Vindicator - Defensive Power Vindi Roamer
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage, Mobility and Sustain
Designed for: WvW Roaming
Difficulty:
Normal
This build was last updated on February 22, 2025 and is up to date for the March 11, 2025 patch.
Overview
A versatile Power Vindicator roaming build for WvW that focuses on sustain while still dealing rather high damage. The build works with various secondary sets including Spear and Shortbow to go with its main Greatsword set.
Skill Bar
Greatsword
Spear
Utility
Utility
Skill Variants
Weapons
Spear can be replaced by:
- Hammer - good mix of ranged damage and survivability, but it's quite a slow and telegraphed weapon.
- Shortbow - more burst than hammer but it's almost entirely an offensive set.
Template Code
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Specializations
Variants
All 3 options are viable for the last slot of Invocation:
Quickness uptime.
improves - allows you to spend more energy each legend swap cycle, giving you more of everything.
Fury uptime to go with it.
is an excellent passive damage boost that pushes you near the crit cap, and the build has permanent
Specialization Variants
Retribution can replace Salvation. Both of these are sustain focused specializations, but Retribution offers more damage in exchange for slightly worse survivability.
Equipment
Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Greatsword
Berserker
Sigil
Sigil
Shortbow
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18
Relic
Equipment Variants
Runes
Other viable runes include:
- - good defensive rune with boon duration.
- - offensive rune with boon duration, works well on both sets. On the Power variant you might slightly overcap crit chance when playing with this rune and , so you should swap out a ring for one that has Dragon stats.
Relics
provides quite a lot of extra endurance regen which is important for various trait synergies. If you want to play a more offensive version of the build you could play with a different relic too, but in that case using endurance regen food is highly recommended. Other viable relic options are:
- - better burst damage.
- - improves the consistency of some of your harder hitting skills on Greatsword. Has some anti-synergy with but works well with other Invocation GM traits.
- - significant mobility boost, could be useful for chasing down enemies or keeping distance while on shortbow or waiting for CDs/energy to come back up.
Consumables
Food
- - extra endurance regen, and the healing procs ensure effortless 100% uptime on .
- - same as the previous option but offers slightly higher damage instead of sustain. More endurance means more dodges, and dodging is a key part of the build.
- - great offensive stats and extra tankiness via damage reduction.
Utility
- or , whichever is cheaper.
- Budget: s or purchased from the Permanent Portable Provisioner. either from Canned Food Crates found in WvW
Usage
General
- Invoking a legend resets energy to 50 (potentially 75 if traited), removes 1 condition, and could even trigger the sigils of your active weapon set (if they are not on CD) among other things. 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.
Swiftness uptime.
allows for easy permanent
- Dodging removes 1 condition via . This is your primary line of defense against conditions.
- provides damage mitigation for a short while after you're healed. Ideally you should have permanent uptime, and the Holo cake consumables could help with that.
Shiro
Protection or even . That being said it still can't go through evasion or invulnerabilities such as .
is a skill with life steal, which means the damage it deals bypasses any damage mitigation including
- 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.
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.
Quickness coupled with unblockable attacks. 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.
is great for initiating fights from range and immediately starting off with
- 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
- and are great AoE skills, but the latter deals more damage against single targets. Use these on CD.
- Archemorus in a way acts as your 3rd offensive set.
- Swapping legends doesn't cancel .
Quickness which makes it a great setup skill for GS burst combos or it could speed up your attacks when you need downed cleave.
applies
and add a bit of extra reach if you're on GS or out of shortbow CDs. 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 weapon skills are spent then 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.
Sustain
- Greatsword is the more defensive of the 2 sets.
- 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).
- The Kurzick (blue) side of is your defensive legend, atlhough both the Luxon side and Shiro have some great defensive skills too.
- is your mass cleanse and basically a 4th healing skill on the build because of how much it heals for each condition that's removed.
- Both legendary stances have access to an evade skill:
Resistance - it can be used while
Immobilized so you'll be able to move freely after the evade frame.
on alliance stance and on Shiro. If you have energy but not endurance to dode then these are great options for avoiding damage. While Battle Dance doesn't directly remove movement impairing conditions (unlike Riposting Shadows) it does give you
- The best defensive skill is actually found on the most offensive legend: the Luxon skill
Daze can stop incoming burst attempts while the
Stability makes it easier to get a full channel of your heal off. It even breaks stun and does decent damage.
is always useful. The
- If you're low on health it's common practice to use both
Stability.
and back-to-back, especially after Reaver's Rage for
- is good for surviving heavy incoming damage if you have no other way to avoid it. It offers strong mitigation but also drains your HP and makes it so you won't be able to heal yourself, so don't maintain it for long. Only use it briefly, and rarely.
Ratings

Devestation instead of invocation, swap to surging rune. Overall similar dmg maybe slightly worse if you get unlucky with crits but near permanent resistance is an incredibly huge survivability boost.

Probably one of the best roaming builds around. Insanely good sustain and damage, and for some reason it even got buffed last week.
Comments
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