As the title suggests, I am new - have only played Neverwinter for three days at this point.
So far, my only character in the game is a Human Great Weapon Fighter - though with purchases and everything, I think I have a total of eight character slots (What can I say? I'm an Altaholic on any MMO I play, and want to be ready).
One of my plans for my second character is a Human Guardian Fighter. However, since I'm trying to plan it out ahead of time (again, something I try to do for any MMO Character), there are some things I still need to know about the class.
For example, what Paragon Paths are available to the Guardian Fighter? The guides I have checked do not say anything on this, so knowledge gained would be essential.
Any additional information on the Guardian Fighter not available on the Wiki would be appreciated, as well.
I look forward to receiving the knowledge I need to properly plan my alt.
Two good places to start. However keep in mind that there will be several class mechanic changes in Mod 4, a new race and a new class. But still, some good basic info.
Take it easy on the planning, GF is going to be radically different in a few days with the new module and I don't think much has been written up wiki or guide style about the changes yet.
Guardian fighter has 2 good paragon paths, imo. I'm also human but switching to probably Halfling for mod 4.
This is advice for mod 4, not the present live.
iron vanguard path you get the threatening rush at-will, which is great for keep enemies from escaping and frontine surge is a very good stun.
I've always thought however that the swordmaster path has way better passives. Steel defense gives 3 seconds immunity to damage on daily use which, when combined with knights valor and/or supremacy of steel can be a devastating combination. Also, maxed out Steel grace cuts control duration by 30%. I feel Iron Vanguard has nothing even remotely approaching the utility of those two passives. Guarded assault is also nice, even after the recent nerf on test it stills reflects 15% damage back onto the attacker, and if you use it regularly with supremacy of steel you're going to make a lot of players very upset.
For feats you'll want conqueror for personal damage, soloing, and pvp, because you'll have a harder time killing with protector and tactician specs. Protectors is for greater survivability when tanking and tactician for superior group buffing if you do or want to do a lot of dungeons. I personally go for a protector/conqueror hybrid build with protector points into deflect and AC and the rest into conqueor damage.
Since you like to level alts remember that when you do an Icewind artefact quest, that artefact is now available to all your characters on the same account at the reward claims agent in Protectors Enclave. For that reason I'd say the top three artefacts for GF are the GWF, DC, and GF artefacts, with CW artefact (control resist doesn't hurt) very nice also.
Also, if you're going to group a lot remember to use Into the Fray every time it refreshes because it's a 30-35% buff to group damage and 15% buff to group recovery. Into The Fray also gives a run speed boost. It will be very noticeable if you *don't* use it and some groups may kick you out for not using it. Feats in the tactician tree give it+5% damage and the capstone gives a huge boost to action point gain for dailies which, when combined with Into the Fray has everyone dropping dailies faster than prom dresses.
Hope this helps.
Venril Sathir- CW
Venril- SW
Lurch- GF
Mini Ven- DC
Also, any tips for my Human GWF Main? Currently Level 23, with plans to make him a Swordmaster. He's also got an Acolyte of Kelemvor as his Main Companion, and he's also got the Sylph (Purchased the Knight of the Feywild Pack), the Cleric Disciple, the War Dog, and the Damaran Shepard Companions (thinking of getting the Sellsword, too).
Not sure if you are getting the Dragonborn package, that would be a nice race for a GWF. the package comes with an additional character slot and you can change the race of one toon on your account to a dragonborn.
My GWF is Half-Orc and I love him. Orcs is made for fighting!
My main is a gf so I can answer any questions you have
The 2 paragon paths atm are swordmaster and iron vanguard.
Swordmaster: This is a very fun style for me, and my personal favorite.
Daily power: Crescendo, this power is mainly used for pvp, and very useful for hitting a long ranged enemies. It holds the enemy still when you use it then basically teliports you towards them and prones them, allowing you to use follow up attacks.
Class features:
Steel defense: This is great for pve. Whenever you use a daily power it gives you 5 seconds of immunity so mixed with fighters recovery and you are immune to dmg and you can heal up to max hit points easily within 5 seconds. Makes you almost invisible in pve.
Steel blitz: This gives you a chance to deal an extra attack based on how many enemies you hit but I don't like it, the dmg is bad and you can find a much better class feature to slot.
Steel grace: This increases your mitigation to control effects but again you can find a more useful class feature to slot.
At will: Weapon masters strike, this power isn't really that good at all, its slow and not that great dmg. It makes your enemies take more dmg from at will attacks but your best off using a stronger attack anyway, cleave is usually best for pve and crushing surge for pvp.
Encounter: Flourish, this power is quite strong, has decent range and stuns target for a short time. It's very simple but good and mainly used for pvp.
Iron Vanguard: This path is good and can be a great control dmg path mixed with frontline surge and the class feature, trample the fallen.
Daily power: Indomitable strength, this power is a close ranged dmg dealer, it strikes the target lifting them into the air, then hits them again knocking them away and prone. This is a great follow up power to deal high dmg and is mainly useful for pvp.
Class features:
Trample the fallen: This is great for pvp and dealing dmg in pve. It increases your dmg to controlled enemies so you can use mainly control powers and get high dmg with this. Mixed with crushing pin feat it can be deadly.
