The guardian is currently one of the most useful classes in DN, does not require large amounts of gold to build effectively, and has a fairly unique gameplay being the only "pure" tank in the game (Destroyer revamp might change things, but there's still nothing as reliable as Guardian Force and it's more of a dmg boost on destro than a tanking capability boost anyway).
- Excellent raw movement speed (not mobility, just flat out raw walking speed)
- Highly demanded class in raids
- Low budget
- Easy to learn the ropes of the class to be useful in a party
- Unique gameplay (plenty of people find it awesome)
- Low damage and low damage potential even when very well geared as opposed to T4
- Not the ideal class for soloing/farming
- High responsability in raids (it's not hard, but if you fail at it your party members will drop one by one)
- Unique gameplay (plenty of people find it boring)
The unique part comes both from your role and your playstyle. Instead of constantly DPSing while occasionally dropping your support skills like most classes, you're pretty much always focused on keeping the aggro of the boss and making sure the boss is where you want it to be, facing the direction you want it to face, so that your party does the most DPS. This is especially crucial when your main source of DPS is a class like Gear Master or Inquisitor since they benefit from your help tremendously. The other equally important aspect of Guardian's gameplay consists in blocking attacks rather than dodging, on purpose more often than not, in order to gain bubbles to cast Guardian Force for yourself and your party and always have some extra bubbles in case it needs to be refreshed prematurely. A selfish, wannabe DPS saint or physician barely get punished in raid until stuff goes really wrong, while a selfish guardian is what makes stuff go really wrong in the first place.
This is made even more true by the fact that, while every single support class in the game can optimize their DPS without hindering their support capabilities much, with only a few exceptions, Guardian suffers greatly from that, as your main damage per second skill uses up bubbles that are required to cast the far more important Guardian Force. So while Guardian's solo DPS might be ok, in raids you will always keep most of your bubbles for Guardian Force, which will reduce your DPS "rotation" down to literally ONE skill, everything else being much much weaker.
This is mostly why you might, or might not want to play a Guardian in my opinion.
Going to start with a base build, then analyze the skills in detail. Detailed skill builds will come up later.
The basic build (PvE)
This is the core of any Guardian build. Spare SP can be adapted to customize it depending on your needs. Some skills that are not taken will be pretty much a requirement for a raid focused build, while for nesting and farming, you get to spend your points pretty much any way you like.
Cleric skill tree
Paladin skill tree
Guardian skill tree
Solo / Nest / Farming build
This build focuses on damage without sacrificing much of the utility. Can get higher level SoF by lowering either Smite to 11 or not taking some kicks on the cleric tree. This is my personal preference on SoF level, can be adapted to your needs. Provoke can also be lowered 1-2 levels if needed, since max level is only really crucial in raids.
The point of this build is to add some extra DPS to an otherwise poor rotation (how can you call "click Justice Crash" a rotation) with Charged Bolt, and some extra burst with Thor's Hammer for times when you know you won't be using DA.
Lowered Charged Bolt for lv6 Direct Kick.
Removed Thor's Hammer in exchange for Heal.
Possible to still get lv26 Charged Bolt by:
- removing 2 points off Smite
- removing dive kick
- removing 1 point off Mental Mastery
Not recommended as in RDN the instant burst damage of Smite is more valuable than the constant DPS provided by Charged Bolt.
For both builds, mostly if you're one of those that don't like Charged Bolt
Sacred hammering can be brought to lv11
Direct kick can be maxed
Nothing else is even worth considering as far as damage is concerned
Keep in mind that although I have a decent amount of experience in paladin pvp "in theory", I'm a terrible pvp player and I do it mostly as not competitive entertainment with friends. Moreover, I have done ZERO guardian pvp in t5. So take this with a grain of salt. Let's start with re-analyzing some of the skills:
Lots of customization here. The maxed skills outside JC and Smite are purely up to personal preference.
Can get Holy Bolt to 25+1 if you really want.
Can get Divine Ascension and Vengeance I guess, I generally don't use them in SB
Ladder / Group / General purpose build
Added block, SoF and buffs. Taken points off various skills but again they can be arranged to fit your own playstyle since each player will find himself using this or that skill for damage and this or that skill for utility.
Optimizing any pvp build is a matter of trial and error and personal experience.
Gear [Work in progress]
Gearing a Guardian might not be as simple as one could believe if one wants to achieve at least *some* DPS without sacrificing your support and tank role. Starting with a brief overlook at:
Guardian's main stats
The poor man's gear
The HP build
DPS / Solo / Farming / Build
Not recommended at the moment, 90 accessories or RDNL work better even on "dps" build. However if you want, the only necklace option is Smite, as for Earrings, Heal is alright. Rings, Justice Crash then Divine Ascension/Provoke/Stance of Faith.
Bear, Destruction, Health, Life, Wind, Fatals, Shining, Tent. Optional 3rd slots: Ultimate, Attack/Defense, Defense/Wise (Extra int = extra magic def)
- Justice Crash CD
Up to playstyle (ordered by personal preference, first three are what I use):
- Block CD
- Provoke CD
- Divine Ascension DMG (Helps in DPS checks such as jasmine bar mech in RDN)
- Tumble MP recovery (Can save you in prolonged fights when stuff goes wrong)
- Divine Punishment duration (quite awesome for soloing, dailies etc. and imo a must for any solo build)
- Divine Avatar duration
- Half-turn Kick / Direct Kick Action speed
- Stance of Faith duration
- Smite DMG
- Charged Bolt DMG
- Guardian Force duration
Edited by Schiz, 07 April 2016 - 12:09 PM.