The Warrior Tank - T1 Boss Running

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Part I: The Warrior

Tanking as a Warrior is not nearly as hard as people think. You may think that you are taking heavy damage vs the bosses, but in reality its no more than the damage taken by most tanks on T2 bosses.

Skill Spec

The spec given here is at AA21, EA2. At this point you should have hopefully obtained a lot of the good equipment, as well as having filled a good number of skills and reached the all-important +10% Resists EA. At AA21, you will have 79 skill points including the 1 Swords and 1 Kick you start with.

Swords X
Kick I
Bash X
Parry VIII
Dodge III
Dual Wield VI
Battle Mastery VI
Combat Precision VI
Rampage V
Double Attack V
Magic Resistance V
Mastery of Pain III
Stability IV
Berserk V
Enrage I
Blood Frenzy I

Purpose of Skills

Bash

While not very useful on boss runs other than to interrupt casting and slow attacks slightly, Bash is really an integral skill to leveling your Warrior as well as a requirement for PvP.

Dodge

Warriors have the lowest evasion of all dual-wield melee classes, and completely incomparable evasion to single-wield classes (+Shields for Defender/Paladin, and +MShield for Redeemer). It is integral that all potential evasion is maxed. The only exception to this rule, is the usage of Breastplate of Damnation despite its -1 Dodge penalty.

Mastery of Pain

It's a must. There is a huge absorb bonus difference from Heavy Plate and Light Plate; for all non-Heavy Plate wearers, absorb becomes an issue. Especially due to the bosses high Battle Mastery, and the high number of bosses with absorb debuffs.

Stability

Same as with Mastery of Pain. Defenders and Paladins pick up big stunresist bonuses from Heavy Plate. Bosses have very high bash, and not only do you lose a lot of evasion – but its very hard to hit anything when you find yourself stunned for 6 seconds. Just a must.

Only Enrage 1

Idol of Suffering is a must have for runs. With Enrage 2, non-enrage classes have to do more than 4.5x your damage to steal agro. That's just not going to happen if you pay attention. If you want, Warriors can spec Enrage 2 safely, however you MUST have Sassaren Plated Gloves (-1 Enrage) otherwise you will not be welcome to damage on runs where you are not the tank. I have never found Enrage 2 (+1) to be insufficient, so save the skill point.

Pre AAs

You cannot consider tanking most of the bosses without your maxed evasion, defensive skills, and Enrage 1. If you want to start tanking earlier, you can save 6 points by not getting Berserk + Blood Frenzy, and also take down points of Rampage. Prior to having at least these defensive and core offensive skills though, I don’t recommend tanking.

Post AAs

First skill to AA would be Improved Vitality. I didn't include it in the initial spec for ease of leveling (taking more damage skills) however the HP bonus you get from the 4 points of Improved Vitality is very nice. After that, it is just an extension of offensive capacity. You then can start heavily AAing into your offenses. The order I recommend is Triple Attack, then max out Double Attack and Battle Mastery, then open slather for Critical Hit, Riposte, Desperation etc. Conquest is also a good skill to get as a tank, but not for its offensive purposes. While Conquest is active, in that 15 seconds your Parry rate is greatly increased – not dissimilar to the Evade skill in effect. On top of that, you should get a nice big bonus.

Don’t worry about:

  • Revenge. Boss accuracy means your effective Parry is quite low. Add on to that their evasion and the Riposte timer, and this skill just doesn’t do enough for you.
  • Swordplay. Looks nice, is somewhat useful, but at the end of the day the attack delay is very low, and as with Revenge when you cut down your Parry from a boss’s accuracy, it just doesn’t do enough for you.
  • Intimidation, Heroism. No use for tanking.
  • Kick just doesn’t do enough again. Interrupt is nice, but not for its cost. (And most bosses have fast cast times)

EAs

Recommendations:

  1. HP (Damage alternative)
  2. Magic Resistance
  3. Damage (stats alternative)
  4. Magic Resistance
  5. Stats (Miracle a useful tank alternative)

Stat Spec

I recommend the stat spec of 140 str (Frostwraith), 75 tog (Breastplate of Damnation) and 60 agi (Ancient Lizardmen Boots) for a Warrior wanting to tank. This leaves you with around 10-12 spare stat points depending which quests you did, so you end up with about 140/86/60. Toughness gives you HP, armor and hpregen. ANY free stat points should ALWAYS go into toughness.

