Araananhs Holy tank guide - [event] Pimp My Build
Hi. My character name is Araanahn, Im in Warsong guild on Sihal server. My usual role in a party is tank. Ive been playing for about 2 years and most of time as a paladin tank.
I like being the tank. I like the responsibility of keeping the party alive by taking most of the incoming damage. I also like the challenge on more than one aspect: Charging in at the front line getting the attention of as many of the enemy as possible, staying alive while most enemies pound on you, renewing the attention of mobs that have changed their focus to more squishy partymembers, and helping damaging the enemy.
Paladin is really good suited to be a tank as they have good survivability.
A paladin can be a challenge to play because you need to pay attention to a lot. And some of it is not so logic at first – it took a while before I understood how to work the holy barriers, and they are key to our success.
Paladins also have good versatility, as they deal reasonable damage while having tank build, or can be built to a dps role dealing really good damage. This is bonus – I still played pally when we weren’t good dps.
Holy Paladins or Phys Paladins
Who wouldn’t want to have great survivability and deal awesome damge? Would be nice, but because we have limited amount of talentpoints and limited amount of rubies, we will have to make choices.
First choice a paladin have to make, is to be tank or dps, second choice would be phys or holy.
What you call your build and what skills youll choose will vary a lot depending on your role in a party and your preferred play style.
The different builds are named because of their focus.
Paladin damaging skills would be either a physical damage skill or a holy damage spells. he physical damage skill relies on the power of your main weapon, and holy damage spells gets their power from your secondary weapon – the wand.
A dps build would be using damage skills/spells from both phys and holy. But most often would focus on phys damage, as the power of the 2h weapon will really kick in on the phys dam skills.
The tanks will focus on one of them - phys or holy. Since tanks often wanna use a shield for more defense, they will have to use a 1h weapon, which have much less power for phys attacks than a 2h weapon.The players with really good gear can have the luxury of tanking with 2h weapon, and will be more inclined to build a phys-tank. For the rest of us, holy is most suited for a tank build.
How to tank
Most player who read this will already know what tanking means, but there are a couple of things to mention, especially your priorities and how to accomplish it.
Basically tanking is providing cover for your teammates. You do this by getting the enemy to hit you instead of your party. This is called getting agro – getting the enemy to be aggressive towards you instead of everyone else. You will need to keep the agro too. This means that you have to stay alive and you have to attract more attention than the others.
The player who deals most damage will get agro. In the context of agro healing will count as damage. And healers will often generate so much agro, that they will be main target of the enemy.
If equally geared and played a paladin will not do the most damage in a group, and thus will have a hard time getting agro and keeping agro. But fortunately we have 2 special skills, that help us get agro – taunt and righteous word.
These 2 skills are single target agro skills, and because of those skills we have really good single target agro. We have a harder time getting and keeping agro of a mob – warriors agro skills are better at that. We can still do it though, it just involves a lot of changing target and a lot of casting of righteous word and taunt.
A dead tank will often end up in a complete wipe of the party. So staying alive as a tank is essential for the party. As other tanks we use really heavy armor, and a lot of our staying power comes from that. Our main ability for staying alive is the holy barriers and the skills the remove or reduce the damage held in the barriers.
If youre good at managing your barrriers youll stay alive longer.
Paladin has a system called Holy Barriers. At first we have just 1, but later on we have 3.
When you receive a hit, the damage stores in the holy barriers instead of affecting you straight away. When you receive another hit, it will go to a barrier too, until all your barriers are full. When you take hits after that, the damage will be compared to the damage stored in your barriers. If the new damage is higher than the stored, the barrier breaks, you take the damage stored and the higher damage is stored. If the new damage is less than the stored, then you take the damage of the new hit.
The barrier have a timer on it. The barrier will keep the damage stored for 10 secs, and youll see the timer tick down from 10 to 1. When the timer hits 0 the barrier breaks and youre affected by the damage in it.
Our 3 main skills for barriers are overcome, tenacity and deliverance. Overcome will break the first barrier but also reduce damage by up to 66%, tenacity will reset the timer to 10 and make set the barrier as the last barrier and also reduce the damage a lil bit, deliverance will remove all damage from the first barrier.
