Guardian WvW | Large Group Greatsword, Staff | Support Dreary Yew's Versatile Cleric Frontline

by Last Updated:
50% (0) Approval 2 Votes - 2079 Views

Summary

This build focuses on Frontline support through healing, condition removal, and boons, mostly Stability, Protection, Regeneration, and Might. You also get to choose between Greatsword and Hammer, or even Mace/Shield, based on personal preference.


I. Weapons and Skills

Cleric's Greatsword
  • Weapon Strength: 995-1100
  • Healing Power: 239
  • Power: 171
  • Toughness: 171
  • Weapon Strength: -
Cleric's Staff
  • Weapon Strength: 985-1111
  • Healing Power: 239
  • Power: 171
  • Toughness: 171
  • Weapon Strength: -
  • Weapon Strength: -
  • Weapon Strength: -
  • Virtue of Justice20
    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 Resolve40
    Virtue. Regenerates health.
    Activate: Heal yourself and nearby allies.
    Passive Regeneration: 3 sHealing: 84Regeneration: 5 s
  • Virtue of Courage60
    Virtue. Grants aegis every 40 seconds.
    Activate: Grant aegis to yourself and nearby allies.
    Aegis: 5 sProtection: 5 s
  • Strike½
    Strike your foe.
    Damage: 296Range: 130
    • Vengeful Strike½
      Strike your foe again.
      Damage: 296Range: 130
    • Wrathful Strike½
      Attack with a final, powerful strike that applies might for each foe you strike.
      Damage: 443Might: 5 sRange: 130
  • Whirling Wrath¾ 8
    Spin in place and swing your greatsword while hurling powerful projectiles.
    Damage (9x): 1,251Combo Finisher: WhirlRange: 600
    • 0
    • 0
  • Leap of Faith½ 12
    Leap at your foe. On hit, blind nearby foes.
    Might: 5 sBlind: 3 sCombo Finisher: LeapRange: 600Vulnerability: 5 s
    • 0
    • 0
  • Symbol of Wrath¼ 16
    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
    • 0
    • 0
  • Binding Blade¾ 24
    Throw blades at your foes, causing damage over time. Bound foes can be pulled to you. The effect ends when a foe moves out of range.
    Damage: 369Duration: 10Maximum leash range: 600Combo Finisher: Whirl
    • Pull¾
      Pull your foes to you.
      Leash Range: 600Range: 900
    • 0
  • Signet of Resolve1 40
    Signet Passive: Cures a condition every ten seconds.
    Signet Active: Heal yourself.
    Healing: 8.150
    • 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
  • "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
  • Signet of Courage180
    Signet Passive: While in combat, heal allies around you every 10 seconds.
    Signet Active: Fully heal nearby allies.
    • 0

Weapon and Skill Details

Weapons:

 

Hammer:
Because that blast finisher is too good. 4 second cooldown blast finisher. This is extremely useful for blasting water fields on your regroups. Hammer also makes a protection symbol from the auto-attack, but make sure you don't drop this over a water field. Also, punting downed off cliffs is one of the most satisfying feelings this game brings.

 

Greatsword:
This is my preferred weapon, although it doesn't quite bring as much support as Hammer or Mace/Shield. What it does do well, however, is get you tags. When you get more tags, you get more refreshed on Virtue of Justice, meaning more might for you and 5 allies, burning enemies, and blinding enemies. That's just from auto-attack. The combo of Whirling Wrath in a light field also removes conditions, which is a major selling point for our build. Leap of Faith helps us get back to our commander in case we get separated, and helps us leap into the enemy zerg to start smashing the enemy backline. Binding Blade is at the very least a bit of extra damage, and if used properly, can ruin the days of 5 enemies, preferably commanders. Oh, and more tags means more bags. Gotta love bags.

 

Mace/Shield:
Mace/Shield provides the most healing to our allies, through Symbol of Faith's regen, and the auto-attack chain heal at the end. Mace/Shield also gives you access to a bit more protection, as well as a bubble that absorbs projectiles and can be detonated to heal allies. The block, however, is pretty skimpy. With this weapon set, please make sure not to drop a light field on a water field. You might be tempted to drop that symbol on your regroup, but you're preventing a lot of healing to your allies that way.

 

Staff:
When you have fury, hit 1 for vigor. Vigor is amazing for this build, more on that later. You will always have fury when you open engagements, again, more on that in a bit. Swiftness symbol for when Elementalists forget to drop statics, and when Warriors forget they have a warhorn. Best used to help the stragglers that were unlucky with static blasts. Empower, need I say more? Line of Warding is another amazing form of area denial. You wanna get to that portal into your keep? Nope.

 

Utilities:

 

Signet of Resolve:
Most of the time, our dodge rolls will be keeping us alive, since they heal for insane amounts. Because of this, our heal won't be used every battle, so why not take the Signet? Especially since we don't have Purity in this build, the condition clear every 10 seconds comes in very handy. Signet of Resolve also has a 1.25 healing power coefficient, meaning it will pretty much heal our entire health pool.