If you stat EA, respec it all into tog. There is very little gain from str compared to tog (an example +30 str for 30 dmg (and if you’re LUCKY, 1% Parry), vs 30 tog giving 800ish HP, 10 armor, 6 hpregen) and agi is just crap. You might consider stat-EAing for equipment though. With 160 str you can make use of Barbarian Greatsword, Imperial War Sword, and a couple of other big swords. It's a lot of stat points to waste though, to take your agi all the way up to 90 for BloodDrinker, then 100 for Virtuous Brigandine Trousers, and 124 agi for Virtuous Brigandine Tunic if you're seriously crazy (I mean you FG, I mean you.)

Equipment

This is where it gets a bit more complicated. As a tank, you want to maximize your defensive capacity against every boss and this means a lot of equipment swapping. As a result, I've broken down the equipment requirements into slots.

Helm - Bone Golem Skull

Bone Golem Skull is an awesome piece of equipment. Light Plate (armor/abs), dark resist and damage. Everything a Tank could want. Alternatively, use Troll Crown

Chest - Breastplate of Damnation, Frozen Seraphic Chestplate

No Citadel Chestguard? As previously stated in the skill spec, boss stuns are a killer. Both Bash, and FoE. The +2 stability is the reason for using Breastplate of Damnation. Even though Citadel Chestguard gives +life, a bit more armor, and a +dmg proc – I still find I prefer to use Breastplate of Damnation. Citadel Chestguard is a fine alternative though. Frozen Seraphic Chestplate obviously for MR bosses. (*cough* CCG adds stun-resist *cough*)

Gloves - Ancient Lizardfolk Gloves.

The only gloves to use. Light Plate, +Parry. I don’t recommend anything else for tanking. If you don’t have any, dock yourself some absorb and use the +dmg of Trollskin Gloves

Legs - Citadel Legguard, Frozen Seraphic Greaves, Crystal Mail Leggings

Frozen Seraphic Greaves vs Crystal Mail Leggings: FSG gives you +dmg and +absorb wrt the CML, however CML gives more resists, and a big fat life bonus. Personal preference is FSG just for absorb, however you can get by with only one of the two.

Boots - Ancient Lizardfolk Boots

No Crystal Mail Boots? CM Boots give +12 fire res, vs the +1 MR of Ancient Lizardfolk Boots. The only time you would use CM Boots would be a Wizard boss. HOWEVER, with the inclusion of Absolute Zero as well as bosses having Crit Ice – ice resist is much more important than fire resist, so CM Boots are now obsolete equipment. Ancient Lizardfolk Boots are also generally a good item, not ever worth changing to Rugged Nightmare Boots or any alternative.

Swords - Frostwraith x2, Frozen Dragonblade.

This is the ideal setup. Start with Frostwraith + Frozen Dragonblade, when it procs – switch back to FW for 10 seconds to capitalize. If you do not have a FW, you can do the same with 1 Blade of VanGosel and 1 Frozen DB. If you do not at least have a BoVG, then you should utilize Obsidian Sword and Frozen Dragonblade. Your damage will be much lower without at least BoVG or FW, so you should utilize the +Enrage offered by other items

Neck - Idol of Suffering

Never comes off. If you don’t have one, Black Medallion of Tactics or Lich Bone Necklace are you two best alternatives, Drake Talon Necklace the only other option. You may think Salamander Tongue for wizard bosses? No. Warrior agro is based on dual-wielding. You only have single wield (spell guard) versus wizard bosses though, and that +1 Enrage is essential.

