Home > Wood Elves > Eternal Guard – Wood Elf Tank

Eternal Guard – Wood Elf Tank

“Escort? Why would a spellsinger need an escort I thought. It wasn’t until the ambush at the glade that I realized the value of the Eternal Guards. Hordes of greenskins crashed down on us, fended off by shield and spear-stave. Outnumbered ten to one, those noble warriors exemplified true valor.” -Cyleal, Sole Survivor of the Battle of The Emerald Glade

Eternal Guard

Archtype – Tank

Armor – Heavy

Weapon – Spear-Stave or Sword and Shield

Mechanic – Nature’s Wards

  • Nature’s Wrath is a pool numbering from 0-100. Nature’s Wrath builds at 1/second in combat, 1/each attack, and 2/each time you are attacked. At 100 Nature’s Wrath you may enable a Ward of Nature expending all of your Wrath.
  1. Ward of Kurunos – +70 Weapon Skill at rank 40, and +2/mastery point in the corresponding mastery tree for a maximum of +100 Weapon Skill. 4m Duration, 5m cooldown.
  2. Ward of Oakenheart – +70 Initiative at rank 40, and +2/mastery point in the corresponding mastery tree for a maximum of +100 Initiative. 4m Duration, 5m cooldown.
  3. Ward of the Wild Wood – +70 Toughness at rank 40, and +2/mastery point in the corresponding mastery tree for a maximum of +100 Toughness. 4m Duration, 5m cooldown.

Mastery Trees

  • Kurunos – A focus on offensive attacks
  • Oakenheart – A focus on defensive attacks
  • Wild Wood – A focus on debuffing and wearing down your enemies.

R1. Bladed Leaves <Core Ability> A ranged attack that deals 21 damage to your enemy, and can severely wound them for 101 damage if hit from behind. 20AP, 1s Cast, No CD

R1. Gusting Blade <Oakenheart> A swift attack that deals ‘x’ damage and causes monsters to hate you more than normal. 30AP, Instant Cast, No CD

R2. Ward of Kurunos <Kurunos> +4 Weapon Skill (+2/level until 30, then +1/level until 40, and +2/mastery point at a max of +100 Weapon Skill) 4m Duration, 5m Cooldown

R2. Spear of the Hunt <Kurunos> Kurunos guides your weapon in a powerful attack that deals ‘x’ damage and ignores 25% of the victim’s armor. 40AP, Instant Cast, No CD

R3. Thorned Blade <Kurunos> You cut at your enemy’s legs leaving an open wound. You deal ‘x’ damage and snare them, reducing their running speed by 40% for 10 seconds. 30AP, Instant Cast, 5s CD

R4. Ward of the Wild Wood <Wild Wood> +8 Toughness (+2/level until 30, then +1/level until 40, and +2/mastery point at a max of +100 Toughness) 4m Duration, 5m Cooldown

R4. Ichor of the Wood <Wild Wood> Your blade is covered with a potent ichor. You deal ‘x’ damage and reduce your victim’s willpower by 80 for 10 seconds. This ability stacks twice. 30AP, Instant Cast, No CD

R5. Parasitic Blows <Wild Wood> You attack your enemy leaving them with a festering wound infected with parasites. You deal ‘x’ damage and an additional ‘x’ damage over 9 seconds. **If the Ward of the Wild Wood is active, the additional damage is increased to ‘x’.** 30AP, Instant Cast, 5s CD

R6. Ward of Oakenheart <Oakenheart> +12 Initiative (+2/level until 30, then +1/level until 40, and +2/mastery point at a max of +100 Initiative) 4m Duration, 5m Cooldown

R6. Annoying Sprites <Oakenheart> The denizens of the forest enhance your blade. You deal ‘x’ damage and interrupt your victim’s action. 35AP, Instant Cast, 10s CD

R7. Death to Invaders <Taunt>  You enrage your enemies, interrupting any currently building abilities and forcing monsters to attack you. While taunted, your opponent will take 30% more damage from your attacks. This effect will fade after 15 seconds or after your opponent has hit you 3 times. 20AP, Instant Cast, 15s CD

R8. Demolishing Strike <Archtype Morale 1> A powerful melee attack that reduces armor by 1056 and deals 900 damage over 15 seconds.

