KAVE

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
Last edited
This thread is part of a series of sub-class tutorials which will focus on guiding players through the process of conceptualizing and assembling their sub-class's build. The goal is to provide beginners with a resource where they learn the basics and end up with an understanding of how to advance from there. The following instructions consist of my personal recommendations and suggestions for a Lightning Tank Build. Please note that these are not the only viable builds, nor are they claimed as the best by any means. It is just a stepping-off point.

As a disclaimer, due to the nature of this guide, I will not be delving into Hybrid Builds. These are generally considered more advanced techniques and do not fall within the scope of this tutorial. By the end of this read, you should have the necessary tools to create your own Hybrid Builds should you desire to do so.

Thanks to @Dawnfire for your amazing Warrior Guide which inspired me and gave me a resource to look back to whenever I needed to reference something. Also thanks to @Queeny for your work on the V&H Gamepedia which provided me with the numerous icons needed for this Guide.

Prerequisites for this guide include an understanding of the following mechanics:
  • Basic understanding of gear
    • Rarity
    • Stats
    • Glyphs
  • Diminishing Returns
  • Reinforcement Runes
  • Augmentation Runes
If you do not feel comfortable with some of these topics, please refer to the Gear Guide for additional information.

Table of Contents
  • Post 1 - Overview
    • Lightning Warrior Overview
    • Primer on Threat
    • Build Previews
    • Equipment
    • Constructing your Loadout - Phase 1
  • Post 2 - Abilities
    • Spells & Feats
    • Trinkets
    • Constructing your Loadout - Phase 2
  • Post 3 - Talents
    • Talent Table
    • Talent Builds
    • Constructing your Loadout - Phase 3
    • Combos & Mechanics
  • Post 4 - Gear
    • Primary Stats
    • Glyphs
    • Gear & Runes
    • Constructing your Loadout - Phase 4
    • Preparations
    • Consumables
  • Post 5 - Strategy
    • Playstyle Strategies
    • Constructing your Loadout - Phase 5
    • Endgame Builds
    • Advanced Mechanics

Lightning Warrior Overview

Lightning Warriors are the stalwart defenders of 'squishies' far and wide. These unwavering soldiers are first into any fray, and wield a mighty sword and shield to protect themselves from harm while slashing at their opponents. Through the purifying power of lightning, they are able to draw and maintain the attention of their foes. This allows their allies to let loose and unleash their full offensive arsenal upon the battlefield.

splash_4.pngLightning Warriors are generally selected for their defensive capability and thus solo'ability. This comes at a cost to offensive might, but it is possible to mitigate this loss through means we will explore later. Lightning Warriors fill the tank archetype and do so by generating threat using taunts. This causes nearby enemies to focus on the tank, rather than the damage dealers. This relationship is one of the pillars of a role based MMORPG.

Select the Lightning Warrior as your class of choice if you are seeking to tank group content, enjoy a melee fighting style or enjoy having a safe, steady paced solo experience.

Build Previews

There are an infinite number of potential builds for any class. I will do my best to narrow it down to a few specific play-styles. Please remember that you can easily blend the qualities of any of the builds below. The choices are limitless, just pinpoint abilities that enhance the functionality your warrior is striving for. Whenever a player approaches me seeking Lightning Warrior advice, one of the first questions I ask them is what role they are trying to play? Is their goal to be a top-notch Raid Leader? Perhaps just looking to casually solo main story content and only dabble in group content occasionally? These decisions have drastic impacts on how your build should be designed. So make sure to reflect on this before committing sockets and gold! With that being said, below are 3 general path options.

Threat Generator - Balance
1584461611729.pngThreat Generators are party tanks. Period. The only reason to utilize this build is if your tank's goal is to lead Dungeons and Elder raids. This build focuses on offensive power, but does not forsake the importance of defensive measures. After all, the goal is to generate enough threat to grab enemy attention while surviving through the ordeal. This does not mean that they are incapable of soloing content. Threat generation is an offset of using taunts, and luckily taunts continue to deal a decent amount of damage. This build is designed such that there is no need to modify talents or equipment depending on whether or not you are engaging in Dungeon or Solo content.


Stalwart Defender - Defensive
1584460977029.pngI would suggest this style of build for solo oriented players. If the aim is to survive against hoards of bounties and single-handedly challenge Elder Bosses, then you will need a solid defense. While the defender may lack attack prowess - and thus threat generation -they still make valuable off-tanks during group content. Attributes include a focus on defensive characteristics such as physical and magical resistances, vast health pool and shielding / healing capability. This type of build is geared towards high mana sustain due to defense-based triggers and procs such as blasting which deals damage at no cost.

Greatsword Wielder - Offensive
1584461410965.png
Greatsword Wielder's harness the capacity of traditionally Fury Warrior swords while retaining access to their shielding equipment. This allows them to pump out additional damage without a decline in block chance. This breed of Lightning Warrior is relatively less defensive than the aforementioned ones, but still retains quite a lot of defense which is simply inherent to the Lightning class.


Constructing your Loadout

Guides such as this can be understandably overwhelming to readers. Information overload can easily set in when there is a lot to digest. In some cases, players may come out of their read just as lost as before! That is why this section is here. The purpose is to help organize the choices you make throughout the guide into a step by step process so that you know exactly what you need to do in order to create your own personalized build.

This will be split up into separate phases, and after each major section we will come back to this and update it!

Phase 1: Understand Yourself


This is the foundation which will lay out your path going forward. Follow the flowchart below and make note of where you end up. The first decision is which type of tank you are. There are 3 options, Primarily party tank, Solo warrior and a Party / Solo blend.

If you've chosen the Solo Warrior, you will be asked whether speed or survivability is more important to you. That is, do you prefer dealing more damage at a higher risk of death, or more of a slow and steady approach?

If you chose either of the other options you will be prompted on whether or not you plan to be a main tank or an off-tank. Main tanks are leading the raids and taking the brunt of damage and dealing the most threat. Off-Tanks are backup tanks who focus on holding minions, mini-bosses and coming in as reserve if the main tank falls.
1584538611053.png
We will continue with this process later on!

Equipment

Warriors have a few options for their arsenal. Generally you'll see most Lightning Warriors rocking a sword and shield combo. It is possible to ditch the shield and equip a Greatsword instead. These pack a little more offense, but not really worth the loss in shielding since offense isn't a Lightning Warrior's defining charactersistc. Instead, some Lightning Warriors invest in the Master-at-Arms talent and unlock the Heroic Strength ultimate. This allows them to use both a shield and a Greatsword! It is very expensive to go this route though, so you may wish to test it out first before committing.

There are also few passive gear runes which you should be aware of before moving forward. These are available either from crafted or Elder garb. We'll go over all of these runes in the table below.

Passive Runes
RuneBreakdown
1584463062061.pngSorcerous Plating
Crafted Warrior Shields

Your Magic Resist is increased by X and your Block Chance is increased by 15%.
Sorcerous Plating is one of the two potential Shield runes. While Magic Resist is more difficult to build up compared to armor, this shield has a 5% deficiency in block chance. It is up to you whether that cost is worth the boost to Magic Resist.
1584462385254.pngReinforced Plating
Crafted Warrior Shields

Your Armor is increased by X and your Block Chance is increased by 20%.
Reinforced Plating is one of the two potential Shield runes. Armor is generally easy to build up, making it a bit unnecessary. However, the +20% block chance is worthwhile, as that is the bread and butter of a tank's defenses. Higher block chance means more damage mitigation and Spurring Jolts activation.
1584462366219.pngSwashing
Dropped Swords

Your Masteries are increased by X and both your Cooldown Rate and Parry chance are increased by 10%.
*While using Swashing you are unable to properly wield a Shield unless you possess the Heroic Strength Ultimate
Swashing is one of the two potential Greatsword runes, and equipping it will turn your sword into a Greatsword. This disables your shield unless you possess the Heroic Strength Ultimate. If that is your intention, then I would recommend Strength of Arms instead. Choosing a Greatsword means that damge is a higher priority to you than defense. There is no point in choosing Swashing because it pales in comparison to a shield in terms of damage mitigation. For 35 talents, you could increase your defense easily by other means anyway.
1584462377487.pngStrength of Arms
Dropped Swords

Your Masteries are increased by X and both your Cooldown Rate and Attack Speed are increased by 10%.
*While using Strength of Arms you are unable to properly wield a Shield unless you possess the Heroic Strength Ultimate
Strength of Arms is one of the two potential Greatsword runes, and equipping it will turn your sword into a Greatsword. This disables your shield unless you possess the Heroic Strength Ultimate. If your goal is increased damage then this is the rune for you. The increased Cooldown Rate and Attack Speed are not subject to diminishing returns as they are added directly to your attributes rather than your stats. This is a pretty noteworthy bonus, and something to consider if increased rate of fire is your goal.
1584463174073.pngStormpower
Crafted Lightning Armor

Increases Lightning Mastery by X, Armor by Y, and Threat Generation by 40%.
This is a standard rune and a requirement for any Lightning Warrior. This rune increases ability power and physical resistance by a solid amount. The real kicker is the 40% threat generation boost though. If you plan on tanking Elders or Dungeons then you simply cannot go without this rune.
1584463167854.pngElectrical Acuity
Crafted Lightning Helms

Increases your Lightning Mastery by X.
This is an odd outlier rune. You will notice Electrical Acuity+ runes often, but that is not the same as this. Those are Augmentation Runes, and will boost your Lightning Mastery by a paltry sum. Electrical Acuity is basically a Reinforcement rune for Lightning Mastery, which will increase Lightning Mastery by a far greater amount. For some reason it has a unique name. Go figure!
1584465584234.pngElder Garde
Elder Armor

Reduces damage taken by Elders by X
Tanks, being within punching distance of Elders, would most likely find the most use for this rune. That doesn't exactly make it useful.. you will find that with a decent build and healer, you will have no trouble staying alive against Elders. If that is not the case for you, then consider using this rune.
1584465594394.pngElder Bane
Elder Sword

Increases damage against Elder Bosses by X. Allows you to critically strike against Elder bosses. No benefit against normal enemies.
This is a must-have when fighting any Elder Boss, whether or not you plan on tanking. The damage increase is nice and all, but the perk of being able to critically strike against Elders is the most important feature. Without it, your damage loss against Elders will be massive. This applies to Dungeon Elders as well. Since it has no benefit against normal enemies, some players make 2 weapons. One for Elders and another for all other content where they swap Elder Bane out for another rune. That isn't necessary, but if you want to min-max then go for it.
 