Wrists - Hellforged Bracer x2

No alternative compares. If you don't have them, get 1 Riposte and go with Ancient Veratine Bracers, or alternatively Greeanjok Bone Bracers for damage and Parry, or Icy Ivory Bracelets/Troll Claws for defensive bonuses.

Rings - Greeanjok Skull Ring x2, Shadow Bound Ring (x2 if you have), Rakkala Forged Ring x2

Greeanjok Skull Ring standard melee ring, Shadow Bound Ring x2 or Shadow Bound Ring + Rakkala Forged Ring are your MR Rings. Rakkala Forged Ring x2 is used for Meelium the Druid Sage, to counter the Wrath of Verinae proc, as SBR is only fire/ice/dark.

RHand - Spell Guard

self-explanatory.

Part II: The Run

Group Requirements

Yourself, the awesomely equipped and specced Tanking Warrior
1x Priest
1x Enchanter
1x Druid
4-6x decent damagers (more if you take some low-aa players)

10 as a maximum is a fair size for forming your run group. You should kill most bosses with ease, and have enough firepower to get over Meelium the Druid Sage and Greeanjok. It is possible to do the bosses without either an Enchanter or a Druid, however this is quite risky (especially versus Warboss Deg and Warlord Greeanjok, or chanterless Greeanjok Inquisitor Darjuk) and if you are going to attempt this, make sure your other 2 support are really really good.

Taking other Warriors is a good way to tank your runs, because you are all aware of each others abilities – so if you use Blood Frenzy early in a run to build agro, they know it is safe to Blood Frenzy later (say, 40%) and can then Berserk afterwards to finish off. Other classes may do better damage, but if you stick with something you know and is similar, there’s less room for error.

Group Desirables

Priest

Blessing of Divinity is really a must these days, but what you really want to look for is one with Condemn. Especially if you do not have a Necromancer, Condemn is really useful because it can reduce the bosses melee damage by up to 200-300 (Condemn has a big –str along with the –sp), as well as reducing and procs, debuffs etc. Ultimate Seal of Faith is not a safe addition for Warriors tanking with 1 Priest – because the casting time is long and it can be dangerous to remain unattended for a long period.

Enchanter

Again, Rune of Guidance is really a standard useful buff. Many Enchanters are pet-specced these days, so if you can try to pick up one with Destroy Coordination, or Exhaustion if they have it.

Bear Druid

Melee tanks do best on melee runs. If you can get a bear, get it and utilize their Roar ability as much as possible.

Necromancer

Uncontrollable Fear is obviously awesome. It decimates the boss and allows you to damage highly. In general though, a Necromancer is a good damager. Both Curse and Poison are very good damage, and if your Necromancer is Pet+UF specced, the pet does useful damage as well once UF has been cast.

Wizard

Taking 1 is a good idea. Due to your much lower defensive capability compared to Paladin/Defender tanks, you take very high damage while the boss is in Desperation. This is where a Wizard really comes into their own. If a non-wizard despo takes 20 seconds to end, a wizard-despo could take only 10. This pushing through despo really helps remove any chance of a big bash/crit hits which can kill you.

All Bosses, General Strategy

When to Blood Frenzy?

Generally, this is a skill to use at the start. If you are going to utilize Blood Frenzy, there are a few things to note:

  • Do not use it in risky situations (Greeanjok Inquisitor Darjuk, Both Warboss Deg and Warlord Greeanjok alive (it is good to use after Deg dies, on GJ), Meelium the Druid Sage without big debuffs – he just does a bit too much damage.)
  • Make sure your Priest knows when you Blood Frenzy. When it ends you are going to lose 50% hp and that makes you very vulnerable. Often saving Bind Wounds for post-BF is a good strategy
  • Wait for initial debuffs to be cast. You may as well capitalise on YOUR +dmg, when you have group +dmg. Also, if you wait until the boss is debuffed you lower the risk of dying quickly when Blood Frenzy ends
Can I use Berserk?

