Guardian Fighter Mod 12B Swordmaster PVE Builds/Loadouts

by Troy on July 19, 2017
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Guardian Fighter Mod 12B Swordmaster PVE Builds/Loadouts

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Guardian Fighter Swordmaster


PVE Builds/Loadouts



Hello everyone, I apologize for the long maintenance window. Please know the the editing is almost complete! Some of the updates have been new information, and some of it is format revamping to prep for the Mod 13 update (which I promise will be pretty soon after launch, just after I’ve tested some things). This guide was last updated on 3/24/18. Thank you all!



Hello everyone, I am Xenakis (Zen-ah-kees) from The Misfit Toys on Xbox One. This guide is packed full of information, variety, and guides you to make the best decisions to help you personalize your playstyle. I also recommend checking out other builds and talking with other Guardian Fighters to gain different perspectives and opinions.  At the time of writing this, the current Mod on Xbox One is Mod 12B. This whole guide is going to focus on PVE tanking. While tanking is the primary goal for this guide, I will also be discussing the current metas DPS Guardian Fighter build. The tanking builds will be the focus as full DPS playstyle is impossible to optimize until end game. As most players here are new, my focus is the tank side of the Guardian Fighter. I am going to assume that people reading this guide are either new to the class, or they are using a respec token seeking advice. As such, I will be very thorough in my information so feel free to skip around as needed! I do realize that I have an increasing number of mid to end game players looking for supplemental information so I will also include more detail that tailors more to end game play style.

**I will warn you, this guide is BIG. There is a ton of information, and not everyone will need all of it. I hope to include buttons soon so that readers may quickly find what they are looking for. Until then, follow the BOLD.

***Still working on integrating photos and buttons to quickly move between sections, though is not me forte. If anyone would like to explain to me how to do this, please message me on here.


What This Guide Will Accomplish:

This guide is aimed at players who use their Guardian Fighter in the traditional role, as a Tank. The reason for this is that the queuing system only recognizes the Guardian Fighter and the Oathbound Paladin as possible tanks, and so when searching for a group, the group you pick up is going to rely on you to do the job predesignated to you which is to Tank. That means this guide will stack defensive stats which include Defense, Deflect, Lifesteal, and Maximum Hit Points for survivability. You will also need a certain amount of offensive stats to help with aggro as well as lower encounter cooldowns. With the loadout system that was introduced in Mod 11.5, changing your loadout to fit the current situation has become easy. It is my goal to provide a means for you to be even more flexible in the way that a Guardian Fighter can aid the group they are currently running with. I will outline a variety of builds; at least one for each Paragon path within the Guardian Fighter’s Swordmaster Path. The Conqueror, Protector, and Tactician builds will provide you with higher DPS contribution, higher personal survival, and higher group support respectively. You can choose one of these builds and stick with it, or you can use them as ways to adapt and best support your group, and you’ll learn how to make those decisions in this guide. If your goal is to maximize your effectiveness in PVE group and solo play, then please keep reading.

With DPS Guardian Fighters being the hot new item (newer trend on console anyways), I can’t stress how important it is to have a passable tanking load out on your character, particularly if you like to play in Pick-Up Groups. You may want to be a full DPS Guardian Fighter, but you can use one of these builds to give you an extra tool to use when playing with unfamiliar groups.

You get 2 loadouts outs for free at level 70. One is the original and the second is a first load out. I am outlining more than two loadouts. For characters that have been around for a while. I recommend using the Conqueror build for solo content, and the Tactician build for group content. If you would like to purchase more loadouts, they make you more flexible to aid the group you are in but are not necessary.

It is my goal to eventually update this guide to include my PVP build. When my PVP build is ready to share I will add it to the guide.


Loadouts were introduced in Mod 11.5. Here is a little bit more information about what loadouts will and will not do for you. Loadouts will allow you to switch Paragon Paths and Feat tracks, including all the points spent there. You can reassign where your ability score points go but you CAN’T reroll you ability scores. For those wanting to do a little bit of everything in the game and with builds, you will want to roll your race and ability scores that are relatively universal. Loadouts will let you completely reassign power points. You can switch all gear and artifacts, but enchantments MUST stay with the gear. If you want to run a Frost enchantment in your PVE weapons, you can’t map that weapon to PVP with a fey touched enchantment. You need a separate weapon set and enchantment, or you need to spend gold to move enchantments around, Loadouts will not adjust companions or mounts and insignia bonuses. If you really wanted to get the most out of a DPS build versus tank build, those things would need to be adjusted manually like swapping enchantments, mount bonuses, and companions as well as get entirely separate gear to slot in. Loadouts can only be switched at the camp fire and additional loadouts currently cost 500 Zen each.

Ability Score:

For the Guardian Fighter, the Primary Ability is Constitution. The Secondary Abilities are Dexterity and Strength. The abilities Wisdom, Charisma, and Intelligence are not considered main ability scores for the Guardian Fighter but they have their uses.

Constitution: This stat increases Maximum Hit Points and Action Point Gain.

Dexterity: This stat increases your Resistance Ignored (Armor Penetration) and your Deflection Chance.

Strength: This stat increases your overall damage, Damage over Time Resistance, and Stamina/Guard Gain.

Intelligence- This stat increases your recharge speed, which means your encounters cooldown faster.

Charisma- This stat increases your companion stat bonus and combat advantage damage. This means you’ll get more stats from your companion and you’ll deal more damage when you have combat advanrage over an enemy.

Wisdom- This stat increase your Control Bonus and your Control Resist.


When building a character, particularly a Guardian Fighter, you want to take a look at the big picture and imagine where you get your stats from. Whether you’re new to GF, or you’re experienced with lots of gear and boons will change what type of roll you do. Also, consider the playstyle you may want. There are better rolls for tanking versus DPS. Since I do both tanking and DPS in this current mod, I will share the initial roll of stats I took that seems to be the “best of both worlds.”

Constitution- 16

Strength- 16 (18)

Dexterity- 12

Intelligence- 10

Wisdom- 10

Charisma- 10 (12)

Since I am Dragonborn, I put +2 into Strength and Charisma, making those stats 18 and 12 respectively. To me this is the optimal roll if you want to keep your options open for tanking and DPS. If you are human, just pick Strength since it’s a secondary stat. Any other races with extra ability scores, fill primary and secondary stats first.

Now, with this roll I can tank or DPS, but where I allocate my points changes.

For tank builds, put your points into Strength (for aggro) and Intelligence (for cooldown). If you need extra armor pen (everyone new to GF for sure), you can put your points into Dexterity and Intelligence instead.

For DPS builds, put your points into Strength (for damage) and Charisma (for companion influence and combat advtanage damage). If you are low on armor pen, you can rank up Strength and Dexterity instead, but Strength and Charisma is ideal.

Some of you may be asking, why not rank up Constitution (the primary stat)? I used to do this and removing points in Constitution is one of the biggest changes in my build. Stacking Constitution is not wrong, but I felt that the losing some Constitution to gain other stats was just more beneficial in the long run. Constitution only increases base HP, not HP gained from equipment and enchantments which is my main reason for not ranking up Constitution. Since it is a Primary stat, it is rolled relatively high anyway. For me I lost a few thousand HP so it’s not much to worry about.


Which race you decide to play can be a very personal decision. Some of you reading this will want the best race to do your job, and some of you will pick the race you like regardless of it’s utility for the sake of appearance. In older versions of this guide, I listed a variety of races that could be viable because they supported the Primary and Secondary ability scores of the Guardian Fighter or they provided another desirable gain. I have redesigned this section to include less traits, as feedback from the community stated they want to see the top few choices for race.

The further along your character progresses, the more your race choice becomes about maximizing your potential for the roll you play. Some races are better for tanking as they can buff/debuff. Other races are better for DPS as they have the highest potential damage output. Which race you choose is a personal decision, but I will lay out the most viable options (with a few choices options each) to fit the roll that you’d like to play.

Beginner Race:

  • Versatile Defense- This race has an extra 3% Defense stat.
  • Heroic Effort- You are granted 3 additional Heroic points to use in their Heroic Feats.
  • You get +2 to ANY Ability Score

The Guardian Fighter first and foremost is a Tank. When you cue for a dungeon, the server picks you up as a tank, even if you are built for DPS. Defense will be one of the first stats that you stack on your character with the goal of reaching 80% DR, which is the cap for Defense based damage mitigation. Some people stack Defense even higher to counteract Defense debuts. Having 3 extra points into your heroic feats is great for first time tanks. If you’re feeling fresh and that the extra points will help you do your job, it’s a solid choice. More heroic feats means more initial stats on your character. The extra Defense is only to Defense stat, and not DR as the tooltip states, but if you’re going to have extra stat, it doesn’t hurt for it to be Defense. Overall, this race choice is not really desired for end game but is still worth mentioning for those starting out and learning the class. Human is really only a viable option for TANKING.

Tanking Races: 

Drow/Menzo Drow:
  • *Darkfire- You have a 5% chance when attacking a foe to apply Darkfire for 4 seconds, reducing its Defense by 5%. This debuff can stack 4 times, but does not stack with multiple Drow in group.
  • *Faerie Fire- You have a 5% chance when attacking a foe to apply Faerie Fire for 4 seconds, reducing its Defense by 3%, and its Power by 6%. This debuff can stack 4 times, but does not stack with multiple Drow in the group.
  • Trance- You recover at campfires twice as fast.
  • You get +2 to Dexterity, AND +2 to either Wisdom OR Charisma.

For those looking for a way to extend the role of buff/debuff tank into your race choice, this is the race for you. Trance is…disappointing to say the least but the debuff you can apply can be extremely valuable. The downside to this race is that the choice in ability scores could be better, but the debuff value outweighs the downsides here. If you want to be a fully dedicated buff/debuff tank then pick this race. Darkfire is the debuff that normal Drow can apply and Faerie Fire is the debuff that Menzo Drow can apply. Darkfire and Faerie Fire can stack together if two different Drow are in the group but two of the same race of Drow can’t stack the same debuff. Reportedly, Menzo Drow is the more reliable debuff as it is easier to apply and stack than Darkfire. The Menzo Drow is a premium race purchase from the Zen Market.

*Darkfire only applies to the regular Drow race, and Faerie Fire only applies to the Menzo Drow Race.

  • Bloodhunt- You deal an additional 5% damage to targets below half health.
  • Infernal Wrath- When you receive damage, you have a 10% chance to apply Infernal Wrath to your attacker for 5 seconds. This effect reduces the target’s Power by 5%.
  • You get +2 to Charisma, AND +2 to either Constitution OR Intelligence.

This race is a second option for those looking to help their group out more by providing debuffs. This race is a second option to the Drow because while this race reduces the damage the enemy deals (power debuff), the Drow race debuffs the enemies Defenses (more important), and the Menzo Drow can debuff Defense and Power. Still, this class is worth mentioning for the debuff, as well as the ability to roll both Intelligence and Charisma higher. The additional damage to targets below half health can help with aggro, and while it’s not necessary to have it is nice anyway.

DPS Races: 

  • Furious Assault- Your Critical Severity is 5% higher.
  • Swift Charge- You gain a 10% bonus to run speed for 3 seconds when you enter combat. This effect can only occur once every 20 seconds.
  • You get +2 to Dexterity, AND +2 to either Constitution OR Strength.

The Guardian Fighter in more recent mods has risen to the role of DPS Guardian Fighter. When built correctly, it is very highly sought after. As far as free race choices go, Half-Orc is the best available race for DPS because you’ll take Dexterity and Strength for Armor Penetration and Damage Bonus. The extra critical severity is a nice bonus as well. Overall, if you’re looking for free race choices, Half-Orc is the top choice but there is a better choice for DPS.

Dragonborn/Metallic Ancestry Dragonborn:
  • Dragonborn Fury- Your Power and Critical Strike are increased by 3%.
  • Draconic Heritage- You receive 5% more healing from all spells and abilities.
  • *Metallic Ancestry- You receive 3% more healing from all spell and abilities, and your Maximum Hit Points total is 3% higher.
  • You get +2 to ANY TWO stats.

First, as I mentioned previously this race is not a default race, It is a PAID pack on the Zen Market. Even when it went on sale for the holidays it was almost 50 USD. If you have it, like burning a hole in your pocket, or want your character to look like an ugly lizard with legs, is actually some gain here. 5% healing is great for any class, and a tank benefits from this especially. If you are looking to do DPS, or maybe you just want the extra power and crit without having to invest it into your gear/boons/enchantments, then perhaps this race is for you. All jokes aside, this is my race of choice. I prefer it because I like to play all content and styles (Tank/DPS/PVP) and for flexibility Dragonborn is great. Most people regard Dragonborn as being the best for PVP and DPS as well. There is a better option for tanking but if you want to be able to do it all and take advantage of the load outs OR just focus on DPS, go Dragonborn.

*Dragonborn Fury only applies to the regular Dragonborn race, and Metallic Ancestry only applies to the Metallic Dragonborn race.


The Dragonborn race is my personal choice for the many roles my Guardian Fighter plays (Tank/DPS/PVP). For end game Guardian Fighters, if you don’t have Dragonborn, pick the race that you feel supports your MAIN area of focus: Drow or Tiefling for tanking as they provide debuffs that help support your team, and Dragonborn or Half-Orc for DPS as they have the highest potential for DPS output. Human is a comfortable first choice for new guardian fighter, but is not desired for end game content as there are better options.




