An Anger-Fueled Guide to Rage

Discussion in 'Oracle’s Database (Guides)' started by TDSK, Jan 27, 2014.

  1. TDSK Well-Known Member

    This is An Anger-Fueled Guide to Rage Damage Dealing and Tanking.
    I am your host, V TDSK.

    Please keep in mind it will take me awhile to flesh this guide out more than it is currently. We all need to start somewhere, right?

    [COMING Next]
    Cooldowns for Powers

    If anyone would like to give suggestions, you can send me a PM on the forums, or send me mail in-game to:

    Sociopathic Witch
    V TDSK

    For suggestions on the guide, questions, or anything else.

    Table of Contents (not hyperlinked ATM)
    1. Intro (Current)
    2. Power Trees - Anger and Punishment
    3. DPS
    4. Tanking
    5. Modding
    6. Skillpoint Allocation and Skill Point Stat Show
    7. FAQ
    8. The Weapon
    9. Bugs Known in the Rage Powerset Currently

    ** LINKS TO OTHER TANK POWER GUIDES** These guides have useful Statistics, and knowing how another power works can always help you with your own power, even if indirectly.

    Soulburn’s Trailblazing Guide to Fire:

    13igtyme’s Get your Rocks off – Earth Guide

    Radium’s A Chilly Guide to Everything Ice

    Kristyana’s Incredibly Detailed Fire Tank Guide

    This is what I hope to eventually achieve inside this guide when I can experiment with the Power, and learn it even more than what I have done so far on the test server and on live.
    - Base Damage for each ability, or Base Healing
    - Mitigation
    - Cooldowns on abilities
    - Base Power Costs
    - Tank PvP
    - Tanking Mitigation and Buff Numbers
    - Tips and Tricks
    - Known Bugs w/ Rage

    Rage is a power that was added in DLC 9: War of the Light Part 1. The mechanics of the power resemble that of Fire for it's health buff, but how it plays is a very different beast. Rage seems like the pool of all 3 tank powers, combined into one beast of a power. Yes, it may not play as forgiving as Ice can, but if played correctly, the Tank side of Rage is a force to be reckoned with.

    No Updates Currently
    • Like x 7
  2. TDSK Well-Known Member


    Cooldown for Rage Crash Cancels - 6 Seconds (Tank Stance)
    (TIER 1)

    Rage Blast – 35% Damage Buff.
    Power Effects: You receive healing equal to portion of the damage dealt
    Tank – Single Target Taunt on enemies
    Uses For DPS: At lower levels is a nice damage ability, but the higher the level that you get, the less useful this ability will become
    Uses for Tank: Our single Target taunt. If there are 2 tanks, keep this on your load-out.
    Cooldown - 1 Second

    (TIER 2)
    Channel Hate – 35% Damage Buff.
    Power Effects: You receive healing equal to portion of the damage dealt.
    Uses for DPS – Nice ranged attack, quick heal. I would not recommend for PvP.
    Uses for Tank – Unless you mod with Empowered Channeling (I believe that’s the mod), you will most likely be knocked down. I would not recommend for Tanking.
    Cooldown - Instant

    Relentless Anger – 35% Damage Buff.
    Power Effects: Does damage to enemies equal to a portion of your outgoing Rage Combo and Weapon damage.
    Rage Mode: Activates Rage Mode, healing all damage back for 8 seconds, after which you suffer from Rage Crash, causing all of the damage healed to be dealt back instantly.
    Uses for DPS – I use this as a clip, and the effect is pretty nice. Also, if you are taking some heavy damage, using this can be nice, but just be sure to cancel out with Plasmic Retch or Dreadful Blast.
    Uses for Tanks – One of your Rage Mode abilities. Both this and Severe Punishment have a 12 second cooldown, so the cooldown can be treated like a clock. At 6 O’clock, hit your prevention ability.
    Cooldown - Ten Seconds

    Violence – 35% Damage Buff.
    Power Effects: Absorb all nearby rage to produce a violent outburst, damaging and knocking down enemies. Once this happen, produces a DoT.
    Combo: Hold Melee for Precision version of this ability.
    Uses for DPS – I sometimes use this when melee DPSing. For Range, I wouldn’t recommend it. Pretty nice ability in PvP, as you are going to be melee most of the time anyway.
    Uses for Tanks – I have not personally tried this in tank role, so I cannot comment. However, in PvP I think this may be a good ability, and will try it out when I get the chance.
    Cooldown - 12 Seconds
    (TIER 3)
    Mangle – 35% Supercharge.
    Power Effects: Grants protection against control effects and lowers your enemy’s resistance to control effects for a short time.
    Personal Comment – I personally do not like this supercharge. While it is cheap, you are stuck in the animation during it, while you could be using your more powerful abilities.
    Cooldown - 2 Seconds

