Gear-Pre-Lv50Swordsman gear is always of use due to the increased attack speed, as even a 10% boost is a visible difference. Hefty base armor, hitpoint bonuses, power regeneration and movement speed bonuses are always of use as well.
One may also consider equipping Fawkes gear (with ignite strength) and adding fire damage to their weapon, as ignition can be a very useful elemental effect early on.
A Hero of Heorot, clean or with skill augments, can carry players from Lv16 to at least Lv25 when a Victory at Mt.Badon can be equipped. Any Executioner with base crit, skills or other useful properties can provide a decent substitute for grinding from ~Lv30 to mid-40s due to the increased base damage.
From the early 40s one should consider the Blade of Behemoth, as it provides stats which assist with feeds (~20 strength and stamina). It is also the sword with the closest direct-splash damage in the game, and plain damage increase/physical damage mods can make a visible difference with only a few enchants.
A Warrior Belt/Sol’s Invictus with shield penetration can provide a damage boost while providing 2 points to essential skills, namely Aura of Renewal/Defense respectively.
-Lv 50At this point players would most usually grind for ranks. All final armor pieces can be already worn, and for efficient grinding it is essential that they are. Recommended pieces and possible substitutes are:
-Visor of the Order. Crit and melee speed, can be traded with Face of the Crusader. One would lose the added melee speed and possible shield penetration over hitpoint regeneration and miniscule crit damage bonus, not recommended but possible.
-Mahomet’s Surcoat. Crit and melee speed, can be traded with a Sol’s Invictus that provides shield penetration. One would lose crit and melee speed over added survivability, possibly shield penetration and 2 points in Aura of Defense. Not recommended but may be of use due to the highly point-intensive build.
-Lazy Envoy/Forgotten Warrior belt. Crit, armor penetration, increased electric/toxic damage respectively. Can be traded with a Blackadder’s Baldric, one would lose the aforementioned properties over slightly increased melee speed, crit damage and a point in Hamper. It’s a more affordable choice one may consider.
-Set legs. Base armor, base hitpoints, TAV and a point in a random skill. One may trade them for legendary Swordsman legs with similar properties or other useful ones, but would be losing the chance at the 3-piece Set bonus. Not recommended.
-Set boots. Base armor, TAV, movement speed and points in Sprint. One may trade them for legendary Swordsman boots with similar properties or other useful ones, but would be losing the chance at the 3-piece Set bonus. Not recommended.
-Armwraps of Benevolence. Crit and added attack speed, may be traded for similar gloves or Set ones but not recommended.
-Set Shoulders. Crit, shield penetration, base hitpoints and TAV. There’s no alternative for the 4% base crit bonus , absolutely essential.
Note, since the build is very point-intensive a Visor of the Order/Face of the Crusader with +1 AS would be incredibly valuable. Strength feeds are considerable (due to the helms both being for Lv40s and up), but Strength is always beneficial due to increasing damage.
-Lv55At this point one can make full use of the end-game 2-hander, Yama Iron Sword. Sadly the sword was apparently designed for Blademasters as it provides the Surge Mastery skill. There are a few reasons to prefer this over the Night Angel sword however:
-Same base crit but more cdb. This is essential for Battleguards as their cdb lacks in comparison, so even a ~50% bonus is an added benefit.
-Higher base damage. Due to level it has more base damage, and therefore enchants will be of more benefit to it than Night Angel since they work with percentages (see
http://www.hellgateaus.cyou/wiki/Nano_Forge for details).
-More availability. Not much of a reason, but an existent one. Since it drops from Natan it will most often be available in larger qualities than Night Angel.
Both will most likely be rather cheap for end-game weapons as well, since the vast majority of players does not prefer them.
Note, since the build is very point-intensive 1-3 rare/legendary skill augments will be of much use, unlike the norm where skills are not preferred. Strength feeds will be increased, but feeds should not be an issue for Battleguards due to gear being pretty much set. And finally, Strength adds to damage so it’s always useful.
Modding the Yama Iron Sword is sadly very restricted, due to the limited amount of available mod slots. Ideally, the only mods one should consider are:
-Legendary ccm vs a specific caste
-Legendary/perfect rare double Elemental damage mods
-Ccm/ele legendary dual mods
The most efficient but rather expensive final modding choice should be roughly 4 dual ccm/ele damage mods and 1 double ele damage mod. Plain ccm mods will still be of use, but one would lose an average of ~16% added elemental damage, which also applies before crits.