Tank it With Tactics. Mika’s (Revised) Guide to Being a Guardian

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by Zack on June 29, 2016
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Tank it With Tactics. Mika’s (Revised) Guide to Being a Guardian

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A long time ago, a Guardian Fighter was a massive part of a groups overall damage from the way Into the Fray was programmed. Long time players of PC and XBox will remember this time fondly when you could kill orcus in Castle Never within seconds with the right group (pre 4k runs). Right after the paladin’s perma-bubble was broke, we became more of a main tank rather than just a buffer. We had the ability to turn a weak dungeon group running epic spiders into an elite mass of killing intent.

Then the fray nerf hit and the massive drop in the buff left many disapointed. Many high level GFs, myself included, would be capable of boosting everyones damage by crazy numbers, easily 200% with the right buffs going on before. Now at MAXIMUM we buff by 35% extra damage, which when you look at it as a whole, is still a huge buff, and *seems* to be “applied” at the end of the buffs.

So, enough dreaming of times when we could steamroll everything. Lets look at where we are now and what our primary roll is. First and foremost, there are still ALOT of buffs we can do for a group. Second, in every dungeon qeue that exists, we are designated as a tank, going a straight DPS conqueror is probably the last thing you should do. As such, you should focus more defensively in your setup, covered later. Finally, our damage may be less as a tactician, but as ARC keeps changing things (hopefully for the better, right?) our solo damage is now quite reasonable.

In dungeon runs, what makes it successful in the big picture? Some may say the dps is what makes a run successful because theyre the ones who are killing everything, right? Well, not entirely. Most DPS classes in each run, lets keep it reasonable and say that everyone is around a 2.5k character, will not do much damage by themselves. They have to rely on buffs from other characters to really do damage. Support is generally what makes a dungeon successful. If the tank is atleast decent, and the cleric or paladin are buffing and healing to the best of their abilities, the DPS classes can then make the most of their damage at this point. If the tank isnt good enough, the run will be very hard to complete with success.

This guide is made around what we have access to on Xbox One Neverwinter.

PC has more exclusive items and companions and PS4…. well I dont know what we have you don’t.

I am planning on taking an ingame video or two showing powers, boons, feats, and hopefully a couple quick samples of dungeon play for a general idea of how I play. Neverwinter has kept me very busy with my limited play time because of all the events they have had going on the last few months. Keep posted on this.

 

To start: I have made lots of changes both to Mika and this guide. Some of you may have been using the original, and not a whole has changed between that and this, its just neater and has some new information. If you’re making a guardian as a second or third character, you’ll likely have decent gear to transfer to it, but this won’t mean you can play better than the person who has been playing it from the beginning with a lower item level. I keep saying this, but experience is what matters most. After that you just work your way up.

1)Races

2)Feats

3)Powers

4)Gear

5)Artifacts

6)Companions

7)Mounts

8)General Play

8.1) Solo

8.2) Groups/dungeons/trials

 

The game is always changing. With class changes and new things like content, armor, companions, and artifacts I hope that anyone reading this will get a good idea of where to start and can make adjustments to what they need in their situation. I sincerely hope that by 3k item level you know your way around the class enough that you can make any adjustments yourself. If youre stuck on something, I get bored and check my emails, so comment and I’ll see it within a couple days.

Screenshots at the bottom

 

1)Races:

Any race can be made good. I liked the slight extra bonus’ human gave me in my case and I wont ever change it. Although I think dragonborn gives more to you…

In an ideal situation you’ll want constitution as the highest possible stat roll in the beginning. I feel strength is the next best stat to try and boost up but some may argue intelligence for the recharge speed or dexterity for a slight increase in base armor penetration or deflect (I used to be this way too). Constitution will give you HP and action point gain as a guardian while strength will increase your damage (no, we’re not trying to be hard hitters in dungeons) with stamina regen boost. These stats together can help your tanking abilities.

 

2)Feats

Heroics:
I feel that this will be my final change to feats, so don’t expect these to change unless something serious happens in  a game update. somewhere.

3/3 toughness, HP, obvious

3/3 Strength focus. This will make the bonus’ given from strength a little more effective.

2/5 *(4/5) Action surge, AP from guarding attacks, dailies will help keep you alive.

3/3 Armor specialization, boosts effectiveness of AC and defense, mandatory

4/5 (5/5) Powerful attack, boost your damage (helps solo mostly)

5/5 Ubiquitous Shield, lessen combat advantage against you, mandatory

Human feat points are (x/x)

 

Paragons: Mandatory – SWORDMASTER
Ok, so maybe it isnt mandatory, but I prefer it over iron vanguard as it serves our purposes a little better.

Tactician Path:

Crushing Pin 5/5 – enemies will take 10% more damage for 3 seconds when under the effects of one of your controlling powers. I learned a trick about this from another build a guildmate shared on our FB page. The artifact weapon offhand with the guarded assault bonus (with guarded assault being used in your powers) will trigger this effect on enemies.

Fight on 5/5 – 10% recharge speed

Daunting challenge 5/5: Your marks reduce the damage ALLIES take by 10%

Inspiring Leader 5/5 – Boosts fray by 5%

Now heres where I’m torn, surging tide is nice because it reduces the amount of physical damage you can take by an enemy hit with tide of iron by 10% but I can’t help but feel like it isn’t as useful as it sounds.

Having said that, I still feel that our best choice to get to our finale (martial mastery) is still surging tide

so go with surging tide 5/5 and finish off the tactician path with MM

 

 

Now with our remaining 15 points i scattered them across the protectors tree.

I’m going to suggest using:

Armor of bahamut 5/5

Staying power 5/5

and finally Unshakeable line 5/5

Armor of Bahamut will decrease damage you take when your less than 30% stamina by 10%

Staying power will make enemies hit by WMS 10% more vulnerable to your encounter powers

Unshakeable line will regen your stamina 10% faster per ally with in range of its effect

 

 

 

3) Powers:

I recommend getting 4/4 points in Into the Fray first.

After that I would recommend starting with fighters recovery, then weapon master strike, knights valor, and finally commanders strike. All powers you use regularly you will want to get to 4 but I feel with these you can get the best start possible.

I never change Atwills any more, theyre constant at weapon master strike and tide of iron. Crushing surge or cleave are decent attacks but I dont really use them anymore or at all.

