Heya fellow neverwinter adventurers
This is my attempt to show how I built and play my guardian fighter.
My build can run solo as well as grouped, though I’ve found group runs with proper buffing yield much better results on dps.
I picked dwarven purely for
Personal preference, optional races include human for versatile defense increases our defense by 3% and the extra feats nice, and dragonborn they give you +2 on two different stats to begin which is quite helpful.
But any race will work.
Constitution for the increased health points.
Strength for the damage resistance bonus and damage bonus
I picked Swordmaster paragon path for
Weapon Master Strike – Great AOE at will for the mobs and your weapon enchantment will spread nicely.
1x Action Surge
Needed one to move forward
3x Strength Focus
Increases effectiveness of Strength.
Increases health points.
3x Armor Specialization
Bumps up our armor class which helps us survive the big hits.
3x Potent Challenge
Makes us generate more threat to hold those mobs
5x Powerful Attack
Damage of at-wills and encounter powers are increased
2x Weapon Mastery
Higher Crit Chance
5x Fight On
Less time on your cooldowns on encounters means more threat gain and buffing for the team
5x Plate Agility
More deflect for those pesky hits
5x Shield Defense
Again adding to armor class
5x Improved Vigor
Faster AP gain when below 50% means faster use of Fighters Recovery to help get that health back up
5x Take Measure
Every crit gains temp hp
5x Wrathful Warrior
More damage when you have temp hp. I.E. during buffs from team and wrathful warrior
5x Jagged Blades
Bleed damage per second means more damage
5x Menacing Impact
Villains Menace will have a farther reach and you will do more damage
1x Reckless Attacker
Gives you more damage and more crit chance
Best used for single targets it will give you some healing on the third strike, great for solo running or a quick healing boost if you need a bit.
Weapon Master’s Strike
Best Damage at-will for AoE damage against mobs, biggest benefit is being able to smack your enchantment on everyone.
The group will deal extra damage to any marked enemy on their next encounter power use.
Into the Fray
Gives a damage and speed boost to the group, also useful to move a bit faster solo
Taunt that marks every enemy within its AoE.
It is a control power that pushes enemy prone. Good for throne of dwarven gods controlling the bone golems.
Marked targets now build threat while Marked, and you generate 75% more threat when striking them. Helps keep the aggro when the big dps rolls in.
Reduces incoming damage by 8% and increases your damage aby 8%
You will not be effected by cc’s and you will hit harder and resist more damage
This makes every hit you preform heal you for the damage that it does, this is great if the healer is having troubles keeping up with healing and youre surrounded by a mob.
The debuff it puts out is extremely helpful and it has 3 belt slots which is nice for personalized belts of recovery.
Owl bear cub
Makes sure you hit hard if you don’t crit.
If you take 25% of your hp in a single blow it will but a debuff on the attacker and gives you 40% movement speed
Helps drop enemies a little faster at the beginning
Alt: Shadow Demon
Heavier deflect of damage
Also a Con Artist is helpful as well as a Dancing Shield, Jagged Dancing Blade, for their debuff skills
All of my bonuses deal with heals over time. I also have wanderers fortune going for the extra refinement drops.
I find this part important to be able to do endgame stuff.
Dark Fey Warder
Chance to heal when struck
Stamina regenerates faster so you can hild that shield up more
You gain 250 Critical Strike and 250 Mov.
Extra crit and movement
You gain 400 Life Steal.
You gain 3% Resistance Ignored. For keeping aggro.
When taking damage you have a chance to heal 20000 Hit Points over a few (4) seconds. After this effect ends you have 4000 more Defense for 10 seconds.
When dealing damage you gain stacks of “madness” when the stacks reach 50 you gain 4000 damage 4000 life steal and 4000 regeneration
Weathering The Storm
AoE resist boost
Reduce damage of next attack
When healed you get a chance to do more damage
More defense and more hp
Crit and hp
Drow Ambush Tactics
Extra combat advantage
Control effects are reduced
Only one worth anything
Incoming healing bonus
More incoming healing again
Control effects are shorter
Faster AP gain
Chance to gain more crit
More defense and hp
Heart of Stone
More lifesteal severity and hp
More recovery and hp
Wall of Wind
Control resist and hp
Extra incoming healing and hp
Chance for more damage
More hp and everfrost resist
Chill of Winter
Icy chill stacks to 10 then damages targets nearby
Aura of Hope
Gives allies AP gain
Crit strike and hp
Recovery and hp
On deflect you heal
Stats to try for
This is what to shoot for so don’t be discouraged if you don’t get hefe right away. This is what to sboot for while buffed.
Defense helps you survive hits so more is better and increases you damage resistance.
At a certain point it becomes less of a priority. It caps out at 80% but in Mod 10 the developers gave the mobs 15% arm pen so 95% is the safe zone.
This helps you gain aggro and keep aggro on mobs.
60% resistance ignored
It means faster use of encounters.
More Hit points means more life
It makes 50% of damage you would have taken disappear
Only after you are at the Arm Pen cap and Recovery cap.
Negation is what I run with to help boost my defense.
2x dusk 2x drow
The bonuses for these are solid for group running.
Ring of Rising Defense
Ring of Rising Deflect
Drow Shirt and Pants
(Gemmed exquisite once you can get them)
Debuffs enemy whenever you are attacked
Healing when procs
Gives defense and more power
I use a Plaguefire Enchantment for the Debuff to enemies, works wonders in mobs with weaponmasters strike
Defense on armor
Ap gain on the rest
Token of Chromatic Storm
Good damage and can freeze and/or debuff enemy
Heart of the Red Dragon
Horn of Valhalla
For the set
Try different things and see what works for you.