Guardian WvW | Large Group Mace/Focus, Staff | Support Operetta's Mace to the Face

by Last Updated:
100% (1) Approval 1 Votes - 1733 Views

Summary

Medium to Large group supporter and front line, does work in smaller groups but less effective. Not recommended for solo roaming.

 

Staff and AH are some familiar staples with this build, so keep an open mind.

 

Stop drinking the H8er Gatorade on Mace.


I. Weapons and Skills

Magi's Mace
  • Weapon Strength: 940-1061
  • Healing Power: 120
  • Precision: 85
  • Vitality: 85
Magi's Focus
  • Weapon Strength: 832-883
  • Healing Power: 120
  • Precision: 85
  • Vitality: 85
Soldier's Staff
  • Weapon Strength: 985-1111
  • Power: 239
  • Toughness: 171
  • Vitality: 171
  • Weapon Strength: -
  • Weapon Strength: -
  • Weapon Strength: -
  • Virtue of Justice23¾
    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)
  • Virtue of Resolve47½
    Virtue. Regenerates health.
    Activate: Heal yourself and nearby allies.
    Passive Regeneration: 3 sHealing: 84
  • Virtue of Courage71½
    Virtue. Grants aegis every 40 seconds.
    Activate: Grant aegis to yourself and nearby allies.
    Aegis: 5 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: 1,200Vulnerability: 5 s
    • 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
  • "Hold the Line!"28
    Shout. Grant protection and regeneration to allies.
    Protection: 4 sRegeneration: 6 s (780 health)Range: 600
    • 0
  • 0
    • 0
  • Renewed Focus2 90
    Focus, making yourself invulnerable and recharging your virtues.
    Duration: 3
    • 0

Weapon and Skill Details

You'll know they're safe when they go back to laughing at your mace.
You will be giving everyone might and heals all day long.

 

Weapons -
Staff: Use staff for runs (#3), might / self heal (#4), and of course tagging everything in the red zerg.

 

Mace: in combat you will support your group with direct heals, regen, and condition removal.
Heal to the team every 2 seconds, with the mace autoattack.
Heal to the team via regen, with the mace #2 and focus #4.
Protector's strike can block for your back-liners trailing behind.

 

Focus: you need that blast combo #5, plus it's pretty yummy as a block. You should use that blast for water fields your team makes; with the healing power you got you're gonna help get 'em back to full health with the quickness. #4 also triggers AH, which is yummy too.

 

Shouts -
Stand Your Ground; You need stability in wvw fights.
Hold the Line; More Regen, yes please. Protection, cool.

 

Skill #9 is yours to choose; I like Save Yourselves or Hallowed Ground in wvw, and often use Retreat when running long distances and Staff #3 runs out. In pve though I switch to Bane signet just to get the trash dead faster.


II. Traits

Adept Master Grandmaster

Trait Details

Might to the team every time you land a critical hit, which we'll do quite often!
Might to the team every time you active Justice, we get Justice back up every time something we tag dies. Yay.
Might to us to when we block; Mace #3, Focus #5, our passive Aegis... more Yay.

 

Heal to the team via dodge rolling, we have lots of endurance - cartwheel thru everyone!

 

Reduce recharge on shouts so we can do more goodness.
And save your own butt with AH, because we're still selfish jerks and need to live.


III. Stat Specifics & Effects

Primary Stats

  • Health 21785 (+10140)
  • Vitality 1930 (+1014)
  • Armor 3142 (+1015)
  • Toughness 1931 (+1015)
  • Attack 2636 (+773)
  • Power 1664 (+748)
  • Critical Hit 52% (+52%)
  • Precision 1863 (+947)

Secondary Stats

  • Agony Resistance 10 (+10)
  • Boon Duration 5% (+5%)
  • Condition Damage 376 (+376)
  • Critical Damage 40% (+40%)
  • DMG Taken from Guards and Lords -3% (+-3%)
  • Damage 972 (+3%)
  • Defense 1211 (+0)
  • Ferocity 600 (+600)
  • Healing Power 916 (+916)
  • Magic find 20% (+20%)
  • Virtue Recharge Rate 5% (+5%)

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

Might to all.
Regen to all.

