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Old Mar 02, 2005, 12:19 AM // 00:19   #1
Ascalonian Squire
 
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Default Pure Tanker

I wanted this build to be more of a tank than anything.[COLOR=Red]Change: Sub in for 'Heal Area' to Healing Signet'. Thanks for the revise.[/COLOR]

Warrior/Monk

Strength (10+1)
Swordsmanship (11+1)
Tactics (10+1)

Total Attribute Points Used: 199

Sever Artery - If this attack hits, the opponent will begin bleeding for 3-21 seconds, losing health over time.

Gash - If this attack hits a bleeding foe, you strike for 1-8 more damage and that foe suffers a deep wound, lowering that foe's maximum health by 20% for 5-17 seconds.

Final Thrust - Lose all adrenaline. If Final Thrust hits, you deal 1-32 more damage. This damage is doubled if your target was below 50% health.

Hundred Blades - Swing twice at target foe and foes adjacent to your target. You deal 75% damage with each hit.

Berserker Stance - For 5-10 seconds, you attack 33% faster than normal and gain 20% more Adrenaline each time you hit in melee. Berserker Stance ends if you use a skill.

Rush - For 8-18 seconds, you move 25% faster.

[COLOR=Red]Healing Signet - You gain 40-130 health. You take double damage while using this skill.[/COLOR]

Power Attack - if this attack hits, you strike for 5-25 more damage.

Let me know what you guys think. I personally haven't an idea on how this particular build would do in PvP, or PvE but I was aiming towards a power tanker.

Regards,
Shawn

Last edited by shawns21; Mar 02, 2005 at 12:48 AM // 00:48..
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Old Mar 02, 2005, 12:25 AM // 00:25   #2
cce
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Default Heal Area...

is not good for yer tank types. In the process of healing yourself, you heal all of the opponents around you. Heal area is good for yer stay-back with-the-wizard types.
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Old Mar 02, 2005, 12:32 AM // 00:32   #3
Ascalonian Squire
 
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Quote:
Originally Posted by cce
is not good for yer tank types. In the process of healing yourself, you heal all of the opponents around you. Heal area is good for yer stay-back with-the-wizard types.
Heal area, to my knowledge heal's yourself and others 30-150. Not only does it heal others in your party, it also heals you the player. Atleast thats what the description says. Healing signet heals minimum fourty. I thought the 'Heal Area' would fit better... and it also heals those around, which is good in the Gladiators arena, or when you are taking a large PvE boss out, or when your Guild picks out an enemy Guild member and starts hacking away at that one target you are all within that healing area. I'm not sure on the build itself, but im confident this skill will work rather decently.

Also, Healing Signet you take double the damage when you are in the process of activating that skill. So that +10 for Healing Signet really doesn't play a role.

Last edited by shawns21; Mar 02, 2005 at 12:50 AM // 00:50..
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Old Mar 02, 2005, 12:41 AM // 00:41   #4
THX
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The problem with heal area is that it can heal nearby enemies, hence being counter-productive.
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Old Mar 02, 2005, 12:42 AM // 00:42   #5
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Ahh.. I never realised that. I guess healing signet is my only choice then?
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Old Mar 02, 2005, 12:43 AM // 00:43   #6
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I don't think you understand. In every situation you've provided above, Heal Area would be one of the absolute worst skills to use. It heals everything in the area. Friend or foe. In the Gladiators' Arena, you'll be healing every opponent hacking away at you, totally negating your own attacks. Taking on a large enemy in PvE, you'll be granting the enemy free heals, and the big guys usually have enough healing skills as it is. Not to mention the minions you'll be healing, if applicable. And when you use it hacking away at a called target? Congratulations, you're helping that called target (who'll probably be a Monk, anyway) heal up. You will not be particularly popular if you're caught pulling that stunt in the Tombs. Haha!

I'm no expert on Monk abilities, so I can't offer any substitute. But I do know that if you're going to be practically hugging your enemy at all times, you shouldn't go anywhere near Heal Area with a big, pointy stick.
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Old Mar 02, 2005, 12:45 AM // 00:45   #7
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Yeah, I just realised that it healed EVERY creature around.

So now, that I'll be moving the attribute points over to Tactics, how is the actual build?
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Old Mar 02, 2005, 12:46 AM // 00:46   #8
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Also, it's 30..150 not 30-150. How much a skill heals for or does damage is dependant on the skill level of the associated attribute.

Healing Signet is connected with tactics, I believe... so if you have no points in Tactics, it will heal you for the lowest amount (30 or 40 or whatever it is) but if you have say, 5 points in tactics, it's now healing you for around 80 health or something (that's every time, there's no chance involved)
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Old Mar 02, 2005, 09:22 PM // 21:22   #9
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You arent really a "tank", in terms of a person being able to take damage. You are a melee damage dealer?

