Guardian sPvP | Tournament Staff, Sword/Torch | Team fighter CeleGuard - Support/Fighter (Arena PvP)

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Summary

Introducing the CeleGuard Support/Fighter Build
This build could be considered similar to what cele ele brings to the table. Sustain, Boons, Damage, Burning, Team Support, etc.

 

Details for this guide is a work in progress.

 

This build is great for:

  • Team support
  • Hold a point against (1v1, 1v2) short period of time.
  • Condition clearing (Self and Team)
  • Massive personal sustain (Thru staff and meditations)
  • Damage thru power + conditions (burning)
  • Provides FURY for the team
  • Boons from using traited virtues (F1, F2, F3) + Staff Might Stacking
  • Blinds, Blocks, Dodges, Invuln, Tons of Sustain!

 

What will counter this build:

  • Not rotating / peeling out when being focused with everything on cooldown!
  • Miss play when being focused
  • For a list of matchups see section "Rules of Engagement"

 

Quick FAQ
Q. Why do you use a staff for offhand?
A. Staff is a nice support weapon and I like the ability to have swiftness. With celestial the staff will heal 2k+ and boost damage via might stacks.

 

Q. Why use a sword?
A. I chose the sword for a few reasons. The auto attack has the highest uptime on fire stacking using the passive Virtue of Justice. Has a blind/teleport (can be used offensive/defensive). Projectile blocking with #3. If you want an even more support role then check out the mace variant. Both builds work great, just depends on personal choice I guess.
Q. Isn't this build squishy in the current explosive meta?
A. Yes and No. If you are being focused you can use your healing block (provides burning to anyone attacking) use your Elite Renewed Focus or simply peel and kite. The same is true for most other builds that are being focused. Without a good response you are mostly likely going to end up in downstate. Other than focused bursts this build is has great sustain. 2K Heals from meditations, 2k heal from Virtue of Resolve, Healing Block, Invuln, Blinds, and staff has 2 heals. Orb of Light can equal 1.5k+ heals and empower at 2k heals. This is roughly the same amount of personal healing shoutbow warriors had. Even with the smaller health pool you are still able to sustain well granted you use cooldowns properly.

 

Guide Video with gameplay:

 

Mace/Torch Weapon Variant Gameplay Video
Note: Still using same traits, just different weapon set!

 

My twitch channel
IGNs:
NA - Billionaire.5607
EU - CinCin.6083


I. Weapons and Skills

PvP Staff
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: -
PvP Sword
  • Weapon Strength: 905-1000
PvP Torch
  • Weapon Strength: 789-926
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 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
      Fury: 4 sRetaliation: 5 s
    • 0
      Fury: 4 sRetaliation: 5 s
  • Orb of Light½ 3
    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
      Fury: 4 sRetaliation: 5 s
  • Symbol of Swiftness¾ 15
    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
      Fury: 4 sRetaliation: 5 s
    • 0
      Fury: 4 sRetaliation: 5 s
  • Empower20
    Channel might to yourself and allies around you. Heal nearby allies when it ends.
    Healing: 1,500Duration: 10x6Might: 10 s
    • 0
      Fury: 4 sRetaliation: 5 s
    • 0
      Fury: 4 sRetaliation: 5 s
  • Line of Warding1 40
    Ward. Create a line in front of you that foes cannot cross.
    Duration: 5Range: 1,200
    • 0
      Fury: 4 sRetaliation: 5 s
    • 0
      Fury: 4 sRetaliation: 5 s
  • Shelter30
    Block attacks while healing.
    Healing: 4,555Duration: 2
    • 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
  • 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
      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

Weapons

 

Sword
Using the trait II. Right-Hand Strength in Radiance will grant 15% critical chance and reduce the CD of the sword abilities.

