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The Warrior Tanking GuideFollow

#1 Mar 23 2011 at 9:11 PM Rating: Decent
Note: This guide is (and will always be) a work in progress. Since "Rift" is a game that is ever-changing, this guide in-turn will be ever-changing. Any input or critiques from players (good or bad) will always be welcome. Please help make this guide the gold standard for "Warrior Tank" guides.
*Each chapter will relate to a different type of tanking build for the warrior. All I ask is that when you add to the guide you follow the organizational outline of this guide to keep it neat & clean.

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Chapters:
1) Paladin/Warlord/Void Knight - Melee Tank
2) Reaver/Paladin/Void Knight - Magic Tank
3)
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1) Paladin/Warlord/Void Knight

*Intro
*The Concept
*The Build
*Stat Priority
*Rotation


Introduction:
Howdy! There are so many different aspects of the warrior tank in "Rift", that it's very hard to cover all of them. So the focus of this chapter will be the "Paladin/Warlord/Void Knight". Now there will be some wiggle room when it comes to final point allocation for this build. I will try and go over the pro's & con's of as much as possible. One thing to keep in mind is even if you have played and tanked other MMO's, "Rift" has a fresh new concept of MMO classes (there is a reason you have 4-5 soul builds to switch between). Don't worry though, all this will be covered.

The Concept:
This type of tank build does well with melee mob/boss tanking. While you don't HAVE to play with more then one build, it does make life a lot easier to have different builds. The bread and butter of this build lies with 2 talents, "Impassable Guard" & "Tip the Balance". Self-healing and damage mitigation is nice, but popping a 3 point I.G. with T.B. every 60 seconds will more or less make your healer hot n' bothered.

The Build - (Melee Tanking Soul)
We will go over each talent and its pro's and con's. The basic build will look like this "Click"

Paladin
Defender 5/5 | (Armor is direct damage mitigation).
Stalwart Shield 5/5 | (You need as much of this stat as you can get. A lot of healing & reactive abilities rely on this stat).
Aggressive Guardian 2/2 | (At 50 maintaining threat can be a chore when your DPS is dishing out man sized hits).
Graceful Under Pressure 3/3 | (Hit directly affects your threat generation). If you miss then [- threat + wasted GCD = Soul Walk].
Hardened Will 3/3 | (For the odd ball caster you'll have to pull in close).
Unyielding Defense 5/5 | (20% damage reduction when blocked).
Paladin's Devotion 1/1 | (Break Disarm effects).
Vengeful Wrath 3/3 | (%30 damage increase to reactive abilities = + threat).
Balance of Power 3/3 | (Blocked attacks deal damage = +threat).
Karmic Resolution 2/2 | (Yes it heals, but because of the self healing it also generates threat).
Reverent Protection 1/1 | (The less he/she has to heal the group, the more you heals you get).
Tip the Balance 2/2 | (Heals block damage).
Paladin's Reprisal 1/1 | (Reactive AoE ability w/ stun).

Explanation: What you have now is a bare bones kit. These talents are the most beneficial to you in this tree. Now for the rest of the paladin tree you need to decide where to put the rest of your points. You are needing to hit 44 points in the paladin tree so you can pick up Impassable Guard. How you allocate them is up to you. Nothing left in this tree is really a game breaker, so it just comes down to flavor or group make-up.

The first choice you have to make is which Shield of the ?. This really depends on where your stats are at. If you are hit capped for the current content you are tanking then you should go with Shield of the Chosen for the armor increase.
Steely Resolve looks good at face value but, with Paladin's Devotion on tap, it really is pointless. All you will do is make a 5 second LoC (Loss of Control) 1.5 seconds shorter.
Light's Hammer is good for that one mob that gets away and your other taunts are on CD. Bonus stun included!
Martial Shield is up for debate. I say it works out with Impassable Guard (and blocks in general), but others say that they have no problems with building attack points. This is one you will have to play around with.
Imp. Reverent Protection increases the amount of damage absorbed, thus helping your healer and making his life easier.
Small Arms Spec. will +damage thus +threat. At this point you should not be having threat issues, but if you are then this is the talent you should look at putting a few into.


Warlord
Powerful Countenance 5/5 | (Armor is direct damage mitigation).
Intimidating 5/5 | (5% Enemy power reduction).
Defensive Experience 5/5 | (5% Block).
Enhanced Dodge 5/5 | (5% Dodge).