An important part of any character build and their level of performance has to do with stat allocation. Stats can be broken up into two categories: Defensive and Offensive. Tanks typically stack Defensive stats first and Offensive stats second. If you want to DPS, you would stack Offensively first and then Defensive stats second. If will break down what each main stat does for us, why we may or may not need it, and for which builds you’ll want to focus certain stats on.

Defensive Stats:

Defense– Defense is your primary form of Damage Mitigation. Defense as a stat translates into Damage Resistance (DR). The cap for DR is 80%. There are other forms of Damage Mitigation that fall outside of the DR cap, so your goal is to just hit 80%. Some like to stack some DR over the cap to help negate the effects of armor break debuffs (they lower your DR%). If you want to do this, you can stack up to 95%, however it shouldn’t be necessary with buffs and damage mitigation that falls outside of the cap.

Deflection– Deflection is one form of chance based survivability. Deflection stat translates into Deflection %. Deflection when procced halves the damage that you take (with 50% deflection severity which is the base amount of severity you have). Your damage is first mitigated (through DR for example), and then that damage is cut in half when you successfully deflect. Deflection can be a good means of prevent large amount of damage from taking your Hit Points, but it IS still a chance. You would want a large Deflection % to make stacking Deflection reliable as a means of survivability. 100% deflect would guaranteed that every hit you take is halved, but it is very difficult to achieve that number. You could imagine that if 50% of the time you take half damage and the other 50% of the time you don’t, even 50% percent can be pretty unreliable.

Lifesteal– Lifesteal is the other form of chance based survivability. Lifesteal stat translates into Lifesteal chance %. As it sounds, Lifesteal is a way to restore health when you’ve lost Hit Points. The amount of health you replenish is a factor of Lifesteal severity and how much damage you deal. Increasing your damage and Lifesteal severity can increase the amount of life you restore in a hit. Lifesteal is more forgiving in that you can get by with a lower chance for Lifesteal and have good gains from it.

Maximum Hit Points– Maximum Hit Points is easy. The more hit points you have, the more hit points you can lose before reach 0 and croak. Maximum Hit Points is one often looked over defensive stat. I personally recommend a minimum of 200k. If your DR mitigates 80% of a 1 mil hit, you would take a 200k Hit Point loss. If you deflected, it would only be 100k, but at 200k Hit Points you would be at half health. With other forms of mitigation and buffs from your team, you would take less but 200k allows for some room for error and in general helps with survivability.


Offensive Stats:

Power– Power is your damage. Stacking more Power allows you to hit harder. Power is always good to have, but with power share coming from other party members, it’s not going to be the first stat we go after. Take it where you can get it as it helps.

Critical Strike– Critical Strike translates into Critical Chance %. When you crit, you deal more damage than normal. It is good to have some crit as a tank, but you do not need to stack absurd amounts of it. I have about 30% crit chance and I feel that is a healthy number to aim for, particularly with my Tactician build. If you are going to be a DPS GF, you want to aim for at least 90% ( more on this later).

Armor Penetration– Armor Penetration translates into Resistance Ignored %. Armor Penetration is the mechanic that pierces through enemy DR. In all content before the Jungles of Chult, the target RI% is 60%. If you are in the Jungles of Chult, you need 75% Armor Penetration. If you’re in Tomb of the Nine Gods, you need 85% Arp. Both DPS and Tanks should stack the appropriate amount of Arp for the content they are playing.

Recovery– Recovery translates into Cooldown Reduction % as well as Action Point Gain %. Recovery allows a player to cooldown their encounter powers faster and to build their Action Points for their Daily powers faster. Recovery hits a soft cap (point of diminishing returns) around 12k Recovery. You can gain benefit from stacking more but the return is significantly less. For DPS, you don’t need to go out of your way for Recovery as your team will help you with cooldowns. For a tank, we want to be self-sufficient in Recovery so that we can reliable provide our buffs. Our goal is to have enough Cooldown Reduction % to cast our buffs with 100% uptime.

Tertiary Stats: 

There are other kinds of stats that are much harder to come by referred to be some as tertiary stats. For tertiary stats, you want between 800-1200 as 1200 is the starting point of very harsh diminishing returns. If you go over 1200, try to rebalance your stats and move the points elsewhere. These stats are changes with artifacts, artifact weapon offhand bonuses, jewelry kits, and mount insignias.

AP Gain– This stat helps you build you Action Points faster. Popping your Daily powers is an important way to buff both you and the team so Action Points are a stat we will go for as both DPS and Tanks.

Combat Advantage Damage– This stat helps us deal more damage when we have combat advantage. More damage equals higher threat generation, and since GFs can always provide Combat Advantage through marking, this stat is worth investing in as both DPS and Tanks.

Control Bonus– This stat helps your control powers to last longer/perform better. This is not a stat we need to focus on in PVE content. In PVP it may help a little bit but it’s still pretty far down the list as far as usefulness goes.

Control Resist– This stat helps you avoid being stunned, knocked, dazed, etc. Really, it reduces the time that control powers apply to you (so it’s the opposite of control bonus). This a decent if you have some points there but we won’t go out of our way for it.

AOE Resist– This stat reduces the damage you take from AOE attacks (the big red circles). This stat is good, but you probably won’t have the means to get this high after raising AP Gain and CA Bonus.

Regeneration– This stat helps you heal outside of combat. Now, so people say it is useless. I do recommend that everyone has just a little bit of regeneration so that you can heal on your own if you’re running content by yourself or so you can heal in between enemy groups in dungeons. Usually, I just pick one regeneration boon to cover myself.

Stamina/Guard Gain– This stat helps you regenerate lost stamina. It does NOT slow down the consumption of stamina. It’s good to have some points here but we won’t go out of our way for it.

Incoming Healing Bonus– This stat increases the potency of healing both from outside sources as well as self-procced heals. We will get some of this stat from boons, but we won’t go out of our way for it.



Paragon Path

Swordmaster vs Iron Vanguard

As clearly outlined at the top of this guide, you will be choosing Swordmaster for all of these builds. I’m not going to bash Iron Vanguard, but here are some reasons for picking Swordmaster. With Swordmaster powers being on the left and Iron Vanguard powers on the right, I will show what you the changes are between Swordmaster and Iron Vanguard, and explain some pros and cons.


Weapon Master’s Strike versus Threatening Rush


  • In this case, both at-wills are good but the reasoning for picking Swordmaster comes down to the pair of at-wills you would use. In Swordmaster you’ll use Weapon Master’s Strike and Iron Tide or Crushing Surge. In Iron Vanguard you’ll be using Cleave and Threatening Rush or Tide of Iron or Crushing Surge. Crushing Surge is a single target stab and Iron Tide is single target as well. Threatening Rush offers a soft mark and mobility which is great but for AOE you’ll most likely use Cleave (which isn’t good compared to Weapon Master’s Strike) or you’ll be stuck using two single target at-wills on AOE. In this case, Threatening Rush from IV is great but Weapon Master’s Strike is just better. WMS also a debuff, a huge AOE that’s great for trash clearing/spreading your weapon enchantment, it’s easy to control, and it’s “back-stab” mechanic can be helpful if fighting enemies with shields.

Steel Grace versus Ferocious Reaction

(Passive Powers)

  • In this case there is a clear winner in my opinion. IV’s Ferocious Reaction is basically just more heals, but honestly it isn’t needed. Fighter’s Recovery does wonders all on its own and both paths can use Fighter’s Recovery so picking IV for Ferocious Reaction doesn’t make much sense. Steel Grace give a flat movement speed bonus (unlike Fray which is only up as long as Fray is active), and it also gives 3% Critical Chance and 3% Deflection Chance. The reason I use Steel Grace (sometimes but not always) is for the movement speed. It’s great if you’re speed running or just for clearing dailies quicker. There are other passive powers that you’ll use instead of Steel Grace in most situations but when comparing the two, Steel Grace is a clear winner.

Line Breaker Assault versus Frontline Surge

(Encounter Powers)

  • This comparison could be up to personal preference, but I do think that Line Breaker Assault is better in this case (I swear i’m not biased). Line Breaker Assault and Frontline Surge both proc Crushing Pin which is good. These powers are either for pricing Crushing Pin or dealing damage, and most likely on mobs. When you think of it in that regard, Frontline Surge does a slash combo that effects less enemies than Line Breaker Assault can. Line Breaker Assault rushes through the crowd. It can potentially spreading Crushing Pin to more enemies than Frontline Surge can, and a bonus is that when timed well can be used to maneuver in and out of red AOEs as well. If you’re building for DPS, you’ll definitely line Line Breaker Assault better than Frontline Surge.

Crescendo versus Indomitable Strike

(Daily Powers)

  • To be honest, neither of these really get used in PVE. So for most of you this is negligible. Both powers proc Crushing Pin, however since I do PVP a bit, I can say that with the correct rotation, Crescendo can be very deadly. It locks you in to one target which can help when enemies are slipping away from your. Some people that play Sword Master do like to use this on bosses as yet another way to proc Crushing Pin but I just prefer Villian’s Menace for the damage boost and damage mitigation. Indomtiable Strike is more of an AOE daily and is just one that I’m not likely to use in any situation.

It is important to note that when you pick Swordmaster or iron Vanguard, you get a new feat in the second column (on the bottom) that is tailored to that path and the powers available in it. As far as feats we will take, the only one that really matters is the added debuff to Weapon Master’s Strike in the Protector path. Most DPS GF’s take this feat. It is one of the main reasons GF DPS goes Swordmaster versus Iron Vanguard in PVE.




The powers available to you are defined by the Paragon Path you choose at level 30 (Swordmaster), as describe above, so it doesn’t matter which build you end up following, the same powers will be available as long as you selected Swordmaster. I’m going to give you power loadouts to use in different scenarios, These will be the first powers to level 4 and will be the most used. Understanding how your powers work, what kind of buffs/debuffs they do, and when to use them are what makes any class great. You can copy my loadouts and move on or read on and learn why we use these moves. Below are the powers you will want to take to 4 as soon as possible. I will show where I map my powers but you can move them as you see fit. Below all of my power sets I will include other situationally useful powers for you to try. The powers below are my most used, but depending on your toon development and situation, you may find some of the other powers helpful and I will describe why they are helpful.


DPS Mob Powers (Also for solo):
  • RT= Weapon Master’s Strike
  • LT= Tide of Iron
  • X= Linebreaker’s Assault
  • Y= Enforced Threat
  • B= Into The Fray
  • Villian’s Menace (Daily 1)
  • Fighter’s Recovery (Daily 2)
  • Combat Superiority (Personal)
  • Steel Blitz or Steel Grace (Personal)
DPS Single Target:
  • Weapon Master’s Strike
  • LT= Tide of Iron
  • X= Griffon’s Wrath
  • X= Knee Breaker
  • Y= Knight’s Challenge
  • B= Into The Fray
  • Villian’s Menace (Daily 1)
  • Fighter’s Recovery (Daily 2)
  • Combat Superiority (Personal)
  • Shield Warrior’s Wrath (Personal)
Group Play Mobs Powers (Tanking):
  • RT= Weapon Master’s Strike
  • LT= Tide of Iron
  • X= Knight’s Valor
  • X= Commander’s Strike
  • Y= Enforced Threat
  • B= Into The Fray
  • Villian’s Menace (Daily 1)
  • Fighter’s Recovery (Daily 2)
  • Guarded Assault (Personal)
  • Combat Superiority or Steel Grace (Personal)

If you are running a lower level dungeon, or your group is at the point where they can do without Knight’s Valor, you could play around with using Commander’s Strike instead. You’ll still want Enforced Threat as Commander’s Strike requires targets to be marked for it’s bonus.

Group Play Single-Target (Tanking):
  • RT= Weapon Master’s Strike
  • RT= Crushing Surge
  • LT= Tide of Iron
  • X= Knight’s Valor
  • X= Knight’s Challenge
  • Y= Commander’s Strike
  • B= Into The Fray
  • Villian’s Menace (Daily 1)
  • Fighter’s Recovery (Daily 2)
  • Guarded Assault (Personal)
  • Combat Superiority (Personal)


Personal Powers: 

  • Enhanced Mark- This Personal Power is a go-to when learning to tank. Marked targets build increased threat while marked, and you generate 75% more threat when striking them. Threat is the mechanic that enables a tank to pull and hold Aggro. If a tank cannot generate enough threat, enemies will lose interest in you and back hand the crap out of your DPS (P.S. They don’t like when this happens). Leave this on and you should hardly ever have trouble. When fully upgraded, threat generation is increased by 300%. This power should not be overlooked, however if you can generate enough threat without it, then use something else.
  • Guarded Assault- A great one to leave on when tanking, the Personal Power reflects 5% of your incoming damage when you block, up to 15% of your Max HP. Reflect 20% damage when fully upgraded. This a gem if you’re needing the extra survivability. This power becomes more important if you use it in  combination with the weapon offhand bonus to proc Crushing Pin (more on this later). This power is always on as a tank.
  • Steel Grace- You become lighter on your feet in combat, increases run speed by 10%, and increase deflection chance and critical chance. 17.5% run speed, 3% Deflection and 3% Critical chance at max.This is my personal favorite to use, though it may not be slotted 100% of the time depending on the load out and the needs of the group. The run speed from this is just insane. No one likes a tank that’s always late to the fight as it’s harder to pull back aggro off the dps, and your group didn’t get the benefit of your buffs from the start. I like to use this on mobs with a tank build.
  • Shield Talent- If you are a lower level guardian fighter and are struggling with shield up-time then you can switch to this (probably just during boss fights) to help with your Stamina management. Guarding consumes stamina 5% slower. 20% at max.
  • Combat Superiority- When a foe hits you, you deal 5% additional damage to them and they deal 5% less to you for 8 seconds. 8% Damage increase and deduction and max. You definitely want this if you’re DPS. I also like to use it on my tanking build in boss fights.
  • Shield Warrior’s Wrath- When you take damage with your shield up, you gain 8% damage for 15 seconds at max. This is great for single target DPS.