Knights valor is a power you only have to activate. You use it once, and you see a blue glow around you and it will stay active until you get stunned or go down. If you just go flying through the air (the game calls this prone) it will stay active. In demogorgon, when you get fully “stunned” and cant use any encounters, valor will stay active and you wont be able to turn it off. Sometimes in dungeons, KV will keep you “in combat” even when you’re technically out of combat (everythings dead) so if no one opens those doors for you, just turn it off real quick and reactivate it ASAP.

 

Class features (also called actives), I tend to keep on guarded assault and generally switch between shield warriors wrath (solo play mostly), enhanced mark (groups), or combat supioriority (situational).

BUT! do NOT overlook shield talent. As a beginner this may save your life (or maybe just your stamina).

Steel defense could also serve its purpose to save your life for a short period of time… but I don’t like it anymore. Past experiences with it is that while it is in effect, any damage taken wouldn’t refill my AP (probably because you don’t take any damage?). Also, some guild members that had been using it say it doesnt seem to always work…

Dailies:

I recommend villains menace as it makes you immune to any control effect and increases damage resistance, although not very notceable in a dungeon, for solo play you see an increase in damage.

Fighters recovery is a big one. Think lifesteal. Now think lifesteal with 100% chance. This is fighters recovery. ANY damage you deal will heal you, I like guarded assault with this because the enemy will try to hurt you, but you hurt them, and heal off of it for more than they hit you for. VERY important in dungeons as the healer of the group might have their hands full with the dps or trying to get away from enemies, or maybe he just died because of an AoE? Who knows… But hey, you don’t need to care that much now right?… Seriously though, if anyones dying for reasons other than stupidity, try doing something to draw aggro away from them. Mark the guys chasing him, use enforced threat instead of commanders strike, don’t just sit there and let them take it… because although they may try… that mob just killed them.

Now even though these 2 will be your go-to dailies, terrifying impact can do good damage when playing solo

 

 

4) Gear:

Build that defense. Find everything you can to add to it or add to AC. Also, don’t worry so much about item level. Work on learning your class and getting comfortable with it and hopefully get in with an active guild that will group up with you to do dungeons with.

I stacked recovery 2nd, and everything else kind of falls into place. Regeneration isnt a very important stat but some armor pieces have it that you will want. Try to build a little armor pen since getting the damage to the enemy is how you build threat up on them. Stones, or boulders, which would you find more threatening?

Most people will say 80% damage resistance is the cap max. after that you wont benefit. But PC guys with access to more tools than we do on console will say that is not taking into consideration that enemies will have 15% armor pen to begin with. So take it for what you will, but I feel this should not be overlooked and be followed. So in the end you want to shoot for as high as you can get in defense and stop or change things when you get around a 95% damage reistance, which to be honest, I only hit 75% right now when bonding stones are active.

 

I like using a dusk raid helm, dragonflight ward chestplate, dragonflight raid gauntlets, and dusk raid boots. this combination will give you the most HP and defense possible while in a group.

Weapons you can use which ever set you want, though the drowned set or twisted set would be my choices for now. The weapons in 10.5 seem good too but not sure if its worth the farming you have to do to get them and upgrade them.

Use the offhand artifacts power for guarded assault. This will proc our crushing pin tactician feat when you guard each hit while guarded assault is an active power aswell as slow most enemies a little.

The mainhand weapon artifact choice, either choose the stat for tide of iron, or weaponmaster strike.

 

Enchantments: I recommend silveries in offense and azures in defense. Eventually you may decide to switch to other enchantments for more or other stats but that your choice. You may want to use a few dark enchantments in offense to fill in some armor penetration.

 

DrAconic enchantments will actually give you good stats in offense slots. Arm pen power and recovery. This can be a good option to make up for a possible lack of Arm pen as you want to shoot for atleast 50% with 60% being ideal.

For armor enchantments, you have a few options. Theres a soulforge which pairs well with a complete Lathanders set, theres the “everyone uses it” negation enchantment (which actually is very good), or a shadowclad enchantment

For weapon enchantments, I recommend something like a plaguefire or terror, you want to debuff the enemies and when paired with WMS, these will hit most all enemies.

OR if you like running dungeons without enforced threat as a slotted power for commanders strike,or maybe your not very threatening to enemies, a lightning enchantment can help correct issues if youre not pulling aggro. at pure it also helps with power recharge speeds

 

5) Artifacts:

Theres so many choices for artifacts and artifact equipment that it will make your head spin. Find ones that are cheap that will assist you in your situation. Generally try to find a balance of defensive and offensive artifacts without sacrificing alot

 

Waters of alahzad– recovery, defense, regen – not a bad artifact for right at the start

or lantern of revelation – crit, arm pen, combat advantage – Some extra offense with a nice Use power

Devoted sigil – power, defense, incoming heal – I think every build of every character could use this if they wanted

Scourge sigil – power, deflect, stamina – decent, but wouldnt be my “go-to” artifact for longterm

Bruenors helm – defense, lifesteal, incoming heal – you may end up using this as a stability artifact feeder eventually but is othwerwise still very usable

Guardian sigil – defense, deflect, aoe resist – good to keep I’d say

Hunters sigil – power, recovery, stamina – well now, those stats are pretty good if youre looking to build the offensive side a little.

Eye of Lathandar – defense, lifesteal, incoming heal – Worth it if you would like the set bonus         (complete the set bonus with greater Lathandar belt and cloak)

For artifacts choose a combination of what you want and feel will work.

 

If you can get them, I would go for the guardians sigil, waters of elahzad, devoted sigil, and hunters sigil. These only cost time to get and all give nice stats. Waters and/or devoted sigil can easily be swapped for another artifact that has stats dealing with defense and/or recovery. If you can get an eye of lathander, you could use it in place of the waters of elahzad.

 

There are many other artifacts you can use but I’m just suggesting these as they’re free to get after spending a little time with other classes.

 

 

For neck and belt slots I recommend using a greater lathander’s cloak, and suggest a lathanders belt. I never looked at this closely until another guide pointed it out but the level 60 version of the lathanders belt will give you CON and DEX, but with a reduced amount of power, recovery, and defense. A greater belt will have more power, recovery, and defense but gives WIS and CHA.

Lvl 60 version of Lathanders belt

  • +2 CON (2k HP, 2% APgain)
  • +2 DEX (2% ArmPen, 2% AoE resist, 1%deflect)
  • 460 power
  • 300 recovery
  • 300 defense

Lvl 70 version of Lathanders belt (Greater)

  • +2 WIS (2% control bonus and resistance)
  • +2 CHA (2%companion bonus and 2% combat advantage)
  • 850 power
  • 530 recovery
  • 530 defense

About 400 defense is 1% damage resistance

about 200 recovery is 1% recharge speed

about 400 recovery is 1% AP gain

about 400 power is 1% damage increase

 

The old Lathanders belt would honestly be my preference given the stats are more in our favor over the greater version. Those numbers may look like a huge loss, but the gains to be had in our class stats can just as easily override any loss and could come out being better.

