Welcome to version 3 of my guide.
First a small note: the name of my own cleric is not Radak but Alovnek (Blightweald-EU) the name of my account was from before I decided to fully play my cleric.
First something about me and the tanking I did so far.
I started tanking somewhere around beta 5 after having only healed. I came to like the way cleric tanks worked and this only increased since they fixed some annoying points like the old way we used to manage our threat.
And as of this latest update I have now main tanked all 10man bosses, Greenscale blight bosses, RoS bosses and 6/10 in HK.
And to get things started I will first discuss a couple of different tanking builds that you will often find.
Stats and tanking
As a cleric tank there are a lot of stats that are usefull to you and here I will show you what each stat does assuming you have atleast picked up the basis to tanking spec (see below at tanking builds).
Toughness: Reduces bonus crit damage taken from non player sources. 1Toughness gives a 2% crit bonus reduction.
Endurance: Increases you health by 9 per point. We get a 90% endurance buff from MoL and as a result 1 endurance on your gear will give you 17.1 health.
Wisdom: Increases your spellpower by 0.75 per point, your max mana by 4 per point and also some mana regeneration.
Intelligence: Increases your spellpower by 0.25 per point, your max mana by 5 per point and your spellcrit by 1 per point
Strength: Increases your Attack power by 0.5 per point, your block and parry by 1 per point.
Dexterity: Increases your Attack power by 0.5 per point and your dodge by 1per point.
Focus/Hit: Increase the chance to hit with spells/melee hits by 0.2% per point. (1 focus also increase hit by 1)
Attack Power: Increases the damage of your melee attack.
Spellpower: Increases the damage of your Spells, gives you 0.9parry per point, 0.6dodge per point and 0.3block per point.
Parry: Increases your chance to parry an attack by 0.01618% per point resulting in 0 damage taken.
Dodge: Increases your chance to dodge an attack by 0.02369% per point
Block: Increase your chance to block an attack by 0.04854% per point and also effects the amount you block for (for blocked amount see diminishing retuns).
The caps
Some stats have caps that effect how high the priority of each stats is.
T1 Experts: (RoF, IT, FC, KB and LH)
Toughness: 50
Focus and Hit: 70
T2 Experts: (DD, DSM, RD, AP and CC)
Toughness: 100
Focus and Hit: 120
T1 Raids: (DH, GP, GSB and RoS)
Toughness: 150
Focus and Hit: 220
T2 Raids: (HK)
Toughness: 200
Focus and Hit: 320
General:
Parry: 20% (1236 parry rating)
Dodge: No cap at all.
Block: Soft cap at 45% (927 block rating) and hard cap at 65%.
Armor: No known cap atm
The Priority
The stat priority assuming a raid environment (but even in a non raid buffed situation this is the stat order you should gear for)
Toughness (until cap) > Focus (until cap) > Endurance > Strength > block rating > Spellpower > Wisdom > Dexterity > Dodge > Parry > Intelligence
Toughness, focus and block are as a result the stats you should be looking for the most on gear.
For more information regarding stat priority and stat values I advice looking at this thread: http://forums.riftgame.com/showthrea...car-Speadsheet
Magic damage and Resistance
First of mitigation talents stack additive and resistance stacks multiplicative with that reduction so currently cleric tanks can get 28% magic damage mitigation (15% from Shield of Faith, 3% from Thick Skinned and 10% from Thorvin's Law) and as a result our magic tanking capability's are lower then that of other tanks.
For comparison a warrior tank can have up to 52% magic damage reduction (57% if the target has mana) and as a result takes 50% less magic damage.
For those wondering why having 52% vs 28% is 50% less damage taken
Lets look at a magic attack that would deal 10000 damage.
A warrior will take 10000 * ( 1 - 0.52 ) = 4800 damage.
A cleric will take 10000 * ( 1 - 0.28 ) = 7200 damage.
( 7200 - 4800 ) / 4800 * 100%= 50.0% more damage taken
Now I didn't take resistance from raid buffs into consideration so lets add that.
