Guardian PvE | Fun Mace/Focus, Staff | Support The Mighty Virtuous Protector Guardian
Table of Contents
Summary
Click, Click, Boon! The Mighty Virtuous Protector Guardian 20/0/25/0/25
First, I welcome feedback and suggestions related to this build based on how and what I play. I haven't looked at lots of other builds. This build may have been around for a long time and it just took a while for me to arrive at it. I am not claiming first, revolutionary or best. It is what I have come to enjoy playing after much experimentation. If your play style is similar, you may enjoy it as well.
I run open world solo, with friends, with Guild (very casual) and with Pick-Up-Groups (PUGs). I just can't get into or stay into World Vs. World consistently and I have never played an sPvP match. I play a pretty regular rotation of Guild Missions, Living Story, World and Temple events, low level Fractal of the Mists, Champion farming, Orr plundering and Dungeons. I have never joined a group advertised as speed runners, experienced only or gear/achievement check required. I have never timed a dungeon run or attempted to solo dungeons. I enjoy any and all profession group combinations including five Guardians. I don't mind killing trash or going after optional objectives. But if the group wants to skip, I am fine with that too. Approaching group content casually doesn't mean I enjoy wiping. It also doesn't mean that I am selfish and/or lazy with equipment, traits, tactics or knowledge of encounters.
I love Virtues, it is my favorite profession mechanic. Virtues are both passive and active and they can be activated immediately any time I am not downed or dead including while I am casting another skill. While I am not great at timing Virtue of Courage, it feels fantastic when I do time it and the entire party gets to block something nasty. I also like to strafe and move while using skills. I don't want Guardian pets (Spirit Weapons) and rarely find a need for Meditations. That leaves Consecrations and Shouts as my primary and preferred utility types.
Almost all of my skills have an affect that benefits the group besides the damage they do. My damage feels sluggish in the beginning of fights, picking up and plateauing only against strong veteran or higher level enemies. In holy trinity (Tank, Heal, DPS) MMOs I generally preferred to play tanks (that doesn't mean I prefer holy trinity). With my Guardian and this build, I get some of that charge into the thick of the battle excitement. He is tough. The build rewards active play, weapon swapping and churning through skills.
I. Weapons and Skills
- Weapon Strength: 940-1059
- Power: 56
- Precision: 56
- Toughness: 56
- Vitality: 56
- Condition Damage: 56
- Healing Power: 56
- Ferocity: 56
- Weapon Strength: 832-883
- Power: 120
- Precision: 85
- Ferocity: 85
- Weapon Strength: 985-1111
- Power: 239
- Precision: 171
- Ferocity: 171
- Weapon Strength: -
- Pure Strike½Bash your foe.Range: 130Damage: 336
- Faithful Strike1Hit your foe with a final strike and heal nearby allies.Damage: 470Healing: 463Range: 130
- 0Protection: 4 s
- 0Protection: 4 s
- 0Protection: 4 s
- 0Protection: 4 s
- 0Protection: 4 s
- 0Protection: 4 s
- 0Protection: 4 s
- 0Protection: 4 s
-
- 0Protection: 4 s
- 0Protection: 4 s
- 0Protection: 4 s
- 0Protection: 4 s
- 0Protection: 4 s
Weapon and Skill Details
Mace is my favorite weapon for my Guardian. I love its aesthetic (Norn male). Faithful Strike (the 3rd part of the auto attack chain) reminds me of Mike Tyson's Uppercut in Punch Out. Its pace is natural and the animations are easy for me to see. The first two parts of its auto attack chain cleave (hits up to 3 targets in front of me) and the third attack has higher single target damage and a small heal. Symbol of Faith (Mace 2) does respectable area damage over time, has a short cooldown, is a Light Combo Field and provides a Regeneration Boon to myself and allies. It also puts Vulnerability on any enemy standing in it each time it pulses in this build. Protector's Strike (Mace 3) is a three second channel (moving does not interrupt) that blocks the next incoming melee attack against me or nearby allies and counterattacks with cleave. If an attack is not blocked, allies get a Protection boon and a Whirl combo finisher is triggered. Mace has synergy with the Valor trait line and since it is a 1 handed weapon I have some flexibility with different off-hands.
Focus is my preferred off-hand weapon. At first glance, both skills seem suited to attacking from range but they both work extremely well in melee. Ray of Judgement (Focus 4) is a great smorgasbord skill. It is a 5 target (including me) bounce that damages and blinds enemies and removes a condition and grants a Protection boon to allies. Shield of Wrath (Focus 5) blocks 3 attacks (each block grants Might in this build), explodes for damage if it doesn't block and is a rare Blast combo finisher for Guardian.
I usually start encounters with my Staff and then switch to Mace. Symbol of Swiftness (Staff 3) does respectable area damage and grants the Swiftness boon to any allies within its area. Since it is a Symbol, it also applies Vulnerability to enemies inside it for this build. Empower (Staff 4) grants allies 12 stacks of the Might boon and a small heal. Wave of Wrath (Staff 1) is good for hitting multiple enemies but isn't highly damaging and doesn't provide any other utility. Orb of Light (Staff 2) is a fantastic ranged skill if enemies are grouped tightly or in a line. Finally, Line of Warding (Staff 5) is infrequently used for control.
I carry and equip Scepter, Greatsword, Sword and Shield as needed. Scepter/Focus is a great switch with Staff for encounters that need to be ranged. It is easy to get lazy with weapons and not switch them. Lastly, no self respecting Guardian should be without a Torch. With so many other sources applying the Burning condition, the Torch is a tough choice to equip for combat. Blue flame fire breathing, however, is the greatest party trick in the game.