R8. Overbearing Shield <Oakenheart> Requires Shield. You deal an overwhelming attack upon your opponent inflicting ‘x’ damage. **If the Ward of Oakenheart is active, you also increase your victim’s build times by 1 second for the next 5 seconds.** 35AP, Instant Cast, 10s CD

R9. Orion’s Strike <Kurunos> The spirit of Orion fills you and pushes you to greater strengths. You deal two swift blows for 31 damage. **If the Ward of Kurunos is active, your chance to parry is increased by 10% for 10 seconds.** 30AP, Instant Cast, 10s CD

R10. Guard <Core Ability> You defend one of your group mates and try to take attacks meant for them. As long as you are within 30 feet of them, any damage that they suffer will be split evenly between the two of you, and 35% of all the hate they cause will be redirected to you. No Cost, Instant Cast, No CD

R10. Hold The Line <Core Ability> Requires Shield. You focus your defenses against enemy fire, increasing your chance to dodge and disrupt by 45% for 12 seconds. You will also defend all allies behind you, up to 50 feet away, increasing their chances to dodge and disrupt by 15% as long as they remain at your back. Allies may have this effect stacked on them up to 3 times. This effect will end if you break your concentration or run out of action points. 20AP/sec, 12s Cast, No CD

R11. Blessings of the Asur <Racial Tactic> Your chance to defend against attacks is increased by 5%

R12. Juggernaut <Core Ability> You become filled with unstoppable power, removing all snaring, rooting, silencing, and disarming effects. 45AP, Instant Cast, 60s CD

R12. Shield Wall <Archtype Morale 2> For the next 10 seconds, your chance to block is almost guaranteed.

R12. Gaze of Durthu <Wild Wood> Your attack is fueled by centuries of hate. You deal ‘x’ damage to your target. **If the Ward of the Wild Wood is active, your victim will deal 25% less damage for 10 seconds.** Does not stack with Challenge. 50AP, Instant Cast, 20s CD

R13. Focused Offense <Archtype Tactic> You deal 15% more damage and all enemy monsters will hate you 15% less than normal, but your armor is reduced by 33%.

R14. Adanhu’s Aura <Wild Wood> The eldest Tree Lord looks over you and your group. For the next 20 seconds all group members within 30 feet will gain 15% more healing from abilities. 40AP, Instant Cast, 60s CD

R15. Durthu’s Vengeance <Tactic> The Gaze of Durthu will now hit two additional targets within 20 feet of your target.

R16. Champion’s Challenge <Archtype Morale 1> Both you and your target are held tightly in place for 10 seconds, and neither one of you can move. This effect cannot be dispelled or broken.

R16. Treeman Pummel <Oakenheart> Requires Shield. You smash into your opponent with the strength of a treeman. You deal ‘x’ damage to your target and knock them away. 35AP, Instant Cast, 20s CD

R17. Resilient Nature <Racial Tactic> Increases elemental resistance by 252.

R18. Smashing Stave <Kurunos> Requires Great Weapon. You put all your strength into a powerful blow that deals ‘x’ damage to your opponent. **If the Ward of Kurunos is active, your strength will be increased by 80 for 5 seconds.** 30AP, Instant Cast, 5s CD

R19. Rugged <Archtype Tactic> Increases Toughness by 160

R20. Raze <Archtype Morale 2> Repeatedly attack all enemies in a line in front of you, inflicting 300 damage every second for 3 seconds, up to 65 feet away.

R20. The Trees Need Sustenance <Challenge> You challenge all opponents in front of you, forcing monsters to attack you. While challenged, your opponents will deal 30% less damage to everyone other than you. This effect will fade after 15 seconds or after your opponent has hit you 3 times. 30AP, Instant Cast, 30s CD

R21. Vibrant Sap <Tactic> Increases dodge and disrupt by 15% while shield is equipped.

R22. Shatter Enchantment <Core Ability> You remove one enchantment from your enemy and deal ‘x’ damage. 25AP, Instant Cast, 5s CD

R23. Touch of Athel Loren <Racial Tactic> You have a 10% chance on death to be resurrected with 25% of your health.

