The following is my pure tank build. Keep in mind this is PURE tank, there is no offensive stats in this build whatsoever. And I know for a fact this build will rank last in DPS almost every time in the top geared groups.
Just going to sum up the build as a whole, if there is enough interest I will post the full details later.
Race: Sun Elf (10% control resist and 2% AP gain). I wish I had gone Dwarf at this point however as I would rather have the 20% prone resist and maximized CON.
Maximize CON and DEX
Stats:
(These are current, not the completed builds estimated stats)
Power from weapon alone
No crit
No Arp
Maximize recovery from offensive slots (Should be around 3k end game)
5.4k defense (Yes I know its excessive at the moment. Should be around 4.8-5k end game with nothing towards it.)
2k Deflect (This should go up some more. Hoping for 30-33% end game)
2k Regen (This shouldn't change much at all)
1.5k Lifesteal (From dread legion set)
Maximize movement bonus from utility slots.
Artifacts:
Blood Raven Skull (Regen, guard regen, recovery, all primary stats for the build)
Waters (Recovery, Regen, Defense, again all primary stats)
Emblem of Seldarine (Don't have it yet, but I almost don't want it due to the MC farm required. The activation is ridiculously OP and it again has primary stats)
Gear:
Dread Legion Set (I currently do not have the full set but have tested a bit with another GF. Proc rate is decently high and drops the regen down a bit. Over 2k is a bit excessive IMO. However 1250 is about 400 every 3 seconds of regen (You just get it after 10 seconds instead) This more than makes up for the loss in regen IMO. Also the deflect bonus helps a bit. If there is a 20 second internal cooldown I will still be sticking with this set.)
Weapon/Shield: Sticking with the Ancient set most likely. Could go for the Fallen Dragon as well, but would lose 200 regen.
Right Side: This side is stacked with regen to make up for the lack of it on the left side
Neck: Lifeforce Amulet (A lot of regen, from a quest leveling up, I forgot which though.)
Rings: Greater Rings of Health, gives HP, a defensive slot for more HP, and regen. A case could be made for the greater rings of repulsion.
Belt: Reinforced Frostbelt Girdle, gives all primary stats.
Shirt/Pants: Go for the new shirt/pants for more defense/recovery
Enchants:
Weapon: Lightning, this generates a huge amount of aggro. Must have atleast a normal for it to have any benefit. Also, this procs off of SoS's damage return, or bloodfire from the evoker, or Forgemaster's fire from the blacksmith. And when Knights Valor is up it will also proc off of the damage returned from SoS to the targets of Knights Valor.
Armor: Soulforged, obvious benefit. I would like for Bloodtheft to be useful, but there is to much of a case for SF atm.
Defense: Radiant. Nothing else other than Radiant.
Offense: Silvery. More recovery= more AP gain and more encounter pops for more threat.
Companions:
These are necessary for the synergy of the build.
Blacksmith - DMG reflect
Ioun Stone - Obvious
Renegade Evoker - More DMG reflect
Rust Monster - 15% DMG debuff
Galeb Duhr - Helps with damage. This guy may be changed out for something else in the future.
Paragon - SWORDMASTER
Wait! Read here before clicking back! Swordmaster gives a passive called Steel Defense. This is 5 seconds of immunity every daily pop. Supremacy of Steel procs this twice as it is a second daily when you expend it early. This means 10 seconds of immunity. In PvP that is 3 ticks of regen, or in PvE enough to completely shield you from Knights Valor.
And yes. I know Frontline is a huge loss.
Take the Tactician path to maximize the synergy of the build. Maximize feats for defense.
Abilities for PvE:
Enforced Threat - Gotta generate threat in some way
Knights Valor - Reasoning explained above. This ability also generates quite a bit of threat. This takes 50% of the DMG away from your party with no penalty, allowing you to take groups WITHOUT a cleric into just about any dungeon if they are even decently geared.
Lunging Strike - Threat generation increased from feats, and it provides a closer with decent damage.
