Best RA’s for armsman RVR

Started 25 Sep 2020
by Reaper911
in RvR
What should a polearmsman be focusing on RA wise for rvr?
Fri 25 Sep 2020 2:50 AM by ExcretusMaximus
Det 9
Purge 3
Dashing Defense 3 - 5
Soldier's Barricade 3 - 5
Avoidance of Magic / Toughness 3 -9
Fri 25 Sep 2020 3:36 AM by thirian24
ExcretusMaximus wrote:
Fri 25 Sep 2020 2:50 AM
Det 9
Purge 3
Dashing Defense 3 - 5
Soldier's Barricade 3 - 5
Avoidance of Magic / Toughness 3 -9

These are great, except after you get Det9, purge3, DD3 and some SB, you should pick up some MoBlock.
Fri 25 Sep 2020 3:13 PM by Reaper911
Thanks for the advice guys!
Sat 26 Sep 2020 1:03 PM by Cruella
ExcretusMaximus wrote:
Fri 25 Sep 2020 2:50 AM
Det 9
Purge 3
Dashing Defense 3 - 5
Soldier's Barricade 3 - 5
Avoidance of Magic / Toughness 3 -9

Is that also the progressing order? Purge >DD? Maybe Purge2 and then DD1? Just asking.
Just leveling an arms

And just for understanding: When i run around with a pole and press DD, then i will parry for my mates?
So having a little bit higher parry would be good? Just lower DPS a bit? Something like

RR4
42 Shield
37 Thrust
37 Pole
38 parry?
Fri 2 Oct 2020 12:46 PM by kedelin
50 pole 42 shield 37 weapon... when you hit dd switch and keep shield out
Fri 2 Oct 2020 1:42 PM by keen
ExcretusMaximus wrote:
Fri 25 Sep 2020 2:50 AM
Det 9
Purge 3
Dashing Defense 3 - 5
Soldier's Barricade 3 - 5
Avoidance of Magic / Toughness 3 -9
this, for first ras go det9 purge2 dashing1.
there is no need for mob except spare points until you can train a higher level of dashing/soldiers. those ras are just too powerfull to not having them on max possible level.
Fri 2 Oct 2020 11:00 PM by IdiamVonGawaine
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.
Mon 5 Oct 2020 9:18 AM by Sepplord
You didn't add the points for IP3 there though...
including that it would be 7L7 instead of 6L2
Mon 5 Oct 2020 1:52 PM by ExcretusMaximus
If you're playing an Armsman in a typical Alb group and need IP, you're doing something terribly wrong; you're supposed to be with your casters, peeling, not 1500 units away in the enemy's face getting nuked.
Mon 5 Oct 2020 9:51 PM by IdiamVonGawaine
Sepplord wrote:
Mon 5 Oct 2020 9:18 AM
You didn't add the points for IP3 there though...
including that it would be 7L7 instead of 6L2

Corrected. TY.

ExcretusMaximus wrote:
Mon 5 Oct 2020 1:52 PM
If you're playing an Armsman in a typical Alb group and need IP, you're doing something terribly wrong....

IP saves healer mana for support / casters, and keeps you alive long enough to get heals when you're targeted by the caster debuff/assist train while trying to peel for your group, or trying to take territory in keeps or towers.

Do what you think is best.
Mon 5 Oct 2020 9:55 PM by thirian24
IP and AoM on an Arms is a waste, until maybe your rr11.
Mon 5 Oct 2020 10:20 PM by Dariussdars
How do any of the solo/small man warriors/heroes/arms spec their RAs?

Determ/purge/IP, or more offensive/defensive type RAs.

Not everyone has time to run in a group, or they prefer soloing.

Just curious what anyone with a solo tank does with their RAs.
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