The personals listed in my power sets above are the ones I feel most useful in those situation for where my toon development and playing ability are. If you struggle with shield/stamina management as a tank for example, the absolutely try using Shield Talent! It could save your life and make your job easier until you learn how to play with out it. Each of the above personals have their place but some are better than others once you reach a certain point with your character.


Why do we use these powers?
  • Weapon Master’s Strike- This power is supposed to self buff you to make enemies more susceptible to your damage when struck with this power. I’ve heard reports that it doesn’t work properly but when buff caps are readjusted in Mod 12, this will still work. HOWEVER, it is still best because it’s AOE swing is HUGE and the damage is way better than the Cleave alternative. If you’re DPS, this power becomes more important as a debuff.
  • Crushing Surge- This is the go-to At-Will power for single target encounters. This move has a slight lunging animation as it stabs on the final blow. I tolerate the moving around on this move in single target as it helps keep me on the boss, and it heals you on the third hit. It can be a pain to switch At-Wills for Single Target versus AOE, but it does give a nice return and does a bit more base damage than WMS.
  • Tide of Iron- This is a single target shield smash that reduce their damage resistance to your attacks and it recovers 10% of your Stamina which means more shield time. I always keep this on for the debut and will use it whenever I start attacking enemies. For DPS, this is a good move to use before you use your encounter powers.
  • Knight’s Valor- This power allows you to shield your allies, temporarily intercepting half of all damage they would have taken, which also BUILDS THREAT based on how much damage you mitigate. Most groups have come to rely on this power because it’s just that good. More importantly, it’s how you’re going to get most of your aggro.
  • Into The Fray- This power gives a straight outgoing damage boost to members in your party. This is the reason everyone wants a GF in their group. Your end game goal is to have 100% ITF up time (get your recovery up). This power buffs the party AND you. If you’re DPS, the small amount of Temp HP ITF gives provides a damage boost.
  • Enforced Threat- This is an AOE soft mark power. This power can mark a whole mob of enemies which not only helps them Aggro onto you, marking enemies helps your allies do more damage to them. This ability also recovers 30% of your Stamina over 8 seconds when fully upgraded. If you’re in really low level areas like Sharandar and Dread Ring, this power can one shot or near-one shot a whole group of enemies leaving them for a quick clean up. For DPS this powers hits like a truck as an AOE, and simultaneously marks and debuffs the enemies.
  • Commander’s Strike- This power is a single target debuff. When used against a marked target, your allies all do bonus damage on their next encounter power use. Fully upgraded, you buff 40% bonus damage to each ally. This power is good when you don’t need to use either KV or ET.
  • Villain’s Menace- This is your DPS Daily Power, it buffs your damage output, it makes you immune to disabling effects, and it gives you an additional 20% Damage Mitigation. If you’re DPS, this is the only Daily power that you use. You can easily cancel this daily by beginning to cast it, then quickly raise your shield (block/guard). You can use this to “pop your daily” without using your Action Points (more on this later).
  • Fighter’s Recovery- This is your self-heal Daily Power. Fully upgraded, you heal for well over half of the damage you deal. Basically just use Enforced Threat once and you’ll be at full health. This is a super useful back pocket tool and therefore it is always slotted.
  • Griffon’s Wrath- This move has three charges and on top of that it’s one of the hardest hitting encounters anyways. The charges do take a while but they pack a punch. When used with Knight’s Challenge in Conqueror it’s menacing. I use Griffon’s Wrath currently as it’s one of our attacks that proc Crushing Pin. When used in this manner, you would pace your charges so you aren’t on a terribly long cool down with no debuff uptime. If you’re DPS, you activate Knight’s Challenge and try to time your Griffon’s Wrath hits with the buffs and debuffs. This can be very hard to do, but is worth the attempt since the 3 charges of wrath have a long cooldown.
  • Knight’s Challenge- This power locks you into 1v1 combat where you and the enemy deal double damage to each other. Using Griffon’s Wrath while in Knight’s Challenge deals insane damage in Conqueror. Knight’s Challenge in a tank scenario can also be used to make any boss your personal pet for a few seconds and reassert your aggro. If you’re a Tactician Tank, you can use this to help build your aggro by increasing your damage, and the extra damage you take will help you give your teammates more AP.
Marking enemies:

Make sure that you mark your enemies. as a tank it helps you build threat and keep your group safe from an unexpected clobbering. Your enforced threat is a soft mark you use to grab multiple enemies at once. Your RB (again Xbox) button is your hard mark which you use on the biggest enemy in the room. You can also use your hard mark to correct any defectors attempting to attack your group. Marking is for threat generation as well as debuffing, so you always want to be sure that the enemies you have are marked to the best of your ability. Be sure to utilize both your Hard Marking and Soft Marking capabilities.

Tanking Rotation:

In a typical Tank rotation, your goal is to buff first than cast powers that deal damage. Into the Fray on it’s own does no damage because it is a buff. Your Weapon Master’s Strike and Tide of Iron makes your encounter powers deal more damage too, so those powers would also be used before you deal damage. The most important thing is to always make sure that Into The Fray is being used immediately off of cooldown. If Into The Fray is up 100% of the time, your teammates don’t have to worry about losing that buff (and neither do you).

For Mobs:

Use ITF–Guard and Hard Mark–Enforced Threat (to apply soft marks)–Weapon Master’s Strike until powers are off cooldown. Once you’ve inititally applied both your hard and soft marks, try to make sure that follow up Enforced Threats are buffed with Into The Fray and Weapon Master’s Strike if you can. Always block when necessary and make sure you keep the enemies in front of your shield and not surrounding you for combat advantage. When possible, apply hard marks to mobs. Only one enemy can have a  hard mark at a time some sure to target the biggest enemy with the hard mark.

For Boss:

The rotation stays largely the same except that you may swap Enforced Threat for Commander’s Strike or a power like Knee Breaker or Griffon’s Wrath that can proc Crushing Pin. These powers all deal damage so make sure you buff them up by using Into The Fray, Weapon Master’s Strike, and Tide of Iron before your damage encounter to increase their effect. If your group does not need Knight’s Valor then you can use Knee Breaker and Commander’s Strike. Use Into the Fray as soon as it is ready to keep it up 100% of the time. You should try to mix Weapon Master’s Strike and Tide of Iron in between Knee Breaker and Commander’s Strike to help you deal a little bit more damage (aggro) as your at-wills will debuff the boss and make the powers deal more damage. Hard mark at the very beginning of combat and make sure to refresh it periodically in case it wears off. If you lose aggro for some reason, through in Aggravating Strike (stab while your shield is raised) to help generate extra threat. If all else fails to hold aggro, slot Knight’s Challenge in place of Commander’s Strike.



Please know that when selecting points for a build, you must use a certain amount of points to progress up the trees. I left space to comment on each power even if it wasn’t selected. That way, you know if i picked/didn’t pick a power because it was good/bad or maybe I just need more points to advance to get where we needed (the top of the tree). Each build uses one tree primarily and will often use a few points in the other trees. This will be notated along the way. The Heroic Feats will largely stay the same, however I have noted where some changes could be made. I have chosen one build for each paragon path:

Conqueror: Full DPS build. This build is meant to be used where your group is expecting you to DPS and NOT Tank. Ideally, you would run this set up with a Paladin, 2 DC (preferably-especially if you want to try 3 shotting), and another DPS class that can buff/debuff. You will have good DPS even without a full buff group but to fully take advantage of this build you should have end game level gear/stats as your damage will not be good with low crit, armor pen, etc.

Protector: Entry Level Tanking (still learning the class). Beginners will gain some feats that will help with survivability while providing minimal group support. When the beginner tank feels accomplished, it is no longer recommended that they run the Protector build. Sometimes the Protector is referred to as a “full tank.”

Tactician: End Game Tanking (experienced tanks). This build is for all serious tanks that have great understanding of stamina/guard meter management, as well as a solid amount of defensive stat (because this build lacks extra defense, deflect, etc. from feats). Tactician are sometimes referred to as “Buff/Debuff tanks.”

Now, you only get TWO free loadouts. What most of you (starting out) SHOULD do is make one loadout Conqueror and the other one Protector (until you’re comfortable tanking). What I anticipate many doing is trying to skip the Protector Path and go straight to Tactician. There is nothing wrong with this necessarily. The Protector Path sort of has training wheels built into the path (much like shield talent is training wheels for shield training), and Tactician doesn’t. Protector is all about you and Tactician is all about the group. I still include Protector her as many first time tanks will appreciate the build as they learn the class and their role. I tried to balance the Protector build to include some group buffs but the Protector build is designed to ease into tanking. Accomplished tanks should not use the Protector build. I recommend all serious tank (end game content or not) to use the Tactician Path. Protector is really only here for the beginners.


Heroic Feats:

Toughness– Increases your Maximum Hit Points by up to 9%. More Hit Points means you can take bigger hits. This only increases your base HP, but it is still valuable and therefore I take it in every build.

For tank and DPS, take 3/3.

Strength Focus– Increases the effectiveness of Strength by up to 15%. You definitely take this in a DPS build

For tank and DPS, take 3/3.

Action Surge– Gain up to 10% more Action Points from Guardian attacks. More AP means more Daily Powers. Our Action Point is already pretty good from guarding, but this makes it much faster.

For tank and DPS, take 3/5.

Shielded Resurgence– When affected by a control power, gain up to 4% of your HP over 10 seconds. Can happen once every 30 seconds. I would like this more if it did more for us, but the cool down is too long for too little HP, but mostly there are better options for our points.

Dont use any points here.

Distracting Shield– When you Guard an attack, your attacker briefly deals up to 5% less damage. I really despise tooltips that don’t specify their cooldowns or durations like this one, but with the difficult of some new content, this is a good one to run because it’s a layer of Damage Mitigation that falls outside of the cap.

For tank builds only, take 5/5.

Armor Specialization– Increases the effectiveness of Armor Class and Defense by up to 15%. Armor Class is Damage Resistance as a % on your character and Defense is a number (which simplifies to a % eventually). More static defense on your tank is about as good as it gets.

For tank and DPS, take 3/3.

Grit– Gain up to 3% of your Max HP in Temp HP when you are healed by a player power (40 second cooldown). The only way this could possibly be viable is for providing extra Temp HP for DPS GFs (Temp HP grants bonus damage), but with a 40 second cooldown it isn’t worth it.

Don’t use any points here.

Powerful Attack– Increases the damage of your Encounter and At-will powers by up to 10%. As a DPS you definitely want to use this. As a tank, extra damage is good but our points are better spent elsewhere.

For DPS only, take 5/5.

Potent Challenge– You generate up to 15% more threat. This could help if you have trouble holding aggro but it would be better to learn to hold threat without points here so you can spend the points elsewhere.

Don’t put any points here.

Pin Down– The Prone duration of your powers are increased by up to .3 seconds. We don’t really use prone powers (except in PVP), plus the amount of buff you get for 3 points is insignificant and insulting so this power isn’t worth the investment.

Don’t use any points here.

Weapon Mastery– Increases your Critical Chance by up to 3%. If you’re DPS, you’re looking for as much free Crit as  you can get and Crit Chance is even better. I also run this on my Tank builds as it support my particular playstyle.

For tank and DPS, take 3/3.

Ubiquitous Shield– Reduce the damage effects of Combat Advantage against you by up to 25%. As a tank it isn’t uncommon to find yourself surrounded, however a great tank avoid being caught with CA on them so if you play smart you can save yourself points here.

Don’t use any points here.

IF you pick Human for a tank build, you can put your extra 3 points into Potent Challenge.


Conqueror DPS Build: 

A true DPS GF build really only has one set of viable feats. DPS GF is a widely growing trend in PVE content. Whether you’re looking to just clear dailies easier, build a Hybrid GF, or building for full DPS the feats do not change. Thanks to fellow GF Abrams for his contributions to the DPS portions of this guide.

Conqueror Tree:

Take Measure (5)- When you are crit, gain Temporary Hit Points equal to up to 5% of your Maximum Hit Points (50 second cooldown). You take this because it has good synergy with the next feat.

Wrathful Warrior (5)- When you have Temporary Hit Points you deal up to 15% more damage. The extra damage bonus here can’t be beat.