R24. Distracting Bellow <Archtype Morale 3> A loud shout that startles your target and all enemies within 30 feet of them, reducing their damage by 50% for 10 seconds.

R25. Menace <Archtype Tactic> Enemy monsters will hate you 100% more than normal on all attacks.

R25. Vengeful Swipe <Kurunos> Kurunos fills you with vengeance as you swipe at all enemies within 25 feet of you for ‘x’ damage. 40AP, Instant Cast, 5s CD

R27. Drain Enchantment <Tactic> Any enchantments removed by Shatter Enchantment will be applied to you; however, the cool-down of Shatter Enchantment is increased to 10s.

R28. Strength of the Wood <Eternal Guard Morale 1> Your groups resistances are increased by 100 and armor by 500 for 20 seconds.

R29. Unstoppable Juggernaut <Archtype Tactic> Juggernaut’s cool-down is reduced to 20 seconds.

R30. Grasping Braken <Core Ability> You call upon nature to assist you, rooting up to four enemies in place for 10 seconds. There is a 50% chance of the root breaking with every hit. 30AP, Instant Cast, 60s CD

R31. Oaken Shield <Tactic> Shield Crush and Overbearing Shield cost 10AP less

R32. Ariel’s Blessing <Eternal Guard Morale 2> You regain 2000 health and then 500 health every 5 seconds for 20 seconds.

R33. Ancient Treemen <Tactic> Treeman’s Pummel deals 100% more damage.

R35. Armor of the Ancients <Oakenheart> You are blessed by the ancient spirits. Your armor is increased by 640 for 10 seconds. **If the Ward of Oakenheart is active, each time you are struck you will be healed by 20 health.** 20AP, Instant Cast, 30s CD

R35. Orion’s Warden <Tactic> Warden of the Glades cooldown is reduced by 15 seconds.

R36. All’s Quiet in the Wood <Eternal Guard Morale 3> All enemies within 30 feet take 600 damage and are silenced for 3 seconds.

R37. Natural Vigour <Tactic> While a ward is active, you regain 5AP per 5 seconds

R39. Ariel’s Tears <Tactic> You build Nature’s Wrath 100% faster while in combat.

R40. Boon of Selathoi – For every Eternal Guard in your group, your strength and weapon skill are increased by 10% for 10 seconds. 50AP, Instant Cast, 60 CD

R40. Immaculate Defense <Archtype Morale 4>An impressive display of defense which reduces incoming damage by 75% for both you and all group members within 100 feet of you for 10 seconds.

R40. Orion’s Riposte <Wild Wood> You channel the skill of Orion and for the next 10 seconds if you parry any attacks you deal ‘x’ damage back to the attacker. 45AP, Instant Cast, 30s CD

Mastery Trees

Kurunos

R3. Blessing of Kurunos <Tactic> 5% chance on hit to regain 40AP

R5. Dryad’s Claws – The denizens of the forest enhance your attacks. Your next three attacks do an additional 150 damage. 40AP, Instant Cast, 30s CD

R7. Call of Orion <Tactic> Your chance to critically hit is increased by 2%. **If the Ward of Kurunos is active, your chance to critically hit is increased by 10%.**

R9. Grasping Tendrils – Requires Great Weapon. Nature assists your every move. You deal 300 damage to your target. **If the Ward of Kurunos is active, your target is disarmed for 3 seconds.** 30AP, Instant Cast, 10s CD

R11. Diminishing Shoots <Tactic> There is a 50% chance on critical hit to reduce your targets armor by 300 and increase all group members within 100 feet armor by 300 for 10s. **If the Ward of the Kurunos  is active, the value is doubled.**

R13. Sceolan’s Blade – Requires Great Weapon. The champion of the Eternal Guard guides your blade and you channel 600 damage over 3 seconds. Your attacks will end if you lose your concentration. **If the Ward of Kurunos is active, you deal an additional 100 damage/attack.** 20AP/sec, 3s Cast, 8s CD

R15. Forest Vengence <Morale 4> Deals 800 damage to all enemies within 60 feet.

Oakenheart

R3. Bark Flesh <Tactic> While using a shield, the chance you will be critically hit is reduced by 5%.

