Defender
A defense-oriented Warrior specialization that can protect teammates by mitigating damage and intercepting enemy hits.
Wounding Strike
Energy Cost: 100
Crit Chance: 20%
Crit Multiplier: 200%
Strike the targeted enemy, dealing 415.8-556.5 damage and wounding them for 3 seconds. A wounded player receives 40% less healing for the duration of the effect.
Seismic Wave
Cooldown: 11.74s
Energy Cost: 60
Crit Chance: 25%
Crit Multiplier: 200%
Send a wave of incredible force forward that deals 506 - 685 damage to all enemies hit and knocks them back slightly.
Ground Slam
Cooldown: 7.34s
Energy Cost: 0
Crit Chance: 15%
Crit Multiplier: 200%
Slam the ground, creating a shockwave around you that deals 326 - 441 damage and knocks enemies back slightly.
Intervene
Cooldown: 14.09s
Energy Cost: 20
Protect the target ally, reducing the damage they take by 100% and redirecting 50% of the damage they would have taken back to you. You can protect the target for a maximum of 3600 damage. You must remain within 15 blocks of each other. Lasts 5 seconds.
Has an initial cast range of 10 blocks.
Last Stand
Cooldown: 56.38s
Energy Cost: 40
Enter a defensive stance, reducing all damage you take by 50% for 12 seconds and also reduce all damage nearby allies take by 40% for 6 seconds. You are healed for the amount of damage prevented on allies.
Has a maximum range of 7 blocks.
Illusion Vanguard 1.3
- Lacerating Strike (Wounding Strike Master) now grants the same effect to allies within 6 blocks of the struck enemy.
- Changed several mob attacks to not apply knockback to the Defender when Intervening someone.
- Final Stand (Last Stand Master) will no longer periodically knock enemies back but is now triggered by re-activating the ability or using shift. The Defender is granted 50% knockback resistance for the duration of Last Stand.
- Fixed Ground Slam Master being affected by knockback resistance.
Illusion Vanguard 1.1
- Wounding Strike's damage upgrade branch has been changed from 3.75/7.5/11.25/15% to 7.5/15/22.5/30%.
- Seismic Wave's damage upgrade branch has been changed from 3.75/7.5/11.25/15% to 7.5/15/22.5/30%.
- Added 7.5/15/22.5/30% damage upgrade to Ground Slam's upgrade branches.
- Earthen Tremor (Ground Slam Master) now deals 150% of the original damage on landing instead of 200%.
- Intersection (Intervene Master) now removes the damage cap of Intervene and reduces damage dealt to the Defender from 50% to 20%.
- Final Stand (Last Stand Master) will now draw aggro from mobs when cast and will knock them back continuously instead of just once.
Illusion Vanguard 1.0
- Added the Defender page to the documentation.