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Thread: 61 Riftstalker - Rogue Tanking in Nightmare Tide

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    RIFT Guide Writer Muspel's Avatar
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    Default 61 Riftstalker - Rogue Tanking in Nightmare Tide


    1 The Spec
    1.1 Masteries
    1.2 FAQ
    2 Macros
    3 Abilities

    3.1 Tips and Tricks
    3.2 Defensive Cooldowns

    4 Stats and Gearing
    5 Movement
    6 Theorycraft
    7 Low Level Tanking
    8 Final Words


    1 The Spec


    When it comes to talents, there's really only one spec worth using: 61 Riftstalker/8 Tactician/7 Ranger. It has the highest effective health of any Riftstalker spec, and effective health is the most important thing for a tank (as will be explained in the Theorycraft section later in the guide).

    1.1 Masteries


    Level 61: Safeguard is pretty much always the right choice. It increases your damage and threat by nearly 50%, and increases your mitigation. None of the other choices on this tier even come close.

    Level 62: Revitalize is the default option here-- it provides some much-needed ranged threat (which works well with Planar Splash), and reduces the amount of healing required to keep you alive. However, in certain situations, Watch Over and Adamant Resolve might be valid choices.

    Level 63: Sprinter's Guile is my personal recommendation. The increase on guard radius isn't particularly fantastic, but Juke and Run only provides 2% more movespeed (and in some situations, you might not be able to keep it at max stacks). Boundless Energy isn't very useful, unfortunately, and Unstoppable is only good if you really, really want to get your group's melee DPS cleaved in the face.

    Level 64: Timed Focus. Nothing else on this tier even comes close.

    Level 65: This tier comes down to Planar Variation or Apothecary's Will. I tend to favor Planar Variation, because unlike Apothecary's Will, it does not apply a blocker debuff, meaning that you don't have to worry about whether or not anyone else is using it. Also, it makes a better panic button. However, there are probably some situations where Apothecary's Will is better.

    1.2 Spec FAQ


    What if I don't have the Tactician soul, though?

    In that case, use 61 Riftstalker/8 Ranger/7 Bard. While it is worse than a Tactician/Ranger subsoul, the difference is so small that you will probably never run into a situation where it would make a noticeable difference.

    What about using Bard as a subsoul? You would get more base health and a higher healing modifier. Or what about using Bladedancer for the extra avoidance and Side Steps?

    Not worth it. Bard subspecs have lower effective health than Tactician or Ranger subspecs. And the higher mitigation does more to reduce the amount of healing you need than the extra healing amplification.

    Bladedancer will give you way less effective health, and Side Steps doesn't work on the tank-killer attacks that bosses use anyways. Also, avoidance is largely useless for reasons outlined in the Theorycraft section.

    What about using 12 Tactician to pick up Barrier Remote?

    This can potentially be worthwhile in very, very rare situations. You'd actually use 12 Tactician and 3 Bard, and end up with very slightly lower effective health. You'd also require slightly more healing to keep up. Barrier Remote isn't particularly powerful, but the cost to get it is small enough that it can be a valid option for fights with particularly frequent, predictable damage spikes, if Barrier Remote gives you the ability to cover every damage spike with a cooldown when you wouldn't otherwise be able to.

    However, 99.9% of the time, this spec isn't worth using.

    2 Macros


    There are only a couple of macros that you need.

    #show Planar Strike
    suppressmacrofailures
    cast Phantom Blow
    cast Planar Strike
    cast Quick Shot

    #show Shadow Assault
    suppressmacrofailures
    cast Shadow Assault
    cast Shadow Blitz
    cast Shadow Stalk

    I recommend keeping Shadow Blitz and Shadow Stalk as separate keys for flexibility, in addition to the macro. On single target fights, you can just use the macro to maintain Planar Vortex, but in other situations (particularly 5-man dungeons), you may want to use Shadow Blitz or Shadow Stalk at certain times when the other ones are already off cooldown, which the macro alone can't do.

