
 ). The essence of running into danger with brute force and power is why i love the class. With this build, I will help you on your way to achieving the joys of being a Tank.
). The essence of running into danger with brute force and power is why i love the class. With this build, I will help you on your way to achieving the joys of being a Tank.
This post has been edited 20 times, last edit by "Cinquleur" (May 8th 2014, 11:06pm)

This post has been edited 13 times, last edit by "Cinquleur" (May 8th 2014, 11:11pm)
 
  
  
 


This post has been edited 9 times, last edit by "Cinquleur" (May 8th 2014, 11:12pm)

 Devastating Blow-Flawless Strike : This is 1 of 2 of your bread and butter skills you will use constantly to tank with and build CA. This skill will give you 15 CA. I recommend this at R3 for any warrior build.
 Devastating Blow-Flawless Strike : This is 1 of 2 of your bread and butter skills you will use constantly to tank with and build CA. This skill will give you 15 CA. I recommend this at R3 for any warrior build. Lunge: This is the butter to your bread and butter skills. You will use this alongside Flawless strike to generate CA. This skill will give you 10 CA. I recommend this at R3 mainly for how much you use it for CA.
 Lunge: This is the butter to your bread and butter skills. You will use this alongside Flawless strike to generate CA. This skill will give you 10 CA. I recommend this at R3 mainly for how much you use it for CA. Charge : This is your gapcloser/bumrush skill and trademark of being a melee class. It is usually your primary source of initiation and will generate 10 CA. I recommend this at least at R2. Rank 3 is optional for sightly more damage and 5 seconds less of a cooldown.
 Charge : This is your gapcloser/bumrush skill and trademark of being a melee class. It is usually your primary source of initiation and will generate 10 CA. I recommend this at least at R2. Rank 3 is optional for sightly more damage and 5 seconds less of a cooldown. Agonizing strike/Fatal Blow: This is your first and primary abilities that uses 50 CA. This skill is important for tanking as it is the strongest single target ability the warrior has for PvE and will keep your aggro at the top of the charts for tanking. I recommend this at R3 for every warrior build.
 Agonizing strike/Fatal Blow: This is your first and primary abilities that uses 50 CA. This skill is important for tanking as it is the strongest single target ability the warrior has for PvE and will keep your aggro at the top of the charts for tanking. I recommend this at R3 for every warrior build. Die Hard: This is our Signature way of cheating death in Allods. when you take a lethal blow you temporarily gain a portion of your health back for 16 seconds. Afterwards that temporary health disappears. I have yet to meet a warrior without at least rank 1 for diehard. I recommend R2 of Diehard mainly because R3 only gives 10% more temporary health and a slightly lower cooldown. I personally do not see that being worth another 3 talent points. It's up to you to decide that.
 Die Hard: This is our Signature way of cheating death in Allods. when you take a lethal blow you temporarily gain a portion of your health back for 16 seconds. Afterwards that temporary health disappears. I have yet to meet a warrior without at least rank 1 for diehard. I recommend R2 of Diehard mainly because R3 only gives 10% more temporary health and a slightly lower cooldown. I personally do not see that being worth another 3 talent points. It's up to you to decide that. Shield Slam: Every time you block and parry you can use the ability. It does a certain amount of damage and knocks the target down. In my opinion, this skill is 100% optional for PvE Tanking. You can do fine tanking without it. If you want another skill to use then sure you could pick it up. Most mobs in astral are resistant to cc and the mobs that are not are usually in groups to be AoE'd.
 Shield Slam: Every time you block and parry you can use the ability. It does a certain amount of damage and knocks the target down. In my opinion, this skill is 100% optional for PvE Tanking. You can do fine tanking without it. If you want another skill to use then sure you could pick it up. Most mobs in astral are resistant to cc and the mobs that are not are usually in groups to be AoE'd. Forceful Kick: Kicks your target and has a 50% chance to knock them down. Generates 10 CA. I have this at R2 as another option to generate CA. It has a fairly long cooldown, especially at R1 and its quite a lackluster skill compared to what it used to be before. you could forgo this skill for something else. I just like kicking things
 Forceful Kick: Kicks your target and has a 50% chance to knock them down. Generates 10 CA. I have this at R2 as another option to generate CA. It has a fairly long cooldown, especially at R1 and its quite a lackluster skill compared to what it used to be before. you could forgo this skill for something else. I just like kicking things 
 Intimidate: This is your taunt that will pull practically any mob from it's target and stick to you like superglue for the duration of the debuff. If you're a full tank, you must have this at R3! This skill is a lifesaver and the emergency aggro button. I recommend having it R1 for non-tanks to switch aggro for lifesaving situations.
 Intimidate: This is your taunt that will pull practically any mob from it's target and stick to you like superglue for the duration of the debuff. If you're a full tank, you must have this at R3! This skill is a lifesaver and the emergency aggro button. I recommend having it R1 for non-tanks to switch aggro for lifesaving situations. Arcing Blow: Hits like a Truck on knocked down targets when equipping a 2H weapon. You don't need this. Only activates when they are knocked down making it quite situational In PvE I wouldn't recommend it.
