The Guardian is an Ascendancy class for Templars.
Overview[ | ]
The Guardians is a powerful option for a tank/support or minion based Templar, possessing passives with an emphasis on enhancing and protecting his allies. Guardians can specialize in Auras, granting up to 4 additional unique and powerful defensive auras to their party or allies, as well as charge generation and sharing and periodical, powerful defensive skills. Furthermore he can speed up his allies with Onslaught and give his allies the ability to intimidate and unnerve enemies on hit to reduce their defenses.
Passive skills[ | ]
Minor skills[ | ]
This class has the following minor passive skills:
Name | Stats |
---|---|
Armour and Energy Shield, Aura Effect | 14% increased Armour 5% increased maximum Energy Shield 5% increased effect of Non-Curse Auras from your Skills [1] [2] |
Armour and Energy Shield, Block Chance | 14% increased Armour 5% increased maximum Energy Shield +2% Chance to Block Attack Damage [1] |
Armour and Energy Shield, Charge Duration | 14% increased Armour 5% increased maximum Energy Shield 15% increased Endurance, Frenzy and Power Charge Duration [1] |
Armour and Energy Shield, Life Regeneration | 14% increased Armour 5% increased maximum Energy Shield Regenerate 0.5% of Life per second [1] |
Armour and Energy Shield, Minion Damage | 14% increased Armour 5% increased maximum Energy Shield Minions deal 10% increased Damage [1] [2] |
Notable skills[ | ]
The class has the following notable passive skills:
Skill | Modifiers | Prerequisite | Preceding Passive |
---|---|---|---|
Radiant Faith | Grants Armour equal to 160% of your Reserved Life to you and nearby Allies Grants maximum Energy Shield equal to 10% of your Reserved Mana to you and nearby Allies |
Armour and Energy Shield, Aura Effect | |
Unwavering Faith | Auras from your Skills grant +1% Physical Damage Reduction to you and Allies Auras from your Skills grant 0.2% of Life Regenerated per second to you and Allies |
Radiant Faith | Armour and Energy Shield, Aura Effect |
Harmony of Purpose | Nearby Enemies cannot gain Power, Frenzy or Endurance Charges You and nearby Party Members Share Power, Frenzy and Endurance Charges with each other 20% chance to gain a Power, Frenzy or Endurance Charge on Hit |
Armour and Energy Shield, Charge Duration | |
Radiant Crusade | +20% to all Elemental Resistances While there are at least five nearby Allies, you and nearby Allies have Onslaught While there is at least one nearby Ally, you and nearby Allies deal 10% more Damage |
Armour and Energy Shield, Minion Damage | |
Unwavering Crusade | Nearby Allies have 20% increased Attack, Cast and Movement Speed Nearby Allies have 30% increased Area of Effect Nearby Allies Intimidate Enemies for 4 seconds on Hit Nearby Allies Unnerve Enemies for 4 seconds on Hit |
Radiant Crusade | Armour and Energy Shield, Minion Damage |
Time of Need | 80% reduced Effect of Curses on you Every 4 seconds, Regenerate 30% of Life over one second |
Armour and Energy Shield, Life Regeneration | |
Bastion of Hope | +50% Chance to Block Attack Damage for 2 seconds every 5 seconds If you've Blocked in the past 10 seconds, you and nearby Allies cannot be Stunned If you've Attacked Recently, you and nearby Allies have +10% Chance to Block Attack Damage If you've Cast a Spell Recently, you and nearby Allies have +10% Chance to Block Spell Damage |
Armour and Energy Shield, Block Chance |
Version history[ | ]
Version | Changes |
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3.10.0 |
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3.9.0 |
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3.8.0 |
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3.4.0 |
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