View Full Version : Armor Class Divine Tanking
Habreno
09-09-2011, 10:46 PM
Note: No splashes like Clonks for WIS bonuses, etc, just straight-up 20 Cleric or 20 Favored Soul. Race is up to your choice.
Given all the gear you could want or slot, sustain a 600+ HP and 80+ AC without short-term (<1 minute) buffs. Even more ideally, do it without Combat Expertise.
Second question: If you could do it, would you be able to do Spell DPS or minor melee DPS or what?
Challenge to you builders out there.
EpiKagEMO
09-25-2011, 03:50 PM
I got one for DR not AC. :P
my choices:
tower shield cleric, mass regeneration. 0-10DMG+20hp per sec.
Tower shield FVS, Nice small wall for the shoulder cannon to shoot. 0-10 DMG+FvS cannon
maybe a couple of guards, sonic, fire, lightning, GS, torc, etc.
IMO, theres really no point of AC if you have DR, and even better, Guards.
*shrugs* i would go full DR.
Habreno
09-27-2011, 07:55 PM
DR is a nice concept, but means little when the mob hits for 100+ (which the new U11 bosses do)- while on the other hand, AC is much more useful if you can get it to work. That is why I posed the question about a pure divine being able to get a meaningful AC for the majority of content. Judging from the forums, this leads to the 80 number I had posted above.
MyHumps
09-27-2011, 07:59 PM
DR is a nice concept, but means little when the mob hits for 100+ (which the new U11 bosses do)- while on the other hand, AC is much more useful.
I can get my warforged favored soul up to 30 DR. Add improved shield mastery for -20% incoming damage and that's significant. I don't see how you're going the AC to tank normal LOB without splashing monk, sorry.
sirgog
09-27-2011, 08:04 PM
Really doubt it can be done pure.
Someone did build a divine that could AC tank Suulomades on Hard a while back - the 'Valiance' build - Clr17/Mnk2/Rog1 - but AFAIK they've TRed away from it now. They did achieve some pretty impressive soloing achievements with it, including the first-ever 0 mana potion VOD solo - a feat many have replicated since, but that was widely believed impossible at the time.
Roguewiz
09-28-2011, 11:01 AM
A rough estimate, a level 20 dwarf cleric with Dodge, Combat Expertise, toughness x2, and the armor/toughness enhancements, and NON-Raid gear (IE, only using stuff you can pick up in chests or make), would be running around with around 450 HP, and about 35-40ac (I did a quick throw together, but forgot to save it)
Without monk Wisdom Bonus and Paladin Auras, reaching 80 AC would be near impossible.
Habreno
10-02-2011, 11:03 PM
Here's what I can think of:
Let's go with Dwarf, for armor enhancements:
10 Base Armor
9 Shield Bonus: Epic Swashbuckler slotted +7
17 Armor Bonus: Epic Cavalry Plate slotted +7
6 Dexterity (MDB 3 from Plate, 3 further from enhancements)
5 Natural Armor
5 Protection
4 Insight
This totals 56 from gearing alone, and no special bonuses.
Now add in Dodge +3 (Chattering), Dodge +2 (Cannith Crafting), Dodge +1 (Alchemical on Armor)
62 AC
Combat Expertise-67
Dodge Feat gives 68
Now we can add in buffs.
4 Dodge from Bard Song gives 72
3 total from Guild Ship bonuses = 75
2 Recitation gives 77
Haste makes 78
Not sure if I can think of anything else. Still a 78 is not bad. Yes, a Paladin aura will boost you over 80, but not something I think should be included.
Grenada
10-02-2011, 11:08 PM
Here's what I can think of:
Let's go with Dwarf, for armor enhancements:
10 Base Armor
9 Shield Bonus: Epic Swashbuckler slotted +7
17 Armor Bonus: Epic Cavalry Plate slotted +7
6 Dexterity (MDB 3 from Plate, 3 further from enhancements)
5 Natural Armor
5 Protection
4 Insight
This totals 56 from gearing alone, and no special bonuses.
Now add in Dodge +3 (Chattering), Dodge +2 (Cannith Crafting), Dodge +1 (Alchemical on Armor)
62 AC
Combat Expertise-67
Dodge Feat gives 68
Now we can add in buffs.