Steel Defense - Explained above
Enhanced Mark - Self explanatory
Steel Blitz if the need arises for extra DPS. Knights Challenge also gets thrown in for more DPS if the need arises
I use Supremacy of Steel and only Supremacy of Steel unless the situation is of utmost concern. AP generation is ridiculous as a tactician in dungeons and I can sometimes double pop Supremacy and have 15-20 seconds of immunity. Time your shield blocks for AoEs to generate massive amounts of AP.
Encounters for PvP:
Lunging Strike - Feated for an interrupt, and it does a decent amount of damage. This can save you from an ice knife, shocking (I believe), etc
Anvil of Doom - Currently feated for a 1 sec stun, save this for the last 25% of anyones health. It usually is enough to kill them regardless of how little power and arp I have. - Took out the feated 1 second stun. Replaced with 10% DMG debuff from Tide of Iron
Bull Charge - Need a prone somewhere.
Steel Defense - Explained above
Steel Grace - Another 30% control resist. A case could be made for Steel Blitz.
Crescendo has its use in some cases but again Supremacy of Steel is the way to go IMO. Especially in 1v1 situations.
A rogue can fully kill themselves on you if you save a daily pop for just before their duelists goes into the flurry stage. It also goes straight through ITC and if it doesn't kill them, will drop them to around half health easily.
My favorite thing to do is to discover a mage runs with Storm Fury and intentionally save a SoS pop for when they are below half health. This is an insta kill, regardless of where they run. Storm Fury procs SoS which in turn procs SoS. The damage increases as does the speed of the returns until they die. 5 seconds of immunity stops you from taking just about any damage.
___________________________________
Please leave any opinions/criticisms you might have. Keep them constructive. If any wish for the full build post below and if there is enough interest I will generate a much neater and concise version.
Your initial idea is good but you went off in the middle.
Anvil of doom sucks in this build, you should replace it with KV. No team need your 1 encounter to finish the kill and do noted your low power and lack of dmg, despite what you might claim but the fact is it does little dmg, and it is not viable for this build in any even game.
Since you go full tank it makes 0 point for you to not have KV in your PVP build. It works like a charm. If you go dmg while being a tactician with a defensive gear setup, then you become something akward: a GWF wanna be. Which won't work, I would not want you cause I can just take a GWF and it works much better than you.
Dread Legion set can be swap out but the basic idea is to be ungodly tanky and constantly spam KV and SOS.
With swordmaster tactician your play style is fixed but effective. Lunging strike( Can be swap to something else depends) + KV + Bull charge. You would be like a buff bot that would take 2 man a considerable time to take down, as a matter of fact they probably need to double daily you at the same time and crit if you are not immune. It is 100% premade or duo queue only, when your team sucks you have no chance of changing the tide of the fight.
Personally I think this build is really good if you are in a top premade team since everyone is rank 9 radiant with massive regen and GF just simply don't have the killing power in Mod 2 unless you go full DPS build but in that case you would just get focused and die under 5 sec. (Some GF use DPS build by running p.negation so when they get instant focused they lived, it is a ok idea but in hard game this build won't fly)
Your initial idea is good but you went off in the middle.
Anvil of doom sucks in this build, you should replace it with KV. No team need your 1 encounter to finish the kill and do noted your low power and lack of dmg, despite what you might claim but the fact is it does little dmg, and it is not viable for this build in any even game.
Since you go full tank it makes 0 point for you to not have KV in your PVP build. It works like a charm. If you go dmg while being a tactician with a defensive gear setup, then you become something akward: a GWF wanna be. Which won't work, I would not want you cause I can just take a GWF and it works much better than you.
Dread Legion set can be swap out but the basic idea is to be ungodly tanky and constantly spam KV and SOS.
With swordmaster tactician your play style is fixed but effective. Lunging strike( Can be swap to something else depends) + KV + Bull charge. You would be like a buff bot that would take 2 man a considerable time to take down, as a matter of fact they probably need to double daily you at the same time and crit if you are not immune. It is 100% premade or duo queue only, when your team sucks you have no chance of changing the tide of the fight.
