Guardian PvE | Dungeon Hammer, Mace/Torch | Support Support Heals/DPS

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Summary

A tanky support healer that is in the fray dishing out some damage, with team buffs,removal and healing.


I. Weapons and Skills

Knight's Hammer
  • Weapon Strength: 985-1111
  • Toughness: 239
  • Power: 171
  • Precision: 171
  • Weapon Strength: -
Knight's Mace
  • Weapon Strength: 895-1010
  • Toughness: 120
  • Power: 85
  • Precision: 85
Knight's Torch
  • Weapon Strength: 789-926
  • Toughness: 120
  • Power: 85
  • Precision: 85
  • Weapon Strength: -
  • 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
  • Hammer Swing½
    Strike your foe.
    Damage: 296Range: 130
    • Hammer Bash½
      Bash your foe.
      Damage: 333Range: 130
    • Symbol of Protection
      Symbol. Create a symbol that gives protection to you and your allies.
      Damage: 370Damage (4x): 740x3Protection: 1 sCombo Field: LightRange: 180Vulnerability: 3 sBurning: 1 s
  • Mighty Blow¾ 5
    Damage nearby foes with a mighty ground slam.
    Damage: 647Radius: 180Combo Finisher: Blast
    • 0
      Vulnerability: 3 sBurning: 1 s
    • 0
      Vulnerability: 3 sBurning: 1 s
  • Zealot's Embrace1 15
    Send a wave toward your foe that immobilizes foes in a line.
    Damage: 296Immobilized: 2 sRange: 1,200
    • 0
      Vulnerability: 3 sBurning: 1 s
    • 0
      Vulnerability: 3 sBurning: 1 s
  • Banish1 25
    Launch your foe with a powerful smash.
    Damage: 370Blowout: 750Range: 130
    • 0
      Vulnerability: 3 sBurning: 1 s
    • 0
      Vulnerability: 3 sBurning: 1 s
  • Ring of Warding¾ 40
    Ward. Create a ring around you that foes cannot cross. Trapped enemies cannot exit the ring while it is active.
    Duration: 5Range: 180
    • 0
      Vulnerability: 3 sBurning: 1 s
    • 0
      Vulnerability: 3 sBurning: 1 s
  • "Receive the Light!" 40
    Shout. Heal yourself and allies in a cone in front of you.
    Healing: 6,525 (self)Healing: 1,725 (allies)Duration: 3Range: 600
    • 0
      Vulnerability: 3 sBurning: 1 s
  • "Save Yourselves!"60
    Shout. Draw conditions from nearby allies to yourself. Gain multiple boons for a short duration.
    Fury: 5 sVigor: 5 sMight: 5 sProtection: 5 sRegeneration: 5 s (1300 health)Swiftness: 5 sRetaliation: 5 sBreaks stunRange: 600
    • 0
      Vulnerability: 3 sBurning: 1 s
  • Smite Condition¼ 20
    Meditation. Cure a condition and damage nearby foes. More damage if a condition is cured.
    Damage with no conditions: 207Damage with condition: 463
    • 0
      Vulnerability: 3 sBurning: 1 s
  • Judge's Intervention45
    Meditation. Teleport to your target and burn nearby foes.
    Burning: 3 s (984 damage)Damage: 122Breaks stunRange: 1,200
    • 0
      Vulnerability: 3 sBurning: 1 s
  • "Feel My Wrath!"45
    Shout. Grant fury for 10 seconds and quickness for 5 seconds to nearby allies.
    Fury: 10sQuickness: 5s
    • 0
      Vulnerability: 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.

Honor

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

III. Stat Specifics & Effects

Primary Stats

  • Health 14895 (+3250)
  • Vitality 1325 (+325)
  • Armor 3065 (+854)
  • Toughness 1854 (+854)
  • Attack 3147 (+1036)
  • Power 2036 (+1036)
  • Critical Hit 54% (+54%)
  • Precision 1894 (+894)

Secondary Stats

  • Burning Duration 20% (+20%)
  • Condition Damage 200 (+200)
  • Damage 1111 (+0%)
  • Defense 1211 (+0)
  • Endurance Regeneration 15% (+15%)
  • Healing Power 274 (+274)

Boons

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

Conditions

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

Control

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

Fields & Finishers

  • Dark Field
    Dark Combo Effects

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

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

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

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

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

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

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

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

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

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

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

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

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

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Duration:

Utility Nourishment

Duration:

Armor & Runes

Knight's Draconic Helm
  • Defense: 121
  • Toughness: 60
  • Power: 43
  • Precision: 43
Superior Rune of Exuberance
  1. Vitality: 25
  2. 3% of Vitality is converted to Healing Power
  3. Vitality: 50
  4. 5% of Vitality is converted to Precision
  5. Vitality: 100
  6. 7% of Vitality is converted to Power
Knight's Draconic Pauldrons
  • Defense: 121
  • Toughness: 45
  • Power: 32
  • Precision: 32
Superior Rune of Exuberance
  1. Vitality: 25
  2. 3% of Vitality is converted to Healing Power
  3. Vitality: 50
  4. 5% of Vitality is converted to Precision
  5. Vitality: 100
  6. 7% of Vitality is converted to Power
Knight's Draconic Coat
  • Defense: 363
  • Toughness: 134
  • Power: 96
  • Precision: 96
Superior Rune of Exuberance
  1. Vitality: 25
  2. 3% of Vitality is converted to Healing Power
  3. Vitality: 50
  4. 5% of Vitality is converted to Precision
  5. Vitality: 100
  6. 7% of Vitality is converted to Power
Knight's Draconic Gauntlets
  • Defense: 182
  • Toughness: 45
  • Power: 32
  • Precision: 32
Superior Rune of Exuberance
  1. Vitality: 25
  2. 3% of Vitality is converted to Healing Power
  3. Vitality: 50
  4. 5% of Vitality is converted to Precision
  5. Vitality: 100
  6. 7% of Vitality is converted to Power
Knight's Draconic Legs
  • Defense: 242
  • Toughness: 90
  • Power: 64
  • Precision: 64
Superior Rune of Exuberance
  1. Vitality: 25
  2. 3% of Vitality is converted to Healing Power
  3. Vitality: 50
  4. 5% of Vitality is converted to Precision
  5. Vitality: 100
  6. 7% of Vitality is converted to Power
Knight's Draconic Boots
  • Defense: 182
  • Toughness: 45
  • Power: 32
  • Precision: 32
Superior Rune of Exuberance
  1. Vitality: 25
  2. 3% of Vitality is converted to Healing Power
  3. Vitality: 50
  4. 5% of Vitality is converted to Precision
  5. Vitality: 100
  6. 7% of Vitality is converted to Power