4 Dodge from Bard Song gives 72
3 total from Guild Ship bonuses = 75
2 Recitation gives 77
Haste makes 78
Not sure if I can think of anything else. Still a 78 is not bad. Yes, a Paladin aura will boost you over 80, but not something I think should be included.
armor and shield SoC rituals for +2 more = 80
weewoo0
10-03-2011, 01:26 AM
Here's what I can think of:
Let's go with Dwarf, for armor enhancements:
10 Base Armor
9 Shield Bonus: Epic Swashbuckler slotted +7
17 Armor Bonus: Epic Cavalry Plate slotted +7 wouldn't nimbleness be 1 more ac. making this 16
6 Dexterity (MDB 3 from Plate, 3 further from enhancements) making this 8
5 Natural Armor
5 Protection
4 Insight
+2 alchemical bonuses
+3 abishai
This totals 62 from gearing alone, and no special bonuses.
Now add in Dodge +3 (Chattering), Dodge +2 (Cannith Crafting), Dodge +1 (Alchemical on Armor)
68 AC
Combat Expertise-73
Dodge Feat gives 74
Now we can add in buffs.
4 Dodge from Bard Song gives 79
3 total from Guild Ship bonuses = 82
2 Recitation gives 84
Haste makes 85
artificer buff +1
for a grand total of 86 ac
comments in yellow/red
you could also use the daggertooth's belt effect but tbh i think anything higher than a 20 dex is unlikely. but it could happen. daggertooth's would make the max dex bonus a 7 so you could have a 24 dex and a 88 ac.
CaptGrim
10-03-2011, 09:23 AM
DR is a nice concept, but means little when the mob hits for 100+ (which the new U11 bosses do)- while on the other hand, AC is much more useful if you can get it to work. That is why I posed the question about a pure divine being able to get a meaningful AC for the majority of content. Judging from the forums, this leads to the 80 number I had posted above.
If you have thoughts about tanking the U11 with 80 AC it is just plain not enough. I tanked LoB normal last night and with 86-90 ac, I was getting hit I would guess 70-80% of the time.
Imo if you want to be a tank for raid bosses AND use AC you need to 90+ standing. For a pure heal tank a WF FvS specced for DR and HP would be the best thing for this purpose imo.
PestWulf
10-03-2011, 10:57 AM
Here's what I can think of:
Let's go with Dwarf, for armor enhancements:
10 Base Armor
9 Shield Bonus: Epic Swashbuckler slotted +7
17 Armor Bonus: Epic Cavalry Plate slotted +7
6 Dexterity (MDB 3 from Plate, 3 further from enhancements)
5 Natural Armor
5 Protection
4 Insight
This totals 56 from gearing alone, and no special bonuses.
Now add in Dodge +3 (Chattering), Dodge +2 (Cannith Crafting), Dodge +1 (Alchemical on Armor)
62 AC
Combat Expertise-67
Dodge Feat gives 68
Now we can add in buffs.
4 Dodge from Bard Song gives 72
3 total from Guild Ship bonuses = 75
2 Recitation gives 77
Haste makes 78
Not sure if I can think of anything else. Still a 78 is not bad. Yes, a Paladin aura will boost you over 80, but not something I think should be included.
The alchemy enchants on shield and armor will stack with a +1 dodge item. I recently asked a lot of questions about this when building my dwarf defender :)
Here's my stab at it:
Half-Elf (Fighter) 20 F.Soul(sovereign Host)
-Half-Elf Fighter provides 2 Dex improvements on Armor (not as great as dwarf, easier on enhancements)
-Sovering Host Longsword will provide +1hit, +2dam for free and an additional +2dam for 3AP. Grants full heal on a 10min timer and Healing Word at capstone
-Half-elf still provides 3 racial toughnesses
-Half-elf provides Human Versatility
-Helf-elf allows 20% healing amp.
Feats:
1. Toughness
3. Shield Mastery
6. Maximize
9. Quicken Spell
12. Empower
15. Combat Expertise
18. Dodge
SATS
16 STR
15 DEX (+7 Buccaneer ring, +2 Tome allows 7 AC from dex)
16 CON
08 INT (+2 Tome, allows balance and Intimidate)
08 WIS
12 CHA (+6 Item, +2 Tome allows lvl 9 spells)
AC breakdown
10 Base
16 Cavalry Plate (with Greater Nimbleness socketed)
7 Dex (3 base mithral plate, 2 Greater Nimbleness, 2 Helf Armor Mastery)
8 Epic Swashbuckler Shield
5 Deflection
5 Natural Armor (Crafted Pirate Hat)
1 +1 Dodge item (Greater Nimble Trinket +1hit, +1 dodge, +20% blurry)
2 +2 Dodge item (Tharaak Bracelet)
3 +3 Dodge Item (chattering ring)
4 Insight bonus (crafted on weapon or Epic. Siren Set)
2 Alchemical bonus on Shield and Armor
1 Dodge Feat
---
64 Standing AC
5 Combat Expertise
===
69 AC (an uncounted modifier to apply is the -2 hit mobs receive when in the aura of menace)
No buffs involved at this point, so you can bump it another 10 AC if you use the buffs you mentioned (Bard, Recitation, Ship buffs, haste)
You also still have DR of 10/CIron or Silver with 10% physical Absorption, Maximized/Empowered capstone Healing Word SLA.