Personally I think this build is really good if you are in a top premade team since everyone is rank 9 radiant with massive regen and GF just simply don't have the killing power in Mod 2 unless you go full DPS build but in that case you would just get focused and die under 5 sec. (Some GF use DPS build by running p.negation so when they get instant focused they lived, it is a ok idea but in hard game this build won't fly)
I considered 2 grand regent and 2 champion regen pieces however at that point my regen was around 2350 with another 500 coming from artifacts.
Knights Valor is effective when tanking large groups with the rest of the team. When 1v1 or 1v2+ it has no use, and thus why I stuck with Anvil. That does not mean on occasion I don't swap to KV, but I find Anvil to be more effective overall. That being said I completely understand the argument and I will test KV in PvP more to see how much of a difference the loss of Anvil is.
Gotta say how effective this spec can be in PVP. Ran some PVP matches with Malekhai when he was using this spec. And he can hold the opponent's node by himself. Tact spec Swordmaster can be hard to take down because if he pops SoS, you won't want to attack him because he'll reflect damage and gain AP, and if you don't attack him, he regenerates HP and he attacks you.
I've found Anvil of Doom to be useful when specced for the stun. Sometimes it's what I use to get a big-bad interrupted out of a huge or powerful telegraph -- at least I think it interrupts when the stun goes down. If nothing else, it helps me control where a boss or add is headed by stunning it briefly when I need it.
I had Anvil slotted as the stun for a long while, but I decided to go for the Lunging feat that gives the interrupt and the threat. This way it is an ability useful for single target threat in PvE and a nice interrupt to make up for the 1 sec stun lost.
Blacksmith Companion - Forge Fire is based upon damage taken BEFORE damage resist plays into effect. This means if you take 1000 damage and it is reduced to 400 damage you reflect 100 damage rather than 40 damage. Also does not take deflect into the damage returned. This bonus will proc while immune.
Renegade Evoker - Will proc while immune.
I assume this means the deflect boon from Sharandar will also proc while immune as will the Augmented Thayan bastion
I considered 2 grand regent and 2 champion regen pieces however at that point my regen was around 2350 with another 500 coming from artifacts.
Knights Valor is effective when tanking large groups with the rest of the team. When 1v1 or 1v2+ it has no use, and thus why I stuck with Anvil. That does not mean on occasion I don't swap to KV, but I find Anvil to be more effective overall. That being said I completely understand the argument and I will test KV in PvP more to see how much of a difference the loss of Anvil is.
You are wrong about KV, even in 1 v 1 it is useful because by taking dmg from teamate you gain action point. More action point = more daily, more daily = more immune. So you can be immortal, and no believe me you will never kill any legit PVP player 1 v 1 with or without Anvil in this build.
Blue gear offers more regen btw. Grand regent bonus is lack luster since 450 defense at that point only equal to like 1%+ DR.
Grand Regent and 2 blue pieces was the gear I was using while I farmed the Dread Legion gear which is what I will be using. Stacking regen after 2000 becomes a little lackluster. You will begin to see far less gains in the regen you receive. My goal is to cap regen out at 2000. Had I gone full regen I could have cleared 3k easily, but again at that point I see more benefit in stacking other stats.
KV has a range limit. For example, if I am on 3 and my team is on 2 I will not be receiving damage from them which means it is a wasted encounter. If I had the protector feat for 5% more DMG resist with KV I would definitely use it, but as I went tactician I do not have this feat.
Also in a 1v1 I would DEFINITELY not want KV. The goal is to hold the point for as long as possible, and if there are teammates fighting off point close enough that I start taking damage then that damage may very well be enough to kill me. For example say they taking a 20k shocking hit. I would take 10k (5k after DR). That is large portion of damage to take and could be enough to get me killed. The goal in PvP for this build is to turtle a point until such a time that a teammate can find time to kill a few people. It is rather easy to 2v1 (In most cases), or 3v1 depending on gear/class composition of the group attacking. And if it is a 1v1 after the game has ended, then I most assuredly not want to take KV as it is again a wasted encounter.
