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[GUIDE] How to Stat Your Guardian, by 1pwny

1pwny1pwny
Riders of Icarus Rep: 3,215
Posts: 308
Member
edited December 23, 2016 in Guardian
Server: Baellas (NA)
IGN: 1pwny
Category: Stat Build Guide for level 25+, Guardian

How to Stat Your Guardian:


by 1pwny


Now, before you read this, please keep in mind that Guardians, as they are right now, are having some troubles. Guardians are, first and foremost, tanks and debuffers. In case you're somewhat new to MMO's, I'll go over those later. However, an important point to note is that guardians are not really necessary in the current endgame content.

Guardians are useful throughout the game, and make several dungeon runs noticeable faster and safer. However, they are far from a necessity as is. This guide will attempt to help you make a Guardian that is useful for, primarily, dungeons runs and PvP.

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The Point of a Guardian:

Guardians have two main purposes, as I mentioned previously - tanking, and debuffing. Neither of those is damaging. The Guardian is not a class that is meant to do top-quality damage, so don't delude yourself otherwise.

Tanking: The term "tanking" means "to take damage so the rest of your party doesn't have to". Very simply, the Guardian's primary purpose is to keep everyone out of danger. The Priest's, in contrast, is to insure everything turns out okay after being exposed to danger.

Debuffing: A "buff" is a helpful but temporary effect. A "debuff" is a harmful but temporary effect. The Guardian has a lot of skills that provide Defense and Stability[1] debuffs to monsters. While a Guardian might not do much damage himself, he can definitely use debuffs to increase the overall damage his party does.


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Stats to Look For:

Now that we know what a Guardian is supposed to do, let's think about how he's supposed to do that. Let's first think about one of the most crucial parts of making a good Guardian: Cooldown Reduction, or CDR.

CDR is highly important to any Guardian, for a few reasons. Monsters will usually attack the person that does the most damage. No matter how much HP you have, it doesn't matter if the boss completely ignores you to go one-shot the Wizard. That's why Guardians have Aggro-control skills. Basically, Guardians have a limited set of a skills (such as Hakain's Grasp and Binding Summons) that will help keep the monsters' attention on them, even if they do less damage. You're gonna need that CDR to make sure that you can continuously use those skills. Additionally, CDR helps you use your Debuffs more often, allowing your party to do more damage overall. For this reason, CDR is your most important attribute. CDR caps out at 50% - that means that if your gear should give you 55% CDR, you're still stuck with 50%.

Health and Defenses are your next most important attributes; but only up to a certain point. Basically, you'll need a good amount of health to do dungeons like Cavern of the Veil or The Frost Keep on H5 - say, about 25,000, maybe more. After that, Health is still useful. If your healer sucks, more Health means you have more leeway. However, at a higher level you'll only need so much before any more is irrelevant. Same thing with defenses, both Physical and Magical.[2]

Your Health comes from one of 3 main sources - Constitution, flat Health, and percentage Health. Every point in Constitution (which is included in "All Stats") increases your base HP by 37 points. In general, getting a line of +Constitution on a piece of gear is better than getting +Health. This comes into play even more with percentage Health, which only comes from Rings. Percentage Health scales off of your base Health - meaning that it will stack on top of additional Constitution, but not on a flat Health bonus.

Critical Hit Rate is also highly important on our list. Guardians have a large number of skills that can Destabilize opponents when they strike a critical hit.[1]

Damage is helpful to a Guardian, but not as crucial as the stuff before. It is true that having damage makes it easier for a Guardian to keep control of the attention of monsters, however CDR is more helpful in that regard. However, once a Guardian has a sufficient amount of everything I mentioned above, getting more Damage can be highly helpful.

Evasion is the last thing that a Guardian needs to consider. Evasion is based off of Dexterity. However, while I do mention Evasion, I would recommend against actively searching to increase your Evasion score to it's maximum of 20.00%. You won't need to.[3]


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Gear Quality:

First of all, it is important to look at what is possible, and what is reasonable.