If you dont want the lathanders set bonus (which would still require the eye of lathander artifact) you could using a greater belt of constituition just as well.

6) Companions:

You will want to use bonding stones in a companion. Get atleast rank 8’s and work from there. Any stat that is on a companion (like recovery, defense, or armor pen for example) will be applied to you during combat as a % of those stats. at all rank 8 stones, you get about 100% of the stats on yourself. Rank 10’s you’ll have about 200% of their stats. If you get higher ranked bonding stones, you would benefit more by having the higher ranked enchantments you make or buy on the companion you have summoned with the bonding stones.

 

Many options, I use:

Dread warrior, threat gain on hit – Awesome one to have.

rust monster, 5% damage reduction, stacks 3 times – good to have

blacksmith, reflect damage to attacker – cool to have

Yeti, no defensive buff, but you have a chance to deal more damage for a short time when taking a hit. – Cool to have

Sylph, 50% resistance to control effects… very nice, comes as an included companion from the knights of the feywild pack

Portal hound, 300 deflect… negligeable, but pretty good as a summoned companion. Ol’ faithful I guess. Also makes fighting Orcus in CN a bit easier as some of orcus’ attacks are single target it seems. My hound will often take a full hit while I take no damage right next to him. reasonable equipment slots.

A pretty good option as I have found from another guide, is the dancing shield. its also deflect chance, but as a summoned companion it has a pretty noticeable single target enemy debuff. it has 3 defense rune slots, BUT has 3 waist slots so some may not want to go this way due to availiability of good equipment for it. Portal hound isn’t much better for equipment but has a ring slot, neck slot, and waist slot.

As there are so many companion options, some have a poor “active bonus” but good powers if used as a summoned companion while others are reversed, good active bonus with poor summoned powers.

I suggest starting with a Dread Warrior

then pick up a companion for bonding stones, whether you want the portal hound, the dancing shield, or another companion of your choice.

Rust monster

blacksmith

finally, either a yeti or sylph

you can play around with other companions also

For a summoned companion: Find something you like, but try to avoid ones that use an offhand weapon (swordknots, icons, etc). I feel the best summoned companions to use with bonding stones have atleast one ring slot. Placing a “sudden” ring on your companion will multiply its effects on you with higher level bonding stones (higher than all rank 8s) and is the reason behind using companions with rings. Necks and belt items can be made from jewelcrafting and be personalized to become double slotted (one offense, one defense slot). This is one reason why I like the portal hound.

 

 

 

7) Mounts:

Active boost: A Lords armored polar bear, or leopard of chult Is what I would use, defense or recovery, unless you have access to a 4k mount power…

The recovery is a nice bonus but so is the defense. The polar bear will also grant you access to wanderers fortune

Stable:

Leopard of Chult – Shephards devotion – Barbed, illuminated, and regal insignias, boost youre groups defense, deflect, and movement when you use a daily

Reanimated Destrier – champions return – illuminated, enlightened, enlightened insignias —Cheap, nearly a musthave for ALL classes, you heal 20% of you hp and stamina

Dawn (Unicorn) or a Lords armored polar bear, Feywild pack – Wanderers fortune… Better than any dragon hoard enchantments you can make. Can switch it to Gladiators Guile – swap the crescent for an enlightened insignia, move faster when youre stamina is full/near full and regen faster when its low.

Guard drake – Protectors comraderie – Your companion attacking will buff your defense and power

Giant spider (comes from a pack, forgot the name of it but includes the menzoberanzen renegade race in it) or dawn unicorn to use gladiators guile alongside wanderers fortune

If you have a giant spider you could leave the dawn unicorn as wanderers fortune and use this for gladiators guile.

Also the lesser mounts do have combinations that are similar to these mounts but weaker theres so many to look through that I cant tell you what to get, but its not too hard to look through the stable and find out what combination you need to make a certain bonus, write it down, and then look through what you got or can get to see if you can make it.

 

 

8) General use:

Use your shield when you see an enemy going for a swing at you. This will cause them to take more damage for a few seconds each time. In solo most enemies won’t hurt you much once you get set up reasonably but dungeons it will be necessary. Weaponmaster strike will deal good damage and spread some debuff if youre using an enchantment like the plaguefire.

8.1) Solo play:

Generally I will use anvil of doom still, into the Fray, and as a third you could use commanders strike, enforced threat, or bullcharge since its a fun power. There isnt a best power to use solo I feel, but as long as you can deal a good bit of damage quickly, anythings better than just atwills. When running solo your atwill will be weaponmaster strike mostly. Dailies can be terrifying impact, villains menace, or fighters recovery. This will all depend on what youre fighting as stronger enemies you may have to be able to heal yourself.

 

8.2) Group play   (Dungeons and Trials):

In groups you will want to run straight into the enemies after marking the largest one (hopefully) and use enforced threat so they huddle around or towards you. Depending on what youre fighting you may want to rush in after popping fighters recovery or villains menace. All the healing effects you have at your disposal should keep you alive as long as youre not playing beyond your limits. Once you get familiar with the class it will become easier and easier. While using guarded assault, make sure you run in with your shield up as you can proc crushing pin (increases the damage they take by 10%, one of our tactician feats). Teammates should try to flank the enemies that will be huddling around you so all you have to do is focus on surviving those hits and holding aggro (keeping their attention). If they aren’t flanking or atleast fighting off to the side of the enemy, or theyre running in ahead of you, make sure they know you may not be able to keep them alive in this case.

Epic dungeons? Use  knights valor, into the fray, and enforced threat or commanders strike. Guarded assault paired with your choice of shield talent or enhanced mark.If you’re feeling confident and want to see whatyou could do for damage, use shield warriors wrath or combat superiority as the 2nd choice.

As a newer GF, shield talent and guarded assault would provide maximum survivability.

 

Large scale events youre generally better off if you do not run with knights valor on, it causes lag.For instance, dragonflight or tiamat. Dragonflight, do not use it on green dragon (Oxuno) unless you want you game to turn into a picture slideshow. Swap it with another power of your choice in these cases.

