Hello friends, and fellow Guardian Fighters this guide cover less heard fundamentals and tactics. With this build and tactics described, you will be getting punched in the face with the best of them, while providing substantial damage bonus to throw your teams Damage through the roof. My focus towards play style and build is the fact that I play solo most of the time, in which i hold together random groups with little to no communication. so this guide is PuG friendly unlike most, and ohh the joy of running planned dungeons, making great teammates become phenomenal. no you wont get high on leader boards for anything, nothing at all. but what you will be doing is keeping your teammates alive, and empowering them to deal over 100% Damage output to make those dungeons runs happen. I hope you enjoy the read in my guide to “Tanking like a Rockstar”
Tactics and Knowledge
Tactics and Knowledge of your abilities are much more important than any build and definitely any gear score. so here is some basics i follow.
Know Your Enemy
In PVE enemies attack slow, often times the hardest hitting attacks have 2-3 second charge time. as for regular enemies you will notice burst damage of numbers, then nothing for about a second. that is your window to take action. in most instances you will typically have time for 1 Encounter or Action then shield up again. but this may vary, its your job to learn these windows with practice.
Scorpions in ELoL are a great place to take notice of this, you can consistently stand next to them and move when they attack
Positioning
there are 3 forms of positioning with GFs, stacking enemies together, your position keeping teammates in front of your shield, and Combat Advantage
Enemies- Melle people run to you, so gain agro and they are drawn to you like a magnet, Rangers however dont move unless they are out of range. Running to a ranger type enemy is often suggested so you can have more enemies stacked, meaning your DPS can hit more targets at ounce.
Shield- your shield blocks incoming damage at about a 45 Degree angle in front of you, so a majority teammates with KV on them and enemies should be kept in that shield zone.
Combat Advantage- A 2 way street here, you want to attack enemies at a different angle than your allies are, this will proc combat advantage for them boosting overall DPS. Enemies can also gain Combat Advantage on you by hitting you from more than 1 side moving backwards with shield up will typically stall them from keeping that advantage.
Action Point Gain
We have 2 types of Action Point gain to charge our Daily in this build Encounters, and taking Damage through our shield. note we do not get much Action Point gain while immune since we lack the ability to take damage. An Into the Frey followed by Enforced Threat near the end of our damage immunity period sets us up for an amazing start to throw our shield up and sometimes capping our Daily instantly.
Also At-Wills to a much smaller degree, when shield is up and we stab, we gain AP regardless if we hit anything. bug?
Consumables
With most of the game being DPS Tanking Consumables like fortification potions(1000 Defense), Caprese (5500HP 3% Deflect Chance), come cheap and plentiful,under 100 AD per, often times ppl post stacks at big undercuts to that as well. great items to have on hand. 10k and your set for a month.
Stone of Health is nice, but don’t overuse i if you get your hands on some,I am still using my freebies from only using at clutch moments to turn a lose into a win. if your rich spam these and raise zen price please. =P
Blue Dragon Glyphs are my ideal Overloads ATM, more survive abilty and more dmg bonus for team all in one. reds are my 2nd pick for Armor Pen
Bread and Butter Basics
Shield (Stamina/Gauge)
your shield is your biggest tool. it will negate a Large percentage (80%) of damage from enemies. this damage is applied separately from your own Damage Resistance. your shield is only effective in the direction you face it. you will still be just as vulnerable from behind and our sides.
your shield will also make you immune to Stuns,Dazes,Freezing and severely reduce distance you move things like dragon wing gusts. those only remaining true, if your shield is facing the center of a red AoE or in case of the more raceway red areas, facing the enemy. basically you have to shield up towards the damage.
While shield is up you still have 2 At-Wills Shield Bash, to regenerate Stamina while guarding, and a Stabbing attacking that deals Moderate damage.
Side note to shield, it can cancel encounter and daily animations but still proc the skills if done right, just something for you to play with, it can also stop your ability and not activate it.