Ferocious reaction: this power seems good but because of the long cooldown it isn't worth it. Once you get low hitpoints the enemy that hit you will take the dmg that he dealt to you, you will regen a decent amount of hp and gain extra dmg resistance for 5 seconds.
Enduring warrior: Whenever you kill something you gain 3% of your hitpoints, this is basically useless, its very weak. Pointless in pvp and not that good in pve.
At will: Threatening rush, this power is great. It closes the gap between you and the targeted enemy, rushing towards them, dealing dmg and marking them. It's useful to get around to enemies faster, great for gaining aggro in pve and can be good for chasing someone in pvp or closing the gap to get off a close range skill.
Encounter: Frontline surge, this is very useful for pve purposes, it knocks enemies prone in an area and deals decent dmg so you can protect your team, knock enemies off ledges an gain aggro. This power in pvp only stuns though but still has it's uses.
The GWF is my MAIN. He was designed as a Human, and that's what he's staying.
For the record, I'm not really what one might call a 'hardcore' RPer, but I'm really big on storytelling. A character's backstory is about as much a variable in character planning as the class/weapon/build stats. As such, my GWF's backstory has him as a Human, and I ain't changing that.
Besides, I may have only been playing for four days at this point, but I've put a lot of work into him - no way am I just getting rid of all that work!!
...That said, there is a chance I might roll another GWF sometime, and I could make that one a Dwarf.
My main is a gf so I can answer any questions you have
The 2 paragon paths atm are swordmaster and iron vanguard.
Swordmaster: This is a very fun style for me, and my personal favorite.
Daily power: Crescendo, this power is mainly used for pvp, and very useful for hitting a long ranged enemies. It holds the enemy still when you use it then basically teliports you towards them and prones them, allowing you to use follow up attacks.
Class features:
Steel defense: This is great for pve. Whenever you use a daily power it gives you 5 seconds of immunity so mixed with fighters recovery and you are immune to dmg and you can heal up to max hit points easily within 5 seconds. Makes you almost invisible in pve.
Steel blitz: This gives you a chance to deal an extra attack based on how many enemies you hit but I don't like it, the dmg is bad and you can find a much better class feature to slot.
Steel grace: This increases your mitigation to control effects but again you can find a more useful class feature to slot.
At will: Weapon masters strike, this power isn't really that good at all, its slow and not that great dmg. It makes your enemies take more dmg from at will attacks but your best off using a stronger attack anyway, cleave is usually best for pve and crushing surge for pvp.
Encounter: Flourish, this power is quite strong, has decent range and stuns target for a short time. It's very simple but good and mainly used for pvp.
Iron Vanguard: This path is good and can be a great control dmg path mixed with frontline surge and the class feature, trample the fallen.
Daily power: Indomitable strength, this power is a close ranged dmg dealer, it strikes the target lifting them into the air, then hits them again knocking them away and prone. This is a great follow up power to deal high dmg and is mainly useful for pvp.
Class features:
Trample the fallen: This is great for pvp and dealing dmg in pve. It increases your dmg to controlled enemies so you can use mainly control powers and get high dmg with this. Mixed with crushing pin feat it can be deadly.
Ferocious reaction: this power seems good but because of the long cooldown it isn't worth it. Once you get low hitpoints the enemy that hit you will take the dmg that he dealt to you, you will regen a decent amount of hp and gain extra dmg resistance for 5 seconds.
Enduring warrior: Whenever you kill something you gain 3% of your hitpoints, this is basically useless, its very weak. Pointless in pvp and not that good in pve.
At will: Threatening rush, this power is great. It closes the gap between you and the targeted enemy, rushing towards them, dealing dmg and marking them. It's useful to get around to enemies faster, great for gaining aggro in pve and can be good for chasing someone in pvp or closing the gap to get off a close range skill.
Encounter: Frontline surge, this is very useful for pve purposes, it knocks enemies prone in an area and deals decent dmg so you can protect your team, knock enemies off ledges an gain aggro. This power in pvp only stuns though but still has it's uses.
Solo, primarily - grouping up when needed (namely, queued events), and the occasional PvP match, but still mostly solo.
For solo I would highly recommend conqueror. The extra dmg is great and you can still be very tanky. It's so boring going protector and killing enemies very slowly lol.
Comments
nwcalc.com
Two good places to start. However keep in mind that there will be several class mechanic changes in Mod 4, a new race and a new class. But still, some good basic info.
This is advice for mod 4, not the present live.
iron vanguard path you get the threatening rush at-will, which is great for keep enemies from escaping and frontine surge is a very good stun.
I've always thought however that the swordmaster path has way better passives. Steel defense gives 3 seconds immunity to damage on daily use which, when combined with knights valor and/or supremacy of steel can be a devastating combination. Also, maxed out Steel grace cuts control duration by 30%. I feel Iron Vanguard has nothing even remotely approaching the utility of those two passives. Guarded assault is also nice, even after the recent nerf on test it stills reflects 15% damage back onto the attacker, and if you use it regularly with supremacy of steel you're going to make a lot of players very upset.
