I probably did skip over anything you said because it was buried under a mound of garbage baits.
I probably did skip over anything you said because it was buried under a mound of garbage baits.
TODQ 4/4 FT 4/4 EE 5/5, Warlord
EE & FT Conq, 3/4 HM's
With a competent and observant team...this build can shine. You won't kill anyone (directly) but, you do become the target of some rather scathing "I hate you" fire. I consider my job complete when my team has won, and I've got a line of 0 and 0 or 0 and 2...with 3 to 4 times the damage taken as heals received.
Jeez, sometimes you can even get 40k healing yourself for your team!
Of course, if your team isn't aware of what you are...then you will just be left alone as you are really no direct threat.
All in all, this build is a paradigm shifter for me. Thank you for presenting it.
Something i would like to add about this build.
Recently used this build in a guild 15man unit. im not sure if this is something alot of ppl do or not but WPVP against larger numbers. I believe the skillful use of spotters, assault, rallying and assualt shouts can shift a battle. just a small example. There is 4 aoe mages in the group running 1600+ sp
1600sp+62+15% = 1912sp. Dont forget there is warriors and rogues aswell benefitting from this across a whole raid. This melts ppl and can swing the tide in your momentum
but as you say there is only good benefits when your around other ppl.
i can go into a WF and heal 50K+ along with the other buffs i bring.
And i havent even talked about spotters order.
Well as a brand new level 50 pvper I've been finding the pvp a real nightmare. I mean I knew it was going to be bad at rank 1 but..yeah.. it was a massacre.
I had a try and this build last night in desperation and sat at my desk giggling like a idiot. Love the fact I actually don't die for once and feel useful rather than someone who wanders around and dies if a rogue looks at me.
My only concern is my damage which feels pretty pathetic, even if I am sat as third on the healing done list (which is plain bizarre). Any suggestions on how to tweak this so I can do maybe a little more damage?
Deputy GM: Clandestine, Argent Server (EU)
Ghasek, lvl 60 rogue tech expert.
Guiomar, necromancer lvling atm.
@siadrith
TBH as a p8 warrior with 900 crit with s/b my damage is minimal. the whole point its too keep the buffs up on everyone and time the calls when u see the battle starting to turn. And adsorb a huge amount of damage.
You sir, are a dolt. AOE subdue would have a maximum of 1/4 uptime due to shared cds on taunts. And getting the other team to focus you is the ENTIRE point of the build, and make no mistake you are going down tank spec or not if 10 other players focus you, regardless of the heals you get. Point still stands, even if they fix st taunts to work with subdue, none will take it as it is simply too limited to be worth while. Oh and sprint + subdue= super bad, super gimped spec. Please at least learn the first thing about warrior spec building before you run your mouth.
That Shalarlight dude has been trolling for most of this thread, stop feeding him ffs.
I gave this build a go last night in the Library. It's very solid when you're with a team that works together. The first pug I joined (as a backfill) did work well together, and we managed to come back after a slow start. The second was horrible....words can't express how horrible, and I promptly switched back to my regular build. I will keep this build on reserve for those occasions when I find myself on a team that actually tries to work as a team.
This is common regardless of what build is run, since PvP in rift is a very team and gear dependent venue. If your team is terrible and your not a healer, you won't be able to carry them at all.
As a warrior, you the most heavily team dependent classes. Any bad team composition (as in no healer, or low prestige healers + P8s on the other side), is going to go very badly for you regardless of what build you run.
I did create a secondary build that is more team independent, details can be found here:
http://forums.riftgame.com/rift-gene...th-turret.html
This one is gruesomely effective and deals higher damage, but the focus moves away from support.
Last edited by Lunacresia; 11-12-2011 at 10:20 AM.
It's extremely refreshing to see someone actually pushing a PvP tank-ish build!
Have you screwed around with 51 WL in PvP at all? -Hit buffed Killing Field and General's Order are some very nasty utility abilities, while General's Order and Locked down can turn a Backline into an F'ed Frontline, or G.O. can be used just like Sergeant's by jumping off of a ledge in Codex or Library and pulling an enemy or cluster of enemies with you. You don't have to kill the people to temporarily take them out of the fight while your team claims an area by cleaning up the remainder of the enemy.
There are rumors stirring that subdue is going to be expanded in the near future, so that all tank attacks will apply a stacking subdue buff, instead of just the taunts. So your reckless, pacifying, ravaging strikes will do something like 10% dmg output reduction on the target, and stack up to some amount (maybe 50% total). Seems like that's really the way to go, to make tanks perform an actual tanking role in PVP. For PVP, the concept of threat should translate equivalently into the subdue mechanic, but with more scaling. With no "threat" on a player, there is no damage reduciton, but as you gain "threat", you increase the reduction. But it falls off quickly if you don't keep pressure on them.
Also, I'd love to get your comments on Dominators in PVP Shalarlight. Since Dominators do the job of subdue tanks, except they do it better.
Cayleb - P50 Warrior [@Seastone]
EX - <Exalted>
EX - <Tempest Wolves>
EX - @Dayblind
Bookmarks