KAVE

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
Last edited
Spells & Feats

Below we'll go over each of the lightning spells that you can slot onto your feat bar. This section will include a description, metrics and a breakdown of use cases.

1584540366745.pngWhat is X, Y, Z, K...?

In the ability descriptions below you will see phrases such as "Deals X (+Y)" damage. X and Y are variables which represent numbers, but how are they calculated? X and Y are both dependent upon the level and roll of the rune. Y, unlike X, is boosted by your Lightning Power. So if your Lightning Power is at 150% then the value for Y will be increased by 50%! (100% is the base). Any variable which can be boosted by Lightning Power is indicated as such by its blue coloring.


Charge1584490786656.png
Description:
Quickly move towards your target at lightning speed, striking as you arrive dealing X (+Y) physical damage and stunning for 4 seconds.

Breakdown: Charge should be your conflict initiator. This will allow you to reach enemies ahead of your allies and establish threat before they begin firing spells. While the ability may say that the range is melee, and Charge can be used in melee range, you can actually activate charge from as far as you can select your opponent. This turns Charge into a versatile ability with several use cases beyond being an initiator and damage dealing tool. It can also be used in tandem with other abilities to pull enemies or as a means of travel. We'll go into those in the advanced section.
  • Type: Damage Dealer
  • Acquisition: Crafted Lightning Sword
  • Base Mana Cost: 50
  • Base Cooldown: 20 seconds
  • Range: Target Select Range
  • Base Casting Time: Instant
  • Target: Single

1584490842589.pngThunderbird Strike
Description:
A quick strike that deals X (+Y) physical damage to your target.

Breakdown: Thunderbird Strike's is a simple damage dealing ability with a relatively high mana cost. Combined with the Tempest Talent it can modified into a threat generator by acting as a 'proc' for Thunderbolt. This means that whenever you use it, you have a chance to trigger another ability without any cost. This is quite powerful!
  • Type: Damage Dealer, *Taunt (if using Tempest Talent)
  • Acquisition: Dropped Lightning Sword
  • Base Mana Cost: 150
  • Base Cooldown: 6 seconds
  • Range: Melee
  • Base Casting Time: 1 second
  • Target: Single

1584490872507.pngPummel
Description:
An electric strike deals X (+Y) physical damage to your target and generates Z (+K) extra threat.

Breakdown: Pummel is an example of a taunt. Notice that the description mentions that it generates extra threat. This is a basic damage dealing and threat generating ability. It can take on a secondary effect with a the Titanic Wrath Ultimate, which will increase its damage output by 100% every 90 seconds.
  • Type: Damage Dealer, Taunt
  • Acquisition: Crafted Lightning Sword
  • Base Mana Cost: 100
  • Base Cooldown: 8 seconds
  • Range: Melee
  • Base Casting Time: 1.2 second
  • Target: Single

1584490897115.pngLightning Bolt
Description:
Launches a lightning bolt that deals X (+Y) physical damage and Z (+K) threat to your target.

Breakdown: Lightning Bolt is a ranged single-target taunt. You can use this to pull enemies from a distance and drag them back to a better position as well. Lightning Bolt, along with every other taunt, should be used as soon as they are refreshed. This is to ensure the enemy's aggro remains fixed entirely on you. Since it is a ranged ability, you can pull enemies while remaining stationary.
  • Type: Damage Dealer, Taunt
  • Acquisition: Dropped Lightning Sword
  • Base Mana Cost: 50
  • Base Cooldown: 10 seconds
  • Range: 40 meters
  • Base Casting Time: Instant
  • Target: Single

1584490921326.pngThunderbolt
Description:
Summons a thunderbolt that deals X (+Y) physical damage and Z (+K) threat to all nearby enemies.

Breakdown: Thunderbolt is an Area of Effect taunt that generates threat to all enemies in a 15 meter circle around you. This is highly effective when initiating conflicts with a group of enemies such as in Dungeons. Often Elders and bounties will have additional minions surrounding them, and those minions have to be kept away from the light armored cavalry as well.
  • Type: Damage Dealer, Taunt
  • Acquisition: Crafted Lightning Sword
  • Base Mana Cost: 50
  • Base Cooldown: 25 seconds
  • Range: 15 meter circle around the caster
  • Base Casting Time: 0.5 seconds
  • Target: Area of Effect (15 meter circle around the caster)

1584490550643.pngRally
Description:
A rallying cry inspires all nearby allies, increasing Armor and Magic resist by X (+Y) and Maximum Health by 15% for 15 seconds.

Breakdown: Rally is a Warcry, and not a great one at that. It may seem powerful, but in reality, the tank (you) should be the focal point of enemy damage. So boosting ally armor and magic resist results in nothing. Increasing everyone's maximum health will only serve to panic the priests and remove everyone's poise bonus, thereby lowering the overall DPS of the group. This is because Rally will increase their health pool by 15%, but will not actually fill that 15% gap.
  • Type: Group Buff
  • Acquisition: Dropped Lightning Swords
  • Base Mana Cost: 50
  • Base Cooldown: 60 seconds
  • Range: 15 meter circle around the caster
  • Base Casting Time: Instant
  • Target: Area of Effect (15 meter circle around the caster)

1584490960939.pngTitanic Power
Description:
Arcs of lightning run through you for 20 seconds, during which time your chance to Parry is increased by 25% (+Y%), healing received is increased by Z (+K), and your Lightning Mastery is increased by J.

Breakdown: Titanic Power is a self buff best saved for challenging bounties or Elders. This will increase your parry chance for a short duration, which means that your chance to nullify incoming damage increases. Likewise, all healing received from yourself and others is increased for the duration of this ability. Finally, your lightning mastery is boosted, which in turn will raise your threat generation.
  • Type: Self Buff
  • Acquisition: Elder Lightning Sword
  • Base Mana Cost: 250
  • Base Cooldown: 3 minutes
  • Range: Self
  • Base Casting Time: 0.5 seconds
  • Target: Self

1584490980823.pngUnbreakable Will
Description:
Disciplined training unleashes intense regeneration, healing you for X health over 20 seconds.

Breakdown: Unbreakable Will is a decent healing feat which can come in handy when in a tight spot. The overall healing isn't particularly great unfortunately, especially at higher levels when health pools are very large. That being said, it may save your life one day! It also pairs with an Ultimate, which we will discuss later.
  • Type: Self Buff
  • Acquisition: Elder Lightning Sword
  • Base Mana Cost: 250
  • Base Cooldown: 4 minutes
  • Range: Self
  • Base Casting Time: Instant
  • Target: Self

1584491134935.pngSpirit of the Storm
Description:
Storm energies cause you to become invulnerable for 15 seconds.

Breakdown: Spirit of the Storm is the secret sauce of surviving against all odds. When the going gets tough, the tough turn... invincible. Spirit of the Storm is an absolute must for any would-be tank. This 15 second duration may seem short, however it will allow you or your healer to quickly restore any missing health, taking you back from 0 to hero. When launching an assault against a large group of enemies, Spirit of the Storm is generally one of the first spells I suggest using, as their initial onslaught of attacks can deplete your health very fast.
  • Type: Self Buff
  • Acquisition: Ultimate (Static Charge - 10 points)
  • Base Mana Cost: 100
  • Base Cooldown: 3 minutes
  • Range: Self
  • Base Casting Time: 0.5 seconds
  • Target: Self

1584491061714.pngSurging Howl
Description:
An energizing roar, restores 500 mana as well as 75 bonus mana for every enemy surrounding you. Your intellect is then increased by X for 60 seconds.

Breakdown: Tanks regularly find themselves in the thick of it, and mana is as important towards maintaining aggro as it is for staying alive. That's where Surging Howl comes into play. Use this when surrounded by a group of enemies to quickly top off your mana to ensure you have enough spell casting capability to sustain yourself until the clash concludes.
  • Type: Self Buff
  • Acquisition: Dropped Lightning Necklace
  • Base Mana Cost: 0
  • Base Cooldown: 4 minutes
  • Range: 15 meter circle around the caster
  • Base Casting Time: Instant
  • Target: Area of Effect (15 meter circle around the caster)

1584491013344.pngStorm Infusion
Description:
Activate to increase your Lightning Mastery by X for 20 seconds. While active, every lightning feat cast will increase the remaining duration of Storm Infusion for 2 seconds.

Breakdown: Storm Infusion is one of two potential bracer spells to pick up. There is no question as to which is superior. Select this one for increased damage and threat generation. Try to keep the effect active by casting frequently.
  • Type: Self Buff
  • Acquisition: Dropped Lightning Bracers
  • Base Mana Cost: 0
  • Base Cooldown: 3 minutes
  • Range: Self
  • Base Casting Time: Instant
  • Target: Self

1584491035354.pngVeil of Thunder
Description:
Instantly removes some threat from your target and makes your feats less threatening for the next 20 seconds.

