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Unread 02-22-2006, 08:56 PM   #1
SkarlSpeedbu

 
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If anyone would post the final AA lines I would appreciate it.  Also, since we have the finalized lines now, would everyone put in input on how they are going to spend their points.
 
As the Great Philospher, Popeye once stated, "I yam what I yam, and thats all that I yam."  Meaning I know what I know, but I don't know what would be the best build for the best defensive MT.  Go the 3 tree route, building defense, parry and dodge/reposte 4 ranks each?  Go the max route to get the 12 sec auto parry ability (does this really stifle you? /sucks), and then go up on another?  Any info would help out, especially you hard number crunchers out there.
 
Thanks and lets have a good discussion.
 
Again, only post your builds for the most (in your opinion) defensive MT you can be.
 
Please don't post dmg builds or balanced builds.
 
Pleae, if you are going to post, "I'm not telling you how I'm spending points" posts....why even bother?

Message Edited by SkarlSpeedbump on 02-22-200609:58 AM

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Unread 02-22-2006, 09:09 PM   #2
Aven Elonis

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I think I'll be going wisdom (8/4/4/8/SMILEY  (additonal +56 wisdom for resists, + 9.6% DPS, +272 Mig and remove all penalties from Def and Off Modes)

After that 8/0/0/0/0 for Agility and either Str or Sta.

Of course your mileage may vary. And I may change my mind on the above. SMILEY

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Unread 02-22-2006, 09:32 PM   #3
AlawnGnome

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Unless they change the buckler requirement I wouldnt put any points into the sta line except for the first one if you want extra sta.  You end up losing more than you gain from the line.  The agi line gives defense, wis line gives mitigation, and int line gives parry.  Ill probably chose 2 of thos 3 lines.
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Unread 02-22-2006, 10:03 PM   #4
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This is what I am thinking, and some of this is from a reply from aonein/Taemok who posted on the other AA thread, and some of what I am thinking. Bear with me.  I may make some mistakes but I am puttin my thinkin hat on (excuse me if I make a mistake, I was the kid that sniffed glue in the back of the class in high school SMILEY).

1.  Dragon Reflexes is useless, if we are stiffled because we can't taunt or use any rescue or any control ability.  Agree? Disagree?

2.  if you spend the 4/4/4/8 method on 2 paths and considering agi/wis and int are the best ways to go, which has more weight to our ability to MT?  Mitigation/wis path?  Parry/int path?  or Agililty/Defense path?  BTW as of right now, 8 pts will = 320 mitigation or about 24% parry?? or about 24% defense.  Which one is the most advantageous of us to pick? As we can only get 2 of the 3.  I think we are going to get 9 pts left over as 1+20+20=41.  What would you spend the last 9pts on?  I am thinking defense and Mitigation.  put 4 more points on wisdom stats for resists, and 4 more points on agility for more dodgin'= one pt left over to spend frivolously.

3.  Would it be better to go a 4/4/4/4x3 path for wisdom, int and agility?  Would the conglomerate of all three of HALF the bonuses, be more advantageous then just picking 2 of the 3?    this would leave 1pt over also, to spend frivolously.

4.  Would just being a total stat hog and putting wisdom int and agility all to max ranks be viable? I guess int would raise parry? wis would raise resists and agility would raise avoidance?

Sorry if I made any errors, just thinking out loud and any inconsistency you see, please post and I will edit.

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Unread 02-22-2006, 10:04 PM   #5
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Aven Elonis wrote:

...and remove all penalties from Def and Off Modes)


Does the removal of the penalties off of our defensive stance help us tank better?  Do the penalties hinder our tanking?

Message Edited by SkarlSpeedbump on 02-22-200609:16 AM

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Unread 02-22-2006, 10:49 PM   #6
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SkarlSpeedbump wrote:
would everyone put in input on how they are going to spend their points.
 
Again, only post your builds for the most (in your opinion) defensive MT you can be.
 
Please don't post dmg builds or balanced builds.

 

One of the reasons they brought the AA's into the game is so we can customize our Guardian's to how we play and to differentiate it to other Guardians.

I have a great plan on how I'm going to do mine but I'm keeping it to myself.  Sorry and I dont mean to sound like an azz but its just my way of trying to make mine a little differant from everyone elses.

I will say this though.... after spending my one AA on the starter which opens up the tree, I'm going to hold on to the rest of mine for awhile and not pick anything. The reason being is since its new to the game....you never know what maybe changed in a week or 2-3.   A couple of changes here and there maybe enough to change the path your going to take. 

Think about it    SoE = changes/nurfs

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Unread 02-22-2006, 10:53 PM   #7
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Well imagine being in defensive stance with the extra mitigation with no attack penalty. Id be in defensive stance all day, well or offensive hehe
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Unread 02-22-2006, 10:56 PM   #8
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Excedium wrote:
Well imagine being in defensive stance with the extra mitigation with no attack penalty. Id be in defensive stance all day, well or offensive hehe

I don't see how an attack penalty hinders defense/tanking...sorry.
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Unread 02-22-2006, 11:03 PM   #9
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It doesn't help with defense or Tanking, but it does help with agro control, especially on orange mobs. That's where the benifit will be the most transparent.