That's 30 from planar protection and 40 from bard/archon buff for 70 resistance to all schools.
70 resistance = 10.45% less damage taken.
So a warrior now takes 1-(1-0.52)*(1-0.1045)=57.02% less magic damage.
And a cleric now takes 1-(1-0.28)*(1-0.1045)=35.52% less magic damage.
That same attack now hits for the following
A warrior will take 10000 * ( 1 - 0.5702 ) = 4298 damage.
A cleric will take 10000 * ( 1 - 0.3552 ) = 6448 damage.
( 6448 - 4298 ) / 4298 * 100%= 50.0% more damage taken
So as you can see the raid resistance buffs have no effect on the effective difference between a warrior and a cleric. (and even if we fully take Favored of the Valnir into the calculation as full mitigation (this means no overhealing at all which is not the case) we still take 35% more damage)
The counter
To partly counter the effect that we take more magic damage it is possible to stack resistance of the type you are encountering. Currently that is mostly life is Greenscale's Blight and Death in River of Souls and with Hammerknell you can expect water damage.
There are a couple of places where you can pick up resistance.
- Dark harbor from the cabalist tree provides 40 earth, water, air and fire resistance.
- Bard/Archon buff provides 40/39 resistance to everything.
- Planar protection guild perk that can be used to grant up to 30 resistance.
- Resistance runes for chest and shoulders they come in a 21 and 27 resistance version for a total of 42-54 resistance.
- The river of souls world-event gave the option to get a trinket with stats that included 20 death resistance.
- The Hammerknell world-event gives you the option to obtain a trinket with 20 Water Resistance.
- The Hammerknell world-event gives you the option to obtain a sigil of the five with 20 Water Resistance which is perfect for making a water resistance sigil.
- Lesser essences up to 6 in total (if you make a resistance sigil/foci don't use greaters)
Ordered from best to worst.- Inscribed Sourcestone Resist essence provides 24 resistance + 17 endurance
- Crystal Sourcestone Resist essence provides 26 resistance
- Inscribed sourcestone essence provides 16 resistance + other stats
- Raid rift essence provides 15 resistance + other stats
- Crystal Sourcestone essences provides 12 resistance + other stats
- Expert rift essences provides 11 resistance + other stats
- Green essences with 1 other stat can provides up to 12 resistance (strength or endurance are the best)
- Green essences with more then 1 other stat can provides up to 6 resistance
- The collector's edition weapon rune provides 10 resistance of one kind
Then one last note about resistance, it does not scale linearly but like armor and blocked amount it got a build in diminishing return. (see below)
Diminishing returns
There are currently 3 stats that have a build in diminishing return these are armor, blocked amount and resistance.
The formula for these 3 stats are as followed
Armor:
Code:
Damage % reduction = Armor / ( Armor + 6500 ) * 100%
Block:
Code:
Blocked % = Block / ( Block + 721 ) * 100%
Resistance:
Code:
Damage % reduction = Resistance / ( Resistance + 600 ) * 100%
As you can see they all look pretty similar.
The reason they have a build in diminishing return is because otherwise the stats become better the more you have of it making you want more resutling in it become even better etc.
However if you look at your survivability the diminishing return isn't as bad as it looks.
For example if you have 5000 armor and go to 6000 armor you go from 43.5% to 48% so a 4.5% increase. Now if you go from 10000 armor to 11000 armor you go from 60.6% to 62.9% only a 2.3% increase.
This will only go lower and lower the more armor you have.
However the amount of damage you actually take scales a lot better (some say it stays the same however this is not true there is still a diminishing return just not as bad).
Lets go back to those examples and say you take a hit that would to 10000 damage at 0 armor.
At 5000 armor you take 5650 damage and at 6000 you take 5200 damage.
That's (5650-5200)/5650*100=7.96% less damage taken from the original 5650 hit.
Now at 10000 armor you take 3940 damage and at 11000 you take 3710 damage.