In almost every circumstance, No. This is primarily due to being reduced to 0% absorb. There is only 1 time you should be using berserk for damage on runs, and that is when you have a good UFer, or an Enchanter with Exhaustion. Otherwise you get pounded. Even if you have a good Uncontrollable Fear or Exhaustion, going Berserk will still cause you to get Bash-stunned for a really long time due to –stunresists. So you should only ever use Berserk when you have Uncontrollable Fear or Exhaustion, and only on the bosses you can normally use Blood Frenzy.

A lack of Magic Resistance, what to do?

Not everyone has all the equipment, all the EAs, all the skills to get decent MR. If this is the case, there are a few things you can do to counter this. In general;

That being said, there are ways to counter low MR. On Tarnael'dar or Greeanjok Inquisitor Darjuk, if your Priest has Aegis of Enduring Divinity or Shield of Aran they can use that, walk in and pre-cast Condemn or Monument of Purity, and if they have time try to get a Lightbane proc too (this then defaults to being the Druid's "job" when they're not healing. Take note Druids who do nothing). This will prevent you from taking the heavy debuffs/DoTs on entry. On the other bosses, such as Meelium the Druid Sage, get your Priests to pre-cast Condemn. As soon as they begin to cast, attack the boss. This ensures the SP debuff is landed as early as possible. Meelium the Druid Sage's Wrath of Verinae]] proc, and to a lesser extent Frost of Eternity from Frostwind the Silverspire Dragon can be quite a big annoyance. Don’t be afraid to utilize Spell Reflection from your Enchanter if you are taking damage >1000 from these procs.

I go on other runs and have to wait like 30 seconds for Paladin or Defender tanks to take agro, when can I let people attack on my runs?

Easy. That time is simply an allowance for the tank to do some damage and generate a base of agro. Being a strong offensive character, you do this much faster. By the time you have taken the boss to 97% or 96%, everyone can safely attack and nobody should ever steal agro from you. The sole exception to this is Greeanjok Inquisitor Darjuk, because you’re reduced from two swords to 1 – effectively halving the speed you generate agro.

The Bosses, Individual Equipment and Basic Strategy

Frostwind the Silverspire Dragon

Equipment:

(Left Hand) Frostwraith. 
(Right Hand) Frozen Dragonblade. (Swap to FW during proc) 
(Head) Crown of Light. 
(Neck) Idol of Suffering. 
(Body) Frozen Seraphic Chestplate. 
(Left Wrist) Hellforged Bracer. 
(Right Wrist) Hellforged Bracer. 
(Hands) Ancient Lizardfolk Gloves. 
(Legs) Frozen Seraphic Greaves. 
(Feet) Ancient Lizardfolk Boots. 
(Left Ring) Greeanjok Skull Ring. 
(Right Ring) Greeanjok Skull Ring.

Points to note: Frosty has FoE as a melee proc, and this can be damaging. If you are taking FoE higher than 750 and/or Melee hits, you should change rings to SBR or Rakkala, a small bonus changing to CM Leggings too.

Other than this, Frosty is as standard as they go. Standard RoG to enter, standard buff/debuff, if you fail you need to reconsider your tanking ability, or get a better support group.

Warbosses – Greeanjok and Deg

Equipment:

(Left Hand) Frostwraith. 
(Right Hand) Frozen Dragonblade. (Swap to FW during proc) 
(Head) Crown of Light. 
(Neck) Idol of Suffering. 
(Body) Breastplate of Damnation. 
(Left Wrist) Hellforged Bracer. 
(Right Wrist) Hellforged Bracer. 
(Hands) Ancient Lizardfolk Gloves. 
(Legs) Citadel Legguard. 
(Feet) Ancient Lizardfolk Boots. 
(Left Ring) Greeanjok Skull Ring. 
(Right Ring) Greeanjok Skull Ring.