Jagged Blades (5)- When you critically strike a foe they begin bleeding. This bleed lasts 10 seconds, and deals up to 750% of your weapon damage over its duration. This one also provides extra damage just for stacking crit which DPS will do anyways.

Staggering Challenge (5)- Gain up to 20% damage bonus to Griffon’s Wrath when the target has recently been struck by Staggering Challenge empowered Griffon’s Wrath. Additionally, your damage bonus from Knight’s Challenge is increased by up to 10%. To use this feat effectively, you need to use all 3 charges of Griffon’s Wrath quickly they fit within the Knight’s Challenge timer, and because each successive hit does even more damage. It is wise to time this with full buffs up for maximum burst damage. This feat is huge and is one of the main reason end game groups look for a DPS GF. When timed correctly with the teams buffs/debuffs/and a proper rotation your can 3 shot even the hardest bosses. Make no mistake though that most of the hard work here comes from everyone buffing towards those three shots and that it takes tons of practice with a consistent team, but this feat is part of the magic.

Tactical Superiority (5)- You deal up to 5% more damage and Combat Superiority grants up to an additional 5% damage. We will always have Combat Superiority slotted so this is more free damage.

Reckless Attacker (1)- When struck in combat you gain Reckless Attacker. Reckless Attacker increases your damage by 5% and Critical chance by 2%. Reckless attacker lasts 10 seconds and stacks up to 5 times. This capstone is very important. I said earlier that DPS GFs need at least 90% crit chance. That’s because Reckless Attacker can make up the other 10%. As long as you continue to take damage, the stacks refresh so you can keep the 10% up if taking damage. The extra damage that comes with the crit chance is huge. even better if you can get around 94% crit chance so you don’t need to maintain full stacks of Reckless Attacker to reach 100% crit chance.

Protector Tree:

Plate Agility (5)- You gain up to 5% chance to Deflect an attack. Deflect doesn’t hurt but you take this to get to Staying Power

Staying Power (5)- Weapon Master’s Strike now also reduces your targets Mitigation to your Encounter powers by 10%. This is important for making your encounters (particularly Griffon’s Wrath) hit harder,

Tactician Tree:

Crushing Pin (5)- Apply a debuff when you use a control power on enemies. This is important for increasing the damage of your rotation consider Line Breakers Assault (AOE rotation) and griffon’s Wrath (Single Target rotation) procs Crushing Pin.



Protector Beginner Build:

It is worth noting that I don’t really use Protector at all. Protector get a bad wrap because they say it is useless and it doesn’t help the team out (particularly in end game content). Other opinions also say that it is not needed in content anymore. The Protector is typically referred to as a “Full Tank.” I don’t really advise anyone to run the Protector build unless they are brand new to tanking or they want a bit more protection when learning to tank. That being said, the Protector isn’t totally without group benefit, but it is not as much as Tactician. I have designed this build to a balance of beginner “training wheels” as well as take group debuffs where possible. Note, for one of the debuffs you will need to use Terrifying Impact (Daily) instead of Villian’s Menace when Fighter’s Recovery is not needed to try and provide as much to your group as possible.

Protector Tree:

Plate Agility (5)- You gain up to 5% chance to Deflect attacks.

Shield Defense (5)- Gain up to 5 AC.

Unshakeable Line (5)- Each ally within 20’ of you increases your Stamina Regen by up to 10%.

Shieldmaster (5)- Guardian drains Stamina up to 10% more slowly.

Brawling Warrior (5)- Knight’s Valor increases your Damage Resistance by up to 5% and Enforced Threat deals an up to an additional 10% damage and threat.

Overwhelming Impact (5)- Supremacy of Steel and Terrifying Impact now temporarily reduces Damage Resistance by up to 5% on affected targets.

Iron Guard (1)- With every melee hit on an enemy, you reduce its damage by 5%. Maximum 20% damage reduction.

Tactician Tree:

Crushing Pin (5)- Apply a debuff when you use a control power on enemies.

Daunting Challenge (5)- Marked targets now deal 10% less damage to your allies, but still deal full damage to you.


Tactician Beginner Build

This build is intended for people that want to be a buff/debuff tank but may not be totally geared on their character, may be lacking certain stats, or they just want a bit of extra help from their feats. Your end goals for stats are still the same but this set of feats assumes that you may be low on recovery and/or defense, and that you probably haven’t had time to spread out your stats to include critical strike and life steal. This build served me well when I was leveling up my character and as worked well for new Tact GFs that have come to me for help.


Tactician Tree:

Fight On (5)- Encounter cool downs reduced by up to 10%. If you’re low on Recovery, this will help you keep Into The Fray up as well as allow you to refresh Enforced Threat and Commander’s Strike more often.

Crushing Pin (5)- Your control Powers cause the target to take up to 10% bonus damage for 3 seconds. This is a great debut for you and the group.

Rousing Speech (5)- Allies within 30′ of you gain Action Points up to 5% faster. Everyone loves AP Gain, especially your clerics.

United (5)- Allies within 30′ of you take up to 5% less damage. Reportedly, this actually gives 5% DR to teammates AND you. In a beginner build, this feat is definitely viable as it will help you reach that DR cap.

Inspiring Leader (5)- Into the Fray increases the damage dealt by group members by up to 5%. Who doesn’t want a bigger damage buff from Into The Fray?

Martial Mastery (1)- Taking damage now builds Action Points for yourself and allies within 50′. You gain a bonus to this value based on your Damage Resistance.

Protector Tree:

Plate Agility (5)- This will give you a bit of extra deflection that could help with your survivability. My style isn’t really to stack deflection so much anymore but really we take this to get to the next feat.

Shield Defense (5)- This will provide you with 5 additional Armor Class which will really help with Defense if you’re just starting out.

Unshakeable Line (5)- This feat will give you more stamina when in a group, If you’re a beginner tank this feat can be helpful. Even if you’ve mastered managing your stamina, stamina can help in tough situation and group compositions.


Tactician Advanced Build: 

This build is intended for people that want to be a dedicated buff/debuff tank. This build assumes that you can manage your stamina well, you’ve met your Recovery and Defense needs through stats, and that your character is well rounded enough to stack some lifesteal and critical strike. You CAN use this build out the gate, but most of these adjustments have to do with losing feats that aid our stats and using feats that work with end game level stats. This is the build that I am currently using.

Tactician Tree:

Crushing Pin (5)- Your control Powers cause the target to take up to 10% bonus damage for 3 seconds. This is a great debut for you and the group.

Daunting Challenge (5)- Enemies deal 10% less damage to allies but still deal full damage to you. Anything that can help protect your team in the form of a damage debut on the enemies is a must.

Rousing Speech (5)- Allies within 30′ of you gain Action Points up to 5% faster. Everyone loves AP Gain, especially your clerics.

United (5)- Allies within 30′ of you take up to 5% less damage. Reportedly, this actually gives 5% DR to teammates AND you. In a beginner build, this feat is definitely viable as it will help you reach that DR cap.

Inspiring Leader (5)- Into the Fray increases the damage dealt by group members by up to 5%. Who doesn’t want a bigger damage buff from Into The Fray?

Surging Tide (5)- When you use Tide of Iron, the enemy will deal less damage to all allies. Another great way to mitigate damage for your group.

Martial Mastery (1)- Taking damage now builds Action Points for yourself and allies within 50′. You gain a bonus to this value based on your Damage Resistance.

Conqueror Tree:

Take Measure (5)- When you are crit, gain Temporary Hit Points equal to up to 5% of your Maximum Hit Points (50 second cooldown). You take this because it has good synergy with the next feat.

Wrathful Warrior (5)- When you have Temporary Hit Points you deal up to 15% more damage. The extra damage bonus here can’t be beat.

Jagged Blades (5)- When you critically strike a foe they begin bleeding. This bleed lasts 10 seconds, and deals up to 750% of your weapon damage over its duration. The reason for taking this as an end game Tactician (that stacks Lifesteal versus Deflection), is that Jagged Blades places a DoT, and each tick of the DoT can proc Lifesteal.


The main difference between the beginner build and the advanced build is the change from Conqueror to Protector at the end of the feat distribution, as well as a few tweaks in the Tactician Build that you can outgrow as your stats increase. To drop Fighter’s Recovery, you want to make sure you can pop Into The Fray every 7 seconds. If you can do that without using Fight On then you’re good to drop that and take Surging Tide instead. If you have enough crit chance and life steal (and your DR is at the cap (then you have the option to take points into Conqueror for Jagged Blades. If you don’t have crit or life steal, you’re better off going into Protector for the final three feats. I think 30% crit chance and 20% life steal is an effective number you should aim for. I have more, but with the above numbers, Conqueror should do well for you on the Tactician build. The nice thing about life steal is it works all the time with constant crits which work together to keep you topped off. If you are dangerously low on health you can use Fighter’s Recovery and experience a near instant heal without even having to deal another hit as the bleeds should still be proccing damage and life steal boosted by Fighter’s Recovery.



I won’t be debating boon choices in great length but here are some a few points of insight as to why I take some choices over others. Boons that say chance are less reliable than ones that guarantee something. I avoid chance boons unless there is a better option. Many boons that offer extra damage in many cases aren’t that great because they can’t crit, and they can’t scale with buffs. So if it says it does 3000 damage, that’s all it does no matter the circumstance. If you’re DPS, 3000 damage may be better than no damage but it’s a consideration. In instances where boons split for 3 points, Sometimes it is better to spread the points out and sometimes it’s better to stack into one boon, but it all depends on the build. A picture is worth a thousand words so I will be including pictures for each campaign boon set. Both Protector and Tactician are using the same boons, but DPS Conqueror is different, There are many changes to the tank boons with my Mod 12B build, as well as the addition of a separate DPS boons section. There are some places where boons could be debated, but the boons lists below give what I believe to be the best of all the options available.

Tank Boons:


Elemental Evil:

Unassailable Tide- 300 Defense and 2,000 Maximum Hit Points.

Heart of Stone- 4% Life Steal Severity.

Blazing Resilience- You gain 400 Recovery and 2,000 Maximum Hit Points.

Wall of Wind- When taking damage you have a chance to heal up to 24,000 Hit Points over a few seconds. After this effect ends your Recovery is increased by 1,000 for 10 seconds.



Dark Fey Warder- You gain 400 Defense.

Fey Precision- 400 Critical Strike

Feywilds Fortitude- Your Max HP is increased by 1,600.

Elven Transquility- When being struck by a foe you have a chance to heal yourself for up to 20,000 Hit Points.

Elven Resolve- Your Stamina regenerates 10% faster in Combat.


The Maze Engine:

Abyssal Siphoning- 5% Life Steal Severity.

Demonic Influence- You gain 400 combat Advantage Bonus.

Demonic Demonic Swiftness- You gain Action Points 3% faster.

Baphomet’s Might- When striking a foe, chance to gain 2000 Critical Strike for 6 seconds.


The Underdark:

Primordial Vitality- You gain 400 Defense and 1600 Maximum Hit Points.

Primordial Regenesis- You gain 400 Life Steal and 1,600 Maximum Hit Points.

Drow Ambush Tactics- Combat Advantage damage bonus is increased by 10%

Dwarven Footing- Control Effects will now have 5% shorter duration when applied to you.

Abyssal Striker- Gain 10% damage versus Demons.


Dread Ring:

Conjurer’s Gambit- 250 Critical Strike and 250 Movement.

Evoker’s Thirst- You gain 400 Life Steal.

Forbidden Piercing- You gain 3% Resistance Ignored.

Enraged Regrowth- When taking damage you have a chance to heal up to 20,000 Hit Points over a few seconds. After this effect ends you have 4,000 more Defense for 10 seconds.

Endless Consumption- When you steal health from your Life Steal stat, it has a chance to steal 3 times as much.


Well of Dragons:

Dragonheart- Grants 1,600 Hit Points.

Dragon’s Gaze- 400 Critical Strike.

Dragonic Armorbreaker- 400 Armor Penetration

Dragon’s Greed- Grants 400 Life Steal Rating.

Dragon’s Thirst (1)- 4% Life Steal

Dragon’s Revival (1)- 10% Incoming Healing

Dragon’s Fury (1)- 5% Critical Severity


Icewind Dale:

Encroaching Tactics- 400 Combat Advantage bonus

Appreciation of Warmth- 400 Incoming Healing bonus

Rapid Thaw- You gain 400 Recovery.

Cool Resolve- You gain up to 2000 Power based on how much Stamina or Guard Gain is missing.

Avalanche- When damaged by a foe chance to gain a stack of Avalanche. at 20 stacks, taking damage will clear the stacks and deal up to 15,000 damage to nearby targets.


Sea of Moving Ice:

Cold Hearted- 2% Life Steal Severity

Survival Instincts- 400 Incoming Healing bonus and 2% Everfrost Resistance

Chill Determination- You gain up to 2,000 Recovery based on how much Stamina or guard you are missing.

Glacial Strength- Your Max HP is increased by 3,200 and 2% Everfrost Damage Resistance.

Chill of Winter (3)- When striking a foe, chance to gain Icy Chill. At 10 stack, your next attack clears all stacks and deals 14000 damage to targets nearby.


The Cloaked Ascendancy:

Aura of Hope- When you kill an enemy you have a chance to emit an Aura of Hope that boosts  AP gain for all allies within 25 feet for 10 seconds.

