style="font-weight: bold;">Guardian Guide Contents

  • href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=137">Chapter
    1 - Basics
  • href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=183">Chapter
    2 - Guardian Abilities List
  • href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=138">Chapter
    3 - Combat Methods
  • href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=139">Chapter
    4 - Quests
  • href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=140">Chapter
    5 - Equipment
  • href="http://eq2.tentonhammer.com/index.php?name=PNphpBB2&file=viewtopic&p=5792#5792">Chapter
    6 - Where to Hunt (solo)



Guardian Combat Ability List

Level

Ability

Description

1
Overpower
A melee attack that does some extra damage.
1
Provoke
Increases the target's hate towards the fighter.
2
Shield Bash
A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield.
3
Taunting Blow
A melee attack that increases the target's hate towards the guardian if it hits.
3
Hold the Line
Grants a chance to increase hate with any opponent that damages the guardian.
4
Armored
Greatly increases agility, wisdom, defense, parry,
aggression, physical and heat damage mitigation at the cost of offensive
melee skills. This is the guardian's primary defensive stance.
4
Forward Charge
Increases the guardian's offensive melee skills and strength, at the cost of decreased defense skill. The is the guardian's primary offensive stance.
5
Gut Kick
A kick attack that deals crushing damage to the target.
6
Intercept
Allows the fighter to protect an ally from taking damage, by absorbing some of the damage an ally would otherwise take.
7
Assault
A melee attack that strikes nearby enemies surrounding the guardian.
8
Shout
Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned.
9
Call to Arms
Increases the offensive combat skills of the guardian's group.
9
Provoke II
Interrupts the target and increases their hate towards the guardian.
10
Taunting Blow II
A melee attack that increases the target's hate towards the guardian if it hits.
11
Ruin
A melee attack that decreases target's offensive melee skills on a successful hit.
12
Battle Cry
Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is
improved.
13 Shield Bash II A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield.
13 Hunker Down Increase the physical mitigation of the guardian in exchange for decreased
movement and attack speeds. Also grants a chance to root any opponent the
guardian strikes in melee.
14
Sever
A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit.
15 Hold the Line II Grants a chance to increase hate with any opponent that damages the guardian.
15
Overpower II
A melee attack that does some extra damage.
16
Armored II
Greatly increases agility, wisdom, defense, parry,
aggression, physical and heat damage mitigation at the cost of offensive
melee skills. This is the guardian's primary defensive stance.
17
Concussion
A melee attack that deals crushing damage and reduces
target's casting skills.
17
Provoke III
Interrupts the target and increases their hate towards the warrior.
18
Never Surrender
Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check. This also increases the guardian's parry skill.
19
Gut Kick II
A kick attack that deals crushing damage to the target.
19
Battle Tactics
Increases the maximum health of the warrior's group.
20 Intercept II Allows the fighter to protect an ally from taking damage, by absorbing some of the damage an ally would otherwise take.
20
Sentinel
Allows the guardian to protect an ally, sometimes absorbing most of the physical damage an ally would otherwise take
21
Moderate
Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also decreases the target's hate generation
21
Assault II
A melee attack that strikes nearby enemies surrounding the guardian.
22 Forward Charge II Increases the guardian's offensive melee skills and strength, at the cost of decreased defense skill. The is the guardian's primary offensive stance.
22
Shout II
Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned.
22
Slam
A high damage crushing melee attack.
23
Call to Arms II
Increases the offensive combat skills of the guardian's group.
24
Call of Shielding
Increases the defense skill of the guardian's group.
24
Taunting Blow III
A melee attack that increases the target's hate towards the guardian if it hits.
25 Rescue Greatly increases the target's hate
towards the fighter.
25
Ruin II
A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit.
26
Battle Cry II
Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved
26
Precise Strike
A very accurate melee attack that rarely misses.
27
Shield Bash III
A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield.
27
Hunker Down II
Increases the defense of the guardian in exchange for decreased movement and attack speeds. Also grants a chance to root opponents that attack the guardian in melee.
28
Iron Will
Increases the guardian's stamina.
28
Sever II
A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit.
29
Hold the Line III
Grants a chance to increase hate with any opponent that damages the guardian. This ability also roots the guardian in place.
29
Overpower III
A melee attack that does some extra damage.
30
Forward Charge III
Increases the guardian's offensive melee skills and strength, at the cost of decreased defense and parry skill. This is the guardian's primary offensive stance
30
Armored III
Greatly increases agility, wisdom,
defense, parry, aggression, physical and heat damage mitigation at the
cost of offensive melee skills. This is the guardian's primary defensive stance.
31
Concussion II
A melee attack that deals crushing damage and
reduces target's casting skills.
31
Provoke IV
Interrupts the target and increases their hate towards the guardian.
32
Plant
Roots the guardian in place. This effect increases trauma mitigation and decreases the guardian's attack rate and melee attack damage.
32
Never Surrender II
Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also increases the guardian's parry skill
33
Battle Tactics II
Increases the maximum health of the guardian's group.
33
Gut Kick III
An extra high damage single enemy attack.
34 Intercept III Allows the fighter to protect an ally from taking damage, by absorbing some of the damage an ally would otherwise take.
34
Sentinel II
Allows the guardian to protect an ally, sometimes absorbing most of the physical damage an ally would otherwise take
35
Moderate II
Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also decreases the target's hate generation
35 Unyielding Will Allows a warrior to be heated and placed at Death's Door
for a short time after death. When Death's Door wears off the warrior dies.
35
Assault III
A melee attack that strikes nearby enemies surrounding the guardian.
