Guardian sPvP | Tournament Scepter/Focus, Mace/Torch | Roamer Zealot's Wrath Guardian Burst Build

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Summary

Zealot's Wrath is a Guardian burst build that uses the Mace, Focus, Scepter and torch to drop targets in less time than they can react.


I. Weapons and Skills

PvP Scepter
  • Weapon Strength: 895-1010
PvP Focus
  • Weapon Strength: 832-883
PvP Mace
  • Weapon Strength: 895-1010
PvP Torch
  • Weapon Strength: 789-926
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
  • Orb of Wrath¼
    Fire a slow-moving orb at your foe.
    Damage: 224Range: 1,200
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 s
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 s
  • Smite¼ 6
    Strike foes in the target area repeatedly.
    Damage (15x): 1,665Radius: 200Range: 1,200
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 s
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 s
  • Chains of Light½ 20
    Immobilize and make your foe vulnerable with ethereal chains.
    Damage: 103Immobilized: 2 sx3Vulnerability: 6 sRange: 900
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 s
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 s
  • Ray of Judgment¾ 25
    Pass a ray over foes and allies. Foes are damaged and blinded. Allies gain regeneration and cure one condition.
    Damage: 151Blind: 3 sRegeneration: 3 s (390 Health)Number of Bounces: 4Range: 1,200
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 s
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 s
  • Shield of Wrath45
    Create a shield to block the next three attacks. If the shield is not destroyed, it explodes and damages nearby foes.
    Damage: 756Duration: 4Combo Finisher: Blast
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 s
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 s
  • Shelter30
    Block attacks while healing.
    Healing: 4,555Duration: 2Retaliation: 5 s
    • 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
  • 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 sVulnerability: 3 sBurning: 1 s
  • Merciful Intervention¾ 40
    Meditation. Teleport to the nearest ally with the lowest health and create a healing area around them.
    Healing: 2,152Range: 1,200Fury: 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

Weapon and Skill Details

In order to get a better picture of the build, please watch the clip below;

 

 

Scepter/Focus
This is the ranged dps set. It is most effective in close range as the auto attacks of the Scepter cannot be strafed.

 

Mace/Torch
This is your main burst set. It enables most of your damage modifiers from your traits in Zeal. Fiery Wrath, Symbolic Avenger, Symbolic Power etc, are all active when using the Mace's symbol in conjuction with the rest of your kit. When people see you with torch, they think you're running condi guard. Feel free to punch them really hard showing them you don't play that school boy build.

 

Judge's Intervention
This is a very important part of the build. Mainly used to carry your burst to the target.

 

Smite Condition
Smite condition is a great sustained healing and high damage skill. As it recharges every 16 seconds, you'll be able to get at least 3 condition removals every 60seconds. As well as sustained healing over that period, should a fight last that long.

 

Merciful Intervention
This skill is used in conjuction with the pirate runes to give you more freedom of movement. It also acts as a second heal skill as it heals for every ally in the area you teleport to. If the Pirate bird is out and is attacking a target, you can use Merciful intervention as a gap closer (as seen here; http://youtu.be/JNunHa3j0U8?t=440 ) or if the bird is far away from the fight but within range, you can use it as an escape tool with Merc-Int or you could use your ally as an escape tool as well.

 

Contemplation of Purity: You can replace Merciful Intervention with Contemplation of Purity. This allows you to have another stun break and better condition cleansing.


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.

Trait Details

ZEAL
ADEPT
Fiery Wrath: Whilst wrathful spirit and Zealous Scepter would be great in certain build, Fiery Wrath is the best choice here. As this is a burst build, this is the best choice. The other choices play into more sustained damage specs where you play to ramp up damage overtime.

 

MASTER
Binding Jeopardy
Because you have quite a 2 blinds and 2 immobs in this build, I feel Binding Jeopardy is the best choice here. The vulnerability will allow you to increase both your burning and direct damage. But you can also take Kindled Zeal which would give you 222 condition damage, allowing your burns to tick for 177 damage per second without factoring in possible might sources.

 

GRANDMASTER
Symbolic Avenger
In the Grandmaster line, this trait is the best on here, unless you're running the Spirit Hammer version of this spec in which case, Expeditious Spirit would be a better choice. Shattered Aegis occasionally comes into play when fighting someone, but as it's not adding to your burst, Symbolic Avenger because the better trait as it functions in both burst set-ups and sustained damage scenarios.

