Abilities
- Essentially, you will be spamming
indefinitely, using
whenever it's cooldown is up.
- Always use
on cooldown in order to maximize threat generation. As of my latest testing (8/3), Jolt is now (again) the superior Kinetic Energy spender.
- Use
whenever it is available. Primarily used in raid settings for extra threat, or when you have reached higher than 15% passive deflect chance.
- Use
whenever you are low on health or are about to receive high damage. Use it sparingly, however, because our threat generation isn't particularly high.
-
and
are your taunts. Be sure to have at least one of these on you. Remember that
is a permanent threat increase, whereas
is not, while
is excellent for controlled pulls, particularly during a raid trash setting.
- Use
for mobile, high burst fights.
is also used as a movement ability. Both can be used simultaneously to great effect, such as on X-89.
- Use
,
, and
to interrupt armor. Collectively, warrior tanks can have a total of
5 interrupt armor. That is amazingly huge!
can be used by itself in a dungeon setting, so long as you have a Pinpoint Interrupt Armor Breaker gadget.
- Use
every time it's off cooldown, as it increases your threat and increases your party's damage significantly.
- Finally, use
for high damage phases in order to shield yourself and your party. In raids, this can help you or others who are vulnerable to damage survive, and is as a result one of the best mitigation cooldowns in the game.
-With Elder Gems, you should remove two ability points from
and bring
to T7 for maximum threat in a raid setting.
Also I have a total of 47 AMP Pts, so 2 extra. Any suggestions where to spend them?
Thanks
What are the worthwhile rune sets? I'm interested in tanking and have been acquiring tank gear. Now curious what rune slots and rune sets are worth going for? What should my stats look like?
Thanks
For pre raiding stats: I wouldn't worry too much about health or deflect, although you want them somewhere around 30k and 15% respectively (for Atomic Spear). Worry more about getting your passive resists around 52-55% and your support power high enough to maintain aggro.
Hey there, and thanks for sharing the build!
I tried pretty much the same, but i didn't put the 3 AMP points in critical hit 1, 2, 3.
I have one question : You talk about caps for deflect crit (at 15.33%). Is there any caps for deflect?
This caps should be grant without full defense?
Is there any caps in HP in order to start raiding ?
Again, thanks, for sharing your thougth around the war tank (I definitely don't want to reroll on engi or stalker, but i'd like to be an effective tank in raid)
Thanks a bunch! I've read those patch notes a while ago, but I didn't see them changing anything about the KE system, or addressing that certain issue. But I guess we'll see. Now that I've tanked some, I can see that this change indeed does bring some sweet release over the buttclenchy nature of tanking from before. And indeed, I could hold a 11k engineer, so that felt awesome. Thanks again, and keep up the good work with the guide!