Single Target Elite Dungeon: Chaos/Hammer

Elite Tanking – Weakened Build

Hammer and Chaos Synergy

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This build uses a weakening trigger to synergize a number of damage and mitigation effects.  The build has worked well through elite dungeons.  It is a relative easy build to put together for those on an AP budget.

Active Abilities
Smash (Hammer) – 1AP
Escalation (Chaos) – 1AP
Razor Shards (Hammer Pit) – 9AP
Call for Eris (Chaos) – 1AP
Stoicism (Turbulence) – 50AP
Reality Fracture (The 4th Wall) – 27 AP
Blowout (Hammer Pit) – 34 AP
Passive Abilities
Turbulence (the Fourth Wall) – 21AP
Forged in Fire (Battering Works) – 50 AP
Below the Belt (Hammer) – 1AP
Intensity (Chaos) – 1AP
Paradigm Shift (Chaos) – 2AP
Inevitability (Building Blocks) – 12AP
Agitator (Turbulence) – 12AP
Key Features
This build uses two builders, since both contribute useful weakened effects.  Smash (with Below the Belt passive) provides one of the easiest accesses to the Debilitate debuff (target damage output weakened up to 30%).
Escalation (with Intensity passive) provides pbaoe hate generation, access to the Exposed debuff (target takes up to 30% more damage) and keeps a near constant minor ward (7.5% reduction from all damage sources).  Escalation also triggers the Turbulence passive, giving you roughly 150 bonus to your evasion.
Additionally, since your builders both generate the weakened effect, you are routinely triggering Paradigm Shift (up to 150 bonus hit rating) and Inevitability (flat 10% bonus to evade).

The Razor Shards finisher is a hate generator which also boosts the hate level of your next attack.  Use Razor Shards and follow it up with either Call for Eris or Smash to significantly boost hate without burning a taunt.

The build also features Stoicism (hate generation with increased mitigation).  Stoicism works wonderfully at the opening of a fight and between transition phases to pickup extra agro.  While it also provides some survivability, it’s real power is that boost to hate generation.

Blowout extends your health bar and Forged in Fire gives your healer a bit of help for those fights where you take some spike damage.

Rotation
Open with stoicism and razor shards since it should be at full resources outside of fights.  From there alternate Smash and Escalate until 5 Resources, use Reality Fracture and Blowout on your first cycle (this is when it’s completely safe for DPS to go all out).  From that point on cycle your builders with Razor Shards and Call for Eris (depending on your chaos finisher, Razor Shards may be best used last).  After the initial round, use Reality Fracture and Blowout on cooldown, even if firing with less than full resources.

Alternatives
I often rotate the Call for Eris active depending on the situation. Karma provides pbaoe damage with a heal to next target.

 

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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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