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  1. #41
    Junior Member Online status: YoDoc is offline Reputation: YoDoc the Neutral
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    Re: Guardian: A Guide and FAQ

    Having only played a Dwarf Guardian to 23, I certainly don't expect to be called an expert, but what is not to like about the Justice trait for a guardian...increased Morale and both combat and peace Morale regeneration?
    Docc lev 46 Dwarf Guardian--OTG--Gladden
    Trixee lev 39 Woman Burglar--OTG

  2. #42
    Counter of Stairs Online status: Cyberjazz is offline Reputation: Cyberjazz the Wary Cyberjazz the Wary Cyberjazz the Wary Cyberjazz the Wary Cyberjazz the Wary
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    Re: Guardian: A Guide and FAQ

    Quote Originally Posted by YoDoc View Post
    Having only played a Dwarf Guardian to 23, I certainly don't expect to be called an expert, but what is not to like about the Justice trait for a guardian...increased Morale and both combat and peace Morale regeneration?
    Justice is great and many guardians use it, myself included. All traits are trades and for the builds I used a min/max philosophy that was tested in Beta. As always, use what you like. I certainly do.
    Casiodorus Rex, Inn League Sage of Fine Spirits
    Leader of Viaticus
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  3. #43
    Senior Member Online status: Xeroproject is offline Reputation: Xeroproject the Wary Xeroproject the Wary Xeroproject the Wary Xeroproject the Wary
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    Re: Guardian: A Guide and FAQ

    Quote Originally Posted by YoDoc View Post
    Having only played a Dwarf Guardian to 23, I certainly don't expect to be called an expert, but what is not to like about the Justice trait for a guardian...increased Morale and both combat and peace Morale regeneration?
    I actually have slotted Justice & every other incombat morale regen trait from the beginning. I find them very beneficial, better having those than having +fate imo.
    Gladden Server - No Quarter: Xerogar - lvl 65 Guardian | Xerobpe - lvl 65 Champion | Xeroric - lvl 61 Captain | Xerotrace - lvl 55 Burglar | Knitters - Rank 6 Weaver | Fortes fortuna adiuvat
    Originally posted by chosen2: "All I can say about Xero guys is... If he ever posts against you on the forums just admit defeat. I learned the hard way. His extremely long posts cause cancer."

  4. #44
    Member Online status: Khazhurud is offline Reputation: Khazhurud the Neutral
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    Re: Guardian: A Guide and FAQ

    Very nice guide!

  5. #45
    Senior Member Online status: Nerror is offline Reputation: Nerror the Neutral
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    Re: Guardian: A Guide and FAQ

    I am torn when it comes to selecting my virtues.

    My original plan was to first focus on these 6:
    Discipline
    Fidelity
    Honour
    Innocence
    Loyalty
    Valour

    and switch out honour and discipline as needed.

    But, my uncertainty now stems from resists like wound, fear, poison and disease and how important they might be for the endgame stuff. Sure, there are potions that can cure them, and some classes can cure (although hard to do in combat at times), but quite often I get several different types of debuffs on me at the same time, and some of them are pretty damn nasty, lowering my stats by over 100, and stopping any power/morale regen and such.

    Have any of you experienced closed beta testers experimented with these resists and noticed any difference when they are high or low? I am sorta kicking myself now for not doing more testing in that area back then.

    I am seriously considering dropping valour for zeal, for example. I am not exactly hurting in the morale department, and peace morale regen I can get from food.
    Last edited by Nerror; May 08 2007 at 04:38 AM.
    DreaD - Brandywine
    Rakhaz - R5 Warg Stalker
    Khorz - R4 Reaver

  6. #46
    Grand Member Online status: Lupini is offline Reputation: Lupini the Watcher of Roads Lupini the Watcher of Roads Lupini the Watcher of Roads Lupini the Watcher of Roads Lupini the Watcher of Roads Lupini the Watcher of Roads Lupini the Watcher of Roads Lupini the Watcher of Roads Lupini the Watcher of Roads Lupini the Watcher of Roads Lupini the Watcher of Roads
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    Re: Guardian: A Guide and FAQ

    Why is this post not stickied?!

    Thanks for the guide and follow up posts. Made my rolling out a guardian yesterday much easier.
    Captain Svanhvit ~ Burglar Svantje
    Guardian Svanwen ~ and a bunch of other swans
    Mithril Crowns Kinship on Elendilmir

    My only machinama - The Beer Hall Brawl

  7. #47
    Junior Member Online status: Sibervirus is offline Reputation: Sibervirus the Neutral
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    Re: Guardian: A Guide and FAQ

    Bump and sticky this please!! excellent work
    Gadden Guardian - Baneling
    Know Your Roll Troll!!!

  8. #48
    Senior Member Online status: Nerror is offline Reputation: Nerror the Neutral
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    Re: Guardian: A Guide and FAQ

    Just got page 11 of shield maiden's song off a searing worm, so for now they are still dropped by them.
    DreaD - Brandywine
    Rakhaz - R5 Warg Stalker
    Khorz - R4 Reaver

  9. #49
    Junior Member Online status: buffnblue is offline Reputation: buffnblue the Neutral
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    Re: Guardian: A Guide and FAQ

    tagging so i can find it

    Im making a full AGI guardian here for high defense and high parry/block for dps when i need it.

  10. #50
    Junior Member Online status: upsetcactus is offline Reputation: upsetcactus the Neutral
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    Thumbs up Re: Guardian: A Guide and FAQ

    Thanks mangz. New player here and this helps a lot. I think im going to lean towards parry/shield so I can slap on a 2 hander and still solo at a decent speed.

    Bump for a sticky!

  11. #51
    Senior Member Online status: Nerror is offline Reputation: Nerror the Neutral
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    Re: Guardian: A Guide and FAQ

    Just got my four shield-maiden pages from the Blogmal orcs in Malenhad, so I can confirm they still all drop there.

    Quote Originally Posted by buffnblue View Post
    tagging so i can find it

    Im making a full AGI guardian here for high defense and high parry/block for dps when i need it.
    Well, don't forget might. It adds to both block, parry, damage and common mitigation.
    DreaD - Brandywine
    Rakhaz - R5 Warg Stalker
    Khorz - R4 Reaver

  12. #52
    Counter of Stairs Online status: Cyberjazz is offline Reputation: Cyberjazz the Wary Cyberjazz the Wary Cyberjazz the Wary Cyberjazz the Wary Cyberjazz the Wary
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    Re: Guardian: A Guide and FAQ

    In this update...

    1) Updated information on Legendary Pages and provided link from the main post to the follow up post for that section.
    2) Noted that all of The Final Word pages are tradeable
    3) Moved Deflected/Parried Blows and Reactive Block to the Know Issues section.

    Thanks again for the kudos, bumps, questions, updates and info. Keep 'em coming.
    Casiodorus Rex, Inn League Sage of Fine Spirits
    Leader of Viaticus
    Graalx2: Cyberjazz is indeed correct. - Blog

  13. #53
    Counter of Stairs Online status: Cyberjazz is offline Reputation: Cyberjazz the Wary Cyberjazz the Wary Cyberjazz the Wary Cyberjazz the Wary Cyberjazz the Wary
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    Re: Guardian: A Guide and FAQ

    In this update...

    1) Updated information on ...wait for it..."To the King" since it's official that my kinsman and Guardian extraordinairre, has completed the quest (Great job and congrats Dorfomir)

    Will add some more details later.
    Last edited by Cyberjazz; May 12 2007 at 05:41 PM.
    Casiodorus Rex, Inn League Sage of Fine Spirits
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    Graalx2: Cyberjazz is indeed correct. - Blog

  14. #54
    Junior Member Online status: Kun0 is offline Reputation: Kun0 the Neutral
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    Re: Guardian: A Guide and FAQ

    This still isn't a sticky? :O

    Great resource, thanks for all your hard work on it.

  15. #55
    Member Online status: Drysc is offline Reputation: Drysc the Neutral
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    Re: Guardian: A Guide and FAQ

    Great post. Should get this and my thread in which bodha had good tips called The Tanking Basics?

  16. #56
    Counter of Stairs Online status: Decay is offline Reputation: Decay has disabled reputation
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    Re: Guardian: A Guide and FAQ

    Quote Originally Posted by Kun0 View Post
    This still isn't a sticky? :O

    I think they ran out of glue or something.

    Viaticus - Officer

  17. #57
    Senior Member Online status: Bodha is offline Reputation: Bodha the Neutral
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    Re: Guardian: A Guide and FAQ

    ITS BEEN STICKIED,

    Rejoice, Rejoice, the glue has been found.
    Guardian of Gladden server: Bodha Breachholder
    Bodha is Gaelic & means rock over which waves break
    http://dragonsnacks.guildlaunch.com/
    "You tag 'em, You tank 'em"

  18. #58
    Grand Member Online status: Lupini is offline Reputation: Lupini the Watcher of Roads Lupini the Watcher of Roads Lupini the Watcher of Roads Lupini the Watcher of Roads Lupini the Watcher of Roads Lupini the Watcher of Roads Lupini the Watcher of Roads Lupini the Watcher of Roads Lupini the Watcher of Roads Lupini the Watcher of Roads Lupini the Watcher of Roads
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    Re: Guardian: A Guide and FAQ

    Quote Originally Posted by Bodha View Post
    ITS BEEN STICKIED,

    Rejoice, Rejoice, the glue has been found.
    Yes, Saffron is our Precious!
    Captain Svanhvit ~ Burglar Svantje
    Guardian Svanwen ~ and a bunch of other swans
    Mithril Crowns Kinship on Elendilmir

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  19. #59
    Counter of Stairs Online status: Cyberjazz is offline Reputation: Cyberjazz the Wary Cyberjazz the Wary Cyberjazz the Wary Cyberjazz the Wary Cyberjazz the Wary
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    Re: Guardian: A Guide and FAQ

    Thanks Patience or Saffron...or whoever felt this needed some Elmers

    Now I'm doubly motivated to add in all the stuff I left out so look for the changes.
    Casiodorus Rex, Inn League Sage of Fine Spirits
    Leader of Viaticus
    Graalx2: Cyberjazz is indeed correct. - Blog

  20. #60
    Senior Member Online status: gomo is offline Reputation: gomo the Neutral
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    Re: Guardian: A Guide and FAQ

    casio you may want to update the information in your legendary post for the bottom half of guardian's threat.

    the pages drop from Ongburz (all 3 types) in Ongbishúk (1.0S, 25.7W). your guide says brogmals in malenhad, which is misleading.


  21. #61
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    Re: Guardian: A Guide and FAQ

    NOTE: INFORMATION IN WHITE IS MINES OF MORIA(MoM) SPECIFIC. YOU MUST HAVE THE MoM EXPANSION FOR THIS INFORMATION TO PERTAIN TO YOU.

