Yeah, I guess I was trying to work around why everyone called them dead, but they're dead. I loved not needing to change gear as a tank for the pinion boss in vWGT. RIP shalk's/spc/bloodspawn. Was fun for a while.
I like the idea of sentinel for stam recovery, and while it does take away the group damage utility from more warhorns, it adds some back in group stamina sustain. Did you find it necessary to run lich and seducers? I am trying to avoid a solo build and maintain as much group buff/utility as possible. I've not managed to get alkosh but sunderflame has worked alright. Neither one seems practical on a magNB post-morrowind though. I'm really hoping to work in one of the new trials sets somehow, the low cost of soul-harvest tied with buffing two players damage by 15% seems strong, though I'm not sure it will overtake warhorn for the whole group.
SM helps a lot in situation like selene or blackheart heaven last boss fights. And it's also significantly reduces time running through trash. In other situation i usually replaced it with engine guardian. (Oh and i like SM in PvP)Never been a fan of swarm mother, my theory is trash pulls are easy enough already, by the time I pull one or two in with that set, the whole mob is already dead.
Meh. Like @wahoozie said, if you have good dps, the set becomes redundant. In 4 mans at least. It is too clunky to use, has an internal cooldown, you need to wait for a range attack to actually pull them AND it will be hard to sustain come Morrowind. Not a great set for 4 man dungeons imo.SM helps a lot in situation like selene or blackheart heaven last boss fights. And it's also significantly reduces time running through trash. In other situation i usually replaced it with engine guardian. (Oh and i like SM in PvP)Never been a fan of swarm mother, my theory is trash pulls are easy enough already, by the time I pull one or two in with that set, the whole mob is already dead.
Meh. Like @wahoozie said, if you have good dps, the set becomes redundant. In 4 mans at least. It is too clunky to use, has an internal cooldown, you need to wait for a range attack to actually pull them AND it will be hard to sustain come Morrowind. Not a great set for 4 man dungeons imo.SM helps a lot in situation like selene or blackheart heaven last boss fights. And it's also significantly reduces time running through trash. In other situation i usually replaced it with engine guardian. (Oh and i like SM in PvP)Never been a fan of swarm mother, my theory is trash pulls are easy enough already, by the time I pull one or two in with that set, the whole mob is already dead.
Yes, but you lose out on a useful sustain monster set for tanking like engine guardian. Like I said, good dps will manage just fine. And those adds should die easily enough. It's a viable option for that fight, but with a good group I'd go for another monster helmet. Especially in Morrowind. Trials is a whole different story though because the adds there are significantly more nasty.Meh. Like @wahoozie said, if you have good dps, the set becomes redundant. In 4 mans at least. It is too clunky to use, has an internal cooldown, you need to wait for a range attack to actually pull them AND it will be hard to sustain come Morrowind. Not a great set for 4 man dungeons imo.SM helps a lot in situation like selene or blackheart heaven last boss fights. And it's also significantly reduces time running through trash. In other situation i usually replaced it with engine guardian. (Oh and i like SM in PvP)Never been a fan of swarm mother, my theory is trash pulls are easy enough already, by the time I pull one or two in with that set, the whole mob is already dead.
How good DPS will help you to geather archers and healers that spawn far from boss on selene fight? At least one DD should run around the cave to clear them before there would be too much of them. With SM all of them are near the boss and burn in the group AoE.
beatonthis wrote: »Another set im testing with is Shadow Walker, using it with cloak it basically converts 3k mag into 6k Health and Stam (3 ticks of 2050each per sec). You can still hold block and regen your stamina with it too, what i really need to test is if I taunt then cloak for the full 3s, will the mob i just taunted drop aggro and need to be retaunted after cloak ends, or will they stand there waiting for me to come back, or will they chase some1 else for 3s then come back to me when its over....
Think another good set to try would be the vengeance leech 3 piece set, any time u kill anything u get health, stam and mag back.