Utility/Elite Skills My default loadout is Shelter, Hallowed Ground, Purging Flames, Save Yourselves and Renewed Focus. I always swap to Hallowed Ground and Stand Your Ground if knockdowns are expected. Wall of Reflection is frequently used, Sanctuary (bombing the door in dredge fractal) less so. Hold the Line can help against a weak but numerous group of enemies. Retreat and Stand Your Ground are great for skipping through trash in dungeons. Just like weapons, I am getting more familiar and adept at switching utilities when it makes sense.
II. Traits
Zeal
Radiance
Valor
Honor
Virtues
Trait Details
The keystone traits are the Valor and Virtues Grand Master minor traits. 20/0/25/0/25
Zeal (20) I am not crazy about traits that trigger at low health or downed but that is how Zealot's Speed (Adept minor) works. Thankfully it results in a Symbol of Wrath at 50% health which is pretty useful. The Master minor adds Vulnerability to Symbols. I am not going to push Vulnerability stack caps (25) by myself, but Symbols are heavily used and I like making heavily used skills even more useful. Guardians set enemies on fire, a lot, and mostly without even trying. So, Fiery Wrath (II) is almost 10% guaranteed bonus to damage. The exception is that many. if not all fire based enemies are immune to fire. Focused Mastery (VIII) reduces the cooldowns on Focus (preferred off-hand) skills. If I know the encounter is going to be spread out ranged and my Scepter will be used I can swap to Scepter Power (IX) for an extra 10% Scepter damage.
Radiance (0)
Valor (25) Might of the Protector (Grandmaster Minor) grants the Might boon every time an attack is blocked. The other minor traits grant Aegis at 50% health and recharge Virtue of Courage when I rally. Mace of Justice (VII)(+5% damage while wielding a Mace and up to 250 Healing Power) benefits the weapon I use most. Defender's Flame (II) rounds out Valor and adds fire damage to my blocks.
Honor (0)
Virtues (25) Power of the Virtuous (Grandmaster Minor) is 1% extra damage for every boon. The Adept and Master minor traits provide boons when Virtues are activated. The trait line bonuses are Boon Duration and Virtues cooldown. I rarely switch out of the major Master of Consecrations (VI)(-20% cooldown/longer duration). I use Unscathed Contender (I)(+20% damage while under Aegis) as my other major.
III. Stat Specifics & Effects
Primary Stats
- Health 12425 (+780)
- Vitality 994 (+78)
- Armor 2790 (+663)
- Toughness 1579 (+663)
- Attack 2869 (+1007)
- Power 1849 (+933)
- Critical Hit 32% (+32%)
- Precision 1590 (+674)
Secondary Stats
- Boon Duration 60% (+60%)
- Condition Damage 64 (+64)
- Condition Duration 20% (+20%)
- Critical Damage 46% (+46%)
- Damage 1020 (+8%)
- Defense 1211 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 698 (+698)
- Healing Power 364 (+364)
- Virtue Recharge Rate 25% (+25%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
+40% magic find while under the effect of a boon
Boon Duration: 20%
Experience from Kills: 10%
- (30min)
- +40% magic find while under the effect of a boon
- Boon Duration: 20%
- Experience from Kills: 10%
Utility Nourishment
Gain precision equal to 6% of your toughness
Gain precision equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain precision equal to 6% of your toughness
- Gain precision equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
- Defense: 121
- Healing Power: 25
- Boon Duration: 5%
- Healing Power: 50
- +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
- Healing Power: 100
- +10% outgoing heal effectiveness to allies.
- Defense: 121
- Healing Power: 25
- Boon Duration: 5%
- Healing Power: 50
- +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
- Healing Power: 100
- +10% outgoing heal effectiveness to allies.
- Defense: 363
- Healing Power: 25
- Boon Duration: 5%
- Healing Power: 50
- 25% chance when struck to remove a condition. (Cooldown: 30 seconds)
- Healing Power: 100
- +15% Boon Duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
- Defense: 182
- Healing Power: 25
- Boon Duration: 5%
- Healing Power: 50
- 25% chance when struck to remove a condition. (Cooldown: 30 seconds)
- Healing Power: 100
- +15% Boon Duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
- Defense: 242
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Defense: 182
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
Armor Stat Totals
- Defense 1211
- Healing Power 58
- Boon Duration 15%
- Power 8
- Precision 8
- Toughness 8
- Vitality 8
- Condition Damage 8
- Ferocity 8
Rune Bonuses
Superior Rune of the Monk- Healing Power: 25
- Boon Duration: 5%
- Healing Power: 25
- Boon Duration: 5%
- +8 to All Stats
- Boon Duration: 5%
Accessories & Jewels
- Power: 20
- Toughness: 14
- Vitality: 14
- Power: 20
- Toughness: 14
- Vitality: 14
- Power: 20
- Toughness: 14
- Vitality: 14
- Power: 20
- Toughness: 14
- Vitality: 14
- Power: 20
- Toughness: 14
- Vitality: 14
Accessory Totals
- Power:549
- Toughness:349
- Ferocity:299
- Precision:390
- Vitality:14
Weapon Set Sigils
- Weapon Strength: 940-1059
- Power: 56
- Precision: 56
- Toughness: 56
- Vitality: 56
- Condition Damage: 56
- Healing Power: 56
- Ferocity: 56
- Weapon Strength: 832-883
- Power: 120
- Precision: 85
- Ferocity: 85