Threat
Threat is the “Anger” an enemy has towards you or an ally and having the most threat decides who that monster is attacking. damage and healing generate threat point for point. except for you, your marks will boost the amount of threat from your attacks quite well, meaning you have to dish out some damage to hold their attention, but you obviously wont be out damaging anyone to do so.
maintaining threat will be your job, keeping things mad and at your attention. (to an extent will discuss below)
Marks and Mark Focus
—Both Marks below makes you equal to the threat an enemy has and boost it 10%—
—Confident some enemies ignore threat or are bugged, constantly roaming during combat (EX:Hulks)—
Mark Focus (Now referenced as Hard Mark) only comes from hitting your class skill (RB). Visually this is a solid red X with a bigger outlined X around it.Our Hard Mark increases damage received by 20%. Hard Mark will not be removed if you are hit without a shield up. It will be removed however after a period of roughly 15sec and drop off completely. We can only have 1 Hard Mark at a time. You have greatly increased threat attacking this target.
Mark (Now referenced to as Soft Mark) This is applied by Enforced Threat, Threatening Rush, and changing your Hard Mark, leaving old Mark Focus left with soft mark. Soft Marks increase damage received by 6%. Soft Marks will be removed from enemies if they attack you with your shield down, or while your shields up, and they attack you from the side, or behind.
Feats and Paragon
Swordmaster
Great synergies to go immune, allowing you to tank anything and do some really clutch moves to maintain control in a fight. Steel Defence will be your 6 seconds get things back on track move. works well stacking AP and Recovery. WMS will let your spread Debuffs like the plague, and Proc At-Will Damage boosts from behind your shield to keep agro locked down.
Link to NWCalc
http://nwcalc.com/index.html#/gf?b=2zwj:zb0olt:9mbv:748jc,1ui3m05:1000000:15u2xu1:1uu5000&h=1&p=smr
Firstly Powers, i would recommend Rank 4 unlocks in this order
Tide of Iron>Into the Frey>Enforced Threat>Steel Defence>Fighters Recovery>Villains Menace> then up to you
I am currently play testing as a Human and my 3 “Extra” Feats are in “Powerful Attacks” to regain more HP from Fighters recovery.
some notable stacking i did with paragons is stacking deflect, Splitting 5 points between “unbreakable line” and “shield Master” so that being near teammates does your Stamina regenerate well, but your not totally helpless if teammates die or become to far away.
also we are Opting for a lot of feats that protect our allies, if allies don’t get hit hard, neither do you, they also are less likely to die. Ounce you become geared and Fluent with our shield, i definitely recommend swapping “United” for “Rousing Spech”
Powers
This section will cover Encounters, At Wills, Dailys, and Passives
At Wills
Weapon Masters Strike
this at will i have slotted for dungeons until i reach select harder bosses in which i swap for tide of Iron. Increase your at-will damage by 30% from triggers while hitting a target twice. each swing will proc weapon enchants and debuffs abilities to several targets at ounce. your damage while shielded is also boosted, meaning greatly increased threat gain. After the first strike you can put shield up and 2nd hit will still go through.
Tide of Iron
Single target attack, debuffs target increasing the damage an enemy takes by 20%. you will also gain moderate Guard/Stamina back. recommended for bosses with high health pools, and debuffing heavier single target enemies.
Cleave
A fast paced attack. raw damage here with speed, quickly allows debuffs to a small cone in front of you. WMS should be used before hand to maximize threat gain on smaller groups of targets.
Encounters
Knights Valor (KV)
KV will protect your party at long distances, that uses you to block 50% damage an Ally would have taken. So you and ally split damage evenly. the biggest thing to know about KV is that when this damage happens you are attacked in a straight line from your teammate getting hit to you. Keeping your shield between you and teammates in red AoEs is vital. as well as other strong attacks that do not show red. you will also gain some threat from enemies that hit your teammates.
Best i can tell higher ranks of this still do nothing from reading online and personl testing, Cryptics has never addressed this fixed in any patch notes either, make it your last rank 4 skill
Enforced Threat
this will apply soft marks resetting agro on you and boosting it by 10% followed up by damage boosting your threat significantly. Great source of AP Gain as well, pre-buff with ITF for better damage. you’ll see this last in my typical combo, allowing for debuff procs, healing (If fighters recovery was used) , and Agroing everything into your shield for AP.
Into The Frey
Boost all teammates damage in your GROUP by 100% your Damage Resistance for 8 seconds. your parties Action Point Gain will increase during this time, and everyone’s run speed. Your primary use here is to boost damage of teammates, and your AP gain. Ideally yes you want a high up time using it back to back. however tactics and knowledge my friends. holding back a few seconds for team to get to a target can be much more effective. or if you know your about to pop Daily save it and activate right after to charge up your daily quickly.