Breakdown: There isn't much to explain here. This bracer ability will reduce your threat, basically causing enemies to attack the damage dealers who are next in line on the threat table. This is not the way of a tank.
  • Type: Enemy Debuff
  • Acquisition: Dropped Lightning Bracers
  • Base Mana Cost: 0
  • Base Cooldown: 3 minutes
  • Range: Self
  • Base Casting Time: Instant
  • Target: Self

Trinkets

Trinkets are equipment items which players can acquire beginning at level 28. Each trinket has an ability slot which holds spells that are common between all classes. This means that certain trinket feats may not mesh well with Lightning Warriors, while others could enhance your strengths or cover for your weaknesses. Below we'll go over each of these spells.

All trinkets have the following metrics unless otherwise specified:

  • Type: Self Buff
  • Acquisition: Dropped Trinkets
  • Base Mana Cost: 0
  • Base Cooldown: 3 minutes
  • Range: Self
  • Base Casting Time: Instant
  • Target: Self

Trinket Breakdown
1584559675126.pngBrutal Force:Increase your Brutality by X for 20 seconds and your next 3 spells have a 100% chance to critically strike for 6 seconds.

Breakdown: Brutal Force is a powerful trinket in that the user has 4 seconds of guaranteed critical strikes. That may seem like a small window of time, but that is enough to fire 2 - 4 spells. With proper preparation, this could be used to generate a tremendous amount of threat. For example, use Titanic Power to increase masteries, charge at an enemy pack, activate Brutal Force and let fly a Titanic Wrath Pummel, Thunderbolt, Thunderbird Strike(chance to trigger another Thunderbolt) and Lightning Bolt. With guaranteed critical strikes this will place aggro firmly in your control.
1584560127005.pngConjured Regeneration:Instantly heal yourself for X and increase your Vigor by Y for 20 seconds.

Breakdown: This may seem useful from a Tank's perspective, but if you are solo'ing content you'll find that your HoT from Static Charge covers 95% of cases while Unbreakable Will or Spirit of the Storm can handle the other 5%. During group content you will likely have a healer focusing on you, so this will be redundant healing.
1584560166104.pngComplete Control:Instantly restore 10% of your Mana and increase your Clarity by X for 20 seconds.

Breakdown: Certain enemies are built such that this Trinket could come in handy, such as Maggwood. However, this works best if you plan to expand your mana pool and have high mana costs. Lightning Warriors typically don't do either. Surging Howl is a better alternative for mana restoration.
1584560224016.pngDeadly Tactics:Increase your Savagery by X for 20 seconds. During this time your attacks ignore 25% of your opponents defenses.

Breakdown: Deadly Tactics is another offensive trinket which could come in handy for threat generation at first glance. The threat generation aspect of taunts, however, are not reduced by enemy resistances. So this would only boost the threat gained from your damage, which isn't very high. The increased savagery is useful, but Brutal Force will probably result in a greater number of critical strikes.
1584560294481.pngGrave Bolt:Summons a bolt of energy empowered by a restless spirit that deals X void to your target. If Grave Bolt initiates combat, it will force the target to engage in solo battle, blocking the enemy's ability to call for aid.

Breakdown: Grave Bolt is unique in that it is currently the only trinket that interacts with an enemy. Despite what the description says, the chance to pull an enemy from a pack is not 100%. In Dungeons, enemies have higher resistences to pulls and you may find Grave Boltto fail. That being said, it is still an extremely useful trinket for Dungeon scenarios as there are many cases where you will only want to pull a single bounty out.
  • Type: Taunt
  • Range: 40 meters
  • Target: Single
1584560380265.pngIndomitable Constitution: Heal yourself for X over 20 seconds and increase your Vitality by X for 60 seconds.

Breakdown: While the healing portion of this spell we covered in a similar spell (Conjured Regeneration), the Vitality increase could prove useful for large boss battles. 60 seconds of an increased health buffer will allow you some more security in case you take big hits.
1584560477634.pngInsight:Restore X mana over 20 seconds and increase your Intellect by X for 60 seconds.

Breakdown: You will likely burn through mana at a faster rate than this trinket will regenerate it. The increase in Intellect is only useful if topped off, as a larger mana pool will make little difference if you are nowhere near the cap.
1584562965682.pngMagical Defiance:Become invulnerable to Magic Damage for 8 seconds and increase your Magic Resist by X for 20 seconds.

Breakdown: This only works well on predication of a powerful attack, such as Benedicta's bombs. Earth Shaman would be able to make more use of this than lightning tanks. Spirit of the Storm is a better alternative.
1584562979171.pngMomentum Shift: Increase your Haste by X and boost your chance to Dodge attacks by 30%. Lasts for 20 seconds.

Breakdown: This is an underrated ability for tanking. Dodge chance, Block chance and high resistances combined make you nearly invulnerable. The increase to haste could be useful for casting extra taunts during the 20 second window.
1584562997942.pngSoaring Will:The next 3 spells you cast cost 0 mana and increase your Will by X for 20 seconds.

Breakdown: Lightning spells generally cost little mana. There are a few high cost spells though such as Titanic Power and Unbreakable Will. If mana is an issue, this could help alleviate that strain if used specifically on those spells and other high cost spells. Don't waste this on taunts or regular abilities.
1584563057155.pngTree Form:Turn your skin to bark, shielding against X damage. Lasts for 20 seconds or until used.

Breakdown: The shielding on this ability lasts only for a few hits before being depleted. There are better alternatives if defense is your objective.
  • Acquisition: Crafted Trinket
1584563032696.pngWay of the Tortoise:Become invulnerable to Physical Damage for 8 seconds and increase your Armor by X for 20 seconds.

Breakdown: Similar to Magical Defiance, this works best with Earth Shaman. Rely on Spirit of the Stormfor your invincibility needs.
  • Acquisition: Crafted Trinket
1584563019965.pngZephyr's Enclave:Instantly reduce all remaining cooldowns by 40% and increase your Expertise by X for 20 seconds.

Breakdown: For those who have been wondering, "How can I rely on Spirit of the Storm when it has such a long cooldown?" This is the answer. Zephyr's Enclave is a necessity for tanking. Combined with Spurring Jolts, your long refresh abilities such as Titanic Power, Surging Howl, Unbreakable Will and Spirit of the Storm will be ready to use again in less than half the stated cooldown time. Make sure to activate this after using at least 3 of the abilities above. I generally use all except Unbreakable Will and then immediately activate Zephyr's Enclave to shave off 40% of their cooldown.


Constructing Your Loadout

We're back with the next phase of constructing your loadout! Since the previous part, you should have learned all about the different types of equipment (Greatswords, Shields etc.), Spells & Feats, as well as Trinket Abilities! These will be vital towards completing the next step in the tutorial.

Phase 2: Your Arsenal

This phase is all about noting down which spells, abilities and equipment you plan on using. Let's work off of the choices you made in the previous phase! Let's begin by assessing our limitations. In terms of abilities, here are the number of ability slots per item type as well as the potential Lightning Spells you can choose.

Note that there are other Warrior spells, but these are generally considered Fury spells so they are not included in the chart.
1590584915195.png
So, what now?

It's time to go down the list and reference the descriptions of the various Spells & Feats to choose the ones you desire. I will make this easier for you. For Lightning, regardless of whether or not you plan to tank, you probably want to use each of the Lightning Spells except for Rally and Unbreakable Will. These two really depend on whether you want additional buffs. If not, then you may want to delve into Hybrid and select a Fury spell, as there are no other Lightning Spells for swords available.

Obviously for Bracers you will want Storm Infusion and for Necklace Surging Howl is recommended. Talents, once again... not many options there. Make sure to unlock Spirit of the Storm in your talent tree

This leaves the real decision makers, Trinkets! You can choose 2 of the Trinket spells, but you can always keep extras in your inventory for different scenarios. Maybe keep a Grave Bolt trinket aside specifically for Dungeons? Remember the type of warrior you ended up as in Phase 1 and select Trinket spells that supplement that. Re-read the spell descriptions if you have to. Once you're done, you're ready to move on.

Threat Generator
  • Complete Control
  • Brutal Force
  • Zephyr's Enclave
Stalwart Defender
  • Magical Defiance
  • Zephyr's Enclave
  • Momentum Shift
  • Indomitable Constitution
Greatsword Wielder
  • Brutal Force
  • Momentum Shift
  • Deadly Tactics
  • Zephyr's Enclave
 

KAVE

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
Last edited
Talents

Talent choices for lightning are straightforward for the most part. There are a few staples among the options, the rest frankly come down to individual preference, but we'll go over them one at a time. As we are focusing on pure builds rather than hybrid, I will not be considering any of the fury talents for this section.

Please note that I will be displaying images of talents at their maximum point allotment. If you would like to see the rate of growth for specific talents, please utilize this great talent building tool created by @Ivar Hill: Talent Builder

Lightning Talent Tree

Talent / UltimateDescription & Breakdown
1584541646162.pngShocking Strikes
5 TP
Offensive
Your damaging lightning feats deal 15% increased damage

For 5 talent points, Shocking Strikes is a decent talent to acquire! The damage increase will also result in additional thraeat. This is a pretty standard talent that any aspiring Lightning Warrior will want to pick up if they intend on tanking.
1584541653188.pngThunderclap
Ultimate
Offensive
Lightning Bolt and Thunderbolt now deal extra damage. Threat-generating feats generate an extra 10% threat.

This Ultimate builds on top of the foundation that Shocking Strikes provides. Your overall threat generation will be boosted as well as your main single and AoE taunts.
1584541707935.pngStatic Charge
10 TP
Health
Casting a lightning feat gives you a Static Charge. At 5 charges, you are healed for 200% standard level healing over 10 seconds. Static Charge's healing is boosted by your Lightning Power.

This is the healing talent available to Lightning Warriors. Essentially, every 5 lightning abilities used will grant you health over time for 10 seconds. During these 10 seconds, you can continue to cast lightning feats and build up your 5 charges. If you manage to hit 5 charges again before the 10 second healing concludes, then it will automatically reset. This results in a continuous heal over time for warriors so long as they are casting.
Note that only Lightning Feats qualify to build charges, so fury or discipline abilities such as surging howl will not build charges.
1584541713733.pngSpirit of the Storm
Ultimate
Defense
Storm energies cause you to be invulnerable for 15 seconds.

