Guardian - Core Power Guardian

The community gave this build a rating, making it top-tier: Great

Focused on: Strike damage and Dps

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsEnd of Dragons builds

Overview

A build designed for massive AoE DPS, with great access to spike damage, ground AoE and ranged pressure.


Skill Bar

Staff
Scepter/Torch
Utility


Skill Variants

  • passive power, can replace


Template Code

[&DQEqOhA+GykDAQAA/hIAAEgBAACKEgAANwEAAAAAAAAAAAAAAAAAAAAAAAA=]
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Specializations

Variants

  • trades defensive utility for more damage


Template Code

[&DQEqOhA+LjUDAQAANgEAAEgBAAD/AAAAiRIAAAAAAAAAAAAAAAAAAAAAAAA=]
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Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Dragon
Accessory
Marauder
Amulet
Dragon
Ring
Marauder
Ring
Marauder
Staff
Dragon
Sigil
Sigil
Scepter
Dragon
Torch
Dragon
Sigil
Sigil
Rune
x6
Infusion
x18


Equipment Variants

Stats
Sigils


Consumables

    • personal food option


Usage

Overall Priorities

High
  • Ranged Spike
Moderate
  • Sustained damage
Low
  • Single target
  • CC


Surviving

  • This build has moderate passive defense
  • This build has no mobility skill access, staying very close to your tag and group is critical
  • This builds has moderate active defenses
    • Beware of unblockable CCs () when using
      • Standing briefly still while channeling can sometimes be better than moving straight back to your group
    • Use when pushing if your firebrand's Stability Stability is on cooldown
      • Don't be afraid to use it as a stunbreak if is on cooldown
    • Because resets your virtues, you should use them during the channel time of RF if they are not on cooldown.
Active defense priority
  • - for stunbreaking
  • - for stunbreaking
  • Dodge


Detailed Explanations

Ranged Spike

  • Open with staff, using
    • If the groups continue into 900 range, swap to Scepter/Torch and use , otherwise wait in Staff for the next engage
  • Don't waste to add useless DPS at range, wait until the damage can be followed up on


Sustained damage

  • When using ground AoEs like Symbol skills or , try to place them so that one edge is on the enemy group and the other edge is in the direction they are moving to
  • Try to swap between weapons as often as possible, keeping all damage skills on cooldown
    • It is worth delaying the swap for 1-2 seconds to fit another Symbol skill
    • If you are frequently delaying your swap out of Staff it is likely you aren't swapping weapons fast enough
  • Use your Symbol skills quickly after swapping weapons so that the cooldowns will line up for future swaps
  • Combine your Symbol skills with other damage to generate higher spikes
  • Try to hit your own group with as well if you can, but prioritize hitting enemies
  • Place closer to the enemy group than your own to reduce projectile travel time
  • Maintain by activating
    • will reset the cooldown whenever you get a kill
Skill priority
  • - when no projectile block present ( flip skill)
  • - in melee


Single Target

  • Use to follow up on other CC or to catch targets as enemies disengage
  • If you have a chance to use on an isolated target without projectile block, take it


CC

  • Don't use unless your DPS skills are on cooldown, other builds are better at providing CC
  • Use your CC when:
    • Your group calls a spike:
      • Winds -
      • Wells - +
      • Shades -
      • Traps - +
    • On top of enemy downs (while alive players are on top of them)
    • Enemy groups moving defensively while your group is pushing


Ratings

This build has a rating of 5 stars based on 1 votes.
Log in or register to rate this build.
5 stars
Arete gave this build 5 stars • February 2022
Highest consistent ranged DPS build in the game. Brings overwhelming ground AoE, group stability and stunbreak and projectile hate. Comparable to dragonhunter, defensively weaker, but generally superior at larger numbers.

Comments

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