Healing Heat- You gain 2% Incoming Heal Bonus and 1,000 Maximum Hit Points.

Soothing Zephyr- You gain 500 Recovery and 2,000 Maximum Hit Points.

Vision of Beyond- When you land a critical strike your stamina regenerates 10% faster of 10 seconds.


Jungles of Chult:

Tyrant’s Terror- 500 Power and 800 Maximum Hit Points

Shamanic Grace-500 Regeneration and 1200 Maximum Hit Points

Overgrown- 500 Defense and 800 Maximum Hit Points

Death’s Blessing- When an enemy dies nearby, you reduce incoming damage by 1% and gain 1% increased incoming healing for 10 seconds. This can stack 5 times.


DPS Boons:


Elemental Evil:

Wave of Force- 400 Power and 2000 Maximum Hit Points

Heart of Stone- 4% Life Steal Severity and 2000 Maximum Hit Points.

Searing Aggression- 400 Critical Strike and 2000 Maximum Hit Points.

Gale of Retribution- When taking damage, chance to heal up to 24,000 Hit Points. Afterwards, gain 1000 Critical Strike for 10 seconds.


Dark Fey Hunter- 400 Power

Fey Precision- 400 Critical Strike

Feywilds Fortitude- 1600 Maximum Hit Points

Elven Ferocity- Chance to deal 20,000 Arcane damage when striking a foe.

Elvish Fury- When you kill a foe, gain 135 Power for 45 seconds. Can stack up to 30 times.


The Maze Engine:

Abyssal Siphoning- 5% Life Steal Severity.

Demonic Influence- 400 Combat Advantage bonus.

Demonic Swiftness- You gain Action Points 3% faster.

Baphomet’s Might- When striking a foe you have a chance to gain 2000 Critical Strike for 6 seconds.


The Underdark:

Primordial Might- 400 Power and 1600 Maximum Hit Points.

Primordial Focus- 400 Critical Strike and 1600 Maximum Hit Points.

Drow Ambush Tactics- Combat Advantage damage bonus is increased by 10%.

Dwarven Stamina- Gain Stamina 5% faster.

Abyssal Striker- Gain 10% damage versus Demons.


Dread Ring:

Conjurer’s Gambit- 250 Critical Strike and 250 Movement.

Evoker’s Thirst- 400 Life Steal.

Forbidden Piercing- 3% Resistance Ignored.

Shadwotouched- When dealing damage, chance to deal up to 20,000 Nectroic damage, Afterwards, the target receives 25% less healing for 10 seconds.

Rampaging Madness- When dealing damage you gain a stack of Madness. At 50 stacks, Madness grants 4000 Power, 4000 Lifesteal, and 4000 Regeneration. Bonus last for 10 seconds and the stacks reset.

Well of Dragons:

Dragons’s Claws- 400 Power

Dragon’s Gaze- 400 Critical Strike

Draconic Armorbreaker- 400 Armor Penetration

Dragon’s Greed- 400 Life Steal

Dragon’s Fury (3)- 8% Critical Severity.


Icewind Dale:

Encroaching Tactics- 400 Combat advantage bonus.

Appreciation of Warmth- 400 Incoming Healing bonus.

Sleet Skills- 2% Critical Severity.

Cool Resolve- Gain up to 2000 Power based on how much Stamina/Guard is missing.

Winter’s Bounty- Chance to gain 10% bonus Action Points when killing a target.


Storm King’s Thunder:

Cold Hearted- 2% Life Steal Severity and 1000 Maximum Hit Points.

Survival Instincts- 400 Incoming Healing bonus and 2% Everfrost Resistance.

Icy Wrath- Chance when taking damage to gain up to 2000 bonus damage on the next attack.

Glacial Strength- 3200 Maximum Hit Points and 2% Everfrost Resistance.

Chill of Winter (3)- When striking a foe, chance to gain Icy Chill. At 10 stack, your next attack clears all stacks and deals 14000 damage to targets nearby.


The Cloaked Ascendancy:

Aura of Hope- When you kill an enemy, chance to emit an Aura of Hope that boosts AP gain for all allies with 25 feet for 10 seconds.

Fiery Frenzy- 2% Critical Severity and 1000 Maximum Hit Points.

Fey Briars- 500 Lifesteal and 2000 Maximum Hit Points.

Aberrant Power- When damaged by a foe, chance to gain Aberrant Power. At 10 stacks, taking damage clears all stacks and deals 10000 damage to nearby targets. Aberrant creatures take double damage.


Jungles of Chult:

Tyrant’s Terror (3)- 1000 Power and 1600 Maximum Hit Points

Soul Syphon- Chance on hit to gain Soul Syphon. On killing creatures, release all stacks of Soul Syphon in a burst at all nearby enemies. Each enemy receives 2000 damage per second lasting 1 second for each stack of Soul Syphon. You restore 1% of your Max health for every stack released, for a maximum of 10 stacks.




Your only viable choices for either DPS or Tanking is to use the Power boon or the Armor Penetration boon. This is personal preference, and will changes the way that you build with your gear and enchantments. I have decided to always use the Power boon, and to get my Armor Penetration through my gear, boons, enchantments, etc.


Defense is a bit more complicated. As a tank, you will likely use the Defense boon early on until you hit the DR cap. After that, you can choose Lifesteal or Hit Points. I personally choose to get Lifesteal from elsewhere as Hit Points can be hard to get a lot of without the HP boon. If you’re DPS, you’ll want to run the HP boon if you’re running with a Paladin (hopefully you are) as HP adds to your damage through the Paladin’s Aura of Courage. If you are not with a Paladin you will want to use the Lifesteal boon.


This boon is 100% personal preference. If you’re new to the game and need power points I would suggest using the experience boon so you can get the extra experience rewards. Otherwise, I keep mount speed bonus on all the time. Revive sickness is a good one but as GFs we always hope to not go down in the first place.


I’m including this boon since some of you may be in a guild that has this boon available, and some of you may dabble in PVP. When I go into PVP I run the Overload Slayer. My goal is to kill my target in one rotation so the overload slayer boon helps me do that, especially on the tankier classes that I slot overloads for.




As far as gear is concerned, work with what you have available to you, but here are three gear sets that can assist you at different points with your character. If all you can get your hands on is Drowcraft at first, that is totally fine. All Dragonflight is not a bad set either, just because it’s base stats are all higher than Drowcraft and Dusk. Just look for stats that you need. If you’re surviving alright, go ahead and look for Power, but I’ll almost always pick an armor piece with Defense. The more end game your gear gets, some stats such as Armor Pen become less popular. Keep an eye on your Armor Pen as you are switching gear around. Again, I use my Guild Armor Pen Boon to make up the deficit, but you may need to get it from enchantments or another source as the gear likely won’t have it. If you want to look at these pieces of gear in depth and see all of the stats, you can view the under the Collections tab after selecting start. As far as DPS gear goes, the gear progression list will be considerably shorter because full DPS really should not be attempted except by end game players, as the stat demands are very high and hard to reach without top gear.

*If you are not in a guild (join one), but if you aren’t your first set of gear can be alliance gear or elven gear. Honestly, it doesn’t matter too much. Pick Defensive stats when choosing which set. Neither of the gear sets are ones that you’ll likely keep for long enough to make a big deal about it.

For Mod 12:

You can now buy unrestored relic gear from the Mod 10 content with Protector Seals in Protector’s Enclave. You can also buy all the materials needed to restore the gear EXCEPT voninblood. So…if you don’t have access to Bryn Shander, you aren’t in a guild, and you don’t have trade bars then your only option for gear is to farm an easier dungeon like Lostmauth because the alliance gear still drops there. Alliance and Elven gear can be bought for trade bars now as well as all the older legacy gear. If you have the trade bars, you have many options for starting off your Guardian Fighter. If not, you’ll be stuck farming dungeons or will need to rely on a guild with a high enough Marketplace to buy the Company or Dragonflight gear. You may be able to buy some of the new Jungles of Chult armor off of the auction house, which may be your best bet for first time gear if you’re guildless and don’t have trade bars.


This is an ideal beginning set, unless you don’t have access to a guild as this armor is bought with guild marks.

Company Raid Helm
Company Raid Chest
Company Ward Arms
Company Ward Boots

While this gear is more accessible because it only takes guild marks and not successful dragonflight runs, this set may be appealing. However, the downside is that this armor has no set bonus. This is why this set is sub par to the dragonflight gear; however it is a great starter set.


Dusk Ward Helm (Tarmalune Trade House)
Dragonflight Ward Chest (Stronghold)
Dusk Ward Arms (Tarmalune Trade House)
Dragonflight Ward Boots (Stronghold)

Dragonflight doesn’t have a set bonus worth having past 2-set, and Dusk has a great 2-set bonus so a great compromise is splitting the set. With 2-set Dusk, you gain 5,000 Max HP, 1,000 Power, and 1,000 Defense when in a group. For lower level tanks, this bonus is great and is the set I am currently running. All pieces of gear give you Defense and Deflection which was the purpose for these get choices. If you don’t have access to Dusk gear (trade bars), then a full set of Dragonflight gear is viable, and still an upgrade from Company gear. If you go all Dragonflight at some point, use the Raid Helm and Ward Arms.


Vivified Raid Helm (Protector Seal Vendor)
Vivified Raid Chest (Protector Seal Vendor)
Vivified Ward Arms (Protector Seal Vendor)
Vivified Ward Boots Protector Seal Vendor)

The Ward Helm and Ward Chest in this set have regeneration instead of deflection which I don’t like, so if you run a full Vivified set, I would favor using Ward Arms and Ward Boots for Defense and Deflection, and Raid Helm and Raid Chest for the large amount of Power and Critical Strike it offers. Regardless of build, I’d take the Power-Crit-Defense from the two raid pieces over Crit-Defense-Regeneration.


The Blackthorn (Malabog’s Castle)
Vivified Ward Arms (Protector Seal Vendor)
Deepknight’s Brigandine (Throne of the Dwarves Gods)
Vivified Ward Boots (Protector Seal Vendor)

To me, this is the best available set of gear prior to Mod 12. Depending on how your character is going into Mod 12, you may want to keep at least the Deepknight’s Brigandine, but all of the higher end gear available from the Jungles of Chult is going to have more total stats, so moving away from this set may be worth it for the right gear though this gear set works just fine right now even in Mod 12.

Primal Raid Helm (Brave Seal Vendor)
Primal Raid Arms (Brave Seal Vendor) or Survivor’s Wraps
Primal Raid Chest (Brave Seal Vendor)
Primal Raid Boots (Brave Seal Vendor)

For end game tanking, this is my current set up. I like the raid pieces because I’m avoiding deflection, but more importantly, there is some good armor penetration, recovery, and critical strike mixed into these pieces that makes it easy to hit my stat targets. Survivor’s Wraps get notable mention for their bleed effect. As a Tactician, taking damage increases AP Gain for allies. So in a way you want to take damage. Survivor’s Wraps can provide nice and steady AP Gain as long as you’re using your Daily powers a lot.


For DPS, you want to take any gear that can help you with your crit and armor penetration first, and then you can stack power once you’ve met your caps. As I said earlier, I won’t be making a progression tree for gear acquisition as DPS GF is an end game playstyle.

Primal Raid Helm or Rex Corona (Brave Seal Vendor/KoS Tier 3 Hunt)
Survivor’s Wraps or Primal Raid Arms (Regular Demogorgon/Brave Seal Vendor)
Primal Raid Chest or Rex Amiculum (Brave Seal Vendor/KoS Tier 3 Hunt)
Primal Raid Boots (Brave Seal Vendor)

This gear set is fairly non-negotiable. You always take higher crit and armor penetration until your needs are met. Then you can start to trade any extra crit and armor penetration for more power. Primal Raid Helm offers armor penetration and Rex Corona offers more power. Survivor’s Wraps is BiS because it’s used to proc Shield Warrior’s Wrath going into combat. If you can’t get them, then Primal Raid Arms is a good second choice. The two chest pieces both have crib, Primal Raid has more crit and Rex Amiculum has more power. As far as boots go, Primal Raid is your best bet.


For armor kits, you should look to supplement your stats wherever needed. I’d look and see if your Recovery and Armor Pen are covered first. If they are, then maybe look at doing HP or Power kits. Really, you can go whatever direction you want with this but make sure you’re hitting your target stats. I advise kits to be the very last thing you do as kits aren’t cheap and gear can change very quickly.



For rings you have a few options, starting with the easiest to obtain all the way to end game. Your first rings should probably come from the Protector Seal Vendor, the Ostorian rings. These rings will give a lot of good use especially when starting out. When you can get into Chult, the hunts offer some very nice rings, as well as rings from the Brave Seal Vendor.  For a Tactician I like using the Beast Slayer rings. The Yuan-Ti ring and Undead rings are good options too. The Primal rings from the vendor have similar stat allocation, but the main difference is that the hunt rings can drop as legendary rings with double offensive slots and the primal rings can’t. It would be a good idea to mix the rings and use one Primal ring for it’s power bonus, and then one hunt ring. In end game on my tank and on dps I am using double offensive rings. True end game doesn’t need extra defensive slots, but if you’re lacking on defensive stats and drop a double defensive ring, use it if it helps you. For DPS (especially in To9G), the undead slayer rings can be extremely helpful as their damage bonus will assist you in that dungeon. The best scenario would be to have a rank 5 and a rank 4 undead slayer for a total of 9% bonus damage to undead enemies.