It is technically possible now to use a full set of Legendary gear. However, it is also highly unreasonable to expect that of your average player. Instead, I'll only talk about what should be reasonable for most people.
  1. 1. Your Main Gear should be all Heroic. This includes your Helmet, Shoulders, Chestplate, Gloves, and Boots. You should aim for each of these to have 2 slots for sealing.
  2. 2. Your important weapons should be Heroic. This includes your Sword, your Lance, and your Shield. Your Sword and your Lance should each have 2 slots, and 3 if they are Legendary.
  3. 3. Your Crossbow can be Elite. Although I would recommend against it, if you happen to find a decent Elite crossbow and no good Heroic alternatives, it's not the end of the world. Just make sure you're always using the best available option.
  4. 4. All Jewelry at least Heroic. Again, this is important. Your Necklace is crucial for CDR, and Rings are important for % Health.
If you are going to use Legendary gear, keep in mind that all Legendary Weapons and Armor can have 3 slots, so try to avoid 2-slot Legendaries.

Now that you know what quality of gear to look for, you need to know what makes one Frozen Lance better than a different one. For info on that, see below.
RumblerCrowFeidlimidRemelakJeMiChi

Comments

  • 1pwny1pwny
    Riders of Icarus Rep: 3,215
    Posts: 308
    Member
    edited December 30, 2016

    Gear Stats:

    Now that we know what kind of gear to get, we have to differentiate between two pieces of gear of equal quality. The main distinction is in Stat Lines. Every common piece of gear has no stat lines. Elite gear has 2, Heroic gear usually has 3 (although some special bosses drop Heroic gear with 4 lines), and Legendary gear has 5. Some gear has fixed stat lines - for example, every single Supreme Commander Helmet will give a line of Strength +86.

    Helmet: You want Strength primarily, and failing that, Constitution.
    Shoulders: Get as much CDR as possible, no questions asked. If a pair of shoulders doesn't give at least 1 line of CDR, don't even bother with them.
    Chestplate: You want Strength primarily, and failing that, Constitution.
    Gloves: Get as much Crit Rate as possible, although having some Strength or Constitution isn't the end of the world.
    Boots: You want Strength primarily, and failing that, Constitution.

    Sword: Crit Rate is potentially the most important, with Physical Attack and Strength coming in second, and Constitution coming in third.
    Shield: Look for Constitution and Physical Defense %.

    Lance: Get as much CDR as possible, no questions asked. See Shoulders.
    Crossbow: Meh. Get Strength, it doesn't really matter that much tbh.

    Necklace: Get as much CDR as possible. After that, look for Physical Crit Rate % and Physical Attack %.
    Rings: Look for Health %. If you can't find any, just use the Hakanas Hero Ring/Hakanas Protection Ring that you get from the story line.

    Let's talk about why these stats.

    CDR, as I mentioned above, is the Guardian's most important stat. However, the number of ways to obtain it is fairly limited. You can get lines of CDR on your Shoulders, your Lance, and your Necklace. Additionally, some sets of gear (Frozen, Frost Command, Supreme Commander, Jumawu, etc.) will give CDR bonuses if you have enough pieces equipped. Don't underestimate the price of CDR! A lance with just two lines of CDR can easily go for hundreds of gold on the Auction House!

    Now, you might ask yourself "Hey, wasn't Health rated above Damage and Crit Rate? Why is he saying to go for Strength on so much of his gear, instead of Constitution or Health?" Well, if our stats only came from the lines on our gear, you'd be right. However, there's another highly important way to improve your stats.

    -----------

    Sealing:

    As you progress through the game, you tame things. Afterwards, you can seal them up and put those seals into your gear.

    Common gear has no seal slots. Elite gear can have anywhere from 0 - 2. Heroic gear will always have 1-2. Legendary gear has 2-3.

    Different mounts give different bonuses when sealed. Common mounts tend to be pretty bad, while Elite mounts range from "Useless" to "Notable".

    The crucial part here is that Heroic and Legendary familiars make for great seals. Even the worst of them, Garme and Agnas, give at minimum +16 to all of your stats.[4] That means you get at least +16 Constitution per sealed Garme and Agnas, and I think that both of them go for about 30g on the Auction house nowadays.

    [16 Con per seal] x [37 Health per Con] comes to about 600 Health per seal. That means that a single Heroic seal will net you around 600 Health, at worst. As you progress later into the game, and Heroic seals become easier to both buy and produce, you'll find that getting Con on your gear is both ineffective and unnecessary, because you'll get plenty from just your seals alone.

