General (and somewhat rudimentary) Bulwark guide
Posted: Mon Jan 06, 2014 12:44 am
edit: Bringing this up to date for 1.2, please pardon any messes.
I'm honestly sort of surprised no one's tried to make a bulwark guide yet. Let's (hopefully) fix that.
Bulwarks revolve around going around with a one-hander and a shield and generally being tanky, dealing with enemies by blocking their attacks and then hitting them with multi-hit talents that (hopefully) cause big numbers to pop out and (hopefully) making up for their bump damage being pretty lame. It's not terribly flashy, but it gets the job done.
I'm not going to pretend this is going to be perfect and as such welcome people's constructive criticisms and additions.
Race Selection:
Cornac: Neither the levelling speed or the extra category point are terribly important to bulwarks, so this is kind of an ehn choice. I guess the AM crowd likes not having to split generics with racials but otherwise there isn't anything really to get enthusiastic over here. Not overtly terrible, but not much to offer.
Higher: Well uh you can see dudes from 11 squares away instead of 10 so maybe you have a reason to level Rush up to 5 again?! Yeah this has arguably less to offer the class than Cornac does.
Shalore: Only 9 base life , but otherwise there's a fair amount to like here and bulwark deals with most earlygame threats fairly well anyways, which is where the lowish life would be most relevent. Dex-scaling haste is nice, extra critmult is nice, and Timeless is pretty great as both a status cure and a means to get more (and better) swings in.
Thalore: +6.5% allres and some extra phys/mind save? Sounds pretty alright by me. Wrath of the Woods is also pretty nice, particularly if you build Willpower.
Halfling: I guess Indomitable is something, as is the crit boost for your non-Assault talents. Otherwise I'm not too thrilled by this. 12 HP is nice though.
Dwarf: Power is Money is nice, though somewhat at odds with the likelyhood that you might need to pay a visit to the randart merchant at some point. Otherwise eh, 12 HP is nice, but you don't really need more armor, you have Shield Wall and plate.
Skeleton: Well you level slow as molasses and you can't use infusions. That's the bad. The good is oh god those racials are a tank's wet dream.
Ghoul: Eh, not a huge fan of slow on a melee class, although that *is* an awful lot of HP. Admittedly my read on ghoul isn't the greatest, so I'll leave the discussion as to whether or not this is a good idea to others.
Yeek: Uh... good question! I honestly don't like yeeks and don't particularly care to think about what they're good with so, again, leaving this one to other people.
Stat Distribution:
Strength: Unless you're doing something incredibly weird this is going to be your primary stat since, you know, it is how you deal damage and all.
Dexterity: Affects both how effective Shield Wall is and the odds of Greater Weapon Focus kicking in, so I'd consider this either secondary or co-primary.
Constitution: Well you need 50 post-equips to take Eternal Guard and obviously getting Thick Skin is always nice, but I consider it to be less important than Str/Dex on a bulwark.
Magic: Unless you want to take Spectral Shield or Arcane Might, no.
Willpower: Boosts stamina! Also does various AM things if you want to pal around with those wacky Zigurites and becomes a factor into damage if you want to take Superpower. If you don't fall into either category, then you might want to spare some points here anyways, but it's not a huge deal.
Cunning: Doesn't have much of an effect unless you pump it a lot, and you're probably not going to be doing that, so this is either stat #5 or #6 by default.
Class Talents (and Block):
Block (CD varies based on talent level): As long as you have a shield, you can use this. If some jerk takes a swing at you while you're blocking and the block negates the attack's damage, he gets put under Counterstrike, which sets his Defense to 0 and lets your next however-many swings get extra damage against it. Needless to say, this is a pretty key component of the bulwark's gameplan so stuff that makes it better is pretty desirable. At base it gets shut off if you get hit, only allows counterstrikes if the attack gets fully sponged, and only covers physical damage plus anything your equipped shield grants a resist to, but there are ways to fix all three of these issues.
