Lil’s Cleric Tank

I guess I’ll start with what I’m using. It’s LINK. If I had it to do again I probably wouldn’t have the points in Healer’s Creed (I never run out of mana ANYWAY) …. though with the changes announced for 1.7 I *would* put it there, 10% more healing is great for a tank. So I’ll probably leave that there.

(As a side note, I once had a 44Just/22Shaman build. I liked it overall but I think the 6Cab is worth it for the mitigation, magic mitigation is a cleric weak point.)

As you can see, I tried to pick some Justicar abilities I didn’t care about to drop and gain some Shaman. It’s essentially an attempt to trade physical mitigation (the lost armor from Mien of Leadership’s scaling with points in Justicar) for threat (Shaman basically contributes threat – and Jolt, as an off-GCD ability, is great for that). I picked +Physical damage on Shaman; melee crit might well be a better option, since Justicar does a lot of Life damage.

I’ve overall been pretty happy with it, but unfortunately I rarely get to play it lately. I *have* tanked Ereandorn with it, so it’s clearly not terrible

I’ve been meaning to update the AoE macro; I was trying to see about using the Cabalist abilities and I’ve come to the conclusion that they have a long enough cast time to not be worthwhile without a large damage (and therefore threat) increase that I’m not seeing – if it were there it would be worth it (for the extra threat) but as is it hurts to much to have that long cast time and be unable to move / do other stuff the tank sometimes has to do without breaking the cast. It’s particularly a problem on initial pulls (where I really want to keep Precept up but can’t afford a long cast time because I’m building threat or moving) or when something is loose (usually adds) and I need to act immediately – off-GCD abilities don’t happen during a cast :-p

With that said, I’ll go ahead and share both versions since you like experimenting .

Current macros:
ST:
#show Strike of Judgment
suppressmacrofailures
cast Precept of Refuge
cast Massive Blow
cast Obliterate
cast Sovereignty
cast Lightning Hammer
cast Strike of Judgment
cast Purpose
cast Bolt of Radiance
cast Distorted Shadows
cast Jolt
cast Fated Blow
cast Glory of the Chosen

This doesn’t need to change – Obliterate is instant-cast and Distorted Shadows will only be used at range AND if Sovereignty and Bolt of Radiance are on CD AND if I’m standing still when I hit it – and it’s channeled so even then it’ll only last until I hit something else anyway. I *think* Obliterate is a damage increase (and therefore hopefully a snap threat increase) to keep where it is; I could be mistaken, but at least no one’s pulling off me so I don’t feel much need to experiment.

The one downside to this macro is that the top several abilities do not generate convictions; only Sovereignty and Strike of Judgement out of the part you’ll use on CD do. Therefore when I need convictions Really Badly, I just hit Even Justice. It’s more expensive to use (and lower ST damage) than Strike, but that way I can just have one button for both ST and AoE – and it comes up very rarely, since generally I have enough convictions for what I’m doing with just this macro.

Jolt, Fated Blow, and Glory of the Chosen are all off-GCD, so I watch for the procs and just hit the macro extra times if they’re up.

To adapt this to the 51Just/9Sham/6Cab, I think you just need to add Doctrine of Authority (I’d probably put it right behind Precept) and remove Jolt. It might be worth looking at Massive Blow and Lightning Hammer to see if they’re worth keeping as well.

AoE:
#show Precept of Refuge
suppressmacrofailures
cast Precept of Refuge
cast Bound Fate
cast Even Justice
cast Purpose
cast Fated Blow
cast Jolt
cast Glory of the Chosen

As you notice, I only have Purpose in both macros, but I DO have Ageless Ice as well (benefit of going higher in Shaman) – if by some off chance I run short on mana (unusual, but mana drainers can cause issues … they’ve reduced but not eliminated that), I just hit Ageless Ice and I’m good – but if it were in the macro and I got drained it could get dicey.

With that said, I wouldn’t worry too much about Ageless Ice. I ~never use it since they put in the change that (mostly) blocks mobs from draining mana if you have MoL up.

New AoE macro:
#show Precept of Refuge
suppressmacrofailures
cast Precept of Refuge
cast Even Justice
cast Purpose
cast Fated Blow
cast Jolt
cast Glory of the Chosen

To modify this for the 51/9/6 build I think you just have to remove Jolt.

A few other macros while I’m here :-p

B-Res:
#show Absolution
say B-Res %t
cast Absolution

Interrupt:
#show Interdict
suppressmacrofailures
cast Interdict
say Interrupted!

Oh, some important ones:

Ranged ST Taunt:
#show Provoke
suppressmacrofailures
cast Provoke
cast Bolt of Radiance
cast Sovereignty

The idea on these is to get some damage on target while it’s running in. This way I can hit *either* this macro *or* the main ST macro and get that damage out there while it’s not at me yet.

