Guardian sPvP | Tournament Mace/Focus, Greatsword | Team fighter JMA's Shiny Anti Spam Teamfighter

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Summary

Hey everyone it's JMA again with another team fighting build.

 

Here's a link to my first guide: http://intothemists....nty_teamfighter

 

The name comes from the whole light and holiness schbiel that comes with playing the Pally... I mean Guardian. Anti Spam is the most delicious part of the build as you will soon see. You will be valuable to your team and punish some of the more annoying builds (and players) with this build.

 

Your primary weapons are boons and condi clear, which is fairly standard fare for a bunker guardian, but the difference between this build and others is that you will be one of your top contributors to team DPS without needing all the risk of Zerker amulet! It won't be obvious to you at first glance, but when you see how much orange bubbles are on the screen you'll see what I mean.

 

This build is meant to help your team of course, and to make the following highly skilled (LOL) builds and weapons cry a river of delicious tears:

 

1) Bomb Nade Engis
2) Condition Necromancers
3) Shortbow on Ranger

 

Enjoy!


I. Weapons and Skills

PvP Mace
  • Weapon Strength: 895-1010
PvP Focus
  • Weapon Strength: 832-883
PvP Greatsword
  • Weapon Strength: 995-1100
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
  • Virtue of Justice19¼
    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)Might: 5 s
  • Virtue of Resolve38½
    Virtue. Regenerates health.
    Activate: Heal yourself and nearby allies.
    Passive Regeneration: 3 sHealing: 84Regeneration: 5 s
  • Virtue of Courage57¾
    Virtue. Grants aegis every 40 seconds.
    Activate: Grant aegis to yourself and nearby allies.
    Aegis: 5 sProtection: 5 sStability: 3 s
  • 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
  • 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: 120
    • 0
    • 0
  • Protector's Strike15
    Surround yourself and nearby allies with a shield. Damage foes that strike protected allies. Grant protection to yourself and nearby allies if you are not struck.
    Damage: 470Protection: 3 sRange: 130
    • 0
    • 0
  • 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
    • 0
  • 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
    • 0
  • Shelter30
    Block attacks while healing.
    Healing: 4,555Duration: 2
    • 0
  • "Stand Your Ground!"24
    Shout. Grant stability to yourself and allies.
    x5Stability: 5 sRetaliation: 5 sBreaks stunRange: 600
    • 0
  • "Save Yourselves!"48
    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
  • Signet of Judgment¼ 30
    Signet Passive: Reduces incoming damage.
    Signet Active: Grant retaliation to nearby allies and weakness to nearby foes.
    Retaliation: 5 sWeakness: 5 sRange: 600Break Stun
    • 0
  • Renewed Focus2 90
    Focus, making yourself invulnerable and recharging your virtues.
    Duration: 3
    • 0

Weapon and Skill Details

Mace and Focus

 

This weapon set is less bursty than Greatsword but provides great team support while you wait on your cooldowns from your DPS set. The #2 and #5 used in sequence gives your team AoE retaliation and regeneration, the #3 is a no lose damage or protection boon skill, and #4 provides AoE blinds and regen. The autoattacks provide AoE heals, but don't stand there auto attacking that's for Rangers.

 

Greatsword

 

This is your money set, with AoE Retaliation, a leap to add more Retal to yourself, an AoE pull and AoE burst damage skill. You want to make sure you hit your pulls before using Whirling Wrath or "Spin2Win" (: There are whirl finishers in each, but those are just an added bonus. They aren't really super good condi clear, since people are moving around in team fights anyway.

 

Virtues

 

The first thing to note is all of your Virtues will stack retal for your team, so using them often is a good idea.

 

Justice will blind nearby foes, so use it as efficiently as possible, like after pulling a couple of people. Even if you don't blind them, you're still adding burn and retal to your team's DPS output so it's something you want to use on cooldown.