For feats you'll want conqueror for personal damage, soloing, and pvp, because you'll have a harder time killing with protector and tactician specs. Protectors is for greater survivability when tanking and tactician for superior group buffing if you do or want to do a lot of dungeons. I personally go for a protector/conqueror hybrid build with protector points into deflect and AC and the rest into conqueor damage.
Since you like to level alts remember that when you do an Icewind artefact quest, that artefact is now available to all your characters on the same account at the reward claims agent in Protectors Enclave. For that reason I'd say the top three artefacts for GF are the GWF, DC, and GF artefacts, with CW artefact (control resist doesn't hurt) very nice also.
Also, if you're going to group a lot remember to use Into the Fray every time it refreshes because it's a 30-35% buff to group damage and 15% buff to group recovery. Into The Fray also gives a run speed boost. It will be very noticeable if you *don't* use it and some groups may kick you out for not using it. Feats in the tactician tree give it+5% damage and the capstone gives a huge boost to action point gain for dailies which, when combined with Into the Fray has everyone dropping dailies faster than prom dresses.
Hope this helps.
Venril- SW
Lurch- GF
Mini Ven- DC
I'll definitely consider them all.
Also, any tips for my Human GWF Main? Currently Level 23, with plans to make him a Swordmaster. He's also got an Acolyte of Kelemvor as his Main Companion, and he's also got the Sylph (Purchased the Knight of the Feywild Pack), the Cleric Disciple, the War Dog, and the Damaran Shepard Companions (thinking of getting the Sellsword, too).
re-roll him as a dwarf?
My GWF is Half-Orc and I love him. Orcs is made for fighting!
The 2 paragon paths atm are swordmaster and iron vanguard.
Swordmaster: This is a very fun style for me, and my personal favorite.
Daily power: Crescendo, this power is mainly used for pvp, and very useful for hitting a long ranged enemies. It holds the enemy still when you use it then basically teliports you towards them and prones them, allowing you to use follow up attacks.
Class features:
Steel defense: This is great for pve. Whenever you use a daily power it gives you 5 seconds of immunity so mixed with fighters recovery and you are immune to dmg and you can heal up to max hit points easily within 5 seconds. Makes you almost invisible in pve.
Steel blitz: This gives you a chance to deal an extra attack based on how many enemies you hit but I don't like it, the dmg is bad and you can find a much better class feature to slot.
Steel grace: This increases your mitigation to control effects but again you can find a more useful class feature to slot.
At will: Weapon masters strike, this power isn't really that good at all, its slow and not that great dmg. It makes your enemies take more dmg from at will attacks but your best off using a stronger attack anyway, cleave is usually best for pve and crushing surge for pvp.
Encounter: Flourish, this power is quite strong, has decent range and stuns target for a short time. It's very simple but good and mainly used for pvp.
Iron Vanguard: This path is good and can be a great control dmg path mixed with frontline surge and the class feature, trample the fallen.
Daily power: Indomitable strength, this power is a close ranged dmg dealer, it strikes the target lifting them into the air, then hits them again knocking them away and prone. This is a great follow up power to deal high dmg and is mainly useful for pvp.
Class features:
Trample the fallen: This is great for pvp and dealing dmg in pve. It increases your dmg to controlled enemies so you can use mainly control powers and get high dmg with this. Mixed with crushing pin feat it can be deadly.
Ferocious reaction: this power seems good but because of the long cooldown it isn't worth it. Once you get low hitpoints the enemy that hit you will take the dmg that he dealt to you, you will regen a decent amount of hp and gain extra dmg resistance for 5 seconds.
Enduring warrior: Whenever you kill something you gain 3% of your hitpoints, this is basically useless, its very weak. Pointless in pvp and not that good in pve.
At will: Threatening rush, this power is great. It closes the gap between you and the targeted enemy, rushing towards them, dealing dmg and marking them. It's useful to get around to enemies faster, great for gaining aggro in pve and can be good for chasing someone in pvp or closing the gap to get off a close range skill.
Encounter: Frontline surge, this is very useful for pve purposes, it knocks enemies prone in an area and deals decent dmg so you can protect your team, knock enemies off ledges an gain aggro. This power in pvp only stuns though but still has it's uses.
[SIGPIC][/SIGPIC]
The GWF is my MAIN. He was designed as a Human, and that's what he's staying.
For the record, I'm not really what one might call a 'hardcore' RPer, but I'm really big on storytelling. A character's backstory is about as much a variable in character planning as the class/weapon/build stats. As such, my GWF's backstory has him as a Human, and I ain't changing that.
Besides, I may have only been playing for four days at this point, but I've put a lot of work into him - no way am I just getting rid of all that work!!
...That said, there is a chance I might roll another GWF sometime, and I could make that one a Dwarf.
Thanks for the info.
Venril- SW
Lurch- GF
Mini Ven- DC
Solo, primarily - grouping up when needed (namely, queued events), and the occasional PvP match, but still mostly solo.
For solo I would highly recommend conqueror. The extra dmg is great and you can still be very tanky. It's so boring going protector and killing enemies very slowly lol.
[SIGPIC][/SIGPIC]