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Vindicator - Greatsword Shiro

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

Focused on: Strike damage

Designed for: PvP Conquest

Expansions required: End of Dragons builds

Difficulty:
Normal
This build was last updated on January 17, 2025 and is up to date for the March 11, 2025 patch.

Overview

A PvP Vindicator power build with high damage, medium sustain and some utility. Suitable for anything from 1v1s to teamfights.


Skill Bar

Greatsword
Staff
Utility
Utility


Template Code

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Specializations

Variants


Equipment

Greatsword
Sigil
Sigil
Staff
Sigil
Sigil
Rune
Amulet
Relic


Equipment Variants

Runes

  • - even more tanky option.

Relics

  • - more dodges for self-defense and trait synergies.
  • - more healing.
  • - frequent healing proc for extra sustain and group utility, but the Legendary Alliance heals are channeled and you need to finish the entire cast to get the heal, so one interrupt could deny you the healing.
  • - damage boost that can be effortlessly maintained in 1v1s.


Usage

General

  • Invoking a legend resets energy to 50, removes 1 condition, procs , and could even proc the sigils of your current weapon set if they're no longer on CD. Swapping legends is basically the main resource management tool in the build - swap whenever you're out of CDs, low on energy, or need to cleanse. As the CD on legend swap is 10 seconds you want to plan ahead with your energy pool accordingly.
  • Vindicators have access to 3 legends in a way, but swapping between the Kurzick legend Saint Viktor and the Luxon legend Archemorus does not proc legend swap related traits and class mechanics.
    • You can swap between the two with Alliance Tactics (F3 by default).
  • The build works just fine from 1v1s to teamfights.


Shiro

Damage, mobility, CC, minor sustain through evasion and condition cleansing

  • is a skill with life steal, which means the damage it deals bypasses any damage mitigation including Protection Protection or even . That being said it still can't go through evasion or invulnerabilities such as . It's not a great healing skill, so most of the time it'll be used to boost your burst damage.
  • can augment any skill and increase your damage output significantly while active. It's quite expensive though, so don't maintain it for more than a few seconds at a time, use it only for bursts. Note that it's only single target damage, doesn't cleave.
    • Always stop maintaining this skill if you're about to hit 0 energy - turning it off sends it on a 1 second CD while running out of energy results in a 4 second CD.
    • Most Greatsword skills are rather slow, you only really want to use this for (or autoattack spam with Quickness) before turning it off unless you really need to squeeze out all the damage you can in your situation. Works much better with the faster Staff autoattacks in case you're on your defensive set but need to pressure someone.
  • is great for initiating fights from range and immediately starting off with Quickness Quickness coupled with unblockable attacks. Quickness Quickness can be used to do burst damage or cleave downed targets better through auto attacking, while the unblockable attacks could seal the fate of enemies relying on blocking as their last resource option for sustain.
  • won't be used often because it exhausts most of your energy pool, leaving you defenseless and with barely anything to capitalize on the CC. This should only be used to set up kills for your teammates, or to interrupt very important channels like a rez or a stomp.


Weapons and damage

  • Greatsword is the set you'll be using to pressure targets, but it does have some defensive capabilities too.
  • is great for blocking attacks under pressure and could be used not only as a gap closer but also a gap builder (just make sure you don't have an enemy targeted). These are not purely defensive skills though, their damage shouldn't be underestimated either. Imperial Guard hits particularly hard once it's charged up.
  • Archemorus in a way acts as your second offensive set in case your GS skills are on CD or you need better range.
  • and add a bit of extra reach to an otherwise very melee focused build. Use these to poke from a safe distance if you don't want to go melee for some reason. The Spear has a huge delay so you could even precast it in a fight and line it up with other damage sources for burst damage, or burst targets while the spear is charging which forces them to choose between using their defensives to avoid the spear or your other attacks.
  • does a lot of damage on a very short CD, if your GS skills are not available this is a solid option for pressuring targets at a reasonable energy cost. Being a mobility tool is a nice added bonus and makes it more versatile.


