SEASON 8 PVE

HEAVY TANK
SWORD AND SHIELD

GUIDE

HEAVY TANK
SWORD AND SHIELD

GUIDE

Whirling Blade

Shield Rush

Defender's Resolve

Intro

Intro

Intro

Welcome to the Tank Build Guide!

This setup is built for players who want to lead the frontline, control the battlefield, and protect their team in mutated expeditions, raids, and trials. You'll find gear recommendations, perk priorities and survivability tips to make you a reliable anchor for any group. Whether you're new to tanking or looking to optimize for higher-level mutations, this guide will help you hold aggro, reduce incoming damage, and keep your team safe through even the nastiest pulls.

1. Starter Gear

1. Starter Gear

1. Starter Gear

Items

Items used in this build are just examples of good perk combinations you can use. There may be multiple Named Item alternatives, or you might find something similar on the Trading Post—or even get lucky with drops from mobs or chests. You can find all viable alternatives on websites like NWBuddy or NWDB.


Once you reach level 65, focus on increasing your faction level. At max faction rank, you’ll gain access to excellent starter gear. And if you didn’t spend much gold while leveling, you should be able to afford it easily. This gear is more than enough to handle M2 expeditions, Hive of the Gorgon, and Trial of the Devourer. The last one can be a bit tricky. It all depends on the raid leader and how strict the gear check is.


This guide uses Syndicate gear as an example, but similar alternatives exist for Covenant and Marauders. Base faction gear comes with Constitution as the default attribute, but you can buy seals to change it to any attribute you prefer.

Purchase a Syndicate (Covenant/Marauder) Soldier Seal from the faction store, then take it to the Outfitting Station along with the items you want to upgrade. Gear should be unlocked (Ctr+L to lock/unlock items), not be on you or in any gearsets

Focus on a few key things:

  • Attributes:
    Ensure your gear has the right attributes for your build. For example, avoid using DEX/STR pieces for a healer or FOC pieces for damage dealers.

  • Weight:
    Stay in the correct armor weight category. In most cases, avoid medium weight as a DPS or healer. Tanks should aim for heavy armor.

  • Perks:
    Prioritize your main protection perk first (usually Enchanted Ward). Then add Refreshing and relevant weapon perks to complete your build. If you want more sustain you can look for slash/thrust/strike conditioning perks

  • Gear Score:
    Make sure your gear score meets the requirements for expeditions:

    • 650 for M1

    • 675 for M2

    • 695 for M3 (If your gear score is below these thresholds, the game will artificially scale down your outgoing damage.)

  • Weapon Gem:

    • To activate your taunt abilities you need to use carnelian gem in your weapon, Lost Stopwatch artifact or Wit Sword

Syndicate Magus Helm

Heavy

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Helm

Heavy

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Helm

Heavy

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Breastplate

Heavy

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Breastplate

Heavy

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Breastplate

Heavy

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Gauntlets

Heavy

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Gauntlets

Heavy

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Gauntlets

Heavy

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Legguards

Heavy

Named

Gear Score

725

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Legguards

Heavy

Named

Gear Score

725

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Legguards

Heavy

Named

Gear Score

725

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Boots

Heavy

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Boots

Heavy

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Boots

Heavy

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Longsword

Named

Gear Score

675

Attribute

35

STR

Enchanted

Light and Heavy attacks deal +5% damage.

Keen

+7% critical chance.

Vicious

+7% critical damage.

No Runeglass

Cut Pristine Carnelian

Syndicate Magus Longsword

Named

Gear Score

675

Attribute

35

STR

Enchanted

Light and Heavy attacks deal +5% damage.

Keen

+7% critical chance.

Vicious

+7% critical damage.

No Runeglass

Cut Pristine Carnelian

Syndicate Magus Longsword

Named

Gear Score

675

Attribute

35

STR

Enchanted

Light and Heavy attacks deal +5% damage.

Keen

+7% critical chance.

Vicious

+7% critical damage.

No Runeglass

Cut Pristine Carnelian

Syndicate Magus War Hammer

Named

Gear Score

675

Attribute

35

STR

Enchanted

Light and Heavy attacks deal +5% damage.

Keen

+7% critical chance.

