Looking for a guide (preferably level by level instructions) on a build for a tank SnS. I'm playing on normal at the moment and most often enjoy tanking as my playstyle.
SnS Tank Build
Débuté par
Rashatakku
, avril 19 2013 08:15
#1
Posté 19 avril 2013 - 08:15
#2
Posté 19 avril 2013 - 09:24
Well I'm not an expert but you want to get enough Constitution for you Shield and put the rest into Strength for more damage. Remember to turn off shield defense or take out the line that turns it on in tactics because you do more damage with it off.
It took me a long time to try a high Strength S&B Warrior but it works fine for me when I finally tried it.
It might be awhile before you get another and better reply so I hope that helps!
It took me a long time to try a high Strength S&B Warrior but it works fine for me when I finally tried it.
It might be awhile before you get another and better reply so I hope that helps!
#3
Posté 20 avril 2013 - 03:27
social.bioware.com/forum/1/topic/305/index/6616406 try this one out (not sure if link works or not) SNS and 2H are included I believe.
#4
Posté 20 avril 2013 - 09:22
I don't think there's a guide for a pure tank (with crap-all damage).
Most of the guides favour high-damage setups since the game tends to favour that approach.
But essentially, what you need for a tank is (imo):
1) High threat
2) High damage resistance
3) High hp/regen
Optionally, you could get
4) High elemental resistance
5) High defence
6) Ability to buff your companions
High threat:
Threat dictates which of the party members the enemies attack. Threat generation is based off the amount of damage you deal (and the distance). Despite the slightly higher threat generation of warriors, a pure tank is going to have rather bad threat generation.
This means that in order to draw threat effectively, you either need to increase the damage dealt (and be slightly less durable) or use the appropriate abilities to either increase hawke's threat, or reduce your companion's threat.
The main active abilities include:
Taunt - Transfers 100% threat from your companions to your warrior, redirecting the enemies towards the warrior.
Goad - Redirects 100% threat to target companion
Armistice - Reduces companion's threat by 100%.
Companions can also reduce their threat via mindblast, stealth, evade, decoy, or anything that stuns enemies (resets threat). You can generally get by with goad and armistice, however a pure tank may find goad useful.
Sustains can improve threat generation:
Shield Defence - Reduces damage by 25%, but increases threat generation by 100%, which should improve threat generation.
Bravery (Bravado) - increases threat generation by 50% for each enemy in range after the first.
Battle Synergy (Fearless synergy) - transfers 50% threat from companions while they are in range, reducing the amount they gain and increasing the amount your tank gains. Battle synergy can also be used to transfer damage from your companions.
High damage resistance:
Damage resistance reduces all types of damage your character receives. It gives the potential to become next-to-invincible. There are a few abilities that increase damage resistance, but several significant bonuses come from items. Along with damage resistance, immunity to critical hits can be very useful for tanking assassin/rage demon backstabs (if I'm remembering right).
Abilities
Shield Defence - An upgraded shield defence gives 25% damage resistance against frontal attacks and 50% against rear attacks.
Battle Synergy - Each companion in range gives +3% damage resistance to all the members.
Adamant - Passive 5% damage resistance
Stonewall - An upgraded stonewall gives 100% damage resistance for a short period, making your character immune to damage (but unable to move or attack). If you can time/guess it right, you can block backstabs.
Barrier - A mage spell that gives 100% damage resistance for 6seconds, very useful for preventing injured companions from dying or blocking backstabs.
Items
Courage - Shield from the warrior pack 1 which gives +(3.75 + 0.1875 * LVL)% damage resistance. Which is 8-9% by end-game.
King Somthing the Forgotten's Armour - Rather expensive armour from the black emporium that gives 20% damage resistance and immunity to stun.
The Golden Prince's Rainment - Alternative (free) armour from the warrior pack 1 that gives 10% damage resistance
The belt of promise - Rather expensive belt from the black emporium that gives 10% damage resistance.
High hp/regen
Having a high constitution is relatively unnecessary, but for a pure tank it can make you that much more invincible. In addition to tanking enemy hits, the total health is related the amount of health regen and the amount of healing done.
Basically speaking, having more health means more regen. The base regen for warriors is 0.25% of total hp per second, and items with +health regen or Ander's panacea can raise that even further. Paired with high damage resistance, a high enough regen can lead to the situation where enemies deal less damage than you recover - making you literally invincible.
Heals/potions heal in percentages of total health, so more total hp means more health healed.
Elemental resistance
Elemental resistance via runes or abilities can make your characters almost immune to certain forms of damage, making fights with rage demons etc ridiculously easy.
High Defence
If I remember right, defence is capped at 80/60/40. While this means that a cunning-based tank is going to be rather unsuccessful, using sustains to increase defence can further reduce the damage received. A defence of 80 means that normal enemies will miss 80% of their hits - which can be rather helpful.
Shield defence, battle synergy, turn the blade, and arcane shield can all help with defence.
Other
Since your warrior is going to be rather useless at damage, using it to buff your companions can be nice. This is done with an upgraded rally, allowing the benefits of might, control, etc to be temporarily given to your party.
