Rift Rogue DPS Build – Boom Boom Pow! (1.2)

Rift Rogue DPS Build – Boom Boom Pow! (1.2)

One of the most soloable souls, if done right, is that of the Saboteur.  Mix a saboteur, with a way to get combo points and dish damage at range from marksman, and healing from riftstalker, and you have a build that soloes incredibly well.  Unfortunately, many groups are not designed to take full advantage of a saboteur, so some of their abilities are wasted in this setting.

Primary Soul – Saboteur – 44 Points

Secondary Soul – Riftstalker – 13 Points

Tertiary Soul – Marksman – 9 Points

Saboteur – 44 Points

Tier One

Nimble Fingers – 5 – Increased Dexterity

Long Range Bombing – 5 – Increases range and decreases cooldown of all bombs

Tier Two

Remote Clipping – 5 – Increases range of charges and Detonate

Tier Three

Increased Explosive Powder – 5 – Increased damage on all charges

Silent Setup – 3 – Adding charges does not generate hate

Tier Four

Improved Detonate – 5 – Increase damage of Detonate

Time Bomb – 1 – Bomb that explodes after 8 seconds

Improved Spike Charge – 2 – Increased duration on Spike Charges *

Tier Five

Bomb Specialist – 5 – Increase damage from bombs

Annihilation Bomb – 1 – High Damage, AOE bomb, that cannot be blocked, parried, or dodged

Charge Booster – 1 – Additional damage when firing a 5 point combo Detonate

Tier Six

The Trapper – 1 – Traps have zero cooldown

Carpet Bombing – 1 – Resets all bomb cooldown, and next 3 bombs have zero cooldown

Demolition Specialist – 2 – Annihilation Bomb detonates all Blast Charges or Spike Charges, and they affect 2 additional enemies

Residual Shrapnel – 1 – Sharpnel Charge deals more damage over time

Tier Seven

Land Mines – 1 – Places 4 mines at the rogues location that cause damage and knockback

* May substitute the Tier 2 Improved Blast Charge, depending if you prefer more initial hit instead of more DPS.

Riftstalker – 13 Points

Tier One

Unseen Fury – 5 – Increased Attack Power

Tier Two

Great Fortitude – 5 – Increased Endurance

Tier Three

Rift Scavenger – 3 – Heals when unused combo points when current combo point target is killed

 

Marksman – 9 Points

Tier One

Singled Minded Focus – 5 – Increased damage from certain attacks

Tier Two

Increased Fire Power – 4 – Increased Attack Power after ranged critical hits

 

Summary

As stated, this build is designed for soloing.  That said, it will also work very well in groups and dungeons, but it does lack the use of Land Mines, which is a powerful tool when soloing.  Feel free to use Incriminate to push agro to the group Tank, and have fun!  I have used the Boom Boom Pow! (1.2) in both situations as a Rogue DPS Build in Rift, and it works well, but must be worked correctly.

 

 

Rift Rogue DPS – Knife in the Back 1.2

Rift Rogue DPS – Knife in the Back 1.2

Many rogues like to get up in melee combat against their enemies.  For that purpose, the Knife in the Back was created as one of our first rogue builds.  I have personally been using this build since pre-launch, and it remains one of my favorites.  With the changes in patch 1.2, Assassins received a substantial damage upgrade, so this build was reworked.

Main Soul – Assassin – 25 Points

Secondary Soul – Blade Dancer – 18 Points

Tertiary Soul – Rift Stalker – 13 Points

 

Assassin – 35 Points

Tier One

Ruthlessness – 5 – Increase Critical Hit chance

Improved Final Blow – 3 – Increased Damage from Final Blow

Tier Two

Serrated Blades – 3 – Bleed damage on crits

Murderous Intent – 2 – Increases Physical Damage

Cloak and Dagger – 3 – Improved damage after Assassinate, Paralyzing Strike, or Jagged Strike

Tier Three

Silent Footsteps – 2 – Increases stealth ability and speed

Cruel Vengeance – 5 – Critical Hits increase damage

Tier Four

Magnify Pain – 2 – Increases Critical Hit damage

Double Cross – 3 – Increased damage from behind

Backstab – 1 – High damage attack from behind

Tier Five

Subterfuge – 2 – Increased damage on Assassinate, Paralyzing Strike, and Jagged Strike.

