Conqueror is superior damage. as such it comes with superior threat control comparatively speaking.
but tactician specced, you are ALWAYS the last to die. back to back fighters recovery, soo much action point gain you can even flip flop villains menace and fighters recovery without them wearing off. Its nowhere near the damage, but it does a decent job with threat gain. you gotta be careful with conqueror, you can get overwhelmed, whereas tactician cant really get overwhelmed.
tact buffs are cool, but its really just the 21 point ability that sells the path.
I did respec back to conq with sharandar coming out though, wanted that solo dps and if you are smart conq can live, it just cant recover screw ups like tactician can, dancing forever with 20things beating on you while you wait for your group to walk back. it could take 10minutes and youd still be fine.
My GF uses Tactician and I can affirm it is the tanky support build.
In PVE I use Iron Warrior, Knight's Valor, and Into the Fray with Supremacy of Steel and Fighter's Recovery Dailies.
-Iron Warrior is there to support Knight's Valor, so that I can survive better. It doesn't refresh your guard, like it says, but it will start refilling a broken guard instantly. The health shield and increased guard is very big in allowing you to live longer. It's what lets you sit on the edge of ledges in Spell Plague and tank those knockback mobs until your CW can push them off.
-Knight's Valor is a big part of what makes this build so great. 50% damage reduction is HUGE for any party. I have seen a huge drop in downs/deaths that I'd normally see while playing on my GWF. It also will build your Daily REALLY fast. It'll fill like half the Daily instantly if you cast it in combat. Since the end feat of Tactician gives you action points for getting hit outside of guard, you can freely run around with Knight's Valor on and gain those massive actions points while kiting adds.
-Into the Fray is beast. Health shield, movement speed, action points, and bonus damage to your entire team. The movement speed bonus and health shield further help you live and kite adds.
-Supremacy of Steel is what really completes the build. With the massive action points you get, you need a good daily to use. Supremacy of Steel will shoot ****ing golden swords at anything that damages you. This counts anything that damages you through Knight's Valor. After 10 seconds, you can activate the ability again to shoot swords into everything around you. This ability will proc lifesteal and I'm also pretty sure will apply my Plague Fire. I regain an extra 100-500 HP every second while using this with Knights Valor, due to life steal alone. It also seems like this ability will occasionally bug and mark everything it hits.
-Fighter's Recovery is your "OH ****!" button. If you ever get low, just pop it and hit stuff. The health you can regain far surpasses that of Supremacy of Steel, even if it doesn't deal damage. If an area has a lot of high damage mobs(Castle Never), it's usually better to use this with your Knight's Valor instead of Supremacy.
My basic role is to use Threatening Rush to mark as many mobs as possible, use Knight's Valor to keep my team alive, and keep Into the Fray on them as much as possible(8 second buff, currently 11.3 second cooldown). It's actually quite fun bouncing from enemy to enemy while tanking massive damage and shooting golden swords everywhere. I should also note that this build possibly provides the best experience for Spell Plague, making it even easier to take a single CW.
I know this an old thread but i thought i would put my 2 cents in anyways. i feel that your tactics are beautiful however what you have described here is a pure protectors build. As you get buffs to most the skills you mentioned through the protectors tree except iron warrior. i believe iron warrior is to be used in protectors build with the "take measure" and "wrathful warrior" feats.
Wrathful warrior gives you bonus damage when you have temp hit points, I've used this feat with every other build and most times my temp hit points don't last very long. but hiding it behind a shield keeps it nice and safe while you do some decent damage. that coupled with "Balanced shield Fighter" and you should be putting out some decent dps from behind your sheild. if that's not enough for you, you have SofS and KV running add in "Guarded Assault" (deflects damage back) and you should be now doing some RESPECTABLE damage. all from behind your shield while gaining hp from all your life stealers.
Back to original posters questions. the synergy in the tacticians tree is all about making mobs fall over and building threat for it. what better damage mitigation then not being hit at all. The Tacticians tree is a fine blend of knowing when to use your shield and when not too(being tactical), either way your not penalized for it. if spec'd with "Action Surge" (giving AP from behind shield) "improved Vigor" (gain AP when below 50% health) and of coarse the tree cap "Martial Mastery" (gaining AP when getting hit while not guarding). no matter what you do you'll be gaining AP. If your below 50% health turtle up and use "Fighters Recovery" when possible. if above 50% health use "Terrifying Impact" (another crowd control daily power). these skills will be proc'ing very quickly and you'll find your survivability will be bar none.