Explanation: What you have now is a bare bones kit. These talents are the most beneficial to you in this tree. You only need to hit 22 points in the Warlord tree. Out of the 2 point left you need to make sure one of the talents you pick up is Call of ?. This way you can trigger Battlefield Awareness and get the 8% dodge increase.


Void Knight
This soul is picked for the 5% magic absorption Void.
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Stat Priority
This is where it gets a little tricky. Different warrior tank builds will call for different stats. For the most part though, you are going to look for these main stats.

Hit insures your swings connect.
Endurance directly increases your health pool (HP).
Armor is directly related to your damage mitigation.
Strength attributes to a few things like (AP, Block, Parry).
Block is directly related to your damage mitigation.

_____________________________________________________________________________________________

Rotation
Before I even start with this section I will make one thing clear. This is all subject to the individual. I am giving you a GUIDELINE. Do not take this as the good word. It is to give you a baseline, and to help you learn for yourself. The same goes for this whole guide. At the end of the day, YOU are the only one to blame for failure or Uberness. We will split this up into 2 sections. Single target & AoE targets.

Definitions:
AB = Aggressive Block
ES = Empowering Strike
PS= Pacifying Strike
SO = Spotter's Order
DC = Disarming Counterblow
RET= Retaliation
PR = Paladin's Reprisal
CD = Cool Down
LM = Leaders Mark
SC = Shield Charge
LD = Light's Decree
CS = Crushing Sckulls
PoS= Promise of Steel
IG = Impassable Guard
SS = Sweeping Strike
SoJ= Scales of Justice

Single target rotation
AB>ES>PS>SO

**AB should be up at all times and therefor has priority over all.
*Make sure you are using DC>RET>PR everytime you can. Most of the time you will have all 3 on CD on boss fights. DC won't work on boss fights but remember it still heals you so it has priority over PR.
*LM is not used if there is a Bard in the group.
*SC should be saved for when a boss knocks you back about 2 zones. LOL

AoE Rotation
This is where the fun begins. There is no realistic way I can give you every possible AoE rotation for every problem pull. So I will try and give you a very generic rotation and you can learn from there.

LD>AB>CS>PoS>IG
SS>PS>ES>SoJ

~Xaq


2) Reaver/Paladin/Void Knight

*Intro
*The Concept
*The Build
*Stat Priority
*Rotation


Edited, Mar 24th 2011 9:15pm by zfslayer
#2 Mar 24 2011 at 6:47 AM Rating: Decent
Please leave any and all comments. This is the first time I have posted a guide of any kind.
#3 Mar 24 2011 at 12:57 PM Rating: Decent
19 posts
I actually like this build. I was originally thinking of doing a 44 Paladin/22 Reaver build but I may have to reconsider. You make some good points about getting that extra armor/block/dodge from the warlord tree.
#4 Mar 24 2011 at 1:45 PM Rating: Decent
7 posts
I am using/building to pretty much this exact build, so it is nice to see someone else on the same wave length, I do have a couple questions for anybody who can answer though.

Do intimidation and pacifying strike stack? I have heard comments that they do not.

Also does figurehead increase the healing provided by tip the balance and karmic resolution? If it does it would seem important to get points into that.

Great guide
#5 Mar 24 2011 at 3:26 PM Rating: Decent
19 posts
alphafox87 wrote:
I am using/building to pretty much this exact build, so it is nice to see someone else on the same wave length, I do have a couple questions for anybody who can answer though.

Do intimidation and pacifying strike stack? I have heard comments that they do not.

Also does figurehead increase the healing provided by tip the balance and karmic resolution? If it does it would seem important to get points into that.

Great guide


All very good questions that deserve some testing. Also, I was thinking that 5% isn't too much of a drop in ap/sp. Especially useless if it doesn't stack. Maybe shifting points to "That Which Doesn't Kill Me" could be very useful. Because I know that being hit with a series of crits hurts like a mother and being able to heal yourself for 25% of the damage done passively could be extremely useful.

I was doing LH last night and and the last boss in there would crit me for almost 2k damage, I was in DPS spec since I was not tanking but it is still a ton of damage, getting 500hp back every time he does that would likely make your healer very happy. Also, if that stacks with figurehead, that's an extra 4% if you drop two points in there. You still follow the meat of this guide which is heavy into paladin tree but also get some additional benefits from healing as well as healing yourself when you are hit critically.