Combo examples

Greatsword/Shiro melee

  1. - activate this right before Eternity's Requiem starts dealing damage and maintain it for the rest of the chain
  2. Dodge while ER's doing damage, land on top of your enemy

Defensive/counterpressure combo

  1. Block attacks with
  2. Dodge
  3. Hit them with (IG's chain skill)
  4. CC them and gain Stability Stability with
  5. Heal up with

Disengaging if you're getting chased

  1. About face into for moblity, cleansing and to avoid damage while swapping to Alliance Stance
  2. away from the fight, without a target
  3. Use if you can afford it, swap to Kurzick and keep running if they're still on you
  4. Optional About face once more and use to build more distance while evading attacks
  5. Optional without a target to build even more distance
  6. Heal up with


Sustain/Support

  • passively grants you barrier every few seconds for each boon you have (up to 5 boons). You don't have to try too hard to achieve that, but do keep an eye on your boons and try to make sure you're at the cap. Easiest ones to maintain are:
    • Swiftness Swiftness from (using a skill with an energy cost every 5 seconds).
    • Might Might from dodging (when playing with ). You get Protection from the same source too but it has a very short duration, whether you'll have it at the right time or not comes down to luck.
    • Fury Fury from various Invocation passives.
    • Regeneration Regeneration from legend swapping and Kurzick skills.
    • For the 5th you'll have to work a little and get it from much more limited or expensive sources, but several key skills grant boons so usually you'll have more than 4 boons.
  • Alliance stance can be defensive on both of its legends, in fact one of the Luxon ones could be better for survival than any of the Kurzick ones: . The CC is great for taking pressure off you even against multiple opponents and the Daze Daze is just long enough to cover a cast of . Even if the CC didn't work the skill itself has Stability Stability to protect your casts. You may also extend the Stability with dodges when playing with .
    • This is quite an expensive skill, but could make all the difference if you're seriously pressured.
    • If you can choose between using and to break a stun, Reaver's Rage is usually the better choice.
  • is your best source of source of mass condition cleansing.
    • Tip: if you need to cleanse a lot of conditions and you're on Shiro, try to use first. This way you'll potentially get rid of a few non-damaging conditions, increasing the chance of cleansing the damaging ones. Proccing
      also works.
    • This is an AoE skill, keep an eye on allies and share it with them if you can.
  • Both Shiro and Saint Viktor have tools for evading attacks, these are and . Quite useful when you've got energy to spare but not enough endurance to dodge and you need to avoid attacks.
    • Both skills can be used to avoid attacks while Immobilize Immobilized. While doesn't remove this condition, it will apply Resistance Resistance which allows you to move and ignore the immob.
  • The Kurzick elite skill offers strong on-demand damage mitigation when you're being pressured, but you CANNOT be healed while it's active! Use it for a few seconds to survive burst damage if you can't avoid it, then turn it off or swap legends as soon as you want to heal back up.
    • This is also a solid support skill that heals allies (but not you).


Related Builds


Ratings

This build has a rating of 5 stars based on 4 votes.
Log in or register to rate this build.
4 stars
Goon gave this build 4 stars • February 2023
The most recent nerfs have reduced both your sustain and kill pressure. The build still has amazing sustain but will struggle to get kills against good players. Still a solid choice for trolling far until you get a plus, though I would argue the devastation - dps/roamer variant is more valuable to a team.
5 stars
Hanz gave this build 5 stars • October 2022
Gained a surge in popularity after the October patch gave Vindis a second dodge. Got about a dozens nerfs in a week since then but it's still great, lots of dodges and crazy boon uptime plus decent damage. Probably the easiest revenant build out there right now.
5 stars
Dec3mber gave this build 5 stars • March 2022
This build provides us an easier way with more sustain, more defense and more mobility than power herald. It can win almost 1v1 fights against almost specs. However, still can be cc to death if you join combat carelessly. I prefer using Dwarf and Alliance for more survivablity. The Assassin Stance costs a bit more energy and has bad heal plus no condi cleaner
4 stars
Hardin015 gave this build 4 stars • March 2022
A very powerful build, the evade traits for sustain is super powerful, it's like another heal, you get 3k+ barrier + 3k+ healing, to you AND Allies. Plus still some pretty insane dps, the only reason I give it 4 stars is because the chances of you getting to do all that and dealing any damage is most likely not gonna happen realistically. Realistically, Power Herald is far more practical and viable. It's got a great combination of defense, offense, utility AND isn't 100% braindead, it's a well balanced build without trying to be something really stupid.

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