This Ultimate is an ability which will appear on your feat bar. We have gone over this ability in detail within the Spells & Feats section.
1584541720107.pngElectric Disposition
20 TP
Defense
You gain 20% increased Block Chance and 20% of your Lightning Mastery is added to your Vitality and Armor.

The maximum obtainable block chance is currently 40%, and this talent will provide half of that. Blocking is integral towards surviving against powerful foes, so this talent will go a long way towards ensuring your livelihood. Additionally, as you invest points into your Lightning Mastery stat, 20% of those points will be added to your Armor (physical damage resistance) and Vitality(health pool), further strengthening your defense.
1584541727380.pngSpurring Jolts Ultimate
Offense
You can now Spell Block with your shield. A successfully blocked spell or feat reduces incoming damage by 50%. Additionally , whenever you block anything, all of your ongoing cooldowns are reduced by 1 seconds. You generate an extra 20% threat from threat generating feats.

As mentioned above, 40% block chance is the highest possible value. Thus, 40% of the time you will successfully block a spell and activate Spurring Jolts. This will reduce all of your ongoing cooldowns by 1 second. While this may not seem like much, imagine being hit by 3 to 5 enemies simultaneously, each having a 40% chance to proc Spurring Jolts. This results in very quick refresh rates when under fire. Again, you will earn an overall threat generation boost.
Note that if you are not the main tank in a Raid, then this Ultimate loses tremendous value. The main tank will be absorbing the majority of the hits, and any redundant tanks will find Spurring Jolts activation to be quite sparse.
1584541733730.pngTempest
30 TP
Offense
Thunderbird Strike has a 33% chance to summon a Thunderbolt.

If your goal is threat generation then this is a talent to consider. Thunderbird Strike has quite a short cooldown rate, and thus you can fire it off frequently. In Dungeon scenarios this extra Thunderbolt will allow you to maintain control over the minions.
1584541741224.pngTitanic Wrath
Ultimate
Offense
Pummel now hits with the wrath of titans, instantly killing lesser enemies or otherwise dealing 100% increased damage. This effect can occur once every 90 seconds and is instantly readied upon activating Titanic Power. You generate an extra 30% threat from threat generating feats.

This effect causes Pummel to deal double the damage every 90 seconds. This will double the threat which is gained from the damage value of Pummel, but it does not directly double the threat generation that Pummel produces. That being said, it is still useful for additional threat gain, and with proper timing with Titanic Power you can activate this effect twice in a short span of time. This ultimate will also provide a massive passive threat generation buff.
1584541748119.pngLightning Affinity
40 TP
Offense
Increases your Lightning Power by 40%.

This will boost your Lightning Power directly, not your Lightning Mastery. Lightning Mastery is a stat that feeds your Lightning Power. Like most stats, it is subject to diminishing returns. Increasing Lightning Power directly on the other hand does not suffer from that drawback. This will essentially boost the Y value (blue value) of all your Lightning abilities by 40%!
1584541753999.pngWill to Live
Ultimate
Health
When you take damage that would otherwise be fatal, you prevent that damage and instead heal to 100% of your Maximum Health. This effect can only occur once every 10 minutes. You generate an extra 40% threat from threat generating feats.

If there comes a moment when you end up in over your head and a boss lands a few lucky critical strikes against you, then Will to Live may just save your skin. Don't rely on this Ultimate though. This is more of a small perk rather than an actual mechanic that you will utilize for tanking. Your goal should be to remain alive and at high health at all times. This ultimate also provides a passive threat generation boost.

Discipline Talent Tree

Talent / UltimateDescription & Breakdown
1584542864467.pngMaster-At-Arms
35 TP
Offense
35% of your Expertise is added to the higher of your Masteries

This Talent will boost your Lightning Mastery by 35% of your Expertise. This means that 35% of the points which you have invested into the Expertise stat will be added to your Lightning Mastery stat. This may seem powerful at first glance, but due to diminishing returns you will likely only end up seeing less than a ~5% gain to your Lightning Mastery / Power
1584542925681.pngHeroic Might
Ultimate
Offense
You can now effectively wield a shield while equipped with a Great Sword.

The ability to wield a Great Sword along with a shield is tempting. Great Swords are swords with either the Swashing or Strength of Arms runes. These runes will boost your Cooldown rate and either Attack Speed or Parry Chance by 10%. These values are added directly into your power column (not subject to diminishing returns), and can be effective for increased damage output. 35 talents is extremely expensive though.
1584542933320.pngBooming Power
20 TP
NA
Casting any warcry reduces the remaining cooldown of all other warcries by 10 seconds. Additionally your warcries have 20% more power.

Booming Power is only useful for those warriors who focus on Warcries. Generally, you will find this is a Fury Warrior build. Thus, we will not be discussing this talent in detail.
1584542939069.pngBattle Cry
Ultimate
NA
An inspiring cry causes all nearby allies to gain 20% increased Masteries for 15 seconds.

Battle Cry is a War Cry attached to the Booming Power talent. Since we skipped that talent, we will do the same with this Ultimate.
1584542945624.pngExperienced Brawler
20 TP
Defense
Your Armor and Magic Resist are increased by 20%.

This will take 20% of the points you have invested into your Armor and Magic Resist stats and add it back into the stat. Once again, due to diminishing returns this may only result in a small gain towards your actual physical and magical resistance.
1584542952221.pngPit Fighter
Ultimate
Defense
While Unbreakable Will is active, you deal 10% more damage. While Surging Howl is on cooldown, you take 10% less physical damage.

This Ultimate is situational and requires 2 abilities (Unbreakable Will and Surging Howl). Surging Howl will be on cooldown for 99.9% of the time. Generally you'll find yourself using it at the first opportunity. This means you can expect a standard 10% damage reduction across the board. Unbreakable Will on the other hand is only active for 20 seconds at a time. If used in appropriate scenarios, such as during a Boss fight, then this Ultimate could prove useful.
1584542958398.pngMarat's Vitality
15 TP
Health
Your Vitality and base Maximum Health are increased by 30%.

If Vitality boosts maximum health, then what is the difference between that and base maximum health? Vitality will increase your overall health pool, but your base maximum health is linked to your actual combat level. Basically, if you had 0 points in Vitality, then how much base health would you have? You wouldn't be walking around with 0 health. Everyone has a base health pool, and this scales up with their level.
1584542964718.pngIndomitable
Ultimate
Health
While below 30% of your Maximum Health, all healing received is increased by 50%.

This ultimate will increase all healing received by 50% when below 30% of your max health. This will generally kick in during boss fights and Dungeon runs, and is mainly a boost for your healer more than yourself. While your Static Charge is a decent heal, it's not enough to get you out of a pickle if your health is terribly low. Unbreakable Will on the other hand, could. Once again though, this is mostly going to come into play for your healer during Elders and Dungeons. They'll thank you for having this.

1584542970179.png
Heart of the Mountain
15 TP
Mana
Your Maximum Mana is increased by 375 and your Mana Regeneration is increased by 60%.

If you find mana management to be an issue, this talent would be one to consider picking up. The maximum mana increase is enough to cast an additional 5 - 10 spells (considering clarity bonuses) and the mana regeneration will increase your enable you to regain a decent amount between fights. Crafted Mana potions are still the superior option when it comes to mana restoration though.
1584542975605.pngMountain Song
Ultimate
Mana
Heart of the Mountain's bonuses are doubled.

This Ultimate doubles the bonuses mentioned in the previous row. If you plan to fill up the previous talent, then I would recommend going all the way in order to earn this Ultimate.

Talent Builds

Below are some potential talent configurations to consider. There are infinite combinations for Talent setups, and there really is no right way. Below are some options based on some of the build previews we discussed.

You can easily mix and match these setups for whatever suits your purposes. If you consider mana to be more important than health, shoot for that instead. If you wish for a Great Sword at all costs then do it! Find whichever setup works best for you.

I have classified each of the Talents / Ultimates into a specific category in the Talent Table above, based on how they impact your character. Note that some Talents / Ultimates may appear in multiple categories. Based on that, I have assigned a rating to those attributes for each of the following talent builds. This will allow you to gauge what the build focuses on.

AttributesDescription
1584541748119.png Threat Generator
Level 95
(0 Rebirths) - 105 talents
This build is entirely focused on the LightningTree. Since the goal is threat generation, it's imperative that we select any talent that directly involves threat as well as enough Defense and Health related talents to survive.
  • Offense: 6/9
  • Defense: 2/4
  • Health: 2/4
  • Mana: 0/2
1584542952221.pngStalwart Defender
Level 95 (0 Rebirths) - 105 talents
The goal of Stalwart Defender is to prioritize defense and survivability. This is why our defenses are maximizied, at a loss to offensive power.
  • Offense: 4/9
  • Defense: 4/4
  • Health: 2.5/4
  • Mana: 0/2
1584542925681.pngGreatsword Wielder
Level 95 (0 Rebirths) - 105 talents
Greatsword Wielder is very difficult to build without rebirths. Due to the talent cost of Heroic Might, our options are very limited in this scenario. I would not recommend this build. If you plan to rebirth, check out the version II of this build as it is a bit better.
  • Offense: 5.5/9
  • Defense: 2/4
  • Health: 1/4
  • Mana: 0/2
1584541748119.pngThreat Generator II
Level 95 (5 Rebirths) - 130 talents
Since this build focuses mostly on a balance between offense and defense (for main tank purposes), I have added the extra points from rebirth into some health and mana talents. These can of course be swapped around to pump up defense or even additional offense if that is your preference.
  • Offense: 6/9
  • Defense: 2/4
  • Health: 3/4
  • Mana: 1/2
1584542952221.pngStalwart Defender II
Level 95 (5 Rebirths) - 130 talents
With this build you will be as self-sufficient as possible in the solo department. A satisfactory amount of damage, and as much defense, health and mana boosts as the talents can offer. If you feel that your defenses are simply over the top, then you can allot some of those points into more offensive talents instead.
  • Offense: 4/9
  • Defense: 4/4
  • Health: 4/4
  • Mana: 2/2
1584542925681.pngGreatsword Wielder II
Level 95 (5 Rebirths) - 130 talents
This version of Greatsword Wielder can be considered viable. With the combination of the Greatsword and Tempest your chances of proccing a Thunderboltrise considerably. Since this is the most offensive type of build, there is a drawback in the lack of defense and mana.
  • Offense: 6.5/9
  • Defense: 2/4
  • Health: 2/4
  • Mana: 0/2

Constructing Your Loadout

It's that time again! Now that we've looked over each of the talents, we need to find the right build for you. It's time for Phase 3....