Points to note

  • Entry will hurt, but once you get over the start it is not too bad.
  • Deg is the weaker defensive boss, so he should be killed first.
  • Unlike Defenders and Paladins you have No Phalanx ability, which helps draw non-target agro via blocking attacks. This means you have to be very vigilant in your targeting, lest the Priest wrest agro from Greeanjok. You have to attack both bosses on entry, and continue to spend some time attacking Greeanjok throughout the time Deg is still alive.
  • Using your Frozen DB proc as a time to switch boss targets and capitalise on bonus agro is a good way to ensure your Priest never steals agro.
  • Because of the heavy entry-damage, and outside being a safe square – Warbosses are always best done with your Druid casting RoTG on you pre-entry and not following in. This gives a healing boost on entry.
  • Warbosses have a 5.0 second roomstun which occurs approx 30-60secs into the run, prior to this your HP must stay above 50% otherwise you are a very high chance of death during the stun. Saving bind is not good on warbosses though, because Priests healing early on puts a lot of pressure on you maintaining melee hits for agro on both bosses.
  • Once Deg has died, it is useful to use BF on Greeanjok.

Greeanjok Inquisitor Darjuk

Equipment:

(Left Hand) Frozen Dragonblade.
(Right Hand) Spell Guard. (Swap to FW during proc) 
(Head) Crown of Light. 
(Neck) Idol of Suffering. 
(Body) Frozen Seraphic Chestplate. 
(Left Wrist) Hellforged Bracer. 
(Right Wrist) Hellforged Bracer. 
(Hands) Ancient Lizardfolk Gloves. 
(Legs) Crystal Mail Leggings. 
(Feet) Ancient Lizardfolk Boots. 
(Left Ring) Shadow Bound Ring. 
(Right Ring) Shadow Bound Ring / Rakkala Forged Ring 

Points to note

  • Use CML for Darjuk, not FS Greaves. You pick up a little more resistance, and you also pick up +10 Earth Resist for the all-important Earthfury debuff.
  • Frozen DB is the best sword to use. You need the +enrage proc due to losing 1 weapon, and also the +iceresist is important.
  • Do not use Salamander Tongue, you will simply lose agro as a result of dropping that Enrage. Remember again, 1 sword < 2.
  • Do not use Berserk (stunresist – FoE decimates) or Blood Frenzy (HP fluctuates a lot, cannot afford to lose 50% at any stage) at any stage of the run.
  • SR/RoG is a definite must for this run. You will die.
  • Darjuk is a definite contender for your Priest to Aegis/SoA and pre-condemn, the start is always the worst part of a run
  • Be careful of AZ. You will only reach a max HP of 30-35k even with MoA, and AZ will do anywhere from 10-15k damage to you. This is very dangerous, so it always helps to let your healers know at least 5seconds before the AZ is about to hit (ie, the spell “wears off”) so they can know to cast heals or provide a bind then. If you survive the AZ, you should survive the rest of the run without issue.

Sedgeway the First

Equipment:

(Left Hand) Frostwraith. 
(Right Hand) Frozen Dragonblade. (Swap to FW during proc) 
(Head) Crown of Light. 
(Neck) Idol of Suffering. 
(Body) Breastplate of Damnation. 
(Left Wrist) Hellforged Bracer. 
(Right Wrist) Hellforged Bracer. 
(Hands) Ancient Lizardfolk Gloves. 
(Legs) Citadel Legguard. 
(Feet) Ancient Lizardfolk Boots. 
(Left Ring) Greeanjok Skull Ring. 
(Right Ring) Greeanjok Skull Ring.