    Eviscerating Chain: 40% Damage Buff.
    Power Effects: Single Target Pull. Prevents Rage Crash, and deals extra damage to enemies below 35% health.
    Combo – Hold Melee to deal precision damage, stunning and juggling your target.
    Uses for DPS – For melee DPS, I like this ability. Especially when combed, it does decent damage. The under 35% isn’t that great, and at 1k Prec and 2600 Might, the combo does way more damage than the initial tic.
    Uses for Tank – Can be used as a Rage Crash prevention move. Also, a single target pull, much like Earthern Grip.
    Cooldown - 3 Seconds

    Berzerk – 50% Supercharge.
    Power Effects: Basically a Supercharged version of Relentless Anger. Deals a lot more damage than Relentless Anger though, so keep that in mind.
    Cooldown - 15 Seconds
    (TIER 4)
    Without Mercy – 45% Damage Buff.
    Power Effects: Pulls enemies towards you , ala Backdraft. Receive healing equal to portion of damage dealt.
    Uses for DPS – Nice at lower levels, but in higher levels, I would not recommend this ability.
    Uses for Tanks – Use this pull! No matter what, this pull needs to be used, along with Ragebringer.
    Cooldown - 4 Seconds

    Lacerate – 45% Damage Buff.
    Power Effects: Creates construct blade, and swings it around to damage and knock down nearby enemies.
    Combo: Hold melee for precision based version.
    Uses for DPS – Alright damage, but can be blocked. Basically Two-Handed Doom-Spin with might, or Harley’s spin with precision.
    Uses for Tank – Mitigates Rage Crash Damage.
    Cooldown - 10 Seconds
    (TIER 5)
    Ferocity – 50% Damage Buff
    Power Effects: Increase your precision and resistance against control effects for a short time
    Tank: Provides resistance against control effects for up to seven members of your group
    Uses for DPS: Gives off a precision boost, although going with Bloodlust may be better for PvE in the end. In PvP, the control resistance may help a bit
    Uses for Tank: Give the group resistance to control effects. Useful in PvP, but in PvP I would personally not use it.
    Cooldown - 20 Seconds

    Outrage – 50% Damage Buff
    Power Effects: Swing huge wrecking ball (I came in like a wrecking ball…) at your targets. Prevents Rage Crash damage, and when your health is below 50%, enemies take extra damage.
    Combo: Hold Melee to execute a second strike at your target, damaging it and nearby enemies
    Uses for DPS: In a melee situation, Outrage is amazing. It is clippable, and the damage itself is great. If you use the second hit, make sure to clip with something, depending on loadout or rotation.
    Uses for Tanks: Can be used to prevent Rage Crash.
    Cooldown - 3 Seconds

    Galling Eruption – 50% Damage Buff
    Power Effects: Cause plasma burn. Damages enemies in the pool.
    Combo: Hold Melee to perform a precision based version of Galling Eruption
    Uses for DPS: If you are using a Ranged load-out, you will have to get a little close for comfort to pull off Galling Eruption. Span of the pool is big though, big enough to hit both sparring targets in the Hall of Doom.
    Uses for Tanks: Reduces Rage Crash damage. I would not use this, solely on the fact that as there are many Rage DPS right now, they may be a little mad that you override them. Also, a prevention ability is much more useful IMO.
    Cooldown - 15 Seconds
  3. TDSK Well-Known Member


    Cooldown for Rage Crash Cancels - 6 Seconds (Tank Stance)
    (TIER 1)
    Ragebringer – 35% Damage Buff
    Power Effects: Damage your target, and drag them (and up to 3 other enemies) toward you. You receive healing equal to a portion of the damage dealt.
    Uses for DPS: At lower levels, this ability can be useful, but in end-game content it starts to lose it’s effectiveness.
    Uses for Tanks: Along with Without Mercy, this is a must have ability in my opinion. If you can spec into both, try keeping both on the loadout in the same time, or transfer one in for the other when you need more long ranged cone pulls then PBAoE (Point Blank Area of Effect) pulls.
    Cooldown - 1 Second
    (TIER 2)

