class: Warrior
Role: Main Tank or DPS: The burly Shale can step in for other tanks such as Alistair if you prefer stone to steel. As a warrior, Shale has full access to the standard Warrior school talents, but doesn’t know any of the weapon talents, which means it’ll be without Weapon and Shield. Instead, Shale comes with its own set of 16 individual talents that can help the golem play defense as a tank or crush opponents with DPS.
Available Talents:
Warrior Talents:
Powerful, Threaten, Bravery, Death Blow, Precise Striking, Taunt, Disengage, Perfect Striking
Shale Specific Talents:
Pulverizing Blows -> Slam -> Quake -> Killing Blow
Stoneheart ->Bellow -> Stone Roar -> Regenerating Burst
Rock Mastery -> Hurl Rock-> Earthen Grasp ->Rock Barrage
Stone Aura -> Inner Reserves -> Renewed Assault -> Supernatural Resilience
Shale serves dual purposes: the party’s main tank or a heavy melee damage-dealer. If you want Shale to take over as your main tank, concentrate on the Stoneheart chain first. Stoneheart activates Shale’s defensive talents and increases the golem’s threat. Bellow increases Shale’s threat and has a chance to stun nearby enemies if they fail a mental resistance check. Stone Roar gains a health regeneration bonus for Shale and attracts the attention of a single targeted enemy, who will veer toward Shale immediately (great for pulling foes off allies). Regenerating Burst damages and possibly stuns nearby enemies, plus it increases stamina regeneration and threat generation.
The Stone Aura chain supports a Shale tank strategy. Stone Aura imbues nearby party members with bonuses to attack, defense, and health regeneration. It provides excellent party buffs; however, the sustained ability paralyzes Shale and imposes a personal penalty to defense as well as draining stamina. Inner Reserves beefs up Shale’s armor, and party members within Stone Aura receive additional bonuses to armor, health regeneration, stamina regeneration, and spellpower. Renewed Assault further increases Shale’s armor and ability to resist hostile spells, and party members within the aura gain bonuses to attack, stamina regeneration, critical chance, and armor penetration. Plus, enemies within the aura suffer penalties to movement speed, attack, and defense. Supernatural Resilience gives more bonuses to armor and the ability to resist hostile spells. Party members within the aura gain additional bonuses to health regeneration, spellpower, damage, and to resist hostile spells.
If you’d rather have Shale deal damage than suck up damage, first concentrate on the golem’s Pulverizing Blows chain. Pulverizing Blows activates Shale’s offensive talents, taking a penalty to defense in exchange for a bonus to damage. Slam swings at a nearby enemy and, if it connects, automatically generates a critical hit and knocks the target back. Quake hits nearby enemies with an AoE that damages and knocks them back. Killing Blow smashes a target with a critical hit (if it connects) and extra damage equal to Shale’s remaining stamina, which drains away after the blow.
Shale’s final chain beginning with Rock Mastery supports a DPS orientation and gives Shale more ranged options. Rock Mastery activates the golem’s ranged talents and gains a large bonus against incoming ranged attacks, though at a penalty to defense, armor, and melee critical chance. Nearby party members also gain bonuses to ranged critical chance and ranged attack speed. Hurl Rock throws a stone projectile at a targeted area and all enemies near the point of impact take physical damage and may be knocked down. Earthen Grasp immobilizes enemies unless they pass a physical resistance check. Rock Barrage throws multiple rocks into the air, which rain down on a targeted area and inflict movement penalties and knock down anyone within if they fail a physical resistance check.
Source: PRIMA Guide.
Modifié par Maria Caliban, 02 novembre 2009 - 05:15 .





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