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 Fighters high hit-point and abilities make it acceptible 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 CLICKY
 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|
|Combat Advantage damage||1%|
|Damage Over Time (DoT) resistance||1%|
|Area of Effect damage resistance||1%|
|Action Points gain||1%|
|Companion stat bonus||1%|
|Pts. Req.||Type||Paragon Path||Name||Range||CD||Effect|
You swing through the foes in front of you. The third hit deals additional damage.
|Tide of Iron||3'cylinder|
Smash your shield into a single foe and reduce their Damage Resistance. Recovers 10% of your Guard meter.
|Lunging Strike||30'lunge||8 sec.|
Charge at your foe and finish with a hearty stab.
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.
Increases your Guard meter by 5%
|Enforced Threat||30'burst||15 sec.|
Forcefully Taunt nearby foes, causing them to attack you. Recovers Guard meter.
|Griffon's Wrath||3'cylinder||15 sec.|
You lash out with a heavy overhand blow that Stuns your foe.
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.
Stab your foe over your shield, Taunting them to engage you.
Slams your shield into your foe without leaving you vulnerable. Recovers 5% of your Guard meter.
You steady yourself and gain vigor for the fight to come by temporarily Healing for a large portion of the damage you deal.
|Terrifying Impact (Bugged)||50',4'cylinder|
Giving an exultant battle cry, you pulverize the ground. Foes hit by the upheaval are Stunned.
|Knee Breaker||3'cylinder||14 Sec.|
Break your target's knee, dealing damage over time and temporarily Slowing them.
While Guarding, reflect 1% of incoming damage to your attacker.
A series of slow satisfying attacks. The third strike deals additional damage and will Heal you.
|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.
For 5 seconds, deal 10% additional damage to foes after they hit you.
|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.
|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.
|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.
|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.
|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.
|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.
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.
Rush your foe, violently Knocking them back, leaving them Prone.
|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.
 Heroic Feats
Gain 2/4/6/8/10% more Action Points from Guarding attacks.
Increase the effectiveness of Strength by 5/10/15%.
Increase your Maximum Hit Points by 3/6/9%.
When affected by a Control power, gain 2/3/6% of your Hit Points over 10 seconds. (30 second cooldown)
When you Guard an attack, your attacker briefly deals 1/2/3/4/5% less damage.
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]
You generate 5/10/15% more Threat.
Increase the damage of your Encounter and At-Will Powers by 2/4/6/8/10%.
Gain 1/2/3% of your Maximum Hit Points in Temporary Hit Points when you are Healed by a power. (40 second cooldown.)
The Prone duration of your powers are increased by .1/.2/.3 seconds.
1/2/3% greater chance to land a Critical Hit.
Reduce the damage effects of Combat Advantage against you by 5/10/15/20/25%.
 Paragon Feats
 Conqueror Feats
Defeat Feats: These feats focus on maximizing damage.
When less than 50% Hit Points, gain 2/4/6/8/10% more Action Points.
When you are Critically Hit, gain Temporary Hit Points equal to 1/2/3/4/5% of your Maximum Hit Points. (50 second cooldown)
Frontline Surge now leaves targets Prone for an additional 0.2/0.4/0.6/0.8/1 second.
When you have Temporary Hit Points, you deal 3/6/9/12/15% more damage.
|Cruel Cut Style||5|
Cleave now deals 3/6/9/12/15% more damage.
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%.
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.
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.
You gain bonus Power proportional to how much Guard meter you have remaining. When your Guard meter is full you gain 100% additional Power.
 Protector Feats
Defense Feats: These feats are focused on defense and maintaining foe attention.
|Armor of Bahamut||5|
When your Guard is broken, reduce 6/12/18/24/30% of the remaining Guard break damage.
You gain 1/2/3/4/5% chance to Deflect attacks.
Ferocious Reaction Heals you for an additional 2/4/6/8/10% of your Maximum Hit Points.
Gain 1/2/3/4/5 to Armor Class.
How much your Guard meter is consumed is reduced by 2/4/6/8/10%.
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.
|Balanced Shield Fighter||5|
Your Shield Slam and Stab At-Wills deal 3/6/9/12/15% additional damage.
Supremacy of Steel and Terrifying Impact now temporarily reduce Damage Resistance by 1/2/3/4/5% on affected targets.
With every melee hit on an enemy, you reduce its damage by 2%. Maximum 10% damage reduction.
 Tactician Feats
Tactical Feats: These feats are focused on clever tactics.
Encounter power cooldowns reduced by 2/4/6/8/10%.
Your Control powers cause the target to take 2/4/6/8/10% bonus damage for 3 seconds.
Marked targets now deal 2/4/6/8/10% less damage to your allies, but still deal full damage to you.
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.
Into The Fray increases your party's damage by 1/2/3/4/5%.
Lunging Strike provides 4/8/12/16/20% more Threat and has a 20/40/60/80/100% chance to Interrupt your target.
Tide of Iron's debuff also reduces the amount of Physical damage dealt to you by 2/4/6/8/10%.
Anvil of Doom now has a 20/40/60/80/100% chance to Stun the target for 1 second.
Taking damage while not using Guard now builds Action Points. You gain a bonus to this value based on your Damage Resistance.
 Gear Set
Check out Guardian Fighter Sets.
 Bugged Skill Notes
- This skill does not do any damage to mobs while Arcane Singularity affects them. Only CC-immune mobs get hurt then.