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Thread: Finally, PVP tank is actually viable

  1. #31
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    Warrior tanks get hit massively with nerf bat in 1.3. Pyro gets a health buff and mana regen buff.

  2. #32
    Soulwalker
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    please post macros?

  3. #33
    Champion Enokarda's Avatar
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    Love the warrior tank we roll with in codex. Usually they are able to hold points solo for extended periods of time against several enemies while reinforcements arrive. They don't feel like they help enough sometimes, but between rift shields, summons, and aoe silences they are a fantastic ally. Just started to pvp as well, can't wait until they rank up!

    Quote Originally Posted by Sawdomite View Post
    Warrior tanks get hit massively with nerf bat in 1.3. Pyro gets a health buff and mana regen buff.
    wait what... you fooling? Not to detract from the thread but I'm curious abour the pyro portion of that comment.
    Last edited by Enokarda; 05-29-2011 at 07:57 AM.

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  4. #34
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    Quote Originally Posted by Enokarda View Post
    Love the warrior tank we roll with in codex. Usually they are able to hold points solo for extended periods of time against several enemies while reinforcements arrive. They don't feel like they help enough sometimes, but between rift shields, summons, and aoe silences they are a fantastic ally. Just started to pvp as well, can't wait until they rank up!



    wait what... you fooling? Not to detract from the thread but I'm curious abour the pyro portion of that comment.
    Must have been sarcastic because I really don't see the reasoning to give more mana regen to mages, they are already pretty much never running out of mana.
    EU - Whitefall - Rhamza
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  5. #35
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    Quote Originally Posted by Kutsuu Isback View Post
    I know some of you guys have been going tank specs in WFs, but in the majority of cases there is no reason for people to attack you since VK mana draining is no longer threatening and you just get ignored while your team dies.

    However... with the recent fixes to subdue, it's viable to be a PVP tank that actually helps their team considerably.

    http://rift.zam.com/en/stc.html?t=0c....xx0mzL.xx0c0M

    That's the spec I've been testing most of the day today (around 15 WFs total).

    The basics behind the point spending and use of the spec are this:

    -Concussion does not proc subdue. Cracking skulls (14 warlord) and incite (32 reaver), however, do.

    -Both sergeants order and grim lure also proc subdue.

    -What you end up with is 2 single target taunts on 8s timers, 2 aoe taunts on 1 min timers, each that proc 15s of damage reducing awesomeness.

    -Your aoes reduce others strength, and you can put infestation on especially heavy hitters to reduce damage further.

    -Try to use the heal debuff on tertiary targets that are being focused by solo DPS players who aren't warriors. Multiple players heal debuffed and taking damage = much harder job for the healers.

    -Use cast on target of target to put guard on whoever is being focused. I also have a macro for it that I use for my squishiest party member (usually a mage or low rank cleric).

    -When you have just used an aoe taunt on all the DPS and don't need sergeant's orders for a few seconds to reduce damage, use it as an interrupt on heal casts. You can also use it to pull healers out of LOS of their DPS, causing them even more issues.

    -Always use your fear off cooldown, preferably on a healer when another player is being focused down.

    Basically when played well, you actually cause their team so much trouble that they MUST focus you and try to kill you. With all the damage reduction in this spec, wish them luck. If they don't focus you and your team has a couple of healers, nobody is going to die.

    There are a TON of cooldowns with this spec, and I had to add 5-6 extra hotkeys on top of my normal 15 or so. For this reason, it's also complicated to play and requires a lot of concentration and multitasking. It will take me quite a while to master it...

    Good luck and enjoy!

    does necrotic wounds proc subdue? Also can u post macros

  6. #36
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    Quote Originally Posted by Enokarda View Post
    Love the warrior tank we roll with in codex. Usually they are able to hold points solo for extended periods of time against several enemies while reinforcements arrive. They don't feel like they help enough sometimes, but between rift shields, summons, and aoe silences they are a fantastic ally. Just started to pvp as well, can't wait until they rank up!



    wait what... you fooling? Not to detract from the thread but I'm curious abour the pyro portion of that comment.
    Just making a tongue-in-cheek prediction about 1.3 "balance changes."