Phase 3 - Talent Configuration

In the table above I have some options for talent builds. There are simply too many choices to list them all out. You've done the ground-work and read about each of these talents. What level are you? How many rebirths do you have under your belt or plan to do? These are important questions to ask yourself. I would suggest using some of the build options above and modifying them based on the playstyle and abilities you have so far. You can always go back and change your mind on decisions you made previously.

Use the Talent Builder to mess around with different configurations. Read about the benefits of each talent / ultimate and how they mesh with your intended use. If you're a main-tank you'll want to generate a lot of threat. If you're a solo warrior you may want some extra defense, offense or mana boosts instead. Once you've found a few builds that suit you, try them out in-game. Reset your talents and try out the different builds in various scenarios. Use the charts to monitor the amount of threat you generate, damage you take and your DPS output. How does your mana do? How do you stack up to other Lightning Warriors? These are some things you'll simply have to experiment with to find the perfect fit for your build.

Combos & Mechanics

This section covers some useful combos & mechanics that you can utilize. Combos are a sequence of abilities, used in a specific order in order to maximize potential benefits. These benefits could be DPS output, survivablity or other such targets.

Primer on Threat

Threat is an important concept to understand as it is at the core of being an effective tank. How do enemies decide which player to focus on? It is based on an internal ranking of players known as a threat table. As players deal damage to a certain enemy, their ranking in the threat table increases in parallel. 1 point of damage equates to 1 point in threat, thus, the highest damage dealer would rank at the top of the table and warrant the attention of the monster. So, how does a Lightning Warrior, whose damage dealing capability is much lower than pure DPS classes, compete for enemy control and aggravation (known as 'aggro')?

This is accomplished through the use of taunt mechanics. Lightning Warriors have access to abilities that not only deal damage, but also generate direct threat. So for example:
  • Fire Wizard uses Fireball - dealing 5,000 damage (5,000 threat)
  • Lightning Warrior uses Lightning Bolt - dealing 2,000 damage and an additional 4,000 threat (6,000 threat)
The Fire Wizard continues to deal a greater amount of damage, however, the Lightning Warrior ends up at the top of the threat chart due to their taunts. It is important to note the distinction between damage and threat. While damage results in threat, it does not apply the other way around. If a Lightning Warrior deals 2,000 damage and 4,000 threat, this sums to a total of 6,000 threat (2,000 from their damage + 4,000 direct threat). Their damage remains at 2,000.

Another important piece of information involving threat is that it diminishes over time. So it is vital to continue applying taunts and generating threat throughout the fight. Otherwise the damage dealers will quickly catch up and overtake your position on the table.

If you would like to track your threat generation in comparison to others, pull up your Charts by typing /charts and toggle the dropdown to Threat. This will allow you to monitor the threat of yourself and those around you in real-time!
Note that threat diminishes over time and is wiped out completely when the enemy is slain.


The Threat Generator

Purpose: The goal of this combo is to generate a large quantity of threat in a short duration. This is best use when initiating a conflict with a group of enemies or Elder Boss.
Sequence: Storm Infusion > Charge > Surging Howl > Pummel > Titanic Power > Brutal Force > Pummel > Any Taunt(s)
Breakdown: Storm Infusion
will increase your Lightning Mastery AKA ability power, increasing the power of your taunts and damage. Charge will get you straight into the action. Surging Howl will increase your mana pool and top off your mana. Pummel will trigger Titanic Wrath (if the Ultimate is unlocked and Titanic Wrath is refreshed). Titanic Power will increase your offense and defense as well as reset Titanic Wrath. Brutal Force will guarantee you some critical strikes for 4 seconds. Pummel will generate threat and hit with Titanic Wrath (if the ultimate is unlocked). Then use any taunts such as Lightning Bolt, Thunderbolt or Thunderbird Strike (if you have the Tempest Talent).

The Survivalist

Purpose:
Make the most out of your defensive abilities during a challenging Elder Boss by reducing cooldowns with a powerful Trinket Spell.
Sequence: Storm Infusion > Surging Howl > Titanic Power > Spirit of the Storm > Zephyr's Enclave
Breakdown:
Always activate Storm Infusion if it isn't already running. Then use Surging Howl to top off your mana. Then use Titanic Power to boost your offense and threat generation, followed by Spirit of the Storm to become invulnerable to the boss's initial onslaught. Activate Zephyr's Enclave trinket to immediately reduce their cooldown by 40%. Allowing you to use them again very quickly thanks to the additional cooldown reduction granted by the Spurring Jolts ultimate.
 

KAVE

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
Last edited
Primary Stats

Stats are at the forefront of any build. By building up your stats, your character will be able to perform better in combat. All characters have base attributes. A default health pool, mana regeneration rate, cooldown rate and so on. These values can be increased through stats and sometimes even certain talents or ultimates. For example, if your default attack speed is 100% and you have enough points invested into the Haste stat to earn a bonus 24% attack speed boost, then your new attack speed is at 124%.

The blue column are your Stats and they feed into the red column, your Attributes!
1584564150671.png
As you invest points into your stats, you are improving the core characteristics of your character. Stats have caps, which will limit how much you can increase the corresponding attribute. Since stats are subject to diminishing returns, you will never actually be able to hit the cap. At a certain threshold, it becomes futile to continue investing in a particular stat as the benefits will decrease until it hardly has any impact on the attribute.

How do we raise our Primary Stats?
  • Primary Stats automatically appear on any piece of equipment which is Common or higher in quality.
    • Uncommon and Rare items have an extra stat
  • Primary Stats can be raised by slotting Reinforcement Runes onto gear.
  • Primary Stats can be raised by adding Preparations onto gear.
  • Using Consumables such as Drams temporarily increase certain Primary Stats
  • Certain talents and ultimates also build up specific Primary Stats
  • Recall that each stat appears on specific pieces of gear as seen below.
1584557823709.png
We will begin by providing a detailed overview of each stat and glyph in relation to Lightning Tanks. Then we will move on to which stat and rune combinations to use.

Below is a breakdown of stats in relation to Lightning Warriors.
Stat Breakdown
1584563814514.pngLightning Mastery:Increases Lightning Power
Cap: 30% | Recommended: 20% - 25%

Lightning Power:
Increases the power of your Lightning abilities. Increased by anything that boosts ability power.

Breakdown: Increasing Lightning Mastery will boost your overall ability power. Any feats or spells which are augmented with Lightning Power will become more powerful as Lightning Mastery increases.
1584563850874.pngArmor: Increases physical protection
Cap: 50% | Recommended: 35% - 45%

Physical Protection:
Reduces physical damage taken

Breakdown: Armor comes inherently on most of your gear, making it very easy to build up. This attribute will reduce the amount of incoming physical damage you take by a certain percentage. Obviously useful for a tank!
1584563858638.pngMagic Resist: Increases magical protection
Cap: 50% | Recommended: 35% - 45%

Magical Protection:
Reduces magic damage taken

Breakdown: Magic Resist is a bit harder to acquire than Armor. This attribute will reduce the amount of incoming magic damage. Similar to Armor, it is pivotal towards becoming a tank.
1584563937719.pngVitality: Increases maximum health
Cap: None | Recommended: 3 bars

Maximum Health:
Your total health

Breakdown: Vitality is the only stat which is not subject to diminishing returns. A larger health pool will provide you a buffer when taking big hits. Do not neglect your resistances though and focus solely on health. While your pool may be large, it will prove difficult to regain large quantities of missing health, even with healers.
1584563942719.pngVigor: Increases health regeneration
Cap: 2000%, 200% | Recommended: 0 - 20%

Health Regeneration:
Health you regenerate per second when in or out of combat

Breakdown: Vigor's overall health regeneration leaves much to be desired. When running content solo you will not have much trouble with regenerating health through your Static Charge talent. Dungeon content usually consists of a healer who can easily outdo the output from Vigor
1584563926292.pngIntellect: Increases maximum mana
Cap: +3000 | Recommended: +0 - +1500

Maximum Mana:
Maximum Mana pool

Breakdown: Additional mana will allow you to cast a few additional spells before your reserves run dry. Maximum mana is only useful when you're at full mana though. Once you start casting, it is your Will and Clarity that will determine how long you can sustain yourself.
1584563917233.pngWill: Increases mana regeneration
Cap: 8 m/s, 20 m/s | Recommended: 0 m/s - 5 m/s

Mana Regeneration:
Mana you regenerate per second when in or out of combat

Breakdown: Will can boost your mana regeneration by a maximum of 8/s in combat and 20/s out of combat. This will allow you to restore mana quickly between fights or sustain for longer periods during continuous conflicts in Dungeons.
1584563874092.pngClarity: Reduces mana costs
Cap: 35% | Recommended: 15% - 30%

Mana Costs:
Reduces the mana cost of feats and spells

Breakdown: Lightning Feats don't cost that much mana in the first place, but there are a few with very high costs. Reducing their mana costs will have a generous effect.
1584563883403.pngHaste: Increases attack speed
Cap: 30% | Recommended: 15% - 25%

Attack Speed:
Increases the frequency of normal attacks and lowers cast time of feats and spells

Breakdown: Greater attack speed will allow you to pull off additional attacks in the same window of time. This will also speed up the rate of your ability casting.
1584563834905.pngExpertise: Increases cooldown rate
Cap: 50% | Recommended: 30% - 45%

Cooldown Rate:
Reduces cooldown time of feats and spells

Breakdown: This goes hand in hand with haste. Having the ability to cast quicker is beneficial so long as something is readily available to cast. Increasing Expertise will result in faster refresh rates for your spells, which is essential for spamming taunts and holding aggro.
1584563904026.pngSavagery: Increases critical chance
Cap: 20% | Recommended: 10% - 15%

Critical Chance:
Gives a chance to deal bonus damage with feats, spells and attacks

Breakdown: Critical Strikes deal a minimum of double the damage of a regular hit. This increase threat generation considerably.
1584563896879.pngBrutality: Increases critical damage
Cap: 150% | Recommended: 75% - 115%

Critical Damage:
Bonus damage dealt by critical hits

Breakdown: Critical Damage upgrades mean that your critical strikes hit as hard as 3x to 3.5x their regular counterparts.

