+ Reply to Thread
Page 5 of 6 FirstFirst 1 2 3 4 5 6 LastLast
Results 61 to 75 of 81
Like Tree10Likes

Thread: 1.8 Warrior Tanking Guide & Information

  1. #61
    Ascendant Bloodbourne's Avatar
    Join Date
    Jun 2010
    Location
    Michigan
    Posts
    2,036

    Default

    Quote Originally Posted by Dyak View Post
    All right, all right, it is all clear except... my original question

    This is from the guide:
    "It is recommended you keep stacking block as your main avoidance stat until you hit the absorb hard cap. Remember, the hard caps only applies to % gained from rating (gear & raid buffs), not +% bonuses (talents, self buffs & abilities)"

    so: if one already hits the hard cap, is Ravenous Strength still useful (as a self buff?)?
    You're never going to hit the absorb hard cap with current content and gear. Don't worry about that.

    PEOPLE STOP SAYING "What stat should I stack...?" You're not stacking anything. The only place you can "stack" stats... is you're sigil. Everything else is a predetermined set of stats on gear. If you're worried about the right side of your character sheet, here's a hint "IF IT DROPS AND YOU GET IT, EQUIP IT". Current state of warriors = Faceroll. Anything with high endurance is fantastic. Avoidance stats are fluff. Raw mitigation is the new king. Here's the best part.... all tanking gear has high endurance!! Which rings do you equip? Probably the tanking ones! Have 4+ tanking rings? Start passin greedy mutha ****a!

    Quote Originally Posted by TheGrinnz View Post
    Unfortunately the tooltips no longer even say which abilities generate additional threat
    It's easy... the abilities in the tanking souls. FML Rift is hard...
    4/4 FT 5/5 EE
    Farewell for now, Telara.

  2. #62
    Plane Touched
    Join Date
    Feb 2011
    Posts
    230

    Default

    Quote Originally Posted by Bloodbourne View Post
    You're never going to hit the absorb hard cap with current content and gear. Don't worry about that.
    ^ This. Got it now, for it was not very clear in the guide.

    Thank you and everyone else who replied.

  3. #63
    Ascendant Bloodbourne's Avatar
    Join Date
    Jun 2010
    Location
    Michigan
    Posts
    2,036

    Default

    Quote Originally Posted by Dyak View Post
    ^ This. Got it now, for it was not very clear in the guide.

    Thank you and everyone else who replied.
    The exact number is something stupid like 10,000 block rating...
    4/4 FT 5/5 EE
    Farewell for now, Telara.

  4. #64
    Prophet of Telara
    Join Date
    Oct 2010
    Posts
    1,002

    Default

    Quote Originally Posted by Nazalit View Post

    Threat

    Spoiler!-
    Threat is a kind of stat you gain while attacking a enemy, it is used to determine who that enemy is targeting and attacking. Physical damage, spell damage, healing and generally anyone doing anything while in combat with that enemy(s) will generate threat. When the enemy(s) has a target, that target (hopefully you, the tank) will have "Aggro" on the enemy. This is one of the jobs of the tank, to gain initial Aggro and maintain your threat levels to keep Aggro.

    If you struggle with threat there are many +threat talents in almost all the tanking soul tree's that will help. If you are still having issues it can be down to a few reasons. the most common issues are dps that go all out crazy before you have initial Aggro established or you are using the wrong abilities/bad spec.


    Taunting


    Spoiler!-

    Taunting is the use of abilitys such as Sergeant's Order & Shield Throw. We also have AoE Taunts that can taunt up to 10 enemies within a short range.

    The way taunts work it fairly simple. a Taunt will hit the target like any normal ability but makes the enemy attack you instead, this is called fixate and last 3 seconds. Taunts also generate you threat as well as the fixate, so your threat will be slightly higher than the enemies previous target (Aka, the other tank).

    As of Patch 1.5, all travel time on Taunts was removed, so instead of Taunting then waiting for 2 seconds for it to hit then get Aggro, you can now Taunt and instantly have Aggro.

    Taunts are subject to diminishing returns, and can only be used three times before an enemy becomes immune to future Taunts for 20 seconds from previous Taunts.
    First: Thank you and others for this post..informative, well set out, and stimulating for our roles.

