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GUARDIAN -- COMBAT ARTS

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1 -- Swing
A melee attack that does some extra damage.

1 -- Taunt
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 -- Hold the Line
Grants a chance to increase hate with any opponent that damages the guardian.

3 -- Taunting Strike
A melee attack that increase the target's hate towards the guardian if it hits.

4 -- Stance: Defense
Greatly increases defense, parry, physical and heat damage mitigation at the cost of offensive melee skills and combat attack damage.  This is the guardian's primary defensive stance.

4 -- Stance: Offense

5 -- Fighting Chance
Starts an Heroic Opportunity.

5 -- Kick
A kick attack that deals crushing damage to the target.

6 -- Intervene
Allows the fighter to protect an ally from taking damage, by absoribing 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 **
Interrupts the target and increases their hate towards the guardian.

10 -- Taunting Blow
A melee attack that increases the target's hate towards the guardian if it hits.

11 -- Crumble
A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit.

12 -- Rallying 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 -- Hunker Down
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.

13 -- Shield Rush **
A shield attack that knocks the enemy down and stuns them for a short duration.  This attack requires a shield.

14 -- Wound **
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 Fort
Grants a chance to increase hate with any opponent that damages the guardian.

15 -- Strike
A melee attack that does some extra damage.

16 -- Brace
Greatly increases defense, parry, physical and heat damage mitigation at the cost of offensive melee skills and combat attack damage.  This is the guardian's primary defnesive stance.

17 -- Anger
Interrupts the target and increases their hate towards the guardian.

17 -- Concussion
A melee attack that deals crushing damage and drains some of the target's power on a successful hit.

18 -- Stand Firm
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 avoidaance check.  This also increases the guardian's parry skill.

19 -- Battle Tactics
Increases the maximum health of the guardian's group.

19 -- Knee Bash
An extra high damage single enemy attack.

20 -- Goading Gesture (Splitpaw)
Increases your hate level with the target, with a chance at double the amount of hate increase

20 -- Intercept
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 -- Allay
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 -- Bury
A melee attack that strikes all nearby enemies surrounding the guardian.

22 -- Shouting Cry **
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.

22 -- Stance: Desperate Offensive

23 -- Guardian's Call **
Increases the offensive combat skills of the guardian's group.

24 -- Call of Command
Increases the defense skill of the guardian's group.

24 -- Taunting Challenge **
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
A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit.

26 -- 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

26 -- True Strike
A very accurate melee attack that rarely misses.

27 -- Bull Rush
A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield.

27 -- Wall of Flesh
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 -- Maim
A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit.

29 -- Goading Defense
Grants a chance to increase hate with any opponent that damages the guardian. This ability also roots the guardian in place.

29 -- Shatter
A melee attack that does some extra damage.

30 -- Stance: Desperate Flurry
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 -- Stance: Dig In
Greatly increases defense, parry, physical and heat damage mitigation at the cost of offensive melee skills and combat attack damage. This is the guardian's primary defensive stance

31 -- Batter
A melee attack that deals crushing damage and drains some of the target's power on a successful hit.

31 -- Suppress **
Interrupts the target and increases their hate towards the guardian.

32 -- Entrench
Roots the guardian in place. This effect increases trauma mitigation and decreases the guardian's attack rate and melee attack damage.

32 -- 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 after their own avoidance check. This also increases the guardian's parry skill

33 -- Do or Die **
Increases the maximum health of the guardian's group.

33 -- Invade
An extra high damage single enemy attack.

34 -- Safe Guard **
Allows the guardian to protect an ally, sometimes absorbing most of the physical damage an ally would otherwise take

34 -- Intercede
Allows the fighter to protect an ally from taking damage, by absorbing some of the damage an ally would otherwise take

35 -- Maneuver
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 healed and placed at Death's Door for a short time after death. When Death's Door wears off the warrior dies.

35 -- Topple
A melee attack that strikes all nearby enemies surrounding the guardian.

36 -- Crush
A high damage crushing melee attack.

36 -- Smothering Cry
Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned.

37 -- Call to Battle
Increases the offensive combat skills of the guardian's group.

38 -- Call of Protection
Increases the defense skill of the guardian's group.

38 -- Vengeful Strike
A melee attack that increases the target's hate towards the guardian if it hits.

39 -- Ferocious Charge
A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit.

40 -- Commanding Presence
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 -- Unerring Strike
A very accurate melee attack that rarely misses.

41 -- Staggering Slam
A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield.

41 -- Wall of Brawn
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 -- Cleave
A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit.

42 -- Iron Conviction **
Increases the guardian's stamina.

43 -- Maddening Defense **
Grants a chance to increase hate with any opponent that damages the guardian. This ability also roots the guardian in place.

43 -- Overwhelm
A melee attack that does some extra damage.

44 -- Stance: Desperate Rush
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 -- Stance: Fortified Stance
Greatly increases defense, parry, physical and heat damage mitigation at the cost of offensive melee skills and combat attack damage. 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 -- Deafen
Interrupts the target and increases their hate towards the guardian.

45 -- Vindication
A melee attack that deals crushing damage and drains some of the target's power on a successful hit.

46 -- Anchor
Roots the guardian in place. This effect increases trauma mitigation and decreases the guardian's attack rate and melee attack damage.