Managing barriers will be juggling them around with tenacity, and breaking the right ones with deliverance and overcome (when they are not on cooldown).
Canons of Light and Purity
We have canons, which are special holy powers, that are used for certain skills.
Deliverance costs a canon of light, so you can only use that, when you have a canon of light available. Several attacks also use canons. For example divine/holy wrath cost a canon of light. This means you will have to time your wraths and deliverances, so you wont die because you couldn’t clear a huge amount of damage stored in the barriers.
The canons regenerate over time(you get 1 of each every 10s), and we can have up to 3 of each at a time. There are spells which restore canons and there are rubies that increase the regenerate rate.
My build looks like this:
Overcome - This is our main barrier-clearing ability. R3.
Tenacity – tanks spam this skill, reducing damage a little and arranging barriers, so you can use overcome and deliverance on the right barriers. R3.
Deliverance – Removes all damage from the first barrier. R3 is too pricy, so take at R2 for the reduced cd. Uses 1 canon of light.
Solemn Prayer - This is our only heal and can return a lot of hp - not just to you but to all group members in range - R3 is recommended.
Light Infusion/Immersion - This skill is not necessary, but can be useful. It gives a little barrier to the partymember with least hp. And can be used to save a friend in need, when the mobs get a little out of control. R2.
Righteous Word - This is our main attack and is the key to taking/holding agro. The holy tank will want this at R3. We will also wanna improve the skill with rank3 of the ruby “guilty conscience”.
Condemnation – Our main DoT and incredible damage, the skill itself is single target but combined with wrath it will spread to all with the area of wrath. Must have and really good skill. Take at r3 and improve with rubies.
Holy/Divine Wrath – this is a great skill when paired with condemnation. If used on a target that already have condemnation active, then it spreads condemnation to enemies within range. It also hits hard itself. Having rank3 skills is expensive at first, and other skills are first priority. But I recommend r3. Uses 1 canon of light.
Sacred Sunrise - this is a 2-stage attack. The first stage puts a buff on the target for 8secs. Within this time you must use another holy skill on the target (righteous word, immobilise, wrath) to detonate sacred sunrise. This will damage the target from both Sacred Sunrise and the skill used to detonate it simultaneously. All holy pallies should have this at R3. Uses 1 canon of purity.
Strike of Justice – this is a good charge skill with a knockdown effect too. Damage is phys so as a holytank youd only want it for its specials (the charge and knockdown). Take it at r1 (or improve to r2 if you have 2 talentpoints you cannot use better elsewhere).
Immobilise - mainly a pvp skill. Most of the environment enemies you would want to use it on are immune to slow (bosses and semibosses). Consider leaving it at r0 unless you have a couple of talentpoints you cant use better elsewhere. If you take it, then r2 is recommended.
Autodafe - . Bosses and semibosses are unaffected by the specials and will only receive the damage. Its mainly useful for pvp. Traps the target in fire and prevents them from moving or using abilities for 3sec at R1Useful for disrupting people, saving yourself or an ally, or for simply declaring "I am Oreshek boss" to those around you. The damage from this skill is low. Ranking up this skill only gives you an extra 1 sec each. Consumes 2 dragon tears. R1.
Pious Anger ("Ghost mode") - This skill is purely for dps. This skill allows your melee attacks to be used from range and increases your damage for 12sec (holy and physical). Ranking this skill up doesn't change the effect, however the cd time does greatly decrease. Consumes 6 dragon tears. If you have a talent for it, take it at r1. Good for helping finish off the boss. R1
Crusader Blow/Seal – good skill for phys build. Leave it alone when youre a holy tank. R0
Retribution/Reckoning - good skill for phys build. Leave it alone when youre a holy tank. R0
Purifying Strike - good skill for phys build. Leave it alone when youre a holy tank. R0.
Challenge - Forces your target to target you. Is a must for tanks. This skill is also very useful in pvp, can save a friend or quite effectively disrupt an enemy player. Uses 1 canon of light.
