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Need help - Sword and Shield char.


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8 réponses à ce sujet

#1
PrelawSebastian

PrelawSebastian
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Hi, I was wondering if someone could assist me with my character I am about to make.
I intend to make him a damage dealing 1h/shield warrior, he must be able to tank in certain situations such as
boss fights and so on. So here comes the question: Which stats should I boost and which specializations should
I choose to make this kind of character viable?

Thanks.Image IPB

#2
Laktheos

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Well, it seems you want him as your off tank so for stats put most in Str (damage) some in Dex (defense) and then some in Willpower (more stamina). This way he still has some good damage, decent defense, and then he can keep attacking. Just also remember that you should have two sets of armor for him. One for tanking and one for DPS. Since he will be DPS watch for the fatigue factor.



For skills it is your choice as what to get really. More tanking then get more tanking skills if you want more DPS get more dps styled skills.

#3
PrelawSebastian

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thank you, it looks fairly easy and offers mobility :) i like

#4
Haplose

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My advice would be: decide what you want to do.

If you want to deal damage then go 2h or dual-weapon (dual-wielders actually make decent offtanks, just miss the flanking/knockdown immunities and some shield Defence - the latter can be offset with buffs and/or equipment).



Sword and board fighter get no aoe Talents and their damage dealing abilities are limited at best. They are only really good as Defenders - but that calls for high Dexterity rather then Strenght.

#5
sassperella

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While I agree with haplose, having played a dual wielding rogue and not really liking the slow swing speed of 2h I played a second S/S warrior in my group as an offtank. It doesn't do the most damage in the world, but I found it fun and the lower damage didn't really seem to make any difference to the game, though I was playing it on casual as I have the ps3 version and hate how they have set up the micromanaging on the console.

#6
Leon Zweihander

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Get taunt, shield wall, then shield expertise in that order.  If you have collector's edition buy blood dragon armor asap since it's a very high-end armor at a cheap price.  For damage get shield mastery first then assault, with shield mastery assault does increasing damager in four hits instead of decreasing.  You'll rarely be using activated talents though, usually only assault, maybe taunt once in a while if your other members get aggro.

Modifié par Leon Zweihander, 07 janvier 2010 - 03:12 .


#7
wrathofnature

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Str so you can equip good end game massive armour, Lots of dex for avoidance, a bit of con maybe and willpower for more stam.

Spec: templar/champion imo

#8
beancounter501

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You can make a melee dmg s&s character. I would get a good mix of str and dex. Pump str first until you hit 42 for massive armor then raise dex to mid 30. After that I would split between the 2 stats.



Race should be Noble Dwarf for the a very nice free shield. Do a search if you want to be spoiled.



For specs you should take Berserker and Champion. Berserker Dmg gets added to all your shield combos + Final Blow gives you a way to hit hard every now and then. Champ for Rally (+10 Def/Attk) and War Cry - AOE Knockdown with a fast cooldown and low cost.



Or you could sub Templar for Champ if you want to become 100% immune to magic. But that is not that big of a deal in a party.



Even though your active abilities are not the most damaging, there are extremely useful for keeping one baddie out of most of the fight. I would recommend using them on the orange mobs while you auto attack the white ones.

#9
Hiero_Glyph

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For a 1h/Shield character you definitely want Champion/Templar. The one advantage to going Templar is that you can equip armor that grants your character +40% spell resistance (Knight Commander's Plate). As such it is possible to attain spell immunity using The Spellward (+30% spell resistance amulet) and getting the remaining 30% (20% if you are a Dwarf) from Dweomer runes and items. Champion just provides additional defensive bonuses from Rally and possibly crowd control with War Cry+Superiority.

I would suggest going 2-4-4 in the 1h/Shield line. The only reason that you want both Shield Bash and Pummel is because they are on different cooldown timers allowing you to keep enemies controlled for longer. Start with Pummel since it has the longer cooldown and then use Bash as needed. In just over 20 seconds you should be able to use Pummel twice if it is your opener and Bash three times (Pummel, Bash, wait 10s, Bash, wait 10s, Pummel, Bash). You should switch between Shield Defense/Wall depending on whether or not you are worried about being knocked down as Shield Wall+Shield Expertise grants knockdown immunity, although if you invest heavily in Dex then Shield Defense is often more beneficial for a tank.

The remaining talents should be in your Warrior and specialization trees. You want the second skills in both Warrior trees to try and hold as much aggro as possible. I normally go 3-2 in the Warrior tree but normally not any more. Deathblow is not needed as the 1h/Shield build is not a damage class so most of you allies will be stealing the kills anyway. If you have an extra point it is better than some other options though. Disengage is pointless for any tank so it would be a wasted point thus making Perfect Striking cost two points to unlock. If you want more attack power then invest into the Champion's third skill, Motivate, as it grants a passive attack bonus to Rally.

Speaking of the Champion, you should get the first two skills quickly as Rally helps boost you and your allies' defense. War Cry is also great to soften the enemy attacks by reducing their attack rating. Remeber that the third skill, Motivate, only adds an attack bonus so although this skill will not benefit the tank as much it can be great for your allies. Superiority should be the reason to take Motivate anyway as it gives War Cry a knockdown ability.  Eventually you want all four talents but Rally is the most important for a tank.

Finally the Templar tree is a bit complicated as two of its talents require a high stamina cost. The first skill, Righteous Strike, is easy to use since it is passive and simply drains the mana of an enemy for every hit you cause. The second skill, Cleanse Area, can also be useful to clear Hexes or control the area near the tank; the cost is a tad high but it is still usable. The third talent is Mental Fortress and boosts your mental resistance passively. If you attain spell immunity this skill feels wasted even though mental resistance is different from spell resistance.

Lastly is Holy Smite and this is awfully similar to Mana Clash with some added bonuses. The problem is that the cost is very high at 75 so this is really only used as an opener before you activate your sustainables (not to mention the damage is boosted by Willpower and most 1h/Shield builds invest in Str/Dex/Con). In some cases this will work very well while in others you will get swarmed quickly and not be able to target the caster before being forced to activate Shield Defense/Wall, Rally and Threaten. On paper Holy Smite is great but in practice is doesn't work well.

The problem is that you need to hold aggro as the tank so not having Threaten active is a bad thing. You also want to Taunt once you have 4+ enemies nearby to keep them focused on you and in doing so need Shield Defense/Wall and Rally active to avoid taking too much damage. As you can see there is not much time to target the casters and keep everything controlled. To me, the Templar's Holy Smite is only useful on a secondary tank since you can focus on the casters first and then pull aggro from the main tank as needed. As a result I typically only invest 3 points into the Templar tree.

Modifié par Hiero_Glyph, 07 janvier 2010 - 08:20 .