    I. Skills
    Economic issues aside, a Guardian should train their skills as soon as possible. As the levels increase and battles increase in length, having a full skill set can make the difference in any given fight. Even a trait like Thrust, which many Guardians feel is underpowered, can be useful if the timer on Overwhelm has not finished cooling down. Trainers can be found at all of the Major cities and several Minor cities also.

    As you acquire new skills it may make sense to group them together according to what they do or their ability to chain off of one another. Being able to use the skill when it's necessary or ready is just as important as having the skill in the first place. Our Skills are as follows:
    --[b]A. Active Skills
    ----1. A Strong Offence
    ------Charge: You charge into the fray.
    Level Available = 48
    Cost to train = 230s 40c
    +50% Run Speed
    Duration: 7s
    Cost: 65 Power
    Melee Skill
    Cooldown: 3m

    ------a. Guardians Ward: Your great skill enables you to strengthen your defenses for a short time.
    Level Available = Starter skill
    Main hand weapon +Bonus Damage
    Adds 4.0% to Parry Chanceh
    Adds 4.0% to Block Chance
    Lasts for 10 s
    Power Cost: 37
    Recovery Time: 3 s
    Max Range: 3 m

    ------b. Sting: A quick attack that will lightly wound your opponent
    Level Available = Starter skill
    Main hand weapon +Bonus Damage
    Lasts for 10 s
    Power Cost: 31
    Recovery Time: 6 s
    Max Range: 3

    Improved Sting: A quick attack that will lightly wound your opponent
    Level Available = 52, replaces Starter skill Sting
    Cost to train = 270s 40c
    Main hand weapon +Bonus Damage
    Duration 10 s
    Applied on expiration if in combat: Removes up to 1 Corruption effect from the target
    Power Cost: 42
    Recovery Time: 6.2 s
    Max Range: 2.5m


    ------Salt the Wound: You look to further injure a wound opened by thrust.
    Level Available = 28
    Cost to train = 78s 40c
    Main hand weapon +Bonus Damage
    Cost: 37 Power
    Melee Skill
    3m Range
    Cooldown: 5s

    ------d. Stamp: Your attack enables you to break your enemy's concentration interrupting his actions.
    Level Available = 32
    Cost to train = 102s 40c
    166 common damage
    Power Cost: 31
    Recovery Time: 1 m
    Max Range: 3 m

    ------c. Sweeping Cut: Large sweeping strokes cut into all of your foes standing before you.
    Level Available = 2
    Cost to train = 20c
    2 attacks:
    Main hand weapon +Bonus Damage
    Main hand weapon Damage
    Lasts for 10 s
    Power Cost: 127
    Recovery Time: 9 s
    Max Targets: 3
    Radius: 5

    ----2. Block and Counter
    ------a. Bash: After a successful Shield-swipe, you may bash him again with your shield, stunning him briefly. This skill draws the enemy’s attention to you.
    Level Available = 10
    Cost to train = 3s
    157 Common Damage
    Stuns for 3s
    Power Cost: 51
    Recovery Time: 5 s
    Max Range: 3 m

    ------b. Catch a Breath: You catch your breath after blocking an enemy's attack, restoring Morale.
    Level Available = 16
    Cost to train = 25s 60c
    +232-237 Morale (adds +261.0-266.0 morale and +313.6 Power with equipped class trait "Controlled Breathing")
    Power Cost: 129
    Recovery Time: 30 s
    Resistance: Cry

    ------c. Shield-smash (Legendary Skill): After a successful Shield-bash or Shield-taunt, you may bash your enemy again with your shield for greater damage. This skill draws the enemy’s attention to you.
    Level Available = 41
    Cost to train = Complete the Legendary Book “The Best Defense”
    211 Common Damage
    Requires Shield-smash trait to be slotted
    Stuns for 3s
    Power Cost: 26
    Recovery Time: 5 s
    Max Range: 3 m


    ------d. Shield-swipe: After successfully blocking an enemy's blow, you may attack with both your weapon and shield. This skill generates additional threat.
    Level Available = 4
    Cost to train = 32c
    2 attacks:
    Main hand weapon +Bonus Damage
    52 Common Damage
    Power Cost: 80
    Recovery Time: 5 s
    Max Range: 3 m

    ------e. Shield Taunt: Laugh at your enemies after bashing them with your Shield Swipe, taunting them. This skill draws the enemy’s attention to you.
    Level Available = 22
    Cost to train = 48s 40c
    Power Cost: 69
    Recovery Time: 10 s
    Max Targets: 5
    Radius: 10
    Resistance: Cry


    ----3. Common Skills
    ha. Let Fly: You attack with your ranged weapon.
    Level Available = 30
    Cost to train = 90s
    Ranged weapon +Bonus Damage
    Cost: 74 Power
    30m Range
    induction: 0.10s
    Cooldown: 9s


    ----4. Drawing the Ire



    ----a. Challenge: You know how to goad your enemies into attacking you, leaving your allies free to maneuver.
    Level Available = 26
    Cost to train = 67s 60c
    Force Attack. The monster is infuriated
    Lasts for 10 s
    Power Cost: 61
    Recovery Time: 45 s (30 seconds with equipped class trait "Grim Challenge")
    Max Targets: 3
    Radius: 7
    Resistance: Cry

    ------b. Challenge the Darkness (Legendary SKill): You know how to goad your enemies into attacking you, leaving your allies free to maneuver as well as raising your Guardian’s Ward.
    Level Available = 41
    Cost to train = Complete the Legendary Book “The Final Word”
    Adds 4.0% to Parry Chance
    Adds 4.0% to Block Chance
    Force Attack. The monster is infuriated
    Requires Challenge the Darkness trait to be slotted
    Lasts for 10 s
    Power Cost: 61
    Recovery Time: 10 m
    Max Targets: 10
    Radius: 12
    Resistance: Cry
    c. Engage: You are able to press your opponent, forcing them to slow down and concentrate on defending thenmselves. This skill makes you the target's most threatening opponent.
    Level Available = 42
    Cost to train = 176s 40c
    Slows Target's Movement by 25%
    Duration: 15s
    Slows Your Movement by 15%
    Duration: 15s
    Cost: 78 Power
    Melee Skill
    3m Range
    Resistance: Cry
    Cooldown: 1m


    d. Fray the Edge: Your threatening taunts and feints are causing your target to slowly unravel.
    Level Available = 40
    Cost to train = 160s
    Cost: 74 Power
    Tactical Skill
    25m Range
    Resistance: Cry
    Cooldown: 10s


    ------e. Guardian’s Threat (Stance) (Legendary Skill): You focus yourself on enraging your enemies.
    Level Available = 41
    Cost to train = Complete the Legendary Book “Shield Maiden’s Song”
    Toggle Skill
    +20.0% Threat Modifier
    Requires Guardian’s Threat trait to be slotted
    Recovery Time: 4 s


    ------a. Shield Blow: You strike your opponent with your shield. This skill generates additional threat.
    Level Available = Starter skill
    131 Common Damage
    Power Cost:69
    Recovery Time: 3 s
    Max Range: 3 m
    a. Improved Shield Blow: You strike your opponent with your shield. This skill generates additional threat.
    Level Available = 54, Replace Starter skill Shield Blow
    Cost to train = 291s 60c
    237 Common Damage
    Power Cost: 96
    Cooldown: 3.5 s
    Max Range: 2.5 m

    b. Litany of Defiance: After successfully blocking an enemy's blow, the guardian screams out a string of taunts that effect all those around him, with an aggro over time effect.
    Level Available = 60
    Cost to train = 360s
    Increase threat over time.
    Duration: 15s
    Cost: 110 Power
    Tactical Skill
    Max Targets: 3
    Radius: 7m
    Cooldown: 20s


    -----b. Vexing Blow: You are capable of drawing an enemy's attention to yourself with this attack.
    Level Available = 6
    Cost to train = 72c
    Main hand weapon +31 Damage
    Power Cost: 41
    Recovery Time: 6 s
    Max Range: 3 m


    Overpowering Assault
    Brutal Assault: You use brute strength to hammer home a well placed blow. Requires Overpower.
    Level Available = 56
    Cost to train = 313s 60s
    115% of Main-hand Weapon +119 Damage
    Cost: 68 Power
    Melee Skill
    2.5m Range
    Cooldown: 15s

    Force Opening: You use brute strength to force an opening in your opponents defences. Will open a parry response event on a successful hit. Requires Overpower.
    Level Available = 30
    Cost to train = 90s
    115% of Main-hand Weapon +56 Damage
    Cost: 113 Power
    Melee Skill
    3m Range
    Cooldown: 21s


    Overpower (Stance): You forgo your shield and focus your energies on finishing off your opponent quickly
    Level Available = 20
    Cost to train = 40s
    +15% Melee Damage
    +20% Melee Skill Power Cost
    -5% Evade Chance
    Sets Can Block to False
    -5% Weapon Wear from Parries
    Melee Skill
    Toggle Skill
    Cooldown: 4s


    Stagger: You are skilled at swiftly retaliating after parrying an enemy's attack.
    Level Available = 46
    Cost to train = 211s 60c
    115% of Main-hand Weapon +34 Damage
    When in Position:
    Slows movement by 25%
    +15% Attack Duration
    Duratioin: 15s
    Cost: 80 Power
    Melee Skill
    3m Range
    Cooldown: 5s

    ----5. Parry and Retaliate
    ------a. Overwhelm: You are able to make a powerful attack against an enemy who has suffered your Retaliation.
    Level Available = 10
    Cost to train = 10s
    Main hand weapon +61 Damage
    Power Cost: 49
    Recovery Time: 5 s
    Max Range: 3 m

    ------b. Retaliation: You are skilled at swiftly retaliating after parrying an enemy's attack.
    Level Available = 8
    Cost to train = 1s 28c
    Main hand weapon +37 Damage
    Power Cost: 23
    Recovery Time: 5 s
    Max Range: 3 m

    ------d. Thrust: Follow up your Retaliation with a thrusting blow which will open a bleeding wound.
    Level Available = 18
    Cost to train = 32s 40c
    Main hand weapon +8 Damage
    Does 10 common damage initially
    Does 10 common damage every 2 seconds for 8 seconds
    Power Cost: 49
    Recovery Time: 5 s
    Max Range: 3 m

    ------e. To the King (Legendary Trait): You are able to make a powerful attack against an enemy who has suffered from Overwhelm or Thrust, potentially knocking it down.
    Level Available = 45
    Cost to train = Complete the “Articles of Fortitude” and “Implements of Battle” Class Quest which leads to the quest "A Lesson from Samwise Gamgee"
    Main hand weapon +91 Damage
    Adds 15.0% Run Speed
    Lasts for 10 s
    Can start a Conjunction on a critical hit
    Power Cost: 49
    Requires To the King trait to be slotted
    Recovery Time: 5 s
    Max Range: 3 m


    ------c. Whirling Retaliation: After successfully retaliating, you may make a whirling attack against all enemies in a circle around you.
    Level Available = 14
    Cost to train = 19s 60c
    Main hand weapon +31 Damage
    Power Cost: 69
    Recovery Time: 5 s
    Max Targets: 5
    Radius: 5

