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The Guardian

Discussion in 'Professions' started by Zosimus, Jan 29, 2012.

  1. Zosimus

    Zosimus Grand Inquisitor
    Stratics Veteran Alumni Stratics Legend

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    So you decided to play a Guardian. What is a Guardian all about? Magic and a fighter with heavy armor.


    This video from TotalBiscuit has commentary with Colin Johanson. You will get to see some gameplay and how the Guardian works. This a demo video.

    [youtube]-healkDctCw[/youtube]



    Alexrediculous is at it again giving his opinion on the Guardian. He talks about weapons and their uses in more details.

    [youtube]2I7BG99Uw10&feature=related[/youtube]
     
  2. Zosimus

    Zosimus Grand Inquisitor
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    Over at Team Legacy, Naido put up an excellent guide for any Guardian professions fans out there. Team Legacy gets all the credit for this guide and thank you for having this up for all the fans to see. Nice job all.


    Go visit Team Legacy to support our fellow guild fan sites for all of GW2.


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    Guardians have a modest array of weapons at their disposal. These weapons can be roughly described based on their slant towards defense, offense, control, or support. I will attempt to describe each weapon and its potential in exhaustive detail below.

    There's little point in an introduction or other fluff for a guide dealing in such specific matters, so we'll just dig in.
    Guide by Naido
    Banner (see above) by Demosthenes

    ----------------Table of Contents----------------
    I. Greatsword Analysis
    II. Hammer Analysis
    III. Staff Analysis
    IV. Mace Analysis
    V. Longsword Analysis
    VI. Scepter Analysis
    VII. Shield Analysis
    VIII. Focus Analysis
    IX. Torch Analysis
    X. References and Contact Information
    ----------------------------------------------




    Return to Table of Contents

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    Greatswords are an aggressive weapon that emphasize closing the gap between yourself and your target, with skills such as Leap of Faith (4) and Binding Blade (5). It is noteworthy that Binding Blade (5) is one of the game's few pull attacks. Whirling Wrath (3) is great for AoE, but it should be used at melee range to hit your targets as consistently as possible. It is worth noting that casting Binding Blade (5) on targets near the maximum range of the skill takes practice, in part due to its sluggish casting speed. This quirk is particularly lamentable because 90% of the time, the enemies worth using it on are the ones that are in the "gray zone" already. The Binding Blade (5) debuff on targets will also disappear once the targets are 600 range away from the Guardian. Fortunately, the greatsword has great internal synergy due to its vast melee-AoE damage and the balling power of Binding Blade (5).
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    • Wrathful Strike (1) builds Might for each foe hit, so take advantage of multiple adjacent foes to build stacks.
    • Use Binding Blade (5) to bring your enemies next to you before using Whirling Wrath (3).
    • Use Leap of Faith (4) to close to gap between multiple ranged foes and yourself for a (5) (5) (3) combo.
    • If you have time, place a Symbol of Wrath (2) in the middle of your (5) (5) (3) combo to rack up AoE damage.
    • Start casting Binding Blade (5) before your enemies begin to run away. Mastering this ability is all about timing.
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    The damage dealt by a greatsword Guardian is quite impressive; this weapon can slice through packs of mobs very quickly, as all of its skills focus on AoE. The CC offered by the greatsword isn't as helpful in PvE solo play as it in PvP modes, where most mobs will run up to you and stay there on their own. That being said, it can ball ranged foes up nicely for the greatsword's other attacks. You can cast Binding Blade (5) solely for the DoT effect if the foes are willing to come to you.

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    In SPvP, where control points create natural hotbeds of enemy activity, the short-range AoE offered by the greatsword is almost just as relevant as it is in solo PvE. The ability to pull in multiple foes with binding blade can also clinch an AoE-victory for your team in a large fight, though these fights are infrequent. Unfortunately, with only Binding Blade (5) to prevent your foes from escaping your reach, landing auto-attacks can be difficult. If you intend to use the greatsword often in this mode, you might consider bringing another form of crowd-control.

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    Unfortunately, more than one of these skills immobilize the caster while casting, making the greatsword an awkward weapon to use in highly-mobile WvWvW. I could imagine a Longsword/Shield and Greatsword combo with Renewed Focus working well in an open-field combat situation for jumping into swathes of opponents and catching them off guard, but even that purpose might be better served by a hammer, which could pin down those enemies for much longer and make them easy prey for your group. The retaliation buff for your allies from Symbol of Wrath (2) is somewhat relevant in WvWvW, though it is has a lengthy cooldown for a symbol.



