You can also use frost clench on ice staff to do some debuffs to enemies. It does freeze small enemies in place though so they have to be chained in or it should only be used on ones immune to the immobilize.
I don't actually tank with tri-focus, it's a personal choice. Some people do, some people don't. I find it harder to manage my resources when I have to flip back and forth on what resource I'm blocking with. Also, since I'm a sorc I find a lot of value in my magicka pool so maybe that is different for other classes.
1. Frost Clench is a massively better range taunt than Inner Fire when it comes to bosses. A good tank will learn a rotation that lets them keep it up as much as possible.
2. Tri-Focus is absolutely not necessary and in fact discouraged. I never run it, especially when double staff tanking.
3. There are more options than just running sturdy. Reinforced/Divines means you'll be taking less damage and have better sustain than sturdy. Not to mention you can run an infused jewel with a bracing glyph and get over 85% of the benefit of all sturdy while having better resistances and better sustain.
1. Frost Clench is a massively better range taunt than Inner Fire when it comes to bosses. A good tank will learn a rotation that lets them keep it up as much as possible.
2. Tri-Focus is absolutely not necessary and in fact discouraged. I never run it, especially when double staff tanking.
3. There are more options than just running sturdy. Reinforced/Divines means you'll be taking less damage and have better sustain than sturdy. Not to mention you can run an infused jewel with a bracing glyph and get over 85% of the benefit of all sturdy while having better resistances and better sustain.
1. Frost Clench is way too limited in reach so that may cause problems. If you used it as a second Taunt in addition to Inner Fire while on double Staff that's totally understandable.
2. It opens up so many possibilities that you'll never have if you only block with Stamina alona and running out of it will be a death sentence. Give it a try.
3. With a good Healer in your back you will cap Resistances anyway so adding even more is not helpful plus Sturdy opens options for a greater Jewelry Glyph variety. If another setup works for you that's totally fine but i don't see the benefit for me.
1. Frost Clench is a massively better range taunt than Inner Fire when it comes to bosses. A good tank will learn a rotation that lets them keep it up as much as possible.
2. Tri-Focus is absolutely not necessary and in fact discouraged. I never run it, especially when double staff tanking.
3. There are more options than just running sturdy. Reinforced/Divines means you'll be taking less damage and have better sustain than sturdy. Not to mention you can run an infused jewel with a bracing glyph and get over 85% of the benefit of all sturdy while having better resistances and better sustain.
1. Frost Clench is way too limited in reach so that may cause problems. If you used it as a second Taunt in addition to Inner Fire while on double Staff that's totally understandable.
2. It opens up so many possibilities that you'll never have if you only block with Stamina alona and running out of it will be a death sentence. Give it a try.
3. With a good Healer in your back you will cap Resistances anyway so adding even more is not helpful plus Sturdy opens options for a greater Jewelry Glyph variety. If another setup works for you that's totally fine but i don't see the benefit for me.
Frost clench range got buffed. Trial tanks use it all the time, don’t see why dungeon tanks can’t either (apart from the small adds problem).
Often when I run out of stamina I very quickly run out of magicka afterwards and die anyways. I just try not to run out of stamina in the first place. Works well when I’m focusing on it.
I agree on the resist thing though, you get max resist on your own. You don’t even need a healer for it. I have minor/major resolve + dragonstar snb and hit max.
WikileaksEU wrote: »Tanking sounds very boring when you make it look like that. DD can go many different playstyles, while tank seem to be stuck with the same build.
1. Frost Clench is a massively better range taunt than Inner Fire when it comes to bosses. A good tank will learn a rotation that lets them keep it up as much as possible.
2. Tri-Focus is absolutely not necessary and in fact discouraged. I never run it, especially when double staff tanking.
3. There are more options than just running sturdy. Reinforced/Divines means you'll be taking less damage and have better sustain than sturdy. Not to mention you can run an infused jewel with a bracing glyph and get over 85% of the benefit of all sturdy while having better resistances and better sustain.
1. Frost Clench is way too limited in reach so that may cause problems. If you used it as a second Taunt in addition to Inner Fire while on double Staff that's totally understandable.
2. It opens up so many possibilities that you'll never have if you only block with Stamina alona and running out of it will be a death sentence. Give it a try.
3. With a good Healer in your back you will cap Resistances anyway so adding even more is not helpful plus Sturdy opens options for a greater Jewelry Glyph variety. If another setup works for you that's totally fine but i don't see the benefit for me.
Frost clench range got buffed. Trial tanks use it all the time, don’t see why dungeon tanks can’t either (apart from the small adds problem).
Often when I run out of stamina I very quickly run out of magicka afterwards and die anyways. I just try not to run out of stamina in the first place. Works well when I’m focusing on it.
I agree on the resist thing though, you get max resist on your own. You don’t even need a healer for it. I have minor/major resolve + dragonstar snb and hit max.
Can't double check right now but i think Frost Clench still has less range than Inner Fire which is a problem at least for me. Also it acts extremely weird, the feel of it is just.. wrong. I really don't know how to call it. Well it may be a matter pf preference.