  • Sword of Wrath (Auto Attack) - The third strike on the sword #1 (Auto Attack) triggers a cone attack which is 3 hits. So all together the auto attack chain will proc the passive Virtue of Justice burn. This helps to provide a HIGH uptime on burning damage. Sword is the best weapon to continually proc the burn from Justice Virtue.
  • Flashing Blade - A teleport and blind. You can use this to teleport to a target that is attacking your teammate and provide a blind and close range support. If in a team fight and you are being focused / chased, you can teleport to an enemy on the opposite side (further away) to quickly make a gap between you and the enemy chasing you.
  • Zealot's Defense - Destroy projectiles while providing counter-pressure thru magical mid range attack. Block Necromancer's Lich #1 (Grasp) or Ranger's Longbow #2 Rapid Fire.
  • Zealot's Flame - Low CD unblockable AOE burn. Activate to provide burst damage and higher burn damage to a single enemy.
  • Cleansing Flame - Low CD condition clearing for your team. Provides decent damage if you remain uninterrupted. This is a low CD, being interrupted is fine since a majority of interrupt abilities have a longer CD than cleansing flame.

 

Staff

  • Wave of Wrath - Low Damage AOE range.
  • Orb of Light - Low CD pass thru heal. Activate the second part of this skill will trigger close to 1k heal.
  • Symbol of Swiftness - Swiftness to help roam, move between map.
  • Empower - Group might stacking and heals for 2k with celestial amulet for your team.
  • Line of Warding - Area of Denial skill

 

Heals / Utilities / Elite

 

Shelter
A blocking heal. This build uses traits that provide additional burns when blocking. Good synergy.

 

Smite Condition
Low CD condi clear and medium damage. Also great for a quick heal. (2k Heal)

 

Optional / Personal Choice
You can pick either of these and the build will still work great.

 

Purging Flames - Additional burn and condition clear on a low cooldown.
I like this one over contemplation of purity b/c you can place it on a downed body for foe stomping cleave or on a downed foe for cleaving. Also great for node control. Drop this on a node that isn't large and force the enemy to eat the damage or get off the point!

 

Contemplation of Purity
Turn all your conditions into boons, heal (2k), and break stun. If you need the extra stun break then this ability would be a good pick.

 

Renewed Focus
Invulnerability, 2k heal with meditaion trait, and reset your virtues. This can be used to reset virtues you need ASAP, or to block focus damage!

 

Variants | Optional Weapon(s)
Mace
If you take mace over sword you will lose out on the constant burn applications that sword auto attack provides. However you will gain a slight adjustment to your sustain/support.

  • Mace auto attack provides decent heal when connected
  • #2 Small heal / regen uptime
  • #3 Block / Protection

 

Mace Build Variant (Less Burn Damage)
Change Radiance >> Honor. Take Protective Reviver or Invigorated Bulwark, Empowered Might, Force of Will. This build will provide a little extra increase to personal survivability at the cost of burning damage reduction.


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
Radiance is mandatory for the traits that improve our weapon choices and burning damage.

 

II. Right Hand Strength
Increase critical hit chance and reduce our sword skills.

 

V. Radiant Fire
Additional Zealot Flame (Torch #4) on a 10 second cooldown. Increase our burning duration and reduce torch skills.

 

VII. Amplified Wrath
Increases our burning damage, allows our blocks to provide more burning stacks.

 

Valor
Valor provides superior self sustainability by improving our meditations.

 

II. Smiter's Boon
Free smite when using a heal. The smite procced makes use from VIII. Monk's Focus. Everytime you use a heal, clear 1 condition and get an extra 2k heal!

 

V. Strength in Numbers
Become more tanky and improve your team's tankyness as well.

 

VI. Communal Defenses (Optional +Great with mace/torch variant)
This is a great pickup especially if you take the Mace/Torch weapon variant. The mace #3 block is on a 15 sec cooldown. This trait is on a 15 second cooldown. So everytime you block with mace #3 you grant allies an additional block! More blocks = more burns from Radiance - VII. Amplified Wrath

 

VIII. Monk's Focus
Improve our meditations! Provide fury to your team, reduce the CD timer, and heal for 2k (with celestial amulet).