Wow, I wrote a lot.
Anyway the TL;DR - get lots of hp, turtle it up with damage resistance, grab lots of threat and keep enemies there with various sustains and abilities.
I don't play tanks so I can't really help you with a level by level guide - but basically, just put everything into constitution (perhaps with enough strength to equip weapons), grab the abilities I mentioned, then look at the other guides for the tactics as to how to use them effectively.
Most of the guides favour high-damage setups since the game tends to favour that approach.
But essentially, what you need for a tank is (imo):
1) High threat
2) High damage resistance
3) High hp/regen
Optionally, you could get
4) High elemental resistance
5) High defence
6) Ability to buff your companions
High threat:
Threat dictates which of the party members the enemies attack. Threat generation is based off the amount of damage you deal (and the distance). Despite the slightly higher threat generation of warriors, a pure tank is going to have rather bad threat generation.
This means that in order to draw threat effectively, you either need to increase the damage dealt (and be slightly less durable) or use the appropriate abilities to either increase hawke's threat, or reduce your companion's threat.
The main active abilities include:
Taunt - Transfers 100% threat from your companions to your warrior, redirecting the enemies towards the warrior.
Goad - Redirects 100% threat to target companion
Armistice - Reduces companion's threat by 100%.
Companions can also reduce their threat via mindblast, stealth, evade, decoy, or anything that stuns enemies (resets threat). You can generally get by with goad and armistice, however a pure tank may find goad useful.
Sustains can improve threat generation:
Shield Defence - Reduces damage by 25%, but increases threat generation by 100%, which should improve threat generation.
Bravery (Bravado) - increases threat generation by 50% for each enemy in range after the first.
Battle Synergy (Fearless synergy) - transfers 50% threat from companions while they are in range, reducing the amount they gain and increasing the amount your tank gains. Battle synergy can also be used to transfer damage from your companions.
High damage resistance:
Damage resistance reduces all types of damage your character receives. It gives the potential to become next-to-invincible. There are a few abilities that increase damage resistance, but several significant bonuses come from items. Along with damage resistance, immunity to critical hits can be very useful for tanking assassin/rage demon backstabs (if I'm remembering right).
Abilities
Shield Defence - An upgraded shield defence gives 25% damage resistance against frontal attacks and 50% against rear attacks.
Battle Synergy - Each companion in range gives +3% damage resistance to all the members.
Adamant - Passive 5% damage resistance
Stonewall - An upgraded stonewall gives 100% damage resistance for a short period, making your character immune to damage (but unable to move or attack). If you can time/guess it right, you can block backstabs.
Barrier - A mage spell that gives 100% damage resistance for 6seconds, very useful for preventing injured companions from dying or blocking backstabs.
Items
Courage - Shield from the warrior pack 1 which gives +(3.75 + 0.1875 * LVL)% damage resistance. Which is 8-9% by end-game.
King Somthing the Forgotten's Armour - Rather expensive armour from the black emporium that gives 20% damage resistance and immunity to stun.
The Golden Prince's Rainment - Alternative (free) armour from the warrior pack 1 that gives 10% damage resistance
The belt of promise - Rather expensive belt from the black emporium that gives 10% damage resistance.
High hp/regen
Having a high constitution is relatively unnecessary, but for a pure tank it can make you that much more invincible. In addition to tanking enemy hits, the total health is related the amount of health regen and the amount of healing done.
Basically speaking, having more health means more regen. The base regen for warriors is 0.25% of total hp per second, and items with +health regen or Ander's panacea can raise that even further. Paired with high damage resistance, a high enough regen can lead to the situation where enemies deal less damage than you recover - making you literally invincible.
Heals/potions heal in percentages of total health, so more total hp means more health healed.
Elemental resistance
Elemental resistance via runes or abilities can make your characters almost immune to certain forms of damage, making fights with rage demons etc ridiculously easy.
High Defence
If I remember right, defence is capped at 80/60/40. While this means that a cunning-based tank is going to be rather unsuccessful, using sustains to increase defence can further reduce the damage received. A defence of 80 means that normal enemies will miss 80% of their hits - which can be rather helpful.
Shield defence, battle synergy, turn the blade, and arcane shield can all help with defence.
Other
Since your warrior is going to be rather useless at damage, using it to buff your companions can be nice. This is done with an upgraded rally, allowing the benefits of might, control, etc to be temporarily given to your party.
Wow, I wrote a lot.
Anyway the TL;DR - get lots of hp, turtle it up with damage resistance, grab lots of threat and keep enemies there with various sustains and abilities.
I don't play tanks so I can't really help you with a level by level guide - but basically, just put everything into constitution (perhaps with enough strength to equip weapons), grab the abilities I mentioned, then look at the other guides for the tactics as to how to use them effectively.
Modifié par mr_afk, 20 avril 2013 - 09:32 .
#5
Posté 20 avril 2013 - 12:00
Thanks alot guys! I be trying the builds/tips to help me out, really appreciate the help.





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