Wednesday, December 5, 2012

Defender Tank Build

Defenders are the tank class in PvE for Raiderz. Although there are very few players who choose to go full PvE there is still a demand for them and will be higher demands as the game releases future patches. This build is centered around being the best tank you can be.

Pros and Cons:

Pros:
Extremely High Survivability
High Mobility
High CC

Cons:
Low Damage
Long Cooldowns.

Skill Build:

Tier 1:

1/5 Stunning Smash: Although the name makes you think there will be a stun, it's actually an interrupt that allows you to get in there and start your combo. This is necessary for bosses but for the purpose of this build anything over 1 point is unnecessary.

2/3 Rush: A chase and stun maneuver. It also triggers counterattack which is a key element in playing Defenders. Should be used almost every time its off cooldown. Two points used in order to reach tier three.

5/5 One-Handed Weapon Mastery: 10% increase do One-Handed Damage. Although this is a defense build it would be in poor taste to ignore such a good skill.

Tier 2:

1/5 Massive Strike: Massive damage with stun. This skill is going to be one of your heaviest hitting abilities while fighting.

3/3 Comeback: Although the heal appears small it adds up turning you into a regenerating tank while defending.

Tier 3:

3/3 Piercing Strike: Stacking magic and defense reduction. This skill may not generate the most damage out of you, but its debuff will increase your parties damage output significantly. It should be maintained at all times. 

1/3 Rapid Assault: A stun that does not remove counterattack makes this a nice one for stopping/stunlocking enemies. It's also a stepping stone to Shield Slam. There's no reason not to put a point in it.

3/3 Fortifying Shout: Increases groups stamina generation by a lot. This is your go to shout to ensure you always have enough energy to dodge duck dip dive and dodge.

3/3 Defense Mastery: Increases the chance to fully block attacks and increases damage reduction. You will be able to take a beating with this maxed. 

Tier 4:

1/3 Chaotic Strike: Damage attack that interrupts and regains your stamina if it lands. It's important to have to keep your stamina high.

1/5 Slam: Massive damage and stun. Really no reason not to put the points in it.

3/3 Bastion: Damage reduction increased by 20% but mostly taken because it allows you to block unblockable attacks. The three points increase the duration.

Tier 5:

1/5 Shield Slam: A very powerful skill and one of the few ways you have to dish out a beating and stun. 

2/2 Resilience: When blocking successfully it increases stamina regeneration. It also adds stamina regen to Comeback. Between this skill, comeback, fortifying shout, and chaotic strike you should always have stamina. 

Tier 6:

1/1 Evasive Strike: This is your only legitimate escape if you're caught off guard and need to dodge a boss attack. On top of this it forces the counterattack buff. 

1/3 Impact Recovery: Party damage reduction buff. Using this on CD along with other skill turn you into a fortress.

Tier 7:

1/3 Steel Wall: Very large group damage reduction. When used properly it's a lifesaver.

2/2 Retribution: This is going to be one of the key ways you keep up damage and kiting. Each block will offer a significant damage and speed buff.

Why no encouraging or threatening shout?

This build is built around keeping yourself and your part alive. Encouraging shout doesn't help you stay alive and since only one shout can be active you would lose your stamina buff. Although a cleric/sorcerer may like the energy regen, it won't help you or your berserkers so take the one that helps everybody. Threatening should is just more PvP orientated.


Why not more DPS?
This could be a legitimate question especially for PvP. I find that for PvE where bosses and mobs are predictable it's more important to take those extra survival skills. I take each of the stunning skills to keep the crowd controlled and the other skills keep you alive while you do it. Retribution offers a very large damage buff and the constant stamina regeneration makes a lot more of your skills spammable. Although the damage output isn't massive, it's nothing to ignore.

Armor:
Look for plate with high health and defensive stats. Since comeback returns a percentage of your health having high armor, magic resist, and health makes you virtually invincible. 

Weapon:
Sword and Board. By far the best option but also using mace and shield is viable.

Gemming:
Strength. Although an argument could be made for gemming for more defensive stats, your skills will be bringing plenty of defense to the table. Strength is a solid increase to your auto attacks.

Overall:
The toughest part of this build is missing out on some massive burst damage from leveling some of your heavy hits. The other end of the coin is that the more you are able to soak damage the less your party members need to take hits. Also the less your Cleric needs to heal you, the more he can heal that Berserker that doesn't know how to dodge.

4 comments:

  1. I love this build ^^
    I just wanted to let you know you forgot that you can't gain access to the third tier unless you add one more point to either stunning smash or rush. Other then that I really do enjoy this build.

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  2. just wanted to let you know i have put this build onto the steam community and have added a link to this page at the top as to ensure no one thinks that i am the original creator.

    ReplyDelete
  3. so this build is good to have.i know a nice build i will try it

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