 

Using this trait with Greatsword makes GS deal quite a lot of damage.

 

NOTE: You can replace Zeal with Virtues, taking the traits; Unscathed Contender, Absolute Resolution and Indomitable Courage. This would give you more survivability at the expense of your damage output.

 

RADIANCE
ADEPT
In this line you can take anything you want. I've just gone for Healer's Retribution because the other traits won't add much to my overall damage during burst.

 

MASTER
Wrath of Justice:
This is the trait that makes this build work. Without it, you might as well play a normal boring Medi-Guard or condi guard. This trait allows you to activate a passive Signet of Wrath on your target when you use Virtue of Justice, allowing you to essentially have an instant immob that can be chained into other skills. Wrath of Justice only activate when you hit someone after you activate Virtue of Justice.

 

GRANDMASTER
In the Grandmaster line, you can run Amplified Wrath or Perfect Inscriptions.
Amplified Wrath allows you to dole out more damage during your burst through burning. Your burn ticks can hit up to 1k at 8-10 stacks and that in addition to your normal burst is really devastating. If your burst doesn't kill them, the burning usually does.
Perfect Incriptions on the other hand, reduces the cooldown of your passive Signet of Wrath from Wrath of Justice, allowing it to have a synced cooldown with Virtue of Justice. It also allows you to get more retaliation and vulnerability uptime which can be beneficial to your sustained damage.
Radiant retaliation is not useful at all in this build.

 

VALOR
ADEPT
For the Adept tier, all the traits are viable but Smiter's Boon and Focus Mastery have more benefits attached to them.
Smiter's Boon allows you to activate Smite Condition when you use your heal. Which adds to your overall damage output and sustained healing if used correctly. Unfortunately, when fighting eles, Smiter's Boon can sometimes be a detriment as using your heal skill when the Ele has shocking Aura up can cancel your heal skill.

 

Focus Mastery on the other hand allows you to reduce the recharge of your focus skills which means that you can use your Shield of Wrath more often and you can use the Blind/Cleanse from Ray of Judgement more often as well. The trait also allows you to gain protection from using these skills which is also beneficial for your survivability. Not to mention the reduced cooldown means you can do more bursting with Shield of Wrath.

 

MASTER
In this tier you can either take Communal Defences or Strength in Numbers. Either one works well. I tend to use Communal defences. Stalwart Defender only works if you're using the Shield.

 

GRANDMASTER
Monk's Focus
Reduces the cooldown of all your Meditations, gives you Fury, and allows your Meditations to heal you. No other trait in this line gives you more sustain. This trait is the bread and butter for every high damage Guardian. And most high damage Guardian builds without this trait suffer in survivability for not having it.


III. Stat Specifics & Effects

Primary Stats

  • Health 17245 (+5600)
  • Vitality 1560 (+560)
  • Armor 2361 (+150)
  • Toughness 1150 (+150)
  • Attack 3172 (+1225)
  • Power 2225 (+1225)
  • Critical Hit 54% (+54%)
  • Precision 2050 (+1050)

Secondary Stats

  • Critical Damage 37% (+37%)
  • Damage 947 (+0%)
  • Defense 1211 (+0)
  • Ferocity 560 (+560)
  • 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. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of the Pirate
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to shout “Yarr” and grant 3 stacks of might to nearby allies for 10 seconds. (Cooldown: 20 seconds.)
  5. Power: 100
  6. 50% chance to summon a parrot. (Cooldown: 60 seconds)
PvP Rune of the Pirate
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to shout “Yarr” and grant 3 stacks of might to nearby allies for 10 seconds. (Cooldown: 20 seconds.)
  5. Power: 100
  6. 50% chance to summon a parrot. (Cooldown: 60 seconds)
PvP Rune of the Pirate
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to shout “Yarr” and grant 3 stacks of might to nearby allies for 10 seconds. (Cooldown: 20 seconds.)
  5. Power: 100
  6. 50% chance to summon a parrot. (Cooldown: 60 seconds)
PvP Rune of the Pirate
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to shout “Yarr” and grant 3 stacks of might to nearby allies for 10 seconds. (Cooldown: 20 seconds.)
  5. Power: 100
  6. 50% chance to summon a parrot. (Cooldown: 60 seconds)
PvP Rune of the Pirate
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to shout “Yarr” and grant 3 stacks of might to nearby allies for 10 seconds. (Cooldown: 20 seconds.)
  5. Power: 100
  6. 50% chance to summon a parrot. (Cooldown: 60 seconds)
PvP Rune of the Pirate
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to shout “Yarr” and grant 3 stacks of might to nearby allies for 10 seconds. (Cooldown: 20 seconds.)
  5. Power: 100
  6. 50% chance to summon a parrot. (Cooldown: 60 seconds)