 

 

For knights valor to not seriously injure or kill you, try to keep aggro on you. Boss fights tell groupmates to get around the other sides of them. Defender companions make it hard to keep aggro the entire time so pay attention to them, move next to them if its a reasonable spot, otherwise they may have to unsummon or change their companion.

If you go by the screenshots, I am sorry but some boons are now different. Some boon names are shortened.

The boons I have written in here, are the title (shortened), not what the boon gives.

Sharandar: fey warder, fey elusiveness, elven haste (fortitude could be used instead, though I like my AP gain), tranquility (or ferocity if you REALLY wanted to do a little bit more damage…), elven resolve (or if your stamina is well boosted, you could use elvish fury and play a little more dps-like…just a little..)

 

 

Dread ring: I went with the boons in the top rows, I decided to use rampaging madness in the end row

 

 

Icewind: I suggest weathering storm, chill (or warmth), thaw, cold shoulder, avalanche      —These will depend on your artifact choices… Try to repurpose stats like stamina gain, incoming healing, and combat advantage if youre over 1000 in these as their value decreases greatly after this point. Other campaigns will cause similar struggles, but dont worry too much as these stats are minor.

 

 

Underdark: Vitality, regenesis (our crit chance is too low to begin with to make 1% crit worth it), ambush tactics (I still dont feel like regeneration is worth it), stamina, tenacity.

 

 

Tyranny: Claws, Shadow, Defense, Greed, revival — recommend 6th and 7th boon if you grind it out to be thirst, then grip… there isnt enough gain to be had for me to want to put more than one point into any single end teir boon for Tyranny

 

 

Maze engine: abyssal regen, influence, endurance, and lastly you could use displace fate if your low end, baleful clutch if you want to see your controlling effects be slightly stronger, or baphmets might if you feel like 2k crit is worth it for 6 seconds out of what seems to be a minute in between. I chose baleful clutch this time.

 

 

Elemental evil: tide, renewal, resiliance, Gale of retribution — I dont care for the 1k crit chance, but I despise boons or powers that mess with temporary recovery boosts. If you are trying to use ITF and right as you press it, it turns out its still on cooldown for a half second because your recovery boost ended, this could cause you to not get your shield back up in time for a boss swipe causing the flow of the fight to be interupted by you taking (possibly heavy) damage.

 

 

 

STORM KING…. Talk about a grind…   Well a month later I still haven;t managed enough strength to grind out the final boon there but I am using:  Demeanor, Hardy Constitution (could be switched with instincts depending on stat situation), Icy Wrath (see my rant from elemental evil — though you could use determination), and when I get there I will be using Glacial strength, followed by chill of winter (the other choices don’t seem to be better.)

 

 

Mika 1_zps8kyeaxq4

 

 

Mika 4

Mika 5

 

 

 

 

 

 

 

Mika 13

Mika 14

Mika 15

I know I missed many things but I hope this helps people. Start small and build your character up, a fresh guardian won’t have the best of stats but by about 2500-2600 gear score you should start to notice that you can take some good hits for the group, survive, and buff well. With experience you will get used to what you should do.

 

Get a feel for your character by teaming up with some friends, who hopefully arent so geared up that there isnt any real use for your tanking abilities. start with dungeons like lostmauth, valindra, or malabogs and see how well you can tank in there. Then move up to epic spiders until you’re comfortable with that. Try not to skip cragmire or gray wolf den as those dungeons can be a very good test of your skills or help you learn where you need to improve. Finally, work your way up to orcus and when you can tank him without dying, you should have learned the most important aspects of your class by now and truly will be a valuable asset to a group, guild, or even alliance.

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  • Arttu
    July 3, 2016 at 12:49 pm

    asiallinen guide
    – MORTUS

  • Godstealth
    July 13, 2016 at 10:04 pm

    Why not negation enchant for the extra surviability?

    • Profile photo of Zack
      July 26, 2016 at 1:26 am

      I based this off what I use. If you need a negation for survivability then use it. I use the soulforge with Lathander set because if something goes wrong, like bad timing, I get back up on my own with near full hitpoints. I am going to try to make some changes to the guide because the changes to fray are going to make it so you don’t want to stack above 80% resistance.

  • Ben
    August 15, 2016 at 2:26 am

    Any suggestions for a new player leveling? I just started yesterday and was looking to start a Guardian Fighter. I enjoy tanking and felt like it was a perfect fit. Any help to a noob would be appreciated. Thanks.

    Ben

  • zack
    August 15, 2016 at 5:04 pm

    Guardians are a big part of the good dungeon runs. Probably the best thing to do is just get experience with the class. Get used to using the shield mechanic and the maarking. If you get with a guild that will help you in-game that would be more effective than just me (or anyone) telling you what to do. Just remember that with any class there is a lot of work involved before you truly enjoy it.

  • Ben
    August 15, 2016 at 5:38 pm

    Okay. Cool. Thanks.

  • zack
    August 15, 2016 at 11:39 pm

    I’m pretty sure I mentioned it earlier while I talked about the artifacts but what I use you do not HAVE to use. There’s some good sigils you can use that are free. Sigil of the devoted and sigil of the guardian with water’s of alezahd as the choice for the level 21 artifacts quest and you can use the bruenors helm until you get something you like more. All those are obtainable at the cost of having 2 characters get to level 60 and they give stats that are mostly all desirable for a guardian.

  • b3dd
    August 18, 2016 at 2:52 pm

    With the current AH prices on XBox, do you think Dread is a suitable, more cost effective weapon enchantment alternative for this build?

    • zack
      August 18, 2016 at 3:26 pm

      I have tried a pure dread I had made for a short while but I am not sure if it’s better or not. The debuff part of the enchantment doesn’t say it has to be a crit hit for it to proc but when I was playing around with it, it didn’t seem to proc the debuff unless you had an encounter crit. Now maybe the game was having issues at the time but I ended up selling that enchantment and going back to my plaguefire. Now that a reg dread is less than 100k it would be a good time to try it because even if you don’t like it, you will be able to easily sell the dread or transfer it to an encounter heavy dps class like the HR or CW. Sorry I can’t give a definite yes or no answer

      • b3dd
        August 19, 2016 at 4:51 pm

        Thanks for the reply, I will give it a try. Like you said, worst case scenario, it won’t work out, and I have a 60+ HR alt “daily dungeoning” and invoking his way to 70 that would definitely benefit from it.

  • SJH
    September 6, 2016 at 4:40 pm

    Question for author, would you still use this build if you’re stats (DEF in particular) were lower?

