazed, knocked back, pulled, knocked down, sunk, floated, launched, taunted or inflicted with fear.
    • Master of Consecrations
      Consecrations last 20% longer and have 20% reduced recharge.
  • Virtue of Retribution
    Gain retaliation for 3 seconds when you activate a virtue. Retaliation you applies lasts 25% longer.
    • Supreme Justice
      Virtue of Justice causes burning with 3 strikes instead of 5. When activating virtue of justice, burning duration is increased by 1 second.
    • Absolute Resolution
      Activating virtue of resolve removes 3 conditions from nearby allies. Virtue of Resolve’s passive effect is stronger.
    • Glacial Heart
      Critical hits with hammer chill enemies for 3 seconds. Hammer abilities have 20% reduced recharge.
  • Power of the Virtuous
    Deal 1% extra damage for each boon you have. Virtues recharge 15% faster.
    • Permeating Wrath
      Virtue of Justice’s passive effect no longer only burns your target, but also burns the area around your target each time it activates.
    • Battle Presence
      Nearby allies gain virtue of resolve’s passive effect.
    • Indomitable Courage
      Activating virtue of courage breaks stun and grants 3 stacks of stability for 4 seconds to affected allies. Virtue of courage’s passive effect triggers every 30 seconds, down from 40.

Trait Details

Radiance and Valor lines and pretty much staple to any Burn or Medi Guard build, so I won't delve into those.

 

What IS different is choosing Virtues instead of Zeal or Honor.

 

Retaliatory Subconscious: This tier sucks for this build, so this trait is the least awful.

 

Supreme Justice: Two less hits to active Virtue of Justice may not seem like a lot, but it is huge to quickly stacking Burning and quite frankly overpowered in a high target density situation when combined with Smite and Cleansing Flame.

 

Permeating Wrath: The true gem of this build in outnumbered fights or especially fights Mesmers and Rangers. This will allow you to "cleave" down Mesmer Clones and Ranger Pets allowing you to come out on top in most 1v1, 1v2 fights.


III. Stat Specifics & Effects

Primary Stats

  • Health 20625 (+8980)
  • Vitality 1898 (+898)
  • Armor 3382 (+1111)
  • Toughness 2111 (+1111)
  • Attack 2016 (+0)
  • Power 1000 (+0)
  • Critical Hit 9% (+9%)
  • Precision 1108 (+108)

Secondary Stats

  • Burning Duration 65% (+65%)
  • Condition Damage 1955 (+1955)
  • Condition Duration 40% (+40%)
  • DMG Taken from Guards and Lords -12% (+-12%)
  • Damage 1016 (+0%)
  • Defense 1271 (+0)
  • Experience from Kills 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

Stat and Effect Details

Pretty straight forward stat concept. Maximize Condition Damage to make you melt stuff harder. Maximize Toughness and Condition damage to let you live longer and mitigate more damage while melting face.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Rare Veggie Pizza
Duration: 30min
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration: 40%
  • Condition Damage: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Tuning Crystal
Duration: 30min
Gain Condition damage equal to 6% of your toughness
Gain Condition damage equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain Condition damage equal to 6% of your toughness
  • Gain Condition damage equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Morbach's Visor
  • Defense: 127
  • Condition Damage: 63
  • Toughness: 45
  • Vitality: 45
Superior Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Morbach's Pauldrons
  • Defense: 127
  • Condition Damage: 47
  • Toughness: 34
  • Vitality: 34
Superior Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Morbach's Breastplate
  • Defense: 381
  • Condition Damage: 141
  • Toughness: 101
  • Vitality: 101
Superior Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Morbach's Warfists
  • Defense: 191
  • Condition Damage: 47
  • Toughness: 34
  • Vitality: 34
Superior Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Morbach's Tassets
  • Defense: 254
  • Condition Damage: 94
  • Toughness: 67
  • Vitality: 67
Superior Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Morbach's Greaves
  • Defense: 191
  • Condition Damage: 47
  • Toughness: 34
  • Vitality: 34
Superior Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%