    Revenge – 35% Damage Buff
    Power Effects: Rage Crash prevention. Lunges and knocks down opponents
    Rage Combo – Hold Melee for Revenge Spin
    Uses for DPS – Alright damage, but nothing special. Other attacks lower down the tree would be better for dealing more damage.
    Uses for Tank – Other than a Rage Crash prevention, the ability has no real use. You can lunge using your weapon, and that costs no power. Although, this can be used for a fight starter as both a lunge and a taunt.
    Cooldown - 2 Seconds

    Severe Punishment – 35% Damage Buff.
    Power Effects: Gives 10% Control Resistance, and 10% health increase.
    Rage Mode – Severe Punishment activates Rage Mode, healing all damage taken for 8 seconds, after which you suffer from Rage Crash causing all damage that you healed to be instantly dealt upon you, unless mitigated or prevented.
    Uses for DPS: As a DPS, this is only good for survival. In a 1v1 situation, I could see someone using it, but for PvE content I would not recommend Severe Punishment.
    Uses for Tank: One of your Rage Mode abilities. I prefer this over Relentless Anger, but that is just my personal preference.
    Cooldown - 10 Seconds

    Remorseless Victory: 35% Damage Buff
    Power Effects: You receive healing equal to a portion of the damage dealt to enemies from your weapon attacks or Rage Combos.
    Tank Role: Reduces Rage Crash damage
    Uses for DPS: Basically, this is the more Tank Centric version of Relentless Angers buff.
    Uses for Tanks: In lower tiered content, this is great, but in T5 wear you will most likely be blocking a lot more, this ability will probably not benefit more than a quick Rage Crash reduction or clip for abilities.
    Cooldown - 12 Seconds
    (TIER 3)
    Vindictive – 7.5% Supercharge used per second
    Power Effects: Heal back all damage taken, and are immune to Rage Crash. Press Vidictive button again to toggle off.
    Uses for DPS: Great for leveling. In PvP, if you run a survival load out, this is a great addition, but you need to be careful of how you use it.
    Uses for Tanks: Useful in Lower Tiers, but unless you can pull off using your Weapon in T5, it may not be as useful.
    Cooldown - 8 Seconds

    Ire (Usable While Controlled) – 40% Damage Buff
    Power Effects: Free yourself from control effects and healing yourself instantly.
    Tank Role: Extends immunity against debuffs and control effect to 7 member members of the group.
    Uses for DPS – In PvP, this is your breakout move. Use this before your trinket, as the trinket is the last resort if you are out of power. It gives a minor heal, but in PvP it’s nothing special.
    Uses for Tanks: Your Counter Breakout move in PvE. Keep this on any loadout.
    Cooldown - 20 Seconds

    Infuriate – 35% Supercharge Cost
    Power Effects: Increase yours and up to 3 group member’s critical attack damage.
    Cooldown - 2 Seconds
    (TIER 4)
    Frenzy – 45% Damage Buff
    Power Effects: Lowers your enemies resistance to control effects. Enemies suffering from Plasma Burn take more damage
    Combo: Tap melee 5x for Frenzy Combo
    Uses for DPS: Pretty good damage, can be used for quick precision burst damage.
    Uses for Tanks: Lowers Enemies control Resistance. Other than that, not really much use for Tanking.
    Cooldown - Instant

    Dreadful Blast – 45% Damage Buff
    Power Effects: Long ranged damage attack. Rage Crash damage is ignored. Enemies affected w/ Plasma Burn take more Damage.
    Uses for DPS: Useful for Ranged DPS. Vulnerable to Interrupt
    Use of Tanks: Ignores Rage Crash. However, this is vulnerable to interrupt, and the Empowered Channeling mod will not help ignore that.
    Cooldown - 2 Seconds
    (TIER 5)
    Plasma Retch – 50% Damage Buff
    Power Effects: Causes Damage over Time, inflicts Plasma Burn, and ignores Rage Crash Damage.
    Uses for DPS: Plasma Retch can hit any enemies in a Cone Area up to the max range. In melee range, this hits in PBAoE. Basically, great damage move for any DPS load out.
    Uses for Tanks: This and Outrage are my go to Rage Crash prevention ability. I prefer Outrage due to it being Vulnerable to Interrupt.
    Cooldown - 1.5 Seconds

