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Overview
This is a standard Guardian build designed for players who are not performing a specialized role (such as Egg Blocker) in the Triple Trouble encounter.
Skill Bar
First Weapon Set
Scepter/Focus
Utility
Elite
¼
Orb of Wrath
Fire a slow-moving orb at your foe.
Damage: 162
Range: 1,200
¼
6
Smite
½
20
Chains of Light
¾
20
Ray of Judgment
36
Shield of Wrath
1
40
Signet of Resolve
Signet Passive: Cures a condition from yourself every few seconds.
Signet Active: Heal yourself.
Healing: 8,150
Conditions Removed: 1
Interval: 10 seconds
30
"Stand Your Ground!"
¾
40
Bane Signet
1
180
Tome of Wrath
Second Weapon Set
½
Strike
¾
10
Whirling Wrath
½
15
Leap of Faith
¼
20
Symbol of Wrath
¾
30
Binding Blade
Slot Changes
Utilities
- For the
slot:
-
Hallowed Ground 1
80
Hallowed Ground
Consecration. Consecrate the ground around you, granting stability to allies inside.
Stability (2s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
Hallowed Ground (2s): Boon duration is increased by 20%
Number of Targets: 5
Pulses: 10
Duration: 10 seconds
Radius: 240
Combo Field: Fire
- Extra Stability and a Fire Field for Might stacking, most useful if your group is lacking Guardians (for Stability) and/or Elementalists (for Fire Fields).
"Retreat!" 40
"Retreat!"
- Extra mobility, increased up-time on
Unscathed Contender Deal more damage while under the effects of aegis.
Damage Increase: 20%
, and a well-timed Aegis can be invaluable; it's especially useful at Crimson or Cobalt.
Wall of Reflection 40
Wall of Reflection
Consecration. Protect the targeted area with a wall of mystic power that reflect projectiles.
Duration: 10 seconds
Combo Field: Light
- Helps protect your allies from Veteran Jungle Wurm spit while waiting to be eaten (Amber) or placing kegs (Cobalt).
- You can swap
Tome of Wrath 1
180
Tome of Wrath
for
Renewed Focus 3
90
Renewed Focus
Meditation. Focus, making yourself invulnerable and recharging your virtues.
Duration: 3 seconds
Prevents Capture-Point Contribution
.
Specializations
Can't find such trait "Guardian"! Please refer to our trait index
Can't find such trait "Guardian"! Please refer to our trait index
Can't find such trait "Guardian"! Please refer to our trait index
Can't find such trait "Guardian"! Please refer to our trait index
Can't find such trait "Guardian"! Please refer to our trait index
Trait Variants
- You can swap
Perfect Inscriptions Signet passive effects are improved.
Effectiveness Increased: 20%
for
Right-Hand Strength Critical-hit chance with one-handed weapons is increased.
Critical Chance Increase: 15%
- You can swap
Signet Mastery Reduces recharge on signets.
Recharge Reduced: 20%
for
Blind Exposure Inflicting blindness also applies vulnerability.
3Vulnerability (10s): 3% Incoming Damage
- You can swap
Unscathed Contender Deal more damage while under the effects of aegis.
Damage Increase: 20%
for
Master of Consecrations Reduces recharge on consecration skills and increases their duration.
Recharge Reduced: 20%
Duration Increase: 20%
(only when using
Wall of Reflection 40
Wall of Reflection
Consecration. Protect the targeted area with a wall of mystic power that reflect projectiles.
Duration: 10 seconds
Combo Field: Light
or
Hallowed Ground 1
80
Hallowed Ground
Consecration. Consecrate the ground around you, granting stability to allies inside.
Stability (2s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
Hallowed Ground (2s): Boon duration is increased by 20%
Number of Targets: 5
Pulses: 10
Duration: 10 seconds
Radius: 240
Combo Field: Fire
)
Weapons
First Weapon Set
- Scepter
- Stats: Berserker's (Power/Precision/Ferocity)
Superior Sigil of Force Superior Sigil of Force
- Focus
- Stats: Berserker's
Superior Sigil of Bloodlust Superior Sigil of Bloodlust Gain a charge of +10 power each time you kill a foe, five if you kill an enemy player.
|
Second Weapon Set
- Greatsword
- Stats: Berserker's
Superior Sigil of Force Superior Sigil of Force
Superior Sigil of Battle 9 Superior Sigil of Battle Gain 2 stacks of might (20 seconds) when you swap to this weapon while in combat. (Cooldown: 9s)
-
|
Sigil Variants
- Do NOT replace
Superior Sigil of Bloodlust
Superior Sigil of Bloodlust Gain a charge of +10 power each time you kill a foe, five if you kill an enemy player.
- You can swap
Superior Sigil of Battle 9
Superior Sigil of Battle Gain 2 stacks of might (20 seconds) when you swap to this weapon while in combat. (Cooldown: 9s)
for
Superior Sigil of the Night
Superior Sigil of the Night Outgoing damage is increased by 10% at night.
if it's night in-game.
- Put
Superior Sigil of Bloodlust
Superior Sigil of Bloodlust Gain a charge of +10 power each time you kill a foe, five if you kill an enemy player.
on an aquatic weapon too, otherwise you'll lose your stacks if you fall in water.
Equipment
Armor
- Stats: Berserker (Power/Precision/Ferocity)
Superior Rune of the Scholar Superior Rune of the Scholar (1): +25 Power (2): +35 Ferocity (3): +50 Power (4): +65 Ferocity (5): +100 Power (6): +125 Ferocity, +5% damage while your health is above 90%.