 

Blind the enemy and apply vulnerability to them too, do it again every time something dies, thanks Justice.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Duration:

Utility Nourishment

Duration:

Armor & Runes

Celestial Draconic Helm
  • Defense: 121
  • Power: 28
  • Precision: 28
  • Toughness: 28
  • Vitality: 28
  • Condition Damage: 28
  • Healing Power: 28
  • Ferocity: 28
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Sentinel's Draconic Pauldrons
  • Defense: 121
  • Vitality: 45
  • Power: 32
  • Toughness: 32
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Celestial Draconic Coat
  • Defense: 363
  • Power: 63
  • Precision: 63
  • Toughness: 63
  • Vitality: 63
  • Condition Damage: 63
  • Healing Power: 63
  • Ferocity: 63
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Celestial Draconic Gauntlets
  • Defense: 182
  • Power: 21
  • Precision: 21
  • Toughness: 21
  • Vitality: 21
  • Condition Damage: 21
  • Healing Power: 21
  • Ferocity: 21
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Celestial Draconic Legs
  • Defense: 242
  • Power: 42
  • Precision: 42
  • Toughness: 42
  • Vitality: 42
  • Condition Damage: 42
  • Healing Power: 42
  • Ferocity: 42
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Sentinel's Draconic Boots
  • Defense: 182
  • Vitality: 45
  • Power: 32
  • Toughness: 32
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.

Armor Stat Totals

  • Defense 1211
  • Vitality 419
  • Toughness 318
  • Power 218
  • Precision 154
  • Condition Damage 154
  • Healing Power 154
  • Ferocity 154

Rune Bonuses

Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.

Accessories & Jewels

SyzygyUtility Slot
  • Power: 72
  • Precision: 72
  • Toughness: 72
  • Vitality: 72
  • Condition Damage: 72
  • Healing Power: 72
  • Ferocity: 72
Magical InfusionUtility Infusion
  • Magic find: 20%
Soldier's BackOffensive Slot
  • Power: 63
  • Toughness: 40
  • Vitality: 40
(Infused)
Precise WvW InfusionOffensive Infusion
  • Precision: 5
  • DMG Taken from Guards and Lords: -1%
Royal Signet of DoricDefensive Slot
  • Power: 126
  • Toughness: 85
  • Vitality: 85
(Infused)
Vital InfusionDefensive Infusion
  • Vitality: 5
  • Agony Resistance: 5
Ossa Family Signet RingOffensive Slot
  • Toughness: 126
  • Power: 85
  • Precision: 85
(Infused)
Precise WvW InfusionOffensive Infusion
  • Precision: 5
  • DMG Taken from Guards and Lords: -1%
Zinn's Data CrystalDefensive Slot
  • Power: 110
  • Precision: 56
  • Vitality: 18
  • Ferocity: 74
Vital InfusionDefensive Infusion
  • Vitality: 5
  • Agony Resistance: 5
Big Mama's ToothOffensive Slot
  • Precision: 110
  • Power: 74
  • Toughness: 74
Precise WvW InfusionOffensive Infusion
  • Precision: 5
  • DMG Taken from Guards and Lords: -1%

Accessory Totals

  • Power:530
  • Precision:338
  • Toughness:397
  • Vitality:225
  • Condition Damage:72
  • Healing Power:72
  • Ferocity:146
  • Magic find:20%
  • DMG Taken from Guards and Lords:-3%
  • Agony Resistance:10

Weapon Set Sigils

Magi's Mace
  • Weapon Strength: 940-1061
  • Healing Power: 120
  • Precision: 85
  • Vitality: 85
Magi's Focus
  • Weapon Strength: 832-883
  • Healing Power: 120
  • Precision: 85
  • Vitality: 85
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.

Soldier's Staff
  • Weapon Strength: 985-1111
  • Power: 239
  • Toughness: 171
  • Vitality: 171
  • 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)

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

Foods stuffs: You have some flexibility here for what food items you want, so I didn't add any here - look at the stats and decide what you think it's lacking for urself depending on the situation. I usually use cheap food for healing power (Kralkachocolate Bar is 1s) or power and maintenance oils (Quality is 2s) for more precision so empowering might will trigger more, which of course helps the team and heals us.

 

Armor: If you hate / can't have Celestial go Sentinel with a mix of Clerics and Soldier. Flexibility here, but you need to have some vitality if you're gonna be in the front line of a zerg. I spent way too much time making Celestial gear and I just cannot part with it.

 

Runes: Soldier Runes because "shouts remove conditions" works on allies affected by our shouts - it helps them and us. Plus there's vitality on the rune set, which we need.


V. Basic Gameplay

You know what to do with the staff.
You know weapon swapping is good and you should do it more.

 

Bonus points if you can rock the Moonshine Mace skin and the Courage foci skin


Main Skill Rotation

Virtue of Justice23¾
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)
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
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

Might, symbol regen, area retaliation, auto attack to heal allies and self every 2 seconds.


Mighty Cartwheels

"Stand Your Ground!"24
Shout. Grant stability to yourself and allies.
x5Stability: 5 sRetaliation: 5 sBreaks stunRange: 600
Empower20
Channel might to yourself and allies around you. Heal nearby allies when it ends.
Healing: 1,500Duration: 10x6Might: 10 s

dodge roll heal, repeat lots


Comments

Post a Comment