SkarlSpeedbump wrote:

Excedium wrote:
Well imagine being in defensive stance with the extra mitigation with no attack penalty. Id be in defensive stance all day, well or offensive hehe

I don't see how an attack penalty hinders defense/tanking...sorry.
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Unread 02-22-2006, 11:41 PM   #10
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Aye.. Has someone confirm what Taemok has claim regarding the buckler req. is actually buckler, kite or tower? Would be awesome to know before someone, such as me, to waste AS points.. just to find out the hard way.

Thanks for the info...

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Unread 02-22-2006, 11:55 PM   #11
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kingme99 wrote:

Aye.. Has someone confirm what Taemok has claim regarding the buckler req. is actually buckler, kite or tower? Would be awesome to know before someone, such as me, to waste AS points.. just to find out the hard way.

Thanks for the info...


This is off topic.
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Unread 02-23-2006, 12:40 AM   #12
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Well if they do fix it so tower shields work then the sta line would help you MT but if they dont then its a waste.
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Unread 02-23-2006, 12:51 AM   #13
Aven Elonis

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In a sense, yes. Generally I'm in Defensive mode when I'm MT on a raid. Removal of the attack penalty while in Def Mode, should allow me to do more damage and thus increase my ability to hold aggro.

With Reinforcement, the more times I hit, the better. SMILEY

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Unread 02-23-2006, 12:52 AM   #14
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Aven Elonis wrote:

In a sense, yes. Generally I'm in Defensive mode when I'm MT on a raid. Removal of the attack penalty while in Def Mode, should allow me to do more damage and thus increase my ability to hold aggro.

With Reinforcement, the more times I hit, the better. SMILEY


The increase is so incredibly small, it does not help.  I think someone on the boards roughly translated about 3 hate to 1 or 10 pts of dmg, but its really small compared to our taunts.  these are the hate getters. 

 

 

Message Edited by SkarlSpeedbump on 02-22-200612:00 PM

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Unread 02-23-2006, 12:55 AM   #15
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Im just going to post my OP again below :

 

If anyone would post the final AA lines I would appreciate it.  Also, since we have the finalized lines now, would everyone put in input on how they are going to spend their points.
 
As the Great Philospher, Popeye once stated, "I yam what I yam, and thats all that I yam."  Meaning I know what I know, but I don't know what would be the best build for the best defensive MT.  Go the 3 tree route, building defense, parry and dodge/reposte 4 ranks each?  Go the max route to get the 12 sec auto parry ability (does this really stifle you? /sucks), and then go up on another?  Any info would help out, especially you hard number crunchers out there.
 
Thanks and lets have a good discussion.
 
Again, only post your builds for the most (in your opinion) defensive MT you can be.
 
Please don't post dmg builds or balanced builds.
 
Please, again, just let the post die if you can't stay on topic.
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Unread 02-23-2006, 08:39 AM   #16
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gonna go wis 4/4/4/8/8, str 4/4/4/8 and one point hanging out...

but if i had 50 points to use while lvling i'd go agi and int all the way then respec em to the tank option...

honestly i want the no penelty to my stance more for group/solo play...  and its more for the off stance than the def one...

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Unread 02-23-2006, 12:08 PM   #17
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Does any other class have the ability Weaponshield (eq1 lingo) ? The 12 sec 100% parry.
 
It was big time useful in EQ1 for initial pulling and positioning on big raid bosses.
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Unread 02-23-2006, 08:02 PM   #18
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Snikey wrote:
Does any other class have the ability Weaponshield (eq1 lingo) ? The 12 sec 100% parry.
 
It was big time useful in EQ1 for initial pulling and positioning on big raid bosses.

monks tsunami...  its one of their ancient teachings i think...  on a 3 min recast
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Unread 02-23-2006, 08:45 PM   #19
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I think probably to be the most defensive, I will go the 8pts on mitigation and 8pts on defense route.  I read that parry isn't quite as helpful as these two.

Probably to spark discussion, the best way to get things going is to post what I think the best defensive way to go is.  Then feel free to shoot holes in this path SMILEY