 

Resolve clears AoE condis and provides heals, but only use this if you already used your shouts and still have condis on you and your team. The regen is pretty dope and worth keeping.

 

Virtue of Courage really gets strong with the traits and the long CD makes it something you also want to save for the right time. If you don't have Stand your Ground up to stomp someone, then use it, or if you have two bursty players training you, like a Mesmer and a Thief.

 

Shelter is used because it's pretty difficult to interrupt. There are some ways to interrupt it, but it's not common enough to be a significant problem.

 

Stand your Ground provides AoE retal and stability, and has the shortest CD on the Guardian Shouts. It's really one of the best utilities in the game and through runes and traits removes 2 conditions to boot! It's good enough to use on CD if you're up against a heavy condition team fight, like an Engi Necro combination.

 

Save Yourselves is actually great for the current landscape again, because Conditions are not as popular as they were. There are a lot of Warriors running around and all those boons can mitigate quite a bit of their direct damage. You also get a 2 condi clear from the shout.

 

Signet of Judgment is here because of a very useful 10% damage reduction passive and even more retal on use, plus weakness. It should be noted that the 10% reduction applies to everything that hits you. No other class in the game has this advantage, and once I tried using this I was pretty shocked at how much it really reduces. You really don't want to use this unless you have a situation like two bursties going after you, and you want to put weakness on one of them while you hopefully get peels coming from your teammates.


II. Traits

Adept Master Grandmaster

Trait Details

Zeal 5 gives you a free retal symbol that does pretty good damage. There will be times that you're focused, and the more you can punish people without having to micro it the better.

 

Radiance 5 blinds nearby people when using Virtue of Justice, which is always useful for any Guardian build, the class being a melee oriented one.

 

Honor is all about the shouts and giving your teammates that fantastic res support you can get from Resolute Healer. You can trade this out for a couple other options too, like Two Handed Mastery or one of the symbol buffs if your team already has good res support like the Nature Spirit or Elixir R.

 

Virtues gives your Retaliation a whopping 25% duration boost which, as you'll see in the itemization, is pretty frickin sweet. The boosts to Resolve and Courage Virtues are pretty well known in the bunker build as being quite useful to a teamfight.


III. Stat Specifics & Effects

Primary Stats

  • Health 23645 (+12000)
  • Vitality 2116 (+1200)
  • Armor 3027 (+900)
  • Toughness 1816 (+900)
  • Attack 3288 (+1425)
  • Power 2341 (+1425)
  • Critical Hit 15% (+15%)
  • Precision 1091 (+175)

Secondary Stats

  • Boon Duration 30% (+30%)
  • Condition Damage 50 (+50)
  • Condition Duration 5% (+5%)
  • Damage 947 (+0%)
  • Damage Reduction 10% (+10%)
  • Defense 1211 (+0)
  • Healing Power 300 (+300)
  • Retaliation Duration 25% (+25%)
  • Swiftness Duration 30% (+30%)
  • Virtue Recharge Rate 30% (+30%)

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

Stat and Effect Details

The Boon Duration bonus + Vengeful trait makes your retaliation last 55% longer than their base duration. That is HUGE. You can be sure that in a team fight, you will be keeping retaliation on your team almost the entire time with appropriate skill management.

 

The beauty of that boon is that you can stack Power without having to do Critical Damage and Precision, making yourself more tanky. With 2054 power you're doing very good damage to your opponents with the boon on at all times.

 

You also have quite a bit of health for a Guardian, making it really hard for Condi builds to burst you down with their highly skilled button pressing.


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision
PvP Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision
PvP Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision
PvP Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision
PvP Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision
PvP Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision

Rune Stat Totals

  • Power 175
  • Swiftness Duration 30%
  • Precision 125

Rune Bonuses

PvP Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision

Accessories & Jewels

Soldier's Amulet
  • Power: 1200
  • Toughness: 900
  • Vitality: 900
delete
  • Power: 0
  • Precision: 0
  • Ferocity: 0
  • Vitality: 0

Accessory Totals

  • Power:1200
  • Toughness:900
  • Vitality:900
  • Precision:0
  • Ferocity:0

Weapon Set Sigils

PvP Mace
  • 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 Accuracy
+7% crit chance.

