Guardian WvW | Large Group Staff, Hammer | Defender Frontline AH Guardian

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Summary

Basic Frontline Support / Tank Guardian that provides a ton of support for you & your Zerg and survivability to withstand the hardest encounters in WvW.


I. Weapons and Skills

Theodosus's Spire
  • Weapon Strength: 1034-1166
  • Healing Power: 251
  • Power: 179
  • Toughness: 179
  • Weapon Strength: -
Chorben's Warhammer
  • Weapon Strength: 1034-1166
  • Power: 251
  • Toughness: 179
  • Vitality: 179
  • Weapon Strength: -
Chorben's Impaler
  • Weapon Strength: 950-1050
  • Power: 125
  • Toughness: 90
  • Vitality: 90
Chorben's Trident
  • Weapon Strength: 950-1050
  • Power: 125
  • Toughness: 90
  • Vitality: 90
  • 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)Might: 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 sBreak Stun: 1 sStability: 4 sProtection: 5 sRetaliation: 5 s
  • Wave of Wrath½
    Send out a powerful shockwave, hitting up to five foes.
    Damage: 222Range: 600
    • 0
      Retaliation: 5 s
    • 0
      Retaliation: 5 s
  • Orb of Light½
    Fire a moving orb of light that heals allies on contact; can be detonated to heal allies.
    Damage: 444Healing: 271Range: 1,200
    • Flash of Light
      Detonate the orb to heal nearby allies. Orb of Light takes 4 times longer to recharge.
      Damage: 222Healing: 788Radius: 240Range: 1,200
    • 0
      Retaliation: 5 s
  • Symbol of Swiftness¾ 12
    Symbol. Sear a mystic symbol into the target area, damaging foes and granting swiftness to allies.
    Damage: 185Swiftness: 8 sRadius: 180Duration: 4Combo Field: LightRange: 1,200
    • 0
      Retaliation: 5 s
    • 0
      Retaliation: 5 s
  • Empower16
    Channel might to yourself and allies around you. Heal nearby allies when it ends.
    Healing: 1,500Duration: 10x6Might: 10 s
    • 0
      Retaliation: 5 s
    • 0
      Retaliation: 5 s
  • Line of Warding1 32
    Ward. Create a line in front of you that foes cannot cross.
    Duration: 5Range: 1,200
    • 0
      Retaliation: 5 s
    • 0
      Retaliation: 5 s
  • Shelter30
    Block attacks while healing.
    Healing: 4,555Duration: 2
    • 0
      Retaliation: 5 s
  • "Stand Your Ground!"24
    Shout. Grant stability to yourself and allies.
    x5Stability: 5 sRetaliation: 5 sBreaks stunRange: 600
    • 0
      Retaliation: 5 s
  • "Hold the Line!"28
    Shout. Grant protection and regeneration to allies.
    Protection: 4 sRegeneration: 6 s (780 health)Range: 600
    • 0
      Retaliation: 5 s
  • Purging Flames¾ 32
    Consecration. Create a ring of fire that burns foes and cures conditions on allies.
    Burning: 5 s (1640 damage)Duration: 6Combo Field: Fire
    • 0
      Retaliation: 5 s
  • Renewed Focus2 90
    Focus, making yourself invulnerable and recharging your virtues.
    Duration: 3
    • 0
      Retaliation: 5 s

Weapon and Skill Details

Hold the Line can be swapped for Wall of Reflection for a better defense from ranged DPS classes.

 

Hold the Line can also be swapped for Judge´s Intervention if you need a big leap to quickly engage the enemy Zerg or Group.


Traits

Honor

  • Vigorous Precision
    Gain 5 seconds of vigor when you deliver a critical hit. This effect has a 10 second internal cooldown.
    • Invigorated Bulwark
      Gain increased healing power, each worth up to 50 attribute points (based on effective level) for a period of time each time you block an attack while wielding a mace. Stacks up to 10 times. Mace abilities have 20% reduced recharge.
    • Protective Reviver
      Activate a shield of absorption when you begin reviving an ally (24 second internal cooldown). Upon successful revival, you and each ally gain aegis, protection , and regeneration for 10 seconds.
    • Protector’s Impact
      Create a symbol of protection when you take falling damage. You take 50% less damage when falling.
  • Selfless Daring
    he end of your dodge roll heals nearby allies.
    • Honorable Staff
      Boon duration is increased while wielding a staff. Staff abilities have 20% reduced recharge.
    • Pure of Heart
      Aegis heals when it blocks an attack.
    • Empowering Might
      You and nearby allies gain 5 seconds of might when you land a critical hit.
  • Purity of Body
    Your virtue of resolve passive effect also regenerates endurance by 15%.
    • Pure of Voice
      Allies affected by shouts have 1 condition converted into a boon. Shout abilities have their recharge reduced by 20%.
    • Writ of Persistence
      Symbol s last 2 seconds longer, are larger, and heal allies.
    • Force of Will
      Your vitality is increased by up to 300 points, based on effective level. Healing effectiveness to other allies is increased on a percentage of your vitality. You gain 1% per 100 points of vitality (including base vitality).