Temporary DR such as Negation, Steel defence, Villians menace, Iron Warrior, do not count towards increasing this buff.
Iron Warrior
Great when your still in lower end gear. casting time is noticeable so plan for this. buff last 8 seconds fully ranked up. Boost Threat gain like crazy, and your Damage Resistance by 30%. you will also regain stamina very quickly. Replace with ITF when you have overcome gear strains.
Commanding Strike
Just mentioning for Heroic Encounters and Tiamat. to Clarify tooltip it sets a target to take flat damage from you each time ANYBODY attacks the target you hit. so in Tiamat your hitting it 25 times in a full group to help contribute damage.
Dailys
Villians Menace
Great for use when you have a healer. it takes a second to activate so ensure you have time to activate. +20% DR, and increased damage. you are Immune to controlling effects for duration. great synergy with Steel Defence(+10%DR from Artifact Offhand) letting you dominate with CC, damage Immunity. leaving you boosted +30% DR between your dailys.
Fighters Recovery
You will gain % health based off damage you deal. another reason for WMS allowing you to deal more damage thus healing more when your shields up. Fastest to activate, so safest way to enter Immune
Passives
Shield Talent
Consumes Guard slower by 5% per rank, total 20%. great to help ensure you have your shield up when you don’t have ways of restoring Stamina/Guard gauge
Steel Defense
Makes you immune to damage for upto 6 seconds when maxed. a cornerstone of the build here. Villians menace you will be immune to anything and everything the game can throw at you. allowing you to completely regain control of a battle or lay down every debuff and buff you have, at no harm to yourself.
With our Artifact Offhand we will roll this and get a bonus +10% DR for 5 Seconds after Damage Immune ends
Weapon and Armor Enchants
Negation
Absolutely amazing boosting DR 1-3% each time you are attacked. Individual stacks drop every 7 seconds, so no refreshing to max stacks. This is pretty pricey if i do say so myself, great whens gear lower but not ever required. After your gears average this is Overkill really and most likely if something is gonna kill you this probably isn’t enough to change that ounce your familar with GF.
Soulforge
Gives you a 2nd chance. Activating Fighters recovery on revive is an excellent way to recover, if you were shielding before your death then your daily should be ready. 2nd to this is dealing damage fast, if you have a damaging artifact use it. I use symbol of Earth and typical jump to full HP.
Plaguefire
Absolutely BiS for Tanks and especially this build all at-wills and encounters proc stacks up to 3 all procs reset debuff timer. Each strike from WMS procs this on enemies, and so does Enforced Threat. at “45%” defense reduction the actual increased damage debuff is 9%, at pure and full stacks Enemies will hit 9% Softer.
As a tank you will be hitting “Primary” heavy targets often keepng this procced.
Playstyle
This build I focus on Damage reduction to me and Allies. Running KV if you reduce damage your allies are taking, you effectively reduce damage you receive. I also Idolize Defense, great for survive ability but this will allow us to boost teammates damage much further with Into The Frey.
The second part i focus on is hand out Debuffs to enemies constantly, and boost your teams damage. if a Guardian Fighter is Buffing and Debuffing correctly, the damage boosts you provide will out weigh having a 4th DPS significantly. not to mention you are keeping fights contained, and allies alive ;
you can expect to boost teams DPS close to 100% or more on average with low end gear, VS. Bosses
Typical Dungeon Trash Load Out
At-Wills: Cleave, Weapon Master Strike, (Tide of Iron on short, or low enemy dungeons like ELoL)
Encounters: Into the Frey, Enforced Threat, Knights Valor
Passives: Shield Talent, Steel Defence
Ensure KV is on before starting a pull, if you have impatient DPS you will have to throw shield up so they do not kill you before you get their. don’t get stressed, they cant say anything if they are jumping around impatiently.
Start your pull with ITF then shield up, walking towards enemy allow enemies to get 1-2 hit in and then ET then and fall back to shield.
Position your self early into a fight have enemies and allies in a cone in front of you, so KV and enemies are damaging Shield.
our Daily should be at, or nearing full now. you want to pop Fighters Recovery> WMS > ITF (boosting dmg/AP)> ET> take a step back and Guard, thus starting the cycle over. Attack heavier targets with behind your shield to keep them debuffed and Agroed. use shield slam if Stamina is needed.