Points to Note

  • Out of the reasonable T1 bosses (ie, not frosty/blackfang) Sedge is probably the easiest. He has no big debuffs, big damage, or roomstuns.
  • The 1 thing to note, is that he will proc a roomspell lifetap. For this reason, you should ensure your Druid has rain, a Redeemer with BoF is present, or your priest doesn't lag at all.
  • Sedgeway will begin lifetapping around 40%, so ensure you have SR for this point.
  • SEAL RUNS: these can be dangerous. If you want to get someone a seal, try to ensure you have a DoT spell from a Wizard or Necromancer to maintain the low HP of sedge while he lifetaps. It always helps to RoG/RoTT whoever the seal-hopefuls are, to increase their damage. The risk with seal runs, is that everyone stops to let those 1 or 2 people go for their seal, but they cannot out-damage the Lifetaps and sedge’s hp just goes up again. If this happens, basically screw it, and get the boss finished off. It is just a matter of chance/luck for the seal hopefuls

Tarnael’dar

Equipment:

(Left Hand) Frostwraith. 
(Right Hand) Spell Guard. 
(Head) Bone Golem Skull.
(Neck) Idol of Suffering. 
(Body) Frozen Seraphic Chestplate. 
(Left Wrist) Hellforged Bracer. 
(Right Wrist) Hellforged Bracer. 
(Hands) Ancient Lizardfolk Gloves. 
(Legs) Frozen Seraphic Greaves. 
(Feet) Ancient Lizardfolk Boots. 
(Left Ring) Shadow Bound Ring. 
(Right Ring) Shadow Bound Ring / Rakkala Forged Ring 

Points to Note

  • Tarn is a good measuring-stick for your capacity to take on Hope. He is the first serious Necromancer-type Boss (little brother of Hope/Draco!). As a result, this is where you whip out all the dark-resist equipment.
  • Entry with Skull and Spellguard on. Once SoP+UF have been cast on you, switch back to normal melee weaponry (ie the Frozen DB/FW proc swap combination). Remember to re-swap to Spellguard when UF ends (60 seconds). You can also swap your Bone Golem Skull for Crown of Light after entry, but its probably too much effort to be re-swapping your Helm as it is not hotkeyable like RH slot.
  • Tarn is then the same as sedge for group-based strategy. He procs a room-damage lifetap off melee attacks, and will begin to cast Lifetaps once he reaches 50% (as opposed to the 35-40 for sedge). This means you need to follow the same group-heal keys and SR on taps as with Sedge. Especially in the instances of not having a Druid with Rain, it is advisable to get PoS on caster characters to increase their chances of staying alive (basically, more hp = takes more roomprocs to kill them.)
  • If you can get over 80+ dark resist, you should be able to manage Tarn fine. He doesn’t have disease like some other bosses, so there’s always the “Wizard tank” strategy – spam chainhealing!

Blackfang

Equipment:

(Left Hand) Frostwraith. 
(Right Hand) Spell Guard 
(Head) Bone Golem Skull 
(Neck) Idol of Suffering. 
(Body) Frozen Seraphic Chestplate. 
(Left Wrist) Hellforged Bracer. 
(Right Wrist) Hellforged Bracer. 
(Hands) Ancient Lizardfolk Gloves. 
(Legs) Frozen Seraphic Greaves. 
(Feet) Ancient Lizardfolk Boots. 
(Left Ring) Shadow Bound Ring. 
(Right Ring) Shadow Bound Ring / Rakkala Forged Ring 

Points to note

  • Blackfang is a fairly easy boss, his defences are very low. He does however, have Disease. This causes heals cast on you to be x% less effective. Dark Resist again here. His spellpower and disease are not very high so you should be able to overcome it well, but for at least your first attempt – go in with the maximum Dark Resist equipment just to gague how good your DR is. If your disease is under 10 or 15, you can probably swap up to more damage – ie Bone Golem Skull for Crown of Light.
  • If you have no debuffers, be careful of his Beastial Fury proc, it greatly increases his damage for a short period.
  • If you fail Blackfang, you’re about as useful as a redeemer without any selfbuffs.