    ----6. Racial Skills
    ------a. Dwarves: http://forums.lotro.com/showpost.php...20&postcount=4
    ------b. Elves: http://forums.lotro.com/showpost.php...56&postcount=2
    ------c. Hobbits: http://www.lotro-wiki.com/index.php/Hobbit
    ------d. Man: http://forums.lotro.com/showpost.php...55&postcount=3


    ----7. Ready for Anything
    *NEW SKILL* Summon Tinker: At camps scattered across the world, you can call on a wandering Tinker to help repair your equipment.
    Level Available = 26
    Cost to train = 67s 60c
    Cost: 69 Power
    Melee Skill
    Cooldown: 30m

    *NEW SKILL* Shield Wall: You protect your target by intercepting all incoming attacks.
    Level Available = 50
    Cost to train = 250s
    Cannot Evade, Parry or Block
    Transfers all Damage from the Target to the Caster
    Negates Armor Damage
    On Use:
    Slows Your Movement by 10%
    Cost: 37 Power
    Cost: 25 Power Per Second
    Melee Skill
    Toggle Skill
    5m Range
    Cooldown: 2os

    ------a. Guardians Defense (Stance): You focus your defences on blocking attacks.
    Level Available = 4
    Cost to train = 1s 40c
    Toggle Skill
    Adds 5.0% to Block Chance
    Recovery Time: 4 s

    ------b. Guardians Parry (Stance): You focus your defences on parrying attacks.
    Level Available = 12
    Cost to train = 14s 40c
    Toggle Skill
    Adds 5.0% to Parry Chance
    Recovery Time: 4 s

    ------c. Guardians Pledge: Your great skill enables you to strengthen your defences for a short time.
    Level Available = 20
    Cost to train = 40s
    Adds 50.0% to Parry Chance
    Adds 50.0% to Parry Chance
    Adds 50.0% to Block Chance
    Lasts for 15 s
    Power Cost: 37
    Recovery Time: 5 m

    ------d. Protection: When wielding a shield, you may protect one of your allies, improving his defence and allowing you to react to attacks made against him.
    Level Available = 24
    Cost to train = 57s 60c
    Toggle Skill
    Adds 1.5% to Evade Chance
    Adds 3.0% to Parry Chance
    Adds 3.0% to Block Chance
    Recovery Time: 10 s
    Max Range: 25 m*

    *Max range is casting range. The protection drops @ roughly 55m.

    ------e. Thrill of Danger: The thrill of Danger allows you to regain Power, increasing with every enemy near you.
    Level Available = 28
    Cost to train = 78s 40c
    Your power is refreshed
    Recovery Time: 7 m
    Max Targets: 3
    Radius 10

    ------f. Warrior’s Heart: You have the ability to improve your morale for a time, even above its normal maximum.
    Level Available = 30
    Cost to train = 90s
    +618 to Max Morale
    +392.5 Morale
    Lasts for 1 m
    Power Cost: 61
    Recovery Time: 5 m

    ------g. Deep Breath: You are able to gather your wits and prepare your attacks more quickly than normal.
    Level Available = 34
    Cost to train = 115s 60c
    Sets the cool down timer for Warriors Heart and Thrill of Danger to zero
    Recovery Time: 5 m

    ------h. Turn the Tables: When dazed, stunned, knocked down, or knocked out you may turn the tables on your enemy, recovering from the effects and instilling them in your enemy.
    Level Available = 36
    Cost to train = 129s 60c
    Main hand weapon +51 Damage
    Knocks down for 5s
    Shakes off Dazes or Stuns, or recover from being Knocked Down but not from dread.
    Can start a Conjunction on a successful hit
    Power Cost: 98
    Recovery Time: 5 s

    ------i. Guardian’s Promise: You can create a whistle out of an acorn that will allow your fellows to call you to them when they are in need.
    Level Available = 38
    Cost to train = 144s 40c
    You can create a tradable acorn that others can use to summon you to their side.
    Recovery Time: 15s


    --B. Passive Skills
    ----1. Armour Proficiencies
    ------a. Light Armour: Level = Starter skill. Allows the use of Light Armour
    ------b. Medium Armour: Level = Starter skill. Allows the use of Medium Armour
    ------c. Shields: Level = Starter Skill. Allows the use of Shields
    ------d. Heavy Armour: Level = 15, Cost = 40s. Allows the use of Heavy Armour
    ------e. Heavy Shields: Level = 15, Cost = 22s 50c. Allows the use of Heavy Shields
    ----2. Base Passive Skills
    ------a. Dwarves: http://www.lotro-wiki.com/index.php/...e_Skills#Dwarf
    ------b. Elves: http://www.lotro-wiki.com/index.php/...ive_Skills#Elf
    ------c. Hobbits: http://www.lotro-wiki.com/index.php/..._Skills#Hobbit
    ------d. Man: http://www.lotro-wiki.com/index.php/...ive_Skills#Man
    ----3. Combat Characteristics
    ------a. Critical: Rank 1, Level = 7, Cost = 4 silver 90 copper, +1.0% crit hit chance
    ------b. Parry: Rank 1, Level = 9, Cost = 8 silver 10 copper, +1.0% parry chance
    ------c. Accuracy: Rank 1, Level = 11, Cost = 12 silver 10 copper, Reduces miss by a medium amount
    ------d. Evade: Rank 1, Level = 13, Cost = 16 silver 90 copper. +1.0% evade chance
    ------e. Block: Rank 1, Level = 15, Cost = 22 silver 50 copper, +2.0% block chance
    ------f. Critical: Rank 2, Level = 17, Cost = 28 silver 90 copper, +1.0% crit hit chance
    ------g. Parry: Rank 2, Level = 19, Cost = 36 silver 10 copper, +1.0% parry chance
    ------h. Evade: Rank 2, Level = 21, Cost = 44 silver 10 copper, +1.0% Evade chance
    ------i. Block: Rank 2, Level = 23, Cost = 52 silver 90 copper, +1.0% block chance
    ------j. Parry: Rank 3, Level = 25, Cost = 62 silver 50 copper, +1.0% parry chance
    ------k. Accuracy: Rank 2, Level = 29, Cost = 84 silver 10 copper, Reduces miss chance by a medium amount
    ------l. Block: Rank 3, Level = 33, Cost = 108 silver 90 copper, +1.0% block chance
    ------m. Accuracy: Rank 3, Level = 35, Cost = 122 silver 50 copper, Reduces miss chance by a medium amount
    ------n. Accuracy: Rank 4, Level = 39, Cost = 152 silver 10 copper, Reduces miss chance by a medium amount
    ------o. Parry: Rank 4, Level = 41, Cost = 168 silver 10 copper, +1.0% Parry chance
    ----4. Instrument Proficiencies
    ------a. Horn Use: Level = 5 Cost = 2 silver 50 copper Allows the use of horns
    ------b. Lute Use: Level = 5 Cost = 2 silver 50 copper Allows the use of lutes
    ----5. Misc. Passive Skills
    ------a. Shield Spike Use: Level = 20
    ----6. Weapon Proficiencies
    ------a. Daggers: Level = Starting proficiency.
    ------b. One-Handed Axes: Level = Starting proficiency.
    ------c. One-Handed Clubs: Level = Starting proficiency.
    ------d. One-Handed Hammers: Level = Starting proficiency.
    ------e. One-Handed Maces: Level = Starting proficiency.
    ------f. One-Handed Swords: Level = Starting proficiency.
    ------g. Spear: Level = 10, Cost = 10s.
    ------h. Two-Handed Axes: Level = 10, Cost = 10s.
    ------i. Two-Handed Clubs: Level = 10, Cost = 10s.
    ------j. Two-Handed Hammers: Level = 10, Cost = 10s.
    ------k. Two-Handed Swords: Level = 10, Cost = 10s.
    ------l. Bows: Level = 30, Cost = 10s.
    ------m. Crossbows: Level = 30, Cost = 10s.


    --C: Fellowship Skills (Conjunctions)
    Although Coordinated Fellowship Maneuvers (Conjunctions {CJ's}) have a chance to be started by any class, currently only Burglars and Guardians have skills specifically designed for this task. While Burglars can attempt them at will based on their skills, Guardians must rely on reactive skills since CJ's are a secondary skill of a properly trained Guardian. The two skills that have a chance to start a conjunction are Turn the Tables (TTT) and To the King (TTK)[See the skills section for additional information].

    Since Guardians are melee warriors, all of our most effective attack skills take place at close range. The same is true for our contribution to CJ's. Both Ent’s Strength (Red) and Spiders Guile (Yellow) must be done at melee range. In contrast, Eagle’s Cry (Green) and Stallions Spirit (Blue) can be done at distance (approx 20m). If you are both MT and MA, you should be able to use any of the colors since everyone is on the same mob; but if you are one or the other and your fellowship is fighting multiple mobs, it would be best if you used Blue or Green since you can contribute from distance and only need to turn and face the target if the CJ starts on the mob you are not on. Also note that when using “The Wheel” the Guardian(s) should be using blue since the “pet” Oathbreakers won’t attack unless their ally is being attacked and we should always be the one getting attacked.

    When setting up most other conjunctions, you may want to take into consideration the Race of your character to take advantage of any available bonuses (i.e. the Race of Man gets a Tactics (Blue) and Might (Red) Bonus while Hobbits get bonuses to Guile (Yellow) and Conviction (Green))


    --D: Combat options
    ----1. Auto Target Enemies: If checked, you will automatically target enemies that attack you. The default is checked and normally should remain that way.

    ----2. Auto Move to target: If your auto-attack is enabled, your character will move to the selected target. This is a great tool for soloing, until you get your bow skill at 30. It is also great for sparring and tanking in crowded areas since it gives some “stickiness.” Just watch out if your mob changes direction or you over shoot your position; you may end up not facing your target. Its value diminishes in a group setting since you may target and get pulled somewhere you’d rather not go; easily seen as an issue even in the lower levels when a spider is defeated, turns over and rolls 10 meters from the fight, pulling you with it. Default is off and I recommend keeping it that way and only turn it on in certain situations.

    ----3. Skills Can Enable Default Attack: When checked, skills that are flagged to enable auto-attack will do so. Basically meaning, if you start your fight with a special attack your auto-attacks will turn on and fill in between your specials. It’s a useful option since auto-attacks use no power and the only thing worse than not being able to use a skill to draw aggro is not attacking at all. However, if you are a “twitch” player, this setting might not be your preference, since you may want your special attacks all firing back to back instead of sometimes being delayed by an auto-attack. Default is checked and I recommend it stay checked unless you feel confident in your ability to chain your specials knowing that you will run out of power faster this way.

    ----4. Enable Skill Target Forwarding: When checked, you will attempt to execute your skills on your target’s target if the original target is not valid. This is one of the most useful options in the game. Use it, love it and teach it to all within shouting range. Although it will be most effective in the hands of ranged attackers, having STF on should be the standard for all Guardians. You want to peel off the mob that your Minstrel is attacking? Great! Target the Minstrel and start attacking. Default is NOT checked and I highly recommend checking it.