That being said dungeons and PvE in general are a completely different game. I don't run without KV in PvE ever. Also, as an afterthought I do sometimes run KV in GG PvP as well, but usually that ends badly if you are trying to absorb the damage of a zerg, unless you have a DC or SoS up.
Grand Regent and 2 blue pieces was the gear I was using while I farmed the Dread Legion gear which is what I will be using. Stacking regen after 2000 becomes a little lackluster. You will begin to see far less gains in the regen you receive. My goal is to cap regen out at 2000. Had I gone full regen I could have cleared 3k easily, but again at that point I see more benefit in stacking other stats.
KV has a range limit. For example, if I am on 3 and my team is on 2 I will not be receiving damage from them which means it is a wasted encounter. If I had the protector feat for 5% more DMG resist with KV I would definitely use it, but as I went tactician I do not have this feat.
Also in a 1v1 I would DEFINITELY not want KV. The goal is to hold the point for as long as possible, and if there are teammates fighting off point close enough that I start taking damage then that damage may very well be enough to kill me. For example say they taking a 20k shocking hit. I would take 10k (5k after DR). That is large portion of damage to take and could be enough to get me killed. The goal in PvP for this build is to turtle a point until such a time that a teammate can find time to kill a few people. It is rather easy to 2v1 (In most cases), or 3v1 depending on gear/class composition of the group attacking. And if it is a 1v1 after the game has ended, then I most assuredly not want to take KV as it is again a wasted encounter.
That being said dungeons and PvE in general are a completely different game. I don't run without KV in PvE ever. Also, as an afterthought I do sometimes run KV in GG PvP as well, but usually that ends badly if you are trying to absorb the damage of a zerg, unless you have a DC or SoS up.
You are wrong about everything u said.
Regen DR kick in after 1100 pretty much, and the DR increase in a really steady rate therefore it is no real cap for regen, because the soft cap already happen at 1100, your 2000 regen cap is just a random number you put out.
Your KV will reach your teammate across the map since that is how far the range is. There are only small sections that your KV won't cover. And in legit PVP people are constantly rotating therefore your case is just a pug PVP case where you fight alone and the rest of your team are packed somewhere else. Which this build is not supposed to be played in a pug PVP anyway.
If KV kills you that often in PVP your team must suck, or you are bad at GF, either skilled wise or gear wise. Sad but it is truth. With this build I can soak all dmg from everyone and still live in a 1 v 3 because I immune everything and block the big hit with shield. Replacing KV with no matter what would not boost your surivebility much because in Swordmaster tree there is just no good encounter like frontline to give you cc. And anvil sucks for this path due to many reason in a 1 v 1.
Your idea of playing a GF is really immature, I recommend you either go find a good PVP guild to do some more quality pm, or try to look for a good GF in game to train you up.
2.) My OPINION is that 2000 regen is a good number and provides the benefit I am looking for.
3.) I do use this build in premades with success. Holding points is what the build is for.
4.) There is absolutely nothing wrong with using this in PuG PvP.
5.) Yeah I will admit I am not the best GF out there. Nor the most geared. Does that qualify me as being a bad GF? Not in my opinion, or that of my guild.
6.) Immature? Interesting adjective to place on someones build/playstyle.
2.) My OPINION is that 2000 regen is a good number and provides the benefit I am looking for.
3.) I do use this build in premades with success. Holding points is what the build is for.
4.) There is absolutely nothing wrong with using this in PuG PvP.
5.) Yeah I will admit I am not the best GF out there. Nor the most geared. Does that qualify me as being a bad GF? Not in my opinion, or that of my guild.
6.) Immature? Interesting adjective to place on someones build/playstyle.
2.) My OPINION is that 2000 regen is a good number and provides the benefit I am looking for.
3.) I do use this build in premades with success. Holding points is what the build is for.
