Someone on forum asked for my equipment setup, and I thought I might as well post my experimental guardian build on the forum. First I want to make clear that the way the game works now, conquerors are superior, period. This build is the most undamaging you can possibly imagine for a guardian. If you want a guardian that does more damage than clerics, this is absolutely not for you. I designed it solely to survive bad t2 and t2.5 teams, to aggro everything, and buff teammates with significant action point gain and damage increase, and I believe at this it does very well, but at everything else it fails. Simply put, decent t2 and t2.5 teams will have a cw or two constantly keeping enemies busy, and the gf shouldn't really have to tank that much, in which case dps would be king, so if you tried using this build with good teams, you'll quickly notice that you aren't making use of all your overstacked defense and defensive skills and that your turtle poke attack isn't giving you any real dps.
Starting stats:
12 str, 16 con, 16 dex, add to con and dex every 10 levels.
Character equipment:
Indomitable champion set, briartwine enchantment (works great with cleric astral seal debuff)
ancient weapon and shield, greater bronzewood weapon enchantment (great for aggro and debuffing damage to teammates)
hrimnir jewelry
thickgristle belt (sildeyur belt works as well)
gemmed exquisite shirt and pants.
Rank 7 dark enchantments in defense slots for some self-healing OR rank 7 radiant enchantments in defense slots for trollish high hp, rank 8 silver enchantments in offense slots for recovery, rank 6 dark enchantments in utility slots (for total of 15.1% runspeed increase when combined with armor set runspeed bonus).
Cat equipment:
Two rank 8 eldritch runestones in offense slots for armor penetration, rank 8 eldritch runestone in defense slot
hrimnir amulet (sildeyur cloak is better) with rank 7 dark enchantment
seal of the executioner ring (478 regeneration, but I read on forum they nerfed future rings) with rank 7 dark enchantment
some lvl 50ish rare 298 regeneration belt with rank 7 dark enchantment.
I went cat with this build but acolyte of kelemvor can give you a total of 60%+ damage reduction when she buffs you which I think makes her more powerful than cat. If you go acolyte of kelemvor, you can get a quite big 10% damage reduction buff from her, as well as lifesteal. Equipment should just stack lifesteal first and foremost, recovery secondarily. Her rank 30 skills seem great so if you go this route make sure you spend the 750k to upgrade her, and forget about boosting her survival.
With cat, your end stats should be approximately
2k power
31k hp
5k defense (51% damage reduction if not human)
2.6k deflection (29%ish if not halfling)
1.4k regeneration
1.2k lifesteal
2.2k recovery
1k armor penetration
700 critical strike
PVE powers: Enhanced mark, trample the fallen, into the fray, iron warrior, enforced threat, fighter's recovery, supremacy of steel, threatening rush, tide of iron
PVP powers (this build isn't good in pvp btw): Combat superiority, trample the fallen, lunging strike, frontline surge, bullcharge, fighter's recovery, supremacy of steel, threatening rush, tide of iron
heroic:
5 1 3 0
0 0 5 0
3 3 0 0
protector:
5 shield defense, 5 plate agility
tactician:
5 5 5 0
1
0 5 0 0
Final tactician feat is useful here. In very bad situations where your shield keeps breaking, and your skills are on cooldown, your bad damage isn't going to build you much action point, you're gonna want to be able to gain AP while you get hit so you can get fighter's recovery faster.
A few tips while fighting
1. Into the fray is a fantastic AP boost to teammates, cast it whenever you can and when it is safe to go out of turtle mode to use it. I usually start battles by casting this first.
2. Enforced threat is great for this build, use it liberally and taunt as many things as you can even in boss fights, you can handle the damage much better than your teammates. This is usually the second spell cast.
3. Iron warrior usually shouldn't be used until you actually need it for the boost to shield strength and meter, you may be tempted to use it just to build AP but usually it's better to save it for when you are about to shield a lot of hits then build AP that way instead.
4. Why no cleave? Because with enforced threat, iron warrior, your massive defense, and the bonus to shield meter from your armor set, you very seldom have your shield break to the point you cant turtle and stab things from behind shield. Your shield will be continuously broken only on rare occasions.
5. Threatening rush, great for applying mark to everything to protect teammates. Use if you see squishy teammates being attacked by small mobs. You want things marked because marked targets also do 10% less damage to teammates.
6. Tide of iron is great for debuffing high hp enemies, they take 20% more damage. It also refills a large amount of the shield meter. If things get tough, using this occasionally will keep your shield meter up.
7. Fighter's recovery can make you heal from 50% hp to full just from hiding behind shield and poking. Best to time it so that you can sneak in an enforced threat with a lot of enemies around you, the AoE damage from that can heal you significantly.
8. Supremacy of steel is most useful when you have bad teammates who don't crowd control the enemy, and there are a lot of enemies attacking you. 2-4 seconds before it ends, click the skill again to make it send swords at everything around you.
9. Briartwine enchantment+astral seal cleric spell=win for you!
10. Bronzewood enchantment builds aggro very well, it marks targets with a 12 second debuff with a 20 second cooldown which lets you have an extra source of taunts about 40% of the time, and debuffs enemy damage reduction by 8% (normal) 12% (greater) 16% (perfect). Currently in AH I see normal ones for 60-70k AD.
11. Don't be afraid to poke from behind your shield most of the time! With iron warrior and enforced threat spamming, coupled with the occasional tide of iron, you can turtle a very high amount of damage. Marked enemies don't lose mark when hitting your shield, only when they hit you.
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