P/E Tank

holababe

holababe

Jungle Guide

Join Date: Dec 2006

Goon Squad [LLJK]

Mo/

I was in DoA the other day with my Paragon to see if anybody would consider taking me in their group. (Yeah, stupid idea I got rejected).

But

It got me thinking about a P/E Tank.
Right now the standard Warrior tank runs Obsidian Flesh as a W/E.
What if you went P/E to take the new Sunspear skill 'There's Nothing To Fear' as well as Obsidian Flesh?

You'd obviously miss out on the Warrior Tactics line but would Paragon skills make up for it? Maybe Mending Refrain with Anthem of Flame to keep it up?

Any ideas?
Please don't flame too badly :P

Abedeus

Abedeus

Grotto Attendant

Join Date: Jan 2007

Niflheim

R/

There's Nothing To Fear is Other Allies. And Paragon's are bad tanks - not much skills to regain energy, armor buffs are capped at +25 and... Yeah. Paragon's shouldn't tank - they have a ranged weapon for a reason.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

Quote:
Originally Posted by Abedeus
There's Nothing To Fear is Other Allies. And Paragon's are bad tanks - not much skills to regain energy, armor buffs are capped at +25 and... Yeah. Paragon's shouldn't tank - they have a ranged weapon for a reason. You're thinking of "Save Yourselves!". TNtF affects the caster as well as party members. I've never played a W/E Obs Tank, but I thinking what would limit a Paragon is not energy, but lack of skills to increase health such as Signet of Stamina. Warriors tend to be popular choices from what I've seen and they only have 2 pips of energy regen. If anything, the armor cap may work more to the advantage of the Paragon than a tank. TNtF and "Thery're On Fire!" are both skills that reduce damage taken by a percentage rather than with armor bonuses.

ca_aok

ca_aok

Krytan Explorer

Join Date: Sep 2006

Xen of Onslaught

E/Me

My guildee has successfully run a P/E tank through DoA, so it's certainly doable. I'm not 100% sure how it was done, but it seemed to work fine.

He definitely used "they're on fire!".

As for HP increases, most of the health boost comes from symbiosis, not signet of stamina.

holababe

holababe

Jungle Guide

Join Date: Dec 2006

Goon Squad [LLJK]

Mo/

Some very interesting responses so far.
@XvArchonvX: You're right, 'They're On Fire' is an important skill, especially if I want to combine it with something like Anthem of Flame or Blazing Finale.

@ca_aok: Any chance of getting some info from your guildie? Any skills/attributes would be great.

Any other ideas out there?

Oblivious Moose

Oblivious Moose

Frost Gate Guardian

Join Date: Dec 2006

Sinister Swarm [Sin]

P/

My favorite, and main character is the paragon. i have successfully completed DoA, including mallyx twice with my paragon as a tank.

in the past, i had the same thoughts you had, why cant i use my paragon in DoA? i can make it a tank easily enough, same al, same energy regen.

i found that OF was the most common thing to use (and really the only thing) due to its affect to make yourself not be targeted by spells.

after looking carefully at the current warrior tank build, i noticeed, it had anti knockdown, anti spells, and a snare. i was unable to use much of my paragon primary skills. the thing i used the most was "Cant Touch This!"(mainly for the touchers) and "Stand Your Ground!" for an extra armor boost.

this is what i used successfully in the past, before the skillbalance update, and new pve skills.(havn't attempted DoA after this update)

Command 12+4 (too cheap to get another headpiece without the sup )
Earth Magic 12
LLeadership 3 (just put the last few points into something )

[card]Obsidian Flesh[/card][card]Stoneflesh Aura[/card][card]Armor of Earth[/card][card]Ward of Stability[/card][card]Ward Against Foes[/card][card]Glyph of Concentration[/card][card]"Stand Your Ground!"[/card][card]"Can't Touch This!"[/card] (why does the armor of earth icon look like kinetic armor?)

equipment i used for tanking, is:
Command headpiece (go figure)
mixed runes/insignias, nothing specific.
Elemental Sword Q12, +5e 20%enchants (any weapon with these mods work)
Stygian Aegis(green) Q9 HP+30 +10armor vs. demnos.

as you can tell, its not required to have the best setup, but of course, some things are better than others.

hope this will help you find what ypur looking for, since the update and all. i assume it shouldnt matter, armor on OF and AoE wont stack anymore, but from experiance, you take the same ammount of dmg even without OF, and just SB on you.