You used to be able to maintain aggro through cloak, but that was addressed a long, long time ago. Like within the first few after the game's launch. Unless they reverted the change since Imperial City was on the PTS then cloak will still drop aggro. Which is good. While it was quite amusing to tank a boss by taunting and staying in cloak the whole fight it was what I'd call completely broken.
You used to be able to maintain aggro through cloak, but that was addressed a long, long time ago. Like within the first few after the game's launch. Unless they reverted the change since Imperial City was on the PTS then cloak will still drop aggro. Which is good. While it was quite amusing to tank a boss by taunting and staying in cloak the whole fight it was what I'd call completely broken.
maybe that's the vision for NB tanks now... although maybe mobs should spend 1 or 2 seconds looking for the NB before agroing the party. the really broken bit was only the fact we could cast it quite a lot in a row, not casting it once.
it was completely broken yes, but probably less so than the changes to siphoning attacks will leave NB tanks post morrowind...
the issues i see with any nb tank build post siphoning changes mostly come down to mob management. A DK can charge in, drop talons, nice AE root & as around 1/3 of mobs are melee damage he is immediately only taking around 2/3 damage he would if all mobs could hit him on that initial pull. he can then chain in mobs and root again in place, all the while maintaining block and a massive great big igneous shield. This will change a little post morrowind, as i doubt they will be able to spam vigor too. Currently a NB can charge in and the only 'big' AE grab they have is sap essence but it does not root so the extra mobs come rushing over meaning the NB take around an extra 1/3 damage. it doesn't matter too much as sap essence covers this extra damage and it also covers the damage the other members of the party take from the lack of chains we have/sap not being huge. The reality is we end up using swarm mothers set combined with inner rage. loosing sap essence (which we will do indirectly through loosing the resource sustain it grants via siphoning) also means we will loose our only AE mob control we have and the healing we give to the party which helps counter our lack of control over mobs.
which is how delicate the balance is for a NB tank. the reason you don't see many is they are really tough to play. My health DK is ridiculous, he rocks a huge igneous shield with his 70k health pool and makes most content an absolute breeze for the party, but he is as boring as drilling for oil.
You used to be able to maintain aggro through cloak, but that was addressed a long, long time ago. Like within the first few after the game's launch. Unless they reverted the change since Imperial City was on the PTS then cloak will still drop aggro. Which is good. While it was quite amusing to tank a boss by taunting and staying in cloak the whole fight it was what I'd call completely broken.
maybe that's the vision for NB tanks now... although maybe mobs should spend 1 or 2 seconds looking for the NB before agroing the party. the really broken bit was only the fact we could cast it quite a lot in a row, not casting it once.
it was completely broken yes, but probably less so than the changes to siphoning attacks will leave NB tanks post morrowind...
the issues i see with any nb tank build post siphoning changes mostly come down to mob management. A DK can charge in, drop talons, nice AE root & as around 1/3 of mobs are melee damage he is immediately only taking around 2/3 damage he would if all mobs could hit him on that initial pull. he can then chain in mobs and root again in place, all the while maintaining block and a massive great big igneous shield. This will change a little post morrowind, as i doubt they will be able to spam vigor too. Currently a NB can charge in and the only 'big' AE grab they have is sap essence but it does not root so the extra mobs come rushing over meaning the NB take around an extra 1/3 damage. it doesn't matter too much as sap essence covers this extra damage and it also covers the damage the other members of the party take from the lack of chains we have/sap not being huge. The reality is we end up using swarm mothers set combined with inner rage. loosing sap essence (which we will do indirectly through loosing the resource sustain it grants via siphoning) also means we will loose our only AE mob control we have and the healing we give to the party which helps counter our lack of control over mobs.
which is how delicate the balance is for a NB tank. the reason you don't see many is they are really tough to play. My health DK is ridiculous, he rocks a huge igneous shield with his 70k health pool and makes most content an absolute breeze for the party, but he is as boring as drilling for oil.