The Brandish Tank – by Arctus

Designed by Arctus
Submitted 19-Jul, via our board submission tool

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Weapons – Blade/Chaos

Utility level – this works in Nightmare dungeons

Actives

Escalation
Matador
Crimson Theatre
Brandish
Pulling the Strings
Illusion
Stoicism

Passives

Brandishing Support
Intensity
Inevitabilty
Sixth Sense
Agitator
Fuel to the Fire
Master of Illusion

Key Features

This is a standart build for NM. Its tested by many players, but you need to know the boss and adapt your build to the boss.  Usually you are expected to bring exposed debuff (30% more dmg)! In exchange 1 dd brings the 30% less dmg debuff.   Chaos is the only reasonable source for the exposed debuff and usually you dont see any melee’s in NM.


1.  Escalation also offer’s a good aggro generation, aoe aggro, 7,5% less dmg and minor evade chance.
2.  Cornerstone is brandish. Use it as often as possible.
3.  Crimson Theatre is a filler, usually this is the spot where you fit in abilities you need for a boss. Taunt, Crimson for aoe (use shadowplay instead of brandish support), 3. CD
4.  I really like Pulling the Strings because it has some range and gives you a decent hit buff, but of course you could use Karma or Consequence instead for more defense)

Rotation

1. Use escalation to build 10 stacks exposed
2. use matador for 5 stacks defense
3. Brandish on CD or on a strong attack from the boss (depends on the fight)
4. Crimson Theatre for additional AOE aggro
5. Illusion and Stoicism as CD’s
6. Pulling string for hit cd and to have a medium range attack.

Gear Needs

1. defense
2. evade
3. phys / magic protection
4. block

 

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That which doesn’t kill me – Blade/Hammer mitigation

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This is a work in process build. I am considering moving towards a blade/hammer build to improve overall mitigation against bosses who have a high penetration (block helps here). The build has not been tested, yet, but I intend to run it through some dungeons fairly soon.

It is a very expensive build, clocking in at well over 700 points to get up and running.  Additionally, there are very few build synergies between hammer and blade, so there are few build paths that will be useful as you move towards this build.

Active Abilities
Rupture
Brandish
Aftershock
Trucker
Stoicism
Crimson Theater
Blowout

Passive Abilities
Improved Blasts
Bullheaded
Brandishing Support
Agitator
Shadow Play
Brick Wall
Sixth Sense

Key Features

This build uses a single column attack builder, which may make it problematic in fights with extensive kiting.  However the builder, Rupture, is placing AOE debilitates thanks to Improved Blasts and it is also bumping up your physical and magical mitigation thanks to Blowout.

You have two short duration closer, Aftershock which can provide a minor ward and Brandish which gives you substantially reduced incoming damage on use.

You have two moderate duration closer abilities. Crimson Theater, which helps with AOE threat and also provides additional chances of glancing thanks to Shadow Play.  With all that defense coming in, Sixth Sense should be firing off fairly frequently, dishing out AOE damage and a 10% self heal.  Blowout is your long duration hammer closer and it stacks 25% more hitpoints onto you since everything is already debilitated.

You have two utility abilities, each on 30-second recycles.  Trucker gives you a closer ability which also buffs your block ability.  The increased Blocks give you a better chance of processing Brick Wall.  Stoicism takes the final spot in the build, giving you a dependable hate generator and damage mitigator.

Threat comes from Stoicism, Agitator, Crimson Theater and Brandish.

Rotation

This will be a bit of a tricky rotation to manage.

Open combat with Trucker, this picks up your block chance and gives you some opportunities to impair.  Immediately fire off a single Rupture to get the Debilitate effect in play (use a second if weakened is resisted).  Now its time to fire off Stoicism to help with your hate generation.  Then use your long duration consumers, Crimson Theater and Blowout.

Your regular rotation will be Rupture x5, Aftershock, Brandish.  Use Crimson Theater and Blowout on cooldown, even if you have minimal resources up (1 is fine).  Fire off Trucker on cooldown to keep your block rate high.

Stoicism can be used on cooldown in non-transition fights.  In engagements with transitions (or phases where a boss is inactive), save Stoicism for the bosses return to action.  Make sure to use Stoicism before engaging in these situation.

Alternatives

There are a few different modules possible with this build.  First, consider swapping out Sixth Sense with Forged in Fire if you anticipate taking a single major spike of damage in an engagement.

I also debate between the use of Brick Wall and You’re Next.  Particularly for Impair immune encounters, Your Next is clearly better.

If you are not blocking often enough to take advantage of Brick Wall/You’re Next, consider Enervate to help your damage output.

Gear Considerations

Unlike my other tank builds, this one generates no +hit as the combat progresses.  Therefore, you need some +hit on your gear to avoid glancing.  Additionally, this will be a low damage output build, you might need to go 30% or more attack rating talisman to offset the lower damage output.

You want +defence both for the mitigation benefits but to also increase cycles of Sixth Sense.

Additionally, you want +magic defense or +physical defense depending on the damage type of the encounter.

Finally, consider some +block.  Other than Trucker, nothing in this build improves your block rating.  However, unless (a) you have every other stat well covered or (b) you are facing a high penetrate boss, +Block is your last gearing concern.

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Everything Must Die, a 400 Point Claw/Blade Survival

Everything Must Die

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Claw and Blade AOE Survival

A Blue Mountain Special, by Ryahl

Everything Must Die is an upgrade to our popular My First 60 Blade/Claw build.  There are a few noteworthy changes here. Primarily, the damage component for this build shifts to penetration with the afflictions merely setting up the kill count.  This build is a highly reliable soloing build.  I still use this as my go-to build for outdoor game play in Romania.  While the build excels in aoe fights, it still performs well in single target fights thanks to the guarantees penetrates.

