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Old February 17th, 2012, 11:58 AM     khdamnit is offline   #61
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Originally Posted by Wobelly View Post
No i hate you alllll grrrrrrrrrrrr





deeeeeeeeeeeeeeeeeecaaaaaaaaaaaaaaaaaaaaaaaaaap!
You did it Wobelly. You killed the thread.
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Old February 17th, 2012, 12:47 PM     Wobelly is offline   #62
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Originally Posted by khdamnit View Post
You did it Wobelly. You killed the thread.
lol, I have a habbit of doing that. especially with DEEEEEEEEECAAAAAAAAAAAP! om nom nom

hey, I'm still crafting your T3 weaps right?
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Old February 18th, 2012, 12:54 AM     udin is offline   #63
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whoa this good thread about rotation went down the drain quickly..
thanks kenny for posting this thread up it is useful for new/noob guardian like me.
i actually use almost the same feats and almost the same rotation..i could tweak some of my rotation and feats and see..and YES i spam all my hate generating skills on my rotations and i expect the same with another guard/DT i play with.
and i also like mabus's post its right on the money, i know im a noob and been playing this game for like maybe 4 months with average of 3-4 hours a day and missing a day or 2 here and there in the week LOL.
so yeah i know nothing about this game unlike many of you guys here but i do can spot you and mabus is guardian at heart and damn good at it, i always play tank class on every other mmo/rpgs and i just know/can spot good who are good tanks.
granted this game is more complicated on the combat department especially for malee classes and i still need to know more about it..so keep it up we need more infos as much as we can
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Old February 22nd, 2012, 08:29 AM     joe-da-cro is offline   #64
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Alot of things have been thrown around in this thread was a good ride.

the build posted by OP is good for new tanks as the thread does suggest although
http://aoc.yg.com/feat-planner?class...015-21,4013-21

this would be a much better build for a fresh 80 guardian. reasons.

titanic smash is the only AOE jugs have, high chance to crit and when used with the guard destroyer buff there is an additional 30% chance to crit.

enraged spirit helps the dps of guards who will be able to trade decently while under geared at the start of fights although as other tanks start to generate more dps and have their hate modifiers applied to said dps the new tanks will be blown out of the water. so the +30% weapon damage when at 20 stack will help there. the 2 points in the charge just to progress down the tree.

although once a tank has t2/kitai gear improved defensive is a waste of points and should be replaced with sustained rage. where sustained actually make hate generation better for a guardian jugg is not in the short term. it is over the course of the fight. a jugg needs to be able to do well over 500 dps in order to be anywhere on the hate table when there are dts rolling with 1200 dps in defensive stance.

one thing i found disturbing is the fact tactic dancing was not mentioned and someone from tyranny said using provoke is frowned upon. i always start a fight in provoke and when i have aggro i "tank" up and switch to defense. with that said how on earth can a jug compete with a dt doing 1200 dps in defensive stance if they do not tactic dance. while speaking of tactics i will say 7% hate > 15% weapon damage i would estimate that +4-5% hate is equal to 15% weapon damage although this is based entirely on your weapon's dps number. Use that as a guide for when tanking with other tanks.

on the matter of combo rotations. do not spam your shield slam. i repeat DO NOT spam shield slam when it is up. doing so is wasting dps and the innate +hate from the guard destroyer combo. which in turn is lowering your crits. another thing do not use your COH after your combo finisher. shield slam and COH are your tanking tools not to be used for spiking hate so that you have aggro til you are dead. i tend to use coh on combo starters to buff the hate i have while white hitting. the reason why i do this is because while white hitting i am generating the least amount of hate and the coh can buff the hate during this time also it helps if lag makes you miss a combo that the hate is already been generated by the coh. shield slam is a tool to use when your dps is at its lowest point i.e you have no weapon damage buffs, and guard destroyer buff has worn off. this is the time you use shield slam to buff your hate. and use it while you wait for guard destroyer.