36
Slam II
A high damage crushing melee attack.
36
Shout III
Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned.
37
Call to Arms III
Increases the offensive combat skills of the guardian's group.
38
Call of Shielding II
Increases the defense skill of the guardian's group.
38
Taunting Blow IV
A melee attack that increases the target's hate towards the guardian if it hits.
39
Ruin III
A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit.
40
Battle Cry III
Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved
40
Retaliate
A high damage attack that staggers the target, preventing them from making normal combat attacks for a short duration
40
Precise Strike II
A very accurate melee attack that rarely misses.
41
Shield Bash IV
A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield.
41
Hunker Down III
Increases the defense of the guardian in exchange for decreased movement and attack speeds. Also grants a chance to root opponents that attack the guardian in melee.
42
Sever III
A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit.
42
Iron Will II
Increases the guardian's stamina.
43
Hold the Line IV
Grants a chance to increase hate with any opponent that damages the guardian. This ability also roots the guardian in place.
43
Overpower IV
A melee attack that does some extra damage.
44
Forward Charge IV
Increases the guardian's offensive melee skills and strength, at the cost of decreased defense and parry skill. This is the guardian's primary offensive stance
44
Armored IV
Greatly increases agility, wisdom,
defense, parry, aggression, physical and heat damage mitigation at the
cost of offensive melee skills. This is the guardian's primary defensive stance.
44
Taunting Assault
An area of effect melee attack that increases the target encounter's hate towards the guardian.
45
Provoke V
Interrupts the target and increases their hate towards the guardian.
45
Concussion III
A melee attack that deals crushing damage and drains some of the target's power on a successful hit.
46
Plant II
Roots the guardian in place. This effect increases trauma mitigation and decreases the guardian's attack rate and melee attack damage.
46
Never Surrender III
Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also increases the guardian's parry skill
47
Battle Tactics III
Increases the maximum health of the guardian's group.
47
Gut Kick IV
An extra high damage single enemy attack.
48
Sentinel III
Allows the guardian to protect an ally, sometimes absorbing most of the physical damage an ally would otherwise take
49
Moderate III
Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also decreases the target's hate generation
49
Assault IV
A melee attack that strikes nearby enemies surrounding the guardian.
50
Slam III
A high damage crushing melee attack.
50
Guardian Sphere
Allows the guardian to protect the entire group, sometimes absorbing all the damage a group member would otherwise take
50
Shout IV
Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned.
51
Call to Arms IV
Increases the offensive combat skills of the guardian's group.
52
Call of Shielding III
Increases the defense skill of the guardian's group.
52
Reinforcement
Increases the hate position of the guardian for every enemy the guardian successfully attacks.
52
Taunting Blow V
A melee attack that increases the target's hate towards the guardian if it hits.
53
Ruin IV
A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit.
54
Battle Cry IV
Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved
54
Precise Strike III
A very accurate melee attack that rarely misses.
54
Retaliate II
A high damage attack that staggers the target, preventing them from making normal combat attacks for a short duration
55
Sentry Watch
Allows the guardian to intervene and take the damage that would have otherwise killed an ally in the group for a short duration. This also increases the enemy's hate towards the guardian when this effect triggers.
55
Shield Bash V
A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield.
55
Hunker Down IV
Increases the defense of the guardian in exchange for decreased movement and attack speeds. Also grants a chance to root opponents that attack the guardian in melee.
56
Sever IV
A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit.
56
Iron Will III
Increases the guardian's stamina.
57
Hold the Line V
Grants a chance to increase hate with any opponent that damages the guardian. This ability also roots the guardian in place.
57
Overpower V
A melee attack that does some extra damage.
58
Taunting Assault II
An area of effect melee attack that increases the target encounter's hate towards the guardian.
58
Forward Charge V
Increases the guardian's offensive melee skills and strength, at the cost of decreased defense and parry skill. This is the guardian's primary offensive stance
58
Armored V
Greatly increases agility, wisdom,
defense, parry, aggression, physical and heat damage mitigation at the
cost of offensive melee skills. This is the guardian's primary defensive stance.
58
Tower of Stone
Allows the guardian to use a tower shield to absorb all damage they would have otherwise received if the damage was greater than 10% of their total health for up to 3 hits. Each time this effect is triggered, the shield suffers damage. Upgrades to this ability decrease the amount of damage received by the shield
59
Concussion IV
A melee attack that deals crushing damage and drains some of the target's power on a successful hit.
59
Provoke VI
Interrupts the target and increases their hate towards the guardian.
60
Plant III
Roots the guardian in place. This effect increases trauma mitigation and decreases the guardian's attack rate and melee attack damage.
60
Never Surrender IV
Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also increases the guardian's parry skill
61
Gut Kick V
An extra high damage single enemy attack.
61
Battle Tactics IV
Increases the maximum health of the guardian's group.
62
Sentinel IV
Allows the guardian to protect an ally, sometimes absorbing most of the physical damage an ally would otherwise take.
63
Assault V
A melee attack that strikes nearby enemies surrounding the guardian.
63
Moderate IV
Grants the guardian a chance to shield an ally from melee attacks. By allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also decreases the target's hate generation.
64
Slam IV
A high damage crushing melee attack.
64
Shout V
Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned.
65
Call to Arms V
Increases the offensive combat skills of the guardian's group.
65
Decimate
A powerful melee attack that rarely misses, and cannot
be parried, deflected, riposted, or blocked. On a successful hit, it
severely reduces a target's parry, defense, and deflection skills for a
short duration.
66 Call of Shielding IV