Improved Stealth – 1 – Stealth lasts until canceled

Tier Six

Advanced Flanking – 2 – Increased critical hit chance on Backstab, Assassinate, Jagged Strike, and Paralyzing Strike.

Tier Seven

Slip Away – 1 – Immediate, in combat, stealth.  Also grants immune to all damage for 3 seconds, breaks snares and roots.

 

Bladedancer – 18 Points

Tier One

Quick Reflexes – 5 – Increases Dodge chance

Tier Two

Strike Back – 2 – Does damage back when successfully dodge

Blade and Fury – 2 – Increased damage on Keen Strike

Combat Expertise – 1 – Increases Hit Chance

Tier Three

Ambidextrous – 5 – Increased Dexterity

Sprint – 1 – Increased movement speed for 15 seconds

Tier Four

Turn the Blade – 2 – Increased damage after parry or dodge

 

Riftstalker – 13 points

Tier One

Unseen Fury – 5 – Increased Attack Power

Tier Two

Great Fortitude – 5 – Increased Endurance

Tier Three

Rift Scavenger – 3 – Heals the rogue per combo point on the target when it dies

 

Summary

This is a traditional, rogue in the back, type of build.  With the riftstalker abilities, it can heal.  With the bladedancer abilities, it has a nice blend of single and multiple target attacks.  Additionally, it has incapacitate, making it very useful in a dungeon.  With the changes, Knife in the Back (1.2) is a nasty melee DPS Rogue build for Rift.

 

Rift Mage DPS Build – Turn and Burn

Rift Mage DPS Build – Turn and Burn

Many of the mage souls work well together, or synergize.  One of these combinations resulted in nerfs to pyromancers and dominators in Update 1.2.  However, they still make a nasty combination as this build demonstrates.  The Turn and Burn works on the principle of denying the enemy a chance to inflict damage upon you (from Dominator) while maximizing damage done to him (from Pyromancer).  Warlock works well as a third soul, allowing a decent chance to make the heavy hitting Pyromancer nukes instantly castable, and providing some healing should an enemy get close enough to hurt.

Main Soul – Pyromancer – 39 points

Secondary Soul – Dominator – 17 points

Tertiary Soul – Warlock – 10 points

Pyromancer – 39 points – From 1st Level

Tier One

Improved Fireball – 3 – Increases Critical Hit of Fireball

Ignition – 5 – Decreases casting time of Fire Spells

Tier Two

Combust – 3 – Chance for Fireball to cause Damage over Time (DoT)

Improved Grounding – 3 – Improved Mana Regen while in a grounding effect

Tier Three

Improved Smoldering Powder – 5 – Decreases mana cost of spells, when active

Tier Four

Fire Storm – 1 – AOE Fire attack

Burning Bright – 3 – Increased Damage at cost of max health

Improved Flame Bolt – 3 – Increases Fire Damage for 10 seconds

Tier Five

Pyromancer’s Armor – 1 – Chance to make Cinderburst instant cast and instant recharge

Wildfire – 2 – Chance, when casting Fireball, to make Flamebolts instant cast.