AoE pull:
#show Rebuke
suppressmacrofailures
cast Rebuke
cast Bound Fate
cast Shadow’s Touch

I’m not certain about Bound Fate and Shadow’s Touch here with the cast time, but they certainly don’t hurt anything …. and they DO get damage on the enemies when they aren’t near yet while the taunt is still up.

PBAoE Taunt:
#show Righteous Imperative
suppressmacrofailures
cast Righteous Imperative
cast Even Justice

Might as well use Even Justice if I’m using this taunt, it’s right next to me anyway. Even Justice is the “it’s next to me” AoE threat builder.

Hmm. Anything else that might help.

Well, here’s the list of the buffs I keep up (adjust as appropriate for what you have):
Mien of Leadership
Cavalier
Reparation (does not stack with other Reparation clerics, but unless you really need the minimal healing a Reparation cleric needs (yeah right), it’s a huge amount of threat generation)
Salvation
Dark Harbor
Lurking Decay
Vengeance of the Winter Storm
Righteous Mandate (usually on my healer; if there’s a cleric healer who needs to Mandate you, this needs to be dropped but otherwise, it’s worth keeping up – minimal healing but any little bit is threat generation)
Courage of the Jaguar (overwritten by Bard buffs so it’s usually off in raids; I believe this one is better for DPS/threat and Courage of the Bear is better for mitigation)

I hope that helps!

Warrior spec from Jonn

I have a lot of ground to cover, so let’s start with the basics. Sixteen points in Paragon is all any tank needs to become fully ranged, and best of all, they only need to use a single macro (you literally push one button to use both builders and finisher). Here is a link to the basic 16 pt spec. I will list the full macro later, but basically it casts in this order: Path of the Wind –> Path of the Raptor –> Path of the Tempest. Normally only using two builder abilities would be a waste, but the “Weapon Master” trait gives a 50% chance to build up an extra pt, so most of the time your finisher has 3pts up before it fires. The macro isnt raid optimal, but it sure is fun and easy.

Next we flesh out the rest of our points. I add 21 pts to Beastmaster for the Greater Pet, and 15% group speed buff, as well as some dmg buffs. Then I put 29 pts in Reaver for the “Soul Sickness” DoT which also heals me for 190% of the dmg dealt. Best of all, it can be included in the same one button macro, so I never have to push another button if I dont want to. Here is the full build.

Here is the actual macro:

#show Path of the Wind
suppresmacrofailures
cast Soul Sickness
cast Path of the Wind
cast Path of the Raptor
cast Path of the Tempest
petattack

What this macro does: First it immediately sends your pet in to attack. Secondly, it casts Soul Sickness to start the DoT/heal. Next it rotates your 3 ranged abilities, and recasts Soul Sickness when it’s back up. If you keep your pet on dmg mode, he charges in and stuns the target, but never gets agro, meaning you dont have to heal him. If you keep him on tank mode, you will have to use your pet heal occasionally. Otherwise, just keep spamming this macro. Once in a while it gets out of sync, but most of the time it works flawlessly. If it does mess up a bit, you can either pause to let it re-sync or just keep going till the mob is dead.

There are other abilities you can throw into the mix, especially from the Reaver tree (Master of the Abyss for example), but the 4 from the macro are all you really need to deal respectable ranged dmg. Other then that, just summon your pet, cast your buffs, and you are good to go.

P.S. The speed junky in me would like to point out this build has a 15% group speed buff, and a 50% sprint to save your butt. :shrk:

Jonn

Rogue info from Kel

Kel’s Rogue Setup

MELEE SPEC – fairly new and I just tweeked it a bit today Melee Link but so far I like what I’m seeing.

MACROs:

Melee Builder Macro
#show backstab
suppressmacrofailures
cast expose weakness
cast puncture
cast backstab
cast savage strike

Melee Finisher #2 Macro
#show final blow
suppressmacrofailures
cast expose weakness
cast final blow

AE Builder Macro
#show weapon flare
suppressmacrofailures
cast expose weakness
cast weapon flare

Self Buffs: Combat Pose, Baneful Touch, Virulent Poison, Lethal Poison

I start the fight out with Flash of Steel, then mash the Melee Builder until 5 combo points are built up, then Impale. Mash the Melee Builder macro again until 5 combo points are built up, then hit the Melee Finisher #2 macro. You hit the Impale finisher before the macro finisher because Impale gives your Final Blow an additional 40% damage – so when its up be sure to hit it, then the Final Blow finisher macro. Also remember to be behind your target to maximize DPS due to the way this is talented.

AE is nice and simple, the macro until 5 combo points, then Compound Attack.

Your cooldowns are Poison Malice (damage) and Side Steps (dodge). Your OSBs are Enduring Brew (self heal) and Slip Away (breaks off combat and puts you into stealth – works very nicely)

Before these tweeks I was getting at least 1K single target and around 3K AE. I expect a bit more from these adjustments here today.

You also get an interrupt, Weapon Barrage (10s CD).

BARD SPEC

Here is how my bard is setup: Bard Link

As a bard, your job is to buff, debuff, and help on healing.