46 -- Vigilance
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 -- Return to Battle
Increases the maximum health of the guardian's group.

47 -- Swamp
An extra high damage single enemy attack.

48 -- Sentry
Allows the guardian to protect an ally, sometimes absorbing most of the physical damage an ally would otherwise take

49 -- Assuage
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 -- Tremor **
Violently shakes the earth around the conjurer, dealing crushing damage and knocking down all nearby enemies. The crushing damage penetrates through some of the crush resistance of the enemies

50 -- Blast
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 -- Protect **
Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned.

51 -- Call to War
Increases the offensive combat skills of the guardian's group.

52 -- Call of Defense **
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 -- Unforgiving Strike
A melee attack that increases the target's hate towards the guardian if it hits.

53 -- Relentless Charge
A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit.

54 -- Commanding Aura
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 -- Perfect Strike
A very accurate melee attack that rarely misses.

54 -- Quelling Strike **
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 -- Staggering Rush
A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield.

55 -- Wall of Might
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 -- Hew
A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit.

56 -- Steely Conviction
Increases the guardian's stamina.

57 -- Inflaming Defense
Grants a chance to increase hate with any opponent that damages the guardian. This ability also roots the guardian in place.

57 -- Overpower
A melee attack that does some extra damage.

58 -- Goading Assault
An area of effect melee attack that increases the target encounter's hate towards the guardian.

58 -- Stance: Desperate Charge
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 -- Stance: Steadfast Stance
Greatly increases defense, parry, physical and heat damage mitigation at the cost of offensive melee skills and combat attack damage. 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 -- Buffet
A melee attack that deals crushing damage and drains some of the target's power on a successful hit.

59 -- Confront
Interrupts the target and increases their hate towards the guardian.

60 -- Plant
Roots the guardian in place. This effect increases trauma mitigation and decreases the guardian's attack rate and melee attack damage.

60 -- Unyielding Vigilance
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 -- Compression  
An extra high damage single enemy attack. 

61 -- Return to War   
Increases the maximum health of the guardian's group. 

62 -- Sustain **
Allows the guardian to protect an ally, sometimes absorbing most of the physical damage an ally would otherwise take. 

63 -- Besiege **
A melee attack that strikes nearby enemies surrounding the guardian. 

63 -- 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. 

64 -- Flay **
A high damage crushing melee attack. 

64 -- Protection ** 
Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned. 

65 -- Call to Siege   
Increases the offensive combat skills of the guardian's group. 

65 -- Obliterate  
The guardian's attacks that are parried, deflected, or blocked will instead break through the enemy's defenses. Any time the guardian parries or blocks will return in a counterattack against an enemy for up to a limited number of counterattacks. 

66 -- Call of Armament

66 -- Vindictive Strike   
A melee attack that increases the target's hate towards the guardian if it hits. 

67 -- Merciless Charge  
A melee attack that decreases target's offensive melee skills and deals additional slashing damage over time on a successful hit. 

68 -- Command  
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. 

68 -- Precise Strike 
A very accurate melee attack that rarely misses. 

68 -- Retaliation Strike  
A high damage attack that staggers the target, preventing them from making normal combat attacks for a short duration. 

69 -- Staggering Blow  
A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield. 

69 -- Wall of Force  
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 -- Fortified Conviction  
Increases the guardian's stamina. 

70 -- Sever  
A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit. 

70 -- Stone Sphere  
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. 

71 -- Hold the Aggression 
Grants a chance to increase hate with any opponent that damages the guardian 

71 -- Overmatch
A melee attack that does some extra damage 

71 -- Slanderous Assault 
An area of effect melee attack that increases the target encounter's hate towards the guardian 

72 -- Impede **
Interrupts the target and increases their hate towards the guardian 

72 -- Stance: Armored 
Greatly increases defense, parry, aggression, physical and heat damage mitigation at the cost of offensive melee skills. This is the guardian's primary defensive stance 

72 -- Stance: Forward Charge 
Increases the guardian's offensive melee skills and strength, at the cost of decreased defense skill. This is the guardians primary offensive stance 

73 -- Head Trauma **
A melee attack that deals crushing damage and reduces target's casting skills 

73 -- Immobility
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 -- Return to Combat **
Increases the maximum health of the guardian's group 

74 -- Gut Kick 
An extra high damage single enemy attack 

75 -- Siege **
A melee attack that strikes nearby enemies surrounding the guardian 

76 -- Call to Warfare 
Increases the offensive combat skills of the guardian's group 

76 -- Guard
Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned 

76 -- Mar
A high damage crushing melee attack 

77 -- Call of Shielding 
Increases the defense skill of all the Guardian's allies 

77 -- Infraction
A melee attack that increases the target's hate towards the guardian if it hits 

77 -- Trespass
A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit 

78 -- Decimate
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 -- Exact Strike 
A very accurate melee attack that rarely misses 

78 -- Retaliatory Strike 
A high damage attack that staggers the target, preventing them from making normal combat attacks for a short duration 

79 -- Fortify
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 -- Staggering Charge 
A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield 

79 -- Wall of Armor 
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 -- Fortification
Increases the guardian's stamina 

80 -- Recapture
Recapture increases the hate position of all your fighter allies against your enemies 

80 -- Sentinel Sphere 
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 -- Separate
A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit


** Master II Upgrade Choices

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