It comes in at just a bit over 400 points invested (408 using TheSecretSandbox) and would be a bit higher coming from the My First 60 build since we used some Blood Passives in that one.  None the less, this build should be very achievable in Blue Mountains and should really put a dent into packs of… well, pretty much anything.

Everything Must Die has worked very well in solo instances.  In fact, it’s the build I used to handle the vampires, flesh golems and Mara in the Mortal Sins story line.  There will be links in that write-up to this build.

Import Build:

VDM%-%5779785%-%7080580%-%5777283%-%6943040%-%5780055%-%5780017%-%7080574%-%6391718%-%7080596%-%7080605%-%7080607%-%6943018%-%7080599%-%5777459
If you are using Viper’s Deck Manager, you can import this build by coping and pasting the above code into his import section.

Active Abilities

  • Blade Torrent
  • Clearing the Path
  • Hog Wild (Tear em up)
  • Inner Spark
  • Surging Blades
  • Stunning Swirl
  • Steel Echo

Passive Abilities

  • Perfect Storm
  • Twist the Knife
  • Sudden Return
  • Fortunate Strike
  • Renewal
  • Fatal Flourish
  • Immortal Spirit

All of the damage in this build comes from three abilities and a host of passives.  You begin using Blade Torrent, the same low dps builder from the My First 60.  As there, the Perfect Storm passive causes Blade Torrent to add an afflicted state to all of its targets.  That’s where the fun begins.  Further attacks on afflicted targets will trigger Fortunate Strike for occasional extra damage.  More importantly, though, Fatal Flourish begins stacking up penetration buffs because of your application of affliction.  This helps to setup future Blade Torrent penetrates.

Your blade finisher is Clearing the Path and here is where the damage gets ugly.  Clearing the Path has a guaranteed penetration on afflicted mobs (which your builder just did).  Welcome to AOE penetrates.  Now, with those penetrations processing, you will begin seeing Twist the Knife increasing your damage output.  Sudden Return also adds some damage to the penetrated hit.

For a low cost version of the build, Hog Wild serves as your fist damage finisher.  However, once you have the points, Tear ‘em Up becomes your go-to fist finisher damage finisher since it adds a damage output buff to your next attacks (penetration * damage buff = yes please!).

Your penetration also plays a role with your healing, since Immortal Spirit processes a heal over time on penetration.  However, most of your healing comes from Inner Spark and Cauterise.  Inner Spark places a reactive heal on your defensive target (you when soloing), causing every hit on them to heal them.  Cauterize becomes your go to heal when it is needed.

The build features three utility abilities.  Surging Blades is a nice dash attack (returning from the My First 60), it has a fairly fast recyle which can be handy.  Surging Blades is more than just a combat starter, you can use it to get away from a pack to give yourself enough lead room to start cauterising on the run!

Stunning Swirl returns as your AOE impairment ability.  This time, though, impairment plays a nice heal benefit since Renewal will place a heal process on any of your impaired targets.  Hitting those targets will trigger heals (that AOE builder and finisher come in handy here).

Finally, Steel Echo is in for those moments where you just want extra special damage.  Throwing Steel Echo adds damage to every hit and has the extra benefit of creating a second hit counter on each of your hits – causing even more processing for your passives.

Variant to the Build

Recently, I have made a few small changes to this build.  Renewal has been replaced with Perseverance for more heal uptime.  Additionally, Fatal Flourish has been dropped in favor for Flight of Daggers.

Additionally, I have begun looking for a replacement to Steel Echo.  While it is a decent ability, the recycle is a bit too long for my play style.  Depending on the situation, I will cycle in a second 45-second recycle impair, allowing me to double lockdown in a fight.  In other situations, you might consider a second dash over the second impair.

Rotation

Open combat with a Surging Blades, Blade Storm, Clearing the Path and Inner Spark.  This uses up your free resources (you used a builder to set affliction-only).

From there, the build cycles between two rotations, the damage rotation of Blade Storm x5, Clearing the Path and the fist DPS finisher.  This is followed by the Blade Storm x5, Clearing the Path and Inner Spark rotation.

Use Stunning Swirl to put everything on the ground every now and then (and help get your heal processes moving).  Ideally, precede your impairment with a Steel Echo once and watch your next regular rotation mop  up the map.

Gear Concerns

This build will generate its own penetration, so you don’t need PEN on your weapons.  However, the build is deeply vulnerable to GLANCING.  Glancing will cause your passives to fail, which will cause you to die.  Make sure you have enough HIT and SKILL with your weapons to nullify your glance rate.  Once you have addressed your HIT, focus on getting up some ATTACK POWER to take advantage of all those sweet, sweet penetrations.

You should also consider a couple of minor talisman in healing to help out your heal actives and passives.

Note – when I ran Mortal Sins, I used a tanking set (6 tanking talisman with a head DPS talisman).  That’s not by design, it’s just my tanking gear and the best I had available.  However, the build still works well enough with that structure.  It just becomes better optimized with a talisman blend.

Build Priority

Assuming you are transitioning from the My First 60 build, your first priority should be picking up Clearing the Path.

Once you have that, begin subbing in the penetration passives in this build over the affliction passives in the MF60.

Once that’s done, work on acquiring the heal skills from fist.  Until you have them the Fist consumer and heal in the MF60 will more than suffice.

Your last priority should be Steel Echo.  It’s a nice add to the build, but you will be seeing all sorts of fun things happen well before applying it.

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