PvE Tank Build

Oniobn

Ascalonian Squire

Join Date: Jun 2005

Reavers of Chaoss

W/Mo

My first guide ever and In a game I'm not really an expert at... here goes. If there are gray areas, its probably because I'm not really sure how they go but this build for me can do quite well in UW and Fissure.

W/Mo - The average Tanker - PvE
Attributes - Either put 10 into axe mastery or swordsmanship and put in a +2 rune because damage increases slow down majorly past level 12.
Tactics - 10 and add any runes possible. Tactics will drastically help defensive stances and Healing signet. This is your most imprtant attribute.
Protection Prayers - 10 - this will help you out with a few of the defensive spells you character will need.
Strength - 7 - My character isnt a pure tanker so I also use this +7 to str for extra damage to attack skills when I'm not in the UW or Fissure because to be blunt, I don't need all the stances in the missions. . It gives you better armor penetration also, and some shields require str. If you are making a pure tanker, I suggest moving these points into tactics and protection prayers so that you are using the most of the attribute points you have left.
Left over points - 2

Skills:
1. Healing Signet - Take some pressure off the monks by finding a slow spot in a fight or casting protection spells to maximize the health you gain by casting the signet and you should gain at least 115 health.
2. Bonetti's Defense - 75% chance to block any melee or arrow attacks and every time you block you gain 5 energy. Not bad when you are low on energy and still want to protect yourself. Beware because this runs on adrenaline so make sure you are always attacking something.
3. Shield Stance - Another 75% chance to block but this one lasts longer although it does slow you down.
4. Defensive Stance - This is your best defensive stance so it also lasts for the shortest amount of time. When you are taking a lot of heat, this is the stance you wanna use until casters can hopefully take down 1 or 2 of the guys attacking you.
5. Life Attunement - This decreases the damage you do in combat but increases the amount of health you gain when you are healed. If you plan on doing little damage and taking all defensive skills, this enchantment really doesnt limit your damage too much and gives you about 40% more health gained when you are healed.
6. Shielding Hands - Reduces dmg by about 15 for every hit you take and lasts 10 seconds.
7. Reversal of Fortune - This one really changes the course of a battle. Watch the spells the enemy is casting and as soon as you see him begin to cast one of his high dmg spells, cast reversal of fortune becuase it only takes 1/4 of a second to cast. It will take well over 50 of the dmg he would cause it use that to heal you. So, if he would hit you for 200 dmg, 50 of that is converted to heal you, so in the end, you are losing only 100 health instead of 200. Gotta have this spell.
8. Rebirth - Rez spell that also teleports the dead ally to your position. Very useful when monsters camp the bodies.

Skill usage:
Your goal is to always have a defensive stance on you. Start with shield stance because in this stance, you can still cast spells without the stance ending. So, use Shielding hands if you are still taking too much dmg and even reversal of fortune as much as you want so long as you always have at least 5 energy to make it to your next stance. Hopefully, you wont have to use that 5 energy because you have attacked enough so that Bonetti's is filled with adrenaline so you can use this to reduce damage and refill energy that you just used during shield stance. As Bonett's is blinking in the top left and about to run out, use a healing signet to keep health high. The -40 armor during the casting shouldt hurt too much if you are already blocking attacks. When Bonetti's is done, Turn on Defensive Stance. When this one is done, use shielding stance once again and start the cycle over but if shielding stance isnt ready yet, use shielding hands again with reversal of fortune until it is ready. Lastly, keep ur enchantment on at all times unless enemies shatter it. I have found that if they do use shatter enchantment, they do at the start of a fight, so you should be ok casting Life attunement in the middle of the fight also.

Equipment - I'm not yet all the way through the game so I havent seen the best armor yet but for now, I prefer the Gladiator's set for the extra energy. Take a sword with max dmg and increase dmg mods but also make sure it adds to health. Just use the best shield you can find...

Runes - From what I didnt discuss above, you need to put the best absorption rune you have on your body armor because most hits register there so the rune is most effective here. Outside of that, vigor runes never hurt to increase your health.

Final Note - When working in places where you don't need all the stances, you can switch some of them over to pure strike, final thrust, hundred blades, etc.

Once again, this is my first guide ever so I would greatly appreciate it being flamed/criticized/improved.

Zeru

Wilds Pathfinder

Join Date: May 2005

If you want to be a tank don't take along healing signet

Part of the issue here is area dependant and how self-sufficient you want to be. for example, in the UW and fissure, you absolutely must have protective spirit on you if you are tanking.

In other places, it might be worthwhile to drop protection prayers 1-2 and dump all your strength into healing for healing hands {elite}. This is a great spell for countering massive amounts of low damage hits. Might want to look at other monk elites, such as mark of protection.