Hello.
A Facelift on Vanguard Tree.
Cores 3/4/5/6: Add 5 Melee Power on each.
Core 5 - Vicious Shield II: Shield and Weapons gains +1 critical threat range, +1 critical multiplier, +1(W), and additional +5% (total 15%) Combat Style bonus to Melee Attack Speed.
Shield Specialization line: double the bonuses OR halve the cost.
Tier 1.
Shield Smash: While shield equipped, Activate: Melee attack with your shield for [+10%/+20%/+30%] damage. On damage, PRR and MRR are increased by [5/10/15] points for [3/6/12] seconds. [12/9/6] seconds cooldown.
Unbalancing Shove: When you shield bash, damaged enemies get -1d4 to saving throws for [2/4/6] seconds.
Tier 3.
Shield Riposte: Useless... Replace for "Vanguard Armor Mastery" (from tier 4).
Follow Up: When you hit with activated stunning attack (e.g. Stunning Blow or Stunning Shield), your Melee Power increases by [5/10/15] points for 15 seconds, regardless if enemy stunned.
Tier 4.
Vanguard Armor Mastery: Replace for "Disorienting Smash" (from tier 5).
Shield Charge: While shield equipped, Activate: Rush forward up to 30 feet to your selected opponent and deliver [+10%/+20%/+30%] shield attack that hits enemies around you. [30/20/10] seconds cooldown.
Tier 5.
Disorienting Smash: Replace for "Overbalance: Your shields gain On Vorpal: Knock an opponent to the ground"
Shield Rush: While shield equipped, Activate: Rush forward in a line, delivering a shield bash to every creature hit. Each enemy is knocked down for [+30%/+50%/+100%] damage. The knockdown is negated on Fortitude saving throw vs DC(20 + highest ability modifier + class level + bonus to trip attacks). [36/24/12] seconds cooldown.
Armored Strength: +20 to Melee Power.
+10% chance to make a secondary shield bash.
A Facelift on Vanguard Tree.
Cores 3/4/5/6: Add 5 Melee Power on each.
Core 5 - Vicious Shield II: Shield and Weapons gains +1 critical threat range, +1 critical multiplier, +1(W), and additional +5% (total 15%) Combat Style bonus to Melee Attack Speed.
Shield Specialization line: double the bonuses OR halve the cost.
Tier 1.
Shield Smash: While shield equipped, Activate: Melee attack with your shield for [+10%/+20%/+30%] damage. On damage, PRR and MRR are increased by [5/10/15] points for [3/6/12] seconds. [12/9/6] seconds cooldown.
Unbalancing Shove: When you shield bash, damaged enemies get -1d4 to saving throws for [2/4/6] seconds.
Tier 3.
Shield Riposte: Useless... Replace for "Vanguard Armor Mastery" (from tier 4).
Follow Up: When you hit with activated stunning attack (e.g. Stunning Blow or Stunning Shield), your Melee Power increases by [5/10/15] points for 15 seconds, regardless if enemy stunned.
Tier 4.
Vanguard Armor Mastery: Replace for "Disorienting Smash" (from tier 5).
Shield Charge: While shield equipped, Activate: Rush forward up to 30 feet to your selected opponent and deliver [+10%/+20%/+30%] shield attack that hits enemies around you. [30/20/10] seconds cooldown.
Tier 5.
Disorienting Smash: Replace for "Overbalance: Your shields gain On Vorpal: Knock an opponent to the ground"
Shield Rush: While shield equipped, Activate: Rush forward in a line, delivering a shield bash to every creature hit. Each enemy is knocked down for [+30%/+50%/+100%] damage. The knockdown is negated on Fortitude saving throw vs DC(20 + highest ability modifier + class level + bonus to trip attacks). [36/24/12] seconds cooldown.
Armored Strength: +20 to Melee Power.
+10% chance to make a secondary shield bash.
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