Hi all. I’ve played Stam DK, Stam NB, and Stam Sorc tanks at Champion Level 531, and I’ve found that the Sorc is actually the most fun and effective in the tank role. I thought I would share my build. It is geared towards PVE, but I’ve been able to play effectively in PVP also, given one of the key focus areas of the build. There are two focus areas of the build:
First, I wanted to be able to add a decent amount of damage with the goal of making dungeon runs go quicker. Out of all the various stamina based tanks that I’ve tried, the Sorc accomplishes this objective to the best degree, with the large amount of AOE skills available.
Second, I wanted to be able to generate and use as many Ultimates as possible, which also helps with the first the objective.
My disclaimer is that I’ve only used the build for soloing, pledges, and occasional PVP. I’ve never actually tried a raid, but I’m sure this build would make an excellent support tank for that purpose.
Race, Stat Allocation, Mundus Stone:
For point allocation, I allocated all points to stamina. Imperial, plus gear bonuses, plus health/stamina food gets me to around 27.8 K health, so I didn’t feel the need to allocate points to health.
For Mundus Stone, I use the Thief, which works great with Critical Surge and Camouflaged Hunter, but others are probably good also.
Helm: Mighty Chudan’s Visage – Infused Health
Shoulder: Pauldron of the Dragon – Infused Health (Divines probably better, but this is what I have)
Chest: Cuirass of the Dragon – Infused Stamina
Legs: Greaves of the Dragon – Infused Stamina
Boots: Sabatons of the Dragon -Divines Stamina
Gloves: Gauntlets of the Dragon – Divines Health
Belt: Werewolf Hide Belt – Divines Stamina
This setup results in 6 heavy and 1 medium for the purpose of the undaunted bonus and other stats.
Ring: Ring of the Potentates – Healthy – Stamina Recovery enchantment
Ring: Werewolf Hide Ring – Robust – Stamina Recovery enchantment
Necklace: Werewolf Hide Necklace – Robust – Stamina Recovery enchantment
Bar1 Weapon: Werewolf Hide Sword – Defending – Weapon Damage Enchantment
Bar1 Shield: Werewolf Hide Shield – Infused Stamina (I’d like Reinforced, but I’ve never seen one.)
Bar2 Weapon: Mace of the Potentates – Sharpened Befouled Enchantment
Bar2 Weapon: Mace of the Potentates – Precise Poisoned Enchantment
If you’re comfortable with less stamina recovery, you can enchant one or two pieces of jewelry with weapon damage instead.
The purpose of this setup is to allow the tank to quickly build ultimate with the Werewolf Hide Set while the sword and shield are equipped, and then switch to the dual wield bar which combines the Blessing of the Potentates and Akaviri Dragonguard set bonuses to cast an Ultimate. The Sorc is amazing for this setup due to the Power Stone passive it receives. Warhorn only costs about 165 Ultimate in a group setup and Dawnbreaker of Smiting costs 66 (although that is going to increase next update). The Ultimate cost reduction appears to be 40% on paper, but it ends up being a little less than that due to some hidden math (not sure if that is intended). Regardless, it is still great and even better if you’re a former emperor which comes with a little more Ultimate cost reduction.
Camouflaged Hunter for critical bonus (Although there is flexibility to use whatever you want here)
Ultimate: Werewolf, for Stamina Regeneration (Costs only 219 Ultimate as an added bonus if you want to use it)
Deadly Cloak (Primary Reason for going dual wield instead of another sword and shield)
Bound Armaments (so it doesn’t drop when switching bars)
Ultimate: Aggressive Horn or Dawnbreaker of Smiting (Suppression field is useful too).
Alternatively, if you don’t mind dealing with a pet, you could swap out Camouflaged Hunter and Resolving Vigor if you need more health as generated by the Expert Summoner passive.
How to Play
After pull, use Pierce Armor for Taunting, Heroic Slash (reduces enemy damage and provides another great source of Ultimate) and weave in light attacks for more Ultimate or heavy attacks for stamina as needed.
Switch to dual wield to recast Hurricane and Deadly Cloak, if needed. You probably won’t need to recast Critical Surge unless you’re in a longer boss fight. You can also cast your Ultimate. I don’t worry about saving Aggressive Horn for boss fights as the build generates so much cheap Ultimate that it can be used just about every other pull.
Champion Point Allocation:
27 Spell Shield
60 Elemental Defender
30 Heavy Armor Focus
27 Shadow Ward
10 Precise Strikes
Physical Resistance: 32,140
Spell Resistance: 30,659
Health Recovery: 444
Stamina Recovery: 1623
Magicka and Magicka Recovery: Low, but doesn’t really matter. The only thing you need the Magicka pool for is Critical Surge, and the low pool is sufficient to refresh it when needed.
Weapon Damage: Only 1899, but there are three sources of dot damage that are all AOE, so the overall damage being done is significant.
Weapon Critical: 46.9% (With Camouflaged Hunter and The Thief Mundus)
Pros and Cons:
Builds Ultimate quickly and skills are cheap to cast.
Aggressive Horn can be kept up fairly regularly.
Enough health and resistances to Tank hard content like vICP and vWGT easily (haven’t tried this in trials though).
A lot of the Silver Pledges can be done solo due to strong self healing over time and large AOE damage. It does take a while given that it is group content, so I don’t recommend it unless you’re bored and looking for a challenge.
Not ideal for PVP, but still decent given the versatility of not needing to switch gear.
Deadly Cloak serves a dual purpose of AOE damage reduction and AOE damage, so this skill offers great synergy to the overall build. With Deadly Cloak and the strong self healing afforded with Critical Surge, you can often stand in boss AOE attacks and it doesn’t really matter if you move or dodge.
Because of the solo capability, you can sometimes finish boss fights if the rest of your group wipes
Limited range capability – This makes certain ranged bosses difficult and you might need to bring a bow. It also makes vMA very difficult once you get to the ice stage.
Hurricane duration – the primary source of Major Resolve and Major Ward only lasts 15 seconds, so the build requires a lot of bar switching and takes some time to get used to. Other tanks often have a longer duration source of these defenses, but Hurricane is also an offensive source so this drawback isn’t too bad.
Bound Armaments requires a slot on each bar, but that isn’t too bad for this build. We need to take time to refresh Hurricane and Deadly Cloak. Refreshing another skill often would make it more difficult to manage.
This is by far the most fun tank build I’ve used because the screen “rains” with damage numbers on the three AOE dots (hence the build name). Ultimate spam is also a huge plus. I’m sure others have come up similar builds, but I wanted to share this given that it takes some of the boredom out of tanking.