    Now, which mobs do you most want to seal into your Gear? Really, it depends on how the rest of your gear is.

    If you're low on Health and really can't afford any Heroics? Consider getting Cold Tusk or Grumpy Gros. Cold Tusk is laughably easy to obtain. Gros is more difficult, and gives marginally better rewards.

    If you're low on Crit Chance, then consider going with Ruby Bloodwyrms if you can't afford Heroics. Then, the hierarchy is Garme => Karresh => Trinoceros. Bonethorpe and Red Horned Gadloku are also Elites, and a step up from the Bloodwyrms - but in all honesty if you can get them then you probably also have access to Garme.

    If you're low on Pure Damage, those bloodwyrms from before are still looking good if you're poor. If you can handle some Heroics, you've got Agnas the Red => Terror Kerav => Void Letonsia/Twilight Kargyle => Vegarus/Voknos.

    If you have a whole lot of Crit Rate, and want to go for Crit Damage, then you're probably past the point where you can only afford Elites. If that's the case, then you can go for Apocalypse => Paragas the Mad/Veldon => Chanus.

    Besides that, I would recommend against going for seals on the other Heroics, even if it might seem like a good use of a slot. For example, Phantom and Karasha the Dark One both give All Stats and flat Health. However, overall the flat Health you gain is fairly meaningless (it's a fairly insignificant amount, and it doesn't scale with % health) so I would recommend skipping over those options.

    Now, I talked before about what is possible versus what is reasonable. Legendary mobs, such as Demonus, give even better stats than Heroics - however, unless you're someone special, I doubt you're going to get the opportunity to put any more than one or two into your gear at the very most.

    I currently require more information as to the stats of sealed Wastes mounts. Once I get that, I'll be sure to add it to the guide.

    -----------


    [1] Stability is an important part of any boss fight, however it is crucial in tackling some world bosses and the last boss of The Breach. Opponents with "Perfect Stability", such as those bosses, will not get knocked around by your Kick. However, some of your skills (such as Shield Smite and Liberty Arc) will Destabalize opponents on critical strikes - on bosses, that means that their Destabalized counter will fall by 1 (it is for this reason that Crit Rate is important).

    All bosses start with a Destabalized counter of 10, and when it hits 0 they go into the destabalized state for a limited time. During that time, all knock-downs will function as normal, and doing so will interrupt any spell the boss attempts to cast. Destabalizing and interrupting the heal that the final boss of The Breach attempts is crucial to that fight.

    [2] Physical and Magical Defenses both have a soft cap. That means that you progressively get less of a reward as your numbers go up - going from 15k Physical Defense to 20k Physical Defense may only increase your Damage Reduction from 95% to 96% or so. However, think about it this way. Before, you were taking 5% damage. Now you only take 4%. Relatively, you're now taking 20% less damage then you were before. Math can be deceiving!

    [3] As I just mentioned above, sealing Heroics (as everyone eventually does) increases all of your stats, including Dexterity. So you don't need to worry, because after enough Heroics it won't be a problem.

    [4] Canniphage, a special familiar you can only find and tame in the Lair of Ienos dungeon, seals for 14-21 all stats and some amount of Physical Attack. Golden Laiku, a reward for taming all familiars in the Highlands, gives 14-16 all stats and some amount of Health. So there are some circumstances in which a Heroic could give you less than +16 all stats.

    -----------


    If there's anything I missed about statting Guardians, please feel free to leave a reply! I might edit this a few more times before the deadline, so until then, toodles!
    RumblerCrowZkurcrowFeidlimidRemelakKesstrylJeMiChi
  • 1pwny1pwny
    Riders of Icarus Rep: 3,215
    Posts: 308
    Member
    edited January 27, 2017
    <center><h2><u>End-Game Gear Information</u></h2></center>
    Here I'll talk about the very best Armor, Weapons, Set Effects, and Seals. This is for the very end of the road, as far as current content goes.
    <br><center>
    </center><br>
    <h4><u>Best Armor:</u></h4>
    So, the best armor in the game is the Karasha Stalwart Armor - Karasha Stalwart Helmet, Karasha Stalwart Pauldron, etc. Each piece of Karasha armor has a total of 5 stats, 3 of which are fixed. Karasha armor also can have up to 3 slots for familiar seals.

