Power Guardian

is less beginner friendly when compared to . This is because you are required to have in order to benefit from the 20% modifier . Knowledge of the encounters is vital to ensure that you maintain .

As with , this class provides through .

has a simple rotation which can easily be picked up but due to the requirement of it should not be a beginner class.


Build Updated
Jun 2, 2021
Skill Floor
2 / 5
Skill Ceiling
5 / 5
Boon Reliance
5 / 5
Added
May 2021 Balance
Item Stat Sigil / Rune
Helm
Berserker's
Shoulders
Berserker's
Coat
Berserker's
Gloves
Berserker's
Leggings
Berserker's
Boots
Berserker's
Primary Weapon Set
Main Hand
Berserker's
Offhand
Berserker's
Secondary Weapon Set
Main Hand
Berserker's
Item Stat
Backpiece
Berserker's
Accessory
Berserker's
Accessory
Berserker's
Amulet
Berserker's
Ring
Berserker's
Ring
Berserker's
Food & Utility
Food
Utility
Infusions
Infusion x18
Rotation Log
Build Template
x 2 x 5

Use off .

Use off .

Use your virtues with the following priority:

Use a Virtue for every burst: [ ] x 4 (Use a Virtue when runs out.)

After the opening when you back to sword, will be on cooldown. You will need to fill in with two sword auto chains till it comes back off cooldown:

x 2

Successfully canceling and aftercasts could allow you to fit in an extra in a sword loop.

Utility Skills & Variations

is extremely strong due to its short cast time and the large amount of heal you get out of it.

is not really used in raid scenarios due to the low uptime of without . It serves as a minor DPS gain and should almost always be swapped out.

can hold three charges and should always be used in combination with . This utility can also stack up very quickly.

provides 300 damage but should only be used if you are running .

can be used to top up and for your subgroup. This will be very useful during split phases where boons can get low.

is a good choice in well coordinated groups as you can use weapon stow to cancel the animation but still keep the block, however this removes any kind of heal from the skill.

can be taken in situations where you lack condition cleanse.

is mandatory for all encounters. This is the easiest way to ensure that you have permanent uptime. The only exception to this is if you have another in your subgroup and you can share through .

can be taken instead of to provide a higher uptime of and for . Only do this if you can trust that you won't have any issues with uptime.

Traits & Variations

grants you + 80 and + 80 . It also reduces the of your Sword skills.

causes you to do 10% more damage when under the effects of . This is one of the first reasons why maintaining is so important.

causes you to gain 10% when attacking an enemy with and gain + 150 . This is one of the many reasons as to why you never require with this build.

causes you to gain 25% when under the effects of . It will also grant you once every second.

causes you to deal 7% additional damage to enemies with .

will cause your Symbols to apply two stacks of per pulse. This trait will help you maintain on a boss. This trait also causes you to deal 5% more damage to enemies that suffer from .

causes your Greatsword skills to have a reduced by 20%. You also gain + 120 on any weapon set and an additional + 120 when on your Greatsword.

causes your Symbols to do 30% more damage.

causes your skills to do 10% more damage to enemies that are standing in your Symbols. This modifier has a maximum of five stacks, 2% damage per stack, and should always be at five stacks.

causes you to deal a massive 20% more damage when under the effects of . This is why it is so important to maintain at all times.

will grant you whenever you use a Virtue: This can be used to top up your if you see that it's getting low. Prioritize using .

grants you 10% damage for six seconds after using a Virtue.

reduces the of your Virtues by 15%

causes to trigger more frequently thereby allowing you to have higher uptime on enemies.

On CC heavy fights, like , and , you should take instead of . These traits can be found in the trait line. This will cause you to lose some and therefore you will need to change your gear.

If you are taking it means that you should be using to help CC. This will also buff your allies with the passive effect from for 10 seconds. Try to use towards the end of the to make sure your group benefits the most from the buff.

If you are really struggling with uptime you can take instead of .

Gear Variations

If you have : Full Berserker Armor, Trinkets and Weapons. . and . and . Full .

If you don't have : Full Berserker Armor and Weapons. Full Berserker Trinkets except for an Assassin's Ring and Accessory. . and . and . Full .

Introduction to Guardian

Symbols are unique to the class. They pulse AoE damage to enemies and grant boons to allies.