    Second: I quoted the above, because I have been asked many times "what I use for taunting" - "do I understand 'taunt'".

    Third: I understand threat, and most times am running as DPS warrior and asked why I added threat somewhere deep within a fight - I have worked through my macros, even using many posted in this and other guides, but still seem to somehow pull the attention of the mob from the tank - all help would be appreciated. (note: I DPS with 51 Champ/ 12 pal/ rb - this has been my solo build for a long while also.)

    And lastly: toughness - I am not even trying to become the 'be-all' in raids I go to, and have very little toughness (told only the TANKS really need it), but I want to contribute as best I can - could someone explain this in more detail.

    Thanks again, this is one post I have been keeping on my subscription list since I found it.

  5. #65
    Ascendant Bloodbourne's Avatar
    Join Date
    Jun 2010
    Location
    Michigan
    Posts
    2,036

    Default

    Quote Originally Posted by Chaszar View Post
    First: Thank you and others for this post..informative, well set out, and stimulating for our roles.

    Second: I quoted the above, because I have been asked many times "what I use for taunting" - "do I understand 'taunt'".

    Third: I understand threat, and most times am running as DPS warrior and asked why I added threat somewhere deep within a fight - I have worked through my macros, even using many posted in this and other guides, but still seem to somehow pull the attention of the mob from the tank - all help would be appreciated. (note: I DPS with 51 Champ/ 12 pal/ rb - this has been my solo build for a long while also.)

    And lastly: toughness - I am not even trying to become the 'be-all' in raids I go to, and have very little toughness (told only the TANKS really need it), but I want to contribute as best I can - could someone explain this in more detail.

    Thanks again, this is one post I have been keeping on my subscription list since I found it.
    If you're using sweeping strikes in your macro... thats the problem. It does crap for dmg now anyway, take it out, and make sure you're no puting points into increased threat in pally tree.
    4/4 FT 5/5 EE
    Farewell for now, Telara.

  6. #66
    Prophet of Telara
    Join Date
    Oct 2010
    Posts
    1,002

    Default

    Quote Originally Posted by Bloodbourne View Post
    If you're using sweeping strikes in your macro... thats the problem. It does crap for dmg now anyway, take it out, and make sure you're no puting points into increased threat in pally tree.
    It has been taken out weeks ago.

  7. #67
    Rift Disciple Keldaria's Avatar
    Join Date
    Dec 2011
    Posts
    190

    Default

    Quote Originally Posted by Nazalit View Post
    Hit Cap
    Experts - 120
    Tier 1 - 220
    Tier 2 - 320
    Tier 3 - 420

    Hit caps might not sound like a big deal but it is. Its fairly easy to obtain through gear & runes if needed. We also have talents in the Paladin tree if needed, but recommended not to use unless absolutely needed.

    Toughness
    Experts - 100
    Tier 1 - 150
    Tier 2 - 200
    Tier 3 - 250

    You do not need to go over these amounts. Higher toughness than the tier recommended does not further decrease the critical hits, it will remain the same amount as a normal hit.

    Example:
    Tier 3 boss crit hits for +500% damage, you have tier 3 cap (250, -500%), crit hit does normal damage.
    Tier 3 boss crit hits for +500% damage, you have over tier 3 cap (272, -544%), crit hit does normal damage.

    Block Chance
    Soft Cap - 45%
    Hard Cap - 60%

    Block Absorb
    Soft Cap - 60%
    Hard Cap - 70%

    It is recommended you keep stacking block as your main avoidance stat until you hit the absorb hard cap. Remember, the hard caps only applies to % gained from rating (gear & raid buffs), not +% bonuses (talents, self buffs & abilities)

    Parry
    Soft Cap - None
    Hard Cap - 20%

    Dodge
    Soft Cap - None
    Hard Cap - 40%
    Text in red is incorrect IMO and gives the wrong impression, if your asking people to focus on block until they hit block absorb hardcap then your telling them to stack it till its over 10,000. IMHO this should probably be stack block till you hit block reduction softcap, which occurs around 1081, then the focus should be on Endurance and let the avoidance stats fall where they may.