Drowcraft clothes will likely be your first set of shirt and pants as you can buy those from the vendor in the Underdark. The Gemmed Set would normally come next in the sequence but since the introduction of Merchant Prince’s Folly, they’ve become a bit obsolete due to cost mostly. So from Drowcraft, you should try to get into MPF and drop the shirt and pants that drop. The shirt’s bonus is great for tank as it give extra recovery. The stats are good on both pieces for a tank. The Everfrost clothes from Bryn Shander is a decent alternative for those that like set bonuses. If you stack more deflection or life steal, you can gain a bonus the boosts the effectiveness of that stat for a short period. For tanks, I say your best bet is the chultan shirt and pants. For DPS, I would recommend the Bloodstained Shirt (from Epic Gray Wolf Den) or the Lord Roy’s Shirt (from the Mysterious Merchant). Both of these are hard to get/access, but for DPS the chultan shirt and pants would do fine until something better comes your way.


What artifacts I run depend on the build I am running. Since I have had time to refine extra artifacts, it gave me the opportunity to really help customize my stats for each loadout.

Protector Artifacts:

Sigil of the Guardian Fighter (active)
Bruenor’s Helm
Lantern of Revelation
Waters of Elah’zad

Assuming that most of you will be using a Protector build starting out, this section is redesigned to include artifacts featuring more defensive stats and is considering artifacts that may be easily accessible early on in the game. This means these artifacts are either free or they are cheap on the auction house. Sigil of the Guardian Fighter is free once you get to level 60 and unlock the quest for it in Protector’s Enclave. Bruenor’s Helm is a reward for completing the Pwent quest line. This artifact has nice stats and I wish I never would’ve gotten rid of it. Lantern of Revelation should be the reward you pick for doing the Artifact Recovery quest. I know that Waters of Elah’zad is the final artifact suggestion and can also be gained through Artifact Recovery, but take Lantern of Revelation because it is more expensive to buy it (so take the free one), and buy the Waters of Elah’zad on the auction house.


Tactician Artifacts:

Tactician’s Banner (active)
Heart of the White Dragon
Champion’s Banner
Thayan Book of the Dead or Heart of the Black Dragon

The most important thing to keep in mind when picking artifacts is to pick a good active artifact that will help your group. Typically as a support class we want artifacts that will debuff. I like the Tactician’s Banner because it reduces enemy DR, and it is active for 30 seconds. Since the banner is placed on the ground, it isn’t always a good idea to use it (like if a boss is moving around), so it’s a good idea to have a few debuff artifacts that are good to be active, and then the rest of your artifacts can be used to help you with your stats. I am using the Thayan Book of the Dead to help with Armor Penetration as well as help me get enough Action Point Gain. The rest of the artifacts listed above are nice because I like the extra HP. The bottom three artifacts can change to meet your needs on stats. Other good options for debuff artifacts in your active slot include Charm of the Serpent, Lantern of Revelation, Heart of the Black Dragon, and Token of Chromatic Storm.


Conqueror Artifacts:

Soul Sight Crystal (active)
Fragmented Key of Stars
Shard of Orcus Wand
Lantern of Revelation or Thayan Book of the Dead or Sigil of the Controller


This section has been redesigned to gear more towards full DPS. As a DPS, you’ll definitely want the Soul Sight Crystal as your active artifact because it provides the biggest single target damage buff for you. On AOE, if you want a different power artifact you can use the Wheel of Elements. For the remaining three artifacts, you’re first looking to reach your crit and armor penetration needs. If you have reached you caps, then you can start to change out artifacts for ones that have more power. Lantern of Revelation and Thayan Book of the Dead have crit and armor penetration. Also, you get 600 Action Point Gain and 600 Combat Advantage Damage bonus if you use both of them. This is helpful early on in building for DPS. Fragmented Key of Stars and Sigil of the Controller are good for adding power if you can afford to. Shard of Orcus is a must for the Demon Lord’s set bonus.


Artifact Sets:

For artifact sets, you have a few options depending on what you want to do.

For a tank, you want use gear that will give you good stats, and good set bonus that comes with that gear is even better. Currently in Mod 12B, you have three options:

  1. Protector Set (Greater Plated Belt of Constitution, Protector Cloak, Waters of Elah’zad or Lantern of Revelation.
  2. Valhalla Set
  3. Broken Company Set (Company Gladiator Belt, Company Raider Cloak, no artifact for set)

The Protector set is still getting mention only as it is super cheap to acquire. The set bonus is 10K HP. There are better sets but this is still viable. The Valhalla Set can be a great set for tanks that need extra protection. The set bonus makes enemies deal less damage to you which can greatly improve your survivability. In end game I don’t use this because I’m trying to make sure i’m still taking some damage for Martial Mastery. If you’re low on defensive stats though, this is a perfect set. The Broken Company Set is nice as it has great stats and helps boost the Intelligence up. This is the current set I’m using.

For DPS, there is only one viable set for full DPS. Demon Lord’s set with the Demogorgon’s Belt, Baphomet’s Infernal Talisman, and the Shard of Orcus Wand artifact. I suppose the next best set available currently would be the Lostmauth Set, but if you’re seriously trying for DPS, the artifact set isn’t the place to cut corners.


There are many end game weapons out now, but many of them may be inaccessible for a while. My recommendation, especially if you are new is to still use the weapon set you get from elemental evil, and you can refine that up because eventually you’ll dump it into your new weapons. You can also craft the drowned set in Weaponsmithing Rank 25 which is more appropriate for the Guardian Fighter if that’s available. Skip the Twisted Set because we aren’t DPS and there are better weapons available. Mod 10.5, there is the Relic Weapon Set and the 4 Cloaked Ascendancy Weapons. Mod 11.5 introduced the newly leveled Stronghold Weapons as well. There are lots of options here based on what you want to grind and what you can afford. The River District offers the Lifeforge set which has a nice set bonus for tanked, or if you like having a more damage output-type weapon, you can do the Aboleth set. Aboleth is designed for DPS but purposefully designed to be inferior to the Relic Weapon Set. Getting end game weapons is the new game and it’s super grindy, expensive, and at times it may not seem worth it. The Stronghold sets will be very good, but the allure to those sets only realizes itself when multiple people have the weapons. The more people in the group that have the weapons, the better the effects. Since the Stronghold Weapons include PVP, they will be THE hardest set to acquire for most, so for that reason it’s not really accessible.

For a PVE tank, you will obviously start with your first set which is the elemental set. From that point I recommend the following:

Use the Drowned set until you are strong enough to clear the River District dailies.

Farm the River District for the Lifeforged weapons. You could use Fey as well for more dailies but I think Lifeforged is more appropriate.

I actually use the Relic Weapons as they have the potential to be consistently great whether I’m trying to to more damage in dailies in dungeons, or get more defense. This weapon set has an offense and defense bonus but it takes practice and skill to pop the correct bonus at the correct time. For me this was the whole reason for using the set, but for others this would not only be a nuisance getting the power bonus when you need defense for example, but this set still costs tons of AD or lots of farming to restore, and you can’t get them to legendary easily because marks are still super rare in MSVA. I did it but would recommend the River District weapons as a great AND hassle free alternative.

You can also go for the Mastercraft 2.0 Titansteel weapons, but their cost is pretty high still and the bonus is only better if at least 3/5 party members are running the weapons. I think they’re still viable in place of the River District, or Relic weapons but you won’t get the most out of them if other group members don’t have the weapons. The Jungles of Chult weapons really aren’t great, even though they are newer. So on a budget choose Lifeforged in end game, or go for Relic or Mastercraft as the best options. These weapons choices are all about price versus gain, and what you value and need.

You do not need to follow the weapon progression exactly. If you can jump in at a higher point then by all means do so. If you’re trying to do DPS your first set will likely be Aboleth. Then you’ll either move to Mastercraft 2 weapons or you’ll hold out for one of the Mod 13 weapons. Relic would be decent for DPS but at this point it’s not worth the grind.


Whatever stats you cannot get from your boons, artifacts, weapons, gear, and your mount you will need to supplement with enchantments. A few things about enchantments are that there are single, double, and triple stat enchantments. It is difficult to advise one on which enchantments are best for their character is it is all fine tuning. Because enchantments are expensive to refine or purchase, In Mod 12B, enchantment stat distribution changed a little bit. The trend for using dual stat enchantments was big before, but now triple stat enchantment are being pushed for more heavily because they offer 40% more stats than a single stat enchantment. The end goal for some people may be triple stats across their whole character. It is all about fine tuning your stats, knowing what you need, and the best way to get there. I suggest the following.

In Offense, I am currently running Draconics on my end game Tactician build. I have double offense rings which makes it easier to use triple stat enchantments. Draconic’s give higher armor penetration, and low power and recovery. If you were low on Recovery or Armor Pen, I would suggest you use a mix of Dark and Silvery enchantments for more of those stats. I do use on Tenebrous enchantment. It is not necessary, but it is a nice addition if your HP is high and you’ve hit your stat caps. For DPS, I use a mix of Brutals and Azures in my offense. You can mix armor penetration in you;re low on that as well.

In Defense, I use Radiants on my end game Tactician and DPS builds. This is because HP means you can take bigger hits as a tank, and if you’re DPS you’ll get a higher damage boost from the Paladin’s Aura of Courage. If you’re a tank, use Azures until you’re at the cap. You can use Darks for life steal too if your Defense is good. Ideally, you’ll get both Defense and Lifesteal elsewhere, and use your enchantment slots for HP.

Utility: With the new refinement system (and lots of new things to refine and test) I find myself needing refinement boosting enchantments. To maximize refinement, use 1 Quartermaster and 1 Dragonhoard as both enchantments have cool downs, so no use running extras. Then use Fey enchantment in the remaining 3 slots. If you have no need or interest in these enchantments for refinement, then run Dark for movement speed.


Weapon Enchantment:

The thing to understand about weapon enchantments is that what’s best to use may be situational. It’s not exactly what everyone wants to hear when discussing making a huge investment like buying a weapon enchantment or ranking one up. However, it’s true and the fact is some weapon enchantments stack and some don’t. If you run enchantment A in a group and your buddy uses that same enchantment, you only get the benefit of one enchantment if it doesn’t stack. With that in mind, here are some options.

For Tanks:


These three enchantments all provide debuffs for the team and are generally intended to be used by support. DPS enchantments debuff too, but it’s best not to invest in them if you aren’t DPSing as you run the risk of have enchantments not stack in the group. An alternative to the debuff enchantment is Lightning. If you’re really having trouble with aggro, this can help with mob aggro but a debuff enchantment is best. Frost stacks and Plaguefire does not if that helps with your choice.


For DPS:

Dread, Fey, Vorpal (in that order)

All three enchantments are good, but results may vary depending on the skill level of the group you’re in. In the best groups, Dread performs the best as the buffs are fantastic and so your encounters powers will be what you want to boost in damage. If the buffs aren’t as good, Fey is good because it buffs ALL damage including Aura of Courage damage, not just crits on encounters like Dread does. Vorpal is another viable option and currently the cheapest options. It gives all powers more critical severity, but only buffs damage that can crit, so Aura of Courage damage would not be affected by Vorpal. If you could only pick one, i’d recommend Fey as it will perform consistently well in a variety of group skill levels.

Armor Enchantment:

As far a armor enchantments go, there is one suggestion that works for all types of GF and that is Negation. If you could only have one, you couldn’t go wrong with it. Some people like Shadowclad because it’s defense and deflect, but I figure Shepherd’s Devotion give decent deflection anyways, and the recovery boost and incoming healing boost (aka life steal boost too) is good on the negation. If you feel that you are no longer in need of an actual defensive armor enchantment, your options open up. Elven Battle gives extra stamina and helps a little bit with control resist. Briartwine lets you reflect incoming damage back at the enemy (extra aggro). Thunderhead has a chance to stun enemies nearby. Though, if you could only pick one, I’d still say Negation. Even if you cap on Defense, the extra DR helps ward against armor break (defense debuff) and the recovery/healing bonuses are good.



When you are building your companion team, there are some basics to know.

1. Bonding runestones are what can make a low level character very effective, and a great character BiS. They share stats from your companion and add them to your own stats. There’s no better runestone in the game for any class or build.

2. Some stats share from your companion to you, and some don’t. Power, Crit, Armor Pen, Recovery, Defense, and Deflection DO share. Maximum Hit Points and Regeneration DO NOT share through the bonding stones. As long as you use a Defender companion, HP and Regen WILL share through the Legendary companion bonus however.

3. You get 5 active companion, one of which is summoned. Only one of them NEEDS to have gear, enchantments, bonding runestones. The summoned companion is the only one that shares stats in combat, ALL active companion share their active bonus at all times.

