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Banluil
08-28-2008, 07:16 PM
Ironbreaker: Tanking taken to a new level..

The ironbreaker is the tank that most of us have wanted to see out there for quite a few games now. He is the the gruff, grumbly dwarf that claims to hate everone, but you find to be extremely loyal to his friends, and this is actually accounted for in the game mechanics.

Grudge : Grudge could be compared to Rage for warriors in WoW, in the fact that it will build up during a fight while you are tanking, can be used to power some abilities, and will go drain away after 30 seconds of you not being in a fight. However, there are quite a few differences. Many of the Ironbreaker’s abilities will scale depending on how much grudge you have built up. When you reach 100 Grudge, there can be some truly amazing effects, such as the Rune Etched Axe attack (AE Spin attack that hits everyone surrounding you) that at 100 Grudge will ignore 100% of the armor of those that it hits. In other words….OUCH!!!

Oathfriend: This is the second part of what makes an Ironbreaker unique to the tanking classes in WAR. Oathfriend is a buff type ability that all IB’s start out with at level 1. You can select any person in you GROUP as an Oathfriend. What this will allow you to do is to share some of the buffs from your attacks with your oathfriend as long as they are within a certain disatance of you. Some of the more effective buffs are +Armor, +Strength (this one also will buff willpower at high grudge levels), +toughness. The oathfriend placed on another tank in the group, or a melee DPS person is usually the best way to go. If you don’t have a melee DPS person, or another tank (usually the case with our little groups so far with the guild), sticking it on your Warrior Priest buddy is a good idea also, because the improved Str and Armor can do some good for him if he ends up offtanking for you for a little bit.

Guard: Guard is a great little ability that all tanks get at around 10th level. Guard is a great thing to have and use in PvE, but not so much in PvP as I will explain. What guard allows you to do is twofold. You will take 50% of the damage that the person you are guarding takes, along with 50% of the agro that they generate as long as they are within a short distance. Once again, this is great to use on your healer (to stop them from getting agro, or to stop them from dying if they do manage to pull agro), or if you have that Nuker that can’t seem to understand the wonderful world of agro control, then you can pull some of the agro that he is causing off from him. However….we now move to the other world of RvR, where Guard can be a very dangerous thing to use….for example, we were in a scenario, I dropped guard on Nathanial (Warrior Priest), and we proceed to run up into battle. Nathanial moved ahead of me, and got jumped by about 5 guys (because I didn’t expect them to come that way around the big tree, figured they were coming the other way). Needless to say, I was close enough for the guard damage to go to me still, so while he was getting hit, I was also taking 50% of that damage, and then getting hit by the guy that saw me and came running up to me. End result? I die, from damage from my guard, Nathanial then dies as there is no one around to help protect him.


Moral of the story…..while guard may not be completely useless in RvR, be VERY cautious when you are using it, as it may cause your death without you even really being touched by the opposing realm.

Taunts: The ironbreaker gets 2 basic taunts in the game, the first one you get is called, simply…..Taunt. It is a single target taunt and is on (I belive from off the top of my head writing this at work) a 10 second timer. It is fairly effective, and will pull a mob off from just about anyone, no matter how much hate they have built up. Now, if that person continues to build hate at a dramatic rate, then all the taunts in the world aren’t going to keep that mob off them, and it may be a good idea to let them die a time or 2 so they get the point. The second taunt you get is an AE taunt called Challenge. This is a WONDERFUL ability in that it affects a cone infront of you, causing all enemies in that cone to attack you for at least 3 attacks. One of the most effective taunting tactics that I have encountered once you have challenge is this: Have your battle tactics set up for tanking ( will explain tactics in a moment) so that you cause 100% more hate from all attacks, cause more hate the higher your Grudge is (see…told you it was really useful), and have the “ancestral armor” (+ good amount to armor buff) or the +Toughness racial tactic equipped. From there, proceed to do the challenge taunt which grabs all those ugly nasty brutes onto you , and then proceed to hit your Rune Etched Axe attack, which will hit all of them and cause a good amount of agro on top of the challenge. If you have taken the Brotherhood path up to level 9, you also have the Earthshatter AE attack, which you can use right after the REA, and cause additional damage and hate. This was one of the tactics I used effectively in a little AE group we had running at one point, and it surprised those in the group how effectively I was able to keep agro from them. There were the occassional mob that leaked out that I needed to use the single mob taunt on, but overall, it is a great way to keep a large number of mobs focused on you at the same time.