- Stats: Berserker
Superior Rune of the Scholar Superior Rune of the Scholar (1): +25 Power (2): +35 Ferocity (3): +50 Power (4): +65 Ferocity (5): +100 Power (6): +125 Ferocity, +5% damage while your health is above 90%.
- Stats: Berserker
Superior Rune of the Scholar Superior Rune of the Scholar (1): +25 Power (2): +35 Ferocity (3): +50 Power (4): +65 Ferocity (5): +100 Power (6): +125 Ferocity, +5% damage while your health is above 90%.
- Stats: Berserker
Superior Rune of the Scholar Superior Rune of the Scholar (1): +25 Power (2): +35 Ferocity (3): +50 Power (4): +65 Ferocity (5): +100 Power (6): +125 Ferocity, +5% damage while your health is above 90%.
- Stats: Berserker
Superior Rune of the Scholar Superior Rune of the Scholar (1): +25 Power (2): +35 Ferocity (3): +50 Power (4): +65 Ferocity (5): +100 Power (6): +125 Ferocity, +5% damage while your health is above 90%.
- Stats: Berserker
Superior Rune of the Scholar Superior Rune of the Scholar (1): +25 Power (2): +35 Ferocity (3): +50 Power (4): +65 Ferocity (5): +100 Power (6): +125 Ferocity, +5% damage while your health is above 90%.
|
Accessories
- Stats: Berserker
- Stats: Berserker
- Stats: Berserker
- Stats: Berserker
- Stats: Berserker
- Stats: Berserker
|
Equipment Variants
Runes
- You can use
Superior Rune of the Flame Legion
Superior Rune of the Flame Legion (1): +25 Power (2): +10% Burning Duration (3): +50 Power (4): 25% chance to cause burning for 1 sec when hit. (Cooldown: 10s) (5): +100 Power (6): +20% Burning Duration; +7% damage against burning foes.
if you dislike or can't afford Scholar runes, as the boss will always be burning with so many players attacking it.
Superior Rune of Strength
Superior Rune of Strength (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 20% Might Duration (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.
Superior Rune of the Ogre
Superior Rune of the Ogre (1): +25 Power (2): +35 Ferocity (3): +50 Power (4): 25% chance when struck to summon a rock dog. (Cooldown: 90s) (5): +100 Power (6): +4% Damage
Consumables
Buffs
Plate of Truffle Steak
Plate of Truffle Steak Nourishment (30m):
+100 power+70 precision+10% Experience from kills Consumable
Plate of Steak and Asparagus
Plate of Steak and Asparagus Nourishment (30 m):
+80 power+60 precision+10% Experience from kills Consumable
can be used as a cheaper alternative.
Superior Sharpening Stone
Superior Sharpening Stone Nourishment (30 m):
Gain power equal to 3% of your precisionGain power equal to 6% of your ferocity+10 Experience from kills Consumable
Hardened Sharpening Stone
Hardened Sharpening Stone Nourishment (30 m):
Gain power equal to 2% of your precisionGain power equal to 4% of your ferocity+10 Experience from kills Consumable
can be used as a cheaper alternative.
Misc.
Usage
General
- Listen to your commander and follow their instructions.
- NEVER use Light Fields like
Symbol of Wrath ¼
20
Symbol of Wrath
or
Wall of Reflection 40
Wall of Reflection
Consecration. Protect the targeted area with a wall of mystic power that reflect projectiles.
Duration: 10 seconds
Combo Field: Light
when your allies are trying to stack Might.
- NEVER use a Hammer during this encounter!
Symbol of Protection 1¼
Symbol of Protection
is a Light Field, but you can't avoid using it as it's tied to your basic attack.
- NEVER use a Staff during this encounter!
Wave of Wrath ½
Wave of Wrath
deals little damage.
Orb of Light ½
3
Orb of Light
deals little damage.
Symbol of Swiftness ¾
15
Symbol of Swiftness
just gets in the way, as it's a Light Field.
- overwrites the Might gained from blasting Fire Fields with its own, shorter duration Might.
Line of Warding 1
40
Line of Warding
is almost completely useless against these enemies.
- If you are fully defeated, use the closest waypoint and quickly run back to the fight.
Phase 1
- Listen to your commander and follow their instructions.
- Burn Phases
- Start with your Scepter and then switch to Greatsword.
- Skill order:
Hallowed Ground 1
80
Hallowed Ground
Consecration. Consecrate the ground around you, granting stability to allies inside.
Stability (2s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
Hallowed Ground (2s): Boon duration is increased by 20%
Number of Targets: 5
Pulses: 10
Duration: 10 seconds
Radius: 240
Combo Field: Fire
(if you're using it)
Shield of Wrath 36
Shield of Wrath
- Swap to Greatsword
Whirling Wrath ¾
10
Whirling Wrath
Strike ½
Strike
->
Vengeful Strike ½
Vengeful Strike
->
Wrathful Strike ½
Wrathful Strike
x3
Whirling Wrath ¾
10
Whirling Wrath
Phase 2
- Listen to your commander and follow their instructions.
- ALWAYS stay positioned between the decapitated wurm head and a wall or hill so it charges into that instead of away from your group. Otherwise, your group will have to waste time chasing after it.
- Dodging the decapitated wurm head's charge is extremely important as the attack is almost guaranteed to down you. When you see the wurm head rear itself up, it's about to charge.
- When the wurm head charges, stay away from the trail of yellow goo it leaves behind.
- Stability is especially helpful during this phase as the wurm head will periodically flop in place, launching all nearby players away.
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