on a straw man my dps is sitting at ~500 (490 - 520). with my peak at 620 and my troughs at about 430. this is my steady tanking dps approach. using the +weapon damage mods between guard destroyer buffs. funny thing if is stack guard destroyer buffs with weapon damage buffs i can peak up to 800 dps and trough down to 320 dps. this is spike tanking which is useful for gathering burst agro and then dropping it when your dps fizzles out. i am not geared out like some of you tanks discussing here so i will probably be ignored by some. though i do have a mix of t3 and kitai LL hate head, LL protection chest, wolf chest all kitai pants, wolf belt and t2/3 for the rest.
use the gear as a reference to the dps and work with the straw man to find a rotation where you are achieving a stable dps. just remember even though you are a tank, achieving a dps of < 300 should be frowned upon because you are holding back the raid by not doing the dps your toon can. but that doesn't mean sacrificing your survivability first if that is something you require. i know when i play my guardian i am always pushing my self to dps as hard as i can while maintaining aggro so far my best on my jugg has been 900 dps while tanking the worm in yag to open the yellow port. alot of that though was provided by damage buffs from the group. i generally frown upon my self when i am doing < 450 dps. but there are times there is much less than 400 it depends on the fight and how the parser parses your damage.

reading this there will be people who say dps doesn't matter on a jugg and that rotation > dps. to that i will say its the same as healers saying that they are healing spec and not dpsing. healing only counts for 10% of your time so the other 90% can be for dps. in the case of a jugg guard it is. there are so much innate abilities for a jugg that generates hate and should be used as often as possible. shield slam is an ability which used like de-taunts on dps classes. meaning that you use it when your dps is taking a dip because all your abilities buffs etc are on cool down.

it has been mentioned that switching to pole is good for when the mob has shields on the left. well this is only good if you dont have the guard destroyer buff running. from experience over reach when all shields on mobs left with guard destroyer running > flashing arc with reckoning. my suggestions would be to use titanic smash dulling blow and counter strike while guard destroyer buff is running. once gone then use shield slam and flashing arc with reckoning. reckoning is a mold able ability meaning you can hit reckoning then switch to s/b while the animation is playing and start your next combo.

one last "pro tip". when it comes to using your goad follow it up with a shield slam so that the other tank doesnt have to momentarily pause so agro is not pulled back after on combo. goad puts you just above the person with the highest hate and if that person has to stop there is a chance that a dpser who is close up can take aggro from both tanks trying to trade. hence why so many people think that goad is a aggro reset. so to recap that if you use goad use an aggro ability like shield slam to solidify that aggro you have gained.

take the advice here or leave it. i wont argue my point like the people here i think the thread is a good idea and should have been left as a forum for guards to post their experiences not flex their epeens about how well they can hold aggro from other tanks

Last edited by joe-da-cro; February 25th, 2012 at 04:21 AM..
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Old February 23rd, 2012, 10:35 PM     Finigol is offline   #65
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Originally Posted by joe-da-cro View Post
blah blah
Finally a poster who knows what is going on.
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Old April 3rd, 2012, 03:30 PM     deathangel is offline   #66
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"Running Provoke is also usually frowned upon unless you are trying to take aggro from someone as well."

This was my favorite part of this entire thread.

If you have matched tanks you can go all out at all times and a minor boost on one and a minor pause on the other will just swap the mob. Not running Provoke just leashes your dps to doing like 15-20% less before they pull agro. No guard should ever NOT be in Provoke in T3.
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Old April 3rd, 2012, 06:14 PM     Dodgeball is offline   #67
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Quote:
Originally Posted by deathangel View Post
"Running Provoke is also usually frowned upon unless you are trying to take aggro from someone as well."

This was my favorite part of this entire thread.

If you have matched tanks you can go all out at all times and a minor boost on one and a minor pause on the other will just swap the mob. Not running Provoke just leashes your dps to doing like 15-20% less before they pull agro. No guard should ever NOT be in Provoke in T3.
I only use provoke to make other tanks look bad. other wise its overkill.
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Old April 3rd, 2012, 08:11 PM     Mabus is offline   #68
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Quote:
Originally Posted by Dodgeball View Post
I only use provoke to make other tanks look bad. other wise its overkill.
I usually just run provoke to build forum aggro!
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Old April 3rd, 2012, 08:23 PM     ocmano is offline   #69
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Originally Posted by Mabus View Post
I usually just run provoke to build forum aggro!
Mabus hate is off the chart!
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Old April 3rd, 2012, 08:24 PM     kennyfisterbotm is offline   #70
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Quote:
Originally Posted by Mabus View Post
I usually just run provoke to build forum aggro!
I thought you were using Frenzy Stance to build amazing dps on the forums.

You just hit "dodgeball" for 5000 reckoning damage.

Ouch!
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