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Guard

Guard
Instant
Range: 30 m
While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you. Requires Dark Charge.

Note: Damage and healing values are based off a level 50 character in green gear. Our staff are still adjusting and adding effects to the formulas, so bear with us as we continue to improve these numbers for launch.

Ability Details

Durationn/a
Schooln/a
Mechanicn/a
Dispel typen/a
GCD categoryn/a
Costn/a
Range30 meters
Cast timeInstant
Cooldownn/a
GCD0 seconds
Effect details

Related

6 abilities found
3 comments found
0
By Navystylz at 2011-12-09 09:14:01
In 'learning' mode toss on your healer to help them not pull threat. Later on toss on your highest DPS, especially aoe DPS to let them ramp up damage quickly.
0
By Frakcture at 2012-01-01 15:46:44

One really nice thing with Guard is that it's not a snap effect you have to use all the time.
Instead: you activate it on a target and it remains on that target until one of you dies, your target gets too far away from you or you turn it off.

It has a cool looking shield effect that lets said target know it's there too.

0
By snekadid at 2012-02-14 18:10:28
Warning, do not put on companions while soloing. Even the less squishy of them will make you take more damage than if you were the one being hit and with AI opting to switch targets sporadically it becomes a game of what do you have the least hate on. In addition groups will often focus down the companion for some reason.
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