Vicious

+7% critical damage.

No Runeglass

Cut Pristine Carnelian

Syndicate Magus War Hammer

Named

Gear Score

675

Attribute

35

STR

Enchanted

Light and Heavy attacks deal +5% damage.

Keen

+7% critical chance.

Vicious

+7% critical damage.

No Runeglass

Cut Pristine Carnelian

Syndicate Magus War Hammer

Named

Gear Score

675

Attribute

35

STR

Enchanted

Light and Heavy attacks deal +5% damage.

Keen

+7% critical chance.

Vicious

+7% critical damage.

No Runeglass

Cut Pristine Carnelian

Amulet

Crafted

Gear Score

650+

Attribute

28

MAG

Health

+7% max Health.

Divine

+10% Health from all incoming healing effects.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Amulet

Crafted

Gear Score

650+

Attribute

28

MAG

Health

+7% max Health.

Divine

+10% Health from all incoming healing effects.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Amulet

Crafted

Gear Score

650+

Attribute

28

MAG

Health

+7% max Health.

Divine

+10% Health from all incoming healing effects.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Ring

Crafted

Gear Score

650+

Attribute

28

MAG

Hearty

+10% max Stamina.

Slash Damage

+7.1% Slash damage.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Ring

Crafted

Gear Score

650+

Attribute

28

MAG

Hearty

+10% max Stamina.

Slash Damage

+7.1% Slash damage.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Ring

Crafted

Gear Score

650+

Attribute

28

MAG

Hearty

+10% max Stamina.

Slash Damage

+7.1% Slash damage.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Earring

Crafted

Gear Score

650+

Attribute

28

MAG

Despised

Generate 239% more threat.

Fortifying Toast

On Potion Drink: Gain 20% Fortify for 8s (10s cooldown).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Earring

Crafted

Gear Score

650+

Attribute

28

MAG

Despised

Generate 239% more threat.

Fortifying Toast

On Potion Drink: Gain 20% Fortify for 8s (10s cooldown).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Earring

Crafted

Gear Score

650+

Attribute

28

MAG

Despised

Generate 239% more threat.

Fortifying Toast

On Potion Drink: Gain 20% Fortify for 8s (10s cooldown).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

2. Perks for Tank build

2. Perks for Tank build

2. Perks for Tank build

Armor Perks

Enchanted Ward

-4% damage from light and heavy attacks.

Enchanted Ward

-4% damage from light and heavy attacks.

Enchanted Ward

-4% damage from light and heavy attacks.

Most of incoming damage, especially in boss fight, coded as light or heavy attacks. Enchanted ward reduces damage taken from it by a flat % on that armor piece. Essential for mutation expeditions to mitigate high mob damage.

Refreshing

Reduce max cooldowns by 4%.

Refreshing

Reduce max cooldowns by 4%.

Refreshing

Reduce max cooldowns by 4%.

Reduces cooldowns on abilities by a small percentage. Helps maintain higher skill uptime, especially useful for rotation-heavy DPS builds and support roles.

Health

+2.4% max health.

Health

+2.4% max health.

Health

+2.4% max health.

Increases your max HP based on the armor piece it’s on. Offers passive survivability for all roles, especially useful for light armor players or low-CON builds.

Slash Conditioning

+5% Slash Damage Absorption for 5s after taking Slash damage (Each item with this perk stacks).

Slash Conditioning

+5% Slash Damage Absorption for 5s after taking Slash damage (Each item with this perk stacks).

Slash Conditioning

+5% Slash Damage Absorption for 5s after taking Slash damage (Each item with this perk stacks).

Thrust Conditioning

+5% Thrust Damage Absorption for 5s after taking Thrust damage (Each item with this perk stacks).

Thrust Conditioning

+5% Thrust Damage Absorption for 5s after taking Thrust damage (Each item with this perk stacks).

Thrust Conditioning

+5% Thrust Damage Absorption for 5s after taking Thrust damage (Each item with this perk stacks).

Strike Conditioning

+5% Strike Damage Absorption for 5s after taking Strike damage (Each item with this perk stacks).

Strike Conditioning

+5% Strike Damage Absorption for 5s after taking Strike damage (Each item with this perk stacks).