    (WARNING: Immersion not spoken here)
    ----5. Directional Selection Indicator: When checked, displays a directional indicator to your current selection. This is a great tool for informational purposes. Due to mobs needing LOS to aggro and we needing LOS to attack, being able to select the nearest mob and know there is one around the corner is useful information. It’s also useful when you need to assist someone in a crowd. Tap on your fellow and follow the indicator. Default is off and this option is purely personal preference.

    ----6. Enable Particle Response Indicators: If checked, a special effect will be played whenever a responsive skill is available for use. For those wanting another way to tell when your block and parry chains are ready, this is the option for you. A blue circle will flash on your left when you have a block chain skill available and a green circle will flash on your right when you have a parry option at your disposal. Default is off and this option is purely personal preference.
    Last edited by Cyberjazz; Jul 01 2009 at 03:09 PM.
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    Re: Guardian: A Guide and FAQ

    NOTE: INFORMATION IN WHITE IS MINES OF MORIA(MoM) SPECIFIC. YOU MUST HAVE THE MoM EXPANSION FOR THIS INFORMATION TO PERTAIN TO YOU.

    II. Traits
    First the link to the Traits Compendium posted by Fizen http://forums.lotro.com/showthread.php?t=33459
    Although information on Guardian traits is listed there, I will be taking the time to transfer the information here to
    1) Make it easier to find the things we need to know as Guardians
    2) To correct and complete the information listed on the post (i.e. Some of the “How to unlock” information is missing, it doesn’t include the fourth Legendary trait: To the King etc.)
    For now a few words on each category…

    A. Class
    The Class traits are great tools to help you design your Guardian the way you want him to be. These Traits can alter current skills, provide additional stats and/or add additional abilities and can help set you apart from not only other fellowship members, but also from other Guardians. You don’t want mobs to be able to out run you then slot To the Rescue. You feel you might be low on Might compared to other Guardians; you may want to slot Stinging Blow, Reactive Block, Quickness and/or Strong Lungs. Whichever traits you decide to choose from, make sure you choose them for your own reasons.

    **NEW1. Class Trait Sets
    The Fighter of Shadow(FoS)
    The following class traits fall into the FoS Trait set:
    --Guardian's Ward
    --Selfless Defence
    --Defensive Expertise
    --Deflected Blows
    --Controlled Breathing
    --Brave Heart
    --Threatening Presence
    --Final Straw

    Set bonuses available for this path are as follows:
    2 Equipped: +75% Power Restoration from Reactionary Events and Skills (i.e. Catch a Breath, Thrill of Danger, Take to Heart)
    3 Equipped: +10% Shield Damage, Improved Critical Defence
    4 Equipped: Shield Wall now provides an armour bonus, Improved Devastating Critical Defence
    5 Equipped: Allows you to Equip the Heart of Fire Legendary Trait

    The Defender of the Free(DotF)
    The following class traits fall into the DotF Trait set:
    --Grim Challenge
    --Harasser
    --Reactive Block
    --Stoic
    --Heat of Battle
    --Litany of Challenge
    --Shield of Fire
    --Quick of Foot

    Set bonuses available for this path are as follows:
    2 Equipped: Increased Threat generation from Shield Skills
    3 Equipped: Whirling Retaliation applies a bleed upon Critical
    4 Equipped: +8% (Guardian)Threat Stance Threat
    5 Equipped: Allows you to Equip the Litany Master Legendary Trait


    The Keen Blade(KB)
    The following class traits fall into the KB Trait set:
    --Hit Where It hurts
    --Raw Power
    --Parried Blows
    --Stinging Blow
    --Blocking Force
    --Strong Lungs
    --Quickness
    --To the Rescue

    Set bonuses available for this path are as follows:
    2 Equipped: -5% Overpower Power Cost
    3 Equipped: +3% Overpower Damage
    4 Equipped: +5% Overpower Damage
    5 Equipped: Allows you to Equip the Hemorrhage Legendary Trait



    B. Legendary
    The Legendary Traits are another way to separate your Guardian from the pack. They take time, dedication and a little bit of luck to acquire and are not for the faint at heart.

    Like the other classes, we have three traits that can be acquired by finding the missing pages in books designed to teach us greater skills, one Trait that can only be acquired by finishing our two level 50 class quest, one trait from completing the Epic Quest Line "Mines of Moria" (six books), one Trait from "reading" a book available after gaining Kindred Standing with Iron Garrison Guards and one Trait from completing a class specific level 58 quest line. The books can’t start to be completed and until you have acquired them, leveled to 39 and traveled to Rivendell to speak with Sam Gamgee. Once Sam gives you the task of completing your book(s) by making notes of what is missing in your Deed Log, you can venture out and collect the necessary pages to acquire the trait(s). The first Legendary Trait slot opens at level 41, the second at 45 and the third at 60. The fourth Legendary Trait is by far the most difficult to acquire since you need to complete two quest (The “Articles of Fortitude” and “Implements of Battle” Class Quest), each of which is broken into three parts and require you to go to the most challenging parts of Eriador.

    The road is long, but for those willing you will have a choice to slot three of the six unique Traits that show why a Guardian can brave the evil in the land solo or is such a welcome part of any Fellowship. There is one stance (Guardian’s Threat), one “yell” (Challenge the Darkness) [Real Guardian’s Don’t Cry], one block chain maneuver (Shield-smash), one parry chain maneuver (To the King), one Overpower attack (Hemorrhage) and two that improve skills from your trainer (Heart of Fire and Litany Master). The most popular Traits are Shield-smash and To the King, but the others have a place according to what you are doing and how you play your character.

    The first step in acquiring Legendary Traits is acquiring the books. Sadly, there is no one known location to do this but it is known that Humanoids, level 39+ all over Eriador have been known to drop the books. Since they drop at random it is very possible that one never finds the book(s) one is looking for but stumbles across all of the books from other classes. Fortunately, the books are tradable/sellable so Kinsmen and the Auction House are your friends.

    For The Best Defense and Shield Maiden's Song, each books pages are separated into two halves. The first four pages of a book can be found in one location whereas the second four in a completely different location. The locations below are again from Closed Beta. If anyone finds pages in different locations, feel free to PM and I will update accordingly. The Final Word is a completely tradeable book, meaning all of the pages can be found, like the books themselves, on any humanoid/sentient being level 39+. Here again, Kinsmen and the Auction House are your friends.

    Shield Smash: After a successful Shield-bash or Shield-taunt, you may bash your enemy again with your shield for greater damage. This skill draws the enemy’s attention to you.

    How to acquire: Complete the Legendary Book “The Best Defense”
    Pages: 2, 3, 5 and 9: Iron Crowns in Ram Duath including Skathmur (aka the camp with the Iron Crown Commander)
    Pages 12, 16, 17*** and 19: Dourhand Dwarves is Gabilizan

    Challenge the Darkness: You know how to goad your enemies into attacking you, leaving your allies free to maneuver as well as raising your Guardian’s Ward

    How to acquire: Complete the Legendary Book “The Final Word”
    Pages 6*, 7*, 13* and 14*: Iron Crowns in West Angmar
    Pages 19*, 21*, 24* and 27*: Iron Crowns around Carn Dum
    Below are just reported locations and any additional confirmed locations will be added accordingly.
    Iron Crowns in Donnvail & Bail Boglakh
    Trolls in the Trollshaws
    Dwarf, Goblins & Hillmen in the Misty Mountains

    Guardian’s Threat (Stance): You focus yourself on enraging your enemies.

    How to acquire: Complete the Legendary Book “Shield Maiden’s Song”
    Pages 1, 8, 11 and 12: Searing Flame Worms** in Malenhad
    Pages 15, 19, 25 and 26: Orcs in Malenhad (Confirmed in live from Rammas Deluon to Ongbishuk)

    To the King (Legendary Trait): You are able to make a powerful attack against an enemy who has suffered from Overwhelm or Thrust, potentially knocking it down.

    How to acquire: Complete the “Articles of Fortitude” and “Implements of Battle” Class Quest. After which you are told by Wali to seek out the great guardian Samwise Gamgee. Completion of the quest "A Lesson from Samwise Gamgee" bestows the "To the King" Legendary Trait.

    Litany Master: This legendary ability enables a stackable version of Litany of Defiance to be levied when you crit on Shield Smash, Sweeping Cut and Vexing Blow
    Requires: 5 traits in The Defender of the Free line slotted

    How to acquire: Complete the class specific level 58 quest line The Path of The Defender of the Free. Much like the level 50 class quest, the first parts of the quest are solo but the last quest will require taking a fellow into an instance. Unlike the previous class quest, the mob you need to defeat is not there unless you are at the proper point in the quest line. Once you are, you'll have the ability to summon the creature and with the help of your fellow, defeat him and complete the quest. For their assistance in your endeavor, your fellow will receive Marks of Victory to be traded for items from the appropriate vendor.

    Heart of Fire: This trait enhances Take To Heart, reducing it's cooldown and reducing it's morale cost enabling it to be used more often to protract long encounters and snatch victory from long fought fights.
    -20% Take to Heart Morale Cost
    -60 Skill Cooldown
    +1 Critical Defence
    +1 Devastating Critical Defence
    Requires: 5 traits in The Fighter of Shadow line slotted

    How to acquire: Complete the Epic Quest Line "Mines of Moria" (aka Epic Volume II, Books 1-6)

    Hemorrhage (Legendary Trait): This skill enables Brutal Assault to apply a stackable bleed 50% of the time.
    50% chance to apply
    Requires: 5 traits in The Keen Blade line slotted

    How to acquire: Gain Kindred Standing with Iron Garrison Guards, purchase(2g 500s) and use the book "A Keen Blade" from the Iron Garrison Guard Trader in the 21st Hall.




    *Tradeable

    **This was bugged in beta for not being logical. Worms don’t have pockets and flame worms would burn pages long before you showed up to kill them. No changes expected.