Glyphs

Glyphs are gameplay modifiers that accentuate your chosen role. Tanks have the pleasure of having numerous options when it comes to these Glyphs, as many of them apply to our specific predicament in that we expect to take a lot of hits while aiming to unleash enough damage for threat generation purposes. In that way, both offensive and defensive Glyphs have value.

Glyphs feed directly into your attributes. This is why they are so powerful! Rather than boosting your stats (which suffer from diminishing returns and have soft caps) they will simply pump up your attributes themselves which do not have these limitations.

How do we acquire Gylphs?
  • Gylphs appear on gear that is Rare quality of higher. Epic and Legendary gear will have two Glyphs, as opposed to the one on Rare gear.
  • Gylphs can also be slotted onto gear using Reinforcement Runes.
  • Gylphs can be imbued onto gear through the use of Preparations.
  • Recall that each Glyph appears on specific pieces of gear as seen below.
1584557647157.png
The following table will provide a quick description and breakdown of each Glyph from a Lightning Warrior's perspective.

Breakdown
1584555446870.pngBerserk: After taking damage 30 separate times, you gain X% increased ability power for 30 seconds.
Cap: 20% | Recommended: 10% - 17%

Berserk
, similar to Blasting, will trigger often in Dungeon-like areas. I consider blasting superior as it is a 10% chance on each hit. Berserk can take longer to charge up than expected, due to the crowd control abilities of your allies (stuns / slows), you may find yourself being hit less often.
1584555462929.pngBlasting: After being hit, you have a 10% chance to release a blast of X damage to all enemies around you.
Cap: Scales with level | Recommended: 65% - 85% of the cap

Blasting
will trigger quite often when tanking in Dungeons, as enemies always travel in packs. This will result in decent DPS and threat generation.
1584555476550.pngFlux: After spending 1,500 mana, you gain X% bonus ability power for 30 seconds.
Cap: 15% | Recommended: 8% - 12%

Flux
is an all-purpose perk which is useful to any sub-class. When you spend mana, which is inevitable, you will gain ability power for 30 seconds.
1584555497321.pngGlory: You gain X% increased ability power and Y% increased resistances for every enemy you defeat, maximum of 5 charges.
Cap: 8% Ability Power, 4% Resistance | Recommended: 4%-6% Ability Power, 2%-3%Resistance

Glory
is highly recommended for any Tank, especially those planning to run Dungeons where they will have 5 charges at almost all times. Glory increases resistances as well as ability power (threat generation), hitting 2 birds with 1 stone.
1584555517197.pngJuggernaut: You have a 5% chance to deal X% of current health as damage.
Cap: 23.1% of health as damage | Recommended: 15 - 20% of health as damage

Juggernaut
is basically another critical strike. The damage being based on your health. This is definitely inferior to actual critical strikes, which have a higher chance and damage output.
1584555530023.pngLifesteal: When you deal damage, you have a 15% chance to heal for X% of the damage dealt.
Cap: 40% | Recommended: 0% - 20%

Lifesteal
works best for classes with a high rate of fire and damage. Tanks don't meet either of these requirements, and your primary source of healing should be from a priest during group content, as tanks are their main focus.
1584555540689.pngMagic Find: All dropped gear now has a X% chance to be upgraded in rarity.
Cap: 10% | Recommended: 0%

Magic Find
serves no purpose in combat. I would avoid any gear with this stat. Some players make specific farming gear which is high on Magic Find so that they can get better loot from Zingaras and Elders.
1584555554962.pngOnslaught: You deal X% bonus damage to enemies that are over the Y% health threshold.
Cap: 25% damage, 80% health threshold | Recommended: 12% - 20% damage, 90% - 85% health threshold

Since tanks are generally first into a confrontation, enemies will be at their maximum health. Loading up on Onslaught will allow you to generate a massive amount of threat early on, to ensure that aggro maintains firmly in your control by the time DPS let loose.
1584555575023.pngPoise: Your ability power is increased by X% while your health is higher than 95%
Cap: 15% | Recommended: 5% - 12%

Poise
is thought not compatible with melee classes who are often taking the brunt of damage, especially tanks who are the primary focus. The uptime on poise is actually fairly decent for tanks who have healers or defensive enough not to take large hits.
1584555587106.pngShielding: While not in combat, you gain an absorb shield absorbing X damage .
Cap: Scales with level | Recommended: 0% - 15% of cap

Shielding
provides you with a small defensive buffer in between confrontations. Having a small amount of shielding is recommended, but don't go overboard. Invest enough that your warrior can absorb the enemy onslaught until your allies arrive.
1584555600564.pngVoidstrike: After damaging an enemy you have a 5% chance to gain a Voidstrike, causing your next single target ability to deal bonus X% Void damage that ignores Armor and Magic Resist.
Cap: 40% | Recommended: 0%

Voidstrike
has the greatest impact in the hands of DPS classes. There are better options for tanks to invest in than Voidstrike.

Constructing Your Loadout

It's time for one of the most important phases in constructing your loadout: your runes and stats! Depending on your level you will want to limit the number of sockets you spend filling slots. If you want to be a level 40 main tank, go for it. If you'd rather wait until 90+ before you start exploring Raids then by all means it is up to you. Just know that creating optimal builds requires sockets, and you will need at least 25 - 35 sockets for your full end-game build. So keep that amount in reserve off to the side. The amount of sockets you should spend is quite malleable depending upon your intentions and willingness to purchase additional sockets if you run dry.

Once your budget has been sorted out, it's time to decide what we are actually slotting onto your gear! In terms of active runes (Spells, Feats, Trinkets) you should already be set, as we covered those earlier. Thus, we'll be focusing on passive runes and reinforcement runes.

Your Gear stats are broken down into 3 main components:
  • Base Stats
  • Base Glyphs
  • Runes
We will go over each of these during phase 4...

Phase 4 - Gear Stats and Runes

It's time to begin selecting which base stats you want on your equipment. We've gone over each of them in detail, so you should have an idea of what every single one of them does. If you find yourself unsure about what a particular stat does, please refer to the tables above for their description and breakdowns. Without a firm understanding of stats, you will have a difficult time deciding which ones are best for your build.

The Chart below has a list of primary base stats you can find across each of the equipment types. Note that the Stats are color-coded:
  • Defensive / Health: Yellow
  • Mana: Blue
  • Offensive: Red
So if you're aiming to raise specific qualities for your build, then you know which stats to look out for. Also note that you can find a maximum of 2 per item. So choose wisely. Once again though, make sure you read and understand what each stat does! Just because a stat is categorized as 'Defensive' does not mean it is necessarily good for your build.
1590759017021.png
Once you've finished marking down the base stats you prefer on your equipment, it is time to check out Glyphs. The difficulty with the gear system is RNG. As gear can have 2 random Stats and 2 random Glyphs maximum per item, it can be difficult to find the combination you are looking for. This is why you need to be a little flexible. Don't pick 2 strict stats and glyphs that you want, but give yourself some leeway and select 3 or 4 potential stats and glyphs per item. This will give you better chances at finding a suitable piece of gear. If you'd rather be very strict it's your choice, but it will lead to frustration.

Here is a chart for your Glyph options. I will note that Magic Find is not on this chart. I removed it because it has nothing to do with combat. Once again I will impart the same advice: Read and understand each Glyph before choosing the ones you'd like for your gear. The Glyphs are categorized as such:
  • Defensive: Yellow
  • Offensive: Red
  • Defense + Offense: Purple
2 Glyphs maximum per item. So pick a few potential ones that you like and note them down.
1590759949462.png
Now it's time to pick runes! You have a lot more control over these because you can mix-and-match them via gnogmentation.

Personally I always select Reinforcement Runes over the alternative "Augmentation Runes" when given the choice. I've found that there is always one stat or another which can be built up another notch. Others may have differing opinions, but this is what works for me.

The table below will list out the stats and reinforcement runes which can be found on each piece of gear. It's difficult to provide a cookie-cutter build because your choices depend greatly on the RNG combination of stats on your base gear. If you manage to invest a lot of points into Expertise just from your base gear, then you may not need to slot Expertise runes into your gear. Try and aim for your target values for each stat and select runes based on where you're currently sitting in relation to those goals.