Using both ressources for tanking actually makes me less dying as i can switch on demand and while i drain one ressource the other one recovers. Again, a good Healer is an absolute life saver in that regard.WikileaksEU wrote: »Tanking sounds very boring when you make it look like that. DD can go many different playstyles, while tank seem to be stuck with the same build.
You need to change your setup for Dungeons, different Trials and Main or Offtank, it's far from stale. A good tank is having 6-10 times as many sets as the regular DD that barely switches anything ever.
Stinkyremy wrote: »This iss [snip]
DO NOT USE TRI FOCUS WHERE BLOCKING COSTS MAGIKA, you want your blocking to cost stamina and only block on the SnB with the defensive posture skill slotted, never really want to black with staff unless you have to, staff is only for debuffing mobs and bosses.
[snip]
1. Frost Clench is a massively better range taunt than Inner Fire when it comes to bosses. A good tank will learn a rotation that lets them keep it up as much as possible.
2. Tri-Focus is absolutely not necessary and in fact discouraged. I never run it, especially when double staff tanking.
3. There are more options than just running sturdy. Reinforced/Divines means you'll be taking less damage and have better sustain than sturdy. Not to mention you can run an infused jewel with a bracing glyph and get over 85% of the benefit of all sturdy while having better resistances and better sustain.
1. Frost Clench is way too limited in reach so that may cause problems. If you used it as a second Taunt in addition to Inner Fire while on double Staff that's totally understandable.
2. It opens up so many possibilities that you'll never have if you only block with Stamina alona and running out of it will be a death sentence. Give it a try.
3. With a good Healer in your back you will cap Resistances anyway so adding even more is not helpful plus Sturdy opens options for a greater Jewelry Glyph variety. If another setup works for you that's totally fine but i don't see the benefit for me.
Frost clench range got buffed. Trial tanks use it all the time, don’t see why dungeon tanks can’t either (apart from the small adds problem).
Often when I run out of stamina I very quickly run out of magicka afterwards and die anyways. I just try not to run out of stamina in the first place. Works well when I’m focusing on it.
I agree on the resist thing though, you get max resist on your own. You don’t even need a healer for it. I have minor/major resolve + dragonstar snb and hit max.
Can't double check right now but i think Frost Clench still has less range than Inner Fire which is a problem at least for me. Also it acts extremely weird, the feel of it is just.. wrong. I really don't know how to call it. Well it may be a matter pf preference.
Using both ressources for tanking actually makes me less dying as i can switch on demand and while i drain one ressource the other one recovers. Again, a good Healer is an absolute life saver in that regard.WikileaksEU wrote: »Tanking sounds very boring when you make it look like that. DD can go many different playstyles, while tank seem to be stuck with the same build.
You need to change your setup for Dungeons, different Trials and Main or Offtank, it's far from stale. A good tank is having 6-10 times as many sets as the regular DD that barely switches anything ever.
frost clench is 28 meters. i discourage inner rage from being used unless a ranged taunt is needed on a double S+B build or oakentank S+B accessibuild as frost clench provides minor and major maim plus minor brittle with its taunt.
Stinkyremy wrote: »This iss [snip]
DO NOT USE TRI FOCUS WHERE BLOCKING COSTS MAGIKA, you want your blocking to cost stamina and only block on the SnB with the defensive posture skill slotted, never really want to black with staff unless you have to, staff is only for debuffing mobs and bosses.
[snip]
Funny! I use sword & board on both bars, use two taunts(melee/ranged), debuff all enemies, wear all defensive sets, and like having 50k+ health(infused trait). While focussing on massive amounts of life regen. I do agree with the turn mobs away, use synergies, use the right CP, and use the right foods.
The defensive sets make sure I do not die, as we would all wipe. And this also allows the healer to start damage dealing. Basically making all my runs a 1T+3DD, making for very very quick runs. Besides, what is the use of using group buff sets when they barely make a difference damagewise, and risk the tank dying. While at the same time defensive sets save me my resources, as I can take any attack head on and not feel a thing, having only to block white attacks. (defensive sets also make rezzing easier)
Ohw, and OP you forgot the most important tanking rule: Make sure noone else gets attacked! And if they do get attacked, take the mobs off of them ASAP. This also helps with very fast clearing, as it allows the DPS to keep doing DPS.
Another thing which makes dungeon runs much smoother, is calling out the most important mechanics before a bossfight. This saves lots of time, even if it takes 10 seconds to type!
This post makes me feel like this is the reason for so many tanks experiencing low DPS. Tanks being too busy with their own stuff(rotation/resources/barswapping/etc), instead of focussing on the group.
If you are new to tanking, tank in a way you feel works best for you. And build around that concept. This will make you a much better tank than by simply following someone else their ways. Especially if those ways do not click with you.
PS: Have all veteran dungeon trifecta's through the dungeonfinder as I am not in a guild, but I never run trials.
PPS: I play single bar, with the exception of the ranged taunt being backbar. And I only switch if I really need the ranged taunt.