Tier Six

Backdraft – 1 – AOE damage and stun

Improved Ground of Power – 5 – Increases damage dealt, and decreases damage taken when in Ground of Power

Fire Shield – 3 – Chance to cast absorption on self when hit

Tier Seven

Heat Wave – 1 – Resets cooldowns, reduces casting time, and improves global cooldown

 

Dominator – 17 Points

Tier One

Clinging Form – 3 – Increases duration and reduces cooldown of Transmogrify

Quick Thinking – 2 – Reduces casting time of next spell, after a control spell

Tier Two

Acumen – 5 – Increased Intelligence

Tier Three

Controlled Opportunity – 5 – Next damaging spell does 50% more damage

Improved Mana Wrench – 1 – Improves Mana Wrench for better mana drain

Tier Four

Quicken Form – 1 – Reduces casting time of Transmogrify to instant

 

Warlock – 10 points

Tier One

Magical Affinity – 5 – Increases charge generation

Tier Two

Opportunity – 5 – Chance to make next spell instacast

 

Summary

This particular build takes some practice.  It is very effective against a single target, but quickly collapses when multiple mobs get close if they are soloing.  In a group, with a decent tank and healer, they can really shine in both single target or aoe damage.  Either way, the Turn and Burn is a specialized Mage DPS Build for Rift.

Rift Rogue Ranged DPS Build – Boom Boom Pow!

Rift Rogue Ranged DPS Build – Boom Boom Pow!

There are few things as satisfying in the life of a Rogue as killing, but not getting hit at all in a fight.  By utilizing dangerous explosives, including charge packs and mines, the Boom Boom Pow! build can be used very well in combating the forces of the Dragon Cults.  Additionally, you can heal up to 30% of

Primary: Saboteur 38

Secondary: Marksman 15

Tertiary: Riftstalker 13

Saboteur – 38 Points

Tier One

Nimble Fingers – 5 (improves Dexterity)

Tier Two

Remote Clipping – 5 (improves range of charges and detonate)

Tier Three

Silent Setup – 3 (Charges create 0 hate, until detonated)

Increased Explosive Powder – 5 (Increases damage of charges)

Tier Four

Improved Detonate – 5 (Increases damage of detonate)

Improved Spike Charge – 2 (Increases duration of Spike Charge dot)

Tier Five

Bomb Specialist – 5 (Increases the damage of all bombs)

Annihilation Bomb – 1 (Big AOE bomb)

Charge Booster – 1 (Increased detonate damage, with 5 charges)

Tier Six

Demolition Specialist – 2 (Annihilation bomb detonates charges at target)

Carpet Bombing – 1 (Resets all bomb cooldown to zero, for 3 bombs)

The Trapper – 1 (Traps no longer have cooldown)

Residual Shrapnel – 1 (Increased damage from Shrapnel Charge)

Tier Seven

Land Mines – 1 (Explosives that do considerable damage, and knockback)

 

Marksman – 15 Points

Tier One

Single Minded Focus – 5 (Increased damage for several shots)

Tier Two

Increased Fire Power – 5 (Critical Hits with ranged weapons increases attack power)

Repelling Shot – 1 (Knocks back the enemy 15m)

Tier Three

Penetrating Shots – 4 (Ranged Physical Attacks ignore some armor)

 

Riftstalker – 13

Tier One

Unseen Fury – 5 (Increases Attack Power)

Tier Two

Boosted Recovery – 3 (All Healing Effects improved)

Great Fortitude – 2 (Increased Endurance)

Tier Three

Rift Scavenger – 3 (Heals based on combo points when mob dies)

 

Summary

This build requires a lot of preparation before a fight, but is one that packs a LOT of punch.  By setting land mines and a trap just outside agro range of an enemy, then using all 5 charges (spike charges work well), followed by Annihilation Bomb then Detonate. normal mobs will be significantly below half.  Then as you back up, through the mines, the mobs are quickly destroyed.  With the marksman’s ranged combat abilities, you can build additional combo points as you back up, pulling the mob into the mines.  And Riftstalker rewards health based on the number of combo points on a mob when it dies.

Multiple mobs work fairly well also, as Annihilation Bomb and Demolition Specialist improve the number of targets hit.  However, the mines do not affect multiple targets, so there may be mobs that need to be finished via bow.

For a Ranged DPS Rogue Build, Boom Boom Pow! is very enjoyable and makes the combat more unique in Rift.