Armor Stat Totals

  • Defense 1271
  • Condition Damage 614
  • Burning Duration 45%
  • Toughness 315
  • Vitality 345
  • DMG Taken from Guards and Lords -6%

Rune Bonuses

Superior Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)

Accessories & Jewels

Symbol of the DeceiverOffensive Slot
  • Condition Damage: 157
  • Precision: 18
  • Toughness: 108
  • Vitality: 90
Malign WvW InfusionOffensive Infusion
  • Condition Damage: 5
  • DMG Taken from Guards and Lords: -1%
Dire and Rabid BackDefensive Slot
  • Condition Damage: 63
  • Precision: 18
  • Toughness: 40
  • Vitality: 22
(Infused)
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Vassar's BandDefensive Slot
  • Condition Damage: 126
  • Precision: 18
  • Toughness: 85
  • Vitality: 67
(Infused)
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Ralena's BandOffensive Slot
  • Condition Damage: 126
  • Precision: 18
  • Toughness: 85
  • Vitality: 67
(Infused)
Malign WvW InfusionOffensive Infusion
  • Condition Damage: 5
  • DMG Taken from Guards and Lords: -1%
Matriarch's QuillOffensive Slot
  • Condition Damage: 110
  • Precision: 18
  • Toughness: 74
  • Vitality: 56
Malign WvW InfusionOffensive Infusion
  • Condition Damage: 5
  • DMG Taken from Guards and Lords: -1%
Plague IdolDefensive Slot
  • Condition Damage: 110
  • Precision: 18
  • Toughness: 74
  • Vitality: 56
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%

Accessory Totals

  • Precision:108
  • Toughness:466
  • Vitality:373
  • Condition Damage:707
  • DMG Taken from Guards and Lords:-6%

Weapon Set Sigils

Mathilde's Wand
  • Weapon Strength: 940-1060
  • Condition Damage: 125
  • Toughness: 90
  • Vitality: 90
Mathilde's Brazier
  • Weapon Strength: 828-972
  • Condition Damage: 125
  • Toughness: 90
  • Vitality: 90
Superior Sigil of Generosity
60% chance to transfer a condition to your foe on critical hit. (Cooldown: 10 Seconds)
Superior Sigil of Bursting
+6% Condition Damage

Weapon Set I

Superior Sigil of Generosity

60% chance to transfer a condition to your foe on critical hit. (Cooldown: 10 Seconds)

Superior Sigil of Bursting

+6% Condition Damage

Mathilde's Blade
  • Weapon Strength: 950-1050
  • Condition Damage: 125
  • Toughness: 90
  • Vitality: 90
Mathilde's Brazier
  • Weapon Strength: 828-972
  • Condition Damage: 125
  • Toughness: 90
  • Vitality: 90
Sigil of Minor Corruption
You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)
Superior Sigil of Bursting
+6% Condition Damage

Weapon Set II

Sigil of Minor Corruption

You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

Superior Sigil of Bursting

+6% Condition Damage

Mathilde's Impaler
  • Weapon Strength: 950-1050
  • Condition Damage: 125
  • Toughness: 90
  • Vitality: 90
  • Weapon Strength: -
Sigil of Minor Corruption
You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

Water Weapon I

Sigil of Minor Corruption

You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

Water Weapon II

Upgrade Item Details

  • Runes: I tried a few different Rune sets, but ultimately settled on Balthazar as the rune of choice due to the insane Burning up-time. Rune of the Undead will offer harder ticks of Burning, but you will not be able to achieve as many stacks at once and ultimately lose out on the Burning burst potential.

     

  • Sigils: Corruption and Bursting Sigils are for max Burning damage. I tried Doom and Geomancy, but felt they suffered from range and being easily removed. The harder hitting Burning ticks made up for the loss of the healing debuff from Poison. Note: Generosity Sigil is personal choice and can be replaced with a myriad of other things. Incapacitation, Purity, Frailty and Earth sigils seemed to work well.