 Arcing Blow: Hits like a Truck on knocked down targets when equipping a 2H weapon. You don't need this. Only activates when they are knocked down making it quite situational In PvE I wouldn't recommend it. Hack: There might be times when you or a member in your party have a sliver of health and are running for your lives against a mob while your healer desperately tries to heal. This kick slows the mob down by 50% for 8+ seconds, giving said target enough time to kite away. I have this at R1 just for that sheer utility. Knee shot in the ruby grids does the same trick too at a range.
 Hack: There might be times when you or a member in your party have a sliver of health and are running for your lives against a mob while your healer desperately tries to heal. This kick slows the mob down by 50% for 8+ seconds, giving said target enough time to kite away. I have this at R1 just for that sheer utility. Knee shot in the ruby grids does the same trick too at a range. Jagged Slice: Consumes 40 CA and bleeds the target for 5 seconds. This is a paired weapon skill as those weapons can continuously apply jagged slice efficiently. The damage is pitiful with a 1h and a shield. Not recommended.
 Jagged Slice: Consumes 40 CA and bleeds the target for 5 seconds. This is a paired weapon skill as those weapons can continuously apply jagged slice efficiently. The damage is pitiful with a 1h and a shield. Not recommended. Adrenaline Rush: Every warrior loves this skill. 20 CA every second for 15 seconds. There will be many times when you starving for energy. AR fixes that issue and lets you keep on spanking. This skill is too clutch to not be R3.
 Adrenaline Rush: Every warrior loves this skill. 20 CA every second for 15 seconds. There will be many times when you starving for energy. AR fixes that issue and lets you keep on spanking. This skill is too clutch to not be R3. Aura of Ferocity: You're a Tank, don't even bother with these. You cannot activate Fero while having a shield on.
 Aura of Ferocity: You're a Tank, don't even bother with these. You cannot activate Fero while having a shield on. Double Blow-Rapid slash: A Cleave attack that hits two enemies in front of you and generates 10 CA for each successful hit (20 CA). I personally do not use this skill at all for Tanking. My problem with it is because i find its energy cost too much, it's animation too slow, and the fact that it only hits 2 targets (sometimes it may only hit 1 target,while the other runs out of the cleave). For AoE Pulls i want to get 65 CA as quick as possible for Whirlwind. I can accomplish it much faster with my bread and butter skills with quick tab-targeting. If you use a fast 1H weapon I would recommend testing it out. I do fine Tanking without these skills.
 Double Blow-Rapid slash: A Cleave attack that hits two enemies in front of you and generates 10 CA for each successful hit (20 CA). I personally do not use this skill at all for Tanking. My problem with it is because i find its energy cost too much, it's animation too slow, and the fact that it only hits 2 targets (sometimes it may only hit 1 target,while the other runs out of the cleave). For AoE Pulls i want to get 65 CA as quick as possible for Whirlwind. I can accomplish it much faster with my bread and butter skills with quick tab-targeting. If you use a fast 1H weapon I would recommend testing it out. I do fine Tanking without these skills. Vicious Spin-Whirlwind: Three words: Spin to win. This ability is how you will hold aggro on multiple mobs at the same time. It is a channel that allows you to move around while spinning at a reduced spin. R3 This for maximum damage/aggro.
 Vicious Spin-Whirlwind: Three words: Spin to win. This ability is how you will hold aggro on multiple mobs at the same time. It is a channel that allows you to move around while spinning at a reduced spin. R3 This for maximum damage/aggro. Headbutt: Pushes the target back a couple yards and then knocks them down. If you have talent points to play around with you could get this at r1. I prefer having r1 Hack over this. Headbutt is a PvP skill at it's best. Situation in PvE, similar to Hack/knee shot.
 Headbutt: Pushes the target back a couple yards and then knocks them down. If you have talent points to play around with you could get this at r1. I prefer having r1 Hack over this. Headbutt is a PvP skill at it's best. Situation in PvE, similar to Hack/knee shot. Dragon Tear skills:
 Dragon Tear skills: Reasoned Aggression: Generate 10 CA every second for 6/9/10 seconds. Puts you into combat the moment you active this skill. I really love this skill and would recommend it for at least r1 in any build. I use this a lot for double quick back to back whirlwinds in AoE pulls. R1 or R2 is recommended because R3 is pointless. I don't see three talent points worth an extra second of CA. Consumes 3 tears.
 Reasoned Aggression: Generate 10 CA every second for 6/9/10 seconds. Puts you into combat the moment you active this skill. I really love this skill and would recommend it for at least r1 in any build. I use this a lot for double quick back to back whirlwinds in AoE pulls. R1 or R2 is recommended because R3 is pointless. I don't see three talent points worth an extra second of CA. Consumes 3 tears. Heroic might: When activated, you gain three stacks of heroic might. your abilities forceful kick, Hack, and Flawless strike gain an extra affect. Kick will knock back the target 10 yards, Hack immobilizes the target for 4 seconds, and Flawless trike will apply a bleed for 3 seconds. Damage of these abilities are amplified depending on the quality of the tears. Consumes 3 Tears. This skill is great for PvP and had its uses for extra damage in PvE DPS, but as a Tank, this skill is "meh". Not recommended.
 Heroic might: When activated, you gain three stacks of heroic might. your abilities forceful kick, Hack, and Flawless strike gain an extra affect. Kick will knock back the target 10 yards, Hack immobilizes the target for 4 seconds, and Flawless trike will apply a bleed for 3 seconds. Damage of these abilities are amplified depending on the quality of the tears. Consumes 3 Tears. This skill is great for PvP and had its uses for extra damage in PvE DPS, but as a Tank, this skill is "meh". Not recommended.								This post has been edited 11 times, last edit by "Cinquleur" (May 8th 2014, 10:21pm)