    ***Although this is a confirmed tradeable page, based on a dev chat this is a bug an has been reported as such.

    [NOTE: At the end of Closed Beta, many of these pages were dropping from different locations as listed. Many assumed that since we were testing, the drop rate and locations increased. If you find new locations, feel free to PM me and on confirmation, I’ll make the necessary adjustments to the guide]

    C. Race
    a. Dwarves: http://forums.lotro.com/showpost.php...20&postcount=4
    b. Elves: http://forums.lotro.com/showpost.php...56&postcount=2
    c. Hobbits: http://www.lotro-wiki.com/index.php/Hobbit
    d. Man: http://forums.lotro.com/showpost.php...55&postcount=3

    D. Virtues
    Contrary to popular belief, Traits and Virtue Traits in particular, do mean something and there is no “I win” set of traits for a Guardian. Like so many other things, which traits are best to use will be determined greatly by what you are doing. Having a high Ranged Vulnerability deduction means very little when a Gorthorog is hitting you from 3m away and having the highest Shadow Mitigation in the game means very little when disposing of Hillmen in Angmar. Each Guardian will probably have a base set of Virtues (I personally recommend no Guardian leave home without Valour and Justice) but may alter their opinion of what they should be as they level and are willing to trade away a few points of one trait to get a boost in another according to the situation. For example, many Guardians would switch traits immediately after entering and before leaving Monster Play since the needs there are often different than the current quest line they might be on in PvE. The bottom line is you should get all the traits possible and sort out which one you need at the bard before your next big task.
    Last edited by Cyberjazz; Feb 07 2009 at 12:07 PM.
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    Re: Guardian: A Guide and FAQ

    III. Stats & Equipment
    (NOTE: Although much of this information is standard for all classes, it is presented here as a focus on our class)
    A. Basic Stats
    Each character has seven basic stats: Morale, Power, Might, Agility, Vitality, Will and Fate. Your initial stats are determined by your class and race. They improve as your character gains experience (and levels). They can also be improved by Traits (Section II).

    Morale. The higher your Morale:
    The more damage you can take before you are defeated. (This is the green bar in your Character Vitals display.)

    Power. You use Power to trigger most of your skills; if you are out of Power, you cannot use those skills. (This is the blue bar in your Character Vitals display.)

    Might. The higher your Might:
    The higher your melee damage. The better your ability to block and parry attacks that can be blocked or parried. The better your Common (physical) damage reduction (mitigation)

    Agility. The higher your Agility:
    The less often you miss with an attack. The better your ability to evade and parry attacks that can be evaded or parried. The higher your ranged damage. The better your chance to Critically hit a foe

    Vitality. The higher your Vitality:
    The higher your maximum Morale. The more quickly you restore Morale when not in Combat. The better your Shadow and Fire damage reduction (mitigation). The better your Wound, Disease and Poison resistances

    Will. The higher your Will:
    The higher your maximum Power. The more quickly you regenerate Power when not in combat. The better your Fear resistance

    Fate. The higher your Fate:
    The more quickly you restore Morale and regenerate Power when in combat. The more likely you are to get a Critical result with your healing abilities.


    B. Other Stats
    Damage Reduction (Mitigation) Damage reduction (Common, Fire & Shadow) reduces incoming damage to your character. Your Character Journal lists your base value for each of these three categories. However, a foe whose level is higher than yours will lower that chance. Common damage reduction is determined by your Armour Value, your Might and any Traits or equipment that adjust mitigation. Fire and Shadow damage reductions are determined by your Vitality and any Traits or equipment that adjusts those mitigations.

    Resistances. Your Fear, Wound, Disease and Poison Resistance values are your base percentage chance to avoid these aspects of an attack. Will improves Fear resistance; Vitality improves Wound, Disease and Poison resistance. Appropriate Traits or equipment can also improve your resistances.

    Abilities. Abilities include Critical, Block, Evade and Parry. Your Character Journal lists your base percentage chance for each one. A foe whose level is higher than yours will lower that chance.

    Critical. Most melee attacks can have a Critical effect, but that effect varies depending on the type of attack. Often, a Critical effect increases the damage you inflict, but (for example), a Critical
    Shield-smash can knock your foe down.

    Block, Evade & Parry. All three work against melee attacks. Ranged attacks cannot be parried.

    Effectiveness. Melee Effectiveness and Ranged Effectiveness values are not actually used by the game. They are provided to help you estimate your ability to deal damage. Higher values are better.

    C. Equipment & Supplies
    1. Armour & Shields
    Having the ability to wear Heavy Armour is what makes a Guardian a Tank. Having the ability to use a Heavy Shield is what makes a Guardian a Heavy Tank. This combination of passive skills is what affords the Guardian the ability to handle more mobs, of higher levels, without planning, than any other class. Even though we decrease our ability to evade blows, we exchange it for the ability to outlast almost any opponent at level and often a few levels above. In exchange for this ability, we do take on the most damage to our gear and must be aware of its durability and sturdiness more than any other class. When choosing what to wear, whether it is from a quest, looted or crafted, make sure you are taking all of these factors into consideration. Currently, outside of a few quest/PvMP rank items, the best Armour and Shields at any level come in the form of Critical Successes from Single Use Crafting Recipes. If you are lucky enough to obtain one, it may have a longer shelf life in your inventory than other gear but is still replaceable until you get to the highest levels of the game.

    2. Jewelry
    Jewelry is the one area where a Guardian’s choices can have the longest lasting effects since now there are a ton of options. Seven pieces can be crafted (Necklace, earrings, bracelets and rings) so the pocket bauble is the only peice that currently must come from looting and quest items. Even though the variety is greater, I still recommend that a Guardian heavily consider choosing jewelry over armour quest rewards. The variety of jewelry at each level is much greater than armour so the fine tuning that you may want to do for your build is most likely to come from these items instead of armour. At the highest level most Guardians prefer the crafted set so you might be able to get a set of crafted armour better than what you are wearing, but the earring or bracelet that would have given you the stats you prefer, even over the crafted, it is gone forever. Also, as you level, you’ll find that jewelry is one of the best places to improve base percentage stats like block, parry and evade.

    3. Weapons
    The weapon(s) you choose can make a heavy impact on how you approach any battle. Be sure to consider your Racial Traits as you consider which weapon suits you and your style of play best. Having a +2.0% damage bonus based on your Race may be enough of a difference for you to use one type of weapon over another. Often there are clear choices as to which weapon is better but as you level the choices become more complex. You must not only take into consideration the DPS of a weapon, but also its damage range, speed, base weapon abilities, stats & special abilities and the often under appreciated damage type.

    --a. DPS: Damage Per Second is the standard comparison between any two weapons. All other things being equal, having a higher DPS is better.

    --b. Damage Range: This shows the amount of damage you can expect from a non-critical auto-attack. All other things being equal, having a higher Damage Range is better.

    --c. Speed: The speed of your weapon is the deciding factor in how soon you can link together attacks. It is closely tied to the Damage Range of your weapon. In general, faster weapons have lower damage range since in a given time frame they can attack more. By attacking more often they can make up for the loss of damage made per hit. But be aware, faster weapons burn through more power in the same amount of time.

    --d. Base Weapon Abilities: The type of weapon you wield may have some built in abilities making some worth keeping around for a certain situation and others primary defaults based on your play style. Swords have a built in plus to hit chance; Daggers have a plus to critical hit on auto-attacks; Axes have a decrease to hit chance but normally add a chance to sunder an opponents Armour; Clubs, Maces and Hammers have a chance to stun. Although I don’t recommend that you carry multiple weapons with you, having an extra in your vault that can be used in different situations certainly makes sense.

    --e. Stats & Special Abilities: Weapons that are Uncommon (Yellow) and above will have additional stats and/or special abilities built in. For this reason alone you should open your character journal and see the effects that a weapon change may have on all of your visible stats. The weight of special abilities should also be considered since they may tip the tide as to which weapon you’ll use most often. Reflecting back damage received to your attacker may seem nice but you might prefer the ability to sometimes cause bleed damage.

    --f. Damage Type: Very few things help sway a decision about a weapon as much as Damage type. Just like we do, mobs have mitigations to certain types of damage at differing levels. This means a lower DPS weapon with an uncommon damage type may actually cause more damage to a mob than one with higher DPS that only does common damage.* The uncommon damage types are Westernesse, Ancient, Beleriand, Fire and Light.

    *A test of this in Beta matched a 29.7 DPS crossbow versus a 26.7 DPS fire damage crossbow and the Fire crossbow consistently caused more damage than the common versus humanoid mobs.

    4. Crafting and its impact on the Guardian
    --a: To craft or not to craft.
    Crafting is clearly a subset and money sink in game but it does have its benefits. Don’t feel that you must craft if you want to be viable as a Guardian, just know that at any given level, you may see someone with higher stats in several areas due to their ability to make or purchase crafted equipment. The choice is yours.
    --b: Which vocation to choose?
    There is really no specific craft a Guardian should focus on; it all depends on how much you group, if you want to make a lot of money, or if you want to help advance your character. If you group a lot you’ll have less down time and have the ability to kill more mobs faster, which means an increased chance for more loot drops. If having the biggest bank roll is your focus, crafting might not be for you because there are several things built into crafting that are money sinks. But if you desire to advance your Guardians abilities, you may want to pick up a Mining Pick and get to work.

    The crafts that best fit the Guardian are Armourer (you can make 7 useable pieces of equipment), Tinker (7 pieces and you can make your own food) and Armsman (2 pieces). Woodworker, Yeoman and Historian have side benefits to the Guardian so choosing them would have more to do with personal preference. If you don’t consider yourself the crafting type, I would still recommend picking up Explorer as a craft. It’s a good way to generate money since the resources you gather will always have a demand and if you become friends with another crafter you may be able to trade materials for the equipment you want.

    5. Supplies
    Whether solo or in a fellowship, some of a Guardian’s best tools are his supplies. Potions can help you have the Power or Morale to survive the hairiest of confrontations. Food can give you that extra stat boost or H.O.T. that keeps downtime to a minimum. Having enough of the right consumables at all levels can make your play experience more successful. When you’re ready to solo Ancient Ironscale because your kinsmen haven’t logged on, you’ll be happy you have a stack of Superior Lembas. Make sure you do your best not to leave town with less than a stack of each essential potion/food type. The silver you spend to stay supplied may save you the silver you spend on multiple visits to the retreat circle.
    Last edited by Cyberjazz; Jul 01 2009 at 03:10 PM.
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    Re: Guardian: A Guide and FAQ

    IV. Builds
    As always, I recommend you build your Guardian the way you like. This is especially true when it comes to virtues since I believe that you should slot what you need for the task at hand. These are here as a primer into builds that work. Fine tune your Guardian the way you like, but feel free to use this as a guide if you are unsure of where to start.

    A. Defensive Guardian (Block** Focused)
    This build is the standard for “sword and board” Guardian who wants to focus on the ability to block and the block reactionary skills above all other things. As a rule, 1 handed axes, clubs, hammers and maces tend to have more might than swords. Keep your eye out for the might and +block % when choosing your shield. Have virtues and equipment centered on might and vitality along with melee and ranged vulnerability.

    Suggested virtues for this build are:
    Discipline
    Innocence
    Valour
    Fortitude
    Zeal

    Suggested class traits for this build are:
    Guardian's Ward
    Shield Expertise
    Controlled Breathing
    Braveheart
    Strong Lungs

    Suggested Legendary traits for this build are:
    Shield-smash
    Challenge the Darkness


    B. Offensive Guardian (Parry** Focused)
    This build is the standard for “sword and board” Guardian who wants to focus on the ability to parry and the parry reactionary skills above all other things. You’ll parry and evade the most and be using the most power efficient chain but since you’ll block less, you’ll need to have greater mitigations to damage. Once you become “Legendary” you’ll have the most chances to start conjunctions. As a rule, 1 handed swords, maces and clubs tend to have more agility than axes and hammers. Have virtues and equipment centered on agility, vitality and +parry %.

