S9 Gild's Builds: Crimson Champion (TANK)
Table of Contents
Section 1: Notes
Section 2: The Build
Subsection 2.1: Level 1
Subsection 2.2: Abilities you WANT
Subsection 2.3: Talents you WANT
Section 3: How it Plays
Section 4: TL;DRSECTION 1: NOTESCrimson Champion is a tanky build, with self healing, survivability and a metric boat load of damage. Relying heavily on block to make the core enchants function, it's capable of pushing solo manastorms, tanking dungeons and tanking raids. Relying on some rare cards, it's fairly difficult to get everything you want, but achievable with a bit of luck. It functions off Paladin abilities, focused on AOE and self healing to achieve a full combo. Unfortunately it's fairly rigid in abilities and talents, limited to one handed weapons, a shield and defensive things in general. While it benefits heavily from damage, you need to build a certain amount of defensives in both abilities and talents, to have a consistent block chance and endurance. Can be mixed with One with the Light for extra damage/healing off Divine Storm.
If you need information on where to find specific cards for abilities, feel free to check out S9 Card Drops for locations, or ideas on new cards you might want to collect.
This is a long form guide, meant to give proper explanation and information on the build. If you can't be bothered to read, check out the TL;DR at the bottom.
Things to remember:
- Crimson Champion is a tank first, damage dealer second.
- AMAZING Manastorm/prestige build, you can spam Divine Storm AOE to 60, and beyond.
- Rigid in card choices. Paladin and defensive focused doesn't give much leeway or room for extra.
- Has a few hard card requirements to get up and rolling, might not be an ideal "starter" build.SECTION 2: THE BUILDThe level 1 start is important, yet often seems to get skipped over in guides. What cards do you slot in if you dont have every perfect combination you need? Is there any abilities good for leveling, but not so great to keep the whole time? WHY do they suggest the abilities they do? We're going to cover these things, and more!
Primary Stat: Strength
Main stat is fairly obvious, strength based, Paladin styled gear and items will give us the extra edge to dish out damage and take the hits.
Gear: Strength > Spell Power/Int > Stamina (Manastorms/Solo DPS)
Defense Rating > Stamina > Spell Power/Int (Tanking)
Spell Power now gives flat weapon damage, making it an incredible secondary stat, especially when paired with Mental Quickness especially for Paladin styled builds. Dipping into multiple sources of damage and scaling all of it makes this a potent build with all your abilities scaling well with your gear.
Lawbringer or any other Paladin Sets you pick up.
Weapons: One hand weapon with a shield. A spellcaster mainhand like Aurastone Hammer and so on, with an enchant like Fel Infused Weapon or Flametongue.
Best shield you can get your hands on, grab a Defense Rating focused one for Tanking like Observer's Shield, and a spellcaster statted one for Manastorms/Solo stuff like Red Dragonscale Protector.
Subsection 2.1: Starting Abilities (Level 1)
These are all useful abilities to end up rolling, whether you card them or not.
MAKE NOTE: Always aim for the full version of talents if you can. Substitute in what you have, when you can.
Unbounded Deathhealer
Unbounded Deathbringer
Amal'thazad's Malediction
Amal'thazad's Curse
Seething Flames
Overheated Strikes
Stormbringer
Purification By Light
Righteous Zealot
Harbinger of FlameSECTION 3: HOW IT PLAYS
How does it feel? Whats the rotation? Manastorm? Macros? HELP!