 Fighter Grid
 Fighter Grid Slaughter: Increases the Crit strike chance of Fatal Blow and Whirlwind. I recommend all buffs that affect your CA dump skills. R3 this!
 Slaughter: Increases the Crit strike chance of Fatal Blow and Whirlwind. I recommend all buffs that affect your CA dump skills. R3 this! Agile Maneuvers: Vitality is increased by 5/10/15. Highly recommend picking up all 3 of these rubies. A bigger health pool is always beneficial.
 Agile Maneuvers: Vitality is increased by 5/10/15. Highly recommend picking up all 3 of these rubies. A bigger health pool is always beneficial. Butcher: These rubies are optional and are only if you decide to pick up Crushing blow in the Lance warrior grid. I don't use this rubies because crushing blow is not a high priority skill for me when it comes to Tanking.
 Butcher: These rubies are optional and are only if you decide to pick up Crushing blow in the Lance warrior grid. I don't use this rubies because crushing blow is not a high priority skill for me when it comes to Tanking. Bodyguard Grid
  Bodyguard Grid Lethal Blows: Increase Proficiency by 3/6/9. I would recommend these rubies in every warrior build. more damage= more aggro.
 Lethal Blows: Increase Proficiency by 3/6/9. I would recommend these rubies in every warrior build. more damage= more aggro. Master of Defense: Increase Block rate by 5/10/15%. One of the main sources of damage mitigations. Many tanks do not realize that the shield's main use is not just the stats, but the ability to block. R3 this.
 Master of Defense: Increase Block rate by 5/10/15%. One of the main sources of damage mitigations. Many tanks do not realize that the shield's main use is not just the stats, but the ability to block. R3 this. Pebble Wall: Stony Res. will restore in combat at 15% of your maximum HP. Increases effectiveness of incoming healing by 15%. This is at R3 and should always be R3 for any tank.
 Pebble Wall: Stony Res. will restore in combat at 15% of your maximum HP. Increases effectiveness of incoming healing by 15%. This is at R3 and should always be R3 for any tank. Fencing Master: Increase your chance to parry by 5/10/15%. One of the changes in the 5.0 patch allows warriors to parry with 1H weapons. I now recommend having this at R3.
 Fencing Master: Increase your chance to parry by 5/10/15%. One of the changes in the 5.0 patch allows warriors to parry with 1H weapons. I now recommend having this at R3. Just a Scratch: With a shield equipped, critical damage is reduced by 7/14/21%. This is huge!! Being able to lower critical damage is a pretty big deal seeing how some crits could instantly put you into diehard. R3 Recommended.
 Just a Scratch: With a shield equipped, critical damage is reduced by 7/14/21%. This is huge!! Being able to lower critical damage is a pretty big deal seeing how some crits could instantly put you into diehard. R3 Recommended. Hexed: If a shield is equipped, incoming damage has a 50% chance to be reduced by XX,XXX amount depending on the quality of the shield. These rubies now properly work in this patch and are one of the reasons warrior tanks shine when it comes to handling DoT's and Consecutive damage from large groups of mobs. R3 Recommended!
 Hexed: If a shield is equipped, incoming damage has a 50% chance to be reduced by XX,XXX amount depending on the quality of the shield. These rubies now properly work in this patch and are one of the reasons warrior tanks shine when it comes to handling DoT's and Consecutive damage from large groups of mobs. R3 Recommended! Might over magic: Chance to apply block to magic is increased by 33/66/100% of your chance to block physical damage. This is a must have for Raiding when you are introduced to more than just physical damage as a tank. In astral, i am now beginning to recommend it more and more as mobs and bosses are doing more than just physical attacks. AoE circles and special debuffs and DoT's that tend to explode are magical, so if you end up getting caught in some of those nasty spells, these rubies will come in quite in handy. They are more than just situational rubies, so i recommend these at R3.
 Might over magic: Chance to apply block to magic is increased by 33/66/100% of your chance to block physical damage. This is a must have for Raiding when you are introduced to more than just physical damage as a tank. In astral, i am now beginning to recommend it more and more as mobs and bosses are doing more than just physical attacks. AoE circles and special debuffs and DoT's that tend to explode are magical, so if you end up getting caught in some of those nasty spells, these rubies will come in quite in handy. They are more than just situational rubies, so i recommend these at R3. Desire for Life: Reduced the cooldown of diehard by 20/40%. They are great rubies to pick up and i don't see a reason why I wouldn't have them especially since i like my Die Hard at R2.