Technique/Shield Offense (unlocked, 1.3):
Shield Pummel (8 Sta, 6 CD): Two shield strikes, stuns if the second hits. Reasonable cost and cooldown, can deal pretty decent damage, and is a stun. How much you want here is a matter of how much you value stun, but the duration is never going to be that special.
Riposite (passive): Lets you counter even if your shield doesn't fully sponge an attack's damage and lets you get more of those nice little counterstrikes. Even gives you extra critrate on them (scales with Dex). You only need four points here, which gets you two additional counterstrikes, but those four points should be a priority.
Shield Slam (15 Sta, 15 CD): Welcome to Overpower's replacement in 1.2. Three shield strikes that do rather poor damage, but gives you a free block regardless of whether Block is actually on cooldown. While you *can* get the mult above 100%, doing so is a bit of an investment you're probably not looking at this talent for eye-popping numbers.
Assault (16 Sta, 6 CD): Shield strike, then two autocrit weapon strikes if it hits. This is a really good attack talent, especially if you're boosting critmod.
Technique/Shield Defense (unlocked, 1.3):
Shield Wall (30 Sta sustain, 30 CD): Gives a bunch of (Dex-scaling) Armor and Defense as well as Stun/Knockback resist at the price of -20% physical damage. Stuns are bad and getting hit with them makes you sad, and all that armor is going to be relevent for pretty much the whole game through, even if it does lose some of its luster late. Maxing this talent out should be your first priority.
Repulsion (30 Sta, 10 CD): Knockback and daze. Not a particularly brilliant combo if you ask me. Even if you want to make a getaway, there are better options.
Shield Expertise (passive): Boosts damage on the shield strikes from your attack talents and gives some extra saves. It's alright but not really a priority since the gains aren't particularly brilliant.
Last Stand (50 Sta, 30 CD): Roots you in place and makes you (hopefully) harder to kill. Not a huge fan given the immobility.
Technique/Combat Techniques (unlocked, 1.3):
Rush (22 Sta, 34-18 CD): It's Rush. Lv4 at 1.3 mastery in this these days gives you 10 range on it so you don't really need more than that.
Precise Strikes (30 Sta sustain, 30 CD): I find that your accuracy tends to be good enough without this, though some may find the extra crit rate to be nice.
Perfect Strike (10 Sta, 25 CD): Need a way around invisible jerkholes? Perfect Strike has your answer, but I find that you don't really need to spend too much here.
Blinding Speed (25 Sta, 55 CD): Well five-turn haste is nice.
Technique/Combat Veteran (unlocked, 1.3):
Quick Recovery (passive): Aids stamina management, level of investment to taste
Fast Metabolism (passive): Supplements regen infusions, but scales fairly badly in 1.2.
Spell Shield (passive): Helps you from getting stuck under Curse of Death/Impending Doom (hopefully), level of investment to taste but spell save isn't a huge deal.
Unending Frenzy (passive): No.
Technique/Battle Tactics (locked, Lv10+, 1.3):
Greater Weapon Focus (25 Sta, 20 CD): Gives a (Dex-scaling) chance of extra, similar melee strikes. Counts as a proc (I believe) so overkill accuracy shield hits like this. It can wait a bit but you should have this 5'd by Dreadfell.
Step Up (passive): Drop a dude, get free movement boost. Between this and Rush, bulwarks are actually pretty mobile dudes. Getting this up to 5 should be a priority.
Bleeding Edge (24 Sta, 12 CD): Single weapon strike that deals a 7-turn DoT based on your one-hander weapon damage (which of course can be cured off by half of everything) and for whatever reason has 1.5x the stamina cost and twice the CD of Assault. The heal mod reduction is a bad joke as well, few enemies pack any sort of healing and the ones that do don't justify using this talent for that.
True Grit (70 Sta sustain, 30 CD): Ways around resists exist and even without that this talent isn't going to be as impressive as you'd want it to be considering its costs.