    3 Abilities

    Buffs:
    Guardian Phase
    Planebound Resilience
    Curative Engine

    The Riftstalker rotation is fairly simple. You have several buffs and debuffs that need to be maintained. They are, in approximate order of importance: Guarded Steel, Planar Vortex, Wrath of the Planes, and Rift Disturbance. If you're not getting attacked by anything that can miss, or if you're in a situation where you're at no risk of dying, you can forego Wrath of the Planes entirely, which will increases your damage output slightly. Similarly, if you're fighting enemies that don't deal any physical damage, you don't need to maintain Guarded Steel, which lets you use Power of the Planes more often.

    I strongly recommend using an addon to track the durations of these effects-- I'm a fan of Karuulalert, but other addons can work just as well.

    If you do use KaruulAlert, try importing this set (unless you want to make your own):
    Code:
    KA::AlwlFeNqtlE2PmzAQhv8Kx+6hWxubL/nkYKh6aBMlVL1EQg44wYoLke20itr+9xqSXW2yrEp
    Xq+Fg4NUwz7wzLBRvufZWB8VNQyApiDudhB6OuYvFlYDi1J9BClicsyANwogAp+x1wMVSbi1h3PI
    P66+f1nwjlbSnUlZda9ZG7qQqu22pjnov211Zi4qfys19XRsSgZBEMSQ47i/ogqTZlyJb9ic4BAJ
    DQZfHw104fDb//fHIdS1qb2WFUGMM1wKaU1d7xLIwgyDPIZvMUIutEpWVXYuroe4wQCRG+J91F6N
    1f9PcNl639WwjvL7Pwjyp/t5yvRP2UlpOxtQ0ZwAyOMtDCmYUhuFklIbrjXNB6PLQ8NZ238uN4rU
    w/oMjQfIKMviAtjzaRgljXMu52l+suHHlmYaCEGOKg8jHDCU4xZNp9CVVac6pHofqTc3x3vl3BL1
    o0Ex1Xe3l4kePgliAMpQEEUgQxCifjLLps2ylFnDUB/B/PoxSoDviv0iRitYctSAUJjFAjAGcwjT
    JGZ1McOBukmT7XsmtKDU/WJeu5G9Bs+qOyludWgdjpBmbqRtF27Vi+hC5d5f5KY3LU1Ydd0NVuYa
    Ix22//kv9cvpqb/6QYr64BfHPILN5Ucw/X176wZMJ62vxmDSuPxveVmJ093usgjyTUhRT6DZkhv0
    sgRFOJ1NWWlpZcWV+CnGA52WPof/6TfkLhSPqYQ
    Single-target Non-finisher Priority:
    1. Phantom Blow
    2. Shadow Assault (when at 3 or fewer combo points)
    3. Shadow Blitz (when at 3 or fewer combo points)
    4. Rift Disturbance (when the debuff isn't active)
    5. Mash the spam macro

    Single-Target Finisher Priority
    1. Guarded Steel (if the buff isn't up, regardless of how few combo points you have)
    2. Wrath of the Planes (if the debuff isn't up, regardless of how few combo points you have)
    3. Power of the Planes (if Planar Vortex isn't up, regardless of how few combo points you have)
    4. Power of the Planes (at 5 combo points)

    AoE non-finisher Priority
    1. Turn on Planar Splash
    2. Phantom Blow
    3. Press the teleport macro (if Planar Vortex isn't active)
    4. Rift Disturbance (when the debuff isn't active)
    5. Mash the spam macro.