Debuff Breakdown of what just happened. you went Immune with Daily. WMS (1-2 hits) boosts your At-Wills 30%, put 2-4 stacks of Iron Guard (-10 to 20%dmg output) 2-3 Stacks of Plague Fire (+6% to +9% dmg) to several targets. ITF boosts you and party’s dmg (40% ish) and AP Gain. Enforced Threat reapplys your debuffs before you fall back netting some AP. Forced all targets to attack you, so shield immediately after. Between ITF and Shield AP boost from feats, you should take around 50k-60k dmg then be able to restart with Daily again.
Hard Mark Targets with large health pools to help burn them quicker
Typical Boss Dungeon Loadout
AtWills: Cleave, Tide of Iron
Encounters: Into the Frey, Enforced Threat, Knights Valor
Passives: Steel Defense, Shield Talent
I keep Enforced Theat on so that i can gain AP and HP from using it far away (30′) from an enemy safely.
You will for the most part want to keep bosses attention, be aware some companions hard agro enemies for a few seconds and can effect this, spend time stacking debuffs while a companion has agro and Hard Mark to snatch it back when their agro drops.
Stacking up times of buffs and debuffs are vital, but so is staying alive so that everyone else stays up. find a balance for your current gear setup and if in doubt, play it safe while still adapting to a GF. Surviving battles is primary task, secondary is buffing your allies. finishing a fight a few seconds later is always better than restarting because you got carried away with buffs. A lot of heavy hits happen during boss fights, if you are not actively using Tide of Iron, Enforced threat, ITF, or Marking, you need to throw shield up and do your best to keep Allies and boss in a cone in front of you.
im at 41.3 DR and here is how much damage i boost for team.
ITF-41.3% damage buff
Hard Mark-20% Debuff
Tide of Iron 20% debuff
Plaguefire 9% Debuff
I have tested this with friends highest hit being 398 with CA active, and 850 highest hit with full buffs/Debuffs going. I am increasing damage output by 113% overall during ITF. we will only have about 2 seconds in between uses and will stll have +49% dmg bonus up 100% of time.
here is why GFs are underrated because we don’t pop up on boards
4DPS deal 100k to boss across those 8 seconds that’s 400k
ok now 3 DPS deal that same 100k damage but with my Mitigation. 300,000 X 2.13 = 639,000
I have increased DR quite a bit since Mod 7 and haven’t retested yet but tend to proc my DR near 60% regularly capping my teams dmg output at 140%. we increase damage to bosses more than our DPS are doing in the first place even at this point,, not to mention we are keeping fights control, Combat Advantage up and teammates alive to damaging freely without running from enemies.
Race and Stats
I recommend Halfing for his 3% Deflect chance (1200pts worth of stats) which gives you good milage. I rolled Con/Dex as my bonus +2 pts for abilities. land me at base ability rolls at STR:13 CON:18+2 Dex:13+2 high Con for HP of course, and gotta have that Deflect from dexterity thrown in. Dex gives Resistance Ignored crucial for holding agro. adds loads of survive ability with this race.
Although many people have disproved me i can assure you that Mohawks give a hidden stat boost of +5% Deflect Chance. they are aero dynamic and enemies get distracted wishing they had one.
Ounce you are experience, geared and don’t need deflect as much, i recommend Human, same base roll with just Con +2. stack STR and CON. this route we will be maximizing our survive ability to do Tier 1s without a healer. Gaining much more damage for self sustained tanking and speed runs. at this point i reccomend a Portal hound companion as well, with atleast Greater Bonding Stones. will explain more below. we wil be using a companon to maximise our defense aloowing for some amazing damage boosts for team.
Key Offensive Tank Stats
-Recovery: 200pts=1% Recharge Speed Increase 400pts= 1% Action Point gain
Important to stack for Chaining Steel Defense, and being able to use ITF and ET more often. you want this in all offensive slots unless you truly feel you need to hit harder, then go for a Dark or 2 for Armor Pen.
-Armor Penetration: 100pts=1% RI
this is vital to holding threat, you have to deal damage. i will not discuss it here but know statistically it is literally 10 times more potent than power until you hit 50-60% Resistance Ignored. your damage also factors into how much health you can receive from Fighters Recovery.
Key Defensive Stats
Deflect: 400pts=1% Deflect Chance
Should not be stacked from defence enchant slots, stack this on gear,jewelary, and armor, as a choice over regen.
Hit Points-you will want about 120k HP as a starting goal, picking up defense and recovery as a secondary
Defence: 400pts= 1%DR
We want to boost our ITF damage bonus, so we want increase this where viable.
