I moved this to http://mmominds.com/2018/04/04/tonys-gf-notebook/ It's been updated and expanded, I'll continue updating it there as it wouldn't fit into forum posts anymore. (Last updated 1st January 2017) (While its PvP focused, it's possible to tank all PvE bosses with this build. You will need Frostborn gear for Sva, however.)
Hello this is Tony [email protected] I’ve exclusively played Guardian Fighter ever since the game was first released. I quit for a while around the time warlocks were released and now I’m back. When I came back I couldn’t find any up to date builds so I used my own. Now with Mod 10s release, I decided I might as well share it with you people.
In my opinion people should play whatever race they feel like playing. However, some beneficial races are from better to worse: Dragonborn: 3% Crit rate and you can choose to add +2 to Strength and Dexterity Half Orc: +2 Dexterity by default and optional +2 Strength, also 5% extra Crit severity Halfling: +2 Dexterity and optional +2 Constitution, as well as 3% deflect and 10% CC resist. Human: You can choose to add +2 to Strength, also you get 3 extra feat points and +3% defense Dwarf: Optional +2 Strength as well as +2 Constitution, also DoT and Knockback Resistance. Other races don’t really have things that benefit our Guardian Fighter much.
Attributes: As you well know, Main attributes for GF is Strength, Constitution and Dexterity. Strength: Give Damage Bonus, DoT resist and increases guard regen. Since we are focusing on a PvP build, damage is king, so get as much of this as you can! Constitution: Increases Action Point gain and Maximum hit points. HP bonus from this does not affect HP you get from equipment, so not good, but since it’s the primary attribute, game will always roll it highest. Dexterity: Gives Resistance Ignored, Deflection Chance and AoE resist. Resistance Ignored means more damage, so this is good too, extra deflection doesn’t hurt either. Intelligence: Gives recharge speed Wisdom: Gives Control Bonus and Control Resist Charisma: Companion Stat Bonus and Combat Advantage Damage Give all your points to strength and dexterity. Constitution isn’t nearly as useful.
Powers: I will color code them based on my opinion of them. Gold means good, silver means meh and bronze means bad.
At-Wills: Weapon Masters Strike: Since Mod10, this has become a lot better because animation ends faster now. In PvP, I use it once to put debuff on the enemy then stab from behind my shield or with another At-Will. In PvE, you can out-dps every other class if there are enough mobs around to slash. Crushing Surge: Very hard hitting single target skill, hurts decently if you can land a few hits after you debuff with WMS. Healing is a bonus although not much in PvP Cleave: Not as good AoE dps as WMS, not as good single target dps as Crushing Surge, so its really not that attractive at all. Your only AoE option if youre Iron Vanguard, however. Tide of Iron: Slow and not so damaging, puts a damage reduction debuff on enemy for everyone. Can be useful on PvE bosses.
Encounters: Lunging Strike: It used to have good damage, they nerfed it. It used to have fast cooldown, they nerfed it. Now it’s only good for solo questing. Enforced Threat:: AoE damage and a taunt, must have for PvE. Griffon's Wrath: Stun is probably the worst CC in PvP, however, it gives enough time to land 3 hits in a row if you have enough control strenght, when boosted with the feat it deals nice damage. I'm currently using this in PvP. Knee Breaker: As opposed to Lunging Strike, this ability kept getting buffs. Now with Mod10 You can only activate it with a target and it does a little base damage too. It is the highest damaging skill we have and applies a slow too which allows you to land your At-Wills more easily. Can come in handy in PvP and really good for single target PvE dps. Knights Challenge: Fun Encounter, however, it got nerfed with Mod10. If you are taking this, putting just 1 point on it should be enough for use in PvP. For PvE, if you want to single target dps, it really helps. Anvil of Doom: Was also very fun and source of much qq. Now it is nerfed and does less burst damage. Knee Breaker has better DoT and Flourish has better spike but it can still be useful albeit very situational. Flourish: Does good damage, stun is negligible as it makes little difference. Also gets you stuck during the animation which may be the death of you if you are fighting few people at once. Still, only burst encounter we have left now. Can be boosted with Feat too, if you plan on using it. Into the Fray: Also got nerfed, but still is bread and butter of GF, must have for PvE, good to have for PvP too. Iron Warrior: Good if you absolutely have to go all in tank in PvE, although loses its necessarity as you get better gear. Also, casting time is way too long to be comfortable. Knights Valor: Must have for any PvE GF, I’ve also seen some premades make decent use of it, but irrelevant for PvP for the most part. Bull Charge: This is love. Only Encounter from the glory days of GF that they didn’t nerf. Prone is one of the best CCs, it does good damage too, and is a gap closer. Would you want a coffee along that too? Commander's Strike:Good for zergs like Tiamat or Stronghold DragonsCan be a good damage source for defensive oriented builds and speeds up killing single target bosses by buffing your party. Too situational for PvP. Line Breaker Assault: Long cooldown and the damage isn’t anything to write home about either. Effective usage is too situational so I don’t bother with it at all.
Dailies: Villain's Menace: Combine with WMS in a sea of mobs to top dps charts. Good to have for PvE. Can be used in PvP in some situations too. Fighters Recovery: Comes in handy when solo questing or tanking bosses without a healer, in PvP healing depression limits its usefulness but it has still saved my life many times. Especially handy when fighting warlocks. Terrifying Impact: Slow to activate, okay damage. I don't use it in PvP while it is too easy to dodge. Supremacy of Steel: Combine with Knights Valor to ensure agro and decent damage. Not much useful for PvP, however. Crescendo: Prone, decent gap closer and high damage, it is the go-to daily for PvP. Have it slotted at all times.
Features: Shield Talent: Good for going full turtle. I use it against Orcus. In PvP we care more about damage though. Enchanted Mark: Helps if you can’t hold the agro, however, the aggro gain from it is not too significant, you will have enough damage to not worry about this most of the time. Guarded Assault: Good for dealing damage while going full turtle, but usually not worth ti compared to other good features. Combat Superiority: It got "fixed". At rank 4 with the feat to support it, it gives you 1318% extra damage practically all the time and decreases the damage you take.