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Unread 02-24-2006, 04:11 AM   #20
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The following concerns ONLY tanking, not solo or easy offensive type tanking.  (Although I like the one person's idea of using damage up until your 70 then respecing for raid tanking)I have to completely disagree with anyone who would point points into the INT line, I looked at it long and hard but I personally don't think it is worth it at all.  Now as far as I know and have researched, INT stat does nothing for us.  So in order to go the INT line route you have to waste 4 AAs on on the INT stat.  Then 4 more on a sword CA, and 4 more on a double attack or attack speed increase, now you can get the increase in parry and if you went one more thats the recast timer reducer.  All in all, that is not worth it for any defensive tank, the parry is not as important as Miti or possibly defense, and the recast timer reducer is nice but not neccessary to waste 13 points to get. The wisdom path is a good one, you need the Wisdom stat for resists and the mitigation is definately worth upgrading.  The final ability is only 1 point but for the defensive tank that 1 point is an increase of weapon skills by over 15.  That's not terrible but only if you have the 1 point to spare IMO, I would rather put that 1 point into the STA or AGI stat.So going Wisdom you could do a 4/4/4/8/0 for 20 points.Next line for a defensive tank should be the AGI line. Upgrading all the way to get the final ability, and making the DEF line go up to 8. So AGI like that would be 4/4/4/8/1 for 21 points.This leaves you with 9 points that would best be spent on the rest of the stats, mainly STA.I don't think the STR line is worth it for a defensive tank, even for the aggro control.  And of course STA is useless if its only for bucklers.I think this gives people a good set of defensive stats and some nice defensive lines, mainly the mitigation and defense, along with the 100% parry ability, even though it stifles you.  I wouldn't pull with it but would use it after having enough aggro.Obviously everyone will be different, thats the whole point ; )
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Unread 02-24-2006, 04:17 AM   #21
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The fifth skill on each line cost 8 pts for 1 level (and only 1 level is available)
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Unread 02-24-2006, 05:04 AM   #22
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i said the int line for group / solo...  the extra dps is nice on them...  and i usually do use a sword so its the best choice for that...  i haven't seen a decent hammer since t5, the buckler is just [expletive haxx0red by Raijinn]...  str i'm way past capped in off stance and the AA's other than hate are weak...
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Unread 02-24-2006, 11:31 PM   #23
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I mainly solo with a 2HS (we have enough tanks in my guild that are pure defense), so I am going with the INT line for the extra haste.  From there, will probably add str, sta, and agi (but not sure yet as that's a long way off).
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Unread 02-27-2006, 01:30 AM   #24
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I can agree that INT line could be useful when soloing or even just a tank that wants more DPS and such.  I was just posting about pure tanking, specifically raid MTing ; )My 60 Guard will be going pure raid mt setup with his AAs, but..My new zerker on the pvp server will be going full dps with his, might as well have some fun once in a while.
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Unread 02-27-2006, 08:54 PM   #25
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I am gonna do the AGI line at the start, the last skille in that line is Awesome :smileyvery-happy:
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Unread 02-28-2006, 09:09 PM   #26
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Bind Wound 1 (no-brainer SMILEY ) (1 Total)AGI 4/4/4/8/8 (29 Total)Defensive Boni: 12s parry buff / Defense +12WIS 4/4/4/8/0 (49 Total)Defensive Boni: Mitigation +2721 LefoverSTA Line could prove useful when there are good bucklers in KoS!But before that, that is the most defensive I think.
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Unread 03-01-2006, 05:00 PM   #27
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In general the defensive skills are the 4th level ones. So to maximize defense you should look to put 8 points into two level 4's.
 
I will be going agi 1/4/4/8/8, then 1/4/4/8/0 on one other line, probably wis for mitigation since sta sucks if it relly is buckler only.
 
Parry is weak(er) because it is frontal only. Mitigation is 360 degrees, and in multi-mob bashes I usually end with some behind me.
 
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Unread 03-01-2006, 06:08 PM   #28
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I am going down the Agi line full blown I think. I look at it this way, since Sony has such a crush on Monks/Bruisers then I may as well say, if I can't beat them, join them. Get that 12 second I'm a Monk ability. Pluss the defense is nice

 

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Unread 03-01-2006, 11:35 PM   #29
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To the OP, you said a couple times the Final AGI skill seems worthless when tanking cuz your "stifled" for the 12 seconds...I can assure you, if you plan on being a MT in T7 zones for raids, this ability will be a necessary.  You still can hold agro with rescue before you use this ability, and as long as your dps doesnt go crazy this is 12 seconds of free damage on a mob and time for healers to debuff/regen with.  Also having a couple tanks with this ability (including monks with tsunami) you can use rescue to rotate your Tanks in to take 12 seconds of free damage having each of them burn their skill.  (Crusaders also get a version of this skill in their AAs).  Also your crusaders get a Tuant of Time ability, they can use this, coupled with amends and burn their ability to hold agro, just as well as our MD line does.
 
You can rest assured Mitigation will still be extremely important, but during raids a good well equipped guard can hit the mitigation stratosphere with his 30second buffs and good grp setups.
 
Also an added benefit to the AGI is huge dps increases in small grp settings with you PBAOE and AOE Auto attack in that line.  Pull 6-7 blue/white mobs and aoe away, amazing experience.

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Unread 03-02-2006, 01:36 AM   #30
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TanRaistlyn wrote:
You still proc your tuants from MD line...
HTL doesn't proc off parry.  If we parry 100% for 12 second, and are stifled, we can't taunt, and HTL will not proc.
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