Alright, Ultimate tank?
http://da-skills.net...1,00100,010,1,d
Of course, this is also depending upon you, there is some leeway here, but here are the basic reason behind some choices, and some possible swap in's
No Sheild Wall-It is a good move, but on higher difficulties, a single archer barrage from a group of lets say five archers, will hit, build your guard to full, take all your stamina, stagger you, and then steal all your guard and do health damage, leaving you without any stamina and prime for a second killing volly. On the templar, you don' have some of the choices, and you can self combo, so shield wall is good for her, but its considered better to spec for immunity on the Lego.
War Cry vs Unbowed-Unbowed is not the poor man's version of warcry, warcry creates some guard per enemy, gives an armor bonus, and taunts in a small radius, where unbowed just gives you guard, but better, 3 enemies near you is all you need to get full guard, plus no stamina cost vs 35 stam but shorter cooldown. The reason a lot of people take it, is to get to the passive, cutting words, which when combined with the taunt is a teamwide buff. I spec for unbowed on my templar, but the lego has some different options.
Counterstrike-Why go all the way into the other tree to grab this ability, mainly because of unyielding, which is the warrior version of guardian spirit, and again, the lego is often at its best chasing invulnerability, and counterstrike is just one more point. Plus its pro's are just incredible, full guard for free, first thing I do in a match is hit this, bam, full guard without even leaving the starting gate. Plus, anything, whether near or far, if it hits you, it gets hit back, doing damage and possibly scoring you a crit to knock down your cool downs. Another plus, its taunt far out reaches that of war cry, meaning everything in sight more or less is taunted, combined with cutting words and you got yourself a teamwide buff. It is basically Warcry on steroids all the way, with a slower cooldown, but as you get set up for crits, you'll see that popping far sooner than you'd expect.
Payback Strike-This ability has a lot of utility, AOE knockdown/stun, hits multiple enemies, so multiples chances for a crit, and gets you out of crowd control, knocked down, panicked, it just gets you out of it, great against the demon commander, not only can you get out of his panic or knockdown in a blink of an eye, but you can give him a little payback by whacking him as well.
Why do I need crits: Flow of battle, a must have, if you get enough crits you can more or less constantly pop walking fortress.
Walking fortress: This is the ability that is the must for the tank you sound like you want, the type that draw's in enemies and just soaks up damage, also generates guard, so no need to go into this further.
Alternates
To the death: A lot of people like to swap this in for warcry or payback strike. And it certainly has its pro's, builds guard over time, and acts as a team buff against bosses and tough enemies, not only because of cutting words, but its own self, takes more and more damage the longer it goes on, though it does seem redundant to me to have four guard generators and 3 taunts.
Combat Roll: I know this isn't the most popular choice, but some people like to use it as a dodge ability for when they have Walking fortress on cooldown, and it has the same crowd control utility as Payback strike though without the damage and knockdown, but a much shorter cooldown.
And then there's me, I personally run, Walking fortress, payback strike, counter strike, and wait for it...... lunge and slash.
Lunge and slash is not geared towards ultimate tank, but I will say the pros and why I like it.
First, more dps, you sacrifice to the death or war cry for the ability to do some pretty good damage on not only a single target, but several that are around it. More hits equal more crits. It combo detonates off incapacitated enemies, meaning if they're frozen or stunned, leading to team synergy. It gives you far superior closing speed to just running, meaning less time you're taking damage and not dishing it out, and lastly, if you travel far enough on a hit, the CD is reset, meaning you can use it again immediately. Also its a great kite move, draw enemies after you, then when they're bunched up, turn and lunge back at them, do a bit of damage, and then start running again, its fast and easy.
I know going without shield wall seems like a WTF move, but this sort of build really does work, play with it a bit, and don't let people say this or that is the absolute best build, the big two are walking fortress and coutnerstrike, as well as the passives flow of battle and unyielding, after that you have some play, do you want to go full guard generation and taunt, a little more dps with a CC escape, a quick charge CC escape, or like me, go even more dps.