  8. #68
    Rift Disciple Keldaria's Avatar
    Join Date
    Dec 2011
    Posts
    190

    Default

    Quote Originally Posted by Chaszar View Post
    First: Thank you and others for this post..informative, well set out, and stimulating for our roles.

    Second: I quoted the above, because I have been asked many times "what I use for taunting" - "do I understand 'taunt'".

    Third: I understand threat, and most times am running as DPS warrior and asked why I added threat somewhere deep within a fight - I have worked through my macros, even using many posted in this and other guides, but still seem to somehow pull the attention of the mob from the tank - all help would be appreciated. (note: I DPS with 51 Champ/ 12 pal/ rb - this has been my solo build for a long while also.)

    And lastly: toughness - I am not even trying to become the 'be-all' in raids I go to, and have very little toughness (told only the TANKS really need it), but I want to contribute as best I can - could someone explain this in more detail.

    Thanks again, this is one post I have been keeping on my subscription list since I found it.
    To help answer a few of your questions, if they weren't already answered;

    Taunt refers to any means we use to generate aggro (aka threat), Typically on these forums it would refer to whats called a "Force Taunt" as described in your quoted passage above. In which it adjust the players aggro to match the highest person on the aggro list and then forces the target mob(s) to attack the person who used the ability for at least 3 seconds regardless of what the aggro numbers become, after the initial 3 seconds the mobs typically stay on that person as they "Should" be generating additional aggro to keep control of the target.

    However given your description, the players who are asking you if you understand "taunt" or asking what your using for it, are probably referring to it in its most generic form which mean they are essentially asking you if you know what your doing that's gaining aggro on the mobs. Its important to note that most abilities contained in tank tree's usually generate some sort of additional aggro. Most of these abilities will say so right in their description, as a result if your using anything that indicates that it generates "additional threat" then you should take it out of your macro. As bloodbourne already mentioned, you should also make sure you don't have any points spent in aggressive guardian, as this ability makes everything you do generate additional aggro.

    Ideally I'm not sure why you would want to pair paladin with champion, if I could suggest, I would recommend revising your spec with paragon, beastmaster or riftblade points instead of paladin. If your going for additional HP or the heal then I'd recommend only taking 8 points, 5 in armor, 2 in steely resolve and 1 in something else except Aggressive Guardian.

    Lastly, Toughness is only necessary for tanks. Critical hits do additional damage to us based upon the dungeon / raid instance's tier. Toughness reduces this additional damage down until your once again taking non-critical hit damage or base damage. As long as tanks have the above recommended toughness "caps" for their tier then they will only take base mob damage at maximum. Thus anything over the above mention caps for tiers would do nothing additional and if your using toughness runes or essences then you should swap them out for others that would be more beneficial.

    If your not tanking however you do not need toughness as all encounters are designed that dps/healers/support don't require toughness providing they aren't doing anything stupid such as standing in a mobs cleave radius or missing mob mechanics, beyond that typically doing these things would get you killed even with toughness as non tanks simply don't have the HP's to take any unnecessary hits in most content for your current gear level.

  9. #69
    Soulwalker
    Join Date
    Jun 2012
    Posts
    5

    Default

    So I understand while leveling the "builds" are semi-different than end-game tanking, and mostly everything I read about Rift is more-so a "play how you want, nothing is "wrong" kinda things" (whether true or not, that seems to be a large consensus) so I'm curious, is 34 RB / 32 Pal / 0 VK not considered a "viable" end-game tanking build?

    I come from 7 years of main tanking in WoW, so I picked Warrior assuming they were the "end-game main tanks" and while I know other classes can tank and such I'm looking to get a feel for how end-game tanking will be instead of just respecing at 50 (60) and being thrown into it.

    So would it be more worth-while to respec and start building the 38 Reaver / 20 Warlord / 8 Paladin build since it is the highest end-game mit spec NOW or would I be gimping myself by doing it now instead of waiting until end-game?

