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GUIDE: How to Generate Guard


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#1
GhoXen

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Since a lot of people seem to be confused as to how to generate Guard, here's a simple guide. In short, only abilities that expressly say "generate xx% Guard" will generate Guard.

 

Thus far, the following abilities generate guard for a warrior. Abilities with asterisk (*) also require the passive to be learnt (the smaller ability icon next to the main one).

 

1H & S:

  • Shield Wall - Generates guard if hit by enemies in the front while Shield Wall is active; costs stamina. Can build up Guard very quickly against multiple/fast attacks, as long as your stamina holds. Make sure to only hold up shield when necessary Dark Souls style. Precise amount is not shown in tooltip, but from experience it looks like a flat 10% per hit.

2H:

  • Block and Slash* - Only if the passive Flawless Defense is also learnt. Successfully countering an attack generates 15% guard. Costs stamina per sec while it's active until parrying an attack. Very costly if you don't time it properly.

Vanguard:

  • War Cry - AoE taunt. Generates 20% Guard per enemy within range. In other words, 100% Guard if 5 enemies within range, but only 20% if only a single enemy within range.
  • Challenge - Single-target taunt. Generates a flat 10% Guard.
  • Charge Bull - A toggled charge ability. Toggle to start charging, and toggle off when you want to stop (otherwise it stops only when you are out of stamina). The trajectory of the charge can be slightly adjusted during the charge outside tactical mode. Generates 10% Guard for every enemy hit. An enemy can be hit multiple times (usually twice at most), if it's knocked back by the first hit and then hit again. It will waste you a lot of stamina if you initiate the charge too far away from enemies. I recommend using this at/near melee range instead.
  • Unbowed - Generates 10% (20% with passive) for every nearby enemy. Does nothing else.

Champion:

  • To the Death* - Generates 25% Guard everytime the taunted enemy takes damage.
  • Walking Fortress* - Temporary damage immunity (8 secs). With passive Siege-breaker unlocked, it generates 10% Guard every time you are hit.
  • Counterstrike - Ultimate ability using Focus. Generates 100% Guard, among other deadly effects.

Templar:

  • Rally - Ultimate ability using Focus. Generates 100% Guard for everyone in the party, among other effects.

Mastercraft Items:

  • After Mastercrafting has been unlocked, certain "Fade-Touched" raw materials can be used to generate Guard on hit.
  • Fade-Touched Obsidian: 2 Guard/hit.
  • Fade-Touched Paragon's Luster: 3 Guard/hit.
  • ???: Higher level fade-touched materials supposedly can generate 5 Guard per hit.
  • Note: identical mastercraft items DO NOT STACK. However, different tiers of the same type of mastercraft stack.  E.g. 2 FT Paragon's Luster wouldn't stack, but 1 FT obsidian and 1 FT Paragon's Luster would stack.

Aside from the above, there is no other way to generate Guard whatsoever. A 2H warrior without any relevant abilities will not magically start generating Guard, and ergo tend to die very easily in due to various enemies' melee AoEs. However, as you can see in the 2H exclusive Block and Parry, they can do a very very good job off-tanking a single melee enemy. In fact, if properly controlled they will use less stamina, deal more damage and take less damage than a proper 1H & S tank against lone melee enemies with normal attacks.

 

Guard is essentially "extra health". It doesn't deplete over time, and will stay there for good after a fight is over, so you can build up Gurad on weaker foes before charging into a diffcult battle. However, Rest/Fast Travel/Equip Potion or any other action that restores the party to full health will erase any Guard your character(s) have.

 

It's harder to generate than Barrier, but unlike Barrier the final damage inflicted on you is affected by armour rating.


  • Wompoo, DarkSpiral, PhroXenGold et 33 autres aiment ceci

#2
Merchant2006

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Saw this on Reddit, had to come here and upvote you :P good guide and good read! One day once I'm done with my 200 hour playthrough I shall definitely go back and make a tanky char!


  • nt95 et The_Prophet_of_Donk aiment ceci

#3
nt95

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Thanks for that explanation.  Guard is not something well described in the game.  



#4
brazen_nl

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Thanks for that explanation.  Guard is not something well described in the game.  

 

What did you get out of this that isn't explained in-game? 



#5
Miggiwoo

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What did you get out of this that isn't explained in-game? 

 

Guard is very poorly explained in game, it took me little while to fully figure it out. This guide explains how it works in appropriate detail for new players.



#6
brazen_nl

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Guard is very poorly explained in game, it took me little while to fully figure it out. This guide explains how it works in appropriate detail for new players.

 

In that case, here's some more info for you.

 

If you make sure that your SnS warrior gets the guard abilities first, you usually only have to cast barrier before your first fight when there's no guard yet, and you can basically forget about it. Unlike barrier, guard doesn't decay, but will clear when you rest.

 

Although the first post doesn't mention it, there are items that can generate guard on hit. They drop and you can craft them. To craft them, you need ...

Spoiler



#7
Miggiwoo

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Spoiler

 

I'm really pushing the 2h tank build, it's super fun. Roll in, taunt, proceed to Barry fools. The only issue is with ranged mobs but I use chain to pull them in.



#8
Blades_of_afro

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Thank you this post helped a lot



#9
Zundar

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Thanks!

 

I used this guide to help plan my legionnaire in MP. My 4 mapped abilities are shield wall, war cry, unbowed and walking fortress, all upgraded. On routine level I often finish zones with full, or close to full, guard. I love taunting the enemy and them let them pound on me while the rest of the group wipes em out.



#10
Sombrerototo

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Thanks you a LOT for your post you are a star.

 

Though I've noticed my Inquisitor (a mage elf) tend to put asleeps his opponents. I've checked all his stuff and it appears that he has 6% stagger on hit, SO I was thinking that stagger effect is different depending on the class, and it seems to proc on any spell not just autohits. Or at least on the bombard-kind staff projectiles spell on the tempest branch.



#11
th3warr1or

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Does the Unbowed upgrade [20% up from 10%] also affect Fade-touched Volcanic Aurum which gives 10% chance for Unbowed on hit?