 

Rift Mage Healer Build – Green Mage

Rift Mage Healer Build – Green Mage

Mages are often called upon to serve in many capacities. One of which is DPS, and there are several mage builds that serve that purpose well. Other times, it is more utility, including crowd control or buffs. The Hierophant build serves this purpose well. Finally, there are times when a mage is called upon to be a healer, either as a primary healer or a secondary healer. In these times, the Green Mage works very well.

 

Primary Soul – Chloromancer 44

Secondary Soul – Archon 12

Tertiary Soul – Dominator 10

 

Chloromancer – 44 points

Tier One

Natural Awareness – 5 – Intelligence Increase

Accelerate Growth – 5 – Increased Damage

Tier Two

Bloom – 1 – Single Target Healing

Healing Slipstream – 2 – Improved Casting Time for Bloom and Flourish (instant)

Empowered Veil – 3 – Improved Entropic Veil and Lifegiving Veil

Tier Three

Synthesis – 1 – Improved Healing On One Ally

Phytogenesis – 3 – Improved chance to activate Radiant Spores and affects multiple targets

Circle of Life – 5 – Improved critical chance for Flourish and Bloom

Tier Four

Nature’s Touch – 1 – Nuke which heals Synthesis target

Call of Spring – 5 – Improved Healing

Raised in Nature – 3 – Improved Endurance

Tier Five

Natural Fusion – 3 – Improved Healing on Synthesis target

Living Shell – 1 – Mana Regen and Damage Absorption

Unleashed Abandon – 1 – Increased Duration of Wild Abandon

Tier Six

Wild Growth – 1 – AOE Heal and mob snare

Destructive Growth – 2 – Damage increase in Wild Growth

Empathic Bond – 1 – Mana Return from Synthesis Ally

Tier Seven

Essence Surge – 1 – Massive Heal

 

Archon – 12 Points

Tier One

Favored Ally – 3 – Larger Range on Aura’s and instant cast

Blood Pact – 2 – Improved Endurance from

Tier Two

Strength of Stone – 3 – Improved stats from Pillaging Stone

Exhiliration – 4 – 2% Mana returned on crits

 

Dominator – 10 Points

Tier One

Efficient Control – 5 – Reduced enemy resistance to Transmogrify

Tier Two

Acumen – 5 – Improved Intelligence

 

Summary

 

This build fills a healing role within a group very well, and yet leaves some crowd control and buffage to help out the rest of the raid or party. With the Green Mage build, a mage can now be a contributing healer in Rift, either in a dungeon or just a group.

Rift Warrior Tank Build – Witch Hunter

Rift Warrior Tank Build – Witch Hunter

All of our other tank builds have focused heavily on melee combat, either swarms of enemies or a few elites.  This build changes from fighting melee combatants to focusing on casters.  With better resistance to non-physical damage, it serves its purpose well.

The Witch Hunter (Warrior Build)

Paladin 36 points

Void Knight 30 Points

Champion 0 points (this last soul is up to you)

 

Paladin: 36 Points

Defender 5 (10% Armor Improvement)

Stalwart Shield 5 (10% more Block)

Aggressive Guardian 2 (20% more Threat)

Graceful under Pressure 3 (9% improved chance to hit while using a shield)

Hardened Will 3 (9% less damage from spells)

Martial Shield 1 (25% chance per block to gain an attack point)

Vengeful Wrath 3 (increases the damage of Retaliation, Disarming Counterblow and Paladin’s Reprisal
by 30%)

Unyielding Defense 5 (improves the damage reduction of a successful block by 20%)

Balance of Power 3 (Blocked attacks deal 75% of weapon damage back to the attacker)

Karmic Resolution 2 (Retaliation and Disarming Counterblow heal you for 30% of damage done)

Tip the Balance 2 (heal for 100% of the damage dealt by Balance of Power)

Shield of the Chosen 1 (improve Block by 5% and improve armor)

Paladin’s Reprisal 1 (AoE Reaction attack)

 

Void Knight – 30 point

 

Insatiable Hunger 5 (25% chance to gain a pact from a melee attack if the target has mana)