    AoE Finisher Priority
    1. Guarded Steel (if the buff isn't up, regardless of how few combo points you have)
    2. Wrath of the Planes (if the debuff isn't up, regardless of how few combo points you have)
    3. Wrath of the Planes (at 5 combo points)

    3.1 Tips and Tricks

    • You cannot block attacks made by enemies that are standing behind you, so try not to turn your back to enemies that are attacking you.
    • You have a LOT of mobility, which can give you a lot of flexibility when dealing with certain mechanics. Always look around: if there's somewhere that's better to be, you can be there almost instantly.
    • However, be careful not to move TOO much. Every time you make enemies move, it makes it harder for the DPS to attack them, particularly melee DPS. Don't go teleporting around more than necessary, and enemies will die faster. The best tanks are those who move as little as possible, and try to take mobs in predictable directions so they're easy to follow. Also be careful not to get the melee cleaved.
    • Rogues are very good at using line-of-sight to force mobs to move. If you want to move a pack of mobs, try placing your Memory Capture point behind a wall, Shadow Blitzing in, then using Flashback to move back behind the wall-- all of the mobs will run right around the corner, stacking up nicely.
    • Planar Attraction is great for stacking up spread-up groups, particularly those with caster mobs or archers.
    • If you're not getting attacked for some reason (for instance, if the other tank currently has the boss), you can turn on Constant Deviation and maybe even Stalker Phase to push out some extra damage. Just be sure to turn them off and go back into Guardian Phase when you start tanking again!

    3.2 Defensive Cooldowns


    Rogues have a lot of defensive cooldowns, but it's important you use them appropriately. Some of them are much better for certain things than others.

    Planar Refuge - This is a fairly straightforward ability. It's best used pre-emptively, rather than reactively: that is, if you're already at low health and you're worried that you're going to die, then this is not a great choice-- after all, shaving 30% off of a hit when you're at 10% health is probably not going to save your life. Learn when bosses use certain hard-hitting abilities, and plan your use of this ability accordingly. It's also useful if one of your healers dies in a raid: the damage reduction can keep you alive until the healer is resurrected.

    Scatter the Shadows - Scatter is definitely one of the most unique cooldowns in the game. It'll let you survive almost anything while it's active. The trade-off is the very short duration. If a boss does very heavy damage in a very short period of time, this is the cooldown of choice, but it also makes a great panic button if your'e about to die.

    Defer Death - Defer Death is unusual in that it's very easy for it to be completely wasted. While Scatter and Planar Refuge will always reduce any damage that you take, Defer Death might not proc at all. This is a great "panic button" for moments when you're about to die.

    Planebound Aegis - This is basically a better version of Defer Death, and one of my favorites, because it's never wasted. It's very rare for it to actually wear off and heal you, but that's good, because it means that it's absorbing a huge chunk of damage. It's a very versatile cooldown, great for both proactive and reactive situations.

    Soul Coalescence - This is basically Planar Refuge, except that you can use it more often and it reduces a little less damage.

    Planar Variation - This channel does some pretty massive healing. It's a great panic button, but take note that there's a delay between using the ability and the first tick. You can also use it on allies (including the other tank), which is a potential lifesaver. Finally, be careful not to cast it on an enemy when you want to use it on yourself; you might want to have a "cast @self" macro to avoid this.

    Apothecary's Will - You'll usually have Planar Variation instead of this, but on the off chance you're using it, it's essentially a weaker, shorter version of Planar Refuge, except that it can also be used on allies, or targeted on an enemy to affect any ally that they target.

    Physical Wellness - I actually don't recommend using this as a personal cooldown. The personal health boost isn't bad, but it's not particularly powerful, either, not compared to the benefits that it gives to the raid. Save this for when you expect heavy raid damage, but be sure to pop it 5-7 seconds early: the healers will need to top people off once it affects them, because it doesn't heal people up to their newly increased max HP amount on its own.

    Also, some trinkets have on-use effects that are also defensive cooldowns. These are invaluable.

    When should I use my cooldowns?
    As a tank, it's very important that you properly manage your defensive cooldowns. Many bosses have hard-hitting abilities that happen at pre-determined times throughout the encounter, and it's often worthwhile to plan a cooldown rotation ahead of time. For instance, if a boss uses Mega Death Attack every thirty seconds, you could do this:

    1st hit: Planar Refuge + Soul Coalescence
    2nd hit: Scatter the Shadows (You can throw in Soul Coalescence, too, but it shouldn't be needed when you already have a 90% reduction.)
    3rd hit: Planebound Aegis + Soul Coalescence
    4th hit: Defer Death + Soul Coalescence
    5th hit: Planar Refuge + Soul Coalescence

    And so on. In practice, you may run into encounters where you don't have enough cooldowns to cover every damage spike-- in this case, you may need to coordinate external defensive cooldowns with your healers, like Healer's Covenant. Alternately, you may not need a cooldown for each one. Try experimenting with CD rotations on various boss encounters to find what works best-- it's more of an art than a science.

