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7/20/2025, 7:47:38 AM
>>96135088
That's a good point about Intercept Attack, maybe I'm underestimating it. In my head I'm imagining its built-in Step/Stride not being useful when the opponent hits the guy standing next to you (because you don't need to Step anyway), and also not being useful when the opponent goes to fight one of your squishies (because they generally try not try to stand that close to the bad guy). Remember, you don't need to be within 15' of the opponent, you need to be within 15' of the ally you're protecting, so they've got to be really close to you if they want you to protect them. That being said, Intercept Attack does at least provide a powerful incentive to hang out next to the Guardian, so maybe it has more going for it than I give it credit for.
Also, Shielded Attrition caught my eye as something that helps shield Guardians with their Stride issue. It's Raise a Shield + Stride up to half your speed, without Flourish. It doesn't give you a huge amount of distance, but if you keep up with your +movespeed stuff (Boots of Bounding, Fleet, Wand of 2nd Rank Longstrider) it's not nothing. That, in combination with Taunting Strike, at least allows you to
>Shielded Attrition: Raise a Shield + Stride (1/2 Speed)
>Taunting Strike: Strike + Taunt
>Strike
For a total of 5 actions that still gets your Raise a Shield and Taunt in alongside two Strikes, which is actually some pretty fantastic action economy. Still, though, because Taunting Strike has Flourish, both Proud Nail and Ring Their Bell are left out in the cold. Even if you're standing still, it's just not possible to get two Strikes in, Raise a Shield, and Taunt while also using either of those abilities. Guardian has so much stuff to do every turn that it really relies on Flourish just to churn out its basic attack rotation, to the point where I feel like Flourish is just straight-up disqualifying to a Guardian for anything that doesn't include action compression. Paragon's Guard helps, but that's level 12.
That's a good point about Intercept Attack, maybe I'm underestimating it. In my head I'm imagining its built-in Step/Stride not being useful when the opponent hits the guy standing next to you (because you don't need to Step anyway), and also not being useful when the opponent goes to fight one of your squishies (because they generally try not try to stand that close to the bad guy). Remember, you don't need to be within 15' of the opponent, you need to be within 15' of the ally you're protecting, so they've got to be really close to you if they want you to protect them. That being said, Intercept Attack does at least provide a powerful incentive to hang out next to the Guardian, so maybe it has more going for it than I give it credit for.
Also, Shielded Attrition caught my eye as something that helps shield Guardians with their Stride issue. It's Raise a Shield + Stride up to half your speed, without Flourish. It doesn't give you a huge amount of distance, but if you keep up with your +movespeed stuff (Boots of Bounding, Fleet, Wand of 2nd Rank Longstrider) it's not nothing. That, in combination with Taunting Strike, at least allows you to
>Shielded Attrition: Raise a Shield + Stride (1/2 Speed)
>Taunting Strike: Strike + Taunt
>Strike
For a total of 5 actions that still gets your Raise a Shield and Taunt in alongside two Strikes, which is actually some pretty fantastic action economy. Still, though, because Taunting Strike has Flourish, both Proud Nail and Ring Their Bell are left out in the cold. Even if you're standing still, it's just not possible to get two Strikes in, Raise a Shield, and Taunt while also using either of those abilities. Guardian has so much stuff to do every turn that it really relies on Flourish just to churn out its basic attack rotation, to the point where I feel like Flourish is just straight-up disqualifying to a Guardian for anything that doesn't include action compression. Paragon's Guard helps, but that's level 12.
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