  7. #37
    Soulwalker
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    I made a macro can u help me fix it?

    #show soul sickness
    cast plague bringer
    cast enraged essence
    cast pin target
    cast weapon blow
    cast cyclone strike
    cast soul sickness
    cast blood fever

    anything u might add dor switch?? for a main spam / dmg macro>?

  8. #38
    Rift Disciple
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    Default Kill to entrench

    Wouldn't grabbing [Call to entrench] be prefferable? due to battlefield awareness we're talking 3% dodge and 8% damage reduction, would it not beat 5% more heal from crits?

  9. #39
    Soulwalker
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    Quote Originally Posted by maximmus View Post
    please post macros?
    second,
    plz and thank you

  10. #40
    Shadowlander IamMercy's Avatar
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    Quote Originally Posted by Zeradin View Post
    Wouldn't grabbing [Call to entrench] be prefferable? due to battlefield awareness we're talking 3% dodge and 8% damage reduction, would it not beat 5% more heal from crits?
    I am currently running:
    http://rift.zam.com/en/stc.html?t=0c...k.xxumzzo.xx0c

    The extra fun from Warlord is really good.

  11. #41
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    i have found that http://rift.zam.com/en/stc.html?t=0c...zkAck.E0ouos0o build is so far the best survival tank build me (rajdeep@seastone) and osw have found out the idea behind the build is solo survival based on high dps output trough aoe leeching while maintaining the tank support function
    the build need only aoe, ranged attacks macro with death dmg skills seperated from the rest
    with it u have just one stun+fear. the efectiveness in the build comes from the fact that your hp in general is easy to burn which gets u to the 30% mark of when your real efective tanking starts which combined with the shorud of enthropy reduced fulminates to no more than 300 dmg and evrything else in the under 100 dmg per tick, while your constant spam of ur aoe gives u a very good steady healing of around 300 per tick based on gear/focus set up, the trick with this build is to find the "thick spot" of the enemy group where all ur aoes will max out dmg/healing and with some timing on the stun/fear u can make your group life very very easy. And as i have found out once ppl see a target under 50% they always tend to "finish it off" which with that build and at least some support healer behind u. means a long long fight ;)
    Last edited by obelix; 06-14-2011 at 07:47 AM.

  12. #42
    RIFT Guide Writer Kruunch's Avatar
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    Quote Originally Posted by Kutsuu Isback View Post
    I know some of you guys have been going tank specs in WFs, but in the majority of cases there is no reason for people to attack you since VK mana draining is no longer threatening and you just get ignored while your team dies.

    However... with the recent fixes to subdue, it's viable to be a PVP tank that actually helps their team considerably.

    http://rift.zam.com/en/stc.html?t=0c....xx0mzL.xx0c0M

    That's the spec I've been testing most of the day today (around 15 WFs total).

    The basics behind the point spending and use of the spec are this:

    -Concussion does not proc subdue. Cracking skulls (14 warlord) and incite (32 reaver), however, do.

    -Both sergeants order and grim lure also proc subdue.

    -What you end up with is 2 single target taunts on 8s timers, 2 aoe taunts on 1 min timers, each that proc 15s of damage reducing awesomeness.

    -Your aoes reduce others strength, and you can put infestation on especially heavy hitters to reduce damage further.

    -Try to use the heal debuff on tertiary targets that are being focused by solo DPS players who aren't warriors. Multiple players heal debuffed and taking damage = much harder job for the healers.

    -Use cast on target of target to put guard on whoever is being focused. I also have a macro for it that I use for my squishiest party member (usually a mage or low rank cleric).

    -When you have just used an aoe taunt on all the DPS and don't need sergeant's orders for a few seconds to reduce damage, use it as an interrupt on heal casts. You can also use it to pull healers out of LOS of their DPS, causing them even more issues.

    -Always use your fear off cooldown, preferably on a healer when another player is being focused down.

    Basically when played well, you actually cause their team so much trouble that they MUST focus you and try to kill you. With all the damage reduction in this spec, wish them luck. If they don't focus you and your team has a couple of healers, nobody is going to die.