Edited, Mar 24th 2011 6:04pm by theiron50

Edited, Mar 24th 2011 6:05pm by theiron50
#6 Mar 24 2011 at 3:30 PM Rating: Decent
I was scared I was going to get flamed and trolled. Even if you guys are the only ones who have anything nice to say,I want to thank you guys.

I am asking some people with authority about those 2 questions. When I get some answers I will edit the guide to reflect that.
#7 Mar 24 2011 at 4:08 PM Rating: Decent
19 posts
zfslayer wrote:
I was scared I was going to get flamed and trolled. Even if you guys are the only ones who have anything nice to say,I want to thank you guys.

I am asking some people with authority about those 2 questions. When I get some answers I will edit the guide to reflect that.


No, it is a well thought out write up and really threw some ideas my way about what I want to do for endgame Elite Dungeons. I think keeping the meet of my points in paladin and going over to warlord is in fact the way to go. Impassable guard with Balance of Power and Tip the Balance makes for a good amount of healing/blocking in the long run, and you're still doing damage to the mob.

Edited, Mar 24th 2011 6:08pm by theiron50
#8 Mar 24 2011 at 4:41 PM Rating: Decent
theiron50 wrote:

I was thinking that 5% isn't too much of a drop in ap/sp. Especially useless if it doesn't stack. Maybe shifting points to "That Which Doesn't Kill Me" could be very useful. Because I know that being hit with a series of crits hurts like a mother and being able to heal yourself for 25% of the damage done passively could be extremely useful.


I agree with this, and I just found out that Pacifying Strike & Intimidation both stack. The only reason I say not to pick up That Which Doesn't Kill Me is because I think it is situational for the most part. Sometime you have a great day and the crits are nowhere to be found, and sometime that is all you are seeing when you get hit.
#9 Mar 24 2011 at 4:56 PM Rating: Decent
alphafox87 wrote:

Also does Figurehead increase the healing provided by Tip the Balance and Karmic Resolution? If it does it would seem important to get points into that.


Yes, it does.
#10 Mar 24 2011 at 6:58 PM Rating: Decent
19 posts
zfslayer wrote:
theiron50 wrote:

I was thinking that 5% isn't too much of a drop in ap/sp. Especially useless if it doesn't stack. Maybe shifting points to "That Which Doesn't Kill Me" could be very useful. Because I know that being hit with a series of crits hurts like a mother and being able to heal yourself for 25% of the damage done passively could be extremely useful.


I agree with this, and I just found out that Pacifying Strike & Intimidation both stack. The only reason I say not to pick up That Which Doesn't Kill Me is because I think it is situational for the most part. Sometime you have a great day and the crits are nowhere to be found, and sometime that is all you are seeing when you get hit.


Agreed, it really is up in the air for me. 5/5 in Intimidation or 5/5 in That Which Doesn't Kill Me. I will definitely drop my last two points into Figurehead though. An extra 4% + to any healing done on me is a bonus no matter how you slice it. I will also talk to my cleric friend that is all holy spec which he thinks might be more beneficial between the first two.
#11 Mar 24 2011 at 7:37 PM Rating: Decent
I am going to be working on the next Tank build for the next week so just give me some time. I hope it will be as good as the last.
#12 Mar 25 2011 at 5:58 AM Rating: Decent
5 posts
Nice write up. I will definitely try this build. The Paladin\Warlord build seems like a better choice for me, since I dont feel like in totally in "control" with the Paladin\Reaver build. If the CC'ers isnt fast enough to recc I end up hitting it with plauge bringer etc. Can get messy :)

I see you point in spending at least one point in a Calling talent. The 8% dodge increase is really nice. I would properly spend the 2 points in Warlord in Call of Entrench and Commanding Presence.

My Build

Edited, Mar 25th 2011 7:59am by MJPsupreme

Edited, Mar 25th 2011 8:00am by MJPsupreme

Edited, Mar 25th 2011 8:04am by MJPsupreme
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TankGirl - Warrior
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#13 Mar 25 2011 at 8:23 AM Rating: Decent
7 posts
zfslayer wrote:
theiron50 wrote:

I was thinking that 5% isn't too much of a drop in ap/sp. Especially useless if it doesn't stack. Maybe shifting points to "That Which Doesn't Kill Me" could be very useful. Because I know that being hit with a series of crits hurts like a mother and being able to heal yourself for 25% of the damage done passively could be extremely useful.