    Reason I ask is that my GF is my alt on PS4 & not geared up yet so survivability is still a legitimate concern. I really like what you have spec’d out, but at near half the DEF, is it viable or is protectors really the only path for now?

    Thanks for taking the time to post a great guide!

    • zack
      September 7, 2016 at 9:53 pm

      I believe you should still be able to do a good job surviving with a lower defense rating. I wish I could give you a definite answer but our guild has about 5k defense boon so even our newest gf’s have a good bunch of defense.

      I feel that ifyou have the ability to reach at least 10k and use the lathandar cloak to further boost your armor class you should do alright. A decent cleric helps alot.

      • zack
        September 8, 2016 at 12:12 am

        The defense helps make tanking easier but using the powers available to you will be more important than numbers.

  • chan
    September 17, 2016 at 1:36 am

    I’m following this guide tight now and I’m having lots of fun! I’m usually top 1 or 2 in Skirmishes or Dungeons and I’m at level 45 right now. Where I noticed I’ve had some tough times in PvP, but I’ll keep at it!

    Thanks for a great guide man! Look forward to any updates.

    • Profile photo of Zack
      September 17, 2016 at 1:47 am

      This build is pve oriented. Conqueror path will dominate in PvP compared to a tactician path. Have you tried pairing anvil of doom or flourish with fray and knights challenge? Try using the actives combat superiority and a friend of mine says steel blitz works well for damage.

  • Bombur
    September 19, 2016 at 10:39 am

    Why swordmaster?

    • Profile photo of Zack
      September 19, 2016 at 12:19 pm

      Sword master gives you the steel defense class feature which really helps a newer GF get used to the class and when you play solo, because lets face it… This game is mostly played alone When it comes to dailies and the weaponmaster strike will help you level groups of enemies in the daily zones.

      I originally specced iron vanguard when I first started but had a much tougher time early on. It was harder to tank. Honestly I don’t use steel defense anymore but it’s still there as an option.

  • Bombur
    September 19, 2016 at 10:17 pm

    Thank you for your kind reply. Any news for the build?

  • Bombur
    September 19, 2016 at 10:58 pm

    And moreover what is a proper boss rotation?

    • zack
      September 20, 2016 at 6:57 pm

      The boss rotation is essentially what I have in the listed group powers. There’s not much of a rotation because fray will be used whenever you can. For a little longer on Xbox use it when the cleric has the astral shield down. Otherwise try to keep using it when you can drop your shield. Use knights valor ( this will stay active until you go down or get stunned). And generally use either of the following: enforced threat, commanders strike, or iron warrior works ok. Enforced threat will help get all the adds around you instead of the dps, commanders strike is a debuff, and iron warrior adds DR threat gain and stamina regen but has a long cast time.

      There are a few things I’m debating on changing in the guide but I’ll make an edited section near the appropriate topic when I get to it

  • Ancalagon
    October 11, 2016 at 6:37 am

    Hey Zack, any news for the mod 10? this guide really made me understand (still in process) the class, it is amazing…

    • Profile photo of Zack
      October 11, 2016 at 4:01 pm

      Mod 10 drops nnext week for us on Xbox so I don’t have any experience yet with changes. I don’t think I’ll be changing the powers I use in groups but solo I may start using steel grace (it’s supposed to be getting a complete redesign). When it comes to the fang breaker dungeon I think the guardians sigil will be a big part in survivability though.

  • Sam
    October 17, 2016 at 1:26 am

    Amazing guide! What are ur exact rolls on char creation?

    • Sam
      October 17, 2016 at 2:22 am

      And what is with halfing for the 3% deflect?

      • Profile photo of Zack
        October 18, 2016 at 3:35 am

        I hate typing on a phone so much sometimes…. I had a nice breakdown for you but I guess short and sweet will work too.

        Strength was 16
        Constitution was 17 and had the +2 from human in it
        Dexterity was 13
        Intelligence was 10
        Wisdom was 10
        Charisma was 10

        Adding points:
        Always get CONstitution
        Then either half and half mix dexterity and strength or get a high Strength, or high dexterity. There isn’t a huge impact either way but strength gets damage and stamina regen while dexterity gets Arm pen and deflect bonus.

        Halfling gets a 3% deflect instead of the 3% damage resistance human does. Race isn’t going to make or break the class it Just changes some minor aspects.

  • Ancalagon
    October 24, 2016 at 11:30 am

    Hey Man, any news for mod 10? We all wait for your advices. I still use this build and it’s still working fine.. But you know… the better you read the better you play.
    Thanks again for all the precious adveices.

  • Profile photo of Zack
    October 25, 2016 at 10:40 pm

    I’ve been slacking a little when it comes to doing the dailies for the storm king campaign so I wont have any info for fang breaker for quite a while yet.

    As far as using the class, the only negative I notice is that fray is now weak… Weaker than I thought. Now it doesn’t mean that it isn’t useful, because to put it into perspective, 400 power is 1% damage output, so as the power level on your groupmembers gets higher, lets say 40000 after buffs, fray will be worth 14000 power at that time for those at 40k. Obviously it’s worth more the higher they are and less when they’re lower. But that’s still damage they didn’t have before. If you are in a group with bad dps and you can help eduacate then a little, try to help with some general tips or whatever way you can. The more capable guys out there the less miserable the game will become.

    Weaponmaster strike is a total steamroller now when it comes to any daily content and depending on your group in dungeons, may actually have you putting out decent dps. If you play a great weapon fighter, our WMS is like what theirs is while in determination…. Except all. The. Time. (without their stacked AF damage).

    I play around with combat superiority and steel grace (movement gain, crit, and deflect now) a little more but often still fall back on enhanced Mark and guarded assault in dungeons.

    The first day mod 10 came out I took my TR into Bryn shander and thought it was a total PITA and took another 3 days before I dropped Mika in there. The gf just rolled right through everything. Surprising that in this case my dps was weaker than my tank, and my TR is higher than Mika.

    I know I need to actually add to the guide itself but I think I’m going to wait until I actually have successful runs in FBI before I do. Until then just post any questions on here and I’ll try to help if it’s something that hasn’t been answered.

  • October 27, 2016 at 6:03 pm

    Do you typically run dailies solo or with a group?

    On day 1 of Mod 10 I respecced to a DPS build because I typically solo daily content & found it massively painful with my protector/tactician build.

    I know from talking to others it was taking me at least 2-3x as long to complete dailies as a DPS class.

    Post respec, my damage is solid & I can tank ‘OK’ for T1/T2 content, but I would struggle on say an Orcus fight.

