This is Part 2 of the guide. Part 1 of the guide covered the Balance Mechanic, Damage Mechanics, and Blade Enchant Mechanics.
Please post comments / feedback / tips, contributors will be credited as the guide is updated (e.g. contributed by Gumby).
4. DoT Tactic Mechanics
Each of the DoT (Damage over Time) tactics is listed below, with associated pros and cons:
- each “+” is a pro
- each “-” is a con
- italics are subjective comments
Centuries of Training
+ Spirit damage
– damage is not increased with Strength and Melee Power
– damage is not increased with mastery points
– ticks can’t crit
– 1st tick @ 1 sec, 2 more @ 1 sec intervals
+ not tied to a single ability
+ can proc on multiple targets via AOEs
– seems to have a lower proc rate than PE, for whatever reason, even though both should be 25% from the tooltips
Deep Incision (DI)
– physical damage
+ damage is increased with Strength and Melee Power
+ damage is increased with mastery points in Khaine tree
+ ticks can crit
– 1st tick @ 2.5 sec, 3 more @ 2.5 sec intervals
– tied to a single ability (QI)
– single target only
– requires mastery point investment in Khaine tree
Ensorcelled Agony (EA)
+ Spirit damage
+ damage is increased with Strength and Melee Power
– damage is not increased with mastery points
+ ticks can crit
– 1st tick @ 1 sec, 4 more @ 1 sec intervals
– tied to a single ability (EB)
– single target only
Potent Enchantments (PE)
+ Spirit damage
– damage is not increased with Strength and Melee Power
– damage is not increased with mastery points
– ticks can’t crit
+ 1st tick immediately, 3 more @ 3 sec intervals
+ not tied to a single ability
+ can proc on multiple targets via AOEs
+ can re-proc on the same target prior to DoT expiration, resulting in immediate damage and refreshing of the 9s DoT duration
PE and CoT do not scale with stats (Strength and Melee Power), so a low-Strength SM will see a significant DPS boost by using DoT tactics, esp PE. On the flipside, EA and DI do scale with stats, so a high-Strength SM will get more bang from those tactics.
Multi-hit abilities, such as Ether Dance, Dragon’s Talon, Crashing Wave, and Whispering Wind, synergize well with PE, because each hit of the ability can re-proc PE, which causes an immediate DoT tick. In particular, ED and PE synergize superbly together because ED is a 5-hit ability, which means you can get up to 5 immediate PE ticks.
DI and EA can crit, so they synergize with the Balanced Accuracy tactic, which increases the SM’s crit rate.
Editor’s comment: I’ve performed damage testing with Tortall’s DPS Meter, and in a nutshell, PE and EA are very good, CoT sucks (typically accounts for half what PE or EA do), and while DI can offer some nice burst, it’s still 3rd fiddle.
5. Bubble and Healing Mechanics
SMs have several “damage absorption”abilities (aka bubble) available to them
- Phantom’s Blade Enchant: as discussed in the Blade Enchant Mechanics section, this enchant has a 25% chance of proc’ing a bubble
- Vaul’s Buffer (VB): Vaul mastery tactic. Points in the Vaul tree improve how much damage is absorbed. This bubble procs when an SM avoids an attack (block / parry / disrupt / evade). Therefore, VB synergizes with gear, abilities, and tactics that improve an SM’s avoidance, such as the Vaul mastery tactic Perfect Defenses and the base Khaine ability Wall of Darting Steel. VB can not re-proc while it is up, and after the bubble expires, VB will not re-proc for at least 3 seconds
- Protection of Hoeth (PoH): Hoeth mastery ability with a 10 second cooldown. Points in the Hoeth tree improve how much damage is absorbed. This ability is popular with SMs not only for the bubble, but because it enables an SM to progress to Improved Balance without a target
- Bladeshield: Rank 3 morale ability that absorbs up to 3600 damage and reflects 600 damage per attack while the bubble is up
- Shield of Valor: Rank 4 Vaul mastery ability that provides a group bubble
SMs have 2 Hoeth mastery tactics that provide self-healing ability:
- Blessing of Heaven: adds a debuff on the target that causes attackers to gain a mild 3-second HoT (heal over time)
- Bolstering Enchantments: provides a weak HoT on the group
6. Crowd Control Mechanics
WAR’s crowd control (CC) includes interrupts, silences, snares (movement debuffs), roots, knockbacks (aka punts), and knockdowns.
Compared to the other 5 WAR tank classes, SM has fewer built-in CC abilities.
All tanks have the following CC abilities
- Taunt: this acts as an interrupt, which means it cancels any abilities that are being cast or channeled
- 30 foot radius AOE root: the SMs version of this is called Aethyric Grasp
- single-target snare: the SMs version is called Quick Incision, which reduces the target’s movement for 10 seconds
- Champion’s Challenge: rank 1 morale ability that roots the SM and target for 10 seconds
All SMs have the following class-specific CC:
- Gusting Wind (GW): this is an AOE knockback with a 10 second cooldown. The ability has tremendous utility in terms of offense and defense. Offensively, it can be used to punt opponents back into friendly lines, off cliffs / walls, or out of line-of-sight of their healers. Defensively, GW can be used to punt enemy meleers off an ally, to create a gap between the SM and enemies, or to interrupt opponents
SMs can opt for the following class-specific CC:
- Whispering Wind (WW): Hoeth mastery ability that silences the target for 5 seconds
- Crushing Advance (CA): Vaul mastery ability that interrupts the target. Requires a shield to be equipped
- Crashing Wave (CW): Vaul mastery ability that knocks down the target for 3 seconds
- Whirling Geyser (WG): Khaine mastery rank 4 morale ability that is an AOE knockback
- Forceful Shock: trainable tactic that adds a knockback effect to Blurring Shock (BS). Note that many SMs feel this is a poorly-designed effect, as the point of applying the BS debuff to a target is for focus-firing the target
That concludes Part 2 of the guide. Part 3 of the guide covers Avoidance and Mitigation Mechanics, PVP Tanking Mechanics, and PVE Tanking Mechanics.
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