Strike Conditioning

+5% Strike Damage Absorption for 5s after taking Strike damage (Each item with this perk stacks).

Conditioning is a great way to add survivability for specific fights. Check NWBuddy to see the most common damage type for the expedition or boss you're facing, and equip a few gear pieces with matching Conditioning to reduce incoming damage.

Weapon Perks

Trenchant Rend

Heavy melee attacks inflict Rend for 7s, reducing the target's armor by 16% (12s cooldown).

Trenchant Rend

Heavy melee attacks inflict Rend for 7s, reducing the target's armor by 16% (12s cooldown).

Trenchant Rend

Heavy melee attacks inflict Rend for 7s, reducing the target's armor by 16% (12s cooldown).

If you're not focused on damage and want to go full tank-support mode for your team, you could consider running this perk.

Refreshing Move

Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).

Refreshing Move

Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).

Refreshing Move

Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).

In combination with Refreshing, you can maintain a strong uptime on Defender's Resolve, which increases your base damage by 20% if you're using a round shield, or grants 20% Fortify if you're using a tower shield.

Empowering Whirling Blade

If 2 or more enemies are within its radius while performing a Whirling Blade attack, gain 24% base damage for each nearby target (Max 5 Targets).

Empowering Whirling Blade

If 2 or more enemies are within its radius while performing a Whirling Blade attack, gain 24% base damage for each nearby target (Max 5 Targets).

Empowering Whirling Blade

If 2 or more enemies are within its radius while performing a Whirling Blade attack, gain 24% base damage for each nearby target (Max 5 Targets).

Provides a strong burst of damage against packs of mobs.

Sundering Stacks

Attack inflicts a stack of 4% Rend, each stack lasting 6s. (Max 5 stacks)

Sundering Stacks

Attack inflicts a stack of 4% Rend, each stack lasting 6s. (Max 5 stacks)

Sundering Stacks

Attack inflicts a stack of 4% Rend, each stack lasting 6s. (Max 5 stacks)

A very strong but expensive perk. It makes sense to have only one per group—if no one else is running it, you can take it; otherwise, it's a damage loss. If you do use it, run it on only one of your weapons.

Amulet Perks

Nature Protection

Receive 15% less Nature damage.

Nature Protection

Receive 15% less Nature damage.

Nature Protection

Receive 15% less Nature damage.

Void Protection

Receive 15% less Void damage.

Void Protection

Receive 15% less Void damage.

Void Protection

Receive 15% less Void damage.

Flame Protection

Receive 15% less Fire damage.

Flame Protection

Receive 15% less Fire damage.

Flame Protection

Receive 15% less Fire damage.

Frozen Protection

Receive 15% less Ice damage.

Frozen Protection

Receive 15% less Ice damage.

Frozen Protection

Receive 15% less Ice damage.

Nature, Fire, Void, and Ice are the four main elements you’ll encounter weekly in mutated expeditions. Having an amulet for each will keep you covered for endgame content. Keep in mind that the resistance cap is 50% (e.g., if you have 51% Nature resistance, only 50% will count). Slot your gems carefully to avoid exceeding the cap.

Slash Protection

Receive 15% less Slash damage.

Slash Protection

Receive 15% less Slash damage.

Slash Protection

Receive 15% less Slash damage.

Thrust Protection

Receive 15% less Thrust damage.

Thrust Protection

Receive 15% less Thrust damage.

Thrust Protection

Receive 15% less Thrust damage.

Strike Protection

Receive 15% less Strike damage.

Strike Protection

Receive 15% less Strike damage.

Strike Protection

Receive 15% less Strike damage.

Physical damage protection can help in boss fights that aren't affected by mutators. Check the NWBuddy website to see what damage type the bosses deal in the expedition you're running, and bring an extra amulet with that type of protection.

Jewelry Perks

Fortifying Toast

On Potion Drink: Gain 20% Fortify for 8s (10s cooldown).

Fortifying Toast

On Potion Drink: Gain 20% Fortify for 8s (10s cooldown).

Fortifying Toast

On Potion Drink: Gain 20% Fortify for 8s (10s cooldown).

Useful for boosting survivability in high-damage encounters.

Hearty

+10% max Stamina.