    Point of the question is that someone pointed out to me that I never gave the prior build a chance to see what the DPS was like before respecing so I am curious how you’re finding your build for running dailies in Mod 10.

    At some point I’ll need to respec back to a support build, but I’ll delay it as long as possible if it means going back to slogging dailies.

    • Profile photo of Zack
      October 29, 2016 at 5:52 pm

      I do almost everything solo. I would rather just do my own thing than have to keep waiting for someone to keep up. Now if someone needs help that’s different.

      I spent a couple days with a few points in conqueror after mod 10 released and I came to the conclusion that it didn’t make a difference for me (i kept with the tactican path though so it wasnt a full dps build). A gf isn’t going to be the fastest daily smasher out there but I do just fine as a tactician… Though thanks to a few double refinements my IL is quite high now. 3.4k with rank 11 bonding stones… So obviously lower geared gfs will take longer to kill stuff but that’s going to be true of any support class early on.

      Most daily zones should go just fine, rank 8 bondings on a good companion with reasonable gear/enchants is a fairly potent start. Just keep an eye on how you’re setting up enchantments. Chances are if you’re not killing stuff very well or quickly you don’t have enough armor pen built in yet. You NEED to have at minimum 40% for normal content and try for 60% in dungeons to start doing full damage. Draconic enchantments can help with this while still giving power and recovery to keep into the fray up as much as possible.

      I made my gf early on for dungeon support since I could never get into anything with my dps… Which is still true even Now. If you want to play in dungeons you need to have a tank or cleric.

      • Profile photo of Zack
        October 29, 2016 at 6:04 pm

        I forgot to mention that you could do dailies with steel grace and combat superiority as actives to make damage a little better and move really fast. Steel grace and fray will let you run faster than a TR. Lol

        • October 31, 2016 at 5:02 pm

          Thanks for taking the time to reply, much appreciated.

          My IL is still much, much lower, it’s hard to get a sense for how much difference it makes. On my full DPS gear (lostmauth set) I can compete with any other class. It’s not unusual for me to take top slot especially on fights like demo where I can use Knights Challenge on Goristo & Demo.

          I’ll be honest, it’s a lot of fun punching out DPS on a GF, but tanking Orcus last night was a wake up call on how much I’ve eroded my GF defensively.

          He was running aroun 50% DR instead of the full 80% cap, it hasn’t mattered for elol, ToS, etc.

          On Orcus, it made the difference, I needed perfect timing to stay up & I just didn’t have it. It’s worth noting my AC went from 37 to 32 as well which I think made a substantial difference.

          On the flip-side I came into a horn last night so will have 700K AD or so to improve the toon. Any suggestions on order of operations for improvements?

          I am guessing priority #1 is get DR to 80%…

          As silly as it sounds, I do worry about overcapping on DEF & foregoing other stats, but at the same time if bonding stones aren’t up I don’t want to be caught short either.

          Complete aside, any tips for tackling Orcus in terms of stats or strategy? Only boss still giving me grief…

          • Profile photo of Zack
            October 31, 2016 at 9:58 pm

            I’ll be honest, even with 80% defense orcus will still whoop your ass if you’re not careful with the timing. Don’t be afraid of failure until you get the hang of it as I wasn’t able to tank him I until around 2.7k I think. For this I strongly recommend using guarded assault and steel defense only until you get used to the fight. You may still be able to make it work as a conqueror but there’s a few things you’ll be missing that make this fight a little bit easier… And one thing that may actually make a huge difference (or not). As a tactician you have 2 feats that will affect enemies damage. The most important one affects tide of iron, where it reduces their power/damage by 10%. The other is based around the marks you apply, though these have no direct affect on the damage against you, it will help your teammates take a little less damage.

            The one feat you won’t have unless you’re full tact is the finale. Any damage you take will significantly increase the AP you generate and is based on your damage resistance, though in how much I am not certain. So when orcus is about to smash your face in, try to pop fighters recovery daily and immediately go back for the guard. Paired with guarded assault you will be FULLY healed all on your own. In most cases his hit will be hard enough to fully refill your daily in one shot. For actual timing, do not use more than one encounter OR at will OR daily for each time you drop the shield. The exact moment he is done with each swing is when you can drop the shield. No sooner, very little time later.

            Now for damage, from the very beginning I wasn’t interested in trying for high dps numbers, I just wanted enough to do dailies easily, so even though my IL is high, my power at maximum is about 20k with bondings active. My arm pen reaches about 55% but my recovery can reach up to about 10k. Crit is less than 20% chance. With mod 10 I have noticed my dps is higher than before in dungeon scoreboard with a random que but it Just means that the buffs the group used to enjoy are much, much less.

          • November 1, 2016 at 1:21 pm

            Thanks again for the info.

            Great to know that I am not the only one feeling the Orcus pain. I’ve been doing (trying) most of what you’ve suggested. One key pieces is that (rather embarrassed to admit) I had ignored Guarded Assault as an active until I read your guide.

            One of the issues I seem to have on the Orcus fight is that we have a Pally healing constantly, but not providing damage reduction or a DC providing damage reduction, but they can’t heal as well. I try to use fighters recovery to heal, but often find myself scrambling get hits in & generate HP.

            If I were using guarded assault it would at lest be one less thing to worry about.

            In terms of damage, I agree entirely. If you’re looking at damage in magnitude, it’s misleading because the multiplier from frey is so much lower now. Proportionate to other players & based on feel (time to kill same mobs) I know my damage is way up from before. What I am struggling with is whether it needs to be & how much tank’i’ness I am losing.

            You’re making great use of a tactician build & effectively doing dailies (most important piece), but I don’t have the same item level. I’ll do some fiddling & see, I sold a horn of blasting yesterday and cleared 735K so with PS4 zen price still in the 350 range, I’ll have funds to respec.

  • Profile photo of Zack
    November 1, 2016 at 2:44 pm

    IL isn’t as big a part of the game as understanding some tricks and mechanics of your class and it’s powers. Ithelps but by figuring out good combinations and knowing how to take advantage of that will make you better than the 4k that bought his way there.

    I feel bad for paladins because their protection path was just about destroyed in mod 8 and there’s talk yet again about more nerfs to an already bleeding class. Most people respec tohealadins and hated it to the point of quitting the class here on Xbox.

    For your respec you may just need to do the feats respec for 120k AD instead of the retraining token. You can also “buy” power points by running sharandar a few days if your missing a few.