 Desire for Life: Reduced the cooldown of diehard by 20/40%. They are great rubies to pick up and i don't see a reason why I wouldn't have them especially since i like my Die Hard at R2.  Gladiator: At rank 3, it increases damage of 1H by 20%. I recommend these rubies for every Tank. Like i've said before, more damage is more aggro.
 Gladiator: At rank 3, it increases damage of 1H by 20%. I recommend these rubies for every Tank. Like i've said before, more damage is more aggro. Take cover: Activating this skill increases block rate by 50% for 8 seconds at R2. This skill is very clutch and helps you tank through a lot of damage in any situation. I recommend R2 as a full tank. You can do fine without this skill and if you're tight on rubies I would forgo them.
 Take cover: Activating this skill increases block rate by 50% for 8 seconds at R2. This skill is very clutch and helps you tank through a lot of damage in any situation. I recommend R2 as a full tank. You can do fine without this skill and if you're tight on rubies I would forgo them. Knee shot: A single shot bow attack that reduces target's slow by 50% for 10. I think this is a one ruby wonder. Every tank should have at least 1 slow in their build, I carry both R1 hack and knee shot. This skill is also a good way to pull mobs from a distance.
 Knee shot: A single shot bow attack that reduces target's slow by 50% for 10. I think this is a one ruby wonder. Every tank should have at least 1 slow in their build, I carry both R1 hack and knee shot. This skill is also a good way to pull mobs from a distance.This post has been edited 10 times, last edit by "Cinquleur" (May 8th 2014, 11:16pm)
 Lancer Warrior Grid
 Lancer Warrior Grid Rampaging Menace: Increases vigor by 3/6/9%. Not only is this a stat ruby but it's also % meaning it will scale as your gear improves. Must have R3 in any build.
 Rampaging Menace: Increases vigor by 3/6/9%. Not only is this a stat ruby but it's also % meaning it will scale as your gear improves. Must have R3 in any build. Rugged Fighter: Increases Stamina by 5/10/15%. Same as rampaging menace. Scaling stat rubies are a must have. R3 recommended for Tanking.
 Rugged Fighter: Increases Stamina by 5/10/15%. Same as rampaging menace. Scaling stat rubies are a must have. R3 recommended for Tanking. Bull's Eye: Increases the damage of Flawless Strike by 5/10/15%. Every warrior should have these rubies.
 Bull's Eye: Increases the damage of Flawless Strike by 5/10/15%. Every warrior should have these rubies. Natural Born Killer: Increases the damage of your Fatal Blow and Whirlwind by 5/10/15%. Similar to Bull's Eye, these rubies are a must have for every warrior.
 Natural Born Killer: Increases the damage of your Fatal Blow and Whirlwind by 5/10/15%. Similar to Bull's Eye, these rubies are a must have for every warrior. Lucky: Increases the crit chance of your most common skill Flawless strike by 5/10/15%. Always pick up these rubies. R3 Recommended.
 Lucky: Increases the crit chance of your most common skill Flawless strike by 5/10/15%. Always pick up these rubies. R3 Recommended. Combat Training: Damage dealt by thrust (Lunge), charge, shield slam, hack, headbutt, and enticing shot by 5/10/15%, I would pick up these rubies at r3 for the fact that it buffs up Lunge. My philosophy is that lunge is such a common skill used hundreds of times that it deserves rubies of its own. The increase damage to the other abilities that we have are just an added bonus. I am not so adamant to say that these rubies are must haves. You will be able to do just fine without these rubies.It all comes down to preference.
Combat Training: Damage dealt by thrust (Lunge), charge, shield slam, hack, headbutt, and enticing shot by 5/10/15%, I would pick up these rubies at r3 for the fact that it buffs up Lunge. My philosophy is that lunge is such a common skill used hundreds of times that it deserves rubies of its own. The increase damage to the other abilities that we have are just an added bonus. I am not so adamant to say that these rubies are must haves. You will be able to do just fine without these rubies.It all comes down to preference.This post has been edited 10 times, last edit by "Cinquleur" (May 8th 2014, 7:05am)