    Suggested virtues for this build are:
    Determination
    Tolerant
    Valour
    Innocence
    Merciful

    Suggested class traits for this build are:
    Guardian's Ward
    Shield Expertise
    Controlled Breathing
    Parried Blows
    Heat of Battle

    Suggested Legendary traits for this build are:
    Shield-smash
    To The King



    C. Off-tanking Guardian (2H Specialist)
    This build is the Guardian who wants to break the norm and finds value in being different. Whether it is role-playing or you find yourself solo or grouped with another Guardian, this is the build for you. Like the Parry specialist, you’ll need to focus on the ability to parry and the parry reactionary skills. You’ll parry and evade a lot but remember, now you can’t block so you’ll also need to have greater mitigations to damage. Once you become “Legendary” you’ll have the most chances to start conjunctions. As a rule, 1 handed swords, maces and clubs tend to have more agility than hammers. Axes should be out unless you like it so much that the decrease to hit is worth taking. Have virtues and equipment centered on agility, vitality and +parry %.

    Suggested virtues for this build are:
    Determination
    Tolerant
    Valour
    Innocence
    Merciful

    Suggested class traits for this build are:
    Guardian's Ward
    Stinging Blow
    Harasser
    Parried Blows
    Heat of Battle

    Suggested Legendary traits for this build are:
    Challenge the Darkness
    To the King



    D. Threat Guardian (Fellow Specialist)
    This build is not for the faint of heart. It is however for the group focused Guardian who refuses to let his fellows get beat on so his mantra is “Bring it.” You hear Jack Nicholson’s voice exit your mouth as you say things like “You want me holding aggro. You NEED me holding aggro.” You bring your “sword and board” to battle and you’re willing to suffer the consequences of having every mob hitting on you all the time. As you will be beat on without end, you need to have the highest Vitality, Might and Agility possible to ensure that your Block**, Parry** and Evade** are peaking. Your resistances should not be far behind in this build and you need to be willing to adjust them to the task at hand. Just make sure you have a healer(MNS, CPT or LM) around at all times. Bring potions!

    Suggested virtues for this build are:
    Charity
    Determination
    Innocence
    Just
    Tolerant

    Suggested class traits for this build are:
    Guardian's Ward
    Shield Expertise
    Harasser
    Selfless Defense
    Grim Challenge

    Suggested Legendary traits for this build are:
    Challenge the Darkness
    Guardian’s Threat*


    *Note: I personally would still use Shield-Smash in this position since the penalty (losing the buff from either of the other two stances) lessens the ability to work either reactive chain.
    **Note: It is possible to get 50% B/E/P (55% in stance, 59-60% with ward) in a hybrid build
    Last edited by Cyberjazz; Oct 27 2007 at 06:34 PM.
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    Re: Guardian: A Guide and FAQ

    V. Quest [UNDER CONSTRUCTION...WARNING: SPOILERS]:

    A. Quest:A Shield Against Adversity

    B. Quest:A Guardian's Duty
    ----1. Quest:Instance: A Guardian's Duty

    C. Quest:The Bravest Deed is Selfless (aka the Level 50, and erroneously as the level 45, class quest)
    ----1. Quest:Articles of Fortitude
    Wali's Notes
    The lineage of an item holds great power...bear this in mind as i set before you a series of difficult tasks. The piece of equipment I make for you will draw its strength from the tale of its making, and if it were easy, the resulting piece would suffer for it.

    The following notes will provide details on the tasks i would have you complete, and the order in which I would have you return the items to me. It will take time for me to properly prepare this piece, and the sequence of your deeds is important, so pay attention!

    Ten Snow-Encrusted Boots
    The Dourhands have troubled my folk for a long time and cast a poor reflection on fine, upstanding Longbeards. I have learned that a number of the villians have returned to their old keep in the Misty Mountains and are preventing travellers from traversing the pass of Gabilazan. This cannot be allowed!

    If I had my choice, the tramp of Dourhand-feet would no longer echo through Gabilazan. That should be Longbeard territory! Bring me ten of their, and the equipment I make for you will bear memory of the Dourhands' defeat!

    Grimgore's Ashen Hide
    In the foothills of Fasach-larran, in the land of Angmar, a mighty boar with ashen skin runs along the cliffs. He is called Grimgore, and he moves with the speed of death, his trampling hooves echoing along the grey stone of that inhospitable place. Do not fear him, but keep your wits about you, for Grimgore is a fearsome opponent.

    -------------------------------------------------------------------------------------------------------------------------
    Twenty-Five Unyielding Drake-Scales
    The scales of the mighty drakes of the land of Angmar contain a strength that cannot be overstated. They are most valuable for smith of all sorts. Valuable too are they for the fashioning of the equipment I will make you! Look for drakes in the fastness of Urugarth, on the plains of Gorothlad, and in Nan Gurth, and bring me unyielding scales.


    --Scales also have dropped from Drakes in the Ettenmoors and in the Trollshaws.

    Fifteen Gem-Encrusted Nails
    The cave-claws on the plains of Gorothlad, in the land of Angmar, dig through the rock and stone with the sharp nails that are the pride of their kind. In Angmar, though, they often unearth gems of unusual toughness. Bring their gem-encrusted nails to me to harden the piece of equipment I will make for you.

    When you have collected the drake-scales and the gem-encrusted nails, bring them to me before you continue.


    --Nails have dropped from lvl 46+ cave claws world wide from Sarnur to the Ettenmoors.

    -------------------------------------------------------------------------------------------------------------------------
    Flawless Scale of Lhugrien
    Of Lhugrien, I can tell you little. She is the greatest of the drakes of Urugarth, and she is a formidable foe. If you can wrest from her a flawless scale, you will be a greater guardian than I, for there was a time when I sought to face Lhugrien...and my courage was not up to task. I bear this shame openly, for in truth it is a shame that I share with all but a few.

    Warg-Keeper's Token
    Inside the Uruk-fortress of Urugarth, the goblin Athpukh presides over the Warg-cages, and their crazed occupants. He likely bears a token of his command, taken by force from the previous Warg-keeper. Take it from him, and I will grind it into dust over the piece of equipment I make for you, giving to it the memory of both goblins and Wargs, our hated foes.

    When you have obtained a flawless scale from Lhugrien and a Warg-keeper's token, bring them to me, and I will finish the piece of equipment I am fashioning for you.


    ----2. Quest:Implements of Battle
    Wali's Instructions
    Every weapon draws its strength from the story it bears, and this one will be no different! The task I set before you may seem difficult, even impossible, but do not despair! You are a guardian, and if anyone can accomplish such deeds, a guardian can!

    The following notes will steer you towards the task I would have you complete. It will take time for me to properly compose the tale of your weapon, and the sequence of your deeds is important -- return to me with the items I have asked you for at the apporpriate time.

    Shataz's Cruel Bludgeon
    Shataz has been an enemy of the dwarves for a long span of years. His kind once bellowed challenges from mountaintops at the folk of Durin, and we responded with a flurry of axes and hammers that all but tore the mountains asunder!

    Shataz fled, and he was right to do so, for we would have destroyed him. In cowardice he sought the distant peaks of the Misty Mountains, far from the dwarves that pushed his kind out, and licked his wounds.

    It took many years, but I have heard that Shataz has grown bold once again and prowls now on the outskirts of the land of the giants in the Misty Mountains. What few travellers there are in that land have fled before the cruel bludgeon of Shataz or have been defeated. Put an end to the troll and retrieve his fearsome club. I do not fear it, and neither should you -- we are guardians, and we laugh at trolls!

    Five Brimstone-Tinged Tarkrip-Spears
    Deep within the great swamp of Malenhad, in the land of Angmar, goblins of the Tarkrip clan keep watch for enemies of the Iron Crown. The vile fumes of that place coat their weapons with an unnatural sheen.

    Bring five of their spears to me, for the coating can be purified and in that way cleansed of evil. Weapon's of goblin-make are useless, but the tale of your weapon will be strenghtened by their destruction.

    When you have obtained the bludgeon of Shataz and retrieved some brimstone-tinged spears from the Tarkrip, return them to me before you seek the next set of components.


    -------------------------------------------------------------------------------------------------------------------------
    Twenty Grisly Bat-Talons
    The bats of Himbar and Carn Dum are deadly creatures of evil, unmatched by those that roost outside of the land of Angmar. their talons are cruelly-hooked, but I know you are a stalwart guardian and do not fear them! Twenty should be enough to strengthen the weapon I will fashion for you.


    --Talons have also dropped from the Bats in Carn Dum

    Fifteen Mottled Spider-Mandibles
    Himbar is also home to vicious spiders that rend their prey with their sharp fangs before drinking its blood. It's a nice place! If you have grown tired of Himbar while seeking the bat-talons for which I have also asked, you might find spiders of this variety on the plains of Gorothlad, east of the great swamp of Malenhad.


    --Mandibles have also dropped from the spiders in Haud Iarchith(Southern Barrows Rep instance) and the Ettenmoors

    Five Hooked Warg-Claws
    The Wargs of Angmar are a cruel breed, merciless and bloodthirsty. I have tangled with them on several occasions, and I could show you a scar or two that's thanks to their curved claws. I think it's time those favours were repaid, and you're just the one I want to do it! Look for Wargs among the foothills of Fasach-falroid or on the plains of Gorothlad, and bring back some of their claws!


    --Claws also drop with regularity from the wargs in the two West Angmar Orc/Uruk instances

    When you have retrieved the talons, mandibles, and claws for which I have asked, bring them to me, and I will begin to make use of them to harden your weapon before you set out to collect the final set of components.

    -------------------------------------------------------------------------------------------------------------------------
    Crimson Gorothog Horn
    I know Barashal the Gorthorog only by reputation..he killed three of my kin when they sought a hidden passage into the city of Carn Dum to try and bring down the evil city. For me, that is enough -- take his horn! Expect no mercy from him. Barashal would relish the opportunity to colour his horn afresh with your blood.

    Sigil of War
    A Sigil of War is in possesion of Grulok, a commander of the Uruk-fortress of Urugarth. He holds court over a great arena in the fortress-city and if you wish to wrest the SIgil of War from his clutches, you will likely need to do so on his own terms.

    When you have obtained a crimson Gorthorog-horn from Carn Dum and a Sigil of War from Urugarth, bring them to me, and I will finish your weapon.



    D. Quest:A Lesson from Samwise Gamgee

    Last edited by Cyberjazz; Oct 01 2007 at 12:21 PM.
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    Re: Guardian: A Guide and FAQ

    VI. Issues, Concerns & Desired/Suggested Enhancements: A list of community issues with Guardians and desired Enhancements. Some of these issues are from Beta and are listed here for completeness as they may be rediscovered later. I’ll also do my best to keep the known/closed issues noted on the list for tracking purposes.


