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Total Defense Paragon (based on the Total Defense Shogun card from Yu-Gi-Oh? :P)

Paragon-icon-smallParagon/Monk-icon-smallMonk Level: 20

<pvxbig> [Barbed Spear][Maiming Spear][Holy Spear]["Go for the Eyes!"]["Stand Your Ground!"]["Fall Back!"][Defensive Anthem (PvP)][Enduring Harmony] </pvxbig>


Leadership: 14 (12+2) Spear Mastery: 11 (10+1) Command: 9 (8+1)

Barbed Spear (Spear Mastery) If this attack hits, your target begins Bleeding for 12 seconds. Adrenaline:2

Maiming Spear (Spear Mastery) If this attack hits a Bleeding foe, that foe is Crippled for 16 Seconds. Energy:5 Cast:0 Recharge:5

Holy Spear (Spear Mastery) If this attack hits, you deal +16 damage. If it hits a summoned creature, all nearby foes take 70 holy damage and are set on fire for 3 seconds. Adrenaline:4

"Go For The Eyes!" (Command) For 10 seconds, the next time each ally within earshot makes an attack, that attack has an additional 57% chance to critical. Adrenaline:4

"Stand Your Ground!" (Command) For 14 seconds, all party members within earshot receive +24 armour when not moving. Energy:15 Cast:0 Recharge:30

"Fall Back!" (Command) For 8 seconds, all allies within earshot gain 11 Health per second while moving, and move 33% faster. "Fall Back!" ends on an ally affected by this Shout when that ally successfully hits with an attack. Energy:10 Cast:0 Recharge:25

Defensive Anthem (PvP) [Elite] (Leadership) For 10 seconds, each party member within earshot has a 50% chance to block incoming attacks. This Chant ends if that party member hits with an attack Skill. Energy:15 Cast:2 Recharge:25

Enduring Harmony (Leadership) For 33 seconds, Chants and Shouts last 50% longer on target non-Spirit ally. Energy:5 Cast:1 Recharge:10


Tanker Earth Derv

Tanker Dervish

Dervish/Assassin Level: 20

Mysticism: 9 (8+1) Scythe Mastery: 14 (12+2) Earth Prayers: 11 (10+1)

[b]Mystic Sandstorm[/b] (Earth Prayers) Lose all Enchantments. For each Enchantment removed in this way, all nearby foes are struck for 28 earth damage (maximum 130 damage). Energy:10 Cast:0.75 Recharge:8

[b]Wounding Strike[/b] [Elite] (Scythe Mastery) If this attack hits, target foe suffers from Bleeding for 19 seconds. If you are under the effects of an Enchantment, target foe also suffers from a Deep Wound for 19 seconds. Energy:5 Cast:0 Recharge:3

[b]Armor of Sanctity[/b] (Earth Prayers) For 10 seconds, you take 16 less damage from foes suffering from a Condition. Energy:5 Cast:0.25 Recharge:5

[b]Aura of Thorns[/b] (Earth Prayers) All nearby foes are Crippled for 8 seconds. For 30 seconds, this Enchantment does nothing. When this Enchantment ends, all neaby foes begin Bleeding for 12 seconds. Energy:5 Cast:0.75 Recharge:12

[b]Mystic Regeneration[/b] (Earth Prayers) For 16 seconds, you have +3 Health regeneration for each Enchantment on you.(Max 3 Enchantments) Energy:10 Cast:0.25 Recharge:12

Vital Boon

[b]Dash [/b] (Assassin None) For 3 seconds, you run 50% faster. Energy:5 Cast:0 Recharge:8

[b]Resurrection Signet[/b] ( ) Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission. Energy:0 Cast:3 Recharge:0

Resilient Assault Enchantments Assassin

Assassin/Ritualist Level: 20

Critical Strikes: 11 (10+1) Dagger Mastery: 14 (12+2) Deadly Arts: 3 (2+1) Restoration Magic: 8

[b]Golden Fox Strike[/b] (Dagger Mastery) If this attack hits, target foe takes +29 damage. If you are under the effects of an Enchantment, this attack cannot be blocked. Energy:5 Cast:0 Recharge:4

[b]Wild Strike[/b] (Dagger Mastery) Must follow a lead attack. If it hits, this attack strikes for +33 damage and any Stance being used by target foe ends. This skill cannot be blocked. Energy:5 Cast:0 Recharge:4

[b]Death Blossom[/b] (Dagger Mastery) Must follow an off-hand attack. If it hits, Death Blossom strikes target foe for +43 damage and all adjacent foes take 43 damage. Energy:5 Cast:0 Recharge:2

