The picture is from Final Fantasy, and i wouldn't want him to look like a JRPG character =/
Version 1.0: The concept of the Royal Guard is born. (01-26-2010)
Version 1.1: Added 2 Item Builds. (02-11-2010)
24+3.2 11+1.0 16+1.9
Movement Speed: 300
Attack Range: 128 (Melee)
Base Attack Time: 1.7
Missile Speed: Instant (Melee)
Knights of the highest rank in the Legion, the Royal Guards were
the bodyguards of the former Royal Family; Maliken, Ophelia and
Jeraziah. As masters of swords and summoning, they guarded the
family from any threat. When Maliken, the former King gave in to the
Hellbourne's dark powers, they were forced to stand arms against
their former king.
"I am here to protect."
"If that is the King's will."
"Doing as ordered."
"In the King's name!"
"You shall be a threat no longer!"
"I hope my life served you well.."
Skill backgrounds: The Royal Guards are trained in swordsmanship,
protection and summoning magic. Let's just say that all of these skills
synergize at least mediocrely, and every one provides tanking in some
SKILL 1: SPEARWALL (Q)
Summoning a wall of spears in front of himself, the Royal Guard blocks a path that the enemies could use. Deals 100 physical damage on contact to enemy units.
Skill Type: Pathing Blocker
Targeting Type: Self Position
Casting Time: 1.2 Seconds
Mana Cost: 100/130/160/190
 Spans a total width of 500 units. Damage occurs when the 200 line radius is hit. Lasts for 5 seconds.
 Spans a total width of 600 units. Damage occurs when the 220 line radius is hit. Lasts for 5 seconds.
 Spans a total width of 700 units. Damage occurs when the 240 line radius is hit. Lasts for 5 seconds.
 Spans a total width of 800 units. Damage occurs when the 260 line radius is hit. Lasts for 5 seconds.
Advanced Mechanics: None as of now
SKILL 2: CHALLENGING BLOW (W)
Mockingly striking an enemy, the Royal Guard challenges an enemy to fight with him. Standing his guard, the Royal Guard takes a few hits of punishment, then hits the enemy. <Right-Click to set on Auto Cast>
Skill Type: Tanking Attack Modifier
Targeting Type: Enemy Units / On Attack Impact
Casting Time: Attack Animation
Mana Cost: 75
 Applies Challenged 1. Deals 10% of normal attack damage as True damage. Applies Challenger 1 to self.
 Applies Challenged 2. Deals 15% of normal attack damage as True damage. Applies Challenger 2 to self.
 Applies Challenged 3. Deals 20% of normal attack damage as True damage. Applies Challenger 3 to self.
 Applies Challenged 4. Deals 25% of normal attack damage as True damage. Applies Challenger 4 to self.
The damage mentioned in the skills table is dealt when the enemy deals its last attack on you. (in short, when the effect wears off)
The true damage is calculated in this manner:
Level 4 Challenging Blow deals its end-of-buff damage. Let's say you have an average of 100 attack damage. Thus it deals 25 True damage and 75 Physical damage.
Forced to attack target for 1/2/3/4 attacks
+10% Attack Speed
Cannot be dispelled
Forced to take 1/2/3/4 hits from target
Reduces movement speed to 0
Cannot be dispelled
Deals 10%/15%/20%/25% True Damage and 90%/85%/80%/75% Physical Damage on wearing out, based on Attack Damage
If you won't challenge me, then I'll make you challenge me.
SKILL 3: DEFENSIVE STANCE (E)
The Royal Guard holds his shield outtaking a defensive stance, increasing his armor and giving damage nullification but reducing his movement speed and attack speed.
Skill Type: Survivability Toggle
Targeting Type: Self
Casting Time: Instant
 +3 Armor, 100% chance to block 10 damage, -15% Movement Speed, -30 Attack Speed.
 +5 Armor, 100% chance to block 20 damage, -15% Movement Speed, -25 Attack Speed.
 +7 Armor, 100% chance to block 30 damage, -15% Movement Speed, -20 Attack Speed.
 +9 Armor, 100% chance to block 40 damage, -15% Movement Speed, -15 Attack Speed.
The impenetrable wall.
SKILL 4 (ULTIMATE): FURY OUTBURST
The Royal Guards are usually calm and calculating, however they can unleash the rage inside them to give a massive boost to straight combat abilities.
Skill Type: All Around Buff
Targeting Type: Self
Casting Time: 0.8 Seconds
Mana Cost: 150/200/250
Cooldown: 105 (85)
 Increases damage by 30(40), armor by 2(3), health regeneration by 4(6) and attack speed by 15(20). Lasts for 20 seconds.
 Increases damage by 40(50), armor by 3(4), health regeneration by 6(8) and attack speed by 20(25). Lasts for 20 seconds.
 Increases damage by 50(60), armor by 4(5), health regeneration by 8(10) and attack speed by 25(30). Lasts for 20 seconds.
I see this situation calls for a certain finesse... RRRAAARRGGGGHHHHH!!!
QUESTIONS AND ANSWERS
[Q&A Section to come]
The Tank Build
is absolute core. Whatever you're doing, this should be #1 priority on you.
It's basically saying "Ha ha, you suck" to all nukers.
is the #2 priority for you. Since it offers magic resistance to not just you,
but nearby allies as well and a large HP regen, it's outstanding for the tank.
This is more an overkill item than anything else, this makes Andromeda,
Pyromancer, Witch Slayer, and anyone else with a strong single target
spell weep. Also with the recent buff, you could also swap Null Stone's and
Barrier Idol's place in build order.
And of course, because you're tank, you won't even consider other boots
than Plated. You considered Ghost Marchers? Son, i am disappoint.
Helm of the Black Legion
is the item to AVOID AT ALL COSTS. Since you already get damage nulling
from Challenging Blow, and the health boost and regen are both inferior to
Behemoth's Heart, this item is completely useless to you. This applies to
The Amazing Challenging Blow Build
is still core, even in this build. The sheer amount of beating you will take
is completely nulled by Behemoth's Heart, and +35 STR doesn't hurt your
base damage either.
becomes core in this build, as the armor reduction helps you deal more
damage with CB. And +60 damage hurts the enemy bad.
or Riftshards or Savage Mace
By now you should be just going for the best pure damage boost. That
would be either Riftshards or Savage Mace (not counting Doom Bringer),
with both items bringing a %chance ability as well.
And once again we have Plated Greaves. Why? Because Steamboots give
NO BONUS at all to CB's damage, give less MS, and provide useless AS.
And Ghost Marchers are just meh, and Post Haste takes too long to farm.
Sidemention to the skills: the SotM effect can be forgotten on the ultimate, if the mods don't like it.
Copied straight from the Suggestions Forum.
Also, i don't know why Riftshards has such a MASSIVE icon.