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    Hammers seem diametrically opposed to greatswords in the hands of a Guardian. The terminal strike of the auto-attack chain creates a symbol that grants Protection. Hammer Guardians can knock a single foe back as well as immobilize multiple enemy targets in a line. Most importantly, the hammer has a ward spell which prevents enemy movement across the ring.
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    • Symbol of Protection (1) has a relatively long cast time, but the Protection boon is very strong.
    • Use Symbol of Protection (1) and Mighty Blow (2) to punish enemies caught inside Ring of Warding (5).
    • Use Banish (4), followed by Zealot's Embrace (3), and lastly Ring of Warding (5) to keep melee foes away from you.
    • The (4) (3) (5) combo can also be used to keep opponents off of points in SPvP.
    • Don't use Banish (4) after Ring of Warding (5) if you're trying to keep enemies away from you; the enemy will fly into the ring and bounce back inside.
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    The hammer offers solo Guardians an effective way to handle packs of mobs, damage included, and Zealot's Embrace (3) + Ring of Warding (5) can be used to keep your enemies away from you while you catch your breath with Virtue of Resolve. Against single targets, all of that AoE power feels wasted, though. While not particularly versatile, the hammer's exceptional AoE control and damage abilities are worth bringing.

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    In SPvP, the hammer is beyond powerful; it is capable of keeping single foes -- or even small groups, with good aim -- off a point for twice as long as necessary to neutralize it. Combine that with Banish (4), which lets the Guardian expel a single foe from the point, and you have a weapon that seems to have been tailored specifically for point control. I highly recommend the hammer as a control weapon to complement some other weapon set.

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    The outlook for a hammer in WvWvW isn't as rosy, however, since it is a melee, short-range control weapon. Two of its skills, however, can be used to prevent group of foes from crossing a choke. Even Banish (4) can be used to remove annoyingly disruptive melees from your group on the off-chance that there are any. Additionally, if the Guardian can wade his way toward a keep door, he can swing at it a few times to drop a Symbol of Protection (1) that will assist the players manning the battering rams. A frustrating weapon to use, maybe, since auto-attacking is usually out of the question, but it isn't the worst option.



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    The staff is a utility weapon, plain and simple. Its auto-attack is a mid-range AoE, it has a short-cooldown symbol that grants swiftness, and a ward spell. Staves also offer instant AoE healing from Orb of Light (2) and "instant" AoE healing at the end of the channel of Empower (4).
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    • Wave of Wrath (1) is easy to hit enemies with; make sure you always have it active in combat. Death by a thousand papercuts!
    • The trajectory of Orb of Light (2) can be difficult to master, especially since the orb will dissipate if it hits an object or even the ground. Areas of variable slope make this ability notoriously unreliable.
    • The most reliable way to utilize Orb of Light (2) is to tap it twice to immediately detonate it, transforming the ability into a much more consistent PBAoE.
    • Drop Symbol of Swiftness (3) before you need to start moving to squeeze a few extra seconds of swiftness out of it. This is especially relevant in SPvP just before the game starts (cast at ~5 seconds to start) and when your team is about to finish capturing a point and is going to move on to the next one.
    • Begin channeling Empower (4) just before a fight starts to build stacks of Might and heal initial damage dealt to you or your team, while also increasing the odds of successfully completing the entire channel.
    • Channeling Empower (4) during any PvP mode makes the Guardian a crowd-control magnet, so watch out! Bring some form of stability if you need to ensure this ability can complete its channel.
    • Line of Warding (5) is great to throw ahead of runners, keep enemies off of points, stop enemies at a choke, frustrate idiots...the possibilities are endless!
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    Staves fall short in solo play, due mostly to the AoE-support and utility role they fill. The auto-attack, while having a sizable AoE, does a relatively small amount of damage to each target. Thus, killing a single target is aggravatingly slow and will leave most Guardians wondering, "Why am I using this weapon?" I suppose it's a decent weapon for traveling, though, with Symbol of Swiftness (3); Orb of Light (2) can be double-tapped to self-heal while running away. Line of Warding (5) is great for preventing monsters from following you, because they will almost always run into it more than once. With these traits combined, the staff can have a purpose in solo combat -- as long as that purpose is to get out of it!