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

Honor:

 

IV can be changed to VI of you need more sustained might through longer fights with less regroups. Consider that you will loose a 20% longer might duration from your staff if you do so.

 

Virtues:

 

VI can be swapped out for V if you need more Condition remove in your Group / Zerg.


III. Stat Specifics & Effects

Primary Stats

  • Health 18275 (+6630)
  • Vitality 1663 (+663)
  • Armor 3193 (+922)
  • Toughness 1922 (+922)
  • Attack 3890 (+1724)
  • Power 2724 (+1724)
  • Critical Hit 13% (+13%)
  • Precision 1188 (+188)

Secondary Stats

  • Agony Resistance 75 (+75)
  • Boon Duration 20% (+20%)
  • Condition Duration (self) -60% (+-60%)
  • Critical Damage 12% (+12%)
  • Damage 1166 (+0%)
  • Defense 1271 (+0)
  • Endurance Regeneration 15% (+15%)
  • Experience from Kills 20% (+20%)
  • Ferocity 188 (+188)
  • Healing Power 251 (+251)
  • Might Duration 10% (+10%)

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. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Lemongrass Poultry Soup
Duration: 30min
Condition Duration (self): -40%
Vitality: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration (self): -40%
  • Vitality: 70
  • Experience from Kills: 10%

Utility Nourishment

Superior Sharpening Stone
Duration: 30min
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

Ahamid's Visor
  • Defense: 127
  • Power: 63
  • Toughness: 45
  • Vitality: 45
Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Ahamid's Pauldrons
  • Defense: 127
  • Power: 47
  • Toughness: 34
  • Vitality: 34
Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Ahamid's Breastplate
  • Defense: 381
  • Power: 141
  • Toughness: 101
  • Vitality: 101
Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Ahamid's Warfists
  • Defense: 191
  • Power: 47
  • Toughness: 34
  • Vitality: 34
Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Ahamid's Tassets
  • Defense: 254
  • Power: 94
  • Toughness: 67
  • Vitality: 67
Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Ahamid's Greaves
  • Defense: 191
  • Power: 47
  • Toughness: 34
  • Vitality: 34
Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5

Armor Stat Totals

  • Defense 1271
  • Power 644
  • Might Duration 10%
  • Condition Duration (self) -20%
  • Toughness 315
  • Vitality 315
  • Agony Resistance 30

Rune Bonuses

Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.

Accessories & Jewels

Thackeray Family CrestDefensive Slot
  • Power: 157
  • Toughness: 108
  • Vitality: 108
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Berserker's Back (Infused)Offensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
  • Agony Resistance: 5
(Infused)
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Lost Seal of Usoku (Infused)Offensive Slot
  • Power: 126
  • Toughness: 85
  • Vitality: 85
  • Agony Resistance: 5
(Infused)
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Royal Signet of Doric (Infused)Defensive Slot
  • Power: 126
  • Toughness: 85
  • Vitality: 85
  • Agony Resistance: 5
(Infused)
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5

Accessory Totals

  • Power:722
  • Toughness:278
  • Vitality:278
  • Precision:188
  • Ferocity:188
  • Agony Resistance:45

Weapon Set Sigils

Theodosus's Spire
  • Weapon Strength: 1034-1166
  • Healing Power: 251
  • Power: 179
  • Toughness: 179
  • Weapon Strength: -
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
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 Bloodlust

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

Chorben's Warhammer
  • Weapon Strength: 1034-1166
  • Power: 251
  • Toughness: 179
  • Vitality: 179
  • Weapon Strength: -
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
Superior Sigil of Torment
50% chance on critical hit: Apply AoE torment (5 seconds, 180 radius). (Cooldown: 5 Seconds)

Weapon Set II

Sigil of Superior Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Chorben's Impaler
  • Weapon Strength: 950-1050
  • Power: 125
  • Toughness: 90
  • Vitality: 90
Chorben's Trident
  • Weapon Strength: 950-1050
  • Power: 125
  • Toughness: 90
  • Vitality: 90
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Water Weapon I

Sigil of Superior Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Water Weapon II

Sigil of Superior Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Upgrade Item Details

Superior Rune of Hoelbrak can be switched to Superior Rune of Melandru for a more defensive Setup while sacrificing Power and the longer boon (might) duration or to Superior Rune of the Trooper if you need more Condition Removal in your Group / Zerg.