Guilty Conscience - Causes righteous word to inflict periodic damage and increases your threat generation up to 150%. As a tank you need this to maintain agro. R3.
Extra Barrier - Every pally automatically has 1 barrier. An additional 2 barriers can be acquired through rubies. Having more barriers allows for better planning and lets you juggle barriers more effectively
Absolution - At R3 you receive 15% less damage when you break a barrier. R3.
Protection of Faith - Decreases cooldown time and energy cost of overcome and deliverance. R3.
Fortitude –When you receive a critical hit the cooldowns on overcome, deliverance, vindication and self-sacrifice are reduced. At R3 cooldowns are reduced by 6sec and the effect can happen once every 4sec. Many players say it’s a waste, but I really like it. R3.
Combat Inspiration – Your agility and endurance improves when you block, parry or dodge up to 9% in 15 secs.R3.
Exhaust Evil- Reduces incoming magical damage by 4 % each rank. Good to pick up if you have the rubies for it. R3.
Purifier – increases damage of condemnation and improves crit of wrath and righteous word. Good skill. R2.
Martyrs gift – increases damage of wrath and righteous word. A really good skill for getting and keeping agro. Also on the way to a stat ruby and to guilty conscience, R2 or R3.
Miraculous Recovery – At R3 this restores 30% of your hp when you drop below 30%. It really is a lifesaver. Im recommend this at r3.
Departing Light – When a barrier is destroyed you receive energy and incoming heals are boosted. The energy is much needed and the heal buff will be on you the entire battle, making it well worth taking at R3. It is next to miraculous recovery, and on the way to a stamina ruby, which also makes it worthwhile.
Faith Healing – improves incoming healing, and is on the way to a stat ruby. Only take more, if you have a lot of rubies. R1.
Self-Sacrifice – a usefull skill. Breaks the first barrier and restores all canons of light. Ive had it several times in different builds. And it really is usefull.
Copious Canon – Deliverance cost canon of light and so does wrath. This can make it worthwhile taking, but rubies could be better spent elsewhere – Im a bit devided about this skill.
Pulsing Rays - This is the only skill which reduces damage while it is sitting in our barriers, however the small reduction generally makes it not worthwhile. Don’t take it.
Vindication - This ruby-skill can be very useful for a tank. I don’t recommend it though, we have enough to spend our rubies on. R0.
Certain Victory – can be usefull, but we have enough to spend our rubies on. R0.
Stats are a bit difficult. Ive used Muzza’s recommendation most of the time:
• Expertise: The general rule has always been to get this to around 10%, with lower than this being better. Expertise also has a drastic impact on our healing - something to keep in mind for pvp.
• Finesse: Finesse cannot be ignored. 20% is an ok (though kind of low) figure to aim for, while a figure closer to 30% or higher can give you a decent damage boost.
• Luck: Luck is a very important stat. 40% is ok, 50% or more is better (luck pots are your friend). The key here is to get decent luck while still keeping your other stats within an acceptable range. DPS meters here are your friends. If you're not critting enough, or if you are getting glancing blows you will want to increase your luck. If you are critting on basically every hit then you may want to consider dropping some luck and boosting another stat.
• Strength: Strength is basically where you will want pump all your points when you have the other stats sorted. The more the better.
It is difficult to advise on skill rotation.
Often I start combat by Righteous word, then charge by Strike of Justice, condemnation, then spread condemnation with divine wrath. Then I change target, use taunt on that target, change target again, use Righteous word, change target again, use Righteous word, … redo wrath, righteousword, taunt …
In between that I spam tenacity, use overcome, when applicable, and deliverance once in a while for big hits.
For barrier rotation you should spam tenacity non-stop as long as you have the energy for it. Overcome can be used for basically any hit, it has a low cd and does not really need to be saved unless you are really in a tight spot. Use deliverance sparingly as it has a higher cd and is your Life saver. If you know something is going to hit you very hard, save deliverance for that hit. If you manage your canons well you should always have the resources you need to use your skills.