Regeneration: 400ptss=1% increased healing
Utterly useless evade at all costs! it is a straight point Sink. I am bummed its splattered over all our end game gear.
Gear Setup
The Auction house is your best friend here! never equip an item on your tank that doesn’t help you reach your goal. go over your current gear and and search for rings necklaces and belts using the search filter to find items with stats you need. I would suggest search 70 Rare with HP and defence stats, with defense slots to add Radiant (HP) or more Azure (Defense) depending on your needs . if you don’t have your Alliance Gear yet, search for armor too this way. be wary to make sure you get stats you want/need and aim for defense slots. The Auction house lets you seek specific stats, Utilize this!
FYI: their are no good Personalized rings for Tanks, saves us money, but kinda sad we miss out on stats.Dragon Flight Ward, and Elven Ward is BiS Ring for my Guide.
another one to look out for is Eleven Ward Armor, breaking things into percents here.
Elemental Alliance Chest gives : 17.7K HP, 12%RI, 3%DR, 2% Deflect Chance.
Eleven Ward Armor is 19K HP 4.2% dmg bonus 3%DR 2% Increased heals
you sacrifice alot and degrade yourself by picking this up. I always convert stats into percents to see what i am really gaining and losing, not just lookin at big numbers. remember ArP is extremely potent for us upto 50-60% RI
Oddly Elven Ward Helmet has high Regen, but when upgraded to Elemental, gets totaly revamped stats to Recovery, defense, deflection. With all this said BiS Armor goes as followed, keep in mind i completely ignore Item Level, i look directly on benefits of upgrading via stat allocations.
the following are for best survive ability pieces, as your progress and get comfortable, you should keep your HP above 120k, and funnel stat points into defence and recovery via sacrificing hp from things such as rings, sometimes picking up a raid piece for its recovery, while dropping a ward piece. basicaly saying lose 2% deflect, gain 2k HP and 800 Recovery 600 ArP, if your survivabilty is in check can be a very good trade.
Head:: Elemental Elven Ward> Elemental Alliance>Alliance Ward> Auction House
Chest:: Elemental Alliance> Alliance> Auction House
Arms:: Elemental Alliance> Alliance> Auction House
Booties:: Elemental Elven Ward> Elven Ward> Elem Alliance> Alliance>Auction House
Rings:: Elven Ward> Auction house HP/Recovery/Defense slot
Neck:: Greater Lathander’s Cloak>Alliance Ward >AH
Waist::Greater Belt of Constitution>Alliance ward>AH
Elemental Artifact Equipment
Elemental Fire Long Sword
At-Will Boost:: Tide of Iron, Bonus Stamina Gain
Elemental fire shield
Steel Defence
stat boost: AP Gain
Leveling Artifact Equipment
I recommend leveling them 1 rank up at a time (Green>blue>Purple) together. then when they are all purple, strive for Cloak to Orange first.
Normal Artifacts
as a main artifact I use Symbol of Earth for knock back effect to gain breathing room and restore HP fast during Fighters Recovery.
I will uses the Utility of Sigil of the Paladin to lessen damage (-20% dmg 15 Seconds) occasionally too, which is why its here with that ugly power stat
Symboal of Earth ::4000HP, 1000 Armor Pen, 600 Control Resist
Sigil of the Guardian:: 1000 Defense, 1000 Deflect, 600 AoE Resist
Sigil of the Paladin:: 4000HP, 1000 Power, 600 AoE Resist
Heart of White Dragon:: 4000 HP, 1000 Defense, 600 AoE Resist
Watch your special stats like “AoE Resist, Control Resist” they hit a sharp curve and don’t give much after 800ish points giving back practically nothing, I learned the hard way. but if ya need the other stats it could be worth it.