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    In SPvP or small group settings, the staff has some relevance. While it is far from strong without a large group, having allies to affect and enemies to deflect gives the staff purpose. With one to three allies around, the staff works essentially the same way as it does in WvWvW, except that it will be less impactful.

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    The staff is almost certainly the best weapon for a Guardian in WvWvW, due to the nature of its powerful control ability, Line of Warding (5). The wall was changed in BWE2 to have a casting range instead of placing the wall right in front of the Guardian; this makes the staff even more potent in WvWvW, though it was a Guardian's best option to begin with. Orb of Light (2) is also an excellent healing ability to support the players next to the door, as it is a ranged skill-shot. Empower (4) grants allies might during the channel and (while this might be a bug) the heal does not have an AoE cap. With literally every ability the staff has being stellar in such a large group, it would be insane to choose another weapon over this one without some other specific strategy in mind.
     
  3. Zosimus

    Zosimus Grand Inquisitor
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    Continued....





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    The most faithful tool of a defense-oriented Guardian. The terminal strike of the auto-attack chain heals the Guardian for approximately the value of three ticks of Regeneration. The mace also offers an extremely low-cooldown symbol that grants Regeneration, and an unusual defensive ability called Protector's Strike (3). Protector's Strike immobilizes the Guardian as he channels the ability. If neither he nor his nearby allies are attacked over the ~3s channel, then he will grant a short protection buff to himself and nearby allies. However, if the Guardian or any of his allies are attacked, he will block the first attack and do damage in a small AoE around him. It is a strange ability, but it can be put to good use during a large brawl. Overall, the mace has the highest concentration of healing ratios, which makes it an obvious choice for a support Guardian.
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    • Faithful Strike (1) provides exemplary healing for the Guardian. Stay close to enemies whenever you can to get the extra staying power!
    • Activate Symbol of Faith (2) whenever you or an ally could use the Regeneration boon, even while on the move. With a cooldown of only 8 seconds, the opportunity cost of using it tends to be very low.
    • Use Symbol of Faith (2) followed by Protector's Strike (3) to simultaneously heal and protect yourself and allies. If executed quickly enough, these two moves can also combo with themselves.
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    The incredible healing offered by the mace is appreciated during solo play, and it is capable of doing enough AoE damage with Protector's Strike (3) and Symbol of Regeneration (2) to be an effective weapon whether the Guardian is surrounded by one enemy or ten. Remarkable sustain combined with respectable AoE damage make for a well-balanced and versatile weapon, as the Guardian heals enough to ignore the "affections" of at least one monster, and has the durability to take on many. Unfortunately, this style of gameplay can get boring when fighting only one target, which could be a source of frustration for some players. Additionally, the damage dealt by the mace isn't nearly as stellar as offensive weapons like the Greatsword.

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    In SPvP, the mace is one of the best weapon options. Allies in the cramped control points will appreciate the healing granted by Symbol of Regeneration (2) and the sporadic blocking of Protector's Strike (3); should any enemies decide to attack in melee, the Guardian will get plenty of healing from his auto-attacks. It's a major factor in what makes a support Guardian so incredibly durable here, so it gets a perfect score on that merit alone.

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    Maces lose some of their trademark potency in WvWvW, where their auto-attacks are essentially useless much of the time. The mace also lacks any mobility, for the Guardian or his allies. However, a support Guardian dropping his Symbol of Regeneration (2) on the players managing the battering rams can do a great deal to extend their longevity. Considering that the healing from Regeneration can grow to over 300HP/S, maces are still a force to be reckoned with in WvWvW. When maces offer a uniquely large amount of sustained AoE healing, it matters little that they are difficult to hit with in door battles.