4.) There is absolutely nothing wrong with using this in PuG PvP.
5.) Yeah I will admit I am not the best GF out there. Nor the most geared. Does that qualify me as being a bad GF? Not in my opinion, or that of my guild.
6.) Immature? Interesting adjective to place on someones build/playstyle.
1. If you sit in the middle of the map. Yes it goes across almost entire map.
2. Exactly. You also need a high HP pool to make a 2000 regen work.
3. Then you don't need Anvil. TBH even Iron Warrior is better if you don't wanna run KV. That block meter flat gain saves life in 1 v 2.
4. When your team suck you do nothing but die. Or they will just ignore you and keep killing your teammate you can do nothing but watch when you slot Anvil instead KV. If you refuse to believe that welcome to do a 1 v 3, we will see how long u last before you pop.
Again when your team are stronger in a pug PVP you can run anything and it would work just fine, cause you are winning.
I go hard when I make comment, as for GF i know what I am talking. I might be wrong, but so are you, the best choice for you would be at least take in half of what I said and keep self doubting your own build, otherwise there is no room of improvement for you. And like it or not I am right this time.
5. From my point of view when you play something if you are not good then you are considered bad/weak. And in Mod 2 there is only 2 kinds of GF: Good ones and Bad ones. Because GF simply got ninja nerf and require more skill or gear to work.
6. Immature as in lack of insight if you wonder. Or as in not versatile enough.
I wish you all the best since I personally enjoy a Swordmaster Tactician build despite most of my fellow guildmates/friends think it is kind of outclassed by other builds.
That is a very interesting build. But why you stacked so much recovery?You said you used recovery in offence slots.
I think it might be better to put dark in offence.It is the only viable choise to improve your dps.I quess your critical is already low so adding itup won't make up a difference since as a class GF has very low critical.
However since you invested in dex(resistance ignored) if you put some dark7/8 in offence slots you could reach a total resistance ignored to 25-27%. That could made a difference and made Anvil a viable choise.
You could swept some of your blue ring for a Nightwyrm band that gives 400hp 138 power and 138 arm pen.it is very cheap in AH.(200ad last time i checked)
I don't feel Tactician is as useful as Conq, I respecced to Swordmaster last night as I've been trying a all high DPS Encounter spec using Lunging / Bull Charge / Anvil these all hit for 6k-7k. I really wanted to try the SwordMaster passives and dailys, Cresendo is amazing, Steel Defense, and Steel Grace also...
I was successful in every group but it was all pug groups... I can say as Swordmaster I was able to actually kill a GWF, which pleased me... I will get back in a few days after I try it more. I do miss FrontLine though:(, I gotta say the biggest difference between Swordmaster and IronVanguard isn't losing FLS its losing Threatening Rush~!! If they gave Threatening Rush to Swordmaster I think I'd love it.
Shieldbash60 GF ~ Iron Vanguard19.0k Overpowered60 CW~ Thaumaturge14.5k ==========================================
~ GF Buffs were great we are much better, please fix the bugs now... Thank you!
Is it outdated yet?Cuz i use my free respec and I noticed that second activation of the Supremacy of Steel won't proc Steel Defense.
This build was always outdated. It has never worked in premade PvP, ask malekhai's guildes...
I will point out that it was last commented on over 5 months ago, and that Mod 3 is coming out this week which is going to change a lot of stuff.
P.S. SOS still sucks as it always has. I think in ice wind dale with all your companions buffed up you can make a decent reflect build but it's not going to make you competitive... But then again nothing can make you competitive in Mod 3. Shelf your GF until they fix it.
Comments
Anvil of doom sucks in this build, you should replace it with KV. No team need your 1 encounter to finish the kill and do noted your low power and lack of dmg, despite what you might claim but the fact is it does little dmg, and it is not viable for this build in any even game.
Since you go full tank it makes 0 point for you to not have KV in your PVP build. It works like a charm. If you go dmg while being a tactician with a defensive gear setup, then you become something akward: a GWF wanna be. Which won't work, I would not want you cause I can just take a GWF and it works much better than you.
