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What's the perfect Tank specs?


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16 réponses à ce sujet

#1
Cody2Hottie

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I'm gonna be doing a perfect run and I'm planning on being a Tank. Now first off...I know the best tank is Arcane Warrior but honestly I don't wanna be a Mage lol I've done that too much in the past and I wanna let out my inner Warrior!

The race I'll be Noble Dwarf (male)



#2
DebatableBubble

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Lotsa dexterity. Pretty high strength. Some willpower for stamina. Some constitution for health. Champion is great for Rally and War Cry.

#3
Cody2Hottie

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Lotsa dexterity. Pretty high strength. Some willpower for stamina. Some constitution for health. Champion is great for Rally and War Cry.

And the other spec? I'm trying to get the right amount of Dex/STR/WILL and CON. I knew Champion would be one of the ones I'd pick, it's pretty much screaming for tank builds but what about the second and third specs? (the third one is Awakening lol)



#4
DebatableBubble

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I tend to go Templar as I don't have Awakening. You could ignore the other three Origins specs and get both Spirit Warrior and Guardian, though.

#5
Taki17

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I usually put my points in Strenght, Dexterity, Willpower and Consitution in a 2:2:1:1 ratio. Also, use the heaviest armor, best shield and keep shield wall always on.

 

The other specialization besides Champion might be templar, using holy smite on enemies around you is so damn satisyfing.

 

From the Awakening specializations, both of them are pretty solid. Guardian is for defensive, Spirit warrior is for the more offensive builds.



#6
Cody2Hottie

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Alright so pretty much like this 
STR- 42 (52 I believe for Awakening's strongest heavy armor)
DEX- 26-(or more)
CON- (However high I want it)
WILL- (However high I want it)

Specs
Champion/Templar
Awakening
Champion/Guardian and...Spirit Warrior (for more damage? or just stick with Templar?)



#7
Mike3207

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In Origins, a lot's going to depend on whether you want a offensive or defensive tank as to whether you focus on Strength or Dex. Your weapon of choice might also have a impact there, as daggers are geared toward dex, and weapons like axes are tied more to strength.

 

Certain of the abilities in Awakening do require willpower, so diverting points in Awakening might require points there.

 

The only person that might need constitution would be a blood mage. I don't think anyone else needs it.



#8
Cody2Hottie

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In Origins, a lot's going to depend on whether you want a offensive or defensive tank as to whether you focus on Strength or Dex. Your weapon of choice might also have a impact there, as daggers are geared toward dex, and weapons like axes are tied more to strength.

 

Certain of the abilities in Awakening do require willpower, so diverting points in Awakening might require points there.

 

The only person that might need constitution would be a blood mage. I don't think anyone else needs it.

For my character I'm planning on being defensive and my weapon choice is aiming towards either sword or mace. It's so easy to get the best sword early in this game so I'm trying to figure out if I want a challenge or not by using a mace or not lol.



#9
springacres

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Constitution affects how much damage a character can take, so I find it's generally worth putting a few points there.



#10
Mike3207

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Constitution affects how much damage a character can take, so I find it's generally worth putting a few points there.

Warriors will naturally level up health as they increase levels, and there are also a few items that will increase con including Runes in Awakening. A few points are ok though.



#11
Aren

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Reaver
Blood frenzy  with a low constitution and a powerful "2H weapon" forged with the winter forge to give + 50 to the attack and improved by 5 champions runes of fire.
It was simply the perfect build for my warden of whom set (weapon,rings,necklace,boots ecc) were all designed to improve the attack(modified Warden commander armor),there were no cheating and that i was able to kill most bosses alone.


#12
dainbramage

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Best spec for a tank is templar by far, because it lets you wear knight commander's plate. Each of the other 3 have their own benefits, none is really right or wrong. Champion has a big party buff and aoe knockdown. Reaver gives you a heal, single target disable, and improves taunt. Berserker might seem odd, but it's great for a dual wielder, and offence is defence too - dead enemies can't hurt you.

 

Attribute wise - do not touch constitution. Not a single point. Not taking damage (or taking less) is far, far better than having more HP. There's a number of ways you can not take damage - defence, armour, evasion, spell resistance, elemental resistance, CC, killing enemies. Constitution helps with precisely none of the above. Strength lets you wear bigger armour and improves CC (as resistance checks, but dead enemies also can't attack you...). Dexterity improves your defence, and gives damage to daggers. The other 4 you can go without touching (deathblow gives you your stamina back, and benefits from damage, not willpower. Cun/magic should be obvious). So you either get enough strength to wear massive armour and put the rest in dex, or enough dex for talents then the rest in strength. Both are valid, except possibly a high strength dual-dagger wielder.

 

Weapon style - as with second spec, all 3 are valid.

  • Two handers bring indomitable to the table, so you can have a tank that's immune to magic, stuns and knockdowns. They also have some decent CC, with an aoe knockdown and stunning on crits. A dex two-handed tank is the closest thing to invulnerable in the game, but it comes at the cost of hitting like a wet noodle.
  • Weapon/shield, despite being the designated tank style, is actually my least favourite tank. Shields and shield talents give a decent defence boost, but it doesn't make a big difference until your defence is already high. On the flipside, they lack stun immunity and have worse CC than two handers. They also really, really suck before level 12 and picking up shield expertise+mastery.
  • Then there's dual wielders. They don't have stun or knockdown immunity, and the worst CC of the lot. Unless you consider killing a form of crowd control, in which case they have the best. A dual wielding templar/berserker can dish out as much damage as a backstabbing rogue while having 45 armour, 150 defence and 100% spell resistance.