[b]Assault Enchantments[/b] [Elite] (Critical Strikes) Must follow a dual attack. Target foe loses all Enchantments. Energy:5 Cast:0.25 Recharge:2

[b]Critical Eye[/b] (Critical Strikes) For 28 seconds, you have an additional 12% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit. Energy:5 Cast:0 Recharge:30

[b]Dash [/b] (Assassin None) For 3 seconds, you run 50% faster. Energy:5 Cast:0 Recharge:8

[b]Resilient Weapon[/b] (Restoration Magic) For 13 seconds, target ally has a Resilient Weapon. while suffering from a Hex or Condition, that ally gains +4 Health regeneration and +24 armor . Energy:10 Cast:1 Recharge:4

[b]Assassin's Remedy[/b] (Critical Strikes) For 30 seconds, the next 8 attack skills you use remove 1 Condition. Energy:5 Cast:1 Recharge:20

Total Defense Pve Rit

Ritualist/Paragon Level: 20

Spawning Power: 13 (12+1) Communing: 14 (12+2) Restoration Magic: 4 (3+1)

[b]Weapon of Quickening[/b] [Elite] (Communing) For 24 seconds, target ally has a Weapon of Quickening, and Spells and Binding Rituals recharge 33% faster. Energy:10 Cast:2 Recharge:5

[b]Signet of Binding[/b] (Communing) Target allied summoned creature gains +190 maximum Health. After 30 seconds, that creature is destroyed. Energy:0 Cast:1 Recharge:15

[b]Ebon Battle Standard of Courage[/b] ( ) You plant an Ebon Battle Standard of Courage at your current location. For 10..20 seconds, non-Spirit allies in this area gain +24 armor and an additional +24 armor against Charr. Energy:10 Cast:1 Recharge:20

[b]Great Dwarf Armor[/b] ( ) For 10..40 seconds, target ally has +24 armor. +60 maximum health, and an additional +24 armor against Destroyers. Energy:5 Cast:1 Recharge:10

[b]Ebon Vanguard Assassin Support[/b] ( ) Summon a level 10..20 Ebon Vanguard Assassin that has Iron Palm, Fox Fangs and Nine Tail Strike. This summoned Assassin Shadow Steps to target foe. If that foe is a Charr the Assassin lives for 20..30 seconds. If not the Assassin lives for 10..15 seconds Energy:10 Cast:1 Recharge:30

[b]Shelter[/b] (Communing) Create a level 8 Spirit. Non-Spirit allies within its range cannot lose more than 10% maximum Health from a single attack. When this Spirit prevents damage, it loses 47 Health. This Spirit lasts 58 seconds. Energy:25 Cast:5 Recharge:45

[b]Displacement[/b] (Communing) Create a level 9 spirit. All party members within its range have a 75% chance to block incoming attacks. Every time an attack is blocked this way, this Spirit takes 60 damage. This Spirit dies after 58 seconds. Energy:15 Cast:3 Recharge:45

[b]Death Pact Signet[/b] (Restoration Magic) Resurrect target party member with your current Health and 38% Energy. If that party member dies within 120 seconds, so do you. Energy:0 Cast:3 Recharge:12

AB Blessed Light Monk

Monk/Assassin Level: 20

Divine Favor: 14 (12+2) Healing Prayers: 8 Protection Prayers: 11 (10+1) Shadow Arts: 2

[b]Blessed Light[/b] [Elite] (Divine Favor) Heal target ally for 131 Health and remove one Condition and one Hex. Energy:10 Cast:0.75 Recharge:3

[b]Guardian[/b] (Protection Prayers) For 5 seconds, target ally has a 50% chance to block attacks. Energy:5 Cast:1 Recharge:4

[b]Dismiss Condition[/b] (Protection Prayers) Remove one Condition from target ally. If that ally is under the effects of an Enchantment, that ally is healed for 59 Health. Energy:5 Cast:0.75 Recharge:3

[b]Signet of Rejuvenation[/b] (Healing Prayers) Heal target ally for 47. If target ally is casting a spell or attacking, that ally is healed for an additional 47 Health. Energy:0 Cast:1 Recharge:8

[b]Protective Spirit[/b] (Protection Prayers) For 18 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. Energy:10 Cast:0.25 Recharge:5

Cure Hex

[b]Divine Intervention[/b] (Divine Favor) For 10 seconds, the next time target ally receives damage that would be fatal, the damage is negated and that ally is healed for 226 points. Energy:5 Cast:0.25 Recharge:30

[b]Viper's Defense[/b] (Shadow Arts) All adjacent foes are Poisoned for 7 seconds, you Shadow Step to a nearby random location Energy:5 Cast:0.25 Recharge:10

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