For Hitpoints, I can come up with:
160 F.Soul 20
20 Heroic Bonus
10 Draconic Vitality
60 CON stat base 16
22 Toughness Feat
40 F.Soul Toughness Enhancements
30 H-Elf Racial Toughness Enhancements
40 Sup. False life (epic cavalry plate)
20 (+2 CON Tome)
22 (Toughness item, Thaarak Bracelet)
60 CON Item +6
45 Greensteel
-----
525 hp
For more usefulness, I'd think dropping Dodge/CE for PA/Improved Sunder or Cleave would be good. But for better AC need to go with those.
There is other raid gear out there i'm sure that will boost this higher, but this is all I have familiarity with and the best I could come up with :)
Habreno
10-03-2011, 10:42 PM
For some of the boosts I have all the time, the ESwashbuckler does include Exceptional Dex +2 (why is beyond me) at T3, which you need for the slot to add +7; the ERoB has DEX +7 and Protect +5 which are both nice; you can craft a pirate hat with Natural +5 if you really want-which can also then take +15 to most skills, Concentration probably a good one, Balance also nice.
7 item + 2 exceptional is 9. 2 Guild Ship is 11. To get to an MDB of 8, you need a 26 modifier. 15 after tomes, so 12 starting DEX (+3 tome, +2 exceptional, +7 item gives 24. 2 guild ship gives 26, though you can start with 14 and pick up the TWF line with a +3 tome.)
Dex is doable. Wis can be either dumped for a STR tank build or maxed for a casting tank build. Let's assume a STR tank, simply because it allows SP for healing purposes.
This gives us, on a Dwarf, the following:
18 STR + levelups (16 points)
14 DEX (6 points)
18 CON (10 points)
10 INT (2 points)
10 WIS (2 points)
6 CHA (0 points)
36 point build. 34, Drop CON 1 point. 32, Drop CON 2 points.
This gives us decent melee capabilities, and enough WIS for spells. 14 DEX allows us to go TWF if need be when not tanking without nasty penalties.
WIS: 10 base + 3 tome + 6 item gives 19. Easy. Level 9 spells.
CON: 18 + 2 enhancement + 3 tome + 6 item + 3 exceptional=32. This gives 220 HP from CON.
HP:
160 D8 hit die
220 CON
20 Heroic Durability
10 Argo favor
22 Toughness feat
40 Racial Toughness Enhancement
20 Toughness slotted
40 SFL
45 GS HP item
577 HP standing.
20 LGAS
10 Stalwart Trinket
607 HP capable.
Buffs:
20 Guild Ship
Not including Rage (AC penalty) or Yugo CON pot (swing speed debuff)
627 HP buffable.
+10% Artificer Buff
690 HP.
And if we are going DPS mode, we can get 627+20 Rage for 647 HP. When healing in raids, you should be able to sit at 687 HP. Artificer buffed, these give you 712 HP melee and 756 healing.
Add to this self-healing like it's nobody's business, and a 70's-80's AC, you should be capable at tanking for some-most of end game. And when you are not tanking, thanks to TWF feats you should be quite able to do melee DPS. SP will be low, but still usable. 1521 with merely an archmagi item. Add 150 if you have a SP GS item for 1671. Not that bad, when you couple in a Torq and/or a Conc-Op item for meleeing and healing.
If you could do anything different about making an AC pure Divine tank, what would you do? I'd imagine Cleric would be more beneficial since there's no CHA penalty, plus the RS aura would provide self-healing. However, the debuff on the Favored Soul would provide a nice DPS boost, though one would imagine barely enough CHA for L6 Spells, and probably few L9's. Going FvS, CHA gets boosted to 8 instead of WIS to 10. Need a guild ship buff to get to 19 CHA for L9 spells. Plus, Favored Soul would get more SP.
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