    There are a TON of cooldowns with this spec, and I had to add 5-6 extra hotkeys on top of my normal 15 or so. For this reason, it's also complicated to play and requires a lot of concentration and multitasking. It will take me quite a while to master it...

    Good luck and enjoy!
    Don't know if it's been mentioned yet, but you only need 1 point in PFtM.

    Also 3/3 in Wasting Away is kind of .... wasteful (pun not intended?). 15% strength debuff is not, practically speaking, lowering damage in any meaningful way in PvP in my experience.

    I'd probably take those points and throw them in Entropic Embrance and Soul Devour.
    Status: Dipping My Toe Back In

  13. #43
    RIFT Guide Writer Milen's Avatar
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    i have found that http://rift.zam.com/en/stc.html?t=0c...zkAck.E0ouos0o build is so far the best survival tank build me (rajdeep@seastone) and osw have found out
    The goal in PvP is to: kill enemies / protect teammates / finish objectives. That build has some limited viability only for control point/flag capping.


    the idea behind the build is solo survival based on high dps output trough aoe leeching
    This build's DPS is so abysmal, the word "DPS" shouldn't really be mentioned in the same sentence with it. The Reaver DoTs are good only for some additional survival in group fights. They are beyond negligible in terms of damage. Their only effect is inflating your DPS stats in the end of the match but you're looking at 0 to 1-2 lucky killing blows.

    while maintaining the tank support function
    No, you aren't supporting anything besides soaking up damage from tab-focusers


    the build need only aoe, ranged attacks macro with death dmg skills seperated from the rest with it u have just one stun+fear. the efectiveness in the build comes from the fact that your hp in general is easy to burn which gets u to the 30% mark of when your real efective tanking starts which combined with the shorud of enthropy reduced fulminates to no more than 300 dmg and evrything else in the under 100 dmg per tick, while your constant spam of ur aoe gives u a very good steady healing of around 300 per tick based on gear/focus set up, the trick with this build is to find the "thick spot" of the enemy group where all ur aoes will max out dmg/healing and with some timing on the stun/fear u can make your group life very very easy. And as i have found out once ppl see a target under 50% they always tend to "finish it off" which with that build and at least some support healer behind u. means a long long fight ;)
    At least in this you are correct, you might soak up quite a lot of damage when your hitpoints drop below 30%. Still, this is basically a build that deals NO (useful) damage to speak of and is only good for attracting focus fire from weak players. At least try something along the lines of 32 Reaver / 32 Riftblade / 2 Paragon (until patch 1.3 goes live), with it you might be actually capable of dealing noticeable damage and your survivability will still be great.


    Or better, use something like Kutsuu's build which actually helps your team a lot... or respec completely.
    Last edited by Milen; 06-14-2011 at 08:01 AM.
    retired

  14. #44
    Rift Chaser Dashel's Avatar
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    I've been running subdue builds with Champion for the Lingering Wounds debuff. I think those two are the biggest assets we can bring to a group at this point. I'd really love to have the two AE subdues and 2 single targets but it's hard to justify losing LW, not to mention the AE fear, ruthless pursuit and bull rush that Champ provides.

    If they would just allow concussion to proc subdue life would be good.

  15. #45
    RIFT Guide Writer Milen's Avatar
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    Quote Originally Posted by Dashel View Post
    I've been running subdue builds with Champion for the Lingering Wounds debuff. I think those two are the biggest assets we can bring to a group at this point. I'd really love to have the two AE subdues and 2 single targets but it's hard to justify losing LW, not to mention the AE fear, ruthless pursuit and bull rush that Champ provides.

    If they would just allow concussion to proc subdue life would be good.
    You have Improved Trauma. It's a more controlled version of Lingering Wounds and much better suited to a tank anyway. No need to waste 17 points in Champ (non-tanking tree) for a tank support build when you need just 2 points in Vindicator (from 13 to 15) for Improved Trauma. Granted, it has a cooldown, but still... 17 points in Champ is too much. IMHO you should either go a normal DPS build if you insist on Lingering Wounds or use Improved Trauma and tank like a boss.
    Last edited by Milen; 06-14-2011 at 09:03 AM.
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