Technique/Warcries (locked, Lv10+, 1.3):
Shattering Shout (20 Sta, 7 CD): Good area and reasonable CD. Damage scales decently though not wonderfully with Str and isn't weapon/shield-based so it gets around armor should that come up. At least consider it if you're here.
Second Wind (50 CD): Restores a good percentage of your stamina, which is pretty nice for managing it. Not something you necessarily need though.
Battle Shout (40 Sta, 30 CD): Mostly serves as a weaker healing/shielding thing if you've been stacking healmod. Doesn't really scale well, so if you care it's not really worth more than a point.
Battle Cry (40 Sta, 30 CD): Yeah lowering enemy defense really isn't worth this. You have good accuracy and can hit dudes with counterstrikes. You're going to hit, on average. It does kill evasion/concealment bonuses in 1.2, however, so if you're looking for a way around that...
Technique/Superiority (locked, Lv10+, 1.3):
Juggernaut (50 Sta, 40 CD): Most physical damage in the game tends to be in weapon form, and Block pretty much always covers the ones that aren't, so this is a pretty questionable investment. Does grant some extra chance of shrugging off crits in 1.2, however, and it *does* last for a while
Onslaught (10 Sta sustain, 10 CD): I don't really understand the point of this talent. Knockback is questionable for melee-based characters and this has a per-turn stamina drain attached. It's considerably cheaper in 1.2, at least.
Battle Call (30 Sta, 10 CD): Getting jerkholes into your face so you can kill them is pretty nice, though.
Shattering Impact (40 Sta sustain, 30 CD): Seems pretty questionable since Bulwark is about doing multiple mid-sized hits per action, not one big one like Berserker does.
Technique/Two-handed Weapons (locked, 0.9):
What are you doing put that down why does Bulwark even have this tree, play something with an actual weapon tree if you want to play around with two-handers, those exist now.
Technique/Archery Training (locked, 1.1):
Well I'm pretty sure you can still use slings with a shield so this isn't as oh god why as the last one. Given that you lack Sling mastery though this is entirely in the realm of niche as far as I'm concerned though.
Cunning/Dirty Fighting (locked, 1.0):
The only reason to care about this one is Cripple, which is pretty great if you build Cunning. That's not likely to be most of you though.
Generic Talents:
Technique/Combat Training (unlocked, 1.3):
Thick Skin (passive): It's Thick Skin, it gets 5'd eventually by 99% of everyone I'm sure.
Armor Training (passive): Armor is only as good as how much Armor Hardiness lets it cover, so this is something else that you'll 5, though it can wait a bit.
Combat Accuracy (passive): 5 if you really like overkill accuracy for your GWF shieldbonk procs and other stuff, otherwise you can get away with 2 or 3.
Weapons Mastery (passive): Chances are you're using a conventional one-hander, so uh yeah.
Dagger Mastery (passive): And by the same token, uh no.
Technique/Conditioning (unlocked, 1.3):
Vitality (passive): Cut poison/disease duration by potentially more than half and heal a portion of your maximum life over time when knocked below 50%? Okay sure.
Unflinching Resolve (passive): Con-scaling chance to shrug off a grab bag of potentially unpleasant status? Sign me up. Lv4 at 1.3 mastery gets you everything on the list, I believe, so the only reason to 5 it is for the extra 3% or so chance.
Daunting Prescence (20 Sta sustain, 8 CD): Eh. Doesn't scale as well as you'd like all things considered, and since it's not required for Unflinching Resolve in 1.2 you can ignore it completely.
Adrenaline Surge (24 CD): It's there if you want it, but you can probably make do without.
Cunning/Survival (unlocked, 1.0):
Heightened Senses (passive): Stick a point here and move on if you care about either of the next two here. If you don't, ignore it.
Charms Mastery (passive): Nice to grab eventually, but only that.
Piercing Sight (passive): Spotting invisible jerkholes more easily is nice, but again, it's only that.
Evasion (30 CD): Reaaaaaaaly not something you care about.