Those were bad tanks then, because I always debuff every major mob/buff the group and I only do 1.5k DPS myself. My runs never take long, not even scalecaller peak takes long. So maybe something else went wrong on those runs.I had three tanks like you in vet random Dungeons yesterday. The runs took way longer than they needed because we got literally no buffs and debuffs from the tank. If you're running solo i can see where you are coming from but we're usually a duo and as my girl has a veriety of Healers i always see how much of a help and time saving good support is.
PS: As a good tank you can play support sets without dying, it just needs a lot of training and good ressource management
- Use two Taunts. Puncture from Sword&Board skill line on frontbar and Inner Fire on backbar. Range Taunt is to gather mobs, melee Taunt to debuff them and hold them in place.
- Use a Frost Staff on your backbar. You absolutely want a Frost Staff as it will enable you to Block with Magicka when you run out of Stamina on your front. Get used to it, this is the way.
- Use sets that are actually helpful to your group, mostly buffing damage. Turning Tide + Nazaray and War Machine is a very strong setup for most runs. In some cases a more defensive setup to survive special cases is totally fine.
- Dungeons are mostly populated with a lot of enemies. The better you group them up the faster they die. The most efficient way is to use the Void Bash set from Vateshran Arena. Simply put one mob in the middle of everything else and Bash, if you have another skill to root enemies in the process that's even better. How to use two full five piece sets, a monster set AND Arena weapons? Simple: You only play your proc set on one bar. Complete Turning Tide on your backbar only, this will not only free space for Vateshran but enables you to use TT when you need it instead of proccing it all the time. Also use Silver Leash or DK Chain to close in mobs staying too far away.
- Get the Dragonstar Arena Master Sword&Board set. Replace Vateshran with it and use the freed bar slot for something else when you need more survivability.
- Use two Taunts. Puncture from Sword&Board skill line on frontbar and Inner Fire on backbar. Range Taunt is to gather mobs, melee Taunt to debuff them and hold them in place.
- Use a Frost Staff on your backbar. You absolutely want a Frost Staff as it will enable you to Block with Magicka when you run out of Stamina on your front. Get used to it, this is the way.
- Use sets that are actually helpful to your group, mostly buffing damage. Turning Tide + Nazaray and War Machine is a very strong setup for most runs. In some cases a more defensive setup to survive special cases is totally fine.
- Dungeons are mostly populated with a lot of enemies. The better you group them up the faster they die. The most efficient way is to use the Void Bash set from Vateshran Arena. Simply put one mob in the middle of everything else and Bash, if you have another skill to root enemies in the process that's even better. How to use two full five piece sets, a monster set AND Arena weapons? Simple: You only play your proc set on one bar. Complete Turning Tide on your backbar only, this will not only free space for Vateshran but enables you to use TT when you need it instead of proccing it all the time. Also use Silver Leash or DK Chain to close in mobs staying too far away.
- Get the Dragonstar Arena Master Sword&Board set. Replace Vateshran with it and use the freed bar slot for something else when you need more survivability.
Frost clench for minor brittle is prefered over Inner fire,
All tanks I know specifically advice against slotting tri focus for the magicka block passive.
In the setup you mentioned TT on front bar. But in the combination with War Machine, War machine makes more sense to only have on one bar.
- Use two Taunts. Puncture from Sword&Board skill line on frontbar and Inner Fire on backbar. Range Taunt is to gather mobs, melee Taunt to debuff them and hold them in place.
- Use a Frost Staff on your backbar. You absolutely want a Frost Staff as it will enable you to Block with Magicka when you run out of Stamina on your front. Get used to it, this is the way.
- Use sets that are actually helpful to your group, mostly buffing damage. Turning Tide + Nazaray and War Machine is a very strong setup for most runs. In some cases a more defensive setup to survive special cases is totally fine.
- Dungeons are mostly populated with a lot of enemies. The better you group them up the faster they die. The most efficient way is to use the Void Bash set from Vateshran Arena. Simply put one mob in the middle of everything else and Bash, if you have another skill to root enemies in the process that's even better. How to use two full five piece sets, a monster set AND Arena weapons? Simple: You only play your proc set on one bar. Complete Turning Tide on your backbar only, this will not only free space for Vateshran but enables you to use TT when you need it instead of proccing it all the time. Also use Silver Leash or DK Chain to close in mobs staying too far away.
- Get the Dragonstar Arena Master Sword&Board set. Replace Vateshran with it and use the freed bar slot for something else when you need more survivability.
Frost clench for minor brittle is prefered over Inner fire,
All tanks I know specifically advice against slotting tri focus for the magicka block passive.
In the setup you mentioned TT on front bar. But in the combination with War Machine, War machine makes more sense to only have on one bar.
I use Frost Wall for Brittle, it refreshes itself over the duration while on that bar, you hit multiple targets so that's better than Frost Clench and Crushing Glyph is also in good use.
Funny enough all the tanks i know use Trifocus so there's that. 😁
TT on frontbar is highly uncontrollable, you may not have it ready when needed. Using it on backbar gives you way more control over it. You will also keep the bonus of War Machine on both bars this way.