Energy Retention 5 (Pact duration increased by 15 seconds)

Ravenous Strength 3 (improves Strength by 5% per application with a max of 10 applications for 6
seconds when you gain a pact)

Blood From a Stone 5 (25% chance of gaining a pact from a melee attack)

Ravenous Defense 3 (Improves Armor by 5% per application with a maximum of 10 applications for 6
seconds when you gain a pact)

Devourer 5 (improves the damage reduction of Void by 15%)

Rift Summon 1 (pulls a target to you)

Replenish 3 (Heal 6% of your Endurance when you gain a pact)

 

Summary

This Build may be the toughest one yet. You will end up with a 29% reduction to spell damage (20%
reduction to all non-physical damage). If you can keep your Ravenous Defense and Ravenous Strength
your armor will be over 10k and your block will be in the 600 to 700 range. You heal when you Block,
hit with Reprisal or Disarming Counterblow as well as when you gain a pact. The massive boost to your
strength from Ravenous Strength will boost most of your healing as well as your damage output. And
you can heal yourself with Fusion of Flesh or Touch of Life if you are in need.

Cleric Melee Build – Battlepriest

Cleric Melee Build – Battlepriest

Our blessed Lady Leonne Silvertear, Priestess of the Vigil, has divined a solution to the problems faced by many clerics who wish to use the strength of their faith in melee combat to smite evil rather than solely support other heroes.  In short, she has found a melee build for clerics that proves capable and durable in combat, while giving up some healing capabilities.

Shaman ~ Justicar ~ Sentinel

The game recommends Shaman, Justicar, and Druid as a synergistic build. But then you have to choose if you want Greater Fairy, Battle Charge, or Commitment; you can’t have them all. So my choice was to leave off the Druid and add in Sentinel. It’s probably because I’m prejudiced, I like to be able to heal a bit and occasionally nuke.

So this is my thought for a melee build cleric for Rift. Max level will be 26 Shaman, 25 Justicar, and 15 Sentinel. I love charge on my warrior, and hate to walk into battle. So I bee-lined it for Battle Charge, but that requires 26 points.

Shaman 26 Points

* Tier 1

Thick Skinned 3/3

Dauntless Courage 5/5

Unyielding 5/5

* Tier 2

Favored of the Valnir 2/2

Glacial Shield 1/1

Overwhelming 5/5

* Tier 3

Vengeance of the Frozen Earth 1/1

* Tier 4

Endless Winter 2/2

* Tier 5

Lust for Blood 1/3

* Tier 6

Battle Charge 1/1

Next would be Sentinel points to 15, but alternate with Justicar points to 25, giving a balance of buffing, smacking, and healing.

Sentinel 15 Points

* Tier 1

Benediction 5/5

Watchful Gaze 5/5

* Tier 2

Walk in the Light 5/5

Justicar 25 Points

* Tier 1

Hammer of Virtue 5/5

Armor of Virtue 5/5

* Tier 2

Healer’s Creed 2/2

Life’s Devotion 3/3

Doctrine of Bliss 1/1

* Tier 3

Reparation 1/1

Stalwart Citadel 3/3

* Tier 4

none

* Tier 5

Commitment 5/5

Summary

This makes the Battlepriest a good balanced melee cleric build in Rift with Battle Charge for melee from the Shaman soul, enough healing from the Sentinel soul, and a good balance of damage and melee from the Justicar soul.

Mage DPS Build – Darkness Beyond Twilight

Mage DPS Build – Darkness Beyond Twilight

The primary job of mages, in most groups, is damage.  The amount of damage, and the number of targets, will vary greatly from mage to mage, but the Necromancer and Warlock souls excel at damage to enemies, while able to recover both health and mana for themselves.

