Hero

THE SERAPH

Everything within this guide should ultimately only be treated as suggestions, as there are many ways to play and I encourage you to experiment and find your own playstyle.

AVAILABLE ON: Eden, Blackthorn, Live

When invaders hack and burn the glades, it is the Heroes of Hibernia who are first to jump through the flames and stand defiant against the senseless destruction. Like all inhabitants of the Emerald Isle, the martial focus of the Heroes do not prevent them from calling upon supernatural powers to aid them. Should they feel themselves begin to falter in their duty, the mystical energies at the heart of Hibernia itself swells within them, transforming them into great beasts capable of holding the line until reinforcements arrive. Thus through spring and autumn, summer and winter, do they stand sentinel.

Heroes and heroines are Hibernia’s pillars of group play. Though capable of dealing respectable damage, they are most often called upon to act as the shield upon which invaders break. Thus, your primary duties will be to halt the enemy advance and to keep your group mates safe. To this end, you will primarily be making use of combat styles which debilitate the enemy, be it stuns, snares or interrupts, as well as using mechanics unique to the Shield skill line.

All tanks, both heavy and light, receive access to Intercept. This is a skill that can be applied to a friendly target, causing the next melee attack intended for that same friendly target to be absorbed by you.

Any class with access to the Shield skill line, who has also invested between 5 and 15 skill points in said skill line, will gain access to Guard. Guard is, like Intercept, a skill you apply to a friendly target which, as long as you remain within melee attacking distance of the friendly target, allows you to block incoming melee attacks on behalf of your guarded target. Unlike Intercept, Guard does not have a cooldown and should be swapped as needed. Players from WARHAMMER Online: Age of Reckoning will be familiar with this mechanic.

Both of these abilities will allow your healers and spell-casters to avoid

interruption of their spells.

PvE

If playing solo, Celtic Spear or Large Weapons are generally the strongest options. However, Heroes are not the best at soloing and you will have a much better experience levelling in groups.

For group play, specializing in Shields will great increase your ability to control enemies and rectify the situation, should something go awry. It is also possible to do an okay job tanking while using Celtic Spears or Large Weapons at lower levels, however it will be much more risky and most likely result in overall slower performance.

If there is another tank in the group, then they can put Guard on you while you act as off-tank with your Celtic Spear or Large Weapon, while benefiting from the other tank’s blocking ability to reduce damage to yourself.

If there is another tank in the group and you are both using Shields, then you can both apply Guard to each other, dramatically reducing the damage taken and freeing up your healer(s) to perform more offensive actions.

RvR

If playing solo, it is important to remember that ultimately the Hero’s greatest strength is their ability to outlast their opponent. Clever use of defensive abilities to weather the storm of more offensive minded classes is more important than trying to push out damage.

When engaged in combat, the Hero’s first thoughts should be how to best deny the enemy any momentum. This can be accomplished by charging towards the enemy frontline and snaring or stunning enemies, so as to prevent them from reaching your own back-line. This becomes a constant game of reevaluating targets to determine which is the most dangerous, and when it is prudent to focus on offence instead.

Should the enemy forces penetrate your frontline and begin attacking your healers and spell-casters, making use of Guard and Intercept will greatly increase the survival chances of your back-line.

Racial differences

HeroPrimary: StrengthSecondary: ConstitutionTertiary: DexterityCharismaEmpathyIntelligencePietyQuicknessRacial Resistance 1Racial Resistance 2Racial Resistance 3Racial Resistance 4
Celt60 + 4560 + 2360 + 1560606060602% Crush3% Slash5% Spirit
Firbolg90 + 4560 + 2340 + 1560706060403% Crush2% Slash5% Heat
Lurikeen40 + 4540 + 2380 + 1560606060805% Crush5% Energy
Sylvan70 + 4560 + 2355 + 1560607060453% Crush2% Thrust5% Matter5% Energy
Shar60 + 4580 + 2350 + 1560606060505% Crush5% Energy
Minotaur80 + 4570 + 2350 + 1560606060404% Crush3% Heat3% Cold


Character planners

Eden: https://eden-daoc.net/charplan?c=Hero

Blackthorn: https://blackthorn-daoc.com/class/Hero

Live: https://daoc.gg/charplanner/overview#c=HERO

Stat allocation

10 Constitution / 10 Dexterity / 10 Quickness

15 Strength / 10 Quickness (Firbolg/Shar/Sylvan)

10 Constitution / 15 Strength (Celt/Lurikeen)

Class skills

50 Large Weapon / Celtic Spear, 42 Shield, 38 Parry, 10 Blades (Offensive)

50 Large Weapon / Celtic Spear, 50 Shield, 27 Parry, 10 Blades (Stronger support for less parry)

50 Large Weapon / Celtic Spear, 42 Shield, 34 Blade, 20 Parry (Sword & Shield)

50 Large Weapon / Celtic Spear, 42 Shield, 39 Blade, 6 Parry (Attack Speed Reduction variant)

44 Large Weapon, 42 Shield, 39 Blades, 24 Parry (Solo)

Realm skills

Long Wind 1

Determination

Purge

Dashing Defense

Passives to fill stat gaps (Augmented Str, Dex, Con, Mastery of Parrying etc.)

Champion skills

Lesser Group Revigoration

Lesser Group Regrowth

Shield of the Soul

Shield of the Elements

Shield of War

Sun Fire OR Mind Flash

Sun Flare OR Mind Collision

Glinted Arms

Aura of Repercussion

Chaotic Affliction

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