  • November 1, 2016 at 3:18 pm

    I think they removed the power point chance from the Sharanadar campaign as of Mod 10 (war effort or whatever). At our current conversion, it’s only 105K AD for a full respect (300 zen x 350AD) so it’s not actually that bad in the scheme of things.

    On PS4, we started at Mod 9 so nobody really knows the difference for Paladins. It comes up periodically when someone has accidentally used an old Pally build pre-Mod 8 without realizing it. Pally tanks are seeing a resurgence on PS4 because people are using them for Castle Never.

    I don’t think we’re at a point yet where a lot of GFs can tank CN (specifically Orcus) so it’s either ranged only groups or Pally tanks if you’re not in a high level guild. I suspect other GFs have the same problems discussed above, no matter what you do you can take even a single unguarded hit so it’s a matter of timing.

    Completely agree on knowledge vs. IL. Especially once you start to cap out on certain stats, the difference in knowledge is a bigger factor.

    Next time I get on, I’ll probably try equipping guarded assault despite only have 1 point in the skill just to see how it plays. I have something like 82 points total to use, but trying to play both DPS & tank has them spread thin so I can’t cover all my bases. The critical skills came first (frey, knight’s valour, etc.); however, I hadn’t used guarded assault in the past so it was ignored except for the obligatory 1 point.

    • November 1, 2016 at 3:27 pm

      I went back & checked the Patch notes & I think I misread it. It now gives a power point each time instead of a chance? That would be great if it’s the case.

      • Profile photo of Zack
        November 1, 2016 at 4:22 pm

        If a retraining token is 300 Zen on ps4 you’re lucky. Xbox is 500 Zen. Not much more but makes me wonder why they don’t have the prices the same across all platform’s. Assist war effort gives power points now. It has changed a couple times.

        On Xbox Paladins aren’t usually the first choice for a tank. Everyone wants a gf in the group. But clerics are usually all buff clerics so the demands put on you are generally lower

  • November 1, 2016 at 5:02 pm

    I think our tokens are 300zen, but it’s been a while. I may have had one on sale last time I purchased.

    On gamepedia, it says 300zen, but it wouldn’t be the first time there was a pricing difference across platforms.

    I think once the average GF gets their skills & gear up, they’ll return to being preferred tanks on CN, but right now it seems like Pally’s are preferred for survivability.

    Our typical DC on PS4 is a buffer, but they can’t keep damage resistance up consistently. Only the better geared DC’s are able to maintain the shield.

    I am going to run up some power points & get them into guarded assault ASAP. Thanks for the advice!

  • Ancalagon
    November 6, 2016 at 7:36 am

    Hi man, I was wondering about companions these days. I just got lvl 11 bonding stones and I guess right now the best companion is the one with more rings. What do u think about the shield maiden instead of the portal hound?

    • Profile photo of Zack
      November 6, 2016 at 7:05 pm

      Its hard to say how much you would gain from a shieldmaiden over a portal hound. The only good rings for a companion are expensive to buy or hard to have drop. Some rings that are suposed to drop in fang breaker look good as a fixed stat bonus or You could go for Some of the sudden rings, but there’s not much out there that I really want to use yet (also haven’t unlocked fangbreker yet). You pretty much can’t use a rising ring on companions. You need either fixed stats or sudden boosts to get the maximum benefits.

      I’m so undecided on what companion I want to use as my active that it’s hard to change. I’m still in love with my portal hound but that’s because I’ve spent so much time with it and named it after a character in an anime movie I liked alot. I sometimes use a lillend that I’ve had for a while but that’s really only when the groups dps is kinda low or if heals suck/aren’t there, I can put some decent offense rings on her and I can do *decent* dps in t2s… Although the portal hound with my personalized gear and a ring of brutality or sudden precision can be almost as potent.

      A shieldmaiden would be in a similar situation where you could put 2 good rings in to either greatly boost your defenses or offense. With rank 11 bondings it would probably give you good enough defense with just those and potentially get a good offense with the items you use on her and the enchantments. A personalized belt of recovery or armor pen would go great with a ring of brutality, sudden precision, sudden defense, or sudden deflect depending on where you’re going with it.

  • Zanne
    December 17, 2016 at 1:05 pm

    What boons do you use for Storm King’s Thunder, also do you have ever frost damage resistant, if you do can you put the percentage you have and what you use please

    • Profile photo of Zack
      December 17, 2016 at 6:56 pm

      I’m not maxed out in the campaign but boons I use frosty demeanor, hardy constitution, and I would recommend chill determination for the 3rd but you could take the icy wrath if you wanted. 4th boon you can do either… Choose the vengeful heat if you want a little more solo damage or choose glacial strength if you want a little extra hp as the reason you use either of these is for the resistance. 5Th boon options kind of suck So I recommend chill of winter to help you in solo. Looking in the pc 10.5 campaign it is reduced to needing 10 stacks instead of 50.

      • Profile photo of Zack
        December 17, 2016 at 7:00 pm

        I still haven’t run fbi as I am waiting for some more guild members to unlock it so I haven’t bothered to gear up on the frost resistance and such. You just need to get enough resistance to go in. After that you could switch back to your normal armor that won’t degrade in quality. Pants and shirt with rein forcement on it and some frostborn armor should get you in. Of not take a potion and some guild food.

  • Profile photo of DigitalCamel
    January 3, 2017 at 12:05 am

    Hi Zack,

    First, thank you for well-written build notes. In process of re-speccing my GF (apparently the build has become corrupted, says Arc) so your guide has been really useful. However, I have a couple of questions about your build. First, I play solo, exclusively PVE, and have yet to join a guild (not least because Arc’s rubbish “Find a Guild” table is considerably less useful than a chocolate teapot). Plus, as I’m a “grey beard” gamer” I’d like to find a guild comprising reasonably chilled parents and that seems impossible using what Arc provides.

    That said, I am not clear from your build how appropriate it is for solo play. You do state in one of your comment replies that you do almost everything solo, so is the build based around that, because you talk a lot about buffing groups so I am slightly (OK, a lot) confused. To date I’ve not been really bothered about what I can do for a group since, until now at least, I’ve been a group of one. Your build notes make reference to solo play at 7.1 but I can’t find any such section or advice. There are a couple of lines on solo play under “Class features – Dailies” but that’s it. Is the information elsewhere or can you expand on it? I appreciate that at some point I must bite the bullet and start playing in groups and maybe join a guild but it would be useful to be better aware of the shift in power selection I’d have for this.