Technique/Field Control (locked, 1.0)
Not really worth unlocking. If you're in need of Track, either keep an eye out for items that grant it or sacrifice an anorithil escort to zigur.
Global Categories:
Other than the obvious "To AM or to not AM" choice that Bulwarks get I'm not terribly sure what other than possibly Stone Alchemy could be tempting for them. Anything else they either don't get much out of or is a one-point wonder grab from escorts.
Prodigies:
Pretty much what I list here is stuff I feel like commenting on in some fashion, not strictly "what I would consider to be good for a build," so don't worry too about something being left out here (like say Garkul's Revenge because there's only so much you can say about +20% damage against over half of lategame enemies).
Flexible Combat: Could be amusing but it's not something I've tried and as such would welcome people's thoughts on it.
I Can Carry The World!: Would you like +40 Strength? Probably. It's a boring choice but certainly something you can benefit from.
Irresistable Sun: Nice for the extra damage and pulling people in, but meeting the damage requirements could be an issue.
Superpower: Great choice for those hanging with the Zigur crowd and pumping Willpower. Extra damage and getting Strength to count more for mindpower than cunning isn't going to go amiss.
Crafty Hands: Well it's an option if you grabbed Stone Alchemy at least. Socket fire opals or pearls in everything, either enjoy your damage or durability boost.
Windtouched Speed: A bit niche but hey, +20% extra global speed.
Corrupted Shell: Probably even more niche but hey, nice for save stacking.
Eternal Guard: Would you like Block to stop getting shut off when you get hit? Would you like Block to last longer? Of course you would. I'm not sure I'd consider running a Bulwark that didn't take this prodigy.
Never Stop Running: Could have its uses but I find that you're typically mobile enough to deal with most things.
Arcane Might: Well potentially this can give more damage than ICCTW or Superpower. Potentially. I'd consider one of the other two before this if damage is what you're looking for though.
Spectral Shield: Would you like Block to cover everything? Of course you would. Acquisition could prove an issue though. Hilarious in conjunction with Eternal Guard.
I'm honestly sort of surprised no one's tried to make a bulwark guide yet. Let's (hopefully) fix that.
Bulwarks revolve around going around with a one-hander and a shield and generally being tanky, dealing with enemies by blocking their attacks and then hitting them with multi-hit talents that (hopefully) cause big numbers to pop out and (hopefully) making up for their bump damage being pretty lame. It's not terribly flashy, but it gets the job done.
I'm not going to pretend this is going to be perfect and as such welcome people's constructive criticisms and additions.
Race Selection:
Cornac: Neither the levelling speed or the extra category point are terribly important to bulwarks, so this is kind of an ehn choice. I guess the AM crowd likes not having to split generics with racials but otherwise there isn't anything really to get enthusiastic over here. Not overtly terrible, but not much to offer.
Higher: Well uh you can see dudes from 11 squares away instead of 10 so maybe you have a reason to level Rush up to 5 again?! Yeah this has arguably less to offer the class than Cornac does.
Shalore: Only 9 base life , but otherwise there's a fair amount to like here and bulwark deals with most earlygame threats fairly well anyways, which is where the lowish life would be most relevent. Dex-scaling haste is nice, extra critmult is nice, and Timeless is pretty great as both a status cure and a means to get more (and better) swings in.
Thalore: +6.5% allres and some extra phys/mind save? Sounds pretty alright by me. Wrath of the Woods is also pretty nice, particularly if you build Willpower.
Halfling: I guess Indomitable is something, as is the crit boost for your non-Assault talents. Otherwise I'm not too thrilled by this. 12 HP is nice though.
Dwarf: Power is Money is nice, though somewhat at odds with the likelyhood that you might need to pay a visit to the randart merchant at some point. Otherwise eh, 12 HP is nice, but you don't really need more armor, you have Shield Wall and plate.
Skeleton: Well you level slow as molasses and you can't use infusions. That's the bad. The good is oh god those racials are a tank's wet dream.
