Reaper911 wrote: ↑Fri 25 Sep 2020 2:44 AM
What should a polearmsman be focusing on RA wise for rvr?
IMO, a tank's biggest issues in RvR are: 1. Mobility 2. Survival 3. Group defense
1. Mobility: Det 9 (22 points), Purge 2 (10 points)
Getting to the fight at all will be your biggest issue. That means det 9 is mandatory for mez/stun/root decreases and purge 2 is nice for clearing disease and DoT's. CC with det 9 means you'll just get rooted FASTER after getting mezzed, and then you'll get stunned FASTER after getting rooted, depending on who you're fighting, lol. Gotta have it though.
2. Survival: IP 3 (15 points), AoM 3 (10 points)
THE biggest threat to survival in the field is casted damage. Assisting casters with a dedicated debuffer can burn all your HP's in around maybe 5 seconds? That's where IP comes in handy, and can be the difference between escaping around the corner of the keep / tower fast enough to get a heal or not making it and getting a rez. IP 3 at 50% is the min level you want imo. Since magic damage is the big killer in this game, you want avoidance of magic to help reduce it. AoM 3 is the minimum imo at 10%, but taking it higher is a goal, and it should be maxxed in the long term.
3. Group defense: Soldier's barricade 2 (10 points)
Since you're mobility and DPS is trash compared to ranged characters, your success is largely determined by their ability to sling their spells around the field and survive long enough to heal you and your peers. Soldeirs barricade will help keep them alive, which means they'll help keep you alive and kill shit faster. Level 2 is minimum imo with a 10% decrease to ALL damage. Very nice.
CORRECTION:
Total: 67 points = RR 7L7 @ 2, 450, 525 rp's
This is the base that I've used on all my melee chars, but they ARE group oriented, and not solo or pve oriented. The truth of the matter is that our solo dps is trash compared to casters, and to healers that can eliminate that dps, so investing in RA's to boost damage is pretty much a waste as a group tank, and the payoff is insignificant compared to being disciplined and simply assisting with other tanks to kill targets in RvR. Same goes for block/parry defense RA's, since you rarely spend time engaged with other tanks, and when you do, it's usually a train that's just going to kill you regardless, or keep you occupied long enough for the caster train to melt you. Go for the high payoff RA's first, then get all the "nice to have" and individual RA's when you're like RR 7 or above imo.
Good luck.