The stats below are broken up into categories by color, so you can decide which stats fit best for your build:
  • Passive: Pink
  • Mana: Blue
  • Defense / Health: Yellow
  • Offense: Red
  • Defense + Offense: Purple
You can read about each stat and glyph in greater detail in the tables above as well. Don't spread yourself too thin among too many different stats and glyphs. Focus on a few core ones and build those up to a solid level. Don't forget about diminishing returns though! Finally, don't forget about other runes such as Stormpower and Elder Bane.
1590761653665.png

Preparations

Preparations are crafted items which can be added onto your equipment and will boost a specific stat. There are 6 preparations in total, each is tied to a specific equipment type. You can overwrite existing preparations with higher level versions if you ever need to upgrade them. You might as well use all of the available preparations. They are cheap and easy to acquire.
PreparationBreakdown
1590680362497.pngPowder: Apply to Weapon to permanently increase Expertise by X points

Smithing - Available to all
1590680346846.pngExtract: Apply to Helm to permanently increase Blasting by X points

Smithing - Requires Preparation Specialization
1590680379554.pngEmbroidery: Apply to Armor to permanently increase Bonus Armor by X points

Tailoring - Available to all
1590680387560.pngStitching: Apply to Belt to permanently increase Poise by X points

Tailoring - Requires Preparation Specialization
1590680426089.pngResin: Apply to a pair of gloves to permanently increase Savagery by X points

Woodcrafting - Available to all
1590680416887.pngPitch: Apply to a pair of boots to permanently increase Onslaught by X points

Woodcrafting - Requires Preparation Specialization

Consumables

The standard consumables for Raids and Elder raids include breakfasts, mana rolls, mana potions, fish-steaks and drams. Depending on the Dungeon, I would suggest either a Liberty Dram or a Malice Dram. Raids that rely heavily on stuns or slow effects warrant Liberty Drams the most, so that you are not out of commission for extended periods.
ItemDescription
1584636564219.pngBreakfast
Description:
Increases Armor, Magic Resist, Intellect, Will, Vitality and Vigor by X for 1 hour.
1584636688060.pngFish Steak
Description:
Increases Vitality by X for 1 hour.
1584636749979.pngMana Roll
Description:
Boosts Intellect and Will by X for 1 hour.
1584637484016.pngMana Potion
Description:
Restores 10% of your missing mana instantly, and another 1,000 mana over 30 seconds. Mana over time restored is tripled when not in combat. Grants a mana shield that protects the player for X damage or for 30 seconds.
1584637656373.pngHealing Potion
Description:
Restores X health over 30 seconds
1584637885671.pngDram
Description:
There is a different dram for every Primary Stat. Use whichever one is best for your situation. Liberty dram is recommended for Dungeons and Malice for Elders
 

KAVE

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
Last edited
Playstyle Strategies

Solo Content
Lightning Warriors are very capable at solo'ing regular content. Simply rotate between a few staple abilities and you'll find that is all that is required for 90% of fights. A quick combination of Charge, Pummel, Thunderbird Strike and Lightning Bolt (the last 3 in no particular order) will suffice. When fighting multiple enemies, you will want to throw in a Thunderbolt and perhaps one of your healing or damage boosting abilities such as Titanic Power if you feel the odds aren't in your favor.

Elders
Elders are very situational, as each Elder Boss has its own mechanics and thus strategy. You will want to adapt to the scenario in these cases, but when it comes to abilities, the combination cycle is much the same as above. Rotate between your standard damage dealing and threat generating abilities such as Charge, Pummel, Thunderbird Strike, Lightning Bolt and Thunderbolt throughout the fight. Throw in Unbreakable Will if your health begins dropping or pop Spirit of the Storm if you expect a massive attack or influx of minions. Attempt to retain Storm Infusion's buff active for the extend of the fight and activate Titanic Power / Surging Howl whenever it is available.

Raids
Raids consist mainly of packs of 4 to 5 enemies including bounties as well as Elder Bosses. We covered Elders in the previous paragraph, so we will focus on the enemy groups here. During Raids you will find yourself surrounded on all fronts, but if you've built your tank correctly, you should be able to withstand the assault. Focus on the bounty while your allies rain down from afar. Keep throwing out Thunderbolt to secure your hold on the minions, and if you notice an ally focusing strongly on a minion rather than the bounty, then you may want to swap targets and generate some threat on the minion for a few seconds before resuming your fight with the bounty. Thunderbolt alone may not be able to keep aggro on the minions if a DPS character is actively focusing on them, rather than the bounty.

As a tank you'll want to keep an eye on your allies at all times to ensure they are keeping up with your pace and aren't being swarmed by enemies. It's vital to lead from the front, and you may need to utilize speed boosts such as Fleetrinda to achieve this. When a conflict is nearing completion, you should be moving towards the next one or preparing to do so, to keep momentum going.

Constructing Your Loadout

You did it! You made it to the end of the Guide. Congratulations on your progress so far, I truly hope it was insightful. Now it's time for your final steps towards building the Lightning Warrior of your dreams!

Phase 5 - Putting it all Together

So what have you learned throughout this guide?
  • During Phase 1 you should have decided generally which type of Lightning Warrior you are planning to create. Such as an offense oriented solo player, a sturdy off-tank or a threat generating main tank.
  • During Phase 2 you will have checked out the various abilities and trinkets and noted down which ones fit well with the style of play you intend on choosing.
  • During Phase 3 you received an in-depth look at the various talents and ultimates. By the end of that section you will have familiarized yourself with a few potential configurations to test out.
  • Finally, during Phase 4 you have learned about the different types of stats, glyphs and consumables and decided on which runes you plan to slot onto your gear.
Now is the time to put all of that together and actually create your loadout! Where do we start?

Begin by collecting the various abilities you need as those are pivotal towards engaging in most forms of combat. Slay Elders, craft some Swords and farm some zingara, Elders and bounties until you've assembled each of the spells you desire. Make sure the abilities runes aren't more than 5 levels lower than your combat level.

Next, find some decent base gear of rare quality of higher to equip. These can be collected through loot drops from enemies, quest rewards, master crafting or Dungeons. This gear doesn't have to be perfect, it's just a placeholder until you're able to acquire some high rarity gear with optimal stat combinations.

Once you've done that, slot some reinforcement runes into your gear. Depending on your level, this may range from free slots only to every single slot (maxed out). Choose the reinforcement runes that supplement the stats you noted down during Phase 4. The stats that support the type of Lightning Build you're aiming to create.

Now it's time to upgrade your base gear. Don't worry, transferring runes from one item to another will not cost you extra sockets. With this gear on-hand. You have a few options for how you wish to acquire this gear. Either get some epic items from master crafting or through Dungeons and Elder bosses. If you plan to do the latter two options, stock up on consumables, you'll need them.

Look for base gear of Epic quality or higher that has stats and glyphs that work well with your build. Aim for 3 / 4, but if you manage to find that perfect 4 / 4 combination then snag it! Transfer your runes over, enhance the item to Legendary and add a preparation onto it.

Rinse and repeat this process for each type of equipment!

Endgame Builds

In progress



Advanced Mechanics

This is where you'll find some of the more advanced techniques and strategies.

First is the patented charge maneuvers! These are highly effective pulls / drags / jumps that can save precious seconds during Dungeons and make you look cool among your peers. The key to mastering these is simply practice. I've been using these moves since I set gained the Charge ability back in Open Beta. It takes time until they feel intuitive, but that won't happen unless you practice.

Let's begin with the simplest one, the Charge Pull. Depending on whether you want to pull the bounty or the entire group, use Grave Bolt or Lightning Bolt. The purpose of Charge Pull is to drag an enemy to another position. Usually back to your party. First, select your target and activate charge. Before your character reaches them you must use your pulling ability. Immediately start running backwards to pull the enemy back.

The second maneuver is the Charge Jump. If you want to gain a lot more ground than the Charge Pull, use this. Having higher jump height is recommended for maximum potential. This works must the same as the Charge Pull, except tap the jump button as you start running backwards.

Next is the Thunderbolt Drag! If you're trying to stack two different groups together, and have to meet in the middle, then this is half of the equation. First charge towards your enemy, and before making contact continue to hold the forward key while tapping jump. Once you've hit the skies, click on Thunderbolt to activate it above the enemies. You'll continue soaring and land on the other side of them, causing them to follow you.

We also have the Corner Pull. This one is a bit tricky, as you will have to get the timing just right. If there's a group you're trying to pull around a corner, then this is your best option. Select your target and use charge as usual. Once you're within range of using a pull, use it, and immediately hang left or right. Continue in that direction until your charge wears off.

Finally is the Charge Jump! If your goal is simply to travel far and get past packs of enemies, then use this move. Charge is great because the maximum distance is actually your maximum visible distance. So long as you can target an enemy, you can use this maneuver. Select your target and use charge, jump before you make contact and continue moving in your same direction. You will sail right past them.
 

Bored dude

Citizen
Donut here, I always like to use charge as a movement Skill. Charge and then move your toon slightly to cancel the charge and lead your team if you do not need to attack that specific monster. I got the idea from the charge bugging out when you move slightly in my early days haha.
Tip for the charge not bugging out is to make sure your toon is still before doing it.
 

Halleebell

Squirrel
Characters
Hallee/Freyra
Platform
iOS, PC
I’ll be patiently waiting for the rest! Great info here.
 

Giruv

Merchant
Characters
Verrier
Platform
PC
and the mana regeneration will increase your Will.
This part from "Mountain Song" is wrong, because the bonus mana regeneration only account our base mana regeneration and doesn't affect the mana regeneration we get through will
 

KAVE

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
Donut here, I always like to use charge as a movement Skill. Charge and then move your toon slightly to cancel the charge and lead your team if you do not need to attack that specific monster. I got the idea from the charge bugging out when you move slightly in my early days haha.
Tip for the charge not bugging out is to make sure your toon is still before doing it.
Yep I added in some charge maneuvers in the advanced mechanics section. I remember back in the old days when the game had a lag-spike while using charge, and you could be running at 100 miles an hour for 15 seconds. That's how I learned how to use them

I’ll be patiently waiting for the rest! Great info here.
I've added in some more information but it's still a ways from being complete. Some stuff needs some visual adjustment, and others need to be fleshed out quite a bit. Hopefully within the next 2 days it will be finalized. With this complete, it will be much easier to complete guides on the other 9 sub-classes, as I can copy and paste the format.

