Build Advice Request - End Game Tank

Here's what I'm thinking: end game tank
The idea is to maximise survivability while playing a support role in a group, mainly by giving my group lots of endurance charges and tanking as much damage as possible, in the form of life nodes. I didn't specialise in 1h or 2h but picked up some mace damage to maximise my ground slam damage.

What I'm wondering is maybe should I drop the mace nodes to let me spec into iron grip so I can switch to bow if I feel the need, or just grab some more armour, evasion and resistance nodes? Any feedback or suggestions would be appreciated.
Last edited by braddrac on Feb 2, 2013, 11:51:46 AM
Bump for trimming down the fat on the build. Any takers?
Last edited by bfrpg on Feb 2, 2013, 12:46:57 PM
Yeah, that is better. Thanks. I specced it this way because I'm leveling with blood magic, going to respec once I have more options for mana recovery.
I suggest you get Bloodless and Blood Magic.... Instead of having to worry about mana, you just have to worry about health. You can't do damage and receive damage at the same time. It's either ones or the other. If you want to be a tank, get rid of the mace damage.
That removes the possibility of stacking auras that reserve mana percentages. I can still use blood magic gems for some skills, but not taking blood magic keystone gives me more leway with play style. I figured the damage from mace nodes might help with life leech(and possibly mana) as well as extra stun to keep mobs from hitting back. I could be way off what that's worth vs. more direct survivability though.

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