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    The longsword is the second one-handed martial weapon of the Guardian. It has decent offensive and defensive utility through a blinding teleport and a channeled block that spits out damaging projectiles. The terminal strike of its auto-attack chain throws out three short projectiles in a cone, all three of which can damage the same target depending on proximity. My biggest issue with the longsword is that with such an excellent gap-closer, it seems counter-intuitive to also have a block that counters ranged damage with ranged damage. Why not give the longsword a third ability that capitalizes on the close proximity? As a weapon, the longsword seems doomed to be picked for Flashing Blade (2) so that another, grittier point-blank weapon can do its job. Regardless, if a Guardian is looking for a tool to get into melee with his opponents, this one is easily his best.
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    • Sword Wave (1) can hit one target multiple times, but only in a narrow range. Keep your enemies close!
    • When resources permit, always equip on-hit or on-crit weapon upgrades and effects on your longsword set; the multiple hits of Sword Wave (1) can activate these effects individually. The "60% chance of bleeding on a critical hit" sigils are particularly nasty, especially when combined with "RIght Handed Strength" from the Radiance tree, which increase one-handed weapons' chance to critically hit by 15%.
    • Flashing Blade (2) might be the best gap-closing tool in the game; it is a teleport instead of a leap, so it can carry the Guardian through some obstacles such as Ring of Warding (Hammer 5).
    • Zealot's Defense (3) rapidly spits out projectiles, which synergizes well with the "on-hit/crit" equipment previously discussed.
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    While running solo, the longsword facilitates a quick killing pace, since Flashing Blade (2) considerably shortens the time it takes to reach the Guardian's next foe. The monsters should be easy to keep in the three-projectile sweet spot, so its damage ought to be consistently high. Zealot's Defense (3) could be used for some free damage if the enemies use ranged attacks, too, since they probably won't side-step out of its linear AoE. The longsword is a decent in-your-face weapon against foes who don't know better than to stand in its high damage zones; that is, computer-controlled monsters.

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    In SPvP, a Guardian's opponents are likely to be much more intelligent. This, unfortunately, devalues both the auto-attack's damaging sweet spot as well as the narrow AoE of Zealot's Defense (3). While Zealot's Defense (3) can block attacks and deal damage at range at the same time, it unfortunately is unlikely to deal its full damage to opponents who have
    brains
    keyboards. If you want to use Zealot's Defense (3) as a stalling tactic, you might consider using a mace instead, which can block only one attack but grants high-uptime Regeneration. However, the longsword is capable of eating powerful channeled ranged attacks like Unload in their entirety, while the mace cannot. Additionally, the longsword's auto-attack chain synergizes so well with "on-hit/crit, bleed", etc. that the longsword really is in its own class for dealing damage.

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    With the exception of a crazy Renewed Focus + Longsword // Hammer strategy for open-field clashes, Flashing Blade (2) will gather dust during WvWvW. Zealot's Defense (3) has some imaginable value, but since channeling it roots the Guardian in place, there's so few situations in which it is an effective skill that it is hardly worth mentioning. Being a melee weapon, the longsword also loses points for being difficult to auto-attack with.



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    The scepter has a basic, unevolving auto-attack projectile with 1200 range that moves somewhat slowly, displaying in full view the weakness of a Guardian at range. Smite (2), while unexceptional, is highly spammable, particularly for an AoE. The primary motivation for a Guardian to take a scepter lies in the medium-cooldown immobilize skill, Chains of Light (3). Aside from having a cool name and a flashy animation, Chains of Light offers a rare targeted immobilize to the Guardian. Additionally, the scepter features some marginal internal synergy, as Chains of Light (3) can easily keep foes in the AoE of Smite (2) for most of the duration.
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    • Orb of Wrath (1) is a snooze-fest.
    • Smite (2) should be used whenever possible, since its cooldown is ridiculously low (only 6 seconds!)
    • Cast Chains of Light (3) after using Smite (2) to keep foes in the AoE.
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    The scepter is a useful weapon in 1v1 or 1v2 PvE engagements, as it facilitates kiting efforts by the Guardian. When dealing with only one enemy at a time, the stopping power of Chains of Light (3) is hard to pass up on, especially considering the Guardian's Virtue of Resolve passive allows him to turn a lull in combat into an opportunity to regain some health. While it isn't preferred to engage more than one foe at a time, Smite (2) deals decent AoE damage. Striking opponents with the sluggish Orb of Wrath (1) repeatedly might grow tiresome and frustrating, however, so a half-point is taken off in the name of fun.

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    While the Orb of Wrath (1) projectile is as unmotivated to deal damage as ever, Smite (2) can be used to great effect on crowded control points, as the radius is large enough that Smite (2) will probably hit most enemies on the point. Additionally, Chains of Light (3) can be helpful for taking enemy points from right under their noses through control, or for stopping an opposing player from making an attempt to steal one of the boss kills. It can also, obviously, be used for chasing or escaping to and from points, but that's pedestrian fare for a weapon with any crowd control at all.

