SquareSausage wrote: »How about fortified brass over armour master, then you remove the condition of having to use an armour ability, only lose the 5% HP.
What do you think's best, orgnum scale or the resists sets?
SquareSausage wrote: »How about fortified brass over armour master, then you remove the condition of having to use an armour ability, only lose the 5% HP.
What do you think's best, orgnum scale or the resists sets?
@SquareSausage
You also lose immunity to knock back and disabling effects if you don't run immovable. So Armor Master is still worth running.
SquareSausage wrote: »SquareSausage wrote: »How about fortified brass over armour master, then you remove the condition of having to use an armour ability, only lose the 5% HP.
What do you think's best, orgnum scale or the resists sets?
@SquareSausage
You also lose immunity to knock back and disabling effects if you don't run immovable. So Armor Master is still worth running.
I was considering trying 2h back bar with forward momentum and the constant heal to proc troll king, and maybe dizzy swing and executioner, you know, for burst haha
SquareSausage wrote: »SquareSausage wrote: »How about fortified brass over armour master, then you remove the condition of having to use an armour ability, only lose the 5% HP.
What do you think's best, orgnum scale or the resists sets?
@SquareSausage
You also lose immunity to knock back and disabling effects if you don't run immovable. So Armor Master is still worth running.
I was considering trying 2h back bar with forward momentum and the constant heal to proc troll king, and maybe dizzy swing and executioner, you know, for burst haha
Not the point of the build but you do you.
Thanks for your feedback, I've tried in BG as a DKit was good but not as much as I thought, I will test it with my sorc, even if he is a breton I can take advantage of the cheap cost respect to play a bit
ruikkarikun wrote: »Thx. What about jewelery and weapons (and traits)?
About the same concept on a Sap Tank:
5 Fasalla/ 5 Durok's Bane/2 Pirate Skeleton
SnB/Master Resto
Disease enchants or defile poisons with 75 points in befoul
Immovable health and magicka pots
Instead of stacking health recovery, I stack outgoing and incoming heals to a point my swallow soul does more self healing than damage when I spam it, same goes for sap and refreshing path.
Its fun watching people die to 1.5-2K dps and not being able to out heal the damage. Actually had a templar accuse me of cheating because his jabs only healed him for around 100 and his 12K BoL was only healing for 2K as he spammed his way out of magicka and died to a 1K bash!
BigPoppaSwan wrote: »Loving this build! What do you prefer to do with attribute points? Or do you have a set amount of stam and health you like to reach with a combination of enchants and attributes?
Wolfhunter Update - TItle changed to Medal collecting, PvP Peace Tank™ (No changes to the build since before Morrowind. I can't even remember when I changed it last.)
Win a Chaosball, Domination, CTF match pretty much by yourself.
Skills:
1h/s (Bar 1)
Vigor
Immoveable (Activates Armor Master. If you run Orgnum's then you can use hurricane)
Bound Armaments (Daedric Summoning Recovery Passive)
Heroic Slash (Debuff and gain ulti faster for your negates or )
Dark Deal (Gain stamina back if you need it. You don't though.)
Ulti: Spell Wall (Reflect enemy projectiles for a burst (lol). Time it right and you can kill them)
1h/s (Bar 2)
Crit Surge
Absorb Magic (A nice, quick heal against casters)
Bound Armaments (Daedric SUmmoning Recovery Passive)
Shuffle
Defensive Rune ( For the Lols. It gives you time to emote.)
Ulti: Negate (For when you have to be a team player)
Wolfhunter Update - TItle changed to Medal collecting, PvP Peace Tank™ (No changes to the build since before Morrowind. I can't even remember when I changed it last.)
Win a Chaosball, Domination, CTF match pretty much by yourself.
Skills:
1h/s (Bar 1)
Vigor
Immoveable (Activates Armor Master. If you run Orgnum's then you can use hurricane)
Bound Armaments (Daedric Summoning Recovery Passive)
Heroic Slash (Debuff and gain ulti faster for your negates or )
Dark Deal (Gain stamina back if you need it. You don't though.)
Ulti: Spell Wall (Reflect enemy projectiles for a burst (lol). Time it right and you can kill them)
1h/s (Bar 2)
Crit Surge
Absorb Magic (A nice, quick heal against casters)
Bound Armaments (Daedric SUmmoning Recovery Passive)
Shuffle
Defensive Rune ( For the Lols. It gives you time to emote.)
Ulti: Negate (For when you have to be a team player)
seems you can't run immoveable and shuffle at the same time, unless there's something i'm not understanding. (reqs 5 hvy or 5 med, per to tooltip)
what would be good replacement for shuffle? immoveable seems absolutely vital to this build, imho.
Lieblingsjunge wrote: »I love running into these builds in Cyrodiil. They're basically free, mobile ultimate generators.
Wrathstone Update:
Alessian Order Set will grant more health recovery than Beekeeper with an added amount of spell resistance and armor. Set has been swapped. Build is still strong even without the Nord 20% health recovery.
I tried a build inspired by this a while ago.
It was very funny to pug-tank dungeons by just standing there, taunting once in a while. I remember a CoA II (normal) run with two DD at low CP and a 'healer' below lvl 30 who got constantly one- or twoshotted. The daedroth boss was a bit messy since one of the DDs got locked out of the room. The pressure got so high I had to actively heal myself while light-attacking everything to death.
PvP (no CP) was a different story. Already two decent players were enough to burst me down since the health recovery ticks are to far apart. That is underwhelming for a build that gives up everything for survivability. It would be a different story in a group with incoming heals and pressure on your opponents.
All in all, it was fun to try it out.
Edit: Weapon glyph of hardening should fit the build quite well in Murkmire.
SacredEarth wrote: »I tried a build inspired by this a while ago.
It was very funny to pug-tank dungeons by just standing there, taunting once in a while. I remember a CoA II (normal) run with two DD at low CP and a 'healer' below lvl 30 who got constantly one- or twoshotted. The daedroth boss was a bit messy since one of the DDs got locked out of the room. The pressure got so high I had to actively heal myself while light-attacking everything to death.
PvP (no CP) was a different story. Already two decent players were enough to burst me down since the health recovery ticks are to far apart. That is underwhelming for a build that gives up everything for survivability. It would be a different story in a group with incoming heals and pressure on your opponents.
All in all, it was fun to try it out.
Edit: Weapon glyph of hardening should fit the build quite well in Murkmire.
Have you tried this out much since then?
SacredEarth wrote: »I tried a build inspired by this a while ago.
It was very funny to pug-tank dungeons by just standing there, taunting once in a while. I remember a CoA II (normal) run with two DD at low CP and a 'healer' below lvl 30 who got constantly one- or twoshotted. The daedroth boss was a bit messy since one of the DDs got locked out of the room. The pressure got so high I had to actively heal myself while light-attacking everything to death.
PvP (no CP) was a different story. Already two decent players were enough to burst me down since the health recovery ticks are to far apart. That is underwhelming for a build that gives up everything for survivability. It would be a different story in a group with incoming heals and pressure on your opponents.
All in all, it was fun to try it out.
Edit: Weapon glyph of hardening should fit the build quite well in Murkmire.
Have you tried this out much since then?
To be honest, it's probably a L2P moment. No one can burst down this build if followed correctly.