 

Healing Breeze:
With a 1.0 healing power coefficient, this heal heals us and our allies for a very sizeable amount, but we lose the condition clear every 10s from Signet of Resolve.

 

Save Yourselves:
USE THIS RIGHT BEFORE THE ENGAGEMENT. Using this mid-engagement often results in death. If you are extra careful, you can use this in engagements, but you need to be very aware of your surroundings. I only use it if my zerg was in a friendly null-field. But as a pre-engagement utility, you gain boons like crazy, most notably regeneration, retaliation, protection, and vigor. Fury is also nice if you open with staff to get that vigor on crit from our traits.

 

Hold the Line:
Short cooldown for a condition conversion, as well as protection and regeneration. Very useful.

 

Stand Your Ground:
THIS IS BY FAR THE BEST UTILITY IN THE GAME. Short cooldown stability to yourself and allies, retaliation, and breaks stun. Thanks to our traits, it also converts conditions. YOU NEED THIS SKILL.

 

Tome of Courage:
Heal Area, the 1 skill, heals for 1302 base with a coefficient of 0.5, which is pretty high. Spammable area heal for high numbers. Purifying Ribbon, the 2 skill, gives some decent condition removal. Protective Spirit, the 3 skill, grants long duration regeneration and protection, two of our best boons, to yourself and allies in front of you in a cone. Pacifism, the 4 skill, can be useful if placed correctly, but in most cases, I would rather spam 1. Light of Deliverance, the 5 skill, full heals 5 nearby players, and unlike warbanner, cannot be prevented by poison. I like to activate this right when an enemy zerg pushes our stack. Due to the long cast time, the heals will go off near the end of the major clash.


II. Traits

Adept Master Grandmaster

Trait Details

Radiance:

 

Justice is Blind:
When we hit Virtue of Justice, we blind 5 enemies. This is extremely powerful, especially since we'll be spamming it thanks to Renewed Justice.

 

Blind Exposure:
When we blind, we also cause vulnerability. This adds up very quickly when we are able to spam Virtue of Justice.

 

Renewed Justice:
Might, Blind, Burning, and Vulnerability all in one button that refreshes every time we kill an enemy. Boom.

 

Honor:

 

Vigorous Precision:
Vigor on crit. Since dodges are so absurdly strong for us, we love vigor.

 

Superior Aria:
Take this trait, dummy.

 

Selfless Daring:
It's kinda funny how our best trait is a minor trait at 15 points in the Honor line. This trait makes our dodges heal, and has a 1.0 healing power coefficient. Dodge like you've never dodged before.

 

Two-Handed Mastery:
Since we are using 2 2-handers, this reduces the CD on al of our weapon skills. Most notably, Mighty Blow and Empower. If using Mace/Shield, you can switch this to Writ of the Merciful or Writ of Persistence based on personal preference.

 

Pure of Voice:
Makes all of our utilities convert conditions. Much better than Battle Presence due to the low healing power coefficient on Virtue of Resolve.

 

Virtues:

 

Inspired Virtue:
Makes our Virtue of Justice spam give us and allies might.

 

Vengeful:
We're focused on support. Because of this, we hit like a wet noodle... outside of retaliation. Retaliation is our highest source of damage, so we want to make sure we have permanent retaliation as well as make it last longer on our allies.

 

Absolute Resolution:
Makes our passive regen from Virtue of Resolve quite a bit more powerful, and also makes it remove 3 conditions on the active effect. Can be switched for Indomitable Courage if preferred.

 

Power of the Virtuous:
Gives us 1% increased damage for each boon on us. We will be flooding boons, so this stacks up pretty quick. Unfortunately, it does not increase with more might stacks.


III. Stat Specifics & Effects

Primary Stats

  • Health 14805 (+3160)
  • Vitality 1232 (+316)
  • Armor 3001 (+874)
  • Toughness 1790 (+874)
  • Attack 2896 (+880)
  • Power 1796 (+880)
  • Critical Hit 7% (+7%)
  • Precision 1066 (+150)

Secondary Stats

  • Boon Duration 45% (+45%)
  • Condition Damage 150 (+150)
  • Damage 1100 (+0%)
  • Defense 1211 (+0)
  • Healing Power 1593 (+1593)
  • Retaliation Duration 25% (+25%)
  • Virtue Recharge Rate 25% (+25%)

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

We want to maximize our Healing Power, with secondary priorities on Armor and Attack, since Armor means we take less damage, and Attack makes our retaliation do more damage. Also, since intothemists does not have foods like Chocolate Orange, and cannot take into account the stacks from our Sigil of Life, add 250 healing power and 10% boon duration (20% if you want to spend the money on Chocolate Omnomberry Cream, but Chocolate Orange is much cheaper for 10%). Also, with 15 points in Radiance, we gain enough precision to make sure we have high uptime on Vigor thanks to Vigorous Precision.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Duration:

Utility Nourishment

Duration:

Armor & Runes

Cleric's Draconic Helm
  • Defense: 121
  • Healing Power: 60
  • Power: 43
  • Toughness: 43
Superior Rune of the Water
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. 25% chance when struck to remove a condition. (Cooldown: 30 seconds)
  5. Healing Power: 100
  6. +15% Boon Duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
Cleric's Draconic Pauldrons
  • Defense: 121
  • Healing Power: 45
  • Power: 32
  • Toughness: 32
Superior Rune of the Water
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. 25% chance when struck to remove a condition. (Cooldown: 30 seconds)
  5. Healing Power: 100
  6. +15% Boon Duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
Cleric's Draconic Coat
  • Defense: 363
  • Healing Power: 134
  • Power: 96
  • Toughness: 96
Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  5. Healing Power: 100
  6. +10% outgoing heal effectiveness to allies.
Cleric's Draconic Gauntlets
  • Defense: 182
  • Healing Power: 45
  • Power: 32
  • Toughness: 32
Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  5. Healing Power: 100
  6. +10% outgoing heal effectiveness to allies.
Cleric's Draconic Legs
  • Defense: 242
  • Healing Power: 90
  • Power: 64
  • Toughness: 64
Major Rune of the Water
  1. Healing Power: 15
  2. Boon Duration: 10%
  3. Healing Power: 35
  4. 3% chance to remove a condition when hit. (Cooldown: 30s)
Cleric's Draconic Boots
  • Defense: 182
  • Healing Power: 45
  • Power: 32
  • Toughness: 32
Major Rune of the Water
  1. Healing Power: 15
  2. Boon Duration: 10%
  3. Healing Power: 35
  4. 3% chance to remove a condition when hit. (Cooldown: 30s)

Armor Stat Totals

  • Defense 1211
  • Healing Power 484
  • Boon Duration 20%
  • Power 299
  • Toughness 299

Rune Bonuses

Superior Rune of the Water
  1. Healing Power: 25
  2. Boon Duration: 5%
Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%
Major Rune of the Water
  1. Healing Power: 15
  2. Boon Duration: 10%

Accessories & Jewels

Cleric's Amulet
  • Healing Power: 90
  • Power: 64
  • Toughness: 64
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Soldier's Spineguard
  • Power: 22
  • Toughness: 16
  • Vitality: 16
(Infused)
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Cleric's Ring
  • Healing Power: 90
  • Power: 64
  • Toughness: 64
(Infused)
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Cleric's Ring
  • Healing Power: 90
  • Power: 64
  • Toughness: 64
(Infused)
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Cleric's Earring
  • Healing Power: 75
  • Power: 53
  • Toughness: 53
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Cleric's Earring
  • Healing Power: 75
  • Power: 53
  • Toughness: 53
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15

Accessory Totals

  • Power:410
  • Toughness:404
  • Healing Power:570
  • Vitality:16

Weapon Set Sigils

Cleric's Greatsword
  • Weapon Strength: 995-1100
  • Healing Power: 239
  • Power: 171
  • Toughness: 171
  • Weapon Strength: -
Sigil of Stamina
Your endurance is refilled each time you kill a foe.

Weapon Set I

Sigil of Stamina

Your endurance is refilled each time you kill a foe.

Cleric's Staff
  • Weapon Strength: 985-1111
  • Healing Power: 239
  • Power: 171
  • Toughness: 171
  • Weapon Strength: -
Sigil of Stamina
Your endurance is refilled each time you kill a foe.

Weapon Set II

Sigil of Stamina

Your endurance is refilled each time you kill a foe.

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

Make sure that you have 2 of what weapon you are using, one for Sigil of Life, and one for Sigil of Stamina once you have 25 stacks of Life. Personally, I run Mace/Shield until I have all 25 stacks of Life so that I can have both sigils active at once, then swap to GS or Hammer. Or stay with Mace/Shield if that's your thing.


V. Basic Gameplay

Stick to your commander. This is the single most important thing you can do to make sure you survive so that you can support your allies. The rest should come naturally.


Main Skill Rotation

Empower16
Channel might to yourself and allies around you. Heal nearby allies when it ends.
Healing: 1,500Duration: 10x6Might: 10 s
"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
"Stand Your Ground!"24
Shout. Grant stability to yourself and allies.
x5Stability: 5 sRetaliation: 5 sBreaks stunRange: 600
Virtue of Justice20
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
Whirling Wrath¾ 8
Spin in place and swing your greatsword while hurling powerful projectiles.
Damage (9x): 1,251Combo Finisher: WhirlRange: 600

I don't want to spoil the combos you can do, but they will come naturally and shouldn't be too difficult to find out. I'll just list the basic opener when stacking before a conflict, and some quick things to do once the zergs collide.


Comments

Post a Comment