•Guard - Guard is a very solid cooldown that will absorb a certain amount of damage as well as increase the effects of your self heals by a certain percentage for 30 seconds, or until damage taken exceeds the absorb amount. By level 100, Guard will have a second charge, which functions basically the same as your Roll's cooldown. This ability should be kept at one charge at all times, so as to not waste the spell and still have it available for when there is a big hit incoming. If there are multiple hits that are incoming that would exhaust both Guards, you should save both charges, though this is highly dependent on the encounter.