Guardian sPvP | Fun Sword/Torch, Greatsword | Roamer Burst Guard with some burn

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Summary

This is my pvp set up for my wvw Burst Burn Guard build.


I. Weapons and Skills

PvP Sword
  • Weapon Strength: 905-1000
PvP Torch
  • Weapon Strength: 789-926
PvP Greatsword
  • Weapon Strength: 995-1100
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
PvP
  • 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
  • Sword of Wrath½
    Slash your foe once.
    Damage: 296Range: 150
    • Sword Arc½
      Slash your foe again.
      Damage: 269Range: 150
    • Sword Wave½
      Send out a cone attack, striking up to three foes.
      Damage (3x): 504Range: 300
  • Flashing Blade8
    Teleport to your target, striking them and blinding nearby foes.
    Damage: 67Blind: 3 sRange: 600
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 s
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 s
  • Zealot's Defense½ 12
    Block ranged attacks while casting magical projectiles.
    Damage (8x): 888Duration: 3Range: 600
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 s
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 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 sVulnerability: 3 sBurning: 1 s
  • Cleansing Flame12
    Breathe magical flames that damage foes and cure conditions on allies.
    Damage (10x): 1,000Range: 400
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 s
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 s
  • Shelter30
    Block attacks while healing.
    Healing: 4,555Duration: 2
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 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 sVulnerability: 3 sBurning: 1 s
  • 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
      Fury: 4 sVulnerability: 3 sBurning: 1 s
  • Contemplation of Purity48
    Meditation. Convert the conditions you are suffering from into boons.
    Breaks stunFury: 4 s
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 s
  • Renewed Focus2 90
    Focus, making yourself invulnerable and recharging your virtues.
    Duration: 3
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 s

Traits

Zeal

  • Zealot’s Speed
    Create a symbol of wrath when you are struck while below the health threshold.
    • Wrathful Spirit
      Aegis grants 3 seconds of retaliation when it ends.
    • Fiery Wrath
      Damage against burning foes is increased by 7%.
    • Zealous Scepter
      While wielding a scepter, gain 10 seconds of might when your justice passive effect triggers.
  • Symbolic Exposure
    Symbols apply 3 seconds vulnerability to foes on each hit.
    • Binding Jeopardy
      Immobilizing or blinding a foe also applies 3 seconds of vulnerability to them.
    • Zealous Blade
      Greatsword attacks deal 5% increased damage and heal the guardian. Greatsword skills have a 20% reduced recharge.
    • Kindled Zeal
      Gain condition damage based on 10% your power attribute.
  • Symbolic Power
    Symbols have 10% increased damage and have a 33% chance to burn enemies for 1 second.
    • Expeditious Spirit
      Spirit weapons burn foes for 3 seconds when they hit with an attack. Spirit weapon summon and command skills have a 20% reduced recharge.
    • Shattered Aegis
      When aegis you applied blocks an attack, it damages nearby foes.
    • Symbolic Avenger
      You deal more damage to enemies standing in your symbols.

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.

III. Stat Specifics & Effects

Primary Stats

  • Health 18995 (+7350)
  • Vitality 1735 (+735)
  • Armor 2361 (+150)
  • Toughness 1150 (+150)
  • Attack 3013 (+1050)
  • Power 2050 (+1050)
  • Critical Hit 54% (+54%)
  • Precision 2050 (+1050)

Secondary Stats

  • Burning Duration 20% (+20%)
  • Condition Damage 205 (+205)
  • Critical Damage 44% (+44%)
  • Damage 963 (+0%)
  • Defense 1211 (+0)
  • Ferocity 660 (+660)

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

Marauder's Amulet
  • Power: 1050
  • Precision: 1050
  • Vitality: 560
  • Ferocity: 560

Accessory Totals

  • Power:1050
  • Precision:1050
  • Vitality:560
  • Ferocity:560

Weapon Set Sigils

PvP Sword
  • Weapon Strength: 905-1000
PvP Torch
  • Weapon Strength: 789-926
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
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)

Weapon Set I

Sigil of Superior Air

50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

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)

PvP Greatsword
  • Weapon Strength: 995-1100
PvP
  • 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)
Sigil of Superior Hydromancy
You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

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)

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

Water Weapon I

Water Weapon II


V. Basic Gameplay


Main Skill Rotation

Judge's Intervention36
Meditation. Teleport to your target and burn nearby foes.
Burning: 3 s (984 damage)Damage: 122Breaks stunRange: 1,200Fury: 4 s
Flashing Blade8
Teleport to your target, striking them and blinding nearby foes.
Damage: 67Blind: 3 sRange: 600
Zealot's Defense½ 12
Block ranged attacks while casting magical projectiles.
Damage (8x): 888Duration: 3Range: 600
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
Cleansing Flame12
Breathe magical flames that damage foes and cure conditions on allies.
Damage (10x): 1,000Range: 400
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: LightVulnerability: 3 sBurning: 1 s
Leap of Faith½ 15
Leap at your foe. On hit, blind nearby foes.
Might: 5 sBlind: 3 sCombo Finisher: LeapRange: 600
Whirling Wrath¾ 10
Spin in place and swing your greatsword while hurling powerful projectiles.
Damage (9x): 1,251Combo Finisher: WhirlRange: 600
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

By the time sw3 ends Zealots flame should have proc. If the enemy is still standing after your sword/torch combos swap to gs and continue rotation.


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