shiirn

Skill tree: Knight Guardian

Dec 2nd, 2012
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  1. Knights also have two paths to choose from: Guardians, and Crusaders. Guardians are the robust tanks of the world, famed for their sheer inability to die. Crusaders are more versatile, weaker in armor but tougher in damage.
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  4. Guardian
  5. The Following Skills require 0 Points spent in the tree
  6. Earth Shock: 4 second cooldown. Deals 40%/50% of weapon damage in an area around the player. Stuns surrounding enemies for 0.5/1 seconds.
  7. Hardiness: 4/7/10 bonus armor.
  8. Resistance: 4/7/10 bonus magic resistance.
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  10. The Following Skills require 4 Points spent in the tree
  11. Durability: Bonus 100/200/300/400 Health.
  12. Bladed Armor: Deals 6/12 true damage to any enemy or player that attacks you.
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  14. The Following Skills require 8 Points spent in the tree
  15. Veteran: Requires 4 points in Durability. Armor and Magic Resist is increased by 10%.
  16. Steadfast: Damage taken from area of effect abilities is reduced by 5/10/15%.
  17. Defender: Grants 1/2 Armor and Magic resist for each nearby enemy and ally. Max 10/20 bonus.
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  19. The Following Skills require 12 Points spent in the tree
  20. Perseverance: Being attacked by an enemy player heals you for 3/4/5% of your maximum HP over 5 seconds.
  21. Tenacious: Reduces the duration of all crowd control effects by 5/10/15%.
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  23. The Following Skills require 16 Points spent in the tree
  24. Strength of Spirit: Grants bonus health regeneration per second equal to 1% of your maximum mana.
  25. Fortold: The Guardian's first basic attack against a target deals bonus damage equal to 8 of its current health. Cannot occur on the same target for 4 seconds.
  26. Taunt: Forces target player to attack the Guardian for 4 seconds. 10 second cooldown.
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  28. The Following Skills require 20 Points spent in the tree
  29. Juggernaut: 6 second cooldown. Slams shield into the ground, dealing damage equal to 250% of the shield's Armor and Magic Resist values combined. The Guardian can remain behind his shield, blocking the damage dealt from in front of him/her, but cannot move if they do so. Cooldown starts when shield is picked up.
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