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Yodaya
04-01-2005, 02:13 AM
<DIV>Hi all,</DIV> <DIV> </DIV> <DIV>I created a new fighter character and going to make him a Guardian.</DIV> <DIV>I am wondering which martial arts/spells from tier-1 will he be still using after level 20?</DIV> <DIV>and from those what is worth to upgrade to Adept III?</DIV> <DIV> </DIV> <DIV>Thanks</DIV>

Banditman
04-01-2005, 02:47 AM
<A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=3&message.id=20" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=3&message.id=20</A>

Yodaya
04-01-2005, 02:50 AM
<P>Thanks for the link. However, that is not what I am looking for. That list is a full list of all the spells a Guardian will receive.</P> <P>My question is from the spells which I receive from levels 1-9, which will still be useful to me after level 20?</P>

mindmend
04-01-2005, 04:35 AM
<DIV>To the OP... out of tier 1 abilities ... Intervene is gonna be useful throughout your career.  The rest are gonna be out grown pretty fast.</DIV>

English Da Gua
04-01-2005, 04:39 AM
<DIV>  Honestly man I cannot think of one I used as I think everything 1-9 gets upgraded. Only spell in that lvl range that does not is toughness, some say they use it others do not. I think adept 3 it gives like 20 ac vs crush and 30 vs slash / pierce or something at 50...every little bit helps. I got room on my hotbars so I leave it up there, but can't recall the last time I used it. Hasn't been this month though.</DIV> <DIV> </DIV> <DIV>  Oh and I never use intervene. Either MT and keep aggro or DPS. Either way only one person should be taking damage.</DIV> <DIV> </DIV> <DIV>  Also, Fighting chance obviously. This spell never gets an upgrad nor can it be upgraded. You use it to 50 obviously for your HOs.</DIV><p>Message Edited by English Da Guard on <span class=date_text>03-31-2005</span> <span class=time_text>03:46 PM</span>

Yodaya
04-01-2005, 05:00 PM
Ok, Thanks for the info guys.

Oakwood
04-01-2005, 10:40 PM
<BR> <BLOCKQUOTE> <HR> English Da Guard wrote:<BR> <DIV> </DIV> <DIV>  Oh and I never use intervene. Either MT and keep aggro or DPS. Either way only one person should be taking damage.</DIV> <DIV> </DIV> <HR> </BLOCKQUOTE><BR> <DIV>So you have never ever been in a group where a wandering mob passed by and started wailing on the healer?  Do you never go into inside zones, or just never group?  Intervene is not intended to make the mage a tank, it is intended to buy you a few seconds to get adds off the healer.</DIV> <DIV> </DIV> <DIV>Anytime I see someone post "I never use (insert basic ability here)" It makes me wonder what they are thinking.  What would you think if you grouped with a cleric who never used reactive heals?  After all, he can just spam direct heals and keep you alive most of the time.  Or even better, what if the mage never used drink, since it doesnt do anything during fights, and he feels the puller can just wait on basig regen to refill him after each combat?</DIV> <DIV> </DIV> <DIV>You play as you like, but i'm happy im not on grobb with you.  (isn't gage also from grobb? maybe something in the water there?)</DIV>

English Da Gua
04-01-2005, 10:46 PM
<DIV><BR></DIV> <BLOCKQUOTE> <HR> Oakwood wrote:<BR><BR> <BLOCKQUOTE> <HR> English Da Guard wrote:<BR> <DIV> </DIV> <DIV>  Oh and I never use intervene. Either MT and keep aggro or DPS. Either way only one person should be taking damage.</DIV> <DIV> </DIV> <HR> </BLOCKQUOTE><BR> <DIV><FONT color=#ffff00>So you have never ever been in a group where a wandering mob passed by and started wailing on the healer</FONT>?  Do you never go into inside zones, or just never group?  Intervene is not intended to make the mage a tank, it is intended to buy you a few seconds to get adds off the healer.</DIV> <DIV> </DIV> <DIV>Anytime I see someone post "I never use (insert basic ability here)" It makes me wonder what they are thinking.  What would you think if you grouped with a cleric who never used reactive heals?  After all, he can just spam direct heals and keep you alive most of the time.  Or even better, what if the mage never used drink, since it doesnt do anything during fights, and he feels the puller can just wait on basig regen to refill him after each combat?</DIV> <DIV> </DIV> <DIV>You play as you like, but i'm happy im not on grobb with you.  (isn't gage also from grobb? maybe something in the water there?)</DIV><BR> <HR> </BLOCKQUOTE> <DIV><BR>  No I play in the third person. It is not hard to see a mob wandering up on your group and aggro it prior to it beating on someone. Heck, we have a spell called anchor you could use if you see a mob coming from distance and don't want to move to within taunt range. *** I should clarify... yea sure a person in my group has taken a hit or two, but that is it, at most, and that RARELY happens because I think ahead, know the zone and look around in thrid person to avoid this, as any MT should. Not saying I am perfect, far from it, but I haven't had a death in a group in a long time, excluding the 2 boxing enchanter who fell in a crack in PF, not sure intervene would have saved him though.</DIV> <DIV> </DIV> <DIV>Please do not say things like "what if a cleric never used reactive heals." That is by and far the most off base statement I have seen yet.  Reactive heals are a STAPLE spell of the cleric class where as intervene is an ability that looks better on paper then in reality.</DIV> <DIV> </DIV> <DIV>   Intervene (app3) - 50% chance to intercept damage on target. On a successful intercept the caster takes 75% of attack damage, target takes 60% of attack damage. Spell ends after 20 successful intercepts.</DIV> <DIV> </DIV> <DIV>  First of all it isn't even guaranteed to do anything, so relying on it is a poor choice.  And instead of one person taking 100% damage (mitigated none the less) you would prefer two people to share 135% of the damage (which is actually more due to less / lack of mitigation between classes). </DIV> <DIV> </DIV> <DIV>  It wouldn't matter if you played on grobb anyways, I avoid grouping with other guardians. A 2 guardian group is far from efficient.</DIV><p>Message Edited by English Da Guard on <span class=date_text>04-01-2005</span> <span class=time_text>10:10 AM</span>

SageMarrow
04-03-2005, 04:36 AM
<P>Well OP, do me one favor and play a guardian like a guardian for the better part of your career = by the time you hit level 30 on that char, there will be another 500 guardians floating around Norrath. So do the shield and sword thing as best you can and keep up with your weapons and armor. So you can be respected for your skill/class .</P> <P>Otherwise, intervene just takes up concentration slots. A good group with a good tank runs through a dungeon quickly and cautiously, im a bruiser and i handle adds like its nothing because its all about knowing the zone. Maybe on a first time run, you prepare for the worst, but anything after that minus getting lost here and there, you shouldnt have any problems with fights. And being MT means watching your back and everyone elses, holding aggro, controlling fights, keeping the group organized, keeping buffs and mob repops on timers.  All things focused on keeping the group at maximum efficiency for the duration of the grouping experience. Intervene just gives you an excuse to be lazy...</P> <P>Alot goes into being the MT in EQ2. Which is why it is a coveted position to fill by hardcore players that play often and desire to be in the middle of the limelight in most cases. </P> <P>Just my thoughts...</P>

Belce
04-03-2005, 08:14 AM
<P>I have yet to find a use or place for intervene and similiar skills.  If I was not main tank, I would use allay on the mt, but that is it. </P> <P>What is better than intervene is situational awareness and an enchanter in your group.  Enchanters rock. </P>