4. Mod 11.5 started giving gear score for the gear, enchantments, and runestones equipped on your summoned companion, as well as a gear score for the quality of each active companion. This means thats all your companions should be at least Epic quality. Legendary quality should be reserved for the summoned companion only until you have an indispensable income of AD to blow on upgrading each companion to Legendary. Legendary only gives you stats when summoned, and a companion’s active only upgrade to Epic quality, so upgrading all your actives to Legendary will grant and additional 400 gear score, but it comes with no stat gain. Legendary quality grants a bonus much like bonding runestones do, so basically it’s more stat share stacked on top of your bonding stones.

5. The Legendary quality bonus now applies for each Legendary companion you have active. You get 16% of the stats off of the first one, and then each legendary active after that gives you an additional 8%, 4%, 2%, and 1% for a total of 31% stat gain off or your companion.

6. Which companions you choose for your actives will really come down to personal preference and how you like to play your character. I will provide my own companion team as well as many alternative suggestions. The summoned companion is a little more cut and dry. You need a good companion that can stay alive, activate bonding stones, and hopefully have some useful powers for combat.
The active companion that you choose should have a couple of features.
1. Great active bonus.
2. 3 Defense rune slots (until you hit max defense, if you’re way over when your bonding stones go off, then you may go 2 D slots and 1 O slot. It becomes personal preference since you’re three equipment slots and their enchantments will cover a lot of stats.
3. Preferably, an attack that can benefit the team. Some companions have terrible damage output and no buffs/debuffs to assist the team. They are an ally in combat that can heal you or fight for you. Checking the powers on your companion is always wise to do if you’re planning on using it as a summoned companion.

I will list the companions that I use, why I use them, and a list of some other options should you fall into a nice loot drop or desire different actives to suit your needs or situation. When listing active bonuses, I always list the buff at Epic quality, as that is the highest the active bonus can be.

For Tanks:

Dancing Shield (Summoned)- This companion grants 2% Deflect Chance. I run this companion because of it’s debuff attack that it does when summoned. the 2% deflect chance is a decent bonus.

Energon- Increases you Max HP by 5%. The further into end game you get, you’ll want o consider taking your Maximum HP higher as bigger HP pools will allow you to take bigger hits. Please note, this companion is bugged. It does work, but in order for it to work properly, you must deactivate it, and reactive it each time you change instances or change your HP (join a group or take HP boosting potions).

Tamed Velociraptor- Grant 1% damage to each party member that is “Part of the Pack.”Run this for your group if everyone else has it for a maximum of 5% damage bonus.

Rust Monster- On damage taken, 25% chance to inflict a 5% damage debuff on attacker. Stacks up to 3 times. Great debuff, stacks easier with single target fights.

Bulette Pup- If you take 25% of your health in damage in a single blow, recover 25% health over time. It’s pretty good for an emergency heal!

The above companions can be a little bit flexible. On my Tactician, I ALWAYS run Dancing Shield for it’s 20% debuff, and the Energon because I’m an HP whore. Tamed Velociraptor, Rust Monster, and Burette Pup depend on the group. Usually my group has raptors so typically it stays on, but if you don’t need it you can run the Phase Spider for extra combat advantage damage resistance. Some groups I run with don’t have trouble surviving, so if your group is strong then you don’t need the Rust Monster debuff. If you yourself are strong, you may not need the Bulette Pup. In these cases, those last companion slots can be filled with the Air Archon and Siege Master for extra damage. These two are great particularly because they are up 100% of the time. One companion that every tank should have in their back pocket is the Dread Warrior. I don’t need it any more, but it is a good options to have available in a pinch. Remember that damage is aggro, so while Dread Warrior gives me an increase in threat %, the damage % companions basically do the same thing. If your damage is poor Dread Warrior will be better for aggro. If your damage is decent, the damage companions will be better. This is because the threat % can make weaker hits generate much more threat than you’d normal get.

For DPS:

Con Artist (summoned)- It’s attack debuffs 10% which helps everybody, but the real reason DPS GF uses it is for the easy ring equip. Some people like the Sellsword (same debuff) but the equipment is much harder to acquire and end game rings have way more stats than the companion gear coming out of IG. Con artist equip has 300 crit which doesn’t sound like much but every little bit counts.

Air Archon- 5% damage up 100% of the time, can’t beat it.

Siege Master- 4% damage up 100% of the time, can’t beat it.

Warboar- 5% damage bonus to marked targets. As long as you’re marking (and you should), that’s another big bonus.

Tamed Velociraptor- As stated above it’s 1% for each member in the group running it. Use it if everyone has it for another 5% damage with 100% uptime.

Earth Archon- 6% damage up as long as you are at full health.

I named 6 companions above. Con artist is a must, and the other four need swapped around depending on the situation. Siege Master is the lowest bonus so that’s the first to go usually. If the group doesn’t have 5 raptors, then you use Siege Master instead of the raptor. If you really aren’t confident about your health staying up enough for the Earth Archon’s bonus, then use Siege Master and Tamed Velociraptor together. If you can’t afford the Warboar out of the GWF pack, then Fire Archon would be an ok backup.



Before Mod 11, many players used a select few companions as actives because getting gear for their companion was difficult. You gear choices were high level crafting items, Adorable Epic Companion Gear, and Underdark rings were some of the best and mostly hard to get items or they were expensive. This led many people to choose companions based on their equipment slots. Popular ones were ones that used rings as one could use Underdark rings. In Mod 11, the Underdark rings no longer work on companions, and there is the new Illusionist’s Gambit skirmish which drops Ranks 1-5 companion gear much like the Underdark gear was scored. Now, any gear, even difficult to get gear such as sword knots are a lot more accessible. Ranks 1-3 can even be bought on the auction house. The +4 gear is what you’re aiming for. Alliance gear or lower ranked companion gear can suffice until the rank 4 drops for you. The rank for has 2 slots for your stats. Unlike Underdark, +5 gear is not BiS because the plus 5 has an overload slot instead of a second enchantment slot. This may be a mistake, but for now, +4 gear is the best. The gear you use in combination with the amount of Offense or Defense runeslots you have can help compensate for any “holes” in your character’s static stats. If your character is in great shape stats wise and can run your content effectively, then use the companion as a supplement. If you’re using a companion with rings, the Mod 10 Ostorian rings are also a great (and possibly better) option to the IG gear.

I am currently using Adorable Rolls belts in all three slots on my Dancing Shield, with Silveries in all 6 slots. This allows me to hit 90% DR (with HP boon), about 70% Deflection (more if I use Desperate Survival and Steel Grace), and with these stats, your character can take a beating. Another viable option for a more well-rounded companion is to use a mixture of Personalized Piercing and Recovery belts, with Critical Strike in the Offense and Deflection in the Defense slots. Use Piercing until you reach your Armor Penetration needs, and then use Recovery the rest of the way.


Since companion gear acquisition is easier now, pick your companion based on the combination of active bonus and powers it has. When you have chosen your active companion and have it geared up, you can visit a test dummy and attack it to see the effects of your bonding runestones. You want to be somewhere private so that you can assure the stats you see are unbuffed by nearby players. If you’re not in a Guild, then the best place to do this testing is in the PVP Hub in Protector’s Enclave. You attack and get your companion swinging, then you can inspect your character sheet and watch the stats go up and down. By doing this when you make adjustments, you’ll see what stats need work still and if you need to swap out enchantments or gear. It is worth noting that I have change my summoned companion a number of times as well as changed my active companions as my needs have changed. You will likely undergo transformations like mine. Here’s an example. I used the Lillend because it had 3 rings slots and healed me; super useful for a weaker tank. I then switch to an Ice Galeb Duhr because I was strong enough to not need the Lillend, and I could handle tanking more enemies. Only problem was I had trouble generating threat. The Ice Galeb Duhr generates its own threat with it’s Taunt power so if you aren’t holding aggro, he will. Plus, it’s a high defense companion and can take a beating on it’s own. Great if Orcus likes to turn around and backhand your DPS randomly. When I didn’t have trouble generating threat (and my Defense was higher so I had less use for the active bonus) I switched to Dancing Shield because I needed more Deflect stat, and also because it has a great single target debuff. What companions you use comes down to need and personal preference.


Mounts Bonuses, Powers, and Insignias:

To start, mounts can be pretty expensive. You can get them through Auction House, The Tarmalune Trade House, and through the Zen Market. While it is cheaper in AD to buy the mount you need through the Auction House, there is benefit to buying it through the Zen Market. If you are someone that runs multiple characters or plans on running multiple characters, you can reclaim any and all mounts purchased through the Zen Market. This makes for getting your characters good mount bonus and extra stats fast. I will say each mount that I do have, it’s stat and combat powers if relevant, it’s insignia bonus I use, and then I’ll list insignia bonuses and insignias that I like to use.

*The mounts I’m listing below are suggested ONLY because they offer the recommend Insignia Bonus. I have included the mount power they give as courtesy, however there was some confusion that I was recommending these mounts for their bonuses. These are possible mount suggestion to gain the desired Insignia Bonus.

My current mounts:

Starfade Stag: Stat- 1,000 Recovery and 1,000 Regeneration, Bonus- Gladiator’s Guile

**Lord’s Armored Polar Bear: Stat- 2,000 Defense, Bonus- Wanderer’s Fortune

**Leopard of Chult: Stat- 2,000 Recovery, Bonus- Artificer’s Persuasion

Tenser’s Disk: Stat- 4,000 Recovery, Combat Power- Increase Power and Movement by 10%, and increases the effects of Strength, Constitution, and Wisdom for 10 seconds with a 60 second cooldown , Bonus- Cavalry’s Warning: When you active a combat power, receive increase Armor Pen, Power, Defense, etc…

Neverwinter Champion’s Charger: No Stat, Bonus- Champion’s Return

Heavy Twilight Nightmare: Stat- 2,000 Power, Bonus- Survivor’s Blessing


**I use Wanderer’s Fortunate most of the time, and swap out from the stable with Leopard of Chult to get Artificer’s Persuasion when I need to perform at my best, aka speed runs and end game content.


Here’s a little more information about my current bonuses:

When I list the possible mounts, it is not an end-all be-all list. There certainly are mounts that I missed, but the list I provide below is still extensive. Calvary’s Warning is a Legendary Only bonus, as the bonus only applies when using a legendary mounts combat power. For all other bonuses I will list epic mounts as they are much more affordable and they still have 3 slots, providing you the full effect of the bonus. You may find rare or common mounts that have the same bonuses.

The reason I use what I have is because the Survivor’s Blessing and Champion’s Return are the two best heals for my build and proc often. The other heals are good if you need more sources of healing but they proc less and are less effective. Gladiator’s Guile is a must for both keeping up with brash DPS in dungeons and for recovering your stamina when lost. Cavalry’s Warning is an absolute must if you are lucky enough to pull a legendary mount (or buy one). If I didn’t have a legendary mount, I would slot another heal, or I would run artificer’s and wanderer’s full time without ever having to worry about swapping them in and out.

Gladiator’s Guile– When your Stamina is above 75%, you move 15% faster. When your Stamina is below 25%, gain 15% of your Power and Stamina Gain. (Apparatus of Gond, Dawn Unicorn, Gas Spore, Gorgon, Heavy Giant Spider, Heavy Mystic Nightmare, Lord’s Armored Polar Bear, silverback Bear, Stormraider Clydesdale).

Calvary’s Warning– Whenever you activate a Mount Combat power, you gain an increase of 10% to your Power, Recovery, Armor Penetration, Critical strike, Defense, Deflection, Regeneration, and Life Steal. (Legendary only- Armored Axe Beak, Armored Bulette, Armored Griffin, Beholder Personal Tank, Black Ice Warhorse, Coastal Flail Snail, Runeclad Manticore, Tenser’s Floating Disk.

Champion’s Return– Whenever you are reduced to 50% Hit Points, you instantly recover 20% of your Stamina and are healed for 20% of your Maximum Hit Points over 10 seconds, This effect can only occur once every 60 seconds. (Apparatus of Kwalish, Gas Spore, Heavy Mystic Nightmare, Silverback Bear, White Owlbear).

Survivor’s Blessing– Whenever you Deflect an attack, you are healed for 3% of your Maximum Hit Points over 4 seconds. (Black Owlbear, Heavy Howler, Heavy Twilight Nightmare, Medium Adventurer’s Horse, Yeah Hound).

*Wanderer’s Fortune– You have a 4% chance after killing a foe to find a Refining Stone at your feet. (Armored Bear, Bulette, Dawn Unicorn, Elite Shadow Wolf, Griffon, Heavy Giant Spider, Heavy Inferno Nightmare, High Forest Bear).

*Artificer’s Persuasion– Whenever you use an Artifact Power, your Recovery, Movement, Action Point Gain, and Stamina Gain are increased by 10% of your Power for 15 seconds.

*Currently, I use Wanderer’s Fortune because I still have much upgrading to do on my character. Eventually, I may use Artificer’s Persuasion full time, but right now I have the insignias all set on both mounts and can quickly swap them out (it’s just a matter of remembering to do so).


Other good bonuses:

Oppressor’s Reprieve– Whenever you are Stunned, Knocked, or Immobilized, you are healed for 4% of you Maximum Hit Points over 4 seconds. (Elite Shadow Wolf, Giant Strider (Legacy), Griffon, Heavy Inferno Nightmare).

Protecter’s Camraderie– Whenever your summoned companion attacks, you gain 3% of your Power and Defense for 10 seconds. This effect can stack up to 4 times.