 

Virtues
We take virtues for the additional support it provides.

 

III. Mastery of Consecrations
Increase the length of purging flames and reduce the cd for a ton of usage.

 

Note: If you are using "Contemplation of Purity" meditation then change this trait to II. Retaliatory Subconscious for more personal sustain.

 

V. Absolute Resolution
Additional condition clear for yourself and team.

 

IX. Indomitable Courage
Stability. If you need to stomp use Virtue of Justice's traited blind (F1) to blind foes in order to secure stomp.


III. Stat Specifics & Effects

Primary Stats

  • Health 17245 (+5600)
  • Vitality 1560 (+560)
  • Armor 2921 (+710)
  • Toughness 1710 (+710)
  • Attack 2846 (+735)
  • Power 1735 (+735)
  • Critical Hit 31% (+31%)
  • Precision 1560 (+560)

Secondary Stats

  • Burning Duration 50% (+50%)
  • Condition Damage 560 (+560)
  • Critical Damage 37% (+37%)
  • Damage 1111 (+0%)
  • Defense 1211 (+0)
  • Ferocity 560 (+560)
  • 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 Baelfire
  1. Power: 25
  2. Burning Duration: 10%
  3. Power: 50
  4. 25% chance to gain vigor for 5 seconds when hit. Cooldown: 25 seconds.
  5. Power: 100
  6. +20% Burning Duration; 50% chance when struck to cause a fire nova. (Cooldown: 30 seconds)
PvP Rune of the Baelfire
  1. Power: 25
  2. Burning Duration: 10%
  3. Power: 50
  4. 25% chance to gain vigor for 5 seconds when hit. Cooldown: 25 seconds.
  5. Power: 100
  6. +20% Burning Duration; 50% chance when struck to cause a fire nova. (Cooldown: 30 seconds)
PvP Rune of the Baelfire
  1. Power: 25
  2. Burning Duration: 10%
  3. Power: 50
  4. 25% chance to gain vigor for 5 seconds when hit. Cooldown: 25 seconds.
  5. Power: 100
  6. +20% Burning Duration; 50% chance when struck to cause a fire nova. (Cooldown: 30 seconds)
PvP Rune of the Baelfire
  1. Power: 25
  2. Burning Duration: 10%
  3. Power: 50
  4. 25% chance to gain vigor for 5 seconds when hit. Cooldown: 25 seconds.
  5. Power: 100
  6. +20% Burning Duration; 50% chance when struck to cause a fire nova. (Cooldown: 30 seconds)
PvP Rune of the Baelfire
  1. Power: 25
  2. Burning Duration: 10%
  3. Power: 50
  4. 25% chance to gain vigor for 5 seconds when hit. Cooldown: 25 seconds.
  5. Power: 100
  6. +20% Burning Duration; 50% chance when struck to cause a fire nova. (Cooldown: 30 seconds)
PvP Rune of the Baelfire
  1. Power: 25
  2. Burning Duration: 10%
  3. Power: 50
  4. 25% chance to gain vigor for 5 seconds when hit. Cooldown: 25 seconds.
  5. Power: 100
  6. +20% Burning Duration; 50% chance when struck to cause a fire nova. (Cooldown: 30 seconds)

Rune Stat Totals

  • Power 175
  • Burning Duration 30%

Rune Bonuses

PvP Rune of the Baelfire
  1. Power: 25
  2. Burning Duration: 10%
  3. Power: 50
  4. 25% chance to gain vigor for 5 seconds when hit. Cooldown: 25 seconds.
  5. Power: 100
  6. +20% Burning Duration; 50% chance when struck to cause a fire nova. (Cooldown: 30 seconds)

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 Staff
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: -
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)

PvP Sword
  • Weapon Strength: 905-1000
PvP Torch
  • Weapon Strength: 789-926
Sigil of Superior Doom
You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.
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 II

Sigil of Superior Doom

You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.