You may not be as flat out damage based as conquer builds but if you can proc those dailies just as quick as your encounter powers you'll be surprised at your increased damage out put. i'll also have you notice that "Into the Frey" is also bonused in the Tacticians tree. making it a very wonderful group encounter power, which also speeds AP generation.
Tacticians control the game board, which in return build threat and damage out put. An AP generating monkey which also helps kill enemies and control the battles. very fun to use cause your not stuck behind a shield but are also not a stranger to it. movement and a bit of kiting are required, great battle awareness is needed as things don't just come running to you, however threat management is not a real issue with this build.
Many times I've seen my cleric in great danger. hop over there one swipe of "Frontline Surge" and when they get up they're all heading towards me. at which point i can either run away knowing my healer is safe, or stay and fight pending on what's happening in the rest of the fight.
If you'd like a more detailed look at some theory crafting on this i'd be happy to go into greater depths with it. please let me know.
if not...well those are my thoughts. there's great synergy there, you just got to find it.
Comments
Conqueror is superior damage. as such it comes with superior threat control comparatively speaking.
but tactician specced, you are ALWAYS the last to die. back to back fighters recovery, soo much action point gain you can even flip flop villains menace and fighters recovery without them wearing off. Its nowhere near the damage, but it does a decent job with threat gain. you gotta be careful with conqueror, you can get overwhelmed, whereas tactician cant really get overwhelmed.
tact buffs are cool, but its really just the 21 point ability that sells the path.
I did respec back to conq with sharandar coming out though, wanted that solo dps and if you are smart conq can live, it just cant recover screw ups like tactician can, dancing forever with 20things beating on you while you wait for your group to walk back. it could take 10minutes and youd still be fine.
I know this an old thread but i thought i would put my 2 cents in anyways. i feel that your tactics are beautiful however what you have described here is a pure protectors build. As you get buffs to most the skills you mentioned through the protectors tree except iron warrior. i believe iron warrior is to be used in protectors build with the "take measure" and "wrathful warrior" feats.
Wrathful warrior gives you bonus damage when you have temp hit points, I've used this feat with every other build and most times my temp hit points don't last very long. but hiding it behind a shield keeps it nice and safe while you do some decent damage. that coupled with "Balanced shield Fighter" and you should be putting out some decent dps from behind your sheild. if that's not enough for you, you have SofS and KV running add in "Guarded Assault" (deflects damage back) and you should be now doing some RESPECTABLE damage. all from behind your shield while gaining hp from all your life stealers.
Back to original posters questions. the synergy in the tacticians tree is all about making mobs fall over and building threat for it. what better damage mitigation then not being hit at all. The Tacticians tree is a fine blend of knowing when to use your shield and when not too(being tactical), either way your not penalized for it. if spec'd with "Action Surge" (giving AP from behind shield) "improved Vigor" (gain AP when below 50% health) and of coarse the tree cap "Martial Mastery" (gaining AP when getting hit while not guarding). no matter what you do you'll be gaining AP. If your below 50% health turtle up and use "Fighters Recovery" when possible. if above 50% health use "Terrifying Impact" (another crowd control daily power). these skills will be proc'ing very quickly and you'll find your survivability will be bar none.
You may not be as flat out damage based as conquer builds but if you can proc those dailies just as quick as your encounter powers you'll be surprised at your increased damage out put. i'll also have you notice that "Into the Frey" is also bonused in the Tacticians tree. making it a very wonderful group encounter power, which also speeds AP generation.
Tacticians control the game board, which in return build threat and damage out put. An AP generating monkey which also helps kill enemies and control the battles. very fun to use cause your not stuck behind a shield but are also not a stranger to it. movement and a bit of kiting are required, great battle awareness is needed as things don't just come running to you, however threat management is not a real issue with this build.
Many times I've seen my cleric in great danger. hop over there one swipe of "Frontline Surge" and when they get up they're all heading towards me. at which point i can either run away knowing my healer is safe, or stay and fight pending on what's happening in the rest of the fight.
If you'd like a more detailed look at some theory crafting on this i'd be happy to go into greater depths with it. please let me know.
if not...well those are my thoughts. there's great synergy there, you just got to find it.