    The Karasha Shield is the best in the game. After it, you have the Tyrant Shield. You also get a decent shield (if I remember correctly it was Griffon Knight or Hermit) from quests in the Cloying Wastes. If you can't afford a Karasha Shield, it's probably best to go with that one.
    <br><center>
    </center><br>
    <h4><u>Best Weapon(s):</u></h4>
    The best Sword in the game is the Karasha Sword. If you can get a Very High one, it can have over 1000 base DPS! Additionally, the Karasha Sword has 5 lines (3 of which are fixed), and can have up to 3 seals in it.

    The best Lance/Crossbow in the game (in terms of pure DPS) are the Karasha Lance and Crossbow. However, neither of them belong to a set - therefore, the Jumawu Lance and Crossbow have something over them.
    <br><center>
    </center><br>
    <h4><u>Best Accessories</u></h4>
    There are actually a few high-quality options here. I'll run through them:
    <ol>
    <li><b>Karasha:</b> The Karasha Necklace and Karasha Rings I and II are very worthwhile. The Karasha Ring I has better fixed stat lines though, so if you have to pick only 1 ring, pick that one.
    <li><b>Ruinous:</b> The Ruinous pieces have only 2 fixed lines and 3 free, and are fairly easy to obtain.
    <li><b>Rift Defender:</b> The Rift Defender pieces are very close to the Ruinous set, except it's all a little better and a little rarer.
    <li><b>Jumawu:</b> The Jumawu set is also very useful, mostly for it's set effects at 2 pieces.
    <li><b>Glorious Leader:</b> The only Heroic set on the list, the Glorious Leader set is quite remarkable for the fact that, despite having 3 pieces, it only has a 2-set effect.
    <li><b>Titan:</b> The Titan set is very hard to find. However, if you're interested in running Legendary Dungeons and can't afford Karasha gear, then it's the easiest way to get around Legendary Curse. The Titan set has 3 fixed lines.
    </ol>
    <br><center>
    </center><br>
    <h4><u>Best Set Effects:</u></h4>
    Here's a small compilation I made of all the set effects I mentioned here: http://imgur.com/a/KC8Zo
    <img src="http://i.imgur.com/DFIYELY.jpg"; />
    <br><center>
    </center><br>
    <h4><u>Best Seals:</u></h4>
    <i>Pro Tip:</i> Everything gets better when tempered. While it may be a little costly, I would highly recommend tempering any high-grade familiars you plan on sealing and using for a while.

    <b>Demonus:</b> Demonus gives Crit Rate, Crit Damage, and All Stats - he's amazing by himself. However, by tempering him to +5 before sealing him, you get an extra +7 to all stats, which adds up. This is the only one of the seals I'll mention who wasn't part of an event.

    <b>Agnas Rider/Some Other Cash Shop Mounts:</b> In end-game, you'll start hitting the stat cap - where RoI won't let your stats go any higher, even if you have the bonuses. Agnas Rider, after being Tempered, gives a +8 to all stat caps - allowing you to get 8 more Strength and Constitution then you normally should. For this reason, sealing Agnas Riders became highly important for top-level players, even if it doesn't give as much all stats as a tempered Demonus.

    <b>Jumawu's Spawn:</b> This guy is a reward for clearing the entire Tritael Bestiary. If you get optimal seals on him, he gives+16 Con and +23 to All Stats, so he gives more Con than even a tempered Demonus. As with everything else, tempering him makes him better.

    <b>Tempered Rondo:</b> A pet Rondo is the completion reward for taming everything in Parna's Coast. He gives a ton of Strength, a decent amount of Dex, and 23 all stats. If you temper him to though, like Demonus he gets another line of all stats (although Rondo's extra line maxes at +5).
    FeidlimidRemelak
  • 1pwny1pwny
    Riders of Icarus Rep: 3,215
    Posts: 308
    Member
    edited December 1, 2016
    I've been wondering about weather or not Lunafonts are actually useless. Here's a guide to building a Guardian with max Lunafonts, and using the best gear otherwise available.

    Lunafont-Based Build: Viable?