Shephard’s Devotion– Whenever you use a Daily power, your teammates Defense, Deflection, and Movement are Increased by 5% of your Power for 10 seconds.
I am happy with the mount bonuses that I have. I will switch Protector’s Cameraderie for Victim’s Preservation when I can get my hands on the appropriate mount. If you have a Legendary mount, you need to use Calvary’s Warning to get the most out of your combat power. If you don’t have a legendary mount, I suggest either double up on the Gladiator’s Guile/Wanderer’s Fortune mounts. If you don’t need Wanderer’s Fortune, then slot a mount with Oppressor’s Reprieve. I list other bonus options so that you can make the most of what you have available to you.


In Mod 11.5, the insignias you slot effect your gear score, so upgrading them past green means more than it used to. Epic insignias can be very costly, so how I obtained most of mine were from lockbox drops or drops on the ground. I would first get the minimum required to activate my bonuses, then keep switching out insignias until I get only the stats that I need (Max HP, Defense, Deflect, etc.), and upgrade the quality as they became available. If you had the extra AD laying around, you can buy Epics. The reason I don’t rush to upgrade insignias is because they are the last way to fine tune your character. They are the finishing touches on your stats, not a means to achieving big numbers. So I would wait until your stats are nicely lined out and semi-permanent before investing in expensive insignias. I personally use Prosperity (HP) in every single slot possible, then I filled the each slot I could with Recovery (because I don’t need Defense or Deflect more than Recovery at this point), and then whatever I had left I stacked Armor Pen or Deflection. It is helpful to keep in mind the third stat each insignia has. Supplemental stats such as AOE resist, Control resist, and et cetera start having diminished returns at about 1,000-1,200 points. Insignias can be a great way to round off your character build and even those numbers out to be as close to 1,200 without going over.




Thank you all for reading if you got this far! If you have any questions about the guide, or would like to submit possible correction or suggestions for information you would like to see added, please message me on here and I will try to maintain my inbox. If this guide helped you please rate it a 5! If you rate it lower and feel it can be improved or corrections can be made, please send me a message and I’ll be glad to help.




Leave a reply
  • Rafael
    October 13, 2017 at 10:39 pm

    Can i use a healer companion? Should be better to sustain my tank function?

  • October 18, 2017 at 4:39 am

    Hi Rafael,

    The short answer is yes, you can use a healer companion. However, once you reach a certain point in your build (your gear and stats reach a certain point) you should be able to survive on your own without a healer. If you use a defender companion, you will get defense which would make it easier for you to survive anyways, which would possibly make you not need a healer. If you want to go with a healer, be mindful of what runeslots it has. The lillend for example has 3 offense slots, so while it is good for equipping easily (3 ring slots) it will not provide you extra defense unless it’s on the rings.

    If this didn’t answer your question, you can private message me on here and we can talk a little bit more in depth about what may be best for you at this particular time.


  • Tom
    October 21, 2017 at 6:29 pm

    Great guide, I learned a lot from it! I just recently decided to dedicate some more time to my GF, and am currently running a similar Protector build. I was wondering at what point would it be more beneficial for me to switch to a tactician build? Also, whats the total DR I’m looking for when all said and done?

    Again, thanks a lot for the guide!

    • October 28, 2017 at 8:15 pm

      Hi Tom,

      I would recommend switching to Tactician when you feel like you’re comfortable with the class. Mainly I mean timing your powers and shield blocks so that you’re always blocking when needed. Protector is helpful while you are learning the class. Protector is also helpful in situation where maybe your cleric isn’t good and you want the extra survivability. Other than that I pretty much use Tactician all the time. For content before FBI 60% DR is good. 80% or so DR would be fine up until chult. In Chult, I would go for 90% or more depending on your armor enchantment. I hope this helps. If you have more questions feel free to ask.


  • October 28, 2017 at 4:26 pm

    what chult boons are you using?

  • November 3, 2017 at 3:32 am

    Hi George,

    I am splitting my points for 500 power, 500 defense, and 500 deflect. Another option is taking regeneration instead of power. I really don’t like regen but that option allows you the maximum amount of HP from the boons. For the final boon I took Death’s Blessing. Impenetrable Jungle would be decent too if you prefer, but I know that they are nerfing the proc rate of Impenetrable Jungle in which case I would definitely pick Death’s blessing. If you don’t like the idea of mitigating damage because it works against the Tactician capstone, soul siphon is basically a secondary form of lifesteal and is another viable option. Ultimately, I am still staying with death’s blessing.


  • LittleVC
    November 7, 2017 at 1:32 pm

    I get that this is a build for Xbox players but, does the Xbox not use Daily Powers (eg: Villian’s Menace, FIghter’s Recovery, etc) or did I just miss those somewhere?

    • November 9, 2017 at 12:07 am

      Hi LittleVC,

      The information you’re looking for should be in the guide but I will look through again and make sure it wasn’t accidentally edited out.

      Yes, you want to use Villian’s Menace and Fighter’s Recovery in most cases on all platforms.

      Reasoning is that Villian’s Menace, while it does deal damage (and looks cool) it provides CC immunity which makes it a good daily to pop when you don’t need healing. Fighter’s Recovery is one of the best heals in the game in my opinion and for me that is always slotted for “just in case moments. It is a smart idea to pop Fighter’s when it’s available so has to start building the next daily. I hope this helps!


  • OrdinarilyBob
    November 14, 2017 at 8:42 pm

    Xenakis, I’ve recently started my first GF and this information will be invaluable. I really appreciate the details you put into your guide. Yours isn’t just a list of powers and stat preferences, I love that you express the REASONING behind your decisions and often give alternatives. If I had one complaint it’s there’s TOO MUCH CHOICE in your guide, lol… It’s like man, now *I* have to think about what *I* want in *MY* build. OMG, I didn’t want to have to do any work, I wanted to get a cookie cutter build! Sheesh. LOL Actually, your details prove: No, I really don’t. I WOULD like to conscientiously choose the course of my character. Which I think will be much more fulfilling.

    I am *especially* grateful for the details you put into describing how Companions work. I’ve only been playing NWO ~3mos, and this information will not only inform how I put Companions on my new GF, but also on my Main (Archer). A wonderfully kind person gifted me a goat a few weeks in, and that Augment greatly improved my character back then, but I’ve recently been experimenting with Bonding Runetones on non-augments, and I see how much better those can be (even after the recent 12B Mod nerfs), so I’ll be switching to Bonding in the near future when I can raise the AD for a good companion. I also didn’t understand about the Legendary Bonus, so putting it out there so plainly, is appreciated.

    I do have question though… You say: “The Jungles of Chult weapons really aren’t great, even though they are newer.” Could you explain that more? Everyone I’ve spoken to in-game has recommended the “Wootz” gear as near top of the line (I’ve heard between 2nd and 4th place). That Wootz is even more attractive when one factors in the fact that it’s so cheap to get off the AH (usually <50k AD to buy both Main and Off Hand), making it all the better for a fresh L70 character or for an Alt that may not need BIS. You're the first to complain about them. I'm not arguing that there aren't better choices (and some of the options you describe seem to be so), but I wonder why you discard them so readily?

    Thanks again for the guide. Great work, and I appreciate all the effort!

  • November 15, 2017 at 12:47 pm

    Hi OrdinarilyBob,

    I’m glad that you have found a lot of this information helpful! As far as the style of this guide, I was stuck with two options:

    1. Present cookie cutter builds that could be copied and pasted.

    2. Give people the tools necessary for actually learning how this class works and why, and empowering them to fine tune in their own eventually.

    Not everyone will have access to the exact same gear, and not everyone will play exactly the same as me, but if you take the information in this guide, you can self tailor yourself a bit to your own play style (which I can’t anticipate). I do try to always include exactly what gear I’m running currently and why I personally choose certain powers, but I do want people to know that there are other viable options and that in fact, the choices I listed are my top personal preference.

    The just Jungles of Chult weapons are good in the sense that all of the newer weapon sets (River District, Sea of Moving Ice, Stronghold, and Chult). Have the highest base damage and stats available on weapons. This puts old weapon sets like drowned, burning, elemental fire, and twisted way below these sets. You DO want a newer set for base weapon damage. Out of those four options though, they are absolutely the bottom tier weapons. It’s not to say that they are bad, but they are designed to be cheap and accessible for newer players, and to replace sets like elemental revolt as a players “first” weapon set. Definitely worth buying as a first set, but there are better weapons available because the set bonus on the chult weapons really aren’t valuable (random stat boost at the beginning of combat for 10 seconds I believe). The other new weapons have much more focused set bonuses that are much better at rounding off a character.

    Hope this helps!


    • OrdinarilyBob
      November 19, 2017 at 11:08 pm

      Ah, I see what you mean about the set bonus being poor on the Wootz. I’ve thought as much myself as I’ve come to learn about the other newer weapon sets. However, those take so much more effort to get. And on my Main, I expect as I play on, I will eventually get something better, but I think for my alts (including my GF), I will go ahead an get the Wootz since it’s so cheap, and being an alternate character that gets significantly less play time, I simply won’t be putting a lot of time into the character for a long while. Sure, eventually I’ll get bored of my Archer and/or finally “max him out” and pick an alt as a new main, but that’s probably many months away.

      I appreciate the response and your insight, and again, the Guide in general. Thank you!

      • December 3, 2017 at 2:05 am

        Hi OrdinarilyBob,

        I would definitely agree that for an alt character, wootz is a good first weapon set choice. I really have tailored this guide for people looking to be guardian fighters as their main toon, or at least for players that want to put serious work/playtime into this class. The wootz would be great for what you’re trying to accomplish at this time.

        Thanks for visiting this guide!


  • Dylan Green
    December 2, 2017 at 10:12 pm

    what is your rotation? i might have missed it but i dont want to be randomly using encounters. thx

    • December 3, 2017 at 2:01 am

      Hi Dylan Green,

      Where I outline the powers, I have stated which powers are mapped to what buttons (for Xbox) but that part is preference. With enough recovery, Into The Fray should always be up. It lasts for 7 seconds and then you (should hopefully) have it off cooldown to pop again. If your recovery isn’t there yet, you may just want to time Into The Fray with the cleric’s AA and BTS or with your DPS’s rotations. Into The Fray is always up for me so it’s more about popping it when it’s off cooldown then timing it in a rotation. Knight’s Valor is usually on for me in group play so once it’s on you leave it alone unless you get stunned and it turns off. If the power icon is “blinking or pulsing” then you know it’s on. Again, another power that really isn’t in a rotation. Other than that, Weapon Master’s Strike and shield up are alternating as needed. Pop Enforced Threat when available. If you’re single target, I try and time Commander’s Strike with the strong encounters my party uses like Disintegrate, IBS, etc. I will throw up a Tide of Iron before Commander’s Strike if the timing allows. Otherwise, it’s back to alternating shield up and sword swings. If I’m stuck behind the shield for a bit I’ll nail the boss with Aggravating Strike to build threat but I don’t usually lack threat where I need to go out of my way to do that. That’s a long answer to your question but I hope it’s what you’re looking for. A fixed rotation can be hard and maybe impractical depending on when your shield needs to go up but with the amount of recovery I have my tank powers pop when they are ready with the exception of Commander’s Strike which I try and line up with the buffs and key encounter powers. Thanks for asking this question! I may need to rethink how I layout the powers section.


  • December 12, 2017 at 1:20 am

    Have you tried Priestess Moonbow for an active companion? +crit% to party and -crit% to enemies.

    • December 12, 2017 at 3:05 am

      I have not personally tried the Priestess but it could be viable as long as you are getting the stats you need. I have not made an update for 12b yet but the Priestess and Harper Bard will get more mention as viable options with bonding runestones getting their effectiveness cut and they both provide crit. I have tried the Harper Bard but I don’t run it mainly because Dancing Shield debuffs more and most groups now don’t need the crit help.


  • Fifilalachuchu
    February 14, 2018 at 11:18 am

    Is this guide updated enough to follow today?

    • February 18, 2018 at 3:54 am

      Hi Fifilalachuchu,

      Thank you for your comment. This guide is currently being updated. If you check back in a day or two you with see updates to gear, enchsntments, as well as additional considerations for mounts, companions, etc. the incoming update will bring viewers up to date with gear and information available in Mod12B.


  • Actwz
    March 9, 2018 at 6:28 pm

    I do not understand how the Feats go, the Paragon have a number in parentheses and the Feats do not.

    • March 14, 2018 at 3:48 am

      Hi Actwz,

      Thank you for commenting. This guide is currently under maintenance. I went into the guide and fixed the Heroic feats sections. Just numbering them won’t really work in the case of Heroic points because the point allocation is different from the tank to the dps builds so under each Heroic I labeled which build uses it and how many points. Thank you for bringing this to my attention.


  • March 13, 2018 at 8:02 am

    It looks like you forgot the DPS boon list. Or is it mashed together. I might have missed it.

    • March 22, 2018 at 1:32 am

      Hi Andrew,

      Thanks for letting me know! It does appear that the DPS boons are missing and I will try to add that in tonight. It looks like it may have been cut out when I was playing around with adding pictures into that section (still haven’t found a way to get the picture quality up).


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