Dread Legion set can be swap out but the basic idea is to be ungodly tanky and constantly spam KV and SOS.
With swordmaster tactician your play style is fixed but effective. Lunging strike( Can be swap to something else depends) + KV + Bull charge. You would be like a buff bot that would take 2 man a considerable time to take down, as a matter of fact they probably need to double daily you at the same time and crit if you are not immune. It is 100% premade or duo queue only, when your team sucks you have no chance of changing the tide of the fight.
Personally I think this build is really good if you are in a top premade team since everyone is rank 9 radiant with massive regen and GF just simply don't have the killing power in Mod 2 unless you go full DPS build but in that case you would just get focused and die under 5 sec. (Some GF use DPS build by running p.negation so when they get instant focused they lived, it is a ok idea but in hard game this build won't fly)
I considered 2 grand regent and 2 champion regen pieces however at that point my regen was around 2350 with another 500 coming from artifacts.
Knights Valor is effective when tanking large groups with the rest of the team. When 1v1 or 1v2+ it has no use, and thus why I stuck with Anvil. That does not mean on occasion I don't swap to KV, but I find Anvil to be more effective overall. That being said I completely understand the argument and I will test KV in PvP more to see how much of a difference the loss of Anvil is.
It's a scary cycle.
Blacksmith Companion - Forge Fire is based upon damage taken BEFORE damage resist plays into effect. This means if you take 1000 damage and it is reduced to 400 damage you reflect 100 damage rather than 40 damage. Also does not take deflect into the damage returned. This bonus will proc while immune.
Renegade Evoker - Will proc while immune.
I assume this means the deflect boon from Sharandar will also proc while immune as will the Augmented Thayan bastion
You are wrong about KV, even in 1 v 1 it is useful because by taking dmg from teamate you gain action point. More action point = more daily, more daily = more immune. So you can be immortal, and no believe me you will never kill any legit PVP player 1 v 1 with or without Anvil in this build.
Blue gear offers more regen btw. Grand regent bonus is lack luster since 450 defense at that point only equal to like 1%+ DR.
KV has a range limit. For example, if I am on 3 and my team is on 2 I will not be receiving damage from them which means it is a wasted encounter. If I had the protector feat for 5% more DMG resist with KV I would definitely use it, but as I went tactician I do not have this feat.
Also in a 1v1 I would DEFINITELY not want KV. The goal is to hold the point for as long as possible, and if there are teammates fighting off point close enough that I start taking damage then that damage may very well be enough to kill me. For example say they taking a 20k shocking hit. I would take 10k (5k after DR). That is large portion of damage to take and could be enough to get me killed. The goal in PvP for this build is to turtle a point until such a time that a teammate can find time to kill a few people. It is rather easy to 2v1 (In most cases), or 3v1 depending on gear/class composition of the group attacking. And if it is a 1v1 after the game has ended, then I most assuredly not want to take KV as it is again a wasted encounter.
That being said dungeons and PvE in general are a completely different game. I don't run without KV in PvE ever. Also, as an afterthought I do sometimes run KV in GG PvP as well, but usually that ends badly if you are trying to absorb the damage of a zerg, unless you have a DC or SoS up.
You are wrong about everything u said.
Regen DR kick in after 1100 pretty much, and the DR increase in a really steady rate therefore it is no real cap for regen, because the soft cap already happen at 1100, your 2000 regen cap is just a random number you put out.
Your KV will reach your teammate across the map since that is how far the range is. There are only small sections that your KV won't cover. And in legit PVP people are constantly rotating therefore your case is just a pug PVP case where you fight alone and the rest of your team are packed somewhere else. Which this build is not supposed to be played in a pug PVP anyway.
If KV kills you that often in PVP your team must suck, or you are bad at GF, either skilled wise or gear wise. Sad but it is truth. With this build I can soak all dmg from everyone and still live in a 1 v 3 because I immune everything and block the big hit with shield. Replacing KV with no matter what would not boost your surivebility much because in Swordmaster tree there is just no good encounter like frontline to give you cc. And anvil sucks for this path due to many reason in a 1 v 1.