 Good as New: Every kill reduces charge's cooldown by 10 second. I honestly think is is a useless ruby. Any warrior can correct me on this, I believe you need to have the killing blow on the target to get the cooldown reduction. just be patient and wait for your charge to get off cd between pulls.
 Good as New: Every kill reduces charge's cooldown by 10 second. I honestly think is is a useless ruby. Any warrior can correct me on this, I believe you need to have the killing blow on the target to get the cooldown reduction. just be patient and wait for your charge to get off cd between pulls.  Bushido: Restores 1 energy every 2 seconds. I only put this as optional because it's a good way of connecting the Fencing Master rubies to the Pebble Wall rubies if you don't want to get knee shot. Most likely, this would be the only Bushido ruby you get since the other two are located at inconvenient places for a lot of warriors.
 Bushido: Restores 1 energy every 2 seconds. I only put this as optional because it's a good way of connecting the Fencing Master rubies to the Pebble Wall rubies if you don't want to get knee shot. Most likely, this would be the only Bushido ruby you get since the other two are located at inconvenient places for a lot of warriors. Counterattack: When incoming damage is blocked, the warrior receives 10 energy. This ability only works once every 2 seconds (at R3). If you have three rubies to spare and have all the recommended rubies throughout all the grids. I'd pick up all three. You can Tank just fine without these rubies. They are just a good "quality of life" set of rubies to get, making the job of tanking easier.
 Counterattack: When incoming damage is blocked, the warrior receives 10 energy. This ability only works once every 2 seconds (at R3). If you have three rubies to spare and have all the recommended rubies throughout all the grids. I'd pick up all three. You can Tank just fine without these rubies. They are just a good "quality of life" set of rubies to get, making the job of tanking easier.	 Stalwart Defense: Grants a group member an affect to generate 25% less threat and protects them against death. If that member takes a lethal blow, the group member uses the ability Die Hard instead of the warrior. This ruby is quite debatable for some warriors. The first aspect of it, is the threat reduction buff. This is useful if you're under geared and your aggro production can not keep up with someone like a high geared mage/bard in your party. If they constantly steal aggro from you, this ruby would have its use. I would honestly ask that person to slow down his or her dps so i could generate more aggro in that time frame. This is a minor problem and is based off your stats and ability to hold aggro. Once you are better geared to hold aggro more comfortably, you won't need this ruby for threat reduction. The 2nd part of this ruby sounds like a pre-battle res. The biggest downside is that if said person takes a lethal hit, you my friend are without a diehard and are susceptible to dying. I believe you also absorb the damage the target could not absorb after hitting 0 hp. Unless that dps is carrying the party so hard, that if you die there is still a good chance the group will not wipe, I would not apply stalwart defense. The tank's life is potentially 6 lives and is more important than just 1 DPS. There are some situations when stalwart defense is amazing, like applying it on your healer if they are about to die. If you do decide to pick up this ruby, be very mindful when using it.