    In a 5-man dungeon, you can generally have a cooldown up for most trash pulls. On particularly large pulls, Planar Refuge is your best bet due to its long duration, but Scatter the Shadows is fantastic if you're dealing with particularly painful dispellable debuffs or a particularly focused spike of damage.

    Also, it's worth noting that you generally don't want to use more than one of your major cooldowns at a time. Not only do they interfere with each in certain ways (IE Defer Death is unlikely to be useful if Scatter the Shadows is up), you rarely need more than one. In particularly painful situations (like if your healer dies), you're generally better off with chaining them-- throwing up a new cooldown when the previous one expires.

    4 Stats and Gearing


    First off, we'll go over the stats that rogue tanks can get, and the benefits that each one provides.
    • Endurance - This stat increases your health. Point for point, it's one of the best stats that there is for surviving burst damage-- that is, making sure that you don't die so fast that your healers can't react.
    • Armor - Armor reduces the physical damage that you take.
    • Resistances - Resistances reduce damage from specific element types (life, death, fire, water, earth, and air). You can get them from rings, amulets, cloaks, earrings, planar essences, resistance runes, or vials.
    • Dexterity - Each point of dexterity gives you 1 point of dodge and 1 point of block. You also gain one tenth of your dexterity as Guard.
    • Guard - Guard reduces the damage taken by you and by allies within a small radius. This stat is only functional while Guardian Phase is active.
    • Dodge - Each point of dodge will increase your chance to avoid basic melee attacks. It has no effect on magical damage or most special attacks.
    • Block - Block works similarly to dodge, except that it has a much higher chance to occur per point, it only stops a portion of the damage instead of all of it, and it will work on some attacks that cannot be dodged. Also, there are still a lot of attacks that cannot be blocked. Note that you can only block attacks while in Guardian Phase.
    • Hit - Hit rating reduces the chance for your attacks to miss. In higher tiers of content, you will need more and more hit to ensure that all of your abilities connect with their intended target-- you can see how much you need by mousing over your hit on your character screen.

    Here are your priorities, in order:

    Get enough hit that you can hold aggro. This is generally just the hit cap for the relevant tier of content.
    Get enough endurance, armor, resistance, and guard so that you don't die to burst damage.
    Get enough dodge/block so that your healers can keep you up over longer periods of time, ensuring that you don't die to attrition.

    How much endurance/avoidance do I need for <boss name here>?
    There's no exact answer, other than "enough". How much health you need will depend on what your healers are comfortable with and capable of handling. Talk to them and figure out what they find easiest to deal with. As a general rule of thumb, if you're dying before your healers can react, then you need more endurance. If you're dying gradually while your healers are spamming you, you need more avoidance and block (although this usually won't happen).

    Avoidance is fairly worthless. Just like in Storm Legion, healer thoroughput is not an issue when keeping tanks alive, but burst damage is extremely dangerous. Focus on effective health stats: endurance, armor, resistance, and guard.


    5 Movement


    Once you've mastered the basics, it's time to move on to a more complex part of tanking: movement, and how to minimize it.

    I see a lot of tanks who ignore this, because it's not necessarily something that you think about unless you've played melee specs while dealing with a jittery tank. The general assumption is that "if I'm holding threat, it doesn't matter where the mobs are going". In some ways, that's true-- but the melee DPS will frequently end up out of range if you move enemies out of range unpredictably, and that will hurt your group a lot. On many DPS-intensive fights, it's important that you move as little as possible, and that you move in predictable directions when you DO move.