Rune Stat Totals

  • Power 175
  • Might Duration 10%

Rune Bonuses

PvP Rune of the Pirate
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to shout “Yarr” and grant 3 stacks of might to nearby allies for 10 seconds. (Cooldown: 20 seconds.)
  5. Power: 100
  6. 50% chance to summon a parrot. (Cooldown: 60 seconds)

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 Scepter
  • Weapon Strength: 895-1010
PvP Focus
  • Weapon Strength: 832-883
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)
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)

Weapon Set I

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)

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 Mace
  • Weapon Strength: 895-1010
PvP Torch
  • Weapon Strength: 789-926
Sigil of Intelligence
Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.
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)

Weapon Set II

Sigil of Intelligence

Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.

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
  • Weapon Strength: -
PvP
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

RUNES
For this set-up I'm running Pirate Runes as they work well with Merciful Intervention. You can decide to go for something else if you're no into Mi and Pirate Runes. Other good Runes include; Runes of the Flame Legion (+7% damage on burning foes), Rune of Hoelbrak, Runes of Vampirism, Runes of Rage (for more crit damage which improves your burst potential).

 

SIGILS
I currently run a combination of Sigil of Air, Energy and Intelligence but you can remove intelligence from the mace and put in Energy if you feel the need for it.

 

AMULET
Marauder Amulet is my go to but you can run other amulets like Barbarian Amulet if you feel you need more health. The only problem with that would the amount of damage you put out would be a bit less.


V. Basic Gameplay

The video below explains and shows off some basic gameplay of the build as well as tips and tricks on how the burst works.

 


Main Skill Rotation

Shield of Wrath45
Create a shield to block the next three attacks. If the shield is not destroyed, it explodes and damages nearby foes.
Damage: 756Duration: 4Combo Finisher: Blast
Zealot's Flame15
Set yourself alight, periodically burning up to three nearby foes.
Duration: 3Burning: 6 s (786)Number of Targets: 3Radius: 180Unblockable: 180
Symbol of Faith8
Symbol. Smash a mystic symbol onto the ground that damages foes and regenerates allies.
Damage: 168x4Regeneration: 1 s (520 health)Radius: 180Duration: 4Combo Field: LightRange: 120Vulnerability: 3 sBurning: 1 s
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
Judge's Intervention36
Meditation. Teleport to your target and burn nearby foes.
Burning: 3 s (984 damage)Damage: 122Breaks stunRange: 1,200Fury: 4 s
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
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
True Strike½
Smash your foe.
Damage: 269Range: 130

Activate Shield of Wrath, swap weapons, count 2 seconds whilst activating Zealot's Flame and Symbol of Faith. When the cast for Symbol of Faith is about to end, activate Virtue of Justice then immediately use Judge's Intervention to teleport to the target (you can do both at the same time) so the Symbol of Faith is cast where the target is, then activate the now ready Zealot's Fire and Smite Condition (for additional damage) and auto-attack the target with your Mace if they aren't dead yet.

 

No matter who you battle, try to start with the burst so they pop their cooldowns and struggle to come back into the fight. If the target already knows you burst then try to do only half of the burst starting from Symbol of Faith into VoJ and Judge's Intervention.

 

To see gameplay of the build click here or Watch the full video above.


VI. Tips and Tricks

- When using Mace, try to use Protector's strike at the every opportune moment. The damage from that skill can really be deadly.

 

- Also when in sustained fights try to place Symbol of Faith down and immobilize your targets in it. This is because they take 10% more damage when standing in the symbol.

 

- If you have conditions on you, Ray of Judgement also cleanse conditions if you can make it bounce between just you and your target so get close to your target and throw that Ray!


VII. Full Match Gameplay

This video shows me playing the build in one full match.

 


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