Armor/Weapons : You get heavy armor. Is there really anything else I need to say? Yes? Ok, I’ll say a little more. You are a TANK. Tanks are not the little roadbumps that they were in DaoC when it comes to RvR. They are a force to be dealt with, especially if you have a healer backing you up. IB’s have the choice of going two-handed axe, or axe and shield. There are good sides and bad sides to both of these choices. You have a few attacks that are avaliable only if you have a shield, and a few attacks that are avaliable only if you are wielding a great weapon. Shields (obviously) offer you greater survivablity in both PvE and RvR situations, and the 2h Axe (obviously once again) offeres a greater amount of damage. I would recommend picking a route that you want to go once you hit level 11 and start to get your mastery points. Before that point, just go with the best equipment that you can get your hands on, be it 1h or 2h for damage output. There are Armor sets in this game that work by wearing multiple pieces of that individual set. The more pieces of that set that you collect, the greater the bonus that you can gather. So far, it seems that the sets pieces are dropped both in RvR and PvE. You can usually find one piece of the set in the Scenario for your level. It will drop off the opposing players, and you will need to roll against others in your group for it. The other piece(s) will usually drop from the higher end loot bags from PQ’s. This is a great reason to do those PQ’s and try to get higher contributions to them to get the high loot bags.

Stats: The main stats that you are going to be worrying about as an IB are Str and Toughness, with a close behind of Willpower and Weapon Skill. Strength is obvious, the higher strength that you have, the more damage you do. Makes sense to me. Toughness will add to the mitigation that you do from physical attacks, both ranged and melee. As you can imagine for a tank, this is pretty important stuff. Willpower sounds a bit strange for a tank to be wanting to have, as it is mostly considered a healer stat in WAR, however, you will notice that a LOT of the IB equipment that you get has Willpower on it, this confused me at first, until I realized that Willpower helps you disrupt incoming enemy spells. Yep…another good thing for a tank to have. Weapons skill is on the lower end of my list of the skills that you really want to have, simply because we aren’t a damage dealing class. Yes, a higher weapon skill allow you to hit more often, and to get those wonderful critical hits more often to cause more hate and keep the mobs on you better, but we aren’t there to cause the damage, and we really have enough ways to keep agro.

Overall : Ironbreaker is the tank class that many of us old school tanks have been looking to play for many years. If you like to charge into the thick of battle, knowing that you are going to be the one who can push through that line and make them sorry that they have ever considered doing RvR, then the IB is for you. If you want to be in the face of the enemy, letting them know that it’s not acceptable for them to look at you that way, then the IB is for you. On the other hand, if you would rather sit back and watch how the battle is flowing, and play a more back of the line class…then you may want to look somewhere else.

Y3mm
08-29-2008, 04:08 AM
Nice guide mate, im almost 100% sure ill roll Ironbreaker as my main;] Im just wondering if it is possible to make a dps set/dps build for him (tanking might get boring after some time:>) ?
(ive already heard that there are some tactic's that give u grudge when u hit things, 25% more damage etc.) Maybe U tried that ?

Nilrem
08-29-2008, 04:23 AM
Stats: The main stats that you are going to be worrying about as an IB are Str and Toughness, with a close behind of Willpower and Weapon Skill. Strength is obvious, the higher strength that you have, the more damage you do. Makes sense to me. Toughness will add to the mitigation that you do from physical attacks, both ranged and melee.

Imho this is open to debate. While str would be beneficial to a heavy veng or veng/bh ib,it certainly wouldn't be at the top of my list for a defensive ib.

I will be focusing on toughness, wounds, then str,will and init.