Hearty

+10% max Stamina.

Hearty

+10% max Stamina.

Increases max stamina, allowing for more dodges. Eespecially valuable for light armor builds.

Despised

Generate 239% more threat.

Despised

Generate 239% more threat.

Despised

Generate 239% more threat.

Recommended for better aggro control in high-DPS groups.

Divine

+10% Health from all incoming healing effects.

Divine

+10% Health from all incoming healing effects.

Divine

+10% Health from all incoming healing effects.

Helps in mutations where Disease can be applied to you.

Fortified

Fortify you apply lasts 34% longer.

Fortified

Fortify you apply lasts 34% longer.

Fortified

Fortify you apply lasts 34% longer.

Works well in combination with the Wit sword, Fortifying Shield Rush perk, and Fortifying Toast.

Regenerating

+0.52% Health every second.

Regenerating

+0.52% Health every second.

Regenerating

+0.52% Health every second.

Passive regen and aggro generation make this perk very strong for tanks.

Shield Perks

Strike Shield Ward

Receive 15% less Strike damage.

Strike Shield Ward

Receive 15% less Strike damage.

Strike Shield Ward

Receive 15% less Strike damage.

Thrust Shield Ward

Receive 15% less Thrust damage.

Thrust Shield Ward

Receive 15% less Thrust damage.

Thrust Shield Ward

Receive 15% less Thrust damage.

Slash Shield Ward

Receive 15% less Slash damage.

Slash Shield Ward

Receive 15% less Slash damage.

Slash Shield Ward

Receive 15% less Slash damage.

Protection Ward on a shield is good way to add survivability for specific fights. Check at nwbuddy what is most common damage type for expedition or boss fight and rock few pieces with matching conditioning


If you using physical protection on a amulet you can use shield with ward of main mutation element (e.g nature, fire, ice, void) to reach 50% cap.

Sturdy

Receive 10% less Stamina damage while blocking.

Sturdy

Receive 10% less Stamina damage while blocking.

Sturdy

Receive 10% less Stamina damage while blocking.

Increases max stamina, allowing for more dodges. Eespecially valuable for light armor builds.

Enchanted Ward

-4% damage from light and heavy attacks.

Enchanted Ward

-4% damage from light and heavy attacks.

Enchanted Ward

-4% damage from light and heavy attacks.

Having it on a shield fits agressive playstyle well

Fortifying Shield Rush

After hitting a target with Shield Rush, gain Fortify, increasing armor by 35% for 6s.

Fortifying Shield Rush

After hitting a target with Shield Rush, gain Fortify, increasing armor by 35% for 6s.

Fortifying Shield Rush

After hitting a target with Shield Rush, gain Fortify, increasing armor by 35% for 6s.

Powerfull perk on a shield. 35% armor increase for a heavy works really well

3. Starter Attributes

3. Starter Attributes

3. Starter Attributes

Attributes Details

  • Attributes are an important part of your build. They determine base damage scaling for your weapon and grant additional bonuses at specific milestone checkpoints. You can view these checkpoints by hovering over the attributes in-game. When building your character, consider how these bonuses synergize with your weapon and role.

  • The more points you invest into a single attribute, the less base damage each additional point provides—due to diminishing returns.

  • As a tank, start with 300 Constitution. This is the sweet spot in Season 8, as it grants grit on light attacks, making it much easier to maintain positioning and keep attacking mobs to hold aggro.

  • If you're looking to improve group clear speed, you can experiment with lowering your Constitution, but always prioritize consistency over damage. If you’re unable to survive mob packs or boss mechanics at lower CON values, return to 300 CON to ensure reliable performance.

STR

250

DEX

5

INT

5

FOC

5

CON

300

STR

250

DEX

5

INT

5

FOC

5

CON

300

STR

250

DEX

5

INT

5

FOC

5

CON

300

4. Endgame Gear

4. Endgame Gear

4. Endgame Gear

Gear Progression

Once you've got your starter gear sorted, you can start working toward long-term goals. Focus on running Hive of the Gorgon and Trial of the Devourer—these endgame activities offer some of the best items in the game, and some drops can’t be obtained any other way. Also look for mutated Barnakles and Dynasty - these expeditions drop your key artifacts and running mutated Glacial Tarn can drop good set of enchanted ward+refreshing heavy gear if you looking for something 675-700 gearscore.