 Stalwart Defense: Grants a group member an affect to generate 25% less threat and protects them against death. If that member takes a lethal blow, the group member uses the ability Die Hard instead of the warrior. This ruby is quite debatable for some warriors. The first aspect of it, is the threat reduction buff. This is useful if you're under geared and your aggro production can not keep up with someone like a high geared mage/bard in your party. If they constantly steal aggro from you, this ruby would have its use. I would honestly ask that person to slow down his or her dps so i could generate more aggro in that time frame. This is a minor problem and is based off your stats and ability to hold aggro. Once you are better geared to hold aggro more comfortably, you won't need this ruby for threat reduction. The 2nd part of this ruby sounds like a pre-battle res. The biggest downside is that if said person takes a lethal hit, you my friend are without a diehard and are susceptible to dying. I believe you also absorb the damage the target could not absorb after hitting 0 hp. Unless that dps is carrying the party so hard, that if you die there is still a good chance the group will not wipe, I would not apply stalwart defense. The tank's life is potentially 6 lives and is more important than just 1 DPS. There are some situations when stalwart defense is amazing, like applying it on your healer if they are about to die. If you do decide to pick up this ruby, be very mindful when using it. MuscleHead: Increases the crit strike chance of lunge, charge, forceful kick, crushing Blow, knee shot, hack, headbutt, and inciting shot by 5/10/15%. Similar reason to why i would pick up Combat training. These rubies can be considered optional because I've ran with builds without them and done just fine. If you're tight on rubies you can skip these.
 MuscleHead: Increases the crit strike chance of lunge, charge, forceful kick, crushing Blow, knee shot, hack, headbutt, and inciting shot by 5/10/15%. Similar reason to why i would pick up Combat training. These rubies can be considered optional because I've ran with builds without them and done just fine. If you're tight on rubies you can skip these. Swiftness: Increases your move speed by a total of 30% after hitting a target 3 times. I wouldn't bother getting these rubies themselves without going for Crushing Blow. Increasing mobility is more valued in PvP than PvE.
 Swiftness: Increases your move speed by a total of 30% after hitting a target 3 times. I wouldn't bother getting these rubies themselves without going for Crushing Blow. Increasing mobility is more valued in PvP than PvE. Crushing blow: An AoE gapcloser that deals a good amount of damage and knocks enemies up in the air. Some tank feel as if you must have this in your build. I've ran several tanks without crushing Blow and never had any problems. Whirlwind will always be your dominant AoE when it comes to aggro. Crushing blow just so happens to be a convenient AoE combined with a gap closer. Rank 1 is a 2 minute cooldown and going for R2 requires you to go through quite a few meaningless rubies. It's a fun skill to have nonetheless and depends on your play style.
 Crushing blow: An AoE gapcloser that deals a good amount of damage and knocks enemies up in the air. Some tank feel as if you must have this in your build. I've ran several tanks without crushing Blow and never had any problems. Whirlwind will always be your dominant AoE when it comes to aggro. Crushing blow just so happens to be a convenient AoE combined with a gap closer. Rank 1 is a 2 minute cooldown and going for R2 requires you to go through quite a few meaningless rubies. It's a fun skill to have nonetheless and depends on your play style.								This post has been edited 10 times, last edit by "Cinquleur" (May 8th 2014, 7:11am)
 
  
 



This post has been edited 12 times, last edit by "Cinquleur" (May 8th 2014, 10:37pm)


This post has been edited 6 times, last edit by "Cinquleur" (May 8th 2014, 10:46pm)

 Warrior »
 Warrior » [PMB] Ezell's warrior Guide (PvE talents & rubies)
											(Apr 24th 2014, 4:55pm)
 [PMB] Ezell's warrior Guide (PvE talents & rubies)
											(Apr 24th 2014, 4:55pm)
										 Warrior »
 Warrior » [PMB]Warrior guide - Achilles
											(Apr 22nd 2014, 12:16am)
 [PMB]Warrior guide - Achilles
											(Apr 22nd 2014, 12:16am)
										 Warrior »
 Warrior » [PMB]War 2Handed Weapon Full Dps
											(Apr 23rd 2014, 10:48am)
 [PMB]War 2Handed Weapon Full Dps
											(Apr 23rd 2014, 10:48am)
										 Friday, October 31st 2025, 11:16am
 Friday, October 31st 2025, 11:16am Go to the top of the page
 Go to the top of the page 
  
  
  
  
		