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)

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

Water Weapon I

Water Weapon II

Upgrade Item Details

Sigils
Staff
I use both Sigil of Air and Fire to improve the auto attack potential if you find yourself stuck in staff.

 

Sword/Torch
Doom for additional condition and energy for more dodging while in melee range.

 

Runes
Rune of the Baelfire
More power, increase burning duration, and provide vigor for more dodges!
[i]Since we already improve our burning condition duration/damage thru specialization traits we can change these runes for vampirism if fighting a HIGH burst comp.

 

Amulet
We make use of the stat spread celestial provides. Increase our regen, meditation, and staff heals. Increase our burning damage. Decent toughness and vitality. With our might stacking skills we also have decent raw damage.


V. Basic Gameplay

Gameplay Tips to maximize your success rate.

  • You are vulnerable when using staff. Try to line of sight, use blocks / blinds to get empower off. Great use of Virtue of Justice (F1) blind is to activate it halfway thru using empower (staff #4) to blind anyone close that can interrupt you. If you have to use range in a teamfight, circle outer perimeter while line of sighting.
  • Don't spam your blocks and blinds! Try to save them to negate heavy damage abilities. This is for sustain with your meditation heals.
  • Don't waste your meditations! High tier players will "bait" your meditations by using crappy condition/over burst, etc. Wait until you have burning, fear, poison, high torment, high confusion, or a massive stack of a condition to use your meditations.
  • Be sure to clear any poison before using your heal! The heal is traited to smite a condition, but if you have more than one, make sure the poison is cleared.
  • If bunkering a point make sure to stand close to line of sight obstacles/on the edge for quick peeling/rotating.
  • If you are in a teamfight and have no more cooldowns, then position yourself on the sideline area and support with staff the best you can. Position is crucial as with most other classes/builds--it's all about positioning.
  • More to come!

 

Rules of Engagement
These are the following classes that are safe to engage in 1v1

  • Zerker/Mara GS/Hammer Warrior (Keep burn stacks on after zerker stance)
  • Mesmer (Mara/Zerk)
  • Thief (Mara/Zerk)
  • Ranger (Mara/Zerk)
  • Engineer

 

These match ups depend on skill/plays and are even fights

  • Ele
  • PU Mesmer (You can win with burst and burn pressure, but can die at the same time due to conditions)

 

These match ups could go badly for you

  • Necro (Can return your burns)
  • Heavy condition(s), focus condition stacking --Using celestial you have mid HP levels and can be drained quickly if caught without any clears...


Main Skill Rotation

Empower20
Channel might to yourself and allies around you. Heal nearby allies when it ends.
Healing: 1,500Duration: 10x6Might: 10 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
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
Sword of Wrath½
Slash your foe once.
Damage: 296Range: 150

Empower blinding heal

Empower20
Channel might to yourself and allies around you. Heal nearby allies when it ends.
Healing: 1,500Duration: 10x6Might: 10 s
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

This ensures you get empower off 90% of the time.


Comments

Post a Comment
@ 11:10 AM, Fri July 17 2015 Reply
Hey guy, thanks for this guide. I've decide to play GW2 again and I was trying PvP with many characters but I was allways dying, cause I'm really noob at PvP on GW2. With this guide I was able to survive much more and keep doing damage. Again, thanks!!
@ 02:10 PM, Sun July 19 2015 Reply
I am glad you are enjoying the build and guide!
alemfi @ 01:15 PM, Mon August 10 2015 Reply
A good build for Hybrid Support/Damage. I actually had a similar build prepatch (staff, sword/focus). I've recently made changes to my own guardian, taking an alternative approach to support/damage, with greatsword instead of staff, but Honor Specialization instead of a damage line (zeal/radiance), with a marauders amulet. Glad to see others playing with Hybrid Damage/Support though.