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    The scepter is the perhaps the second best weapon to bring into WvWvW. Orb of Wrath (1) may be frustrating to use against distant moving targets, but doors (obviously) cannot move and therefore are incapable of dodging the projectile. As scepters are one of two ranged weapon types available to Guardians and the weapon type with the longest reach, it is clearly the most advisable choice if you plan on doing a significant amount of WvWvW. It does lack any form of support, though, which feels like a missed opportunity.
     
  4. Zosimus

    Zosimus Grand Inquisitor
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    Continued....


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    Shields are the steadfast defenders of a Guardian's fleshy body. Shield of Judgement (4) provides Protection to allies in a cone in front of the Guardian, while doing damage to enemies caught in the blast. The real strength of the shield comes from its second and last skill, however. Shield of Absorption (5) is a short channel that immobilizes the Guardian, and enemies caught in the AoE are pushed away a sizable distance from the epicenter. The ability also blocks projectiles for the duration of the channel. While the ability has a long cooldown (40 seconds), its protection and control potentials are extremely high; Shield of Absorption (5) is incredibly versatile and reliable, as it has uses for every sticky situation imaginable. Shield of Absorption (5) is such a strong ability that I would still give the shield good ratings if that were its only skill. Overall, the shield has good synergy with regeneration effects, as both of its abilities can reducing incoming damage significantly, regardless of the number of inbound attacks.
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    • Use Shield of Judgement (4) while initiating a fight to deal damage before you're close enough to hit in melee and to reduce your opponent's opening damage.
    • In a group, turn around and use Shield of Judgement (4) to protect your allies from incoming AoE damage.
    • Shield of Absorption (5) can be used to keep enemies off a point, knock back chasing foes, block incoming projectiles in a large fight, prevent enemies from executing an ally, interrupt channeled abilities, push enemies back before placing a ward spell...the possibilities are endless! Again!
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    The shield might be an excessively defensive choice in small-scale PvE. Shield of Judgement (4) can be used as a medium-range attack as the guardian approaches his quarry, and it will also reduce the initial damage the monster does to him. Because Shield of Judgement does AoE damage, it can also be used to whittle down packs of monsters as part of a mobbing strategy. Shield of Absorption (5) features prominently as a defensive ability here, since melee monsters will always have to traverse the entire range of the knockback to get into melee range again. The shield, however, lacks the deliberate damage of the torch and the Regeneration granted by the focus, while the focus has similar control and defensive capabilities against monsters.

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    Protection, crowd control, projectile absorption, a cone AoE...the shield has it all. Shield of Absorption (5) is often pivotal in point battles; it is also able to knock melee opponents away and block incoming ranged attacks. As mentioned in the weapon summary, Shield of Absorption (5) is too good to be true, and it is the sole reason I recommend the shield so highly for this mode.

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    While Shield of Absorption (5) isn't nearly as versatile in WvWvW due to the sparseness of close-range engagements, it is still a worthwhile defensive asset since it can block the many projectiles being sent at your team for a few precious seconds, as well grant AoE protection.



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    The focus can be seen as a jack-of-all-utilities, since both of its abilities have multiple types of applications. Ray of Judgement (4) is one of the stronger ranged support abilities for a Guardian, resembling the Purfying Ribbon that accompanies the Tome of Courage Elite skill. Its second skill, Shield of Wrath (5) is a self-only shield that blocks the next three attacks, exploding to damage enemies around the Guardian if its duration expires before running out of charges. This ability is notable as long as the Guardian can manage to protect the shield long enough for it to explode. The focus has good internal synergy, as its two abilities can be combined to increase the likelihood that Shield of Wrath (5) will deal its very impressive terminal damage.
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    • Use Ray of Judgement (4) to blind foes and regenerate yourself and allies in a tight brawl.
    • Use Shield of Wrath (5) just before using another form of control or defense, such as Ray of Judgement (4), Flashing Blade (Longsword 2), or Protector's Strike (Mace 3) to greatly improve the odds of Shield of Wrath dealing its very high detonation damage.
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    As the Guardian runs (or jumps) into combat with one or two foes, hitting Shield of Wrath (5) and then Ray of Judgement (4) is usually enough to keep the shield from being broken so that it can explode. When engaging groups of enemies, the Guardian will need some other form of control, like the two mentioned in the "Advice" section. Since the whole goal of this combo is to keep enemies from hitting you, it is inherently defensive. If anything, the focus is able to prevent the most damage in PvE when compared to the other two off-hands; for example, eating three boss swings with Shield of Wrath (5) is an incredible amount of damage absorption for one skill.

