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.
1) Paladin/Warlord/Void Knight - Melee Tank
2) Reaver/Paladin/Void Knight - Magic Tank
1) Paladin/Warlord/Void Knight
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.
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"
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.
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.
This soul is picked for the 5% magic absorption Void.
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.
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.
AB = Aggressive Block
ES = Empowering Strike
PS= Pacifying Strike
SO = Spotter's Order
DC = Disarming Counterblow
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 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
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.
2) Reaver/Paladin/Void Knight
Edited, Mar 24th 2011 9:15pm by zfslayer