     

  • Nourishments: Rare Veggie pizza or any similar food is preferred. Acceptable alternatives are Sweet Bean Buns(Expensive) or Prickly Pear Pie for the extra bit of sustain.

 


V. Basic Gameplay



Main Skill Rotation

Zealot's Flame12
Set yourself alight, periodically burning up to three nearby foes.
Duration: 3Burning: 6 s (786)Number of Targets: 3Radius: 180Unblockable: 180
Zealot's Fire¾
Throw your Zealot's Flame at the targeted foe, damaging them but increasing the skill's recharge time by 50%.
Damage: 681x3Burning: 3 s (1179)Range: 1,200
Zealot's Flame12
Set yourself alight, periodically burning up to three nearby foes.
Duration: 3Burning: 6 s (786)Number of Targets: 3Radius: 180Unblockable: 180
Zealot's Fire¾
Throw your Zealot's Flame at the targeted foe, damaging them but increasing the skill's recharge time by 50%.
Damage: 681x3Burning: 3 s (1179)Range: 1,200

No real skill rotation, just keep Zealot's Flame/Fire on cooldown and profit.

 

Key points:

  • Use Zealot's Defense liberally vs any class with projectiles; it well generally force them to engage closer or maneuver defensively to avoid your projectiles.
  • Predict where your target will move, lay down Smite and Chains of Light them onto Smite. Watch the Burning stack up.
  • Use Litany of Wrath offensively, don't wait till you're low. I try to use it around 80% health or even 90% to get the stack of Burning on target or just nullify any incoming damage. I cannot overstate how strong this heal has become.


VI. Closing Remarks

I honestly expect a nerf to Burning because it's ridiculously high at the moment, but enjoy the build for now and please ask questions or comment if you enjoy it.

 

Check out the build in action on my Youtube Channel and my Twitch Stream.

 

-Happy Roasting

 

P.S. If you're going to downvote send me a message or post a comment why so I can try to fix, or address the issues. Otherwise I'll just assume it's a trollvote. :(


VII. Edit Notes

  • 18 Jul 15: Swapped out Corruption Sigil for a second Generosity Sigil and changed out Bursting Sigil for Purity Sigil. I felt these were needed to deal with the plethora of Condition Thieves and Mesmers in T1 WvW Roaming.