R5. Delving Roots – Vines spurt from the ground and slow your enemies’ moves. All enemies within 30 feet take 150 damage and have their movement speed reduced by 40% for 10 seconds. 20s Cooldown

R7. Shield of Durthu <Tactic> Each time you block an attack, there is a 25% chance to deal 250 damage over 3 seconds. **If the Ward of Oakenheart is active, an additional 200 damage is dealt.**

R9. Shield Crush – You bring the full weight of your shield down upon your opponent, and they take 250 damage. **If the Ward of Oakenheart is active, your target will also be knocked down for 3 seconds.** 35AP, Instant Cast, 10s Cooldown

R11. Sweeping Shield <Tactic> Your block rate is increased by 5% while using a shield. **If the Ward of Oakenheart is active, you block rate is increased by an additional 5%.**

R13. Warden of Glades – You are inspired by your group. For each group member within 50 feet, you gain a 5% chance to block for 5 seconds. **If the Ward of Oakenheart is active, the duration is increased to 10 seconds.** 40AP, Instant Cast, 60s CD

R15. Gaze of Isha <Morale 4> All enemies within 30 feet take 250 damage, you regain this damage as health over 10 seconds.

Wild Wood

R3. Wild Regeneration <Tactic> The damage dealt by Ichor of the Wood now heals you and your guarded ally.

R5. Insidious Sprites – Sprites swarm down upon your enemy. They take 200 damage over 5 seconds and their initiative is reduced by 20. Stacks up to three times. 35AP, Instant Cast, No CD

R7. Drycha’s Fury <Tactic> All the abilities in the Wild Wood tree now deal corporeal damage. **If the Ward of Wild Wood is active, you have a 10% chance to reduce your targets corporeal resistance by 100 for 10seconds.

R9. Spirit Tap – You target your victim’s will to fight and they take 250 damage. **If the Ward of the Wild Wood is active, you also debuff their toughness by 70 for 15 seconds.** 25AP, Instant Cast, 10s CD

R11. Call of the Hunt <Tactic> On critical hit, you have a 10% chance to increase your auto attack speed by 20%. **If the Ward of the Wild Wood is active, all group members within 100 feet are also affected by the auto-attack speed buff.**

R13. Drycha’s Handmaiden – Drycha’s spite is present as your blow is delivered. Your target is struck for 280 damage and all healing effects used on them are sapped by 50%. **If the Ward of the Wild Wood is active, then you and your guarded player share the heals that are sapped.** 40AP, Instant Cast, 20s CD

R15. Shadow of the Woods <Morale 4> All foes within 40 feet take 700 damage and are staggered for 6 seconds.

Categories: Wood Elves Tags: ,
  1. Tsukasu
    August 16, 2010 at 11:18 PM

    Wayyyyyyyy OP

    1. Doesnt have enough useless tactics like every other tank class
    2. Abilitys that affect guarded target? Yeah no other class gets anything like that
    3. Too well designed to be realistic and on par with other classes (if the original classes were developped right this would be pretty good though)
    4. Self-Rez? Really?

    • August 17, 2010 at 12:45 PM

      Constructive comments remember…?
      1. Um… why would I design useless tactics into a class just to be on par with the crappy ones Mythic provided? If I’m going to design a class all of it should be good. I’m not going to lower my standards based on what is provided.
      2. You’ve never played an IB have you? They have an entire tree designed to buff its oathfriend, doesn’t even have to be who you’re guarding or someone in your party. Two tactics and an ability which have to be specced into affect your guard… I think you’ve been hit with a bit of house-wife’s hysteria.
      3. See 1. I aimed to design a class which was good all over, no crappy abilities and tactics included.
      4. Its a racial tactic, and considering all the other tactics, you’d have to sacrifice something better to get this. At least for Order, none of the racial tactics are ever good/good enough to slot.

  2. Dilek
    August 18, 2010 at 8:51 AM

    Slayers/Choppas both have self rez, as I recall. I can’t remember if it is a tactic or an ability they have to spec into so self-rez is perfectly acceptable. Also, I am totally on-board with building/designing something correctly. Just because Mythic creates classes that have a bunch of useless crap, doesn’t mean one has to choose to design broken things. More than that, honestly, the AM is pretty well designed over all. We have few useless things. We have some things that *don’t* work but there are also a lot of though choices to make.

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