Each Symbol grants a unique boon. These are the most common Symbols that you will come across and their associated boons: is from your Scepter and grants . is from your Sword and grants . is from your Greatsword and grants . is from your Staff and grants .

You have a few traits that make your Symbols extremely important: causes your Symbols to inflict . This trait further causes you to deal 5% more damage to foes inflicted with . causes your Symbols to deal 30% more damage. grants you a stacking buff whenever your Symbol hits a foe. This buff grants you 2% more damage per stack, with a maximum of five stacks.

Spirit Weapons are utility skills that are unique to the class.

All Spirit Weapons use an ammo system.

With the build, you will only come into contact with .

is used in your rotation to boost your burst and to reduce the amount of auto attacks that you use. It also inflicts . This will boost your DPS through .

There are your virtues that you have available to you when playing : , your F1 skill, , your F2 skill, , your F3 skill,

You can cancel the aftercast of three skills: by auto attacking afterwards. by weapon stowing or moving. by stowing.

and you: is one of the reasons why is one of the best DPS options for certain bosses and knowing how to use it properly is really important. It’s an impact damage skill followed by a damage over time portion that scales with and is affected by , but not by . This makes it quite unique as the damage over time portion counts as a condition that scales with so can tick on the for full damage, for example. That’s all interesting and whatnot but the impact damage portion of this skill is what we really care about. Casting while inside a hitbox will hit only once but if there are enemies around your target in a 600 then it’ll add one extra hit per target up to a maximum of five. There will be mentions at each boss on how to abuse this so make sure to read them.

Always use inside the boss's hitbox to maximize the number of hits.

Remember that on Focus you have which gives you access to three blocks. This might be a life saver. If you don't trigger all blocks, it will explode and deal a decent amount of DPS.

If you’re blasting before a boss then use . Starting a fight is useful for better positioning before engaging as well as starting the boss slightly later for a better kill time.

Breakbars

= 150 damage.

= 300 damage.

Spirit Vale

There are a few sources that can strip your here so you need to be fairly careful: - The auto attack from . - The ticking damage from standing inside the AoE circle of a . - The Blue AoE circles will strip on spawn and when they trigger the teleport.

To reapply your you can use or . If you are struggling with uptime, you can always play .

You can use inside 's hitbox to get the maximum hits, assuming that are near. You need to be careful that you don't get your stripped. You should also go inside his hitbox whenever you use .

If is about to phase you should save your burst.

Use to regain your health after has triggered. This will get you back up the full health within a second or so and make sure that you get the benefits from .

If a green explodes just after phases, then you can use to help heal up your group at the .

Use during the split phase to make sure you maintain permanent .

There are a few sources that can strip your : - The auto attack from . - The from . The adds that spawn after the can strip your if they are not cleaved down quickly.

Use or to reapply your after . If you don't have either of these skills ready you will need to to ensure that you maintain the buff from .

Make sure to always stand behind to avoid getting hit by as this will strip your .

You can use inside 's hitbox to get the maximum hits, assuming that there are adds nearby. You need to be careful that you don't get your stripped by an auto attack when you do this. You should also go inside his hitbox whenever you use .

During the split phase you can use Whirl Finishers in Light Fields to cleanse . The pulse AoE around them and will slow down your split phase if you can't clear it. You can use to cleanse the if you still have it when returns. This will also top you up with due to .

Use to get quickly from one to the next.

Use during the split phase to make sure you have permanent .

You can use during the , so you can continue your burst rotation throughout. Just make sure that you stop your burst if runs out due to slow CC.

To help with CC, take instead of . This way you can proactively use on the . Use it towards the end of the so your other DPS classes gain from the effects of . Check the "Gear Variations" section at the top of this page to see what gear you need to take when running .

Moving inside hitbox to use or may cause you to get the mechanic. The closest squad member to will receive it. To avoid this, you can wait until someone gets this mechanic before moving inside the hitbox.

Make sure you use or after each , they explode on the group.

Try to always flank , to avoid her auto attack from stripping .

Use to get back to quickly if you need to move out due to a .

Salvation Pass

You can place on before he turns hostile to give him . This way he will approach your team a lot faster.

Remember that the green floor will strip !

If your are not in efficiently, you can use to help them in. If they are well, you can use inside the hitbox of for a DPS increase.