Exspecting to exchange Sigil of Paladin for Waters next Dbl RP. i could lose some HP atm and this will net 1k Defence (3%DR) and 1k Recovery
Companions
Ion Stone is allows easy stacking of HP for reaching end game gear and even after.
here is my Current line up
Dancing Shield – 2% Deflect (800pts worth)
Flame Sprite– 1.5% AP Gain (600 Recovery Pts worth)
Iron Golem– 1200HP
Phase Spider- (-10% Combat Advantage from enemies)
Dragon Lounstone– Deflect/Lifesteal Off, Off, Def Runstones:: Ring neck Icon
Loun Stone of Allure- 2nd best Loun Stone. Off, Off, Def Runestones:: Ring Neck Icon
I recommend Offence Runestones Arcane (Recovery) Defense Eldritch (bonus % of all pet stats). for rings and neck, for starters you can get some cheap ones off AH with HP/Def .I specifically recommend “Reviving Icon of Parrying” lvl 70, offence slot. 311 Deflect/Recovery. Loun stats get multiplied so all the more reason to stack specific stats that you need, primary one will be HP in most cases.
stat only active bonuses are garbage, remember to look at things in %s EX: Priestess of Sune 300 Deflect at purple, Dancing Shield 2% Deflect (800pts)
Boons
not much to talk about here, for the most part you should be able to pick appropriate stats. but here are a few tips.
couple Boons have Life steal vs Regen, take the Regen in this 1 case, you will heal up between combat fairly good this way.
Sharander: Last boon, fey thistle or Elven Resolve, no wrong answers their
Dread Ring: easiest boons to unlock. go for deflect chance and enraged regrowth as main benefits.
IWD:: Appreciation of warmth is 4% increased heals about, worth it over stamina. we have that locked down.
Tyranny of Dragons:: last tier of boons i recommend last 3 points in this order, Revival, Thirst, Revival
Class Synergies
Healers
Devotion Paladins– Best for consistent healing and damage mitigation
–Limited range on healing as you have to be in their circles, but they heal crazy fast
— Because our KV splits damage they are healing 2x as fast over all
–Long up time of their daily that negates 50% of incoming damage.
–Aura of wisdom increases recharge speed, takes about 2 seconds off ITF
Devoted Clerics– Clutch Heals and some pretty nice Debuffs to increase run speeds
–Astral Seal takes of a flat damage amount off attacks, with KV sometimes neither of you take damage
–Commonly they will have gift of Faith, so if you drop below a set amount of HP you get insta healed by a large amount
–“Haste Clerics” will have you popping Dailies left and right by increasing your current AP by a % with each heal over time.
–They have a passive to increase AC and Deflect Chance
–Clerics have some pretty nasty debuffs to compliment yours and help the team succeed overall
DPS
Scourge Warlocks
Your ITF effects all companions including their nasty little Soul Puppet
GWF
Your Marks will count for them and help their DPS stay high with little effort for them
timing our ITF with their unstoppable has some very noticeable results.
Personal Stats
Standing Idle far from any ones buffs i am at.
RI-44.6%
Recharge Speed-23.2%
AP Gain- 40.9%
DR-47.6%
Deflect Chance- 25.2%
Increased heal-4.2% (Doesnt count ToDs boons)
Conclusion
This is the closure of my Basics guide, the best tactic a Guardian Fighter has is a keen eye, watch enemy movements. Watch how often they attack, knowing when you will have time to pop Powers freely. Guardians are the rulers of controlling fights, boosting damage and clear speeds. we honestly need more guardians out there, so i hope to see some new bruised beaten and bloody faces out there!
Advanced Section
This section Under Construction rough drafting it for now, and gathering information and testing from friends. I will be undoubtedly be revamping this guide, seeking to make it easier to follow, and understand.
Thank your xRGx and Boatman for all your help!
Non-Augment Companion
Ounce you can achieve 120k HP without an Loun stone,only at this point you will be able to effectively use a companion. Non Augment Companions do not transfer HP to you at all, so don’t bother putting any HP on them.After Testing several Companions i have settled on a Portal Hound for his fast attacks, and Defense Runestones, and defense core stat. Bonding stones stack, proc and stay active 20seconds, then CD for 10sec after that. short fights you will be 3 stacks for 150% stats, longer fights you will stay and 2 for the most part (100%) and occasion go up and down to 1 and 3. Only start this endeavor if you can afford 3 Greater bonding stones to start of with. he has all Defence Rune stones slots so we get lot of boosts towards ITF and our own personal survival.
Rune stones- 3x Greater Bonding stones
Equipment- ring and belt I searched AH for , level 70 Defense, ArP, with Defense Slots. 311 Stats each. Necklace i chose Personalized Recovery because its only way to get a defense slot on a necklace.
Using my Fortification Potions, Blue Dragon Glyphs and help of Companion i can boost my DR 75%, letting my teammates melt targets, while also receiving substantial damage reduction for the duration.