Some useful macros:
Rotation:
1. Hammerstorm
2. Hammer of Wrath
3. Shield of Righteousness
4. Hammer of the Righteous
5. Anything else if you need a second before Hammerstorm is off CD.
6. Repeat
Manastorm:
1. The exact same as above.
SECTION 4: TL;DR
Hammers go bonk
Section 1: Notes
Section 2: The Build
Subsection 2.1: Level 1
Subsection 2.2: Abilities you WANT
Subsection 2.3: Talents you WANT
Section 3: How it Plays
Section 4: TL;DRSECTION 1: NOTESCrimson Champion is a tanky build, with self healing, survivability and a metric boat load of damage. Relying heavily on block to make the core enchants function, it's capable of pushing solo manastorms, tanking dungeons and tanking raids. Relying on some rare cards, it's fairly difficult to get everything you want, but achievable with a bit of luck. It functions off Paladin abilities, focused on AOE and self healing to achieve a full combo. Unfortunately it's fairly rigid in abilities and talents, limited to one handed weapons, a shield and defensive things in general. While it benefits heavily from damage, you need to build a certain amount of defensives in both abilities and talents, to have a consistent block chance and endurance. Can be mixed with One with the Light for extra damage/healing off Divine Storm.
If you need information on where to find specific cards for abilities, feel free to check out S9 Card Drops for locations, or ideas on new cards you might want to collect.
This is a long form guide, meant to give proper explanation and information on the build. If you can't be bothered to read, check out the TL;DR at the bottom.
Things to remember:
- Crimson Champion is a tank first, damage dealer second.
- AMAZING Manastorm/prestige build, you can spam Divine Storm AOE to 60, and beyond.
- Rigid in card choices. Paladin and defensive focused doesn't give much leeway or room for extra.
- Has a few hard card requirements to get up and rolling, might not be an ideal "starter" build.SECTION 2: THE BUILDThe level 1 start is important, yet often seems to get skipped over in guides. What cards do you slot in if you dont have every perfect combination you need? Is there any abilities good for leveling, but not so great to keep the whole time? WHY do they suggest the abilities they do? We're going to cover these things, and more!
Primary Stat: Strength
Main stat is fairly obvious, strength based, Paladin styled gear and items will give us the extra edge to dish out damage and take the hits.
Gear: Strength > Spell Power/Int > Stamina (Manastorms/Solo DPS)
Defense Rating > Stamina > Spell Power/Int (Tanking)
Spell Power now gives flat weapon damage, making it an incredible secondary stat, especially when paired with Mental Quickness especially for Paladin styled builds. Dipping into multiple sources of damage and scaling all of it makes this a potent build with all your abilities scaling well with your gear.
Lawbringer or any other Paladin Sets you pick up.
Weapons: One hand weapon with a shield. A spellcaster mainhand like Aurastone Hammer and so on, with an enchant like Fel Infused Weapon or Flametongue.
Best shield you can get your hands on, grab a Defense Rating focused one for Tanking like Observer's Shield, and a spellcaster statted one for Manastorms/Solo stuff like Red Dragonscale Protector.
Subsection 2.1: Starting Abilities (Level 1)
- Free choice depending on cards, see below
These are all useful abilities to end up rolling, whether you card them or not.
MAKE NOTE: Always aim for the full version of talents if you can. Substitute in what you have, when you can.
Unbounded Deathhealer
Unbounded Deathbringer
Amal'thazad's Malediction
Amal'thazad's Curse
Seething Flames
Overheated Strikes
Stormbringer
Purification By Light
Righteous Zealot
Harbinger of FlameSECTION 3: HOW IT PLAYS
How does it feel? Whats the rotation? Manastorm? Macros? HELP!
Some useful macros:
- #showtooltip
/castsequence reset=2 Hammerstorm, Hammer of Wrath
- #showtooltip
/castsequence reset=2 Hammer of the Righteous, Shield of Righteousness
- #showtooltip
/castsequence reset=2 Hammer of the Righteous, Shield of Righteousness, Divine Storm, Exorcist's Slash
/cast Heroic Strike
Rotation:
1. Hammerstorm
2. Hammer of Wrath
3. Shield of Righteousness
4. Hammer of the Righteous
5. Anything else if you need a second before Hammerstorm is off CD.
6. Repeat
Manastorm:
1. The exact same as above.
SECTION 4: TL;DR
Hammers go bonk
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