Comments

Post a Comment
@ 06:28 PM, Mon July 06 2015 Reply
GS is a extremely strong weapon on a burning build because of insane cleaving procs of permeating wrath, which makes it much. much stronger than sw/t when you already have sc/t.
@ 06:29 PM, Mon July 06 2015 Reply
I also recommend you take geomancy and doom on gs, and doomvand energy on sc/f
GotBoons @ 07:14 PM, Mon July 06 2015 Reply
I've tried the Geomancy and Doom setup, and you will lose out in Raw damage output. We do not have other sources of Bleeding or Poison to help keep those stacks rolling nor do we have any traits that make Bleeding or Poison a better option. With the latest change to Burning, Doom and Geomancy Sigils lost their appeal because they are no longer requires as cover condi's to keep our one stack of Burning on target.
@ 03:50 AM, Sat July 11 2015 Reply
Geomancy is there to guaranteed land doom sigil, so that your / enemy can't blind it. Doom sigils are broken right now and it is extremely OP with 12s base duration (bug) and you use it mostly for healing reduction, but it deals lot of condi damage too.
GotBoons @ 08:55 AM, Sat July 11 2015 Reply
Interesting, I didn't know about the Doom Sigil bug. Definitely sounds OP! Probably still won't use it though. Certainly viable til they fix the bug.
GotBoons @ 07:11 PM, Mon July 06 2015 Reply
Greatsword: Doesn't work well with this build because you have to give up Scepter, which is going to get you kited like crazy or you have to give up sword, which makes you lose defense vs projectiles, which is not a good idea in this meta. Greatsword attacks are slow and offer no utility. The damage is NOT lacking in this build, so there is no need for greatsword. If you went for a more hybrid build, with higher power, I feel you could make Greatsword work.
@ 03:53 AM, Sat July 11 2015 Reply
I disagree entirely here, gs has wonderful utility. A symbol for retail, a blind, a pull, a whirl combo finisher that can stack up to 30 stacks of burn on its own in an optimal scenario. Think this far outweighs a 2s projectile block, especially since you already hard counter power rangers.
@ 06:34 PM, Mon July 06 2015 Reply
Litany of wrath should be changed to shelter, you are not invulnerable even in full dire and the block is extremely important against good players.
@ 06:42 PM, Mon July 06 2015 Reply
synergizes better with a gs when bombing small clumps of targets.
@ 06:47 PM, Mon July 06 2015 Reply
i'm talking about litany of wrath here.
GotBoons @ 07:35 PM, Mon July 06 2015 Reply
In a power build, yes I will agree to your point. But, with my condition build, no. Example: 2 targets(typical 1v2 in WvW Roaming) GS auto-attack chain 2 hits, 2 hits, 2 hits: VoJ procs = 2. Sword auto-attack chain 2 hits, 2 hits, 6 hits: VoJ procs = 3. So for a Burning build, Sword will put up higher stacks of burning than greatsword. Exception would be your targets just sitting like derps in Whirling Wrath every 10 seconds.
GotBoons @ 07:21 PM, Mon July 06 2015 Reply
Litany of Wrath, in this build, is better than Shelter for several reasons:
1. Raw Healing: LoW = 5560 (Base Heal + double Monk's Focus from Smiter's Boon) with 0 Healing Power and not accounting for any healing returned from damage you do under its effects. Shelter heals for 4555 with 0 Healing Power.
Litany of Wrath 1, Shelter 0
GotBoons @ 07:24 PM, Mon July 06 2015 Reply
2. Litany of Wrath has the shortest cooldown of any Guardian Healing Skill. So, combined with my first point, it has the greatest Health return over time of any Guardian skill. (Remember, I'm not even counting the 25% of damage done returned as health).
Litany of Wrath 2, Shelter 0
GotBoons @ 07:30 PM, Mon July 06 2015 Reply
3. Litany of Wrath Synergizes with this build way better because of the 25% of damage done being returned as health. This includes damage from Retaliation AND done by Conditions. So those 2K Burning ticks you have on people is 500hp returned per second. That's better than Warrior Signet.
Sure the duration of the LoW buff is only 6 seconds, but the cooldown is only 24 seconds, so every 18 seconds, you basically get to go balls deep in damage and you can keep yourself topped off pretty damn well.
Shelter, well you get to stand there immune to damage for 2 seconds every 28 seconds. Sounds great, but you need to also consider that means you're not outputting damage ***AND*** Shelter and Renewed Focus are susceptible to interrupts by TAUNT. <<< Tested and confirmed.
Litany of Wrath 3, Shelter 0
@ 03:38 AM, Sat July 11 2015 Reply
Litany of wrath is susceptible to taunt, not sure what kind of point that is intended to be.
@ 03:44 AM, Sat July 11 2015 Reply
If you use shelter properly you can block a lot more damage than is possible to heal. For example you are out of dodges
, a mesmer shatter mesmer immobilized you, you use shelter block and completely negate up to 20k power damage before reduction, and heal.

Litany of wrath - mesmer immobilized you and shatter combos you, your heal is interrupted by mantra of distraction which is spammed immediately in order to gain addition shatter damage, you get hit for 20k in burst before reduction, thief decides to finish you off with a 15k backstab.

