general
Protectors use the protect-skill to jump in front of the protected glad to deflect incoming blows. The more points you invest in protect, the liklier it is that the protector actually protects: So if you build a protector your protect-skill should be full.
Skills (should have)
- 10/10 shield bash
- 10/15 defense boost
- 10/10 protect
- 5/10 combo 2x
- 15/15 speed boost
Skills (intimidating protector)
- 10/10 boost morale
- 10/10 intimidation
Skills (curing protector)
- 10/10 cure and either…
- only 5/10 throw and 5/15 life boost
- 9/10 throw and 1/15 life boost
Strategy
A protector must be fast and vital. Your aim is to get 170 vitality from equipment and as much speed as you can get.
Important: Defense is useless on a protector. While protecting (jumping in front of the blow) he "inherits" the defense of the protected glad.
Only use a curing protector if you don't have any other glad on your team that can cure (sufficiently). The protector will only have 2 turns out of 5 when he can use the additional skill. Supporting your team with boost morale or intimidation however can be a great asset.
Pro teams of late seem to go without protector in general. Because protectores are rather passive builds they can be a considerable hinderance in the opening of a match.
Oh and one thing: Always have at least 13 dexterity on your protector. This gives a minimum of 1 block turn, should he have run out of MP to shield bash.