That's (3940-3710)/3940*100=5.84% less damage taken from the original 3940 hit.
As you can see the actually damage you take has a far lower diminishing return but it still exists and they work the same way for blocked amount and resistance.
A easy way to think about this that has been said before is this:
If you go from 0% reduction to 1% reduction you now take 1% less damage.
If you go from 50% reduction to 51% reduction you now actually take 2% less damage.
If you go from 75% reduction to 76% reduction you now actually take 4% less damage.
And if you go from 98% reduction to 99% reduction you now actually take 50% less damage.
If you got any question about this part feel free to ask them in the thread
Tanking Builds
The basis to tanking: 38 Justicar / 7 Shaman
This is the spec that has all the mandatory talents though a few points can be switched around. All talents builds should have at least all these talents picked up (healer's greed can be switched to Doctrine of Bliss or Hammer of Virtue).
The remaining 21 talent points can be changed nearly everywhere to pick up the thing you want. Below are a few of the more common examples.
51 point builds
The following builds will all have 51 points in justicar which will give you DoA which can be very helpful experts with a healer that is a bit weak/undergeared because you can assist party healing by a lot. The also give you a lot of armor because MoL gives 1% additional armor per point spent in the justicar tree.
The most basic spec: 51 Justicar / 10 Shaman / 5 Sentinal
This is one of the most basic tanking builds. It has all the points in justicar which gives you Doctrine of Authority. It has all the mandatory talents in shaman and a few more to pick up Courage of the Bear that will increase your block by a additional 40 if you don't have a archon in your party/raid. The 5% spellpower in Sentinel gives you a bit more block, parry and dodge and will also slightly increase your damage and healing (and of course threat as a result). You also get Healing Breath which heals for a little bit more then DoB even with the 40% reduction and doesn't consume a conviction.
Basic with Inquisitor: 51 Justicar / 9 Shaman / 6 Inquisitor
This one is nearly similar to the spec above however it has changed to 5% spellpower in sentinal for 5% spell crit and 50 endurance plus 215 armor from Armor of Treachery. With this change you do lose courage of the bear but if you got someone else with a strength aura this is no problem as they don't stack (and you can still use courage of the Jaguar to keep 40 dodge). Also notice that because you lose 5% spellpower you will generate slightly less threat however you can switch to armor of Devotion to get 42SP and SC which can help a bit.
Basic with Purifier: 51 Justicar / 8 Shaman / 7 Purifier
In this case 7 points are spend in purifier to pick up 5% wisdom, 6% armor and a additional shield. However the 5% wisdom from purifier gives less avoidance then the 5% spellpower from sentinal or Cabalist. Also a thing to note about the 6% armor is that it's based on your base armor before MoL and talents, the result is that it only gives about 200-300 armor depending on your gear. The shield absorb 831 damage which isn't that much but it's more then a DoB or healing breath from sentinel and can be used before a pull to save a gcd or used when at full health but not taking damage. This is the spec that will give you the highest amount of armor that is possible but with the resent change to Armor of Treachery in the Inquisitor tree this difference is now minimal.
Basic with Cabalist: 51 Justicar / 9 Shaman / 6 Cabalist
This spec also gives the 5% spellpower that the basic spec provides with sentinal. However by spending 6points in cabalist you can pick up Dark Harbor which will increase your elemental (water/fire/earth/air) resistance by 40 and stacks with the resistance provided by a bard or archon. This can be helpful when tanking magic heavy bosses like Cyclorax or Gatekeeper Kaleida and with Hammerknell on our doorstep we can also expect bosses with water damage there. However since it does not provide life and death resistance you won't benefit from it in GSB or RoS or bosses that deal death damage like Gregori Krezlav in DSM. With this spec you also get Obliterate which can be useful for aoe pulls if you build the Lurking Decay on the last mob of the pack before it.
If there are some bosses in hammerknell with water damage this will be the spec of choice for it.
Read on in the post below.
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