Guardian sPvP | Fun Greatsword, Hammer | Team fighter Gandhi Guard

by Last Updated:
0% (0) Approval 0 Votes - 1755 Views

Summary

Calling this the Gandhi Guard because the playstyle is extremely passive. Don't expect this to fair well in High-end play but it can be fun to run around in a group in hot-join with. Basically all you need to do is focus on your weapon skills and potentially pop the full heal if your team needs it.


I. Weapons and Skills

PvP Greatsword
  • Weapon Strength: 995-1100
PvP
  • Weapon Strength: -
PvP Hammer
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
PvP
  • 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
  • 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
      Retaliation: 5 s
    • 0
      Retaliation: 5 s
  • Leap of Faith½ 15
    Leap at your foe. On hit, blind nearby foes.
    Might: 5 sBlind: 3 sCombo Finisher: LeapRange: 600
    • 0
      Retaliation: 5 s
    • 0
      Retaliation: 5 s
  • Symbol of Wrath¼ 20
    Symbol. Pierce the ground with a mystic symbol that damages and burns foes while granting retaliation to allies.
    Damage (5x): 925x5Retaliation: 1 sCombo Field: Light
    • 0
      Retaliation: 5 s
    • 0
      Retaliation: 5 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
    • Pull¾
      Pull your foes to you.
      Leash Range: 600Range: 900
    • 0
      Retaliation: 5 s
  • Signet of Resolve1 32
    Signet Passive: Cures a condition every ten seconds.
    Signet Active: Heal yourself.
    Healing: 8.150
    • 0
      Retaliation: 5 s
  • Bane Signet¾ 32
    Signet Passive: Improved power.
    Signet Active: Knock down and damage your foe.
    Signet Passive: 180 PowerDamage: 244Knockdown: 2 sRange: 1,200
    • 0
      Retaliation: 5 s
  • Signet of Wrath¾ 24
    Signet Passive: Grants you increased condition damage.
    Signet Active: Immobilize your target.
    Immobilized: 3 sRange: 1,200
    • 0
      Retaliation: 5 s
  • Signet of Judgment¼ 24
    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
      Retaliation: 5 s
  • Signet of Courage144
    Signet Passive: While in combat, heal allies around you every 10 seconds.
    Signet Active: Fully heal nearby allies.
    • 0
      Retaliation: 5 s

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.

III. Stat Specifics & Effects

Primary Stats

  • Health 18995 (+7350)
  • Vitality 1735 (+735)
  • Armor 2921 (+710)
  • Toughness 1710 (+710)
  • Attack 2840 (+740)
  • Power 1740 (+740)
  • Critical Hit 31% (+31%)
  • Precision 1560 (+560)

Secondary Stats

  • Condition Damage 740 (+740)
  • Critical Damage 58% (+58%)
  • Damage 1100 (+0%)
  • Damage Reduction 10% (+10%)
  • Defense 1211 (+0)
  • Downed Health Degeneration -33 (+-33)
  • Ferocity 882 (+882)
  • Healing Power 560 (+560)

Boons

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.
PvP Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.
PvP Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.
PvP Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.
PvP Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.
PvP Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.

Rune Stat Totals

  • Vitality 175
  • Ferocity 100

Rune Bonuses

PvP Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.

Accessories & Jewels

Celestial Amulet
  • Power: 560
  • Precision: 560
  • Toughness: 560
  • Vitality: 560
  • Condition Damage: 560
  • Healing Power: 560
  • Ferocity: 560

Accessory Totals

  • Power:560
  • Precision:560
  • Toughness:560
  • Vitality:560
  • Condition Damage:560
  • Healing Power:560
  • Ferocity:560

Weapon Set Sigils

PvP Greatsword
  • Weapon Strength: 995-1100
PvP
  • Weapon Strength: -
Superior Sigil of Generosity
60% chance to transfer a condition to your foe on critical hit. (Cooldown: 10 Seconds)
Superior Sigil of Purity
60% chance to remove a condition on hit. (This effect cannot trigger more than once every 10s)

Weapon Set I

Superior Sigil of Generosity

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

PvP Hammer
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: -
Superior Sigil of Generosity
60% chance to transfer a condition to your foe on critical hit. (Cooldown: 10 Seconds)
Superior Sigil of Purity
60% chance to remove a condition on hit. (This effect cannot trigger more than once every 10s)

Weapon Set II

Superior Sigil of Generosity

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

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

Water Weapon I

Water Weapon II


V. Basic Gameplay

Run around with your team and focus on attacking the enemy. Leave all your other skills alone. Pop your heals only if you need them. Stay near your team so they get passively healed/buffed.


Main Skill Rotation


Comments

Post a Comment