Warlock – Necromancer – Archon

Warlock – 34 Points

Tier One:

Improved Void Bolt – 3 (Reduced casting time for Void Bolt)

Improved Life Leech – 3 (Increased Damage and amount healed)

Tier Two:

Lingering Pain – 2 (Void Bolt refreshes Life Leech)

Opportunity – 5 (10% chance to reduce a spell casting time to instant)

Tier Three:

Neddra’s Influence – 3 (Increases Damage over Time spell damage)

Draining Bolt – 1 (Instant cast life tap)

Tier Four:

Potency – 5 (Increase spell critical hit chance by 5%)

Tier Five:

Dark Power – 5 (Increase spell damage by 10%)

Tier Six:

Radiate Death – 1 (Dark Touch affects multiple targets)

Improved Warlock Armor – 5 (Increases damage you deal by 10%)

Tier Seven:

Neddra’s Essence – 1 (Reduces Damage by 80% for 7 seconds)

Necromancer – 32 Points

Tier One:

Death’s Ally – 5 (Increases damage from Death based abilities for mage and pet)

Tier Two:

Fresh Graves – 5 (Increases pet damage, decreases pet damage taken)

Tier Three:

Grave Rot – 1 (Death damage AOE)

Symbiote – 4 (Increased healing from Essence Link)

Tier Four:

Soul Purge – 1 (Channeled Lifetap, healing mage and pet)

Detonate Bones – 3 (Pet explodes upon death)

Life Bane – 5 (Increased pet damage)

Tier Five:

Ancient Tomb – 1 (Improved pets and pets take less from AOE)

Master Chirurgeon – 5 (Increase pet health by 50%)

Tier Six:

Empty the Crypts – 1 (Summons 5 pets for 20 seconds)

Tier Seven:

Lich Form – 1 (Increased mana regeneration, increased damage, increased pet damage)

 

Archon – 0 Points

Archon, even with zero points, provides two benefits.  First, Searing Vitality provides a DoT for the mage to improve Endurance by 50.  Second, Pillaging Stone improves Strength, Dexterity, Intelligence, and Wisdom by 40.

 

Summary

With this build, you have several options for pets to hold agro or provide additional damage. You also have a plethora of Damage over Time spells (DoTs) to wear opponents down quickly.  Further, you have three devastating Area of Effect spells that destroy multiple targets.  Lastly, you have a significant number of ways to restore your health and mana.

Special Note:  This build has been one of the most effective in the Warfronts from a PVE player.  The various AoE spells make it impossible for opponents to pick up the fang in the Black Garden, or affect points in Codex.

Dakness Beyond Twilight has shown itself as a nasty solo, group, or pvp mage DPS build.

Mage Support Build – Hierophant

Mage Support Build – Hierophant

Mages are frequently called upon to support the party, through crowd control, buffs, secondary heals, or other effects, and a true mage is capable of providing all of these benefits when needed.  For that purpose, the power of our ancestors has been rediscovered and is being utilized to help our allies in struggles against the minions of the dragons.

Primary Soul: Dominator

Secondary Soul: Chloromancer

Tertiary Soul: Archon

Dominator: 29 points

Tier One:

Efficient Control: 5 (Reduces mana cost and resistance rate of crowd control spells)

Tier Two:

Acumen: 5 (Increases Intelligence by 10%)

Tier Three:

Controlled Opportunity: 5 (Increases damage taken by crowd controlled targets)

Improved Mana Wrench: 3 (Increased damage dealt, energy drained, and mana recovered)

Tier Four:

Quicken Form: 1 (Reduces casting time of Transmogrify to instant)

Transference: 1 (Reduces enemy charge, mana, energy, or power and does damage based on amount drained)

Tier Five:

Iron Will: 5 (Significantly improves mana regeneration while Overpowering Will is active)

Reflective Presence: 1 (Provides a 60% chance that spells are reflected back on enemies)

Tier Six:

Split Personality: 1 (Creates 3 shades that bombard the mages enemies)

Splintered Mind: 2 (Reduces the casting time of Split Personality, and its cooldown time)

 

Chloromancer: 19 Points

Tier One:

Natural Awareness: 5 (Increases Intelligence by 25% for 6 seconds after any life spell is cast)

Tier Two:

Bloom: 1 (Single Target heal)

Healing Slipstream: 2 (Reduces casting time of Bloom and Flourish to Instant)

Empowered Veil: 3 (Improves Entropic Veil Damage and Lifegiving Veil’s healing)

Tier Three:

Phytogenesis: 3 (Improves Radiant Spores heal percent, and will affect multiple targets)

Synthesis: 1 (Improves healing on one target, useful on main tank)

Tier Four:

Nature’s Touch 1 (Damaging attack that heals the Synthesis target)

Call of Spring 3 (Increases the amount of healing spells and effects)

 

Archon – 18 Points

Tier One:

Blood Pact – 2 (Improves group endurance buff)

Favored Ally – 3 (Increases radius of buff auras and reduces casting time to instant)

Tier Two:

Strength of Stone – 3 (Increases stats from pillaging stone)

Exhilaration – 5 (Returns mana on a spell critical hit)

Tier Three:

Leeching Flames – 1 (Does damage to an enemy while returning mana to mage)

Martyr’s Solace – 3 (Increases damage absorbed by Consuming Flames)

Tier Four:

Rock Slide – 1 (Damage over time that increases intelligence of the mage)

 

Summary

This particular mage build focuses heavily on healing, crowd control, buffing, and shielding allies.  However, it is not lacking on damage output either.  Due to all three of these souls, a mage can drastically boost his intelligence and therefore his Spell Power and Spell Crit ratings.  This provides the Hierophant exceptional support ability and damage as a mage build.

Warrior Tank Build – Crusader

Warrior Tank Build – Crusader

We here at Lordrcane.com are always in pursuit of other builds to keep the game flexible and enjoyable.  This particular build is very similar in function to the Battle Turtle build that was posted here, prior to the update 1.1 changes.

Primary Soul: Paladin

Secondary Soul: Warlord

Tertiary Soul: Champion

 

Paladin Abilities From 1 (36 points)

Stalwart Shield – 5 (10% block)

Shield of the Hero – 1 (5% Block 5% to hit)

Defender – 4 (8% armor)

Martial Shield – 1 (25% chance to get an attack point on block)

Defender – 1 more point, 5th total (10% armor)

Graceful Under Pressure – 3 (9% to hit)

Vengeful Wrath – 3 (30% more damage from reactive attacks)

Unyielding Defense – 2 ((8% less damage from blocks)

Balance of Power – 3 (160% weapon damage back from blocks)

Karmic Resolution – 2 (heal 30% of the damage from Reprisal and Disarming Counter Blow)

Tip the Balance – 2 (heal 100% of damage from Balance of Power)

Unyielding Defense – 3 more points (total of 5) (20% less damage from blocks)

Paladin’s Reprisal – 1 (AOE Reactive attack)

Aggressive Guardian – 2 (20% more Threat)

Hardened Will – 3 (9% less damage from spells)

 

Warlord from 3rd level (28 Points)

Powerful Countenance 5 (10% more armor)

Defensive Experience 5 (5% more block)

Dramatic Presence 5 (Improves the effect of your Aspects by 50%)

That Which Doesn’t Kill Me 5 (Recover 25% of critical hit damage)

Enhanced Dodge 5 (5% more dodge – every little bit helps)

Rapid Recovery 3 (when you block you regain 10 energy)

 

Champion (2 Points)

Titan’s Strength – 2 (4% extra strength)

Champion provides a more damaging finisher than either Paladin or Warlord.

 

Results

With the added benefits to armor from Warlord and Paladin, the added block from Warlord and Paladin (as well as the additional strength from Champion adding to block), and the healing and energy regeneration from blocking, this build is very durable.  Our tank specialist, Felgar, is currently seeing a block percentage of 41.88% (shield of the chosen up, 51.88% after aggressive block) and damage reduction of ~58% on a block, including unyielding defense.  Currently, he is 48th level and not raid geared.  In the Crusader warrior tank build, he is able to gain and maintain agro off several elites at one time, and is easily healed by our cleric.