    Currently my feats are mostly protector with a smattering of the first half of conqueror. Most of my powers are not group enhancing – so I’ve tried but now never use ITF which all GF builds seem to consider a core power. From its description I’ve assumed it would enhance all members of a group except me, so why bother. Some of the daily quests can be a vastly long grind (I can survive most of the attacks but not the boredom) and are just not worth the rewards – my squishy hunter ranger can do them quicker. Have done very few dungeons – and where I’ve joined a random group, the typical play style seems to be rush through as fast as possible, which is the exact opposite of mine.

    From powers to equipment, any advice would be much appreciated. ADs/Zen are not a problem as regards getting gear – the almost infinite choices seem far more problematic – a bit like being in a US supermarket for the first time – way, way too much choice combined with even greater ignorance on my part.

    • Profile photo of Zack
      January 3, 2017 at 5:28 am

      When I did the update to this guide I started zoning out. I never would have thought that I would literaly spend hours messing around with this thing but each time I seem to mess it up somewhere. The game has had alot of events going on recently and from the time I get home from work and can play is kind of small compared to most so the guide gets neglected. Sorry.

      I have included a little more with the gameplay and organized this topics a little better. Hopefully everything matches up, though some information is shared between topics.

      Firstly, a guild will give you an opportunity to get together with other players. Theres tons of guilds so the first one or maybe even two guilds may not be the one for you. Most guilds will also have boons open to you to use.

      Second, the main part of the game come in dungeons. This is why you try to make your character stronger in the end. Daily zones need a certain amount of effort in your gear and enchantments to get done quickly, most areas this isn’t a lot that you need. An epic dungeon (the level 70 ones) is where you want to go as far as you can with your gear and enchantments. You will have to be in a guild to gain access to any dragonflight armor which is and probably will be one of the best armor sets for a while still. Dusk items you will need tradebars to buy (which come from opening lockboxes, VIP comes in handy for this with a “free” key). If youre getting frustrated by people rushing dungeons, youre getting into high level groups that had worked a long time to get stronger. Or youre joining the easy 3 man dungeons, most people use these for fast AD runs.

      Into the fray buffs yourself, your companion, anyone in your group, and your group members companions. So the damage will help greatly solo. Also, if youre iron vanguard right now, they don’t seem to do alot of damage so compared to the swordmaster you will take even longer to get through the areas. Make sure your armor penetration is high enough to do full damage to what youre fighting. About 40% is the sweet spot for daily stuff and will get you through a dungeon reasonably. Dark enchantments in offense slots will work.

      I don’t know where youre at with gear, but starting with the alliance ward armors that you can get from running the t1 level 70 dungeons, either from boss drops, the chest in the end, or buy exchanging the alliance seals for the armor (lostmauth, valindra, or malabog)

      Next step up can be getting the elven armor: elven assault breastplate and sabatons and then the elven ward helmet and gauntlets.

      Anything beyond that will be gained by being in a guild.

      Hope some of this helps, but people in game will be who are actually helping you get there

      • Profile photo of DigitalCamel
        January 9, 2017 at 1:26 am

        Hi Zack,

        A very big “thank you” for the advice and your build guide. I re-specced my GF yesterday and have been having a lot of fun with his new powers as a Swordmaster @ level 70. I can see why you recommend Anvil of Doom and Weapon Master’s Strike as the offensive elements in combination with ITF. At present I prefer to use Griffon’s Wrath rather than Villain’s Menace while I adapt to the new “me”. But I can see VM clearly has a lot to offer. I have a couple of follow-up questions: in Feats, you suggest Unshakeable Line (5/5) as the final Feat to max out. The Feat description says you gain stamina regen from each ally within 20′ of you. But what does the game consider as an ally? Is it just another random player fighting the same target or do you and the “ally” have to be members of actual group? Playing solo, this feat has no value if you have to be in a group, but is useful if an ally is considered as just another player within the defined radius. I was wondering if Plate Agility with 5% additional deflect could be an equally good option? Or am I just avoiding the inevitable fact that I must do a *lot* more group play and dungeons to evolve my GF?

        Any suggestions on choice of rings? Currently have Rising Power +2 (Silvery 8 in offence) and Rising Defense +2 (Azure 8 in defense) but was wondering whether a Deflect ring would be better than Rising Power? (However, I’ve been hanging on to a Brutality +2 which gives 4k power for 4s with a 30s cooldown but I can’t figure out whether 4k over 4 seconds is a good bonus to have vs. the lower, but longer stack in Rising Power). Views?

        You mentioned gear – I’m using Drowcraft with Dusk Raid Sabatons, Gtr Lathander’s Cloak and a maxed out Gtr Plated Band of Constitution. I’ve used an Ensorcelled Mulhorand Longsword and Shield literally from day one of playing the game. Guardian Sigil (main – approaching max), Lantern of Revelation, Bruenor’s Helm, Hunter’s Sigil, all mid-way with lots more grind to go [sigh].

        Main thing though is that your build and advice has made my GF far more fun to use. My own death rate has dropped dramatically and, as you pointed out, I am finding it easier to kill things far quicker that when I was specced as Iron Vanguard; so, again, thank you!

        • Profile photo of Zack
          January 9, 2017 at 2:57 am

          When I’m running around solo I don’t usually use my shield a whole lot so it’s hard to notice if any random ally will speed up the stamina regen but I do know that while in a group with allies that it will work.

          I based the build around doing dungeons but set some things up to do solo content more reasonably. You don’t have to do a lot of dungeons and probably won’t anyway. But that’s where the real fun in the game lies, not wandering through sharandar or grinding through ice wind dale.

          Your current artifacts are ok, the lantern would be used as the active artifact in most cases. Eventually you may get to a point that you want something else but don’t think you HAVE to get anything else.

          For rings I would suggest keeping the rising power and defense for solo and if you decide you want to do a dungeon, trade out the rising power for deflect but otherwise it is ok for now. Eventually you may want to get into the regular demo runs every xx:30 to possibly get a few better rings and castle never can drop sudden defense and deflect in the chests.

          Sudden rings (this includes rings of brutality) will reset their cool down if you get out of combat. So each time you get into another fight it will be ready to go again.

          • Profile photo of Zack
            January 9, 2017 at 3:04 am

            Drowraft is ok for now too but the stats weren’t what I wanted. I would recommend getting into an artifact weapon set, the elemental fire set from spinward rise once refined to “epic” will be more beneficial than the ensorcelled weapons but the refinement for it sucks unless you’re using a mount with wanderers fortune insignia set or dragon hoard enchantment.

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