Upholding The Symphony, the Guardian is supposedly a guardian of the faith. Reality however, employs them as a counter to enemy spies, unruly commoners or an enemy Duke needing “cleansing”. Funded through “benevolent donations” by the Lords, and seen as guardians of the faith by the common peasants, the Guardians can move anywhere unhindered.
The Monastery tortures, interrogates and kills enemy spies in the name of The Symphony, all the while gathering tithes from the common populace. Not only wielding powerful healing magic, the Monastery and its Guardians also brew very effective anesthetics and powerful antidotes for common poison types, a service often called upon by the nobles.
Combat Role
A holy warrior wielding the two-handed great axe with ease, the Guardian symbolizes the unstoppable zeal of the Monastery, swiping at foes with huge, forceful blows.
[ Read more: Related Cultures ]
Deals 140/160/180 damage on consecutive hits. Consumes Judgement if the effect has stacked 4 times turning the Sweeping Strike into a powerful 180 degree cone attack dealing 200 damage and inflicting Slow.
Slow
Reduces movement speed by 25%, lasts for 1,5s.
Judgement
Effect stacks up every 2.5s, stacks a total of 4 times.
Cooldown: 0,4 secCast time: 0,50 sec
Range: 22Area: 24
Energy gain: 8%
Can move while using.
Deals 160 damage and inflicts Incapacitate. The axe pierces enemies dealing 40% less damage for each target pierced.
Incapacitate
Incapacitates target for 0,4s, damage breaks this effect.
Cooldown: 7,5 secCast time: 0,50 sec
Range: 124
Energy gain: 7%
Deals 80 damage and inflicts Armor Break on enemy impact. Heals self and ally for 120 health, grants the Guardian full stacks of Judgement and resets cooldown of Intervene on allied impact. Guardian is unable to intervene the same ally target again during the next 3s. Duration of Armor Break increases with distance dashed.
Armor Break
Increases damage taken by 15%, lasts 2 - 5s.
Jumps towards target location and strikes in melee dealing 240 damage and inflicting Armor Break when touching ground.
Armor Break
Increases damage taken by 15%, lasts 5s.
Cooldown: 7,5 secCast time: 0,20 sec
Range: 86
Energy gain: 10%
Drops Artifact on use.
Deals 80 damage and inflicts Chains of Zechs on nearby enemies after a 0,9s delay.
Chains of Zechs
Incapacitates target for 2,2s, all cooldowns are locked during the duration. Damage breaks this effect, the damage breaking source is reduced by 50%.
Cooldown: 9,5 secCast time: 0,30 sec
Range: 100Area: 20
Energy gain: 5%
Can move while using.
Negates the next projectile, melee or direct area damage attack directed at the Guardian within 1s. Negating an attack removes all movement impairing effects. The Guardian leaps towards target location and strikes in melee dealing 140 damage and inflicts Silence.
Silence
Unable to use abilities, lasts 0,8s.
Cooldown: 9,0 secCast time: 0,20 sec
Area: 18
Ignores Global Cooldown.
Can move while using.
Shields target ally, reduces damage taken by 60%, absorbs up to 160 damage, lasts for 2,5s. Breaking the shield with damage causes an explosion that inflicts Weaken on nearby enemies.
Weaken
Reduces damage and healing done by 40% for 3s.
Creates a healing wave that bounces towards nearest ally on impact. Healing wave heals for 300/220/140 health and applies Breeze, bounces between allies up to 3 times, each bounce reduces the healing effect.
Breeze
Increases movement speed by 20%, lasts for 3s.
Cooldown: 11,0 secCast time: 0,00 sec
Area: 30
Can move while using.
Deals 300 damage and inflicts Deep Wound. Guardian becomes Immaterial during the dash.
Deep Wound
Deals 40 damage every 1s, additionally deals 30 damage every time the target uses an ability, lasts for 3s. This effect cannot be dispelled.
Cooldown: 1,0 secCast time: 0,60 sec
Range: 120Area: 16
Energy cost: 100%
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