Abilities
- Use
to generate Suit Power. Hold to cast generates more threat, here.
- Use
whenever possible to reduce damage and generate Suit Power.
- Use
to generate Suit Power and to gain additional threat. This ability now works with
, which is why both can and should be simultaneously be used. In the case of a raid setting, keep
at T4 for the debuff (so your other Stalker DPS can go for either
or
instead) and keep
at T1 for the additional mitigation.
- Spam
as a Suit Power dump, generating large threat and self healing. Remember to fold it into your Whiplashes.
- In a raid setting, spam
instead of
in order to increase raid-wide damage.
- Use
whenever possible in order to avoid damage and proc a deflect for
- Use
whenever you know there will be a stationary part of an encounter to give your healers as much of a break as possible.
- Use
in the same way you would use any other avoidance based cooldown: during "oh shit" moments and heavy damage phases. Also use it to regenerate health and/or Suit Power during off phases or movement phases (so switch to T4 for fights that require either of these).
- Use
and
as needed for taunting Remember that
doesn't scale you to top threat like
does, it's only a temporary boost.
- Use
and
as Interrupt Armor/utility.
- Use
for movement intense fights.[/chapter]
- Spend your additional ability points getting
to T8. It boosts your threat and your mitigation.
AMPs
- Strikethrough I, II, and III are needed because a missed ability in our rotation is a big loss in avoidance and threat generation.
- Cooldowns III is needed because a 15% reduction in the GCD is a huge threat, Suit Power, mitigation, and avoidance gain.
- Maximum Shield Capacity I, II, and III boost shield and give you access to the excellent T2 and T3 Hybrid S/U AMPs.
- Tech Mastery is a fantastic way to add even more threat.
- Critical Hit Chance I, II, and III because they build towards Assault T2 and proc your Punish that much more often.
- Killer Instinct because it is a huge threat increase and again gives us access to more uses of Punish (and therefore more threat/suit power).
- Deflect Critical Hit I, II, and III in order to help you reach your goal of 15% deflect critical hit cap for Genetic Archives.
- Deflect I because it is a great one-point filler.
- Support Power I, II, and III are a huge threat boost and should be taken in any build.
- Avoidance Mastery and That's All You Got are all excellent mitigators. Make a concerted effort to dash every 6 seconds to maximize your mitigation.
- Last Stand should be obvious: it quite literally prevents you from dying every 2 minutes.
- Amplification Spike I have found to be an absolute must for hard hitting bosses. You spend 2 AMP points and a spot on the LAS for 10% deflection at rank one. That's far better than the other two tanks T3 abilities, and can help the healers deal with huge incoming damage.
- With 55 Elder Gems you should pick up Dash for Heals! (because it syncs well with Avoidance Mastery) and Quick Reboot (because with it you can easy reach the 4 second shield regeneration hard cap). If you are capable of reaching the 4 second shield regeneration hard cap via runes and gear alone, instead spend the four points from Quick Reboot on either Riposte (for more threat, particularly for Datascape), or Stealth Mastery (for more mitigation), in addition to Deflect I and II for the increased avoidance.
Theorycrafting
Why T2 and T3 Life Regeneration Talents are Garbage
Assuming 1500 Support Power, we deal roughly 2600 DPS. This means that, for every point we spend in Lifesteal, we gain about 52 health per second. This is decent for a 1 point investment, with 3 points netting us about 157 health per second. Now, if we are to compare the point investment of the T2 and T3 health regeneration talents to Lifesteal I, II, and III, Here's what we see:
- Stay Afloat represents 104 health regeneration per second. This translates into 26 health regeneration per second per AMP point.
- Regeneration represents 75 health regeneration per second. This translates into 18.75 health regeneration per second per AMP point.
- Forbearance is the worst offender, as it represents 51 health regeneration per second, which translates into a mere 12.75 health regeneration per second per AMP point.
As you can see, these are all incredibly paltry. The only talent that manages to outweigh Lifesteal I, II, and III is Empowered Attack Mastery, as it regenerates 221 shield per second, which translates to 55.25 shield regeneration per second per AMP point. Moreover, shield regeneration is a more valuable stat to us than is health regeneration, because our innate avoidance is so high and because of the value of Quick Reboot. Even so, this talent doesn't quite match up to the mitigation provided by other AMPs.
Long story short: Stay Afloat, Regeneration, and Forbearance are comparatively worthless AMPs. Anyone who tells you otherwise simply hasn't done the math yet.
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specifically,
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drdreh
what about the gear
Hello again. I came across your recent posts on the WS Forum today. First of all, I hope you recovered well from your accident! Sorry to hear that happened! Secondly, I wanted to inquire as to your future in Wildstar, following those posts. From what I gathered the chance of seeing much of you has diminished quite severely.
I seem to be doing a lot better now. Was just practice I think.
Part of it is I think I am not 100% used to the way Frenzy plays. Does it play like Nano when you hold to cast it and then hit whiplash repetively or do you try to use Frenzy in nice long sets. I do know because of the stealth bug it is best to have a full bar of energy before using Frenzy with your innate. Any insight? Also do you have your Frenzy build posted on here?
Do you still usually tank with amp spike? Also the phys resist questions again + how the heck do you have 2100 buffed without sacrificing armor.
Also is phys resist still better than armor in raids?