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Class 14 of 15

Vanguard

Engage tank / diver

Starts fights and breaks backlines.

Poor sustained damage, long cooldowns.

Class hall
Forgecross
R / T damage type
Physical
Ultimate charge from
damage taken / mitigated, crowd control applied
Resonant races
RootkinCragbornOchrehide
Race primary element = class R element: +10 % class XP and a cosmetic trail.

Stat profile and weapon rules

The profile multiplies on top of gear. Buffs scale from 70 % at class level 1 to 100 % at level 21; debuffs are always 100 %.

Buffs

  • CC power+8 pp
  • move speed+6 %
  • max HP+6 %
  • CC reduction+12 pp
  • shield+8 %

Debuffs

  • damage−5 %
  • cooldown reduction−4 pp
  • energy regen−8 %

Weapon families

Allowed

hammermacequarterstaff

Penalized

swordaxespear

Forbidden

daggerbowcrossbowfirefrostarcaneholynaturecursed

Own class weapons are Exclusive: full kit, class passive, class IP.

Class skills

R is the signature skill from level 1; T is the ultimate, unlocked at class level 20.

Talents

Twelve nodes in five tiers; the tree opens at class level 10, and only one of the two capstones can be active.

  1. Tier 1

    • Heavy Frame

      +1 % max HP per rank.

    • Stampede

      +1 % move speed per rank.

  2. Tier 2

    • Long Reach

      Grapple pulls +1 block per rank.

    • Impact

      Your stuns last +0.1 s per rank.

    • Reinforced

      Iron Wall shield +2 % max HP per rank.

  3. Tier 3

    • Chain Charge

      Meteor Charge travels +2 blocks per rank (the design's rank-3 recast within 3 s is not supported yet).

    • Shockproof

      Momentum lingers after it ends: 3 s of one third of its effect per rank.

    • Battering Ram

      +10 % damage vs structures and siege engines per rank.

  4. Tier 4

    • Unstoppable Force

      Breakthrough lasts +0.5 s per rank.

    • Disruptor

      Your stuns drain 10 energy from players hit (applied once learned, not per rank).

  5. Capstone

    • Wrecking Ball

      Meteor Charge leaves a 3-block shockwave at its end: 50 % slow for 2 s.

    • Shield of the Line

      Allies behind you within 6 blocks take a further -7 % projectile damage, magic projectiles included (Spearhead totals -15 %).