Ghoul: Eh, not a huge fan of slow on a melee class, although that *is* an awful lot of HP. Admittedly my read on ghoul isn't the greatest, so I'll leave the discussion as to whether or not this is a good idea to others.
Yeek: Uh... good question! I honestly don't like yeeks and don't particularly care to think about what they're good with so, again, leaving this one to other people.
Stat Distribution:
Strength: Unless you're doing something incredibly weird this is going to be your primary stat since, you know, it is how you deal damage and all.
Dexterity: Affects both how effective Shield Wall is and the odds of Greater Weapon Focus kicking in, so I'd consider this either secondary or co-primary.
Constitution: Well you need 50 post-equips to take Eternal Guard and obviously getting Thick Skin is always nice, but I consider it to be less important than Str/Dex on a bulwark.
Magic: Unless you want to take Spectral Shield or Arcane Might, no.
Willpower: Boosts stamina! Also does various AM things if you want to pal around with those wacky Zigurites and becomes a factor into damage if you want to take Superpower. If you don't fall into either category, then you might want to spare some points here anyways, but it's not a huge deal.
Cunning: Doesn't have much of an effect unless you pump it a lot, and you're probably not going to be doing that, so this is either stat #5 or #6 by default.
Class Talents (and Block):
Block (CD varies based on talent level): As long as you have a shield, you can use this. If some jerk takes a swing at you while you're blocking and the block negates the attack's damage, he gets put under Counterstrike, which sets his Defense to 0 and lets your next however-many swings get extra damage against it. Needless to say, this is a pretty key component of the bulwark's gameplan so stuff that makes it better is pretty desirable. At base it gets shut off if you get hit, only allows counterstrikes if the attack gets fully sponged, and only covers physical damage plus anything your equipped shield grants a resist to, but there are ways to fix all three of these issues.
Technique/Shield Offense (unlocked, 1.3):
Shield Pummel (8 Sta, 6 CD): Two shield strikes, stuns if the second hits. Reasonable cost and cooldown, can deal pretty decent damage, and is a stun. How much you want here is a matter of how much you value stun, but the duration is never going to be that special.
Riposite (passive): Lets you counter even if your shield doesn't fully sponge an attack's damage and lets you get more of those nice little counterstrikes. Even gives you extra critrate on them (scales with Dex). You only need four points here, which gets you two additional counterstrikes, but those four points should be a priority.
Shield Slam (15 Sta, 15 CD): Welcome to Overpower's replacement in 1.2. Three shield strikes that do rather poor damage, but gives you a free block regardless of whether Block is actually on cooldown. While you *can* get the mult above 100%, doing so is a bit of an investment you're probably not looking at this talent for eye-popping numbers.
Assault (16 Sta, 6 CD): Shield strike, then two autocrit weapon strikes if it hits. This is a really good attack talent, especially if you're boosting critmod.
Technique/Shield Defense (unlocked, 1.3):
Shield Wall (30 Sta sustain, 30 CD): Gives a bunch of (Dex-scaling) Armor and Defense as well as Stun/Knockback resist at the price of -20% physical damage. Stuns are bad and getting hit with them makes you sad, and all that armor is going to be relevent for pretty much the whole game through, even if it does lose some of its luster late. Maxing this talent out should be your first priority.
Repulsion (30 Sta, 10 CD): Knockback and daze. Not a particularly brilliant combo if you ask me. Even if you want to make a getaway, there are better options.
Shield Expertise (passive): Boosts damage on the shield strikes from your attack talents and gives some extra saves. It's alright but not really a priority since the gains aren't particularly brilliant.
Last Stand (50 Sta, 30 CD): Roots you in place and makes you (hopefully) harder to kill. Not a huge fan given the immobility.
Technique/Combat Techniques (unlocked, 1.3):
Rush (22 Sta, 34-18 CD): It's Rush. Lv4 at 1.3 mastery in this these days gives you 10 range on it so you don't really need more than that.