Point proven.
@ 03:46 AM, Sat July 11 2015 Reply
Before you say this is impossible, thieves and mesmers don't deal that much damage, I have seen that kind backstabs on PvT warriors since the patch.
@ 03:54 AM, Sat July 11 2015 Reply
Blocks also apply burn = More damage.
GotBoons @ 08:57 AM, Sat July 11 2015 Reply
The 1 second ICD added to this ability in the last patch means you'll only get 1 burn stack from Shelter now.
GotBoons @ 08:57 AM, Sat July 11 2015 Reply
Use Sword 2 to port out of the Shatter/profit. Since we're talking about random scenarios!
GotBoons @ 08:58 AM, Sat July 11 2015 Reply
If it works for you, go for it. As a build though, I don't want it in here~
@ 03:35 AM, Sat July 11 2015 Reply
Shelter is a 3s block and the fact that shelter also procs monks focus prove that this logic is inherently flawed.
@ 03:36 AM, Sat July 11 2015 Reply
2s*
JoshXT @ 09:53 AM, Tue July 07 2015 Reply
This build doesn't come close to taking full advantage of burning. You are missing out on a lot of damage by not having Purging Flames on. See this build: http://intothemists.com/guides/5583-burn_guardian
GotBoons @ 06:18 PM, Tue July 07 2015 Reply
Purging Flames is stationary, which really does poorly in a roaming type build. It would definitely be more at home in a large scale wvw build, but try dropping a stationary field while fighting the plethora of mesmers running around right now. You're just going to get a chaos field dropped on you and completely negate your ability.

Not sure why or how you think Purging Flames somehow increases Burning Damage. It doesn't though.

Thanks for trying to advertise your build here. lol
@ 03:48 AM, Sat July 11 2015 Reply
Purging flames is a flame combo finisher, more burning, and has a burn on entry or exit affect.
@ 03:53 AM, Sat July 11 2015 Reply
And on summon.
GotBoons @ 08:59 AM, Sat July 11 2015 Reply
It's so situational though, And you basically telegraph your position for the next few seconds.
In sPVP, where area control/denial is important. Sure, Purging Flames all day. Roaming though? Nah, I'll pass.
JoshXT @ 07:40 AM, Mon July 27 2015 Reply
So situational? Man seriously? lol. If you can't figure out how to use scepter 3 to immobilize someone in your purging flames then you need to go back to playing PlayStation. There are so many things wrong with this build. Such as using torch offhand on both weapon sets. By using sword main hand on one set, you take away potential CC for your build, GS and Hammer are both better options than sword/torch as a secondary set. I haven't tried that heal, but I have been told that it does not work based on condition damage, which makes it even more pointless. I burn people to the ground in seconds with my burn guardian build, I also have better condi clear, survivability. I really wanna know how you managed to get featured with this garbage build lol. I even went and checked out some of your videos that show you are running Shelter lmao..
GotBoons @ 06:27 PM, Fri July 31 2015 Reply
Not sure why so much hate from you. I pretty much disagree with everything you say, and you seem to dump on anything I say, soo yeah. I don't need no prove anything to some rando on the forums. Plenty of people run the build and love it. Good enough for me.

The build you made is in the way negative, so that should tell you something. Anyway, our conversation is over. Best of luck to you.
@ 06:34 PM, Fri July 17 2015 Reply
I really like this build and have been doing very well with it. I have to use the Traveler Runes to keep up with the rest of the members in my Guild in WVW. Am I missing something about using Balthazar Runes and the sword somehow making up for the loss of Traveler Runes speed increase?
GotBoons @ 12:17 PM, Sat July 18 2015 Reply
Traveler's is definitely a viable option if you're okay with giving up 30% Burning Duration and the bit of Condition Damage for the movement speed increase. I have been using Balthazar instead because I find that it doesn't help in the situations where I'm being kited or chased down anyway. Such as Thieves, Warriors, Ele's. They get me or get away from me with or without Traveler's so I chose to Burn them harder and longer.

The preference is yours though, do what works for you!
@ 07:15 AM, Thu September 17 2015 Reply
I run a variation of this build since I still haven't gotten used to litany of wrath. Slowly getting there. THANKS BOONS!
GotBoons @ 05:32 PM, Thu September 17 2015 Reply
Nice David! Glad you're enjoying it :) See you around!