 

Trinkets can be swapped to Berserker if you feel you are tanky enough and want to deal a bit more damage and / or crit more often to prog Glacial Heart or your Weapon Sigils.

 

The Superior Sigil of Torment can be swapped out for a Superior Sigil of Blight on the Hammer.


V. Basic Gameplay

Bascially you want to buff your allies with might (Empower & Virtue of Justice), protection & Regeneration (Hold the Line), retaliation (All of your Virtues, Stand your Ground & Light combo Finisher), swiftness (Symbol of Swiftness), stability (Stand your Ground) and aegis (Virtue of Courage) to protect them and buff the damage of your DPS classes. Always remember to provide cc using Line of Warding, Zealot`s Embrace, Banish and Ring of Warding while you are fighting to supress the movement capabilitiies of the enemy Zerg.

 

While assaulting a Keep or Tower you may encounter Arrowcart or heavy AOE damage at the gate. Use Empower, Virtue of Resolve and Hold the Line to protect against incoming damage and heal up your allies and especially the ones that operate the rams. Also remember to use Mighty Blow to blast water combofields that are dropped in the zerg or at the rams. If you are dealing trash damage at the gate too remember to never use a hammer since his autoattack chain will drop a light combo field at the gate that will negate potential fire combo fields for might stacking or water combo fields for healing.

 

If you are moving arround the maps use Symbol of Swiftness to prestack swiftness while you are stacking and preparing to move or while moving arround. Try to avoid using it while on the move if you have enough Warrior to provide swiftness while moving to avoid getting in fight from your Symbol of Swiftness.


Main Skill Rotation

Empower16
Channel might to yourself and allies around you. Heal nearby allies when it ends.
Healing: 1,500Duration: 10x6Might: 10 s
Line of Warding1 32
Ward. Create a line in front of you that foes cannot cross.
Duration: 5Range: 1,200
Symbol of Swiftness¾ 12
Symbol. Sear a mystic symbol into the target area, damaging foes and granting swiftness to allies.
Damage: 185Swiftness: 8 sRadius: 180Duration: 4Combo Field: LightRange: 1,200
"Stand Your Ground!"24
Shout. Grant stability to yourself and allies.
x5Stability: 5 sRetaliation: 5 sBreaks stunRange: 600
"Hold the Line!"28
Shout. Grant protection and regeneration to allies.
Protection: 4 sRegeneration: 6 s (780 health)Range: 600
Zealot's Embrace1 12
Send a wave toward your foe that immobilizes foes in a line.
Damage: 296Immobilized: 2 sRange: 1,200
Mighty Blow¾ 4
Damage nearby foes with a mighty ground slam.
Damage: 647Radius: 180Combo Finisher: Blast
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)Might: 5 sRetaliation: 5 s
Banish1 20
Launch your foe with a powerful smash.
Damage: 370Blowout: 750Range: 130
Ring of Warding¾ 32
Ward. Create a ring around you that foes cannot cross. Trapped enemies cannot exit the ring while it is active.
Duration: 5Range: 180
Hammer Swing½
Strike your foe.
Damage: 296Range: 130

Start the Fight with Empower to buff your allies with might, then use Line of Warding for a first cc and Symbol of Swiftness for some range damage into the enemy Zerg. Use Stand your Ground and Hold the Line when you are moving into the enemy Zerg to protect from incoming damage and cc. While going in switch to Hammer, use Zealot`s Embrace to imobalize the Enemy and then leap in with Mighty Blow and use Virtue of Justice for aditional might, retaliation and burning damage. Use Banish and Ring of Warding for cc while inside the enemy Zerg und keep autoattacking with your Hammer using Hammer Swing. While fighting keep using Mighty Blow as soon as you need a leap or for a strong damage spike.

 

If you are regrouping while a fight is still going on use Empower to refresh might and heal yourself & your allies arround you. Also use Mighty Blow if water combo fields are dropped to heal up your Zerg while in fight or while you are regrouping.


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