    Redirected Rage – 50% Damage Buff
    Power Effects: Shields you, and reflects damage back at enemies
    Uses for DPS: Nice at lower levels and for survival in PvP, but in high-end content this is not going to be as useful anymore.
    Uses for Tanks: Great Shield, can give healers room to breathe, and redirects damage. Basically, our version of Reflection.
    Cooldown - 20 Seconds

    Bloodlust – 50% Damage Buff
    Power Effects: 45% Precision Buff (PvE) or 18% Precision Buff (PvP). Buffs Critical Strike Chance for yourself and up to 3 group members.
    Tank Role: Rage Crash damage is significantly reduced.
    Uses for DPS: Amazing ability for DPS in both PvE and PvP.
    Uses for Tanks: It reduces Rage Crash Damage. Useful in PvP as group buff, in PvP, leave it for the DPS IMO.
    Cooldown - 12 Seconds
  4. TDSK Well-Known Member


    Before we begin, I would like to link some thread threads. These are from Sore, writer of the Nature Guide. (Note, these were the links Sore provided in his guide. Both of these are from him)

    (OG POST)


    DPS have 4 main stats you will want to focus on:
    MIGHT – Yellow Numbers. These come from the initial hits of powers.
    - 0.45% per point of Might at Level 30
    PRECISION – White Numbers. These come from Combos or Weapon Attacks
    - 10 Precision = +1 DPS
    CRITICAL ATTACK CHANCE – Increases the chance of your attacks critically damamging the opponent
    - Each point spent in a skill tree that offers this (Rifle, Staff, 2-Handed) boosts this stat by 1%
    CRITICAL ATTACK DAMAGE – Increases damage when critically attacking an opponent
    - Each point spent in a skill tree that offers this (Martial Arts, Dual Pistols, Brawling, Dual Wield) will increase your Critical Attack Damage by 4% per point spent.


    In Damage role, you have a main priority for Power Interactions: Plasma Burn. Plasma Burn is inflicted through:

    Galling Eruption
    Plasma Retch

    Your main abilities that will utilize this are:
    Dreadful Blast

    Eviscerating Chain

    Coming soon. I will take any advice that people can provide with their experiences, and I will make sure credit is given to those who can help, as currently I cannot speak for Might DPS with Rage.

    The main draw of rage currently. Going for precision rage is like a buffed Earth. The combos are continued version of the activated ability, but use no power.
    Keep in mind that the comboed version of powers can be clipped, which is useful with abilities like Outrage and Dreadful blast.

    [THE CLIP]
    Clipping is now a staple part of DPS powers, and in all 4 roles. However, in DPS most people use an ability called Phase Dodge. This is gained through spending skillpoints in Superspeed to gain the ability, which helps avoid damage, and also clips any ability. The major drawback to Phase Dodge is that it costs a lot of power, making it only optimal with exceptional Controllers.

    Rage DPS do not need Phase Dodge, as we already have a plethora of clipping abilities, as well as a number of fast damaging powers that negate the needs for Phase Dodge.

    - Our clips come from our Weapon Buffs, and a Jump Cancel with Plasma Retch. If you want, you can use consumables such as Karmic Hex to clip.

    Relentless Anger (Anger)
    Severe Punishment (Punishment)
    Ire (Punishment)
    Redirected Rage (Punishment)
    Bloodlust (Punishment)
    Remorseless Victory (Punishment)
    Ferocity (Anger)

    > = Next Ability in Rotation
    / = Clip

    (The Standard Damage – Ranged, by V TDSK)
    Range - Mid-Range Load Out

    LOADOUT - Eviscerating Chain - Plasma Retch - Infuriate (50% Supercharge)/Ferocity/Robot Sidekick - Bloodlust -Dreadful Blast - Relentless Anger


    Galling Eruption/Bloodlust > Plasma Retch/Jump > Weapon > Dreadful Blast (x3 combo) > Repeat Plasma Retch - Dreadful Blast.

    I use Relentless Anger as an Extra Clip if I accidentally hit Bloodlust before Galling Eruption.

    [Weapon Options (idea by JEEBIE)] You have many options while using this loadout.
    For Superfast, use Rifle or Brawling (Single Target for Brawling, just Tap Triangle).
    For a medium-speed, use Hand Blasters.

