Raedwulf
15 Oct 2008, 20:26
Scribal Note: The bulk of this was written by the estimable Gan; back in the days when we hadn't got much past Angmar; though all of the senior Company Guardians stuck their oar in somewhere. Given that the average Guardian can start a fight even if alone in a locked room, you can imagine what it was like having to transcribe this!
The Captain has asked Eikinskjaldi to make some effort towards bringing it up to date. The grumbling started off with "How am I supposed to do that, when circumstances conspire to prevent me keeping in practice? He knows that! Ach..." & went on from there. I should bear this in mind whilst reading!
They Shall Not Pass!
The creed of any lead guardian in a group. Your duty is to keep the enemy's eye fixed upon yourself; keep it blind to all else that moves against it. Almost any other group member is a bigger threat to the enemy than you are; you are outskilled in dealing damage, your ability to bring a foe to a halt is almost nil, and unlike the minstrel, taking you out first does not make the rest of the party any easier to deal with. You have two great assets; durability and perceived threat. You look more dangerous than you are, and you survive longer than you should. Your aim is simple; maximize these assets, and use them to good effect.
There are times when you need not perform this task, since other, better, Guardians will be in the group beside you. In those situations, you are often free to move into Overpower stance, and deploy your full range - such as it is - of offensive skills. The rest of this guide will concern you little while you are in this position; though it may well if you are to employ threat 'juggling' should the need arise. If, however, you do happen to be needed for certain only as melee select your traits to maximize damage output, hit what you are told to hit, and let the main Guardians worry about keeping the group safe from harm.
Durability
There are three ways to lengthen your survival in any fight: get hit less often; make blows you receive less telling; and have higher morale. Ideally, you want to promote all three, but invariably some choices will have to be made. Your equipment and traits will determine what priority you give to each of these methods.
Virtues are many and varied, and which you should prepare depends on what challenges you are to face. Some creatures deal many wounds; others instil fear; still others inflict poison, or disease. The right choice of virtues can give greatly increased resistance to one or other of these threats; if one of them is likely to be predominant, prepare accordingly. If you face all manner of different risks, there is little point in being strong against only one of them, so a more general approach is indicated. That brings you to the stock virtues - those which will increase your total morale, and decrease the damage you take.
Valour, Justice, and Loyalty are the three main virtues to improve morale. Valour and Justice, indeed, do very little else; Loyalty also provides a small boost to power. Innocence - and, to a lesser extent, Zeal - will reduce your vulnerability to melee damage. In most combat scenarios, enemy ranged fire will be dealt in stuns, roots, fear, or other non-violent methods; reducing ranged vulnerability is far less of a priority. Discipline improves might, which in turn improves both your efficacy with the shield and your skill at parrying with a weapon. The more attacks are blocked or parried, the less of them inflict damage. Similary, Determination improves agility which improves evasion.
The preferred combination varies greatly from one Guardian to another. You must find a method which works for you. Remember, though, that having a high enough morale to withstand great damage is less preferable to not taking as much damage in the first place. Less damage inflicted means a given amount of healing will go further, which helps the minstrels in the party to avoid drawing the enemy's gaze; which is, ultimately, your reason for being there.
"Now, that was all true enough when the laddie Gan wrote this. But he retired to Bree a long time ago, and was last seen paring his remaining fingernails with his sword. The nature of The War changed when we moved into Moria. In these later days, it is more true than ever that taking less damage is preferable to having more morale. Firstly, the training of Virtues has not advanced at all. Secondly, the blows of the enemies that you will meet in Moria and beyond grow ever heavier. The result of this is that the mitigations grow ever more important, whilst the absolute value of a Virtue such as Valour diminishes.
You will find elsewhere in this library a treatise dealing with the finer points of Virtues. In brief, from your perspective as a Guardian, Valour is of much lesser worth, the King of Virtues now being Innocence. Justice has ever been valued by many, for reasons I have never been able to fathom, for it is a very poor choice indeed. You will likely want Discipline for its Might bonus; Zeal is attractive for its moderate Melee mitigation; Loyalty & Wisdom are also good choices; Fidelity is redundant in Moria, but useful in the various Dol Guldur encounters where much vile sorcery exists; and depending on the circumstances, Charity, Honour, or Tolerance you may briefly want. Stray from these, though, and you may find your fellows looking askance at you."
Equipment can be chosen to complement your prepared virtues; for instance, if your Determination is high, wear armour that boosts your agility, further improving your ability to evade attacks. Equally, you might prefer to choose your Virtues to favour the areas where your kit is lacking. There are no right answers; we try here simply to get you thinking about what you are doing.
Equipment which improves in-combat regeneration, power, morale and such like, should be considered secondary to that which boosts your five basic abilities (or your melee mitigation); most importantly, the two abilities which are vital to a Guardian, might and vitality. Vitality has the obvious effect of raising morale, but also mitigates against damage of any type other than common; and at the highest levels, much damage that you suffer will be of a type other than common. Might, as mentioned above, increases your ability to block and parry blows, and also mitigates common damage. Agility improves your ability to evade, which is useful, but less so than Might, which boosts two defence options rather than one; moreover boosting those defences that trigger your response skills. Will and Fate cannot be ignored, though they are of lower priority; a Guardian with no power can generate no threat.
Racial traits should be chosen to improve your defences as the highest priority. Many people prepare the racial return ability as standard; in a fellowship, and certainly in a raid, it should be discarded, since you can rely on a party member to summon you, via acorn, summoning post or horn, to wherever you need to be. An oft over-looked point we feel it well worth bringing to your attention. Even the racial zero-power attack is more useful, given that your power may be a scarce commodity in lengthy fights.