Over all great post.

Banluil
08-29-2008, 07:17 PM
Nice guide mate, im almost 100% sure ill roll Ironbreaker as my main;] Im just wondering if it is possible to make a dps set/dps build for him (tanking might get boring after some time:>) ?
(ive already heard that there are some tactic's that give u grudge when u hit things, 25% more damage etc.) Maybe U tried that ?

There is a tactic that does give you aditional grudge when you hit. It gives you 5 grudge per hit, so if you are in a situation where you may not be getting hit all the time, then it's a good idea to equip that tactic so that you do build up your grudge, as many of your abilites get better with higher grudge.

While you CAN make a build that is higher on DPS, you will never come up to the range of a true DPS class. I did play a DPS spec (Vengence line) for a while, and I will say that in a trio with a warrior priest and an archmage, we were actually able to take down about 6 equal level mobs at a time using AE abilities from all the classes, and keeping guard on the WP, and using the taunts, I was able to keep about 95% of the agro on myself.

Banluil
08-29-2008, 07:21 PM
.

Imho this is open to debate. While str would be beneficial to a heavy veng or veng/bh ib,it certainly wouldn't be at the top of my list for a defensive ib.

I will be focusing on toughness, wounds, then str,will and init.

Over all great post.

Very good point, and version 2.0 will be definately making that point. A pure defensive IB would most definately be focusing on toughness. Wounds, IMO, would be more towards the bottom of the list. For a pure defence I would most likely go Tough, Will, Str, and then wounds. Initive will be nice, but won't be horrendously important for a pure defence spec, as you won't be worrying so much about the mob/RvR mitigating your damage, as you won't be doing very much damage to begin with, your job as a defence spec IB would be to get their attention. There are tactics that will greatly increase the hate you do, so the damage isn't so important. There is one tactic that will increase all hate by 100% (no questions asked) and another tactic that increases hate in a perctage based on your grudge (which should be high if you are taking all the hits)

hatmaster
08-29-2008, 08:57 PM
Nice guide. Although I'd have to say the big wall of text was very boring to read, and maybe after improving the design you could start building on the guide :D
Good job.

antiherozero
08-30-2008, 05:39 AM
Great write-up. Do you mind if I link it (er, continue to link it rather) over here (http://www.warhammeralliance.com/forums/showthread.php?t=67932).

Banluil
08-30-2008, 05:50 AM
Nice guide. Although I'd have to say the big wall of text was very boring to read, and maybe after improving the design you could start building on the guide :D
Good job.

Thanks, and that is what is coming up with the version 2.0 also is making it a bit easier to read, this was originally written up for just my guild, but a couple people said I should put it out for general consumption, so I figured it might be a good idea since I really didnt see many out there.


Great write-up. Do you mind if I link it (er, continue to link it rather) over here (http://www.warhammeralliance.com/forums/showthread.php?t=67932).

Not at all, link away :)

cripling
08-30-2008, 06:06 AM
* Edited for Content *

Adhar
08-30-2008, 07:46 PM
I think this is a pretty good overview... I'ma link to it on my blog.

Banluil
08-31-2008, 04:58 AM
* Edited for Content *

Actually, what I said, was that guard was situational in RvR, and you need to be extremely cautious in its use. I even gave an example as to WHY you need to be cautious in its use, as you can end up killing yourself very quickly, without having someone even be close to hitting you.

I'm sorry that you disagree with my assessment of guard's uses in RvR, as I still plan on using it, but as a person writing the guide, I felt that it was my job to make sure that the possibility of something devastating happening from the use of guard during RvR that may not be completely expected was written up.

Paragonn
08-31-2008, 05:34 AM
No offence, but your article was poorly researched and there are many things lacking/mistakes. Sure there are useful thoughts, but many other things that are just not there.

Firstly, taunt is on a 15 second cooldown Taunt (http://www.wardb.com/spell.aspx?id=1360)
You really should have the correct facts if you post a guide in this section imo.

