Guardian - Core Power Guardian

This is a test build. You may comment and rate it.

Focused on: Strike damage and Dps

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsEnd of Dragons builds

Difficulty:
Easy


Overview

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


Skill Bar

Longbow
Hammer
Utility


Skill Variants

  • Bane Signet passive power, can replace Wall of Reflection or "Stand Your Ground!"


Template Code

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Specializations

Variants

  • Permeating Wrath trades defensive utility for more burn damage


Template Code

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Equipment

Head
Dragon
Shoulders
Dragon
Chest
Dragon
Hands
Dragon
Legs
Dragon
Feet
Dragon
Backpiece
Dragon
Accessory
Dragon
Accessory
Dragon
Amulet
Dragon
Ring
Dragon
Ring
Dragon
Longbow
Berserker
Sigil
Sigil
Hammer
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variants

Stats
Relics
  • Relic of Speed
Sigils
  • Sigil of Superior Sigil of Force


Consumables

    • personal food option


Usage

Overall Priorities

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


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 (Line of Warding) when using Shelter
      • Standing briefly still while channeling Shelter can sometimes be better than moving straight back to your group
    • Use "Stand Your Ground!" when pushing if your firebrand's Stability Stability is on cooldown
      • Don't be afraid to use it as a stunbreak if Virtue of Courage is on cooldown
    • Because Renewed Focus resets your virtues, you should use them during the channel time of RF if they are not on cooldown.
Active defense priority
  • Virtue of Courage - for stunbreaking
  • "Stand Your Ground!" - for stunbreaking
  • Dodge
  • Shelter
  • Virtue of Resolve
  • Renewed Focus


Detailed Explanations

Ranged Spike

  • Open with longbow, using Virtue of Justice Symbol of Energy Hunter's Ward and True Shot
    • Keep in mind that Puncture Shot, True Shot and Symbol of Energy are blockable/reflectable.
  • Don't waste Wall of Reflection 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 Sword of Justice, 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 only if needed. Longbow should be only used for ranged damage, Hammer should be only used for melee damage.
  • Combine your Symbol skills with other damage to generate higher spikes
  • Place Wall of Reflection closer to the enemy group than your own to reduce projectile travel time
  • Maintain Inspiring Virtue by activating Virtue of Justice
    • Renewed Justice will reset the cooldown whenever you get a kill


CC

  • Use your CC when:
    • Your group calls a spike:
      • Winds - Winds of Disenchantment
      • Wells - Well of Corruption+Well of Suffering
      • Shades - Desert Shroud
      • Traps - Procession of Blades+Test of Faith
    • On top of enemy downs (while alive players are on top of them)
    • Enemy groups moving defensively while your group is pushing


Single Target

  • Use True Shot to snipe enemies. It pierces and can hit up to 5 enemies.
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