    For instance, any time that fire spawns under me, I tend to strafe left. I only move right if moving left is bad for some reason (if there's already fire over there, for instance). I try not to move back if possible, because that'll often force the melee back away to avoid the fire I just moved out of. Moving forward can work if the boss doesn't cleave, although it's not optimal because some DPS specs are reliant on backstabs. (Always moving right instead of left would work, too-- the important thing is consistency).

    Because I almost always move in the same direction, the melee that I raid with are easily able to predict and follow the boss (while avoiding cleaves, if any), which means that they rarely end up out of range, letting them stay in range. Over longer movement paths, the ranged and healers know the general direction I'll be heading, which lets them easily reposition during instant-cast GCDs, rather than needing to interrupt cast-spells because the boss unpredictably ran out of range.

    On other bosses, you'll always be moving to the same places. In those cases, try to announce when you're moving so that people are prepared. The last thing you want is to force the melee to chase the boss a little out of range, or worse yet, to outrange your healers.

    For some encounters, things are very unpredictable. When possible, try to communicate where you're going.

    Ultimately, though, your main priority is holding threat and staying alive. Don't let the finer points of exact movement detract from either of those jobs. If you die or wipe the group in order to pick up a small amount of DPS, then it's not worth it.

    6 Theorycraft


    Now it's time to talk about some of the underlying ideas, particularly those that support the gearing recommendations listed above. If you don't really care about the reasoning behind this, then feel free to skip this part. Personally, I think it's important to know the basic rules, so that you know if and when they should be broken, and how certain patches might affect things.

    As a tank, you have three basic jobs.
    1. This is the most important part, but also the easiest: you need to be able to get enemies to attack you. If you have no way of doing this, then it doesn't matter how tough you are, because the rest of your group will die. Fortunately, if you're hit capped and you do your rotation properly, then holding threat is trivial.
    2. The second priority is to survive the worst-case scenario. This is where a measurement called "effective health" (EH for short) comes into play. It doesn't do the group any good if you avoid 90% of the attacks directed against you, but die any time you get hit twice in a row. Murphy's law is in full effect: think about if you'll die if you get unlucky or things go wrong; you want to be as reliable and as stable as possible. The more burst damage that a boss can deal, the more EH that you'll need.
    3. Lastly, you need to avoid/mitigate/absorb/stop enough damage so that your healers can keep you up over longer periods of time. If your healers are running out of mana, or your health bar is gradually emptying over extended periods of time and they can't quite keep up, then you need to focus on this part.

    Because of how hard enemies hit, you're never really going to be able to move past priority 2, especially in raids. This means that effective health stats are king.

    7 Low Level Tanking

    If you're leveling as a tank, then you'll spend some time without various abilities and talents. In this section, I'll cover some of the basic recommendations.

    First off, you'll always put as many points into Riftstalker as you can. Talents that boost your survivability (such as Toughened Soul or Improved Guardian Phase) are extremely high priority, but there's a couple of offensive talents you'll want to pick up as soon as they're available: Planar Vortex and Planar Splash. At very low levels before you get them, Rift Disturbance will be your only AoE threat tool, so use it liberally if you're fighting multiple mobs.

    For subsouls, I recommend putting points into Tactician until you've maxed out Metal Plating and Boosted Defenses, keeping Bladedancer as a zero-point soul. Then, switch out Bladedancer and switch in Ranger and take Enduring and Bolster.

    Don't worry too much about tanking gear, because you don't need it until level 65 (and even then, it's not crucial until you get to the expert dungeons). Your regular DPS gear is more than sufficient for anything normal mode dungeons can throw at you.

    This is a great time to practice the basics-- get used to maintaining your buffs and debuffs. Pay attention to which enemies hurt you the most, and use your cooldowns accordingly. Always keep an eye out for patrolling mobs, and be ready to pick them up if someone pulls by accident. Abuse line-of-sight to force casters to come to you. And above all else, communicate with your healer.