Meelium the Druid Sage

Equipment:

(Left Hand) Frostwraith. 
(Right Hand) Frozen Dragonblade 
(Head) Crown of Light 
(Neck) Idol of Suffering. 
(Body) Citadel Chestguard. 
(Left Wrist) Hellforged Bracer. 
(Right Wrist) Hellforged Bracer. 
(Hands) Ancient Lizardfolk Gloves. 
(Legs) Crystal Mail Leggings. 
(Feet) Ancient Lizardfolk Boots. 
(Left Ring) Rakkala Forged Ring. 
(Right Ring) Rakkala Forged Ring 

Points to note

  • Meelium is the hardest of the standard T1 bosses. High damage, High Defence, and a nasty Wrath of Verinae proc.
  • His WoV proc is high, so you should try to pick up as many +MR items as you can to do him. Often with debuffs you can see Meelium hit you for less than 500, but his proc damage is 2000. It is always good to maintain SR through Meelium to counter his procs.
  • Make sure you keep good agro on Meelium. As you know, you have to get 150% agro to steal, however when Meelium casts West Wind (upgrade of RoTG) on himself at 50%, he goes through a re-target check after casting so he will take whoever has the most agro – effectively lowering your protection from 150% agro down to 101%.
  • Meelium does not do anything unpredictable, or have any room stuns, he is just quite harsh on the tank. If you can maintain reasonable Air Resist (condemn/light bane procs really help here) then he isn’t that hard.

Questions, Notes and Conclusions

Where is Talos the Lost? Where is Rion of the Council?

For a Warrior, both of these bosses should be considered of T2 difficulty, and as such are not included. Warriors lack high evasion and armor/absorb to counter Talos the Lost's 10k potential crit hits while Berserked. Warriors also lack the capacity for very high Magic Resistance and non-target agro (I really don’t endorse Body Guilds for a Warrior) so Rion of the Council is incomparably difficult relative to Greeanjok Inquisitor Darjuk or any other T1. These bosses are doable by a Warrior tank, but at a much higher organizational and character difficulty.

Your list of equipment is very long and hard to get, what else can I use?

Most alternatives have been provided, however some items will never be easy to get, such as Bone Golem Skull and Crown of Light. In these instances, you can use a variety of alternatives. Other good items for tanking include Naraikos Helm and Blacksteel Breastplate for its +1 Magic Resistance. In general, so long as you have reasonable damage and at least that 2 (either base or modded) Enrage, just go for the most defensive-type equipment you can find.

There isn’t a lot of advice for group strategy really...

Your point? The guide revolves around what a Warrior can do, wear, utilize and combine to tank T1 bosses. The emphasis is on the equipment, spec, and key notes for the TANKING of each boss. If you are looking for a "Run Leadership Guide" go read the Hope guide. It contains much more information on group management, support strategies, etc. This run is for the Warrior Tank Hopeful, so they know what they might need / should aim for.

I have other questions!

Forum PM or ingame Mail are the two most reliable ways of reaching me. I don’t know just how comprehensive the answers will be that you get from many other warriors, not a lot do the T1’s often - so be careful whose advice you take.

As with almost everything I write – I have not read through this even once. It comes as I write it without any proofing or editing. If there are mistakes, there are mistakes – but I doubt they will be crucial omissions relevant to the specs or runs. Bad luck if there are spelling or grammatical errors.

In general, the “points to note” section of this guide is completely applicable to all tanks. It is just the equipment and speccing that pertains to the Warrior Class. This can be made into a good guide for Paladin and Defender tanks very easily, by using your own common sense to upgrade the applicable Armor Slots to Heavy Plate items, and knowing which weapons/shields work best for you as well as the additional skills of Shields, Strike of Justice, Phalanx, etc etc (Sorry Bears – you’re just a bit too different in Equipment/Spec to fit perfectly into this). Hopefully this gets a response as good as the Hope Run / Group guide, and a lot of aspiring tanks (or those who just need a refresher!) can benefit from it. Less failed runs now please!

Regards, - Matt