  10. #70
    Sword of Telara MealRain's Avatar
    Join Date
    Jun 2011
    Posts
    814

    Default

    Quote Originally Posted by alturic View Post
    So I understand while leveling the "builds" are semi-different than end-game tanking, and mostly everything I read about Rift is more-so a "play how you want, nothing is "wrong" kinda things" (whether true or not, that seems to be a large consensus) so I'm curious, is 34 RB / 32 Pal / 0 VK not considered a "viable" end-game tanking build?

    I come from 7 years of main tanking in WoW, so I picked Warrior assuming they were the "end-game main tanks" and while I know other classes can tank and such I'm looking to get a feel for how end-game tanking will be instead of just respecing at 50 (60) and being thrown into it.

    So would it be more worth-while to respec and start building the 38 Reaver / 20 Warlord / 8 Paladin build since it is the highest end-game mit spec NOW or would I be gimping myself by doing it now instead of waiting until end-game?
    Depends on yourself. Can you adapt to new specs and roles on the fly? Or when you get to 50 and change specs, will you be lost for 5 months? Can't tell you how to do it, you know yourself better than we do.

    Besides. You aren't 50. Enjoy the casual leveling.


    EDIT: and no, leveling specs are shyte for raids.
    Last edited by MealRain; 06-13-2012 at 12:27 PM.
    SL Warrior BiS 2.2
    http://tinyurl.com/RainWarrBiS22
    Item input form (Use your head, check the list first)
    http://tinyurl.com/BiSForm

  11. #71
    RIFT Guide Writer TheGrinnz's Avatar
    Join Date
    Feb 2012
    Posts
    7,047

    Default

    Quote Originally Posted by alturic View Post
    So I understand while leveling the "builds" are semi-different than end-game tanking, and mostly everything I read about Rift is more-so a "play how you want, nothing is "wrong" kinda things" (whether true or not, that seems to be a large consensus) so I'm curious, is 34 RB / 32 Pal / 0 VK not considered a "viable" end-game tanking build?

    I come from 7 years of main tanking in WoW, so I picked Warrior assuming they were the "end-game main tanks" and while I know other classes can tank and such I'm looking to get a feel for how end-game tanking will be instead of just respecing at 50 (60) and being thrown into it.

    So would it be more worth-while to respec and start building the 38 Reaver / 20 Warlord / 8 Paladin build since it is the highest end-game mit spec NOW or would I be gimping myself by doing it now instead of waiting until end-game?
    You can buy extra roles. Use them.

    Unless you massively outgear the content, you will need all three souls to be defensive for an endgame tank build. And the 38/20/8 build is only highest mitigation with the warlord crystal 4 piece HK bonus which you won't have for a while. I would suggest making an alternate role as 38 reaver/28 void knight to get used to the spec (use it for tanking dungeons).

    "Play what you want" mostly applies to solo content and to a lesser extent 5 man dungeons. When it comes to raiding, (again unless you massively outgear the content) soloing specs or other specs not strictly designed for the role you are playing will only hinder the raid, and there is significantly higher risk of failure in raiding. Of course once you hit level 44 you can make use of the 51 RB/15 paragon build that is excellent for both soloing and raid DPS, but that's more the exception than the rule.

    Also, about "end-game main tanks"... warriors are commonly main tanks yes, but clerics and rogues can also main tank the majority (if not all) of raid fights. There are raid bosses where each class excels over the others for different reasons.
    Last edited by TheGrinnz; 06-13-2012 at 12:53 PM.
    Aniada (Rogue) - <Frontliners> - Wolfsbane
    4/4 TotDQ - 3/4 FT - 2/5 EE - Stream - Videos
    Archon Guide - Cabalist Guide - Harb/Chloro Guide
    Buff/Debuff Stacking - Raid Boss Damage
    Questions about F2P? Check the FAQ

  12. #72
    Soulwalker
    Join Date
    Jun 2012
    Posts
    5

    Default

    Quote Originally Posted by TheGrinnz View Post
    Also, about "end-game main tanks"... warriors are commonly main tanks yes, but clerics and rogues can also main tank the majority (if not all) of raid fights. There are raid bosses where each class excels over the others for different reasons.
    That much I knew, I wasn't saying warriors were the main-tanks in Rift either. :P

    The one thing I am confused on, and couldn't find anything in this thread at least, what is "toughness"? I don't know if it's a stat that starts appearing on gear and I haven't found gear with it yet or what...