Race - dwarf if you're min-maxing over RP. 10% spell resistance too good. Otherwise the 4 attributes makes a tiny difference, though human>dwarf>elf for their distribution.



#13
Cody2Hottie

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Best spec for a tank is templar by far, because it lets you wear knight commander's plate. Each of the other 3 have their own benefits, none is really right or wrong. Champion has a big party buff and aoe knockdown. Reaver gives you a heal, single target disable, and improves taunt. Berserker might seem odd, but it's great for a dual wielder, and offence is defence too - dead enemies can't hurt you.

 

Attribute wise - do not touch constitution. Not a single point. Not taking damage (or taking less) is far, far better than having more HP. There's a number of ways you can not take damage - defence, armour, evasion, spell resistance, elemental resistance, CC, killing enemies. Constitution helps with precisely none of the above. Strength lets you wear bigger armour and improves CC (as resistance checks, but dead enemies also can't attack you...). Dexterity improves your defence, and gives damage to daggers. The other 4 you can go without touching (deathblow gives you your stamina back, and benefits from damage, not willpower. Cun/magic should be obvious). So you either get enough strength to wear massive armour and put the rest in dex, or enough dex for talents then the rest in strength. Both are valid, except possibly a high strength dual-dagger wielder.

 

Weapon style - as with second spec, all 3 are valid.

  • Two handers bring indomitable to the table, so you can have a tank that's immune to magic, stuns and knockdowns. They also have some decent CC, with an aoe knockdown and stunning on crits. A dex two-handed tank is the closest thing to invulnerable in the game, but it comes at the cost of hitting like a wet noodle.
  • Weapon/shield, despite being the designated tank style, is actually my least favourite tank. Shields and shield talents give a decent defence boost, but it doesn't make a big difference until your defence is already high. On the flipside, they lack stun immunity and have worse CC than two handers. They also really, really suck before level 12 and picking up shield expertise+mastery.
  • Then there's dual wielders. They don't have stun or knockdown immunity, and the worst CC of the lot. Unless you consider killing a form of crowd control, in which case they have the best. A dual wielding templar/berserker can dish out as much damage as a backstabbing rogue while having 45 armour, 150 defence and 100% spell resistance.

Race - dwarf if you're min-maxing over RP. 10% spell resistance too good. Otherwise the 4 attributes makes a tiny difference, though human>dwarf>elf for their distribution.

The route I'm probably gonna take is gonna be Weapon/Shield with getting my Dex as high as I need it and just pump everything into STR. It's not the most popular build but I always enjoyed slow tanks :P As for Attributes I honestly agree with you on CON, it's nice skill to level up but after playing this game a butt ton of times you get enough CON from your own items (even more when you hit Awakening) so yeah I won't be putting anything in there  :)

I'll also go with Templar/Champion as my SPEC's in Origin. I don't know if I want to respec him when I reach Awakening to make him into a Champion/Guardian/Spirit Warrior or just keep him as a Templar. (I know I want Guardian when I reach Awakening. It just seems like a MUST for a Tank build.) Lastly I will be a Dwarf since it's my Favorite race.  :)



#14
Bardox9

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The best Warrior I ever had was Sword and Shield:

42 Strength (for Wade's dragon bone plate armor)

 

25 Dex (so I can hit what I swing at)

 

20 Willpower (to fuel abilities, can go higher if you find yourself running out of gas mid fight)

 

20 cunning (gives several crit hits per fight, can go higher, but not necessary in my play throughs)

 

the rest goes into Con. (Not much of a tank if you can't take a hit)

 

With a ranged rouge, a healing/CC mage, and another warrior at your side you will be unstoppable. Do it right and you'll have to go nightmare just to give the AD a fighting chance.



#15
Dai Grepher

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I think Templar is bad actually, for a tank. Also, it kind of conflicts with lore for a dwarf, don't your think?

 

I would say Champion and Reaver are best for a tank. Champion can root with the powered up Way Cry, and add bonus strength with Rally. Reaver can recover health from fallen foes, Aura of Pain all those around, and increase attack power as life gets low.

 

After that, I would say Guardian is a good spec for protecting allies and drawing enemies in, but Spirit Warrior is just flat out unbeatable. Again, a little lore-breaking if you're playing a dwarf, and its similar to Arcane Warrior in a way.

 

Then in Golems and Witch Hunt you could have Berserker as the fourth spec (if you get this glitch).

 

As for talents, it depends if you want to be a tank that does damage or a tank that merely takes damage well. If you want to deal damage, then investing in some 2H is good. DW is also good, but requires more talent points to be effective. I wouldn't bother with the S&S attacks. Just get the defensive moves. Open with high damage from 2H or DW, then when threat is drawn, turtle up with S&S.

 

Or if you just want to turtle, max out the S&S and use those attacks to keep threat. Draw threat with things like Taunt and the sustained ability that I can't remember the name of, but it's like an intimidating posture.

 

I would put attribute points into strength and constitution. Only have enough dexterity to have the proper talents. Willpower, magic, and cunning don't matter.

 

Have one or two weapons with three slots, and put in the magic resistance runes to guard against mage spells. Your strength alone should give you enough physical resistance, and Shield Wall and Rally will also help with that.

 

Have your mages set to heal the tank and give health regeneration a boost. Defensive Aura is also good for tanks, as is the Rock Salve.



#16
Bardox9

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I found Champion and Berserker to be most useful myself. Never really found much use for the Templar talents. Might just be my warrior playstyle though.



#17
GoldenGail3

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Templar/Champion