Armor Stat Totals

  • Defense 1211
  • Vitality 175
  • Toughness 419
  • Power 299
  • Precision 299

Rune Bonuses

Superior Rune of Exuberance
  1. Vitality: 25
  2. 3% of Vitality is converted to Healing Power
  3. Vitality: 50
  4. 5% of Vitality is converted to Precision
  5. Vitality: 100
  6. 7% of Vitality is converted to Power

Accessories & Jewels

Sentinel's Amulet
  • Vitality: 120
  • Power: 85
  • Toughness: 85
Knight's Jewel
  • Precision: 25
  • Toughness: 15
  • Power: 15
Sentinel's Back
  • Vitality: 30
  • Power: 21
  • Toughness: 21
(Infused)
Knight's Jewel
  • Precision: 25
  • Toughness: 15
  • Power: 15
Zealot's Ring
  • Power: 90
  • Precision: 64
  • Healing Power: 64
(Infused)
Knight's Jewel
  • Precision: 25
  • Toughness: 15
  • Power: 15
Zealot's Ring
  • Power: 90
  • Precision: 64
  • Healing Power: 64
(Infused)
Knight's Jewel
  • Precision: 25
  • Toughness: 15
  • Power: 15
Zealot's Earring
  • Power: 75
  • Precision: 53
  • Healing Power: 53
Knight's Jewel
  • Precision: 25
  • Toughness: 15
  • Power: 15
Zealot's Earring
  • Power: 75
  • Precision: 53
  • Healing Power: 53
Knight's Jewel
  • Precision: 25
  • Toughness: 15
  • Power: 15

Accessory Totals

  • Power:526
  • Toughness:196
  • Vitality:150
  • Precision:384
  • Healing Power:234

Weapon Set Sigils

Knight's Hammer
  • Weapon Strength: 985-1111
  • Toughness: 239
  • Power: 171
  • Precision: 171
  • Weapon Strength: -
Sigil of Superior Accuracy
+7% crit chance.
Superior Sigil of Torment
50% chance on critical hit: Apply AoE torment (5 seconds, 180 radius). (Cooldown: 5 Seconds)

Weapon Set I

Sigil of Superior Accuracy

+7% crit chance.

Knight's Mace
  • Weapon Strength: 895-1010
  • Toughness: 120
  • Power: 85
  • Precision: 85
Knight's Torch
  • Weapon Strength: 789-926
  • Toughness: 120
  • Power: 85
  • Precision: 85
Sigil of Superior Water
30% chance to Heal nearby allies on hit. (This effect cannot trigger more than once every 5s)
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set II

Sigil of Superior Water

30% chance to Heal nearby allies on hit. (This effect cannot trigger more than once every 5s)

Sigil of Superior Accuracy

+7% crit chance.

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II


V. Basic Gameplay

Keep symbols on the ground, always ensuring to not interrupt your auto attacks both of which have a nice mechanic on the third attack. With the damage to burning foes buff we want to keep them on burning. Space in the healing as needed. And for the condition removal make sure you pop "save yourselves!" and then Smite condition for max damage and party removal.


Main Skill Rotation

Hammer Swing½
Strike your foe.
Damage: 296Range: 130
Hammer Bash½
Bash your foe.
Damage: 333Range: 130
Symbol of Protection
Symbol. Create a symbol that gives protection to you and your allies.
Damage: 370Damage (4x): 740x3Protection: 1 sCombo Field: LightRange: 180Vulnerability: 3 sBurning: 1 s
Symbol of Faith
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
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
True Strike½
Smash your foe.
Damage: 269Range: 130
Pure Strike½
Bash your foe.
Range: 130Damage: 336
Faithful Strike1
Hit your foe with a final strike and heal nearby allies.
Damage: 470Healing: 463Range: 130
Judge's Intervention45
Meditation. Teleport to your target and burn nearby foes.
Burning: 3 s (984 damage)Damage: 122Breaks stunRange: 1,200
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
Banish1 25
Launch your foe with a powerful smash.
Damage: 370Blowout: 750Range: 130
"Save Yourselves!"60
Shout. Draw conditions from nearby allies to yourself. Gain multiple boons for a short duration.
Fury: 5 sVigor: 5 sMight: 5 sProtection: 5 sRegeneration: 5 s (1300 health)Swiftness: 5 sRetaliation: 5 sBreaks stunRange: 600
Smite Condition¼ 20
Meditation. Cure a condition and damage nearby foes. More damage if a condition is cured.
Damage with no conditions: 207Damage with condition: 463

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