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 Accuracy

+7% crit chance.

PvP Greatsword
  • Weapon Strength: 995-1100
PvP
  • Weapon Strength: -
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 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

Soldier Amulet is there because of how much survivability and power it provides, but there are other options as well. You could do Valkyrie's for a damage buff with extra crit damage (yes that stat is useful with low crit chance, that's one of the less known and powerful things to know about the game's mechanics). I recommend Soldiers the most though because you really are tough to take down with that much health and armor, defensive mechanics, and retaliation. It does no good to be stacking retal if you aren't alive long enough to keep the pain going.

 

Pack runes are great because you're dispensing more boons for just being there, taking damage. It's also the highest total of power and precision you can get from a single rune set.

 

Energy Sigils let you dodge more, doing some light AoE heals, but these are up to you. The defensive advantage is always nice, but Battle sigil is a great DPS boost in combination with 30% boon duration. There's incentive to use either, but since the build is likely to be new to you the defensive cushion is nice to start with.


V. Basic Gameplay

Like my other build, this is a teamfighting build meaning you are not a 1v1 hero. Your effectiveness comes from helping your team fight together.

 

Unfortunately, one drawback of the build is that you are pretty slow. All you have for mobility is GS3 and the procs from Pack that require fighting to get, so you want to have a Bunker Guardian mindset about engaging and disengaging. This means you've got to pay attention to where your teammates are at all times and only rotate to points where you know your teammates are going.

 

This makes the build more tricky to run in Solo Q, unless you're in higher ranked parts of the leaderboard where people know how to play the game intelligently. That does not take away its effectivness though, because of the Anti-Spam benefits.

 

If you get matched up 1v1 vs. a build like those mentioned up top get your game face on and start stackin the retal. If you manage your stability and clears correctly, they will not be able to kill you and you will be doing enough damage to them with retal to make it damn near impossible for them to win a 1v1.

 

If you play against Necros a lot, get a friend to use Corrupt Boon on you in 1v1 duels so that you instinctively dodge it when it's show time. That skill really wrecks this build, so if you can consistently dodge it you'll make it really hard for them to be as productive.

 

This build works pretty well with the Warrior build as well, since both people on the point are clearing conditions and providing team support with their shouts. This build is a bit more defensive than the Warrior, but the yin-yang combination, if executed, will make it more of a sure thing that you'll win those fights.

 

A pull can interrupt people, so if one called the pull and the Warrior set up an immob, they'd be eating a Whirling Wrath AND Hundred Blades at the same time! That's vicious!

 

So stay near your teammates, crank the situational awareness to 11, clear condis, and stack the retal!


Main Skill Rotation

Symbol of Wrath¼ 20
Symbol. Pierce the ground with a mystic symbol that damages and burns foes while granting retaliation to allies.
Damage (5x): 925x5Retaliation: 1 sCombo Field: Light
Leap of Faith½ 15
Leap at your foe. On hit, blind nearby foes.
Might: 5 sBlind: 3 sCombo Finisher: LeapRange: 600

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: 120
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

Rotations aren't really that big a thing in GW2 outside of Elementalist (the irony of the class that requires a skills tutorial being bottom tier).

 

You want to these combos to get more retal and to use GS 5 and 2 to do some nasty AoE damage. Switch to mace/focus when your GS stuff is on cooldown and try to land all those skills between swaps.

 

Enjoy the build and use it with my other one if you can get a friend to!


Comments

Post a Comment
@ 10:51 AM, Sun January 12 2014 Reply
a fine build and a fine guide , used simmilar with gs/wtv needed and Soldier runes , is Pack really worth it? i find the 5% on hit taken and the 5s duration of the boons a bit frustrating :|