Guardian - Core Power Guardian
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage and Dps
Designed for: WvW Zerg
Difficulty:
Easy
This build was last updated on May 12, 2024 and is up to date for the October 8, 2024 patch.
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
Variants
- Weapons
- Hammer
- Skills
- passive power, can replace
Template Code
[&DQEqOhA+GykDAQAA/hIAAEgBAACKEgAANwEAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Variants
- trades defensive utility for more damage
Template Code
[&DQEqOhA+LjUDAQAANgEAAEgBAAD/AAAAiRIAAAAAAAAAAAAAAAAAAAAAAAA=]
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Dragon
Dragon
Accessory
Marauder
Marauder
Amulet
Dragon
Dragon
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Staff
Dragon
Dragon
Sigil
Sigil
Scepter
Dragon
Dragon
Torch
Dragon
Dragon
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
- Stats
- Use Berserker stats if you find you need more offensive stats
- And use Dragon stats to maintain 100% crit
- Relics
- 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 build has moderate active defenses
- Beware of unblockable CCs (
- Standing briefly still while channeling can sometimes be better than moving straight back to your group
) when using
- Use Stability is on cooldown
- Don't be afraid to use it as a stunbreak if is on cooldown
when pushing if your firebrand's - Because resets your virtues, you should use them during the channel time of RF if they are not on cooldown.
- Beware of unblockable CCs (
|
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
- ⇒ Weapon Swap ⇒ ⇒
- ⇒
- 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
- will reset the cooldown whenever you get a kill
by activating
|
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
- Your group calls a spike:
Ratings
High consistent ranged DPS build. Brings overwhelming ground AoE, group stability and stunbreak and projectile hate. Comparable to dragonhunter, but defensively weaker.
Comments
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