    Also, and again I don't know if it's different in end-game gear, but if you had End/Str or End/Dex which would be the better choice when both End and the Str/Dex number being equal on 2 pieces of gear?

    Ex: 6 Str/3 End or 6 Dex/3 End
    Last edited by alturic; 06-13-2012 at 01:13 PM.

  13. #73
    Soulwalker
    Join Date
    Jun 2012
    Posts
    5

    Default

    Quote Originally Posted by alturic View Post
    That much I knew, I wasn't saying warriors were the main-tanks in Rift either. :P

    The one thing I am confused on, and couldn't find anything in this thread at least, what is "toughness"? I don't know if it's a stat that starts appearing on gear and I haven't found gear with it yet or what...

    Also, and again I don't know if it's different in end-game gear, but if you had End/Str or End/Dex which would be the better choice when both End and the Str/Dex number being equal on 2 pieces of gear?

    Ex: 6 Str/3 End or 6 Dex/3 End
    I guess I'm looking for a rough stat priority guide...

  14. #74
    RIFT Guide Writer TheGrinnz's Avatar
    Join Date
    Feb 2012
    Posts
    7,047

    Default

    Quote Originally Posted by alturic View Post
    The one thing I am confused on, and couldn't find anything in this thread at least, what is "toughness"? I don't know if it's a stat that starts appearing on gear and I haven't found gear with it yet or what...
    Toughness is a level 50 stat that needs to be gained in parallel to the tiers of endgame content. Higher tiers do higher amounts of extra crit damage to tanks, and toughness negates that extra crit damage (but not the standard crit damage). You need at most (you should really be at or above these numbers though to max survivability) 100 for expert dungeons, 150 for T1 raids, 200 for T2 raids, etc.

    You will also need hit, this is a somewhat similar mechanic in that you won't be able to hit higher-tier endgame content without sufficient hit. You need at least 100 for expert dungeons, 200 for T1 raids, 300 for T2 raids, etc, but you can still miss until you get 120/220/320.

    Also, and again I don't know if it's different in end-game gear, but if you had End/Str or End/Dex which would be the better choice when both End and the Str/Dex number being equal on 2 pieces of gear?

    Ex: 6 Str/3 End or 6 Dex/3 End
    You want strength over dex no question. As far as tanking is concerned, strength gives you block and parry, dex gives you dodge. Block is your most important of those three stats, particularly in lower gear. Endurance is generally better than strength though.
    Last edited by TheGrinnz; 06-13-2012 at 01:22 PM.
    Aniada (Rogue) - <Frontliners> - Wolfsbane
    4/4 TotDQ - 3/4 FT - 2/5 EE - Stream - Videos
    Archon Guide - Cabalist Guide - Harb/Chloro Guide
    Buff/Debuff Stacking - Raid Boss Damage
    Questions about F2P? Check the FAQ

  15. #75
    Soulwalker
    Join Date
    Jun 2012
    Posts
    5

    Default

    Quote Originally Posted by TheGrinnz View Post
    Toughness is a level 50 stat that needs to be gained in parallel to the tiers of endgame content. Higher tiers do higher amounts of extra crit damage to tanks, and toughness negates that extra crit damage (but not the standard crit damage). You need at most (you should really be at or above these numbers though to max survivability) 100 for expert dungeons, 150 for T1 raids, 200 for T2 raids, etc.

    You will also need hit, this is a somewhat similar mechanic in that you won't be able to hit higher-tier endgame content without sufficient hit. You need at least 100 for expert dungeons, 200 for T1 raids, 300 for T2 raids, etc, but you can still miss until you get 120/220/320.



    You want strength over dex no question. As far as tanking is concerned, strength gives you block and parry, dex gives you dodge. Block is your most important of those three stats, particularly in lower gear. Endurance is generally better than strength though.
    So toughness/hit start appearing on gear towards end-game? I'm only 24 but I tend to be a min/maxer, so I like to find as much information as possible on things. :P

+ Reply to Thread
Page 5 of 6 FirstFirst 1 2 3 4 5 6 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts