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Guardian Fighter

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Guardian Fighter
Role:
Defender
Secondary Controller
Ability Scores
Primary:
Secondary:
Guardian Fighter icon

A fighter is a class with martial origin and excels in primary role of a Defender. The Guardian Fighter is a build of Fighter which uses tactics and placement while fighting the enemy intelligently. Guardian Fighter has a secondary role of a leader and is a warrior who fights with a shield and heavy armor, thus able to fight with a high degree of survivability and control the battle around him or her. A Guardian Fighter's high Hit Points and abilities make it acceptable for crowd control roles and ideal for boss tanking. Placement and tactics are very important for a guardian fighter. Guardian Fighters are proficient in Plate armor.

When fighting the main bosses in dungeons, usually the best role for the Guardian Fighter is to grab boss aggro and drag the boss to one side of the area. Then the Rogue can do tremendous damage with combat advantage without having to worry about any of the adds. That way, the other three classes can also concentrate on what they are best at: crowd control and area effect damage for the CW and GWF, and, in the case of the cleric, keeping everyone else alive. Note that for some boss fights, this tactic doesn't work, and the Guardian Fighter should fall back on his secondary role of crowd control.

Check out the guardian fighter class guide here click

Contents

[edit] Ability Scores

Constitution is the Guardian Fighter's primary Ability Score. Strength and Dexterity are secondary.

Statistic Effect of Ability Score on stat per point over 10
Strength Constitution Dexterity Intelligence Wisdom Charisma
Damage bonus 1%
Resistance ignored 1%
Combat Advantage damage 1%
Hit Points 2%
Damage Over Time (DoT) resistance 1%
Area of Effect damage resistance 1%
Deflection chance 0.5%
Action Points gain 1%
Guard Meter 1%
Control Bonus 1%
Control Resistance 1%
Recharge Speed 1%
Companion stat bonus 1%

[edit] Powers

Pts. Req. Type Paragon Path Name Range CD Effect
0
5
At-Will
Cleave 5'cylinder
You swing through the foes in front of you. The third hit deals additional damage.
0
5
At-Will
Tide of Iron 3'cylinder
Smash your shield into a single foe and reduce their Damage Resistance. Recovers 10% of your Guard meter.
0
6
Encounter
Lunging Strike 30'lunge 8 sec.
Charge at your foe and finish with a hearty stab.
0
7
Daily
Villain's Menace 30'burst
With valiant fury you smash the ground, damaging foes around you. In your temporary fervor, you deal increased damage and gain immunity to disabling effects.
0 Shield Talent
Increases your Guard meter by 5%
5
6
Encounter
Enforced Threat 30'burst 15 sec.
Forcefully Taunt nearby foes, causing them to attack you. Recovers Guard meter.
5
6
Encounter
Griffon's Wrath 3'cylinder 15 sec.
You lash out with a heavy overhand blow that Stuns your foe.
10 Mark 100'
Mark your target. The challenged foe will have lowered Damage Resistance, and you build twice as much Threat while striking him. Guarded attacks will not remove your Mark.
10
2
Mechanic
Aggravating Strike 5'cylinder
Stab your foe over your shield, Taunting them to engage you.
10
2
Mechanic
Shield Slam 3'cylinder
Slams your shield into your foe without leaving you vulnerable. Recovers 5% of your Guard meter.
10
7
Daily
Fighter's Recovery
You steady yourself and gain vigor for the fight to come by temporarily Healing for a large portion of the damage you deal.
10
7
Daily
Terrifying Impact (Bugged[1]) 50',4'cylinder
Giving an exultant battle cry, you pulverize the ground. Foes hit by the upheaval are Stunned.
15
6
Encounter
Knee Breaker 3'cylinder 14 Sec.
Break your target's knee, dealing damage over time and temporarily Slowing them.
15 Enhanced Mark
Marked targets now build Threat while Marked, and you generate 33% more Threat when striking them.
15 Guarded Assault
While Guarding, reflect 1% of incoming damage to your attacker.
20
5
At-Will
Crushing Surge 5'cylinder
A series of slow satisfying attacks. The third strike deals additional damage and will Heal you.
20
6
Encounter
Knight's Challenge 40' 28 sec.
Challenge your target, temporarily locking them in 1 on 1 combat. While challenged, you and your opponent deal double damage to each other and half damage to anyone else.
20 Combat Superiority
For 5 seconds, deal 10% additional damage to foes after they hit you.
30
6
Encounter
Anvil of Doom 3'cylinder 16 sec.
Your weapon collides with your enemy's skull, dealing double damage if your target had 25% or less health.
30
6
Encounter
Iron Vanguard Frontline Surge 30'range,10'cylinder 18 sec.
You Knock back your enemies, sending them prone, allowing you and your allies to seize new ground.
30 Iron Vanguard Ferocious Reaction 5min
When your Hit Points drop below 15%, you regain 10% of your Hit Points, the foe that hit you takes that much damage, and you gain a Damage Resistance buff for 5 seconds. This can only occur once every 5 minutes.
35
6
Encounter
Into The Fray 50'burst 15 sec.
A fierce battle cry that temporarily increases your adventuring party's Run Speed and Action Point generation. In addition, all party members receive a small portion of your Maximum Hit Points as Temporary Hit Points. Recovers Guard Meter.
35
5
At-Will
Iron Vanguard Threatening Rush
Rush to target and slam into them with a painful looking attack. Your target and those around it are temporarily Marked.
40
7
Daily
Supremacy of Steel
You ready yourself to lash out at any who dare to strike you, returning a portion of the damage you just suffered. Can be expended early to damage nearby foes.
40 Iron Vanguard Trample the Fallen
When a foe is affected by control powers, deal 5% more damage to it.
45
6
Encounter
Iron Warrior 50' Burst 18sec
You gain Temporary Hit Points based on your missing Hit Points, and your Guard meter can temporarily sustain more damage before breaking. Recovers Guard meter.
45
6
Encounter
Knight's Valor 12sec
Defend your party, temporarily intercepting half of all damage they would have taken, and then builds threat based on a portion of how much you intercepted.
50
6
Encounter
Bull Charge 12sec
Rush your foe, violently Knocking them back, leaving them Prone.
50
7
Daily
Iron Vanguard Indomitable Strength
Pummel your target with a rain of blows, Knocking them away and leaving them Prone.
50 Iron Vanguard Enduring Warrior
When you kill an enemy, you regain Hit Points equal to 1% of your max hit points.

[edit] Feats

[edit] Heroic Feats

Name Points allowed Description
Tier 1
Action Surge 5
Gain 2/4/6/8/10% more Action Points from Guarding attacks.
Strength Focus 3
Increase the effectiveness of Strength by 5/10/15%.
Toughness 3
Increase your Maximum Hit Points by 3/6/9%.
Tier 2
Shielded Resurgence 3
When affected by a Control power, gain 2/3/6% of your Hit Points over 10 seconds. (30 second cooldown)
Distracting Shield 5
When you Guard an attack, your attacker briefly deals 1/2/3/4/5% less damage.
Armor Specialization 3
Increases the effectiveness of Armor Class and Defense by 5/10/15%. [The character sheet do not count this feat into Damage Resistance. The combatlog still show it]
Tier 3
Potent Challenge 3
You generate 5/10/15% more Threat.
Powerful Attack 5
Increase the damage of your Encounter and At-Will Powers by 2/4/6/8/10%.
Grit 3
Gain 1/2/3% of your Maximum Hit Points in Temporary Hit Points when you are Healed by a power. (40 second cooldown.)
Tier 4
Pin Down 3
The Prone duration of your powers are increased by .1/.2/.3 seconds.
Weapon Mastery 3
1/2/3% greater chance to land a Critical Hit.
Ubiquitous Shield 5
Reduce the damage effects of Combat Advantage against you by 5/10/15/20/25%.

[edit] Paragon Feats

[edit] Conqueror Feats

Defeat Feats: These feats focus on maximizing damage.

Name Points allowed Description
Tier 1
Improved Vigor 5
When less than 50% Hit Points, gain 2/4/6/8/10% more Action Points.
Take Measure 5
When you are Critically Hit, gain Temporary Hit Points equal to 1/2/3/4/5% of your Maximum Hit Points. (50 second cooldown)
Tier 2
Reinforced Surge 5
Frontline Surge now leaves targets Prone for an additional 0.2/0.4/0.6/0.8/1 second.
Wrathful Warrior 5
When you have Temporary Hit Points, you deal 3/6/9/12/15% more damage.
Tier 3
Cruel Cut Style 5
Cleave now deals 3/6/9/12/15% more damage.
Stagering Challenge 5
Gain 4/8/12/16/20% damage bonus to Griffon's Wrath when the target has recently been struck by Staggering Challenge empowered by Griffon's Wrath. Additionally your damage bonus from Knight's Challenge is increased by 2/4/6/8/10%.
Tier 4
Tactical Superiority 5
Combat Superiority deals 1/2/3/4/5% more damage. At the 5th tier of this feat, Combat Superiority will not require that the target hits you first.
Menacing Impact 5
Villain's Menace now has 1/2/3/4/5 feet more range, and both Terrifying Impact and Villain's Menace now deal 2/4/6/8/10% more damage.
Tier 5
Reckless Attacker 1
You gain bonus Power proportional to how much Guard meter you have remaining. When your Guard meter is full you gain 100% additional Power.
[edit] Protector Feats

Defense Feats: These feats are focused on defense and maintaining foe attention.

Name Points allowed Description
Tier 1
Armor of Bahamut 5
When your Guard is broken, reduce 6/12/18/24/30% of the remaining Guard break damage.
Plate Agility 5
You gain 1/2/3/4/5% chance to Deflect attacks.
Tier 2
Improved Reaction 5
Ferocious Reaction Heals you for an additional 2/4/6/8/10% of your Maximum Hit Points.
Shield Defense 5
Gain 1/2/3/4/5 to Armor Class.
Tier 3
Shieldmaster 5
How much your Guard meter is consumed is reduced by 2/4/6/8/10%.
Brawling Warrior 5
Knight's Valor increases your Damage Resistance by 1/2/3/4/5%, and Enforced Threat reduces an additional 2/4/6/8/10% damage and Threat.
Tier 4
Balanced Shield Fighter 5
Your Shield Slam and Stab At-Wills deal 3/6/9/12/15% additional damage.
Overwhelming Impact 5
Supremacy of Steel and Terrifying Impact now temporarily reduce Damage Resistance by 1/2/3/4/5% on affected targets.
Tier 5
Iron Guard 1
With every melee hit on an enemy, you reduce its damage by 2%. Maximum 10% damage reduction.
[edit] Tactician Feats

Tactical Feats: These feats are focused on clever tactics.

Name Points allowed Description
Tier 1
Fight On 5
Encounter power cooldowns reduced by 2/4/6/8/10%.
Crushing Pin 5
Your Control powers cause the target to take 2/4/6/8/10% bonus damage for 3 seconds.
Tier 2
Daunting Challenge 5
Marked targets now deal 2/4/6/8/10% less damage to your allies, but still deal full damage to you.
Battle Trample 5
When Trample The Fallen would cause you to deal more damage, you also gain 5/10/15/20/25% of your weapon damage in Threat and deal 5/10/15/20/25% of your weapon damage as Physical Damage.
Tier 3
Inspiring Leader 5
Into The Fray increases your party's damage by 1/2/3/4/5%.
Powerful Strike 5
Lunging Strike provides 4/8/12/16/20% more Threat and has a 20/40/60/80/100% chance to Interrupt your target.
Tier 4
Surging Tide 5
Tide of Iron's debuff also reduces the amount of Physical damage dealt to you by 2/4/6/8/10%.
Terrifying Menace 5
Anvil of Doom now has a 20/40/60/80/100% chance to Stun the target for 1 second.
Tier 5
Martial Mastery 1
Taking damage while not using Guard now builds Action Points. You gain a bonus to this value based on your Damage Resistance.

[edit] Gear Set

Check out Guardian Fighter Sets.

[edit] Bugged Skill Notes

  1. This skill does not do any damage to mobs while Arcane Singularity affects them. Only CC-immune mobs get hurt then.