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Guardian Forums # Guardian @ EQ2i # My DKP # Guardian Master 1 Need Barbarian: The Wolves of the Northlands Starting City: Qeynos, Freeport Racial Homeland: Halas - The Northlands Alignment: Neutral Mythical Creator: Erollisi and Mithaniel Marr Racial Language: Halasian Traditional roles: Fighter, Priest Barbarians excel at being fighters due to their mighty strength and impressive stamina, but they are also quite wise and often walk the path of the priest. Barbarians are related to humans and share many of the same physical features, but are physically more imposing than their smaller human cousins. Barbarians are tall, powerful humanoids, often blessed with great muscle mass. Their height averages approximately 7 feet tall. The hair styles of the race are often long, a link to their past when such hair styles assisted in surviving chilling weather. The bodies of barbarians are built for war. Background Barbarians are a race of tall humanoids created by Mithaniel and Erollisi Marr. This hardy race originally settled in the cold lands of the north, building their city of Halas within the frozen tundra of Everfrost. Their buildings are somewhat primitive by Human standards, making use of raw materials and simple architectures. Interiors are often decorated with trophies from battle as well as skins and hides used as tapestries for recording their culture's history and lore. The arrival of the barbarians on Norrath ushered in the Age of Blood. Barbarians moved outward from their northern home, initiating brutal battles with whatever races they encountered. Tribes would war with anyone, including other barbarians, as a means to grow in strength and power. Eventually the Marr twins sparked more insightful thinking among the barbarians, and these wiser folk became the fathers and mothers of the Human race. Barbarians are known for wearing their emotions on their sleeves, and have no problem with telling you exactly what they think of you. They will gladly back up their boasts with a show of force. Faith Barbarians have historically been shamanistic by nature, though in recent times certain sects have become somewhat more refined and have begun to practice the clerical arts. While many barbarians worship the Marr twins who created them, fighters tend to honor the militaristic traditions of Rallos Zek. This race's highly developed sense of justice inspires many to worship the Tribunal, which can spur near fanatical devotion amongst the religious caste. Warrior Warriors are the masters of armed combat, in all its many forms. They are at home on the battlefield, and are trained to take punishment as much as dole it out, so their Hit Points are the highest of any class. The warrior has the ability to wear the finest armors in all of Norrath as well as wield some of the finest weapons. With their high tolerance for pain, they are welcomed in most any group and have a limited ability to hunt alone. They are best with groups of adventurers as they are hampered by their lack of healing skills which lends to long periods of downtime waiting while their wounds heal. Pulling (with plenty of aggro on yourself) /gsay I am pulling %T please assist me in killing %O /useability taunt /useability shout
Assisting the Main Tank /target_group_member # (replace # with the number of the group member that’s tanking) /assist /useability (optional, use a favorite all-purpose debuff) Healing (can have one for each party member available at the click of a button, in a long duration group I name each button for a group member ) /target_group_member 1 /useability /useability
Kret's Combat Ability List 25 | Rescue | Greatly increases the target's hate towards the fighter. | Master 1 | 34 | Intercede | Allows the fighter to protect an ally from taking damage, by absorbing some of the damage an ally would otherwise take. | Master 1 | 35 | Unyielding Will | Allows a warrior to be healed and placed at Death's Door for a short time after death. When Death's Door wears off the warrior dies. | Adept III | 52 | Reinforcement | Increases the hate position of the guardian for every enemy the guardian successfully attacks. | Adept III | 57 | Inflaming Defense | Grants a chance to increase hate with any opponent that damages the guardian. This ability also roots the guardian in place. | Master 1 | 57 | Overpower | A melee attack that does some extra damage. | Master I | 58 | Goading Assault | An area of effect melee attack that increases the target encounter's hate towards the guardian. | Master I | 58 | Stance: Desperate Charge | Increases the guardian's offensive melee skills and strength, at the cost of decreased defense and parry skill. This is the guardian's primary offensive stance | Master I | 58 | Stance: Steadfast Stance | Greatly increases defense, parry, physical and heat damage mitigation at the cost of offensive melee skills and combat attack damage. This is the guardian's primary defensive stance | Master I | 58 | Tower of Stone | Allows the guardian to use a tower shield to absorb all damage they would have otherwise received if the damage was greater than 10% of their total health for up to 3 hits. Each time this effect is triggered, the shield suffers damage. Upgrades to this ability decrease the amount of damage received by the shield | Master I | 59 | Buffet | A melee attack that deals crushing damage and drains some of the target's power on a successful hit. | Master I | 59 | Confront | Interrupts the target and increases their hate towards the guardian. | Master I | 60 | Plant | Roots the guardian in place. This effect increases trauma mitigation and decreases the guardian's attack rate and melee attack damage. | Master I | 60 | Unyielding Vigilance | Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also