Since you dont use your /Mo for anything, you might as well go W/El and add a few points for Conjure * to further increase your damage output. It would make a difference.

If you want more defense, thats another matter.
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Old Mar 02, 2005, 11:41 PM // 23:41   #10
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If you want to be a W/Mo tank you should consider using an enchantment like live vicariosly targeted on yourself. As a monk I can tell you its great when the guy you expect to heal the most can take care of himself in most encounters. Pair it up with a warrior skill(somone help me out with this) that increases your attack speed and you will be tanking that much better.
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Old Mar 03, 2005, 12:08 AM // 00:08   #11
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In PvE yeah it's useful for a warrior to be actually termed "tank" that you can handle a lot of punishment. But for PvP, adding defensive bonuses and self healing abilities is pointless. No good PvP group will target you in the beginning with the goal of killing you (they'll target you maybe to draw out the monks, but not to kill you). So my advice is to increase your DPS as much as you can to help your group.

Edit: You can use conjure element, strength of honor, etc.
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Old Mar 03, 2005, 09:01 PM // 21:01   #12
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Looking at your build, I think you wouldn't do much as a tank. Actually, I see no tanking ability at all.

If you want to be a TANK and we go with the attributes you have chosen in strength, swordmanship and tactics.

Skills:
1) Endure Pain (availability) - (10,0,30) For 12 seconds you gain an additional 244 health.
2) Defy Pain (availability) (elite) - (7a,0,0) For 8 seconds, you have an additional 244 health and an additional 20 AL. This is an elite skill.
3) Warrior's Cunning (availability) - (10,0,40) For 22 seconds, your melee attacks have base 18% armor penetration.
4) Sever Artery (availability) - (4a,0,0) If this attack hits, the opponent will begin bleeding for 19 seconds, losing health over time.
5) Shield Stance (availability) - (5,0,60) For 17 seconds, while wielding a shield, you have a 75% chance to block incoming attacks, but you move 33% slower.
6) Healing Signet (availability) - (0,2,4) You gain 122 health. You take double damage while using this skill.
7) Resurrect (availability) - (10,8,0) Resurrect target party member.
8) Balthazar's Spirit (availability) - (10+,2,0) While you maintain this enchantment, target ally gains adrenaline and energy after taking damage.

Sorry I posted almost a completely new build...This build also supports what SAUS and CxE said in the "inherent" thread about the strength attribute having other uses than just armor penetration.

You can recycle Endure Pain/Defy Pain on a continous basis. Having 500 extra health is not bad. Add the healing signet with an extra 122 and you are in good shape as a tank. AND you are only using Warrior Attributes...nice huh. You could raise protection magic and add in an another 150 health, but loose one arrow of mana regen. A shield stance is also good if you get into some serious trouble...with this stance you also can keep dishing out damage.

Beeing a tank is ok, but adding some damage is also important. Warriors Cunning gives you the ability to dish out damage..se CxE tables in this forum for calculations on armor penetration. I know you will have 20 seconds, because of recharge time of 40, that you will be not dishing it out...but it is an easy fire and forget spell. Sever Artery will keep the sucker bleeding continously, since it will recharge faster than he can remove it.


Since you have only chosen warrior attributes and your secondary is Monk - why not choose some skills that are not linked to any attribute. Balthazar might be redundant, but why not...you will always have the Mana and the Adrenaline you need. A lot more adrenaline than you need,actually.

Bring resurrect , which is not linked either, to resurrect party members that are in trouble.

This answer is based on you wanting to be a tank, in PvP the damage output is probably to low, but 18% armor penetration most of the time and bleeding always is ok. With an additional 500 health , the healers can use their mana somewhere else. In PvE, this build works good. You might argue that I should have added Sprint into this build, but again I am under the assumption that you are here to tank, not run back to your support casters with a bunch of mobs following you. (he he)

I maxed the attributes, like you did and you could wonder if you can get those skills in the towns. I always did at the Skill Charm Trader in Lions Arch.

edit: After again looking at CxE skill effectiveness, and with the Mana regen you are going to have, maybe take out Warriors Cunning and put in Power attack.


edit: After Stinger in the Guild Hall and Pyxis reviewed the same build as this one they brought to my attention the following:

Defy Pain and Endure Pain are just Illusions...you are actually taking damage on your base hit points. Assume you have 400 hitpoints to start with.So if you have 800 health with defy pain and endure pain and you take 401 damage from attacks....when DEFY and ENDURE wears off you are DEAD!!! 400-401 = -1....yes you are dead....WHAT LOUSY SKILLS! he he

Sorry for replying to the your thread with something that would get you killed.

Ratatass

Last edited by ratatass; Mar 04, 2005 at 06:07 PM // 18:07.. Reason: I was wrong
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