Increases the defense skill of the guardian's group.
66
Taunting Blow VI
A melee attack that increases the target's hate towards the guardian if it hits.
67
Ruin V
A melee attack that decreases target's offensive melee skills and deals additional slashing damage over time on a successful hit.
68
Retaliate III
A high damage attack that staggers the target, preventing them from making normal combat attacks for a short duration.
68
Precise Strike IV
A very accurate melee attack that rarely misses.
68
Battle Cry V
Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved.
69
Shield Bash VI
A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield.
69
Hunker Down V
Increases the physical mitigation of the guardian in exchange for decreased movement and attack speeds. Also grants a chance to root any opponent the guardian strikes and misses.
70
Sever V
A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit.
70
Guardian Sphere II
Allows the guardian to protect the entire group, sometimes absorbing all the damage a group member would otherwise take. Sometimes, all of the damage the guardian receives is prevented entirely, for up to six sources of damage.
70
Iron Will IV
Increases the guardian's stamina.
71
Hold the Line VI
Grants a chance to increase hate with any opponent that damages the guardian
71
Overpower VI
A melee attack that does some extra damage
71
Taunting Assault III
An area of effect melee attack that increases the target encounter's hate towards the guardian
72
Provoke VII
Interrupts the target and increases their hate towards the guardian
72
Armored VI
Greatly increases agility, wisdom,
defense, parry, aggression, physical and heat damage mitigation at the
cost of offensive melee skills. This is the guardian's primary defensive stance.
72
Forward Charge VI
Increases the guardian's offensive melee skills and strength, at the cost of decreased defense skill. This is the guardians primary offensive stance
73
Concussion V
A melee attack that deals crushing damage and reduces target's casting skills
73
Plant IV
Roots the guardian in place and slows the guardians attack speed and combat attack damage. All enemies near the guardian are also rooted with attack penalties. Any affected enemies that are attacked have a chance to break this effect
73
Battle Tactics V
Increases the maximum health of the guardian's group
74
Gut Kick VI
An extra high damage single enemy attack
75
Assault VI
A melee attack that strikes nearby enemies surrounding the guardian
76
Call to Arms VI
Increases the offensive combat skills of the guardian's group
76
Shout VI
Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned
76
Slam V
A high damage crushing melee attack
77
Call of Shielding V
Increases the defense skill of all the Guardian's allies
77
Taunting Blow VII
A melee attack that increases the target's hate towards the guardian if it hits
77
Ruin VI
A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit
78
Decimate II
A powerful melee attack that rarely misses, and cannot be parried, deflected, riposted, or blocked. On a successful hit, it severely reduces target's parry, defense, and deflection skills for a short duration
78
Precise Strike V
A very accurate melee attack that rarely misses
78
Retaliate IV
A high damage attack that staggers the target, preventing them from making normal combat attacks for a short duration
79
Battle Cry VI
Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved
79
Shield Bash VII
A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield
79
Hunker Down VI
Increases the physical mitigation of the guardian in exchange for decreased movement and attack speeds. Also grants a chance to root any opponent the guardian strikes in melee
80
Iron Will V
Increases the guardian's stamina
80
Recapture
Recapture increases the hate position of all your fighter allies against your enemies
80
Guardian Sphere III
Allows the guardian to protect the entire group, sometimes absorbing all the damage a group member would otherwise take. Sometimes, all of the damage the guardian receives is prevented entirely, for up to 5 sources of damage
80
Sever VI
A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit
81
Hold the Line VII
Grants a chance to increase hate with any opponent that damages the guardian
81
Overpower VII
A melee attack that does some extra damage
81
Taunting Assault IV
An area of effect melee attack that increases the target encounter's hate towards the guardian
82
Provoke VIII
Interrupts the target and increases their hate towards the guardian
82
Armored VII
Greatly increases agility, wisdom,
defense, parry, aggression, physical and heat damage mitigation at the
cost of offensive melee skills. This is the guardian's primary defensive stance.
82
Forward Charge VII
Increases the guardian's offensive melee skills and strength, at the cost of decreased defense skill. This is the guardians primary offensive stance
83
Concussion VI
A melee attack that deals crushing damage and reduces target's casting skills
83
Plant V
Roots the guardian in place and slows the guardians attack speed and combat attack damage. All enemies near the guardian are also rooted with attack penalties. Any affected enemies that are attacked have a chance to break this effect
83
Battle Tactics VI
Increases the maximum health of the guardian's group
84
Gut Kick VII
An extra high damage single enemy attack
85
Assault VII
A melee attack that strikes nearby enemies surrounding the guardian
86
Call to Arms VII
Increases the offensive combat skills of the guardian's group
86
Shout VII
Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned
86
Slam VI
A high damage crushing melee attack
87
Call of Shielding VI
Increases the defense skill of all the Guardian's allies
87
Taunting Blow VIII
A melee attack that increases the target's hate towards the guardian if it hits
87
Ruin VII
A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit
88
Decimate III
A powerful melee attack that rarely misses, and cannot be parried, deflected, riposted, or blocked. On a successful hit, it severely reduces target's parry, defense, and deflection skills for a short duration
88
Precise Strike VI
A very accurate melee attack that rarely misses
88
Retaliate V
A high damage attack that staggers the target, preventing them from making normal combat attacks for a short duration
89
Battle Cry VII
Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved
89
Shield Bash VIII
A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield
89
Hunker Down VII
Increases the physical mitigation of the guardian in exchange for decreased movement and attack speeds. Also grants a chance to root any opponent the guardian strikes in melee
90
Iron Will VI
Increases the guardian's stamina
90
Sever VII
A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit

Training Skills

Grandmaster Choices

Level 14

  • Provoke II
  • Shout
  • Shield Bash II
  • Sever

Level 24

  • Shout II
  • Slam
  • Call to Arms II
  • Taunting Blow III

Level 34

  • Sentinel II
  • Never Surrender II
  • Provoke IV
  • Battle Tactics II

Level 44

  • Hold the Line IV
  • Retaliate
  • Iron Will II
  • Taunting Assault

Level 54

  • Assault IV
  • Shout IV
  • Call of Shielding III
  • Retaliate II

Level 64

  • Sentinel IV
  • Assault V
  • Slam IV
  • Shout V

Level 75

  • Provoke VII
  • Concussion V
  • Battle Tactics V
  • Assault VI

Level 85

  • Hold the Line VII
  • Provoke VIII
  • Battle Tactics VI
  • Assault VII

 

style="font-weight: bold;">

style="font-weight: bold;">Guardian Guide Contents

  • href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=137">Chapter
    1 - Credits and the Basics
  • href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=183">Chapter
    2 - Guardian Abilities List
  • href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=138">Chapter
    3 - Combat Methods
  • href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=139">Chapter
    4 - Quests
  • href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=140">Chapter
    5 - Equipment
  • href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=141">Chapter
    6 - Where to Hunt

style="font-style: italic;">Have any suggestions??? I'm always
looking for new ideas for this guide, and if I include yours, you (of
course) get the credit. Email
your thoughts to me
or href="http://forums.tentonhammer.com/forumdisplay.php?f=196">post
them in the TTH Class forum, and thanks in advance!







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Last Updated: Mar 13, 2016

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