    8 Final Words

    One thing that a lot of tanks overlook is that their survivability often rests in the hands of their healers. They're the ones who really get a firsthand look at exactly what you have trouble with and what's not a problem, which means that they're the ones that you should talk to if you're considering a change. Healers often have different things that they're good at, and they may want you to try something different so that you can work together more efficiently. Listen to them.

    Also, even if you love tanking, I strongly recommend that you get a set of DPS gear and learn how to play at least one or two DPS specs. Not only does this make you a more versatile and more valuable player, it also helps you to understand what you can do as a tank to help the group out more. For instance, playing a melee DPS will let you get a handle on how to position mobs in a melee-friendly way without forcing constant disconnects.

    If anyone has any questions, if I didn't cover something in enough detail, or if there's something else that you think belongs in this guide, please let me know.
    Last edited by Muspel; 01-27-2016 at 12:46 PM.

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    RIFT Guide Writer Muspel's Avatar
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    Also, I cleaned up and removed any references to things that were changed or removed in 3.0 (IE Toughness, Parry, Deflect), but it's possible that I missed some. Please let me know if you see something that shouldn't be there.
    Last edited by Muspel; 11-08-2014 at 03:45 PM.

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    Telaran
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    Default stat weight

    as guard got introduced i gotta puestion what the stat weight between guard and endurance is atm. cause as flat damage reduction against all types i supose it seems awesome.
    i supose it's still all out in endurance, but maybe u did some math on it.

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    RIFT Guide Writer Muspel's Avatar
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    Quote Originally Posted by cataria View Post
    as guard got introduced i gotta puestion what the stat weight between guard and endurance is atm. cause as flat damage reduction against all types i supose it seems awesome.
    i supose it's still all out in endurance, but maybe u did some math on it.
    It depends on what your other stats are. (If you ever see anyone that tries to display EH stat weights as flat values instead of interdependent formulas, they have no idea what they are doing.)
    Last edited by Muspel; 11-09-2014 at 11:31 AM.

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    Telaran
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    Default macro issue with mastery

    i found that using your recomended macro:

    #show Planar Strike
    suppressmacrofailures
    cast Phantom Blow
    cast Planar Strike
    cast Quick Shot

    as builder with revitalize lead to the bug of not using the "mele" agro attack planar strike within the 20 metre range, and instead in around 20 percent of cases using quick strick.
    do u ignore this issue while u tank, or would u suggest throwing quickstrick out of the macro and put it on a different key to always have assured agro within 20 metres range?

    and btw do u feel planar variation being kind of wrong that it has a delay on the heal and it's not offgcd. this just feels wrong to me.

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    RIFT Guide Writer Muspel's Avatar
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    Quote Originally Posted by cataria View Post
    i found that using your recomended macro:

    #show Planar Strike
    suppressmacrofailures
    cast Phantom Blow
    cast Planar Strike
    cast Quick Shot

    as builder with revitalize lead to the bug of not using the "mele" agro attack planar strike within the 20 metre range, and instead in around 20 percent of cases using quick strick.
    do u ignore this issue while u tank, or would u suggest throwing quickstrick out of the macro and put it on a different key to always have assured agro within 20 metres range?
    Either one can work. I personally leave Quick Shot in the macro because I don't have enough keybinds to put it anywhere else.

    Quote Originally Posted by cataria View Post
    and btw do u feel planar variation being kind of wrong that it has a delay on the heal and it's not offgcd. this just feels wrong to me.
    It's different from other cooldowns, yes, but it doesn't feel particularly wrong. (Although I do wish that it ticked instantly upon casting.)

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    RIFT Guide Writer Muspel's Avatar
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    After running some numbers, I've found that with the 3.0 change that converted endurance modifiers into base health modifiers, 8 Tactician/7 Ranger is now a stronger subsoul choice than 8 Ranger/7 Bard in terms of effective health and non-physical/spell required HPS.

    I've updated the guide to reflect this.

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    Shield of Telara WriteThemWrong's Avatar
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    For the level 64 mastery, I've personally grown to love Through the Ether for general tanking. It activates off everything; your single target and AoE abilities, each tick of planar vortex, planar splash, even each hit of rift disturbance. Even when you're the active tank you use plenty of abilities that aren't ST and wouldn't activate Timed Focus. With TtE you get a little damage from those abilites plus the constant planar vortex ticks.