This part from "Mountain Song" is wrong, because the bonus mana regeneration only account our base mana regeneration and doesn't affect the mana regeneration we get through will
Thanks for pointing that out, it's fixed
 

KAVE

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
Hey all, I am considering removing some of the GIFS - specifically the ones in the Spells & Feats section that simply show me using a spell. I feel that they do not serve much of a purpose. Any suggestions on what type of GIFs could be useful?
 
Reactions: Allison Wonderland
  • Likex1
Characters
BashaDrake, Elmeti, Knytro
Platform
Android
Honestly, the ones in the Spells section are interesting, as they show the animations for each feat. The only GIFs that could be kinda superfluous are the 3 in Playstyles, as they just show the attacks, which dont really add much more info. The ones in Advanced Mechanics are awesome, and very helpful.
 
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Halleebell

Squirrel
Characters
Hallee/Freyra
Platform
iOS, PC
Honestly, the ones in the Spells section are interesting, as they show the animations for each feat. The only GIFs that could be kinda superfluous are the 3 in Playstyles, as they just show the attacks, which dont really add much more info. The ones in Advanced Mechanics are awesome, and very helpful.
^^^
 

KAVE

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
Honestly, the ones in the Spells section are interesting, as they show the animations for each feat. The only GIFs that could be kinda superfluous are the 3 in Playstyles, as they just show the attacks, which dont really add much more info. The ones in Advanced Mechanics are awesome, and very helpful.
Thanks for the feedback! Due to the forum limitations of 5 media inputs per post I had to remove the GIFs - However, I plan to combine them into one or two GIFs instead. I'll add them back in once they have been created.

On another note, Post # 1 is pretty much 100% complete! I am working on Post # 2 now. If anyone has feedback or suggestions for Post # 1 please feel free to provide.
 

KAVE

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
Last edited
This guide is now 99% complete. All the information is there, I may improve upon things visually or add some clarifying text here or there, but the guide itself is complete. Feel free to post feedback and I can start to add improvements to the structure / design before I work on other classes
 
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Math Fish

Squirrel
Characters
Math Fish (M Hunter), Shama Fisha (W Shaman), Accursed Angelfish (S Priest)
Platform
Steam
Okay KAVE, I send most of my feedback via discord. Here is the rest of what I have. I will be providing a synopsis along the lines of what you are asking for after I eat lunch. I know that this is a lot of work, but I feel it will be well worth it when it is done. :D

Formatting removed from quotes; feedback is best understood by reading the full quote.
Prerequesites for this guide include an understanding of the following mechanics:

Basic understanding of gear
Rarity
Stats
Glyphs
Diminishing Returns
Reinforcement Runes
Augmentation Runes
If you do not feel comfortable with some of these topics, please refer to the Gear Guide for additional information.
I feel like if these are the prerequisites for your guide, then it is definitely not designed with beginning players in mind. Most players won't start understanding those topics until Pyrron. A basic understanding of classes doesn't require any of these: These topics only come into play when you start planning your build for the end game or if you want to plan your build from the very beginning, both of which are rather advanced topics. I'd recommend lifting these prerequisites until you start discussing the parts of your guide that require that knowledge.

Build Previews

Threat Generator - Balance

Threat Generators are party tanks. Period. The only reason to utilize this build is if your tank's goal is to lead Dungeons and Elder raids. This build focuses on offensive power, but does not forsake the importance of defensive measures. After all, the goal is to generate enough threat to grab enemy attention while surviving through the ordeal. This does not mean that they are incapable of solo'ing content. Threat generation is an offset of using taunts, and luckily taunts continue to deal a decent amount of damage. This build is designed such that there is no need to modify talents or equipment depending on whether or not you are engaging in Dungeon or Solo content.


Stalwart Defender - Defensive

I would suggest this style of build for solo oriented players. If the aim is to survive against hoards of bounties and single-handedly challenge Elder Bosses, then you will need a solid defense. While the defender may lack attack prowess - and thus threat generation -they still make valuable off-tanks during group content. Attributes include a focus on defensive characteristics such as physical and magical resistances, vast health pool and shielding / healing capability. This type of build is geared towards high mana sustain due to defense-based triggers and procs such as blasting which deals damage at no cost.

Greatsword Wielder - Offensive

Greatsword Wielder's harness the capacity of traditionally Fury Warrior swords while retaining access to their shielding equipment. This allows them to pump out additional damage without a decline in block chance. This breed of Lightning Warrior is relatively less defensive than the aforementioned ones, but still retains quite a lot of defense which is simply inherent to the Lightning class.
It would be nice to have a format that you follow when describing various builds. I will try to give a sample starting point based on the information you have provided here:
  1. Single statement - What is the purpose of this build?
  2. Single statement - Where is this build best utilized?
  3. A few sentences - What are some of the characteristics of this build?
  4. Single Statement - Advanced topic: How should you orient your gear for this build?
With this structure in place, readers can intuitively find the information they are looking for and naturally discover other things, such as:
  • How complex is this build? The longer the explanation, the more complex it is.
  • What will I be doing with this build (and where will I struggle)?
  • Is this build more chill or IN YOUR FACE FIGHT ALL DAY?
I hope that this is helpful to you.
 

Math Fish

Squirrel
Characters
Math Fish (M Hunter), Shama Fisha (W Shaman), Accursed Angelfish (S Priest)
Platform
Steam
Now for the synopsis: Most of what I want to communicate can be expressed in terms of structure. This is not meant to be exhaustive by any stretch of the imagination. Anyway, I can see the struggle you had trying to find that balance of giving enough information without telling players exactly what to do. I feel the balance point lies closer to giving general guidelines and, quite frankly, being vague when speaking on certain things. If you have specific questions, don't hesitate to ask me on Discord, as that platform would be much better for figuring this thing out. :)

Here is what I got in terms of structure (using your Table of Contents as a Guide):
  • Post 1 - Overview
    • Lightning Warrior Overview
    • Primer on Threat
      Solo builds will find this section literally worthless as they will be the only player around. It needs to be noted that this is something to consider IF you are playing with other players. I feel that early on a player simply needs to know that high threat is good for anyone planning to tank with other players around. Later on, they can delve into a more min/max approach of balancing damage, threat, and defenses; combo abilities; etc ... .
    • Build Previews
      I really like this one. See my previous post for other feedback on this one.
    • Equipment
      Several portions of this section need to be reoriented towards the stereotypical builds. For example, instead of saying "Warriors have a few options for their arsenal. Generally you'll see most Lightning Warriors rocking a sword and shield combo. It is possible to ditch the shield and equip a Greatsword instead. ..." ... say "Warriors have a few options depending on the play-style you want. One choice of options involves choosing sword and shield, tossing the shield for a greatsword, or combining both with some talent point investment."
    • Constructing your Loadout - Phase 1
      ^ This section does not exist. :(
  • Post 2 - Abilities
    • Spells & Feats
    • Trinkets
    • Constructing your Loadout - Phase 2
      Are there some abilities that are used regardless of build (or pretty much regardless)? If so, use that as an early foundation to lessen the burden on the player. For example, if every build is going to use the crafted spells, then remove them from consideration and have other spells added as needed/wanted. A core set of abilities (or choice thereof) will drastically improve the guide for newer players as they won't have to put an exorbitant amount of work into a build that will last them a week at most.
    • Combos
  • Post 3 - Talents
    • Talent Table
    • Talent Builds
      I feel that talent build should be placed much later than this. Players are just trying to figure out where to put talent points at this stage: They literally just read what the talents are and you are now expecting them to understand an end-game build. Don't confuse them more with multiple "tiers" of end-game builds. Instead, give a few core talents that a player may be interested in (guidelines versus a preset build). The preset builds can come later down the line (post 5 perhaps?)
    • Constructing your Loadout - Phase 3
      I feel this section needs a little more guidance than "Check out the Talent Builder". Perhaps give a small list (one that allows choices) of talents to focus on or ignore entirely (again, to alleviate the burden on the player).
  • Post 4 - Gear
    • Primary Stats
    • Glyphs
    • Gear & Runes
    • Constructing your Loadout - Phase 4
    • Consumables
  • Post 5 - Strategy
    • Playstyle Strategies
    • Constructing your Loadout - Phase 5
    • Advanced Mechanics
      Your advanced mechanics consist entirely of skill-based maneuvers while there is plenty of advanced content in the rest of your guide. I would recommend going back and asking yourself: "When does this information become relevant?" Any answer of level 75 or higher is advanced; any answer of level 55 or higher is intermediate.
Overall, I feel that the structure (and content) lends itself more towards advanced players (min/max type) that are relatively far into the game (level 55+). At this point I feel like you may need to make two guides: One that covers more basic concepts and it directed towards players that are learning the game; and one that hones in on a specific class and cuts all the fluff that you will inevitably be repeating in every guide you create.

I hope that this helps you out. :D
 

Panthera

Grand Priestess
Platform
Android, PC, Steam
Was reading through this since I do have a l30ish lightning warrior (& not really able to play on my tablet) I think Kayly may just be deligated to villager only for a Long time it's going to take me a bit to sort through this 😨
 

KAVE

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
Made some improvements to the guide:
  • Updated talent section
  • Improved tables and charts
  • Improved information in runes section
  • Added preparation section
  • Added endgame build section (work in progress)
 
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Sultan

Hero
Characters
Faisalkhan, Sultan, 3 More!
Platform
Android
Thank you so much for making this Guide. I just hit level 95 it will Help me alot.
 
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