    Key:
    Slot: Gear Name
    + Variable stat (not predetermined)
    + Variable stat (not predetermined)
    [Seal]
    [Seal]


    -------

    The Build

    Helmet: Karasha Stalwart Helmet
    + Con
    + Con
    [Lunafont]
    [Lunafont]
    [Lunafont]


    Shoulders: Karasha Stalwart Pauldron
    + CDR
    + Con
    [Lunafont]
    [Lunafont]
    [Lunafont]


    Armor: Karasha Stalwart Heavy Armor
    + Con
    + Con
    [Lunafont]
    [Lunafont]
    [Lunafont]


    Gloves: Karasha Stalwart Gloves
    + Crit rate
    + Crit rate
    [Lunafont]
    [Lunafont]
    [Lunafont]


    Boots: Karasha Stalwart Boots
    + Con
    + Con
    [Lunafont]
    [Lunafont]
    [Lunafont]


    Sword: Karasha Sword
    + Crit rate
    + Crit rate
    [Jumawu's Spawn]
    [+5 Demonus]
    [+5 Demonus]


    Shield: Karasha Shield
    + Con
    + Con

    Necklace: Karasha Necklace
    + Physical Attack %
    + Physical Attack %

    Ring: Karasha Ring 1
    + Health %
    + Health %

    Ring: Karasha Ring 2
    + Health %
    + Health %

    Lance: Karasha Lance
    + CDR
    + CDR
    [+5 Demonus]
    [+5 Demonus]
    [+5 Demonus]


    Crossbow: Karasha Crossbow
    + Crit rate
    + Crit rate
    [+5 Demonus]
    [+5 Demonus]
    [+5 Demonus]


    -------


    Okay, let's talk about this build.

    First of all, the main function of it is to have 15 sealed Lunafonts, and have minimum repercussions for that.

    Lunafont gives +1.00% Health Absorbtion Chance, and +0.2% Health Absorbtion. Those cap out at 15% and 3% respectively, so you'll need to seal 15 of them (or 14 while using the Jumawu set) in order to cap out.

    Having the full Karasha Stalwart set and the Karasha Jewelry set will give you a total of 22% CDR right there. You'll only need 28% to cap out, which should be easy enough from 2 lines on the Lance and 1 line on the shoulders.

    Once you have enough CDR, you'll want to be able to survive. Just from set bonuses, you'll get +175 Constitution, however you're not getting nearly as much from your seals. To counter that, +5 Demonus gives an extra line of +7 to all stats besides the base, which can get up to +25 by itself. Jumawu's Spawn can give up to +39 Constitution if you get perfect rolls. With the rings giving full % Health, you'll probably have enough HP to reasonably tank any boss, although an equally wealthy, normal-building tank will have more than you.

    You should also have decent attack (because Karasha Sword OP and Karasha Set OP), and decent crit rate. Demonus gives Crit Rate and Crit Damage, and you're taking Crit on your gloves and sword - not to mention the built in crit that Karasha gear starts with as some of its fixed lines. So you should still be doing good damage - though, again, not as much as an equally-wealthy tank that is building normally.

    The real kicker is the Lunafonts. Sadly, Health Absorbtion is pretty crap as-is. The 15% and 3% caps mean, in total, that on average you'll heal for 0.45 HP for every 100 damage you dish out. Putting that in perspective, you can probably easily pass 6000 dps with this build. If that number is accurate, then you'll heal for 27 HP per second while in combat. Even if this build lets you hit 20,000 dps, that's still under 100 hp/s.

    Which is pretty bad, not gonna lie. So don't bother with sealed Lunafonts guys.
    FeidlimidRemelakPenenelopeCruzSydolinEmuna
  • FeidlimidFeidlimid
    Riders of Icarus Rep: 430
    Posts: 4
    Member
    edited January 4, 2017
    Now that I can post, I can finally thank you for this guide! I appreciate the work you put into it. It's very helpful for a new guardian like me :)
    1pwnyRemelak
  • RemelakRemelak
    Riders of Icarus Rep: 510
    Posts: 3
    Member
    edited February 22, 2017
    Same here, while I do not count on doing a lot of Tanking I like the class concept and will keep a watch here for any changes/updates.
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