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    Because getting Shield of Wrath (5) to detonate can be so pivotal for this weapon to function effectively, the slightly less predictable human enemies can cause trouble for a Guardian using a focus. Ray of Judgement (4) is a stellar ability in this scenario, though, as it has a plethora of effects that all serve the same end: giving your allies the edge they need to win a fight on a point.

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    The scepter's Shield of Wrath (5) just isn't particularly useful in battles of this scale and distance. On the off-chance that you can close the distance to an enemy group, there's almost no chance that the Shield of Wrath (5) will be able to detonate. While being able to block three attacks and potentially deal damage might sound helpful, Shield of Absorption (Shield 5) can knock down foes in the Shield of Wrath (5) damage range and block a potentially infinite number of incoming projectile attacks for you and your allies. Ray of Judgement (4) can remove conditions from -- and regenerate -- several allies, but Cleansing Flame (Torch 4) is capable of removing more conditions from the same number of targets, and removing the same number of conditions from more targets. In the defense department, the focus gets totally outclassed by the shield. As a condition removal support weapon, the focus is inferior to the torch.



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    The black sheep of the Guardian' arsenal, the torch offers an odd blend of offense and support utility. Its first skill, Cleansing Flame (4), damages enemies and removes conditions from allies at short range. The second skill, Zealot's Flame (5), is a self-buff that lasts ten seconds and applies three seconds of burning to up to three nearby enemies periodically. The effect can also be detonated to deal damage to a target at range, but this lengthens the cooldown of the ability.
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    • Cleansing Flame (4) is a great skill to activate over a group of foes and allies, simultaneously dealing rapid damage to enemies and removing pesky conditions from allies.
    • Zealot's Flame (5) should be active whenever an enemy is in melee with you.
    • I don't generally recommend activating Zealot's Flame (5 5) to deal ranged damage, but I'm sure there are situations in which it is worthwhile to do so.
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    The torch offers great PBAoE damage with Zealot's Flame (5) active, and it will be active about half of the time. Having a burning aura is a powerful motivation to take the torch over any other off-hand weapon for killing monsters. Cleansing Flame (4) deals damage rapidly in a cone AoE, and therefore will frequently trigger Virtue of Justice. Overall, taking on small groups with a torch in the off-hand is a great way to cut through enemies quickly.

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    The same principles applies here as above, except the human enemies are less likely to sit next to you and take the burning damage from Zealot's Flame (5). While a crowded point offers an excellent opportunity to support allies and harm enemies, Cleansing Flame (4) isn't always easy to aim when the enemies can have such a high radial velocity. It's a better than average choice, to be sure, but it's far from perfect.

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    Zealot's Flame (5) just isn't relevant here, as it shares the same crippling weakness of many Guardian skills: short range. While the second activation can deal decent damage, the cooldown is fairly long just to squeeze out a ranged attack. Cleansing Flame (4) can be used effectively to remove conditions from groups of allies, though, which is helpful since AoE condition fields are commonly used by defenders against enemy groups assaulting gates or even battling in an open field. For that purpose alone, it is a thoroughly decent support weapon.


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    X. References and Contact Information

    Basic skill information and skill icons: http://wiki.guildwar...guardian_skills
    Weapon icons: http://wiki.guildwar...ategory:Weapons

    Contact information format stolen from: Ayleas
     
  5. Zosimus

    Zosimus Grand Inquisitor
    Stratics Veteran Alumni Stratics Legend

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    Ok Guardian fans. We have seen many videos but for the newer players that are just getting into GW2 this video may help you. I am a definet fan of the guardian profession but I do hope you enjoy this video from Haasth22 .


    Great video and GW2 Stratics thank you Haasth22 for having this great detailed video up for all the fans around the world.


    With Haste - GW2: Guardian Spotlight



    Published on Jul 7, 2012 by Haasth22
    A hasty look at the Guardian profession!
    Follow me on Twitter → https://twitter.com/#!/Haasth

    The Guardian isn't your run-of-the-mill soldier and doesn't bubble + hearthstone either, instead he (or she) throws a variation of spirit weaponry and blue sparkly flames in your direction while making sure you won't be reaching him or his allies.
     
  6. Amelia Potter

    Amelia Potter Visitor

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    Nice advice I am following it and I am a winner.