So in the midst of the tank build I posted in the theorycraft section failing miserably I thought back to other games where I’ve successively had a non traditional tanking career (Druid in Vanilla WoW mostly) and the main thing that made me so effective was that I could spam high threat AOE skills while at the same time having an unmatched amount of damage reduction compared to traditional tanks. With that in mind I went back and listed every single damage reduction skill and what I ended up with is a build that lets you equip virtually every single one of them. I chose Chaos as the tanking ability (even though Swords would works as well) since only with Chaos can you make the thing you’re tanking take an additional 30% damage while at the same time you’re taking only 41.2% of the damage they are doing to you, with 10 second boosts every 30 seconds of reducing that another 30%… when they even hit you and before any Physical and Magical protection rating is applied.
How to get that much damage reduction you ask?
First is applying 30% damage reduction via Debilitating Weakness. Then there is the 7.5% from minor ward. Next is Defensive Turret which give you a 3% damage reduction per resource spent or 15% total. If you’re good at math you’ll notice that’s 36.3% shy of what I claimed however the Support Skill for Shotgun at max level is a 6.3% damage reduction for 5 second when you deploy a turret, which coincidentally is the same amount of time Defensive Turret is active for and brings us to a total of 58.8%. The final 30% comes from Stoicism, which lasts for 10 seconds on an extremely short 30 second CD.
Posted in Tank
Tagged Chaos, Shotgun
This build is for Nightmare, some fights force you out of melee range and losing aggro cause you’re sidelined for 5 sec sucks. It has Surging Blade instead of AoE taunt because it’s designed for high mobility fights. Can also get Kickback from shotgun tree(or charge from blades), but I find a no target reliant dash better.
It has 2 defensive cooldowns instead of 3(normal on Nightmare) but hopefully the Shotgun finisher with -21% damage will make do.
Thread Link: http://forums.thesecretworld.com/showthread.php?t=42291
Posted in Tank
Tagged Blade, Shotgun
1. PVE (GROUP) Weapons: Fist/Chaos
I’ve been optimizing this for a couple weeks and to date I can’t find anything to outparse it. The gist of the build is to use the typical layout of one builder + 2 consumers, which leaves us room to run 3 (count’em, three) cooldown DPS buffs AND confuse for agro reduction. Do or Die is more DPS than any other elite ability in the game, hands down, no question, and coupled with reckless and amor fati that’s 55% damage increase with 25% uptime (comes out to 13.75% overall dps increase). No other “filler” actives will give you that. As for passives, the flat %damage increasers simply scale better with gear than the reactive procs (extra hit on penetrate, etc). To this effect you’ll see that we’ve taken abilities from all over the wheel that pump up damage by a flat %, including closer and predator (which, when paired with adrenalise, are extremely effective passives). This is not a “cheap” build, AP-wise, so be prepared to grind for a while if you don’t have most of it unlocked already.
2. PVE (FARM) Weapons: Fist/Chaos
I use this build to kill 15000hp elites in a few seconds.. absolutely zero downtime..typically taking between 0 to 2 hits total, which the 2 heal passives make up for. Ferocity and TTK don’t work very well in farming situations, since we have to run from mob to mob, the buffs fall off and the mobs die too quickly to keep them stacked up – inviting a perfect opportunity to have a bit of self healing in the farm build.
3. PVP – Weapons: Fist/Chaos
Official Forum Link: http://forums.secretworld.com/showthread.php?t=49504
Posted in Melee DPS
Tagged Chaos, Fist
Stack crit rating+crit power, and wear at least 1 minor hp talisman.
Anima burst+shot of anima are your main healing abilities, and will also proc healing sparks.
Empathy and Lock & Load for emergency burst healing.
Reap and Sew to deal with dr. klein’s dreaming attack (make sure to have everyone target the tank), and other emergencies.
Shelter for healing through the filth during the first dr. klein fight.
Subtlety for reducing aggro during the last fight in the dungeon, so that dr. klein doesn’t target you.
Insult to Injury to apply debilitate with your high crit rating.
The last active slot is optional. Surgical steel, vigour, pack leader, creature comfort
The idea behind this build is to have lots of hits/crits to proc Livewire and One in the Chamber but still have a very tough build overall. You’ll want to stack crit rating>crit power>penetration. For the talismans I like to use a healing head, a health minor, and the rest as damage.
Safety Off and Transfuse Anima are your main damage dealers, with some extra damage coming from Left Hand of Darkness.
If your health starts getting low use anima burst instead of safety off for a while. Expulsion is there for emergencies and will buy you some time to heal up, but is replacable.
Hip Fire is there to proc Hot Headed, so use it immediately after Left Hand of Darkness.
The final slot is flexible, I tend to take liquidation to help against large groups of weak enemies.
Of the passives, Sweet Spot and Brawler are easily replaced while the others are *ahem* critical to the build.
A nice cheap Blade/Chaos build designed for solo survivability, used to romp my way through to the end of Transylvania
This is a pretty standard “gearing up” tank build for Elites. Even with sub-standard gear you should be able to maintain threat and take a pretty good beating.
I use this build for solo questing. The multi-hit nature of suppressing fire generates a lot of crits and pens in a single hit, and therefore allows a multitude of afflictions and additional hits to proc. Since most mobs in the wild come in groups, AOE spenders are included.
This is a single target build based around Strikes. Uses elemental / shotgun actives that are supported by passives from a little bit of everywhere.
You can exchange Point Blank for Cleanup or Magnetic Wipe if need be for cleanse/purges. This build also applies weakened state but the passive Punishment can be dropped for another DPS passive, like One in the Chamber, or Elemental Precision if the weaken buff is not needed.
Please let me know what you think of it – thanks.
This is the basic build I use in nightmare dungeons. It uses the common Hots+Empowerment fist healing style, so glyph primarily for crit rating. If you do not have a decent crit rating replace empowerment with out of the woods. The blood abilities can be switched out for ar, pistol, or shotgun for different utility, but I find blood to be the safest to use as a default.
Use cauterize+surgical steel as your basic rotation and empathy for emergencies.
Fired up can be used as an emergency heal on the tank, to deal with damage across the entire team, or to heal people who are out of range.
Use bloodline+exquisite corpse to counter heavy hits (eg, ur-draug’s repeated cleaves) or to just add a little damage when when spikes are occuring. Finish the movement means that you only need to cast bloodline once to use exquisite corpse, and so removes a lot of pressure when you need to spam.
The last passive/active slots that change depending on the dungeon. For the active I mostly use vigor, sleight of hand, or creature comfort. For the passive I tend to use subtlety, ready for more, culmination, or mad skills.
Posted in Healer
Tagged Blood, Fist