    Turn the Tables: When a mob causes a group stun and TTT is available and used successfully, the Guardian is often the only fellowship member not stunned, thus the conjunction is limited in value. This penalizes either the fellowship, by making the mob immune to conjunctions for 1 minute or the Guardian by making TTT an undesired weapon and conjunction starter. Possible solution(s): Allow TTT to not only unstun the Guardian but all stunned fellows or something like this…New Class Trait – Stampede: Allow TTT to be a deed based class trait which after a successful number of uses not only unstuns the Guardian but all stunned fellows. By making it a deed based class trait like To the Rescue, it allows the guardian to make a choice of slotting the ability which diminishes any thoughts of it being over powered.

    Guardian’s Ward (Trait): Simply needs a new name to differentiate it from the skill. Possible solution(s): Guardian’s Ire (since it adds threat) or Guardian’s Aversion.

    Shield Spikes:NOTE: Moved this from known issues to this section as it was addressed but not in a balanced way in comparison to it's point of comparison, namely Hunter Oil. Shield Spikes have limited value due and are underpowered versus comparable weapon alterations. The timer makes them not useful in the fights that they are needed most, namely boss fights that can and often take longer than 20min.


    Non Guardian Specific issues that effect Guardians


    Known Issues*: Issues that are being addressed (confirmed usually on the test server, during dev chat or from the dev tracker)


    Fixed Issues Previous issues that are fixed in the live game (Listed here for reference and tracking)

    Heat of Battle: It was not opening up the reactive chains as it should.
    WIDN: While slotted, activation of the skill ‘Thrill of Danger’ opens up both block and parry reactive chains.
    IIWAI: YES. You will also note that when slotting the trait, the base skill is now labeled 'Improved Thrill of Danger'
    WIIFM: This becomes one of the most useful traits you can slot. If a mob is in melee range, you can pop Improved Thrill of Danger and start your reactive chains regardless of you current wound situation. This also makes us much more useful in PvMP since we don’t need to be attacked to open up our stun ability allowing us to better protect those around us. With Shield-smash slotted, two mobs that previously ignored you will have to deal with you or find themselves stunned and surrounded. Our new motto: Ignore me if you want, I’m still coming after you.

    Stamp: Both the sound and the damage were coming late so the skills interrupt value was diminished if not negated.
    WIDN: The skills sound, damage and effect occur almost instantaneously.
    IIWAI: YES.
    WIIFM: Now Guardians have a better chance to stop some of the casted effects with inductions to prevent debuffs and additional mobs from harming the fellowship. (i.e. Prevent Oathbreakers from disappearing and returning with their shadow damage hit, Prevent Silkspinners from summoning their spider ally and prevent Mordirith from casting his fear choke hold.)

    Turn the Tables: When TTT started a conjunction, often the Guardian who caused it could not join in the conjunction unless they unselect and reselect the mob.
    WIDN: Allows a contribution to the Fellowship Maneuver without deselect-reselect.
    IIWAI: MOSTLY. The CJ wheel does remain colorless for approx 1 sec (about the lenght of the shakeoff animation) but once the color returns the ability to contribute is available.
    WIIFM: You can take part in what you started with regularity and so can your unstunned fellows. No more cries of ‘please don’t use TtT’ as a length six unique FM is much more possible.

    Enable Skill Target Forwarding: When using this option, there was no way to tell which mob your target is attacking or has selected. IIWAI: YES.

    Deflected Blows/Parried Blows: Both only regenerated 1 power (if at all) when blocking/parrying
    WIDN: Each successful block/parry will generate 5 power
    IIWAI: YES.
    WIIFM: It is a simple way to restore power consistently in a long battle. It becomes a nice power boost when fighting multiple mobs and popping on Guardian’s pledge

    Reactive Block: Delivered only 1 damage (if at all) after a successful block.
    WIDN: Each successful block will generate 5 common damage to your target
    IIWAI: YES.
    WIIFM: Since every bit of damage counts in getting and holding aggro, for the guardian that focuses on block this is an additional way to ‘bleed’ aggro on your target.

    To the King: The knockdown from TtK was approx 3s, which did not allow enough time for most Fellowship Manoeuvres.
    WIDN: Creates a 7 second knockdown and potential Fellowship Manoeuvre on a critical hit
    IIWAI: YES
    WIIFM: Knocking down a target for 7 seconds allows 2-3 undefendable attacks. If you crit and generate a 7s FM, it no longer has negative effects on the fellow.

    Thrust: Delivered less damage than Overwhelm including the DoT.
    WIDN: Delivers a better bleed than before and opens up the option to Salt the wounf for the second highest skill based bleed in the game as of Dec 2008
    IIWAI: YES
    WIIFM: With the bleed damage increased the parry line can add decent damage based threat when block reactives aren't up or available as an option.




    *Do your best not to bug the known issues as it creates duplicate work which could slow down the actual fix you want
    Last edited by Cyberjazz; Dec 29 2008 at 04:23 PM.
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    Re: Guardian: A Guide and FAQ

    VII. Research: Topics being researched using data and number crunching, not anecdotal evidence.

    Quote Originally Posted by Hakai
    Don't spend time debating an issue that can easily be implemented and tested. Testing produces measurable results, everything else is just speculation no matter how well informed.
    A. The Myth of Dimishing Returns on Stats

    B. Might's Effect on Damage

    C. Whining vs. realization of a problem

    Last edited by Cyberjazz; Dec 29 2008 at 04:24 PM.
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    Re: Guardian: A Guide and FAQ

    VII. Equipment Locker: Although LotRO is not a gear-centric game, knowing what's available can help one make the right choices while leveling and questing. This section is designed to highlight gear that guardians have found useful in doing their jobs properly.

    A. Armour Closet
    World Drops & Quest
    Faerchar (Helm): 105 Armour, 30 vitality, 30 will, 45 morale

    Stannafl (Chest): 390 Armour, 30 might, 15 Vitality, 45 Power, Reduces incoming common damage most of the time
    Berghelm (Helm): 117 Armour, 30 will, 90 morale, 15 might, 15 vitality, 15 agility
    Curubadanir (Legs): 325 Armour, 30 Will, 15 Might, 15 Vitality, 3% Poison Resistance
    Mithranc (Shoulders): 117 Armour, 30 might, 15 fate, 90 power

    Crafted
    Burnished Ancient Armour: 351 Armour, 30 might, 30 vitality, 15 agility
    Burnished Ancient Boots: 141 Armour, 15 might, 90 power, +3% disease resistance
    Burnished Ancient Gloves: 176 Armour, 30 might, 30 agility, 15 will
    Burnished Ancient Helm: 105 Armour, 30 vitality, 2% incoming healing modifier
    Burnished Ancient Leggings: 293 Armour, 30 agility, 15 will, +2.0 morale regeneration in combat
    Burnished Ancient Shoulders: 105 Armour, 30 might, 30 fate, 45 power

    Mirrored Ancient Armour: 390 Armour, 30 might, 30 vitality, 90 power
    Mirrored Ancient Boots: 156 Armour, 30 vitality, 30 agility, 90 power
    Mirrored Ancient Gloves: 195 Armour, 30 might, 30 agility, 90 morale
    Mirrored Ancient Helm: 117 Armour, 30 vitality, 30 will, 90 morale
    Mirrored Ancient Leggings: 325 Armour, 30 agility, 30 will, 90 power
    Mirrored Ancient Shoulders: 117 Armour, 30 might, 30 fate, 90 power

    Guardian only
    High-protector's Breastplate: 390 Armour, 30 might, 15 fate, 3.0% Wound Resitance, Reduces incoming common damage most of the time
    High-protector's Boots: 156 Armour, 15 might, 15 vitality, 30 agility, 45 power
    High-protector's Gloves: 195 Armour, 30 might, 1.0 in-Combat Morale Regeneration, 1.0% Incoming Healing Modifier
    High-protector's Helm: 117 Armour, 30 vitality, 15 will, 45 power, 1.0% Incoming Healing Modifier
    High-protector's Leggings: 325 Armour, 15 might, 30 agility, 15 will, 1.4 in-combat Morale Regeneration
    High-protector's Shoulders: 117 Armour, 30 might, 15 fate, 45 power, 2% Wound Resistance
    Set Bonuses for the High-Protector set:
    2/6 +15 Vitality
    4/6 Chance to resist your Challenge is reduced by 5%
    6/6 Challenge the Darkness recovery time is reduced by 25%

    PvMP Rank
    Hlifworth Guard: 390 Armour, 30 might, 15 fate, 3.0% Wound Resitance, Reduces incoming common damage most of the time, Requires: Rank 2
    Hlifworth Boots: 156 Armour, 15 might, 15 vitality, 30 agility, 45 power, Requires: Rank 6
    Hlifworth Gloves: 195 Armour, 30 might, 1.0 in-Combat Morale Regeneration, 1.0% Incoming Healing Modifier, Requires: Rank 7
    Hlifworth Helm: 117 Armour, 30 vitality, 15 will, 45 power, 1.0% Incoming Healing Modifier, On Use: +230.4 Morale, +140.8 Power, Cooldown: 20m, Requires: Rank 8
    Hlifworth Leggings: 325 Armour, 15 might, 30 agility, 15 will, 1.4 in-combat Morale Regeneration, Requires: Rank 3
    Hlifworth Shoulders: 117 Armour, 30 might, 15 fate, 45 power, 2% Wound Resistance, Requires: Rank 5
    Set Bonuses for the Hlifworth Armour set:
    2/6 +15 Vitality
    4/6 -25% Turn the Tables Recovery Time
    6/6 -15% Thrill of Danger Recovery Time

    Thalionhathol (Axe): 27.5 DPS, Ancient Dwarf-make Damage, +7 Damage to Beast,1% Parry Chance , 45 Morale, 15 Might, 15 Will, Requires: Rank 4
    Skotrand (Shield): 713 Armour, -10% Ranged Vulerability, +2% Block Chance, 90 Morale, 15 Vitality, 15 Will Requires: Rank 7
    Set Bonuses for the Guardian of the Free People set:
    2/6 +15 Vitality
    4/6 -25% Turn the Tables Recovery Time


    Rift Defenders Set:

    B. Shield Wall
    World Drops & Quest
    Rondbálk: 641 Armour, -10% Ranged Vulerability, 15 Might, 1.5 in-Combat Power Regen, Sturdiness: Substantial
    Threkrand: 713 Armour, -10% Ranged Vulerability, 90 Morale, 90 Power, 15 Vitality, 5% chance of stunning targets inflicting damage on you

