leepalmer95 wrote: »Pretty sure aggressive warhorn is must on all tanks.
AverageJo3Gam3r wrote: »Foot mans is getting nerfed in SotH, tho. It was already a lackluster set, now it's gonna be even worse. If you don't want to run the ultimate regen build, I'd suggest replacing footmans with ebon (jewlerys expensive though)
ThePaleItalian wrote: »leepalmer95 wrote: »Pretty sure aggressive warhorn is must on all tanks.
I agree, however I do not slot it when I run with my friends because they use it and alternate. Its still an amazing ultimate. My second would be Magma Armor, pretty much unkillable for its duration.
Thought i'd share my build as it seems quite effective, to the point I can survive almost indefinitely with a boss and a load of mobs attacking me. Since I've taken up this build I've only died because of instant kill mechanics.
Gear
5 piece Footmans Fortune Heavy
5 piece Hist Bark Heavy - All with block reduction trait + prismatic defence glyphs
2 piece Bloodspawn Heavy
(All Purple)
Sword and shield for both bars. Swords have Glyphs of Hardening and physical/spell resist traits, shields have prismatic defense glyphs and physical/spell resist trait
The focus of this build is mainly around blocking, taunting and taking damage. The majority of my abilities are focused towards defense, and so I do barely any damage in dungeons apart from light and heavy attacks.
Champion Points
I only have about 270 champion points. I have just about evenly distributed them in the following skills:
Quick Recovery
Increases the effectiveness of healing received by [x]%
Heavy Armor Focus
Increases your Physical Resistance by [x]% while wearing 5 or more pieces of Heavy Armor
Spell Shield
Increases Spell Resistance by [x]%.
Blessed
Increases the effectiveness by any healing done by [x]%.
Elfborn
Increases the damage and healing dealt by Spell Criticals by [x]%.
Healthy
Increases your Health Recovery by [x]%.
Mooncalf
Increases your Stamina Recovery by [x]%.
Arcanist
Increases your Magicka Recovery by [x]%.
Shadow Ward
Reduces the cost of blocking by [x]%. (lots of points into this)
I also put 64 points into stamina.
Abilities
1st Bar
Ransack - For extra resistance and taunting
Heroic Slash - For extra ultimate
Absorb Magic - For spamming when loads of magic mobs attack + block bonus
Inner Rage - For ranged taunting
Draw Essence - For large groups
Ultimate: Magma Shell, to help allies
2nd Bar
Igneous Shield - For extra healing done
Resolving Vigor - For extra healing
Green dragon blood - For stam regen
Reflective Plate - For extra spell resis
Turn undead - For when I'm not blocking
Ultimate: Magma Shell
Any questions please ask
Thought i'd share my build as it seems quite effective, to the point I can survive almost indefinitely with a boss and a load of mobs attacking me. Since I've taken up this build I've only died because of instant kill mechanics.
Gear
5 piece Footmans Fortune Heavy
5 piece Hist Bark Heavy - All with block reduction trait + prismatic defence glyphs
2 piece Bloodspawn Heavy
(All Purple)
Sword and shield for both bars. Swords have Glyphs of Hardening and physical/spell resist traits, shields have prismatic defense glyphs and physical/spell resist trait
The focus of this build is mainly around blocking, taunting and taking damage. The majority of my abilities are focused towards defense, and so I do barely any damage in dungeons apart from light and heavy attacks.
Champion Points
I only have about 270 champion points. I have just about evenly distributed them in the following skills:
Quick Recovery
Increases the effectiveness of healing received by [x]%
Heavy Armor Focus
Increases your Physical Resistance by [x]% while wearing 5 or more pieces of Heavy Armor
Spell Shield
Increases Spell Resistance by [x]%.
Blessed
Increases the effectiveness by any healing done by [x]%.
Elfborn
Increases the damage and healing dealt by Spell Criticals by [x]%.
Healthy
Increases your Health Recovery by [x]%.
Mooncalf
Increases your Stamina Recovery by [x]%.
Arcanist
Increases your Magicka Recovery by [x]%.
Shadow Ward
Reduces the cost of blocking by [x]%. (lots of points into this)
I also put 64 points into stamina.
Abilities
1st Bar
Ransack - For extra resistance and taunting
Heroic Slash - For extra ultimate
Absorb Magic - For spamming when loads of magic mobs attack + block bonus
Inner Rage - For ranged taunting
Draw Essence - For large groups
Ultimate: Magma Shell, to help allies
2nd Bar
Igneous Shield - For extra healing done
Resolving Vigor - For extra healing
Green dragon blood - For stam regen
Reflective Plate - For extra spell resis
Turn undead - For when I'm not blocking
Ultimate: Magma Shell
Any questions please ask