Guardian PvE | Dungeon Greatsword, Staff | Damage PUG Oriented Damage Dealer
Table of Contents
Summary
General DPS build with the ability to switch out for various other weapon sets, and swap out supportive traits as you chose. Mostly specialized and useful for PUGs.
If there are questions or comments I will go back and revise or add additional information/sections as needed.
Enjoy!
I. Weapons and Skills
- Vengeful Strike½Strike your foe again.Damage: 296Range: 130
- Wrathful Strike½Attack with a final, powerful strike that applies might for each foe you strike.Damage: 443Might: 5 sRange: 130
- 0
- 0
- 0
- 0
- 0
- 0
- Pull¾Pull your foes to you.Leash Range: 600Range: 900
- 0
-
- 0
- 0
- 0
- 0
- 0
Weapon and Skill Details
My go-to set for general Openworld PvE and Dungeons/Fractals. You can switch out for any combination you'd like, my typical other ones are Scepter/Focus + Staff, or Hammer + Scepter/Focus.
II. Traits
Zeal
Radiance
Valor
Honor
Virtues
Trait Details
Again, my go-to setup for Openworld Pve and Dungeons/Fractals.
If a situation calls for mostly ranged damage (Grawl Fractal, Lupicus, Ascalon Fractal Boss, etc.), Zealous Blade can be switched out for Scepter Power.
If like to use a Hammer you can switch out Zealous Blade for Binding Jeopardy, Scepter Power (offset instead of Staff), Focus Mastery (faster blinds/shield), or whatever other trait you choose. You can then drop Superior Aria and Empowering Might for Writ of Exaltation and Writ of Persistence respectively to improve the Hammers damage and effectiveness.
If you need more Defense for your team, you can drop Retributive Armor for Strength in Numbers in addition to running a Hammer for Protection, providing a lot of damage mitigation.
If you end up not needing Consecrations, you can swap Master of Consecrations for Unscathed Contender or something else of your choice. If you have party members with plenty of reliable condition cleansing you can drop Pure of Voice for Battle Presence, Empowering Might, or Two-Handed Mastery.
III. Stat Specifics & Effects
Primary Stats
- Health 14645 (+3000)
- Vitality 1216 (+300)
- Armor 2227 (+100)
- Toughness 1016 (+100)
- Attack 3435 (+1419)
- Power 2222 (+1306)
- Critical Hit 44% (+44%)
- Precision 1834 (+918)
Secondary Stats
- Agony Resistance 40 (+40)
- Boon Duration 10% (+10%)
- Condition Duration 20% (+20%)
- Critical Damage 60% (+60%)
- Damage 1213 (+10%)
- Defense 1211 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 907 (+907)
- Gold from Monsters 20% (+20%)
- Healing Power 300 (+300)
- Virtue Recharge Rate 10% (+10%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
It may not look it, but when you're in a group and especially when you have your Might, Fury, Food/Potions/Stones, and Bloodlust Stacks this build can easily hit 20k+ Whirling Wrath's and 5-7K Auto-Attacks all day long.
Average unbuffed Whirling Wrath's often hit for 8k on the low end and 10.5k on the High-End.
Smite's often crit around 1k+ per tick, and basic Orbs hit for 2k+.
Make sure you have Melee Assist off so you can move inside mobs to make full use of Whirling Wrath's projectile hits.
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Precision: 100
Ferocity: 70
Experience from Kills: 10%
- (30min)
- Precision: 100
- Ferocity: 70
- 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
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Defense: 121
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Defense: 363
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Defense: 182
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Defense: 242
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Defense: 182
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
Armor Stat Totals
- Defense 1211
- Power 175
- Ferocity 100
Rune Bonuses
Superior Rune of the Scholar- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
Accessories & Jewels
- Gold from Monsters: 20%
- Agony Resistance: 5
- Agony Resistance: 5
- Agony Resistance: 5
- Agony Resistance: 5
- Agony Resistance: 5
Accessory Totals
- Power:692
- Precision:466
- Ferocity:466
- Agony Resistance:40
- Gold from Monsters:20%
Weapon Set Sigils
- Weapon Strength: 1045-1155
- Power: 239
- Precision: 171
- Ferocity: 171
- Weapon Strength: -
Weapon Set I
Sigil of Superior Force+5% damage.
- Weapon Strength: 985-1111
- Power: 239
- Precision: 171
- Ferocity: 171
- Weapon Strength: -
Weapon Set II
Sigil of Superior BloodlustYou gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
- Weapon Strength: 905-1000
- Power: 120
- Precision: 85
- Ferocity: 85
- Weapon Strength: 905-1000
- Power: 120
- Precision: 85
- Ferocity: 85
Water Weapon I
Sigil of Superior Force+5% damage.
Water Weapon II
Sigil of Superior Earth60% chance to do a 5s bleed on critical.
Upgrade Item Details
Infusions of your choice.
If swapping Weapons, I personally run Force on my Hammer, and Scepter. With Accuracy on my Focus. Trident is rarely used for anything other than the #3 and the sink on the Jellyfish fractal, so your Sigil choice isn't of critical importance.
V. Basic Gameplay
Self-Explanatory and largely covered above, will update if requested.
Main Skill Rotation
Basic fight initiation for packs of mobs.
Empower (Staff #4) is generally used at the start of this rotation but my Guide Creation Knowledge is lacking on how to add that in there. You'll also want to lay down the Staff Symbol and shoot/explode and Orb on your targets.
Wall of Reflection doesn't need to be cast if there are no projectile mobs.
Basic fight initiation for Single Target.
Follow the same rules as above for opening with a Staff. You do not want to pull Binding Blades in as bosses have Defiant and the blades will tick for a good amount of damage.