    Virtues, Rank & Rep

    Warden's Shield: 641 Armour, -10% Ranged Vulerability, 1% Block, -2% Melee Vulerability, +2% Incoming Healing Modifier, Requires: Kindred Standing with Council of the North
    Stonehelm Shield: 616 Armour, -10% Ranged Vulerability, +2% Block, +15 Might, +87 Morale, Usage: Reduces 100% incoming common damage for 15 seconds. During this time you remain rooted in place, Usage: You resist 10% of all incoming Melee and Missile Damage, but you cannont move, Cooldown:1h, Minimum level: 48, Minimum Glory Rank: 3
    Wigskold: 511 Armour, -10% Ranged Vulerability, +2% Block, +1 in-Combat Power Regen, +15 Vitality, Wigskold's Protection: Reduces incoming fire damage most of the time, Wigskold's Revenge: Reflects a portion of common damage back to the attacker in the form of Ancient Dwarf-make damage, Minimum level: 48, Minimum Glory Rank: 6
    Wall of Annuminas: 641 Armour, -10% Ranged Vulerability, 2.0% Block, 15 Vitality, Usage:+464.0 Morale, Duration: {?}, Cooldown:1h, Requires: Loyalty, Rank 6


    Crafted
    Hardened Heavy Ancient Shield: 713 Armour, -10% Ranged Vulerability, +1% Block, +15 Might, +90 Power, +3% Incoming Healing Modifier, Minimum level: 47

    C. Jewelry chest
    World Drops & Quest
    Jeweled Bell (Pocket): 1% Block, 1% Parry, 3% Fear Resistance, 3% Disease Resistance, 45 morale, 8 Vitality, 8 Might
    Goblin-Town Gem (Pocket): 1% Block, 1% Parry, 3% Poison Resistance, 3% Wound Resistance, -1% Melee Vulnerability
    Othlos
    Silver-strand Necklace: 30 might, 1.0% Evade, 15 will
    Armband of Giants: 90 power, 1.0% Block, 8 will, Usage:30 might, Duration: 10m, Cooldown:30m, Requires: Idealism, Rank 7
    Arassechor: 27 Agility, 1.0% Block, 41 Power
    Breglos (Earring): 15 Might, 15 Agility, 15 Will, 45 Power, 1% Melee Critical Chance
    Baidril (Earring): 15 Might, 90 morale, 1% Melee Critical Chance


    Crafted
    Etched Beryl Bracelet
    Engraved Adamant Bracelet

    Guardian only
    Mellonor's Elf-stone

    D. Weapons crate & Bow Rack
    World Drops & Quest
    Stone-biter (One-handed Axe): 15 might, 1.5 In-Combat Power Regen, 45 Power, 8 Will
    Hausdrepa (One-handed Mace): 1% Parry Chance, 15 Might, 45 Morale, 15 Fate, 15 Agility
    Swift-talon (One-handed Sword): 1% Parry Chance, 1.5 Power Regeneration in Combat, 15 Vitality, 15 Might
    Longond (Two-handed Club): +2.0% Melee Critical Chance, 3.0 in-Combat Power Regen, 30 Might
    Iorchathol (2H Axe): 31.4 DPS, Ancient Dwarf-make Damage, +9 Damage to The Dead, +30 Vitality, +30 Will, +30 Fate, +90 Morale, +2% Melee Critical Chance, +30 Might, Target: You have a small chance of lowering your target's Armour, Usage: Most remaining Power is consumed, transfering a portion of it to Morale


    Virtues, Rank & Rep
    Songbird (Bow): 28.6 DPS, Westernesse Damage, +1% Auto-attack Critical Hit Chance, -3% Ranged Vulnerabilty, +2% Ranged Critical Chance, Demoralize: Opponent's morale is transferred to you some of the time. Attacker gains 159 Morale, Target is drained of 159 Morale, Minimum level: 48, Minimum Glory Rank: 5

    Crafted
    Mirrored Ancient Steel Axe
    Mirrored Ancient Steel Sword
    Mirrored Ancient Steel Mace
    Mirrored Ancient Steel Greatsword
    Mirrored Ancient Steel Headman's Axe


    Fortified Black Ash Bow: 31.4 DPS, Fire Damage, +1% Auto-attack Critical Hit Chance, +1% Ranged Critical Chance, Reduces ranged skill induction, Demoralize: Opponent's morale is transferred to you some of the time. Attacker gains 83 Morale, Target is drained of 83 Morale
    Ornate Black Ash Bow: 31.4 DPS, Light Damage, +1% Auto-attack Critical Hit Chance, -3% Ranged Vulnerabilty, +2% Ranged Critical Chance, Wounding: 12 Common Damage every 5 seconds for 15 seconds.

    Guardian only
    Stormhaft

    Last edited by Cyberjazz; Jan 22 2008 at 03:12 AM.
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    Re: Guardian: A Guide and FAQ

    IX. Guardian Legacy Information: UNDER MASSIVE CONSTRUCTION

    A. Guardian Weapon Legacies
    DPS: The average damage per second on standard autoattacks. Max: 9 Ranks (~60.1)
    Charge Duration:: Increases the duration of the Charge skill. Max: +10 modifier
    Engage Range: Increases the range that the Engage skill can be used. Max: 9 Ranks (~+2.1)
    Guardian Area Effect Melee Targets: Increases the number of targets for AOE attack skills (Traited Vexing Blow, Sweeping Cut and Whirling Retaliation). Max: +5 modifier
    Guardian Bleed Damage: Increases the unmitigated bleed percentage of bleeds. Max: 9 Ranks
    Guardian Bleed Pulses:
    Guardian's Stamp Skill Reset:
    Guardian's Ward Duration:
    Overpower Evade Chance:
    Overpower Power Cost:
    Stagger Attack Duration:
    Stagger Movement Speed Debuff:
    Sweeping Cut Damage:
    Targeted Melee Skill Range:
    To The King Damage:
    Turn the Tables Cooldown:
    Warrior's Heart Duration:
    Whirling Retaliation Damage:


    Self Power Restoration: (Not confirmed in live)
    Stagger Effect Duration (Not confirmed in live)




    B. Guardian Belt

    --1. Legacies
    Threat Up
    Cry Resist Chance
    Challenge Targets
    Catch a Breath Morale Heal
    Shield Smash Damage
    Guardians Threat Block Rating
    Guardians Threat Parry Rating
    Guardians Ward Damage
    Shield Damage
    Reactive Block Damage
    Warrior's Heart Morale Heal
    Guardians Ward Block Rating
    Guardians Ward Parry Rating
    Stagger Critical Rating
    Stagger Positional Damage
    Sting Damage
    Shield Wall Range

    --2. Potential Base stats
    +X% Perceived Threat
    +X% Threat Input Modifier for Taunt

    Last edited by Cyberjazz; Dec 04 2008 at 12:19 AM.

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    Re: Guardian: A Guide and FAQ

    Quote Originally Posted by gomo View Post
    casio you may want to update the information in your legendary post for the bottom half of guardian's threat.

    the pages drop from Ongburz (all 3 types) in Ongbishúk (1.0S, 25.7W). your guide says brogmals in malenhad, which is misleading.
    They do drop from the Blogmal orcs (I personally got pages 19 and 26 from there) but I have added the new location, especially since it is much..much...much easier to farm them in Ongbishúk. Thanks for the info and Happy Hunting everyone.
    Last edited by Cyberjazz; May 23 2007 at 02:10 PM.
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    Re: Guardian: A Guide and FAQ

    For note Jazz, I found The Final Word, Page 7 from Hillmen just south of The Bitter Stair in the Misty Mountains

    Also there's no "Iron Crow"s in the Ram Duath
    Gladden Server - No Quarter: Xerogar - lvl 65 Guardian | Xerobpe - lvl 65 Champion | Xeroric - lvl 61 Captain | Xerotrace - lvl 55 Burglar | Knitters - Rank 6 Weaver | Fortes fortuna adiuvat
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    Re: Guardian: A Guide and FAQ

    Quote Originally Posted by Xeroproject View Post
    For note Jazz, I found The Final Word, Page 7 from Hillmen just south of The Bitter Stair in the Misty Mountains

    Also there's no "Iron Crow"s in the Ram Duath
    Thanks Xero. I can't believe I typed any of this, let alone spelled anything correct.

    In this announced update..
    Corrected all kinds of spellings (and will continue to do so)
    Added additional confirmed Final Word drop location
    Made each section linkable to find what you want faster
    Updated Issues, Concerns & Desired/Suggested Enhancements with previously left off issues (can't believe I forgot some of them either) and confirmed known issues.

    More to come. Thanks again for the rating.

    P.S. To those of you who have asked...Yes, I did earn the title in game so I'm using it
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    Re: Guardian: A Guide and FAQ

    Thank you for this very nice guide.

    It's great to have such a qualified mentor for those of us who are passionate, yet inexperienced Guardians.

    Bravo!

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    Thumbs up Re: Guardian: A Guide and FAQ

    excellent source of knoledge for newbs and lvl 50s

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    Thumbs up Re: Guardian: A Guide and FAQ

    Wonderful guide! It's a "must have" in my book.
    Dett Orc-foe, Kinship Founder Blood Ravens on Landroval
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    Re: Guardian: A Guide and FAQ

    Thinking about making a guardian, could anyone tell me what the best race/ pros and cons for the different races, for a guardian

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    Re: Guardian: A Guide and FAQ

    awesome job!!
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    Re: Guardian: A Guide and FAQ

    Cyber can we get some info on the guardian set added in there (and other guardian-specific items for that matter) when we get a chance?
    Gladden Server - No Quarter: Xerogar - lvl 65 Guardian | Xerobpe - lvl 65 Champion | Xeroric - lvl 61 Captain | Xerotrace - lvl 55 Burglar | Knitters - Rank 6 Weaver | Fortes fortuna adiuvat
    Originally posted by chosen2: "All I can say about Xero guys is... If he ever posts against you on the forums just admit defeat. I learned the hard way. His extremely long posts cause cancer."

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    Re: Guardian: A Guide and FAQ

    Quote Originally Posted by Xeroproject View Post
    Cyber can we get some info on the guardian set added in there (and other guardian-specific items for that matter) when we get a chance?
    Good idea Xero and I started compliling quite a bit from screenshots until...I saw that a TON of the items, including the set, are getting a MAJOR overhaul. Many of them will completely change how we would rate them as Guardians.

    I'm going to keep putting together the info but I probably won't post until the changes that are obviously en route are in the live version of the game.

    In the meantime, if anyone has screenies of any equipment they consider worth noting regardless of level, PM me.
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    Re: Guardian: A Guide and FAQ

    Quote Originally Posted by Nerror View Post
    Woohooo, thanks.

    Edit:

    Ok, the bottom 4 best defence pages drop off the gabilazan dwarves, so that's confirmed, but the top 4 pages just seem to drop off the regular iron crown in the valleys of ram duath, and in the mixed orc and iron crown camp. Killed the commander too a few times but no drop. Went to Bail Rhova for 30 mins and no drops there, but that's still inconclusive I guess. I just need page 2 now for completion.
    Concering the 1st 4 pages in ram duath - theres an area heavy with iron crowns just past the guardian gargoyle that you visit for book 6 chapter 6 - that area is just before Bail Rova, but still officially "ram duath". However, hours spent there yielded no drops (except for captain ). Moving south to the areas with the complaining orcs and their stuck war engines yielded up the pages quickly.

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