MACROs

Builder Macro
#show Power Chord
suppressmacrofailures
cast Power Chord
cast Cadence

Rez Macro
#show Verse of Rebirth
suppressmacrofailures
s Rezzing %t
cast Verse of Rebirth

You will always have the Fanfares up: Knowledge, Power, and Vigor. Usually you will be asked to put up Fervor, but when there is a Chloromancer around, you may be asked for Anthem of Competence (the runspeed buff).

Next up are your Motifs, very impotant to pay close attention on these to keep them up as they only last 30 seconds (Grandeur, Tenacity, Bravery, and Focus)

As far as combat goes, I throw up the 4 motifs a bit before the pull. Then mash the builder macro to build combo points. How you spend these is as follows:

If healing is good, throw out the debuffs: Code of Cowardice (increases non-Physical damage 7% on enemy and all nearby enemies), Coda of Distress (increases Physical damage 5% on enemy and all nearby enemies, and Coda of Jeopardy (Causes the enemy to take additional Physical damage per Combo Point when hit for 60s). If there is an Archon with you, you should throw debuffs on group pulls and the Archon should debuff bosses. Also you may want to coordinate with the raid on Jeopardy (I know that Archons (Illuminate) and Warriors (Spotters Orders) at least have a similar debuff) as to who will be doing that one.

If healing needs help use Coda of Restoration.

For damage use Coda of Wrath for ST and Coda of Fury for AE.

Throw out Motif of Regeneration here and there to help out heals without burning combo points and use Verse of Vitality (1m CD) during periods of heavy damage.

Your cooldowns are Riff (a bit of damage and 5 combo points – 1m CD), Verse of Joy (restore 50 mana, 5 power, 5 energy, and 5 charge per second for 15 secs – 2m CD), and Virtuoso (all codas do not consume Combo Points for 15 seconds – 3m CD).

The rez macro is included to help folks know who is being rezzed.


Jonn’s MM macros

AoE Macro:

#show Fan out
suppressmacrofailures
cast Shadow Fire
cast Lightning Fury
cast Fan Out

Single Target Macro:

#show Quick Shot
suppressmacrofailures
cast Shadow Fire
cast Piercing Shot
cast Quick Shot
cast On the Double

Notice: On the Double is purely a convenience thing. It lets me sprint if I press it without anything targeted or when out of range – in fact it will often fire unintentionally when the target is too far away, but I dont see that as a bad thing, since it lets you quickly run in.

Finisher:

#show Deadeye Shot
suppressmacrofailures
cast Rapid Fire Shot
cast Deadeye Shot
cast Head Shot

Reasoning: Rapid Fire Shot is the highest dps and instant, so it gets first priority. Deadeye shot is next. Head shot is for when you are moving and Rapid Fire Shot is on cool down.

My additions:

#show Strafe
suppressmacrofailures
cast Strafe
cast Deadeye Shot
cast Quick Reload
cast Deadeye Shot

And specifically for DH – or other times I might want a knockback:

#show Repelling Shot
suppressmacrofailures
cast Crossfire
cast Repelling Shot
cast Crippling Shot

Zharma’s Deathbringer Gear

Materials Needed

Deathbringer Brigandine
Steel Stitched Leather (6)
@Steeled Leather (2)
Magical Oil (2)
Catalytic Essence (1)

Infinite Essence (Jonn) (2)
@

Fanged Mandible (3)
Jagged Lightstone (4)
Minor Catalyst (1)
Magical Oil (1)

Deathbringer Shoulders
Steel Stitched Leather (4)
@Steeled Leather (2)
Magical Oil (2)
Catalytic Essence (1)

Infinite Essence (2)
Fanged Mandible (2)
Jagged Lightstone (3)
Magical Oil (1)

Deathbringer x2
Jagged Lightstone (2)
Fanged Mandible (3)
Tempered Orichalum Bar (5)
Ethereal Flux (1)

Deathbringer Band
Jagged Lightstone (2)
Fanged Mandible (2)
Tempered Orichalum Bar (2)
Ethereal Flux (1)
Infinite Essence (3)

Given how long it took to make/buy the materials for Dharma’s stuff, I’m expecting this to be a long time to finish. Especially with all those damned lightstones. And need to decide on the right augment.

Dharma’s Spirit Tempered Gear

Spirit Tempered Battlegear

Blessed Spirit-Tempered Hauberk

Blessed Spirit-Tempered Spaulders

Blessed Spirit-Tempered Signet

Blessed Spirit Beacon

These had better last me a long time. Flawless Saintstone used in each recipe.

Materials required:

9 tempered orichulum bars (9)
7 radiant witchweave bolts (7)
11 eternal planar dust (11)
7 enchanted shadethorn lumber (7)
4 infinite essence (4)
2 inert prisms (2)
10 ethereal flux (42 plat)

Now on to saving for Blighted Gear for Legs, Feet and Helment