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    RIFT Guide Writer Muspel's Avatar
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    Quote Originally Posted by WriteThemWrong View Post
    For the level 64 mastery, I've personally grown to love Through the Ether for general tanking. It activates off everything; your single target and AoE abilities, each tick of planar vortex, planar splash, even each hit of rift disturbance. Even when you're the active tank you use plenty of abilities that aren't ST and wouldn't activate Timed Focus. With TtE you get a little damage from those abilites plus the constant planar vortex ticks.
    The problem is that Through the Ether only adds 7% of your very, very low "base" damage output. By contrast, Timed Focus adds significantly more, especially on single targets where you need higher DPS anyways.
    Last edited by Muspel; 11-16-2014 at 08:39 AM.

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    > Don't worry too much about tanking gear, because you don't need it until level 66

    56?

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    RIFT Guide Writer Muspel's Avatar
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    Quote Originally Posted by forbiddenlake View Post
    > Don't worry too much about tanking gear, because you don't need it until level 66

    56?
    Was supposed to be 65. Fixed.

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    Why is the tact version now the better choice?
    Because of it's damage reduce?

    I'm losing 5k HP using it.
    Last edited by IHaTeD2; 11-18-2014 at 02:03 PM.

  13. #13
    RIFT Guide Writer Muspel's Avatar
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    Quote Originally Posted by IHaTeD2 View Post
    Why is the tact version now the better choice?
    Because of it's damage reduce?
    Yes.

    Prior to 3.0, Bard offered endurance multipliers. It now raises base health instead, which means that it doesn't scale with gear-- it will only ever add 4320 health. And that becomes a smaller and smaller proportion of your health as your endurance increases.

    By contrast, Tactician offers multipliers to armor and resistance, which do increase with gear. More importantly, it offers an extra 2% flat mitigation (compared to 8 Ranger/7 Bard), which does not diminish in value as you gear up.

    If you want to see the numbers, take a look at the tanking spreadsheet that is linked in my signature (scroll down to the "Vs. 61RS/8Tact/7Ranger" section). The difference is extremely minor, but it is there, and the gap should widen in future tiers.

    I suppose it's worth noting that Bard/Ranger would end up being superior if you were fighting enemies with lots of damage that ignored mitigation, but I can't think of any encounter that has anything like that, unless you count one-shot mechanics that would kill either spec regardless. On the other hand, there are have, on rare occasions, been attacks that deal damage based on a percentage of your maximum health, and Tact/Ranger is better for those.
    Last edited by Muspel; 11-18-2014 at 04:30 PM.

  14. #14
    RIFT Guide Writer Muspel's Avatar
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    Updated for the new version of Power of the Planes. I also cleaned up the rotation section a bit while I was at it.

    (Again, I might have missed something, so let me know if you see anything that looks incorrect or outdated.)

  15. #15
    Rift Disciple Dierdre's Avatar
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    Quote Originally Posted by cataria View Post
    i found that using your recomended macro:

    #show Planar Strike
    suppressmacrofailures
    cast Phantom Blow
    cast Planar Strike
    cast Quick Shot

    as builder with revitalize lead to the bug of not using the "mele" agro attack planar strike within the 20 metre range, and instead in around 20 percent of cases using quick strick.
    do u ignore this issue while u tank, or would u suggest throwing quickstrick out of the macro and put it on a different key to always have assured agro within 20 metres range?

    and btw do u feel planar variation being kind of wrong that it has a delay on the heal and it's not offgcd. this just feels wrong to me.
    Think that only happens when after a plane shift to the target you start smashing the macro and the game still thinks you are in range and instead of doing planar strikes you are firing quick shots. So basicly, what I do is stop for a second or less after the shift and then melee attacks go the natural way.

    Nice guide, Muspel, thank you!
    Last edited by Dierdre; 11-20-2014 at 07:32 AM.

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