Also, under your taunt section, how could you not mention that in rvr Challenge (http://www.wardb.com/spell.aspx?id=1368) also reduces damage done by those oponents that are affected by it.

Lastly, and this is quite important...

toughness reduces ALL damage recieved, not just physical. This makes it the primary stat and most imprtant thing.

Butch
09-02-2008, 07:25 AM
No offence, but your article was poorly researched and there are many things lacking/mistakes. Sure there are useful thoughts, but many other things that are just not there.

Firstly, taunt is on a 15 second cooldown Taunt (http://www.wardb.com/spell.aspx?id=1360)
You really should have the correct facts if you post a guide in this section imo.

Also, under your taunt section, how could you not mention that in rvr Challenge (http://www.wardb.com/spell.aspx?id=1368) also reduces damage done by those oponents that are affected by it.

Lastly, and this is quite important...

toughness reduces ALL damage recieved, not just physical. This makes it the primary stat and most imprtant thing.


I concur. To expand that point, I think that your explanation for why guard is bad in PvP was pretty poor - almost to the point that is ruins the rest of the post. Guard is bad because it causes me to take damage instead of the healer?

Additionally, can you elaborate on why Wounds is an unimportant stat to load up on? Especially as a defensive IB.

Good start to a guide though, bud.

KaiusCormere
09-02-2008, 02:52 PM
The use of guard redistributes damage from Focus Fire, making the time to kill your guarded partner double, and making the Ironbreaker himself a more attractive target.

That you died before your warrior priest is not necessarily "worse" than if he had just melted from taking double the damage and then they kill you after. In fact, probably the 2 of you combined take longer to die in the event that Guard is up.

Oddwin
09-14-2008, 07:18 AM
with stats you just ignored armor? it seems like if you go defensive, you would be stacking armor, toughness, and wounds. also, toughness mitigates all damage to you, not just physical.

smason
09-15-2008, 08:28 PM
Got this off the wiki. This might help others wondering about stats. I like how they added the bonus to STR and wound is a funny name to give a stat that gives you more hp :0 I thought.


Each character in WAR has a set of eight statistics:

Strength (http://warhammeronline.wikia.com/wiki/Strength) - Increases your melee damage and makes it harder for enemies to parry or block your attacks.
Willpower (http://warhammeronline.wikia.com/wiki/Willpower) - Increases your chances to disrupt hostile spells and increases all healing you do.
Toughness (http://warhammeronline.wikia.com/wiki/Toughness) - Reduces the damage dealt to you from all sources.
Wounds (http://warhammeronline.wikia.com/wiki/Wounds) - Increases your maximum hit points.
Initiative (http://warhammeronline.wikia.com/wiki/Initiative) - Increases your chance to dodge ranged attacks, detect stealthed opponents and makes it more difficult for enemies to critically hit you.
Weapon Skill (http://warhammeronline.wikia.com/wiki/Weapon_Skill) - Increases your chances to parry melee attacks and allows your melee attacks to bypass a portion of the enemy's armor.
Ballistic Skill (http://warhammeronline.wikia.com/wiki/Ballistic_Skill) - Increases your ranged damage and makes it harder for your enemies to block or dodge your ranged attacks.
Intelligence (http://warhammeronline.wikia.com/wiki/Intelligence) - Increases your magical damage and makes it harder for enemies to disrupt or block your attacks

bob13bob
10-24-2008, 12:28 PM
if you aren't using guard, you're not playing your class to it's fullest potential. One of our best contributions.

In scenarios, the majority of your damage comes from sorcs. The main resistance you want is corp since armor does nothing against them. Better to focus on block, toughness, and corp resistance.

Starbreaker
01-22-2009, 09:57 AM
Nice post, Banluil. I liked your little warning about guard. I know when I started playing my IB I didn't realize how much damage I took from guard alone. It all comes down to who you guard, you don't want to choose guarded targets poorly. Though, as you stated, its not usless, but it should be used with thought. In other words, don't go guarding your dumb buddie who LOVES to run into the frey and get tagged teamed.:p Good times.

Enjoyed the post. Thanks.