Precise Strikes (30 Sta sustain, 30 CD): I find that your accuracy tends to be good enough without this, though some may find the extra crit rate to be nice.
Perfect Strike (10 Sta, 25 CD): Need a way around invisible jerkholes? Perfect Strike has your answer, but I find that you don't really need to spend too much here.
Blinding Speed (25 Sta, 55 CD): Well five-turn haste is nice.
Technique/Combat Veteran (unlocked, 1.3):
Quick Recovery (passive): Aids stamina management, level of investment to taste
Fast Metabolism (passive): Supplements regen infusions, but scales fairly badly in 1.2.
Spell Shield (passive): Helps you from getting stuck under Curse of Death/Impending Doom (hopefully), level of investment to taste but spell save isn't a huge deal.
Unending Frenzy (passive): No.
Technique/Battle Tactics (locked, Lv10+, 1.3):
Greater Weapon Focus (25 Sta, 20 CD): Gives a (Dex-scaling) chance of extra, similar melee strikes. Counts as a proc (I believe) so overkill accuracy shield hits like this. It can wait a bit but you should have this 5'd by Dreadfell.
Step Up (passive): Drop a dude, get free movement boost. Between this and Rush, bulwarks are actually pretty mobile dudes. Getting this up to 5 should be a priority.
Bleeding Edge (24 Sta, 12 CD): Single weapon strike that deals a 7-turn DoT based on your one-hander weapon damage (which of course can be cured off by half of everything) and for whatever reason has 1.5x the stamina cost and twice the CD of Assault. The heal mod reduction is a bad joke as well, few enemies pack any sort of healing and the ones that do don't justify using this talent for that.
True Grit (70 Sta sustain, 30 CD): Ways around resists exist and even without that this talent isn't going to be as impressive as you'd want it to be considering its costs.
Technique/Warcries (locked, Lv10+, 1.3):
Shattering Shout (20 Sta, 7 CD): Good area and reasonable CD. Damage scales decently though not wonderfully with Str and isn't weapon/shield-based so it gets around armor should that come up. At least consider it if you're here.
Second Wind (50 CD): Restores a good percentage of your stamina, which is pretty nice for managing it. Not something you necessarily need though.
Battle Shout (40 Sta, 30 CD): Mostly serves as a weaker healing/shielding thing if you've been stacking healmod. Doesn't really scale well, so if you care it's not really worth more than a point.
Battle Cry (40 Sta, 30 CD): Yeah lowering enemy defense really isn't worth this. You have good accuracy and can hit dudes with counterstrikes. You're going to hit, on average. It does kill evasion/concealment bonuses in 1.2, however, so if you're looking for a way around that...
Technique/Superiority (locked, Lv10+, 1.3):
Juggernaut (50 Sta, 40 CD): Most physical damage in the game tends to be in weapon form, and Block pretty much always covers the ones that aren't, so this is a pretty questionable investment. Does grant some extra chance of shrugging off crits in 1.2, however, and it *does* last for a while
Onslaught (10 Sta sustain, 10 CD): I don't really understand the point of this talent. Knockback is questionable for melee-based characters and this has a per-turn stamina drain attached. It's considerably cheaper in 1.2, at least.
Battle Call (30 Sta, 10 CD): Getting jerkholes into your face so you can kill them is pretty nice, though.
Shattering Impact (40 Sta sustain, 30 CD): Seems pretty questionable since Bulwark is about doing multiple mid-sized hits per action, not one big one like Berserker does.
Technique/Two-handed Weapons (locked, 0.9):
What are you doing put that down why does Bulwark even have this tree, play something with an actual weapon tree if you want to play around with two-handers, those exist now.
Technique/Archery Training (locked, 1.1):
Well I'm pretty sure you can still use slings with a shield so this isn't as oh god why as the last one. Given that you lack Sling mastery though this is entirely in the realm of niche as far as I'm concerned though.
