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- 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.
- Guardian
- The Following Skills require 0 Points spent in the tree
- 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.
- Hardiness: 4/7/10 bonus armor.
- Resistance: 4/7/10 bonus magic resistance.
- The Following Skills require 4 Points spent in the tree
- Durability: Bonus 100/200/300/400 Health.
- Bladed Armor: Deals 6/12 true damage to any enemy or player that attacks you.
- The Following Skills require 8 Points spent in the tree
- Veteran: Requires 4 points in Durability. Armor and Magic Resist is increased by 10%.
- Steadfast: Damage taken from area of effect abilities is reduced by 5/10/15%.
- Defender: Grants 1/2 Armor and Magic resist for each nearby enemy and ally. Max 10/20 bonus.
- The Following Skills require 12 Points spent in the tree
- Perseverance: Being attacked by an enemy player heals you for 3/4/5% of your maximum HP over 5 seconds.
- Tenacious: Reduces the duration of all crowd control effects by 5/10/15%.
- The Following Skills require 16 Points spent in the tree
- Strength of Spirit: Grants bonus health regeneration per second equal to 1% of your maximum mana.
- 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.
- Taunt: Forces target player to attack the Guardian for 4 seconds. 10 second cooldown.
- The Following Skills require 20 Points spent in the tree
- 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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