    Range - Melee to Mid-Range

    LOADOUT - Eviscerating Chain, Plasmic Retch, Dreadful Blast, Galling Eruption, Bloodlust, Outrage

    Galling Eruption/Bloodlust > Weapon/Outrage > Combo Outrage/Plasmic Retch/Jump > Weapon > Dreadful Blast > Combo/Eviscerating Chain > Combo/Outrage > Repeat Outrage - rest of rotation until Galling Eruption is ready.

    (The Frenzied Sidekick- By V TDSK)
    Range - Melee

    LOADOUT - Frenzy/Relentless Anger, Bloodlust, Eviscerating Chain, Plasma Retch, Outrage, Berzerk

    Bloodlust > Plasma Retch > Weapon Tap/Jump > Outrage (comb) > Frenzy (combo) > Plasma Retch > Weapon Tap/Jump > Outrage (x2) > Eviscerating Chain (combo) > Plasma Retch > Weapon Tap/Jump > Outrage/Bloodlust.

    If using Relentless Anger, use Eviscerating Chain both times, and clip it with Bloodlust.
    DPS PVP:

    PvP Basic Tips with Rage DPS

    1) Healers have a bonus against us, even in Damage Role. When going up against a Healer, they will have a damage bonus if they hit you with any Damaging Power, and can take away your class buff.

    2) Controllers are not your battery in PvP. In PvP, do not spam your powers, and expect to be getting a constant stream of power back.

    3) Using abilities that are vulnerable to interrupt without Empowered Channeling will probably end with you flat on your back in PvP. It is best to try and stick to melee powers.

    4) Mod your gear towards precision in PvP, even if you play Rage as a Might DPS. Going back to point #2, you will not have a steady stream of power all the time in PvP, so you need to be prepared for when you have to go weapons only.

    5) Be aware of how your powers interact with the Counter System. Knowing when to use your powers will benefit, as it lowers the chance of ending up on your back.

    DPS PvP Loadouts
    Arena Mayhem by V TDSK

    LOADOUT: Galling Eruption, Bloodlust, Outrage, Ire, Infuriate/ Word of Power / Speed Drain, Eviscerating Chain.

    Tips and Tricks:
    - Use Ire as your first counter-break out move, not your trinket. Save the trinket for when you are out of power.
    - Bloodlust buffs your group, but now acts as an 18% Precision Buff.
    - Infuriate provides some HoT for the group
    - Speed Drain and Word of Power are for group PvP mostly.
    - Outrage is Vulnerable to Block

    Raging Damage by V TDSK
    LOADOUT: Ire, Dreadful Blast, Outrage, Ferocity/Bloodlust, Severe Punishment, Vindictive

    Tips and Tricks:
    - Dreadful Blast combo is Vulnerable to Interrupt
    - Vindictive should be used as an Oh S*** Rage Crash move
    - Ferocity or Bloodlust can be used. Ferocity does provide the Control Resistance Buff, however.
    • Like x 1
  5. TDSK Well-Known Member


    I am still getting the hang of Rage Tanking, so I can get even better load outs later on. However, right now, these are the best loadouts I have played with (down in loadouts section).

    TANK PvE
    While tanking in PvE, Rage Crash is going to be your main mechanic.

    The two abilities to do so (Relentless Anger and Severe Punishment) both have 12 second cooldowns, so time your ability to prevent or reduce the damage of Rage Crash by starting the ability where 6 is on an analog clock.



    In Rage Mode, you gain 0.6 Health per point of Dominance, and then add the number again for each enemy that is in range whenever a power is used. (special thanks to Lacedog for pointing this out)

    Our buff, unlike the static buffs of Fire and Ice, increases by the amount of adds in the area, whenever you hit a power.

    As an example, currently in Tank Role, I am at 6895 Health, with 1034 Dominance (I don’t have amazing gear, ok)

    BEFORE RAGE MODE: I sit at 6895 Health.
    Rage Mode, but no enemies: My health will stay at 6895 Health.

    Rage Mode, but add an enemy: Now that we added in an enemy, my health will jump to 7584.

    There is a drawback to this health bonus. The health amount added is dependent on the amount of enemies when you activate Rage Mode.
    That means that if an add gets in rang after activating Rage Mode, your health will still react as if there is still the same amount of adds.

    Much like Fire, if you activate Rage Mode at a time where your initial health is lower then your base health cap (lets say 50% health from the base Cap), when you activate Rage Mode, while your Max Health will increase, your current health will only increase a small margin.

    Therefore, activating Rage Mode when you are close to death could result in actual death.
    However, popping it when you have near full health is useless. Why would you activate Rage Made when it isn’t needed?

    Therefore, try to pop it when you need it, but not to late. Around 65% health would be where I always pop it.

    DO NOT POP RAGE MODE RIGHT OFF OF COOLDOWN. You only waste power doing so, and in the end, you could have an unexpected spike of damage and a counter, and then you’re dead. Use Rage Crash tactically, and do the same with your negation moves.

    Galling Eruption (Anger)
    Lacerate (Anger)
    Violence (Anger)
    Bloodlust (Punishment)
    Remorseless Victory (Punishment)

    Dreadful Blast (Punishment)
    Plasma Retch (Punishment)
    Outrage (Anger)
    Revenge (Punishment)
    Vindictive (Punishment)
    Eviscerating Chain (Anger)


    Rage Tanks have 3 pulls
    PBAoE: Without Mercy (Anger) (Backdraft from Fire)
    Ranged Cone: Ragebringer (Punishment) (Inescapable Storm from Ice)
    Single Target: Eviscerating Chain (Anger) (Earthern Grip from Earth)
    Rage Blast (Anger) (Single Target Taunt)

    Rage Blast will only Taunt a single enemy, compared to every other power in your loadout that taunts EVERY enemy.

    (TANK PvE Loadouts)

    The Raging Retch
    LOADOUT: Severe Punishment, Plasma Retch, Redirected Rage, Without Mercy, Ragebringer, Ire.

    Tips and Tricks:
    - Severe Punishment is your Rage Mode activator
    - Plasma Retch is Vulnerable to Interrupt, and is your Rage Crash Negator
    - Ire should only be used when absolutely necessary
    - Without Mercy is close ranged, 360 pull
    - Ragebringer is long ranged, 4-man pull

    The Wrecking Ball God
    LOADOUT: Outrage, Severe Punishment, Ire, Redirected Rage, Ragebringer/Without Mercy, Vindictive

    Tips and Tricks:
    - Outrage is Vulnerable to Interrupt
    - Vindictive is your OH S*** moment, when Ire is on cool down and you are right about to crash. Pop it off as soon as you are in the clear, as in T5 content you won’t be using your weapon as much.

    • Like x 1
  6. TDSK Well-Known Member



    DPS –
    For DPS with Synthetics:
    Precision x3 and Might x3 in Red Sockets
    Health in Blue Sockets
    Power in Yellow Sockets

    For those running in T5 mods, mod using:
    Prec/Might in Reds (Hands, Waist, Feet, Back, Rings for DPS)
    Prec/Health in Blues (Chest and Legs for DPS)
    Prec/Power in Yellows (Head and Shouders for DPS)

    Synthetic Users:
    Dom x3 and Health x 3 in Blues
    Restoration in Yellows (mainly for Redirected Rage)
    Precision in Reds

    For those running Mixed Mods, go:

    Dom/Health in Blue (Hands, Waist, Feet, Back, and Rings for Tanks)
    Dom/Power in Yellows (Chest and Legs for Tanks)
    Dom/Prec or Dom/Might based on Preference for Reds (Head and Shoulders for Tanks)

    Home Turf Modding:

    DPS PvE:
    Weapon: Blast Adapter
    Neck: Escalating Might
    Back: Berzerker
    Feet: Your Choice. In PvE, I go for Deadly Block.
    Chest: Penetrating Strikes
    Hands: Your choice. I go for Empowered Channeling, just in case something ever gets changed.

    DPS PvP:
    Weapon: Blast Adapter or Absorbtion Adapter
    Neck: Escalating Might
    Back: Berzerker
    Feet: Explosive Block (I know, people hate bouncy block)
    Chest: Penetrating Strikes
    Hands: Your Choice

    Tank PvE:
    Weapon: Absorbtion Adapter
    Neck: Fortified Blocking
    Back: Breakout Regeneration
    Feet: Deadly Block (Don’t Bounce them away)
    Chest: Quick Healing
    Hands: Regenerative Shielding

    Tank PvP:
    Weapon: Blast Adapter or Absorbtion Adapter
    Neck: Fortified blocking
    Back: Berzerker
    Feet: Explosive Block or Deadly Block
    Chest: Core Strength (removes Tank Role Damage Reduction)
    Hands: Regenerative Shielding


    Might, Precision, Critical Attack Chance, and Critical Attack Damage in PvE.

    In PvP, drop the Critical Skillpoints. Except for Duels and Open-World PvP, there is a Crit-Cap on damage, so speccing into these will not be as useful as going down and grabbing more Might and Precision, or grabbing health to increase survivability.

    For the secondary Skillpoints, focus on Precision first, then focus on Might.

    Focus on Health and Dom first.

    After that, go down into the second stats and focus on those, and also focus on Restoration for your shields. Every little bit will help.
    Now some people might be asking: “Why did you not go into defense?”

    Simple: I did not feel it was necessary, and the higher your gear gets, the less that defense is going to matter. Dominance and Health will help more than Defense will at T5.

    Tier 1: Might, Defense, Cunning, and Crit. Healing Magnitude
    Tier 2: Health, Restoration, Precision, Power

    Tier 1: Crit. Attack Damage, Dominance, Health, Crit. Healing Chance
    Tier 2: Restoration, Power, Vitalization, Might

    Tier 1: Critical Attack Damage, Restoration, Defense, Vitalization
    Tier 2: Dominance, Health, Power, Precision

    Tier 1: Defense, Dominance, Critical Attack Chance, Restoration
    Tier 2: Might, Vitalization, Power, Health

    Tier 1: Might, Critical Healing Chance, Health, Dominance
    Tier 2: Vitalization, Power, Restoration, Precision

    Tier 1: Defense, Critical Attack Damage, Restoration, Cunning

    Tier 1: Might, Health, Critical Healing Magnitude, Vitalization
    Tier 2: Dominance, Restoration, Power, Precision

    Tier 1: Critical Attack Chance, Health, Critical Healing Chance, Vitalization
    Tier 2: Dominance, Restoration, Power, Precision

    Tier 1: Cunning, Health, Precision, Restoration
    Tier 2: Dominance, Power, Might, Vitalization

    Tier 1: Critical Healing Magnitude, Defense, Dominance, Critical Attack Chance
    Tier 2: Restoration, Health, Power, Precision

    Tier 1: Critical Attack Chance, Health, Vitalization, Critical Healing Chance
    Tier 2: Might, Power, Dominance, Restoration
  7. TDSK Well-Known Member

    [FAQ]: I will not open these up yet, as I want to answer real questions asked by people on the boards.
  8. TDSK Well-Known Member


    1/29/14 - FIXED
    Currently, Hate (or Agro) Tables are messed up, causing Ragebringer and other abilities to not draw as much hate as they normally should. This is affecting all Tank powers.

    Ways Around: Hit an enemy with first, then use a power. This should fix the problem. (Thanks to CntBeSrs)
  9. TDSK Well-Known Member

  10. TDSK Well-Known Member

  11. TDSK Well-Known Member


    Two More, just in case I have overflow in anything (most likely wont)
  12. TDSK Well-Known Member

  13. TDSK Well-Known Member

    Reserved. All right, inserting text now, feel free to post.
  14. 13igtyme Well-Known Member

    V you should ask to get those two post from that other guy removed.
    • Like x 5
  15. Ice Lantern Well-Known Member

    I appreciate the effort but it's a little hard to read at the moment.
  16. Lacedog Well-Known Member

    i appreciate the effort, but a couple things, other than the typo. its plasma retch, not plasmic, and severe punishment gives you a 10% increase to your health. any other power, including severe punishment, will activate the tank buff of 0.6 health per point of dominance, per enemy. just a couple details that made me stop reading the guide almost immediately. im not to familiar with the dps side, but i know from the developer discussion thread, other powers also use the plasma burn pi as well.
  17. TDSK Well-Known Member

    I added Lacedog's comments (helpful w/ the dom thing btw, thank you). I can update the power interactions more tomorrow, and will work on Color coding it and adjusting certain text sizes so that it will be easier to read.

    If there are any more suggestions regarding reading the guide itself, just send me a PM through this account so I can edit it tomorrow night.

    Also, regarding Tank buff, I tested it out. Only Severe Punishment and Relentless Anger were giving me my Health Buff, even when in range of enemies.
  18. Blight Well-Known Member

    Some interesting loadouts, I'm going to have to try some of them. I'm still trying to find a good DPS long range combo for dealing damage to raid bosses at a distance.
  19. 478874 Well-Known Member

    tons of content, thanks for post, but it would read better if your powers and their descriptions and uses were not double spaced from each other. See Nova's Sorcery guide for formatting, it's among the best on here.
  20. TDSK Well-Known Member

    Hmm... Ok, I'll work on that along with the color for titles tonight.

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