Cunning/Dirty Fighting (locked, 1.0):
The only reason to care about this one is Cripple, which is pretty great if you build Cunning. That's not likely to be most of you though.
Generic Talents:
Technique/Combat Training (unlocked, 1.3):
Thick Skin (passive): It's Thick Skin, it gets 5'd eventually by 99% of everyone I'm sure.
Armor Training (passive): Armor is only as good as how much Armor Hardiness lets it cover, so this is something else that you'll 5, though it can wait a bit.
Combat Accuracy (passive): 5 if you really like overkill accuracy for your GWF shieldbonk procs and other stuff, otherwise you can get away with 2 or 3.
Weapons Mastery (passive): Chances are you're using a conventional one-hander, so uh yeah.
Dagger Mastery (passive): And by the same token, uh no.
Technique/Conditioning (unlocked, 1.3):
Vitality (passive): Cut poison/disease duration by potentially more than half and heal a portion of your maximum life over time when knocked below 50%? Okay sure.
Unflinching Resolve (passive): Con-scaling chance to shrug off a grab bag of potentially unpleasant status? Sign me up. Lv4 at 1.3 mastery gets you everything on the list, I believe, so the only reason to 5 it is for the extra 3% or so chance.
Daunting Prescence (20 Sta sustain, 8 CD): Eh. Doesn't scale as well as you'd like all things considered, and since it's not required for Unflinching Resolve in 1.2 you can ignore it completely.
Adrenaline Surge (24 CD): It's there if you want it, but you can probably make do without.
Cunning/Survival (unlocked, 1.0):
Heightened Senses (passive): Stick a point here and move on if you care about either of the next two here. If you don't, ignore it.
Charms Mastery (passive): Nice to grab eventually, but only that.
Piercing Sight (passive): Spotting invisible jerkholes more easily is nice, but again, it's only that.
Evasion (30 CD): Reaaaaaaaly not something you care about.
Technique/Field Control (locked, 1.0)
Not really worth unlocking. If you're in need of Track, either keep an eye out for items that grant it or sacrifice an anorithil escort to zigur.
Global Categories:
Other than the obvious "To AM or to not AM" choice that Bulwarks get I'm not terribly sure what other than possibly Stone Alchemy could be tempting for them. Anything else they either don't get much out of or is a one-point wonder grab from escorts.
Prodigies:
Pretty much what I list here is stuff I feel like commenting on in some fashion, not strictly "what I would consider to be good for a build," so don't worry too about something being left out here (like say Garkul's Revenge because there's only so much you can say about +20% damage against over half of lategame enemies).
Flexible Combat: Could be amusing but it's not something I've tried and as such would welcome people's thoughts on it.
I Can Carry The World!: Would you like +40 Strength? Probably. It's a boring choice but certainly something you can benefit from.
Irresistable Sun: Nice for the extra damage and pulling people in, but meeting the damage requirements could be an issue.
Superpower: Great choice for those hanging with the Zigur crowd and pumping Willpower. Extra damage and getting Strength to count more for mindpower than cunning isn't going to go amiss.
Crafty Hands: Well it's an option if you grabbed Stone Alchemy at least. Socket fire opals or pearls in everything, either enjoy your damage or durability boost.
Windtouched Speed: A bit niche but hey, +20% extra global speed.
Corrupted Shell: Probably even more niche but hey, nice for save stacking.
Eternal Guard: Would you like Block to stop getting shut off when you get hit? Would you like Block to last longer? Of course you would. I'm not sure I'd consider running a Bulwark that didn't take this prodigy.
Never Stop Running: Could have its uses but I find that you're typically mobile enough to deal with most things.
Arcane Might: Well potentially this can give more damage than ICCTW or Superpower. Potentially. I'd consider one of the other two before this if damage is what you're looking for though.
Spectral Shield: Would you like Block to cover everything? Of course you would. Acquisition could prove an issue though. Hilarious in conjunction with Eternal Guard.