Your idea of playing a GF is really immature, I recommend you either go find a good PVP guild to do some more quality pm, or try to look for a good GF in game to train you up.
1.) I have never seen KV reach across map.
2.) My OPINION is that 2000 regen is a good number and provides the benefit I am looking for.
3.) I do use this build in premades with success. Holding points is what the build is for.
4.) There is absolutely nothing wrong with using this in PuG PvP.
5.) Yeah I will admit I am not the best GF out there. Nor the most geared. Does that qualify me as being a bad GF? Not in my opinion, or that of my guild.
6.) Immature? Interesting adjective to place on someones build/playstyle.
1.) I have never seen KV reach across map.
2.) My OPINION is that 2000 regen is a good number and provides the benefit I am looking for.
3.) I do use this build in premades with success. Holding points is what the build is for.
4.) There is absolutely nothing wrong with using this in PuG PvP.
5.) Yeah I will admit I am not the best GF out there. Nor the most geared. Does that qualify me as being a bad GF? Not in my opinion, or that of my guild.
6.) Immature? Interesting adjective to place on someones build/playstyle.
1. If you sit in the middle of the map. Yes it goes across almost entire map.
2. Exactly. You also need a high HP pool to make a 2000 regen work.
3. Then you don't need Anvil. TBH even Iron Warrior is better if you don't wanna run KV. That block meter flat gain saves life in 1 v 2.
4. When your team suck you do nothing but die. Or they will just ignore you and keep killing your teammate you can do nothing but watch when you slot Anvil instead KV. If you refuse to believe that welcome to do a 1 v 3, we will see how long u last before you pop.
Again when your team are stronger in a pug PVP you can run anything and it would work just fine, cause you are winning.
I go hard when I make comment, as for GF i know what I am talking. I might be wrong, but so are you, the best choice for you would be at least take in half of what I said and keep self doubting your own build, otherwise there is no room of improvement for you. And like it or not I am right this time.
5. From my point of view when you play something if you are not good then you are considered bad/weak. And in Mod 2 there is only 2 kinds of GF: Good ones and Bad ones. Because GF simply got ninja nerf and require more skill or gear to work.
6. Immature as in lack of insight if you wonder. Or as in not versatile enough.
I wish you all the best since I personally enjoy a Swordmaster Tactician build despite most of my fellow guildmates/friends think it is kind of outclassed by other builds.
I think it might be better to put dark in offence.It is the only viable choise to improve your dps.I quess your critical is already low so adding itup won't make up a difference since as a class GF has very low critical.
However since you invested in dex(resistance ignored) if you put some dark7/8 in offence slots you could reach a total resistance ignored to 25-27%. That could made a difference and made Anvil a viable choise.
You could swept some of your blue ring for a Nightwyrm band that gives 400hp 138 power and 138 arm pen.it is very cheap in AH.(200ad last time i checked)
However,very interesting build
I was successful in every group but it was all pug groups... I can say as Swordmaster I was able to actually kill a GWF, which pleased me... I will get back in a few days after I try it more. I do miss FrontLine though:(, I gotta say the biggest difference between Swordmaster and IronVanguard isn't losing FLS its losing Threatening Rush~!! If they gave Threatening Rush to Swordmaster I think I'd love it.
Overpowered 60 CW ~ Thaumaturge 14.5k
==========================================
~ GF Buffs were great we are much better, please fix the bugs now... Thank you!
This build was always outdated. It has never worked in premade PvP, ask malekhai's guildes...
I will point out that it was last commented on over 5 months ago, and that Mod 3 is coming out this week which is going to change a lot of stuff.
P.S. SOS still sucks as it always has. I think in ice wind dale with all your companions buffed up you can make a decent reflect build but it's not going to make you competitive... But then again nothing can make you competitive in Mod 3. Shelf your GF until they fix it.