Gear

  • Hoplite gear is good enough to use as your main tanking PvE set. You can upgrade it by adding Refreshing and weapon perks.

  • Another option would be crafted gear with Slash/Thrust/Strike Conditioning perks instead of Health, but it’s usually not worth it. In most cases, you're tanky enough to survive without stacking 4x Conditioning perks. However, if you want, you can drop Refreshing and upgrade Hoplite with a couple of Conditioning perks for more situational defense.

  • Run mutated Barnakles to get Void Drakplate chest artifact

  • Run mutated Dynasty to get The Butcher sword

  • Run mutated Depth to get Lost Stopwatch amulet

  • Run mutated Ennead to get The Wall shield

  • Wit and Relentless artifacts you can get from mutated reward caches of any difficulty

Weapon

  • For your sword, I recommend using The Butcher in combination with a round shield. Alternatively, you can go with Wit if you’re looking for more survivability. There’s even a scenario where you might use Relentless shield to help protect your teammates. In that case, Wit could help recover your armor and reduce AI damage taken. You can experiment by lowering your Constitution to 100 or even trying to play without any Con at all. But remember: consistency over damage. If you find yourself constantly dodging and repositioning because you can’t handle mob pressure, it’s better to go back to higher Con and hold your ground while your DPS clears the pack.

  • Sundering stacks on a sword could be a valuable, though expensive, addition to your build. Trenchant Rend is 4% less rend but much more affordable alternative


Jewelry

  • You can use the Hoplite amulet instead of a crafted Fortified + Health + Protection combo.

  • Lost Stopwatch upgraded with Fortify, paired with the Wit or The Butchet swords using normal gems instead carnelians could be good option

  • Make sure your earring has the Despised perk.


Armor Perks

Stick to the main principles:

  • 4x–5x Enchanted Ward (depends on what boots you can find, craft, or buy)

  • 4x Refreshing

  • Upgrade remaining slots with weapon perks

  • Vital Synergy is expensive but very strong for tanking and works well in both PvE and PvP. I usually avoid recommending expensive perks in gear guides, but it wouldn’t be a mistake to upgrade your Darkplate gear with it. Just save it for the final upgrade step.

Hoplite Helm

Heavy

Named

Gear Score

725

Attribute

36

MAG

Enchanted Ward

-4% damage from light and heavy attacks.

Health

+2.4% max health.

Sundering Shockwave

Shockwave inflicts Rend, reducing the target's armor by 10% for 10s.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Hoplite Helm

Heavy

Named

Gear Score

725

Attribute

36

MAG

Enchanted Ward

-4% damage from light and heavy attacks.

Health

+2.4% max health.

Sundering Shockwave

Shockwave inflicts Rend, reducing the target's armor by 10% for 10s.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Hoplite Helm

Heavy

Named

Gear Score

725

Attribute

36

MAG

Enchanted Ward

-4% damage from light and heavy attacks.

Health

+2.4% max health.

Sundering Shockwave

Shockwave inflicts Rend, reducing the target's armor by 10% for 10s.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Gorgonite War Hammer

Crafted

Gear Score

725

Attribute

42

DEX

Sundering Clear Out

Clear Out inflicts Rend, reducing the target's armor by 25% for 7s.

Thwarting Strikes

+7% damage while you have active Grit.

Refreshing Move

Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).

No Runeglass

Cut Pristine Carnelian

Gorgonite War Hammer

Crafted

Gear Score

725

Attribute

42

DEX

Sundering Clear Out

Clear Out inflicts Rend, reducing the target's armor by 25% for 7s.

Thwarting Strikes

+7% damage while you have active Grit.

Refreshing Move

Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).

No Runeglass

Cut Pristine Carnelian

Gorgonite War Hammer

Crafted

Gear Score

725

Attribute

42

DEX

Sundering Clear Out

Clear Out inflicts Rend, reducing the target's armor by 25% for 7s.

Thwarting Strikes

+7% damage while you have active Grit.

Refreshing Move

Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).

No Runeglass

Cut Pristine Carnelian