Personofsecrets wrote: »paulsimonps wrote: »Personofsecrets wrote: »
The slight cost reduction and recovery from the 1p Medium and 1p Light outweighs the small increase you get in resistance and it outweighs the slight increase in constitution from 7-0-0. And with the undaunted passive you get just as much HP with 5-1-1 as you get with 7-0-0. In short, cost reduction be awesome, be it magicka, stamina or block.
I thought that I went over the math one time in your tanking thread and showed 7-0-0 to offer a resource generation advantage when compared to 5-1-1. When discussing this idea with @Gilliamtherogue , he corroborated my idea via some of his own comparisons.
Can you please show how 5-1-1 offers superior resource management compared to 7-0-0?
Thank you.
5-1-1 is always better for tanks. Undaunted Mettle passive gives you 2% extra resources per type of armor worn. 6% extra health, stam and magika outweighs any sustain bonuses 2 extra pieces of heavy armor can give you.
As for the OP, infused on big pieces and divines/sturdy on small. Fill CP for the opposing bonus (shadow ward if divines and arcanist if sturdy). There is a lot of ways to reach resistance caps so don't waste slots on reinforced. The only exception is shield, that can be nirnhoned/reinforced.
https://www.youtube.com/watch?v=ES_Ghgb3BDoYou said exactly what you quoted him on for his response. I too find that 7-0-0 is nicer to have on tanks. I would like to see some math of the others.Personofsecrets wrote: »paulsimonps wrote: »Personofsecrets wrote: »
The slight cost reduction and recovery from the 1p Medium and 1p Light outweighs the small increase you get in resistance and it outweighs the slight increase in constitution from 7-0-0. And with the undaunted passive you get just as much HP with 5-1-1 as you get with 7-0-0. In short, cost reduction be awesome, be it magicka, stamina or block.
I thought that I went over the math one time in your tanking thread and showed 7-0-0 to offer a resource generation advantage when compared to 5-1-1. When discussing this idea with @Gilliamtherogue , he corroborated my idea via some of his own comparisons.
Can you please show how 5-1-1 offers superior resource management compared to 7-0-0?
Thank you.
5-1-1 is always better for tanks. Undaunted Mettle passive gives you 2% extra resources per type of armor worn. 6% extra health, stam and magika outweighs any sustain bonuses 2 extra pieces of heavy armor can give you.
As for the OP, infused on big pieces and divines/sturdy on small. Fill CP for the opposing bonus (shadow ward if divines and arcanist if sturdy). There is a lot of ways to reach resistance caps so don't waste slots on reinforced. The only exception is shield, that can be nirnhoned/reinforced.
Crimsonorion wrote: »So for a full set of Heavy Armor and Shield what are good traits to put on crafted items. For PVE is Crit Hit defense useful. Any help would be nice thanks
I prefer sturdy since tanking requires alot of blocks but impenetrable, infused, and reinforced is also great for tanks. Reinforced is not really a must have since many abilities and equipment allows you to hit resistance hard caps.
I should go defend for weapon trait and crushing enchant since that's what tanks are significant for.
hmsdragonfly wrote: »
paulsimonps wrote: »hmsdragonfly wrote: »
Really just put as much as you need into HP to get to 30k HP and the rest into stamina. the number you need changes on gear and race so don't listen to exact numbers like that. But as long as you get past 30k by even just a few numbers you can put the rest into Stamina.
Even low level food or pots easily get you far more than 2k health.rustic_potato wrote: »paulsimonps wrote: »hmsdragonfly wrote: »
Really just put as much as you need into HP to get to 30k HP and the rest into stamina. the number you need changes on gear and race so don't listen to exact numbers like that. But as long as you get past 30k by even just a few numbers you can put the rest into Stamina.
28k HP will get you 30k with a horn.. So essentially you need to be at 28k HP before allocating points into other stats..
TheRealPotoroo wrote: »Even low level food or pots easily get you far more than 2k health.rustic_potato wrote: »paulsimonps wrote: »hmsdragonfly wrote: »
Really just put as much as you need into HP to get to 30k HP and the rest into stamina. the number you need changes on gear and race so don't listen to exact numbers like that. But as long as you get past 30k by even just a few numbers you can put the rest into Stamina.
28k HP will get you 30k with a horn.. So essentially you need to be at 28k HP before allocating points into other stats..
Well according to the guy I ran veteran fungal grotto with tonight, tanks are perfectly fine in red mountain armor dual wielding daggers with no taunting ability. That was a rough run, lol
Gilliamtherogue wrote: »Personofsecrets wrote: »paulsimonps wrote: »Personofsecrets wrote: »
The slight cost reduction and recovery from the 1p Medium and 1p Light outweighs the small increase you get in resistance and it outweighs the slight increase in constitution from 7-0-0. And with the undaunted passive you get just as much HP with 5-1-1 as you get with 7-0-0. In short, cost reduction be awesome, be it magicka, stamina or block.
I thought that I went over the math one time in your tanking thread and showed 7-0-0 to offer a resource generation advantage when compared to 5-1-1. When discussing this idea with @Gilliamtherogue , he corroborated my idea via some of his own comparisons.
Can you please show how 5-1-1 offers superior resource management compared to 7-0-0?
Thank you.
5-1-1 is always better for tanks. Undaunted Mettle passive gives you 2% extra resources per type of armor worn. 6% extra health, stam and magika outweighs any sustain bonuses 2 extra pieces of heavy armor can give you.
As for the OP, infused on big pieces and divines/sturdy on small. Fill CP for the opposing bonus (shadow ward if divines and arcanist if sturdy). There is a lot of ways to reach resistance caps so don't waste slots on reinforced. The only exception is shield, that can be nirnhoned/reinforced.
It's 4% over 7 heavy because you're only added Light and Medium, which both add 2% bonus stats. Heavy Armor offers 2% additional health per piece worn, so you're only gaining minor Cost Reduction, as well as 4% Stamina and Magicka.
In terms of resource management for a tank, 7 Heavy is actually superior, as well as raw mitigation. If you're looking for comparisons for each check out;https://www.youtube.com/watch?v=ES_Ghgb3BDo
this spread sheet shows a lot of it as well;
https://docs.google.com/spreadsheets/d/1h33h7NriXKbJt8wW5gLcchVnB_lwzKz-dvrcNXK2ooM/edit?usp=sharing
paulsimonps wrote: »Well according to the guy I ran veteran fungal grotto with tonight, tanks are perfectly fine in red mountain armor dual wielding daggers with no taunting ability. That was a rough run, lol
I was had a guy tell me that there is more ways than 2 to taunt. Cause if you pull highest DPS then you will pull aggro..... Needless to say that was not a very long lasting run. DPS=/=Tank
paulsimonps wrote: »Well according to the guy I ran veteran fungal grotto with tonight, tanks are perfectly fine in red mountain armor dual wielding daggers with no taunting ability. That was a rough run, lol
I was had a guy tell me that there is more ways than 2 