I agree with this, and I just found out that Pacifying Strike & Intimidation both stack. The only reason I say not to pick up That Which Doesn't Kill Me is because I think it is situational for the most part. Sometime you have a great day and the crits are nowhere to be found, and sometime that is all you are seeing when you get hit.



Thanks for checking its good to know they stack. For an alternative I usually put those 5 points in Dramatic presence because that extra endurance (from 30 up to 45) is a nice stat boost. It really comes into its own if you put enough points (26 i think) into warlord to get Aspect of the elements, but that would prevent you from getting impassable guard. Personally I'm still up in the air because of the cooldown on impassable guard while when active it is extremely useful the cooldown hurts it a bit, and I would really love to be able to get lock down and untenable position, as that
-30% to hit is huge to damage mitigation.
#14 Mar 25 2011 at 3:14 PM Rating: Decent
Just a little "bump" action.
#15 Mar 27 2011 at 3:16 AM Rating: Decent
19 posts
I tried a heavy paladin build in LH the other night and again my concerns with maintaining aoe aggro becomes a problem. You have 2 aoe aggro abilities that are on basically the same timer. Once those are burned you have to individually target and pull mobs to you if other members pull them off you, which happens all too often. I feel a heavy reaver build is still a bit better. Simply due to their ability to hold aggro with multiple aoe abilities. I will keep messing around with them but will be sticking to reaver/paladin and maybe void knight.
#16 Mar 27 2011 at 11:20 AM Rating: Decent
The Chapter 1 build IS more of single target. The Chapter 2 build is your AoE/Ranged build (that is Reaver heavy). I am working on the 2nd build as we speak.
#17 Mar 27 2011 at 1:56 PM Rating: Decent
19 posts
zfslayer wrote:
The Chapter 1 build IS more of single target. The Chapter 2 build is your AoE/Ranged build (that is Reaver heavy). I am working on the 2nd build as we speak.


Agreed, much easier to keep aggro with a heavy reaver build. Great for AOE packs.
#18 Mar 29 2011 at 5:01 AM Rating: Decent
Bump
#19 Mar 30 2011 at 10:43 PM Rating: Decent
11 posts
Paladin/warlord/Riftblade

After the New patch and Reaver changes i wanted to try something else. I never been much into liking Void Knight as a tank build so i decided to do a change with Riftblade instead for the 6% Parry and 3% dodge and 10% movment speed buffs. aswell as the weapon buff (yes ofcourse the dmg on a 1hander for tanks aint that great its still threat at some minor bonus)

Though im not 50 just yet so havent tested this anywhere so far.

Might be that there is some talents in Paladin others might wanna change or put elsewhere.

I hopet maybe somone else wanted to look at this and see if its a possible build or if it turns out to be worthless.

I planned to play around with this a bit later today seeing the reaver lost the self heals it had making Reaver less tempting to spend 25 points into just for a new changed Grissly works.
#20 Mar 31 2011 at 3:20 PM Rating: Decent
*
200 posts
Personally, I got Warlord/Reaver/Paladin. 5/38/23 respectively. I can't get on right now so I can't double check the numbers.I just grab the armor in warlord and almost all stat buffs and threat buff in Paladin and use Reaver as my main. So far it is pretty much the same play as it was before 1.1. I haven't double checked the actual numbers tho. I was never a good theorycrafter. I just noticed I need to look it over again. ><. Gonna post anyway.

What I remember of it.
#21 Mar 31 2011 at 10:21 PM Rating: Decent
11 posts
After the changes to Reaver im not so sure id go for it again, But ofc it has great AoE threat and some minor self heals, gotta say i miss the Old grisly works more, Its reduced by 50% in healing and i dont know how much heals you get from dotting 5 mobs with Blood fever and Soul sickness now, i havent tried the reaver after the changes it was to many points to invest in now to interupt my build with reaver, Used to have about 15 points into reaver for the mitigation and the AoE threat benefits, Paladin has to many benefits to miss out on with avoidance. Though i can imagine reaver still works good as a AoE trash build.

Curious though if its as they say Soul sickness and blood fever heals less the more mobs it affect?