ARK729

Ascalonian Squire

Join Date: Jun 2007

a distance my spear can reach

P/

Since the new reduction of armour stacks i think its best of focus on damage reduction. Im not 100% sure it stacks and haven't tried this build yet, but in my oppinion you can make a paragon an even better tank then the warrior.

Leadership - 11+1+2 = 14
Earth Magic - 10
Motivation - 10 + 1 = 11
Command - 1

[card]"There's is Nothing to Fear!"[/card] - Reduces damage by 31% at rank8
[card]Stoneflesh Aura[/card] - Reduces damage by 21
[card]Obsidian Flesh[/card]
[card]Ward of Stability[/card]
[card]Mending Refrain[/card]
[card]"They're on Fire!"[/card] - Reduces damage by 33%
[card]Blazing Finale[/card]
[card]"Go for the Eyes!"[/card]

- spam gfte to get energy and to set foes on fire and protect yourself, not for the actual critical.
- its 73% damage reduction (if you count that every 40 more armour decreases damage by half) + damage reduced by 21 + constant 3 health regen

Not that bad. Have to try it out and see.

Oblivious Moose

Oblivious Moose

Frost Gate Guardian

Join Date: Dec 2006

Sinister Swarm [Sin]

P/

in that bar ur thinking of, imo i would drop ToF since the dmg reduction from TntF is plenty. and bring glyph of concentration, or another skill that helps you cast without being interrupted.

if you wish to go into DoA with a build idea like that, the bonder will give u dmg reduction, and all the energy+adrenaline you need to feed your extra dmg output from burning refrain. also, the mobs will use interrupting skills, not only KD, but alsodisrupting throw, chocking gas, and other things to interrupt your ability to tank effectively.

so, my thoughts on ur bar, is it really needs a skil that prevents you from getting interrupted.

to add to the nerf of the armor cap, think of the times when you don't have OF up, and u lose that +20 armor, ithout any other armor buffs, you become just a simple 80al tank, with bonds that can take more dmg, even if the dmg is reduced by 30% or more, since you have lower al, it in turn deals more damage than if u had your al at 100+

ARK729

Ascalonian Squire

Join Date: Jun 2007

a distance my spear can reach

P/

actually, its 106 (80 + 10 insig + 16 motiv shield) if you don't forget to keep TNTF constant (at 14 leadership it lasts 11 seconds, and takes only 10 to recharge, but remember to let it die to get the heal and then cast it again), compared to warriors base 116.

Oblivious Moose

Oblivious Moose

Frost Gate Guardian

Join Date: Dec 2006

Sinister Swarm [Sin]

P/

ya, dont forget u get a armor bonus of 50+ with armor of earth, which is easy to keep up 100% of the time. vs the armor + dmg reduction.

ask any hardcore pvp player, they'll have you take armor over dmg reduction, and hp no matter what.

im not attempting to put your idea down, im just giving suggestions that have been proven to work on more than 1 occasion. by all means, try your version and see how well it works. i would love to see more than one build going around.

ARK729

Ascalonian Squire

Join Date: Jun 2007

a distance my spear can reach

P/

i agree that armour is just more dmg reduction then other things, but i mean, would you actually take an addition skill (having two skills that add armour) even if they don't stack just for the sake of having it for that 9 seconds when its recharging?

personally i would take p/w with that new +100 armour shout, but since i don't have much allience points yet its pointless.