The Captain has asked Eikinskjaldi to make some effort towards bringing it up to date. The grumbling started off with "How am I supposed to do that, when circumstances conspire to prevent me keeping in practice? He knows that! Ach..." & went on from there. I should bear this in mind whilst reading!
They Shall Not Pass!
The creed of any lead guardian in a group. Your duty is to keep the enemy's eye fixed upon yourself; keep it blind to all else that moves against it. Almost any other group member is a bigger threat to the enemy than you are; you are outskilled in dealing damage, your ability to bring a foe to a halt is almost nil, and unlike the minstrel, taking you out first does not make the rest of the party any easier to deal with. You have two great assets; durability and perceived threat. You look more dangerous than you are, and you survive longer than you should. Your aim is simple; maximize these assets, and use them to good effect.
There are times when you need not perform this task, since other, better, Guardians will be in the group beside you. In those situations, you are often free to move into Overpower stance, and deploy your full range - such as it is - of offensive skills. The rest of this guide will concern you little while you are in this position; though it may well if you are to employ threat 'juggling' should the need arise. If, however, you do happen to be needed for certain only as melee select your traits to maximize damage output, hit what you are told to hit, and let the main Guardians worry about keeping the group safe from harm.
Durability
There are three ways to lengthen your survival in any fight: get hit less often; make blows you receive less telling; and have higher morale. Ideally, you want to promote all three, but invariably some choices will have to be made. Your equipment and traits will determine what priority you give to each of these methods.
Virtues are many and varied, and which you should prepare depends on what challenges you are to face. Some creatures deal many wounds; others instil fear; still others inflict poison, or disease. The right choice of virtues can give greatly increased resistance to one or other of these threats; if one of them is likely to be predominant, prepare accordingly. If you face all manner of different risks, there is little point in being strong against only one of them, so a more general approach is indicated. That brings you to the stock virtues - those which will increase your total morale, and decrease the damage you take.
Valour, Justice, and Loyalty are the three main virtues to improve morale. Valour and Justice, indeed, do very little else; Loyalty also provides a small boost to power. Innocence - and, to a lesser extent, Zeal - will reduce your vulnerability to melee damage. In most combat scenarios, enemy ranged fire will be dealt in stuns, roots, fear, or other non-violent methods; reducing ranged vulnerability is far less of a priority. Discipline improves might, which in turn improves both your efficacy with the shield and your skill at parrying with a weapon. The more attacks are blocked or parried, the less of them inflict damage. Similary, Determination improves agility which improves evasion.
The preferred combination varies greatly from one Guardian to another. You must find a method which works for you. Remember, though, that having a high enough morale to withstand great damage is less preferable to not taking as much damage in the first place. Less damage inflicted means a given amount of healing will go further, which helps the minstrels in the party to avoid drawing the enemy's gaze; which is, ultimately, your reason for being there.
"Now, that was all true enough when the laddie Gan wrote this. But he retired to Bree a long time ago, and was last seen paring his remaining fingernails with his sword. The nature of The War changed when we moved into Moria. In these later days, it is more true than ever that taking less damage is preferable to having more morale. Firstly, the training of Virtues has not advanced at all. Secondly, the blows of the enemies that you will meet in Moria and beyond grow ever heavier. The result of this is that the mitigations grow ever more important, whilst the absolute value of a Virtue such as Valour diminishes.
You will find elsewhere in this library a treatise dealing with the finer points of Virtues. In brief, from your perspective as a Guardian, Valour is of much lesser worth, the King of Virtues now being Innocence. Justice has ever been valued by many, for reasons I have never been able to fathom, for it is a very poor choice indeed. You will likely want Discipline for its Might bonus; Zeal is attractive for its moderate Melee mitigation; Loyalty & Wisdom are also good choices; Fidelity is redundant in Moria, but useful in the various Dol Guldur encounters where much vile sorcery exists; and depending on the circumstances, Charity, Honour, or Tolerance you may briefly want. Stray from these, though, and you may find your fellows looking askance at you."
Equipment can be chosen to complement your prepared virtues; for instance, if your Determination is high, wear armour that boosts your agility, further improving your ability to evade attacks. Equally, you might prefer to choose your Virtues to favour the areas where your kit is lacking. There are no right answers; we try here simply to get you thinking about what you are doing.
Equipment which improves in-combat regeneration, power, morale and such like, should be considered secondary to that which boosts your five basic abilities (or your melee mitigation); most importantly, the two abilities which are vital to a Guardian, might and vitality. Vitality has the obvious effect of raising morale, but also mitigates against damage of any type other than common; and at the highest levels, much damage that you suffer will be of a type other than common. Might, as mentioned above, increases your ability to block and parry blows, and also mitigates common damage. Agility improves your ability to evade, which is useful, but less so than Might, which boosts two defence options rather than one; moreover boosting those defences that trigger your response skills. Will and Fate cannot be ignored, though they are of lower priority; a Guardian with no power can generate no threat.
Racial traits should be chosen to improve your defences as the highest priority. Many people prepare the racial return ability as standard; in a fellowship, and certainly in a raid, it should be discarded, since you can rely on a party member to summon you, via acorn, summoning post or horn, to wherever you need to be. An oft over-looked point we feel it well worth bringing to your attention. Even the racial zero-power attack is more useful, given that your power may be a scarce commodity in lengthy fights.