The Fiefdom of Cleve is a Territory in the LARP game, "The Dreaming". The territory is based in Cleveland, OH. For more information on the dreaming, go to http://dreamings.ning.com.

Monday, March 8, 2010

Class Breakdown: Guardian

The Guardian class in The Dreaming is designed around survival more than anything else.  This class fulfills the role of a defensive fighter, using skills to reduce incoming damage as well as a couple of support skills.  Guardians are incredibly powerful against melee classes, but are weak against ranged classes like Sorcerers and Archers.  

Here is the list of the Guardian Class Skills:

Martial Styles - Passive
Allows the character to use a shield or a two handed weapon.
Only two classes can use shields in this game, and since most takedowns are strike based, shields are going to be huge.  If you have this skill, fore go the two-hander and grab up a shield.

Flurry - Encounter
Allows the character to swing for 2 with three melee attacks.
This is a mediocre skill.  The attacks can be blocked and are spent.  These might be good for getting the jump on a player, but I personally would dodge this skill.

Parry - Encounter
You may call "Parry" and not take the effects of one melee attack.
This skill is sick.  Guardians are the only class who get parries (except for Slayer's ability "Just You and Me").  Again, most takedowns are delivered via melee, so this should be saved for attacks like Poison, Blackjack, Slay, and Flank Attacks.

Hold the Line - Encounter
Draw a line on the ground or gesture at an existing line and say "Do not cross this line."  You may swing 3 twice, but may only use them on someone who has crossed the line.
Mediocre attack on it's own, but can be very powerful depending on your party composition.  If you have a Sorcerer or an Archer on your team, this skill is worth picking up.  Otherwise, pass on this for other skills.

Guard Post - Encounter
Create a circular zone up to 10' in diameter.  You gain two uses of Parry while in that zone.
This is a must have skill in my opinion.  It's easy to maintain yourself in a 10' diameter in many situations.  Just be careful of fighting a smart opponent in an open area.  If you're doing the Capture the Flag Dream Walk, this is good for defending the flag.

On Your Feet - Encounter
You may use heal 3 on an unconscious character after saying "On Your Feet."
It's nice to have a heal for people who are down.  The value of this skill depends on the size of your group.  If many characters have heals, you can pass on this.  However, with only one healer in your group, it might be worth saving this for him/her.

Assault Point - Daily
Create a circular zone up to 10' in diameter.  All your melee attacks are at +1 while in that zone.
This is a nice skill for a boss fight, as long as you're in tight quarters.  The best place to use this is on someone else's defensive zone, so they have to stay out of it.  However, it being a daily skill keeps it from being a must have skill. It could be worked into a build, but your mileage may vary.

Fortitude - Daily
You may resist one poison or knockout attack.
The use of this skill depends on how many assassins are in your area.  It's limited in the effects it negates, not to mention the fact that it is only a daily skill.  Remember to pick up Parry and possibly Guard post before picking this up, as you can parry both poison and knockout attacks (unless delivered by unusual means).

Toughness - Passive
Your maximum body is increased by 2.
Take a Breath - Encounter
After 30 seconds of concentration, you can regain 1 encounter power and heal 3.
Both Toughness and Take a Breath are common amongst the classes, both having a decent power level.  These are the baseline for determining what skills to get and which to avoid.  In general, if a power is weaker than either of these, it's not worth picking up.  

In Summary
Every Guardian should have Martial Styles and Parry, without question.  Guard Post is great in a territory with a lot of closed spaces, and On Your Feet and Hold the Line vary in use based on who you're allied with.  Take a Breath is the only class skill that offers healing, which makes it very useful.  Here are a few example Builds.

Self-Survival Guardian
This Guardian is built to survive longer than his opponents.  This is very strong against melee classes but offers no support abilities.
Skills: Martial Styles, Parry, Guard Post, Take a Breath, Fortitude, (Toughness)

Team-Oriented Guardian
This Guardian takes skills to help improve the survivability of the team.  The trade off is a little less personal survivability.
Skills: Martial Styles, Parry, Guard Post, On Your Feet, Hold the Line, (Take a Breath) 


1 comment:

  1. Great post!

    I just want to point out that if you miss with a flurry attack, it isn't spent, as per the RP The Damn Effect rule.

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