increases the guardian's parry skill | Master I | 61 | Compression | An extra high damage single enemy attack. | Master I | 61 | Return to War | Increases the maximum health of the guardian's group. | Master I | 62 | Sustain | Allows the guardian to protect an ally, sometimes absorbing most of the physical damage an ally would otherwise take. | Master I | 63 | Besiege | A melee attack that strikes nearby enemies surrounding the guardian. | Master I | 63 | Moderate | Grants the guardian a chance to shield an ally from melee attacks. By allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also decreases the target's hate generation. | Master I | 64 | Flay | A high damage crushing melee attack. | Master I | 64 | Protection | Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned. | Master II | 65 | Call to Siege | Increases the offensive combat skills of the guardian's group. | Master I | 65 | Obliterate | The guardian's attacks that are parried, deflected, or blocked will instead break through the enemy's defenses. Any time the guardian parries or blocks will return in a counterattack against an enemy for up to a limited number of counterattacks. | Master I | 66 | Vindictive Strike | A melee attack that increases the target's hate towards the guardian if it hits. | Master I | 67 | Merciless Charge | A melee attack that decreases target's offensive melee skills and deals additional slashing damage over time on a successful hit. | Master I | 68 | Retaliation Strike | A high damage attack that staggers the target, preventing them from making normal combat attacks for a short duration. | Master I | 68 | Precise Strike | A very accurate melee attack that rarely misses. | Master I | 68 | Command | Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved. | Master I | 69 | Staggering Blow | A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield. | Master I | 69 | Wall of Force | Increases the physical mitigation of the guardian in exchange for decreased movement and attack speeds. Also grants a chance to root any opponent the guardian strikes and misses. | Master I | 70 | Sever | A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit. | Master I | 70 | Stone Sphere | Allows the guardian to protect the entire group, sometimes absorbing all the damage a group member would otherwise take. Sometimes, all of the damage the guardian receives is prevented entirely, for up to six sources of damage. | Master I | 70 | Fortified Conviction | Increases the guardian's stamina. | Master I |
Guardian Combat Ability List - T8 | Level | | | 71 | Hold the Aggression | Grants a chance to increase hate with any opponent that damages the guardian | 71 | Overmatch | A melee attack that does some extra damage | 71 | Slanderous Assault | An area of effect melee attack that increases the target encounter's hate towards the guardian | 72 | Impede | Interrupts the target and increases their hate towards the guardian | 72 | Stance: Armored | Greatly increases defense, parry, aggression, physical and heat damage mitigation at the cost of offensive melee skills. This is the guardian's primary defensive stance | 72 | Stance: Forward Charge | Increases the guardian's offensive melee skills and strength, at the cost of decreased defense skill. This is the guardians primary offensive stance | 73 | Head Trauma | A melee attack that deals crushing damage and reduces target's casting skills | 73 | Immobility | Roots the guardian in place and slows the guardians attack speed and combat attack damage. All enemies near the guardian are also rooted with attack penalties. Any affected enemies that are attacked have a chance to break this effect | 73 | Return to Combat | Increases the maximum health of the guardian's group | 74 | Gut Kick | An extra high damage single enemy attack | 75 | Siege | A melee attack that strikes nearby enemies surrounding the guardian | 76 | Call to Warfare | Increases the offensive combat skills of the guardian's group | 76 | Guard | Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned | 76 | Mar | A high damage crushing melee attack | 77 | Call of Shielding | Increases the defense skill of all the Guardian's allies | 77 | Infraction | A melee attack that increases the target's hate towards the guardian if it hits | 77 | Trespass | A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit | 78 | Decimate | A powerful melee attack that rarely misses, and cannot be parried, deflected, riposted, or blocked. On a successful hit, it severely reduces target's parry, defense, and deflection skills for a short duration | 78 | Exact Strike | A very accurate melee attack that rarely misses | 78 | Retaliatory Strike | A high damage attack that staggers the target, preventing them from making normal combat attacks for a short duration | 79 | Fortify | Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved | 79 | Staggering Charge | A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield | 79 | Wall of Armor | Increases the physical mitigation of the guardian in exchange for decreased movement and attack speeds. Also grants a chance to root any opponent the guardian strikes in melee | 80 | Fortification | Increases the guardian's stamina | 80 | Recapture | Recapture increases the hate position of all your fighter allies against your enemies | 80 | Sentinel Sphere | Allows the guardian to protect the entire group, sometimes absorbing all the damage a group member would otherwise take. Sometimes, all of the damage the guardian receives is prevented entirely, for up to 5 sources of damage | 80 | Separate | A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit | Training Skills/Master II Spells Level 75 - Impede
- Head Trauma
- Return to Combat
- Siege
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