You can use to help you deal with and to get back to quickly.

Don't waste your burst while has his up or is about to go into his .

To help with CC, take instead of . This way you can proactively use on the . Use it towards the end of the so your other DPS classes gain from the effects of . Check the "Gear Variations" section at the top of this page to see what gear you need to take when running .

We recommend playing at this encounter.

Stronghold of the Faithful

We recommend playing at this encounter. We recommend playing at this encounter.

Bastion of the Penitent

Use to get back to if you get ported by .

If you are struggling with , you could drop for . If you do this, you will need to be very careful with getting your stripped!

Take care when using as it could reflect 's .

This boss is pretty much a DPS golem so use it to practise your rotation.

Don't waste your . Use it if you need to tank a tile or if are approaching.

Try to be on your Greatsword set and use your burst just as the arrive. This will quickly burst them down.

Use to give your subgroup a bit of when the come in.

There are a few sources that can strip your : - The auto attack from . - The from . - The from . - Jump this shockwave to avoid getting your removed. - The AoE circle around a spear that has spawned.

It is fairly easy to keep almost permanent on due to his slow attack rate and clearly telegraphed attacks. As long as you are always standing behind and jumping the you should never lose .

Your rotation should sync up nicely with each . Try to open up after each on Greatsword.

The only annoying part for uptime is during the split phase, as you need to stay behind Guldhem permanently.

Don't waste your burst while has his up or is about to go into his .

To help with CC, take instead of . This way you can proactively use on the . Use it towards the end of the so your other DPS classes gain from the effects of . Check the "Gear Variations" section at the top of this page to see what gear you need to take when running .

There are a few sources that can strip your . - The auto attack from . - The from . - This will strip your even if you go to the middle.

Playing here can be fairly annoying as you are forced to every or it will strip your . If you decide to block it you will need to make sure that you have or available. Assuming this is true you can reapply your instantly afterwards.

will strip your not matter what you do. Always make sure to have or ready. You can use this to your advantage by continuing DPS on and ignoring the central bubble of protection.

For the rest of the encounter just stay behind and do your normal DPS rotations.

Prides and Greeds will strip your if any of them manage to reach Saul, so remember to apply it accordingly. These adds can be used as additional targets when using . The hands and also count towards , so make sure to stand inside when using this skill.

During the split phases you shouldn't hold back on your rotation. Most of your skills have a very short and will be ready by the time you return to .

Use when you are teleported if you see that your is dropping.

Hall of Chains

We recommend playing at this encounter.

There are a few sources that can strip your . - The auto attack from . - The green AoE circles that spawn after each . - The glowing fractures that spawn on the ground will strip your when they explode. - The small AoE created when teleports will strip all boons. - The "Soul Split" attack will strip all boons. - The AoE that surrounds during . - The cone attack that strips boons as you are pulled towards . - Strips every tick that it is active.

is a fairly easy encounter to maintain permanent on. Although it seems as if there are a lot of ways to lose your , all you need to do is stand behind him at all times and you can avoid all these attacks. The only thing that you cannot avoid is , once you've received it. You can avoid ever getting the mechanic by never being the closest person to .

If you have up near you can use them for additional targets when using so make sure you stand inside 's hitbox.

After the , if your is being lazy with condition cleanse you always have the option to use . You will also need to reapply your with or .

Mythwright Gambit

the first from and immediately use to apply . If you are playing with multiple , you can block the first .

Your and perform very weirdly at Conjured Amalgamate. Try to take a few steps back, away from Conjured Amalgamate, before using these skills. This will help you target them better.

You should delay until the Swords or Shields have spawned. This will ensure that you gain all five hits from this skill. If you have lazy , you can use to pull in the enemies yourself.

You can use your full burst on the Hand, when it comes down. All of your skills will be back off when Conjured Amalgamate becomes vulnerable.

We recommend playing at this encounter. We recommend playing at this encounter.

The Key of Ahdashim

After the first Pillar is destroyed you can instantly use to get to and start your rotation. This continues to apply after each Pillar mechanic and after each split phase.

When you see the big Eye above , you should use . This is because is about to gain and you can easily destroy yourself without .

During the split phases, you can block projectiles from the Hands with your .

We recommend playing at this encounter. We recommend playing at this encounter.