Paladin/reaver/Warlord

If i end up trying reaver think id try go about about it like this moving some points around a bit to get the AoE stun, Block healing( ofc its not the greatest healing but its a smal heal that can save you) + some magic ressistance from both reaver and Paladin (hopefully they stack) and adding a Call ability from Warlord to increase your dodge by 3% (maybe not much but its a avoidance stat that dose help) and the Call gives your allies a buff to Dmg so all in all you would prob loose some benefits from the Reaver build at 30+ points but if would add to the dmg reduction adding up hopefully to the minor losses in Reaver.

I havent tested this yet planning to during the weekend. see how it goes if anyone has any tips on changes for the build im more than happy to recive them. sure more people out there been testing out diffrent builds after the patch.
#22 Apr 01 2011 at 9:01 AM Rating: Good
Terrorfiend
*****
12,905 posts
Blood Fever heals?
#23 Apr 03 2011 at 9:41 AM Rating: Decent
1 post
Some guildies are looking to start a leveling group next week. Having never been a tank I feel it's my turn to step up and take the brunt of the attacks. I plan to use your guide. Thanks for this.
#24 Apr 10 2011 at 9:20 AM Rating: Decent
1 post
Bump for great justice.

Great guide - should be a sticky IMHO.

I'm doing the Paly/Warlord/VK build and the rotations and build posted are solid.
#25 Apr 12 2011 at 12:24 PM Rating: Decent
1 post
I would like to submit this build for consideration.

rift.zam.com/en/stc.html?t=0chAg.g0R0c.Vuqthhzh0o.tczVI Paladin 13 Reaver 32 Void Knight 21

I've been working on going through the warlord skills and trying to justify taking them over Void knight but just can't do it. with 21 points in VK, you get a 25% chance anytime you strike any enemy of gaining a stacking buff (stacks to 10) which at 10 increases your strength and armor by 50%. Strength indirectly increases mitigation, giving you more block, more parry, and directly increases threat, by making you deal more damage. Armor directly increases your mitigation. The reason I opted for 21 points in VK is for the talent Quality Care, offering 30% chance whenever someone heals you (with direct healing, or first tick of a hot) you gain a pact, and thus refreshes your stack of the buff.

Some lower points in the trees could be shuffled around, but the bulk is there for a reason. Paladin only has 13 points in it, which was done for the 10% block from T1, the 5% block 5% hit buff from T2, 20% threat increase, and then 9% more hit from T3. I'm still not overly sure how much hit will really be required at level 50 in the raids, but it seems to me that the less hit you need from other sources, the better. You still get the paladin self heal, you still get aggressive block, you still get sweeping strike (which a clever tank can prioritize over ragestorm over vicious cleave), etc. You get the really nice to have skills.

The only thing about this build that I do not like is the lack of shield charge, but hey, put your back to a wall or tree or something.

On to why I chose Reaver as the primary soul. From what I see, Reaver offers many of the same benefits that warlord does, only in a more interesting manner. The damage over time abilities, with the included self healing, offer a slight benefit to reducing the net damage you take and your healer has to heal through. I am fully aware that the damage you take in a raid, or even a dungeon, is not on the same level and the self healing will be similar to putting a band-aid on a gunshot wound, but every band-aid is one less your healer had to apply. I didn't see the point in taking the tree down to the 35% damage reduction talent. Getting the the block from paladin, the armor, parry, and block from void knight seemed like it would be enough passive damage reduction to counterbalance that, with crippling infestation as a pseudo cooldown.

As I stated above, I'd like some feedback on this build.
#26 Jun 19 2011 at 6:41 AM Rating: Decent
2 posts
Hey, thanks for this guide. It's hard to find a comprehensive guide to a lot of this game, and yet when we pick out a new role with new souls, we end up having to guess our way through.
Necro Warning: This post occurred more than thirty days after the prior, and may be a necropost.
#27 Jun 19 2011 at 11:57 AM Rating: Decent
*
63 posts
Here is the build I use

http://rift.zam.com/en/stc.html?t=1cgAh.VeooszVz.xuqzhz0z.v0Rh00m

from

http://forums.riftgame.com/showthread.php?187080-Mitigation-Build-3.0-(Patch-1.2-Version)

The general idea is a tank that doesn't have to flip specs for fights, and can pull trash without consideration of major dmg type.
I have to say the build works pretty great and most healers seem to feel that I am pretty easy to heal. (currently using it in T1s as i gear for T2s)

One thing I love about rift is really the diversity of tanks, so I love the idea of having a guide up here to help people start making choices and seeing what others are doing.
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