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Kret
Kret
Hits 885
Online Status OFFLINE
Last Online 08/30/2008 11:24:19
Last Updated 07/31/2008 18:03:21
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EQ2 Player Info

Character Name: Kret
Character Lvl: 73
Character Class: Guardian
Character Race: Barbarian
Crafting: Outfitter lvl 14
Guild Name: Sabaki
Favorite Server: Najena
Signiture's:
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Extra Info:

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
Ability
Description
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

My Profile

Website: www.sabaki.com.au
City: Melbourne
State: Victoria
Country: Australia
Extra Info:
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My Connections

Kret's connections

OFFLINE Sabby
OFFLINE Asti
OFFLINE Lynda Sassie
OFFLINE Trils
OFFLINE Kal
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OFFLINE Glenn
OFFLINE Iaint
OFFLINE Lord Lightpower
OFFLINE angelslite
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OFFLINE Isabell
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OFFLINE Bobismyname
OFFLINE carinthi
OFFLINE Mellok
OFFLINE Dman
OFFLINE Algaron
OFFLINE Gistane
OFFLINE Jehira
OFFLINE Rastan
OFFLINE Palamax
OFFLINE Opphelia
OFFLINE Spyrit
OFFLINE Port
OFFLINE cheetah
OFFLINE Eleena
OFFLINE Sabire
OFFLINE Aerth
OFFLINE evilsar
 

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Name Entry
Lady Opphelia
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Created On: 12/09/2006 01:47:45
Edited By Lady Opphelia On: 12/09/2006 01:48:05


wtg..you hairy barb!
Feedback from Kret: hahaha like rabbit

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Forum Posts
 
DateSubjectCategoryHits
07/29/2008 20:06:21Re:Access to guild only forums?General Discussion97
07/26/2008 19:27:08Re:Guild hall picGeneral Discussion414
07/06/2008 00:18:06Re:Guild recruit video!General Discussion300
07/06/2008 00:12:11Re:Guild recruit video!General Discussion300
06/25/2008 04:08:58Re:Guide to Making Your Own EQ2 VidsGeneral Discussion100
03/10/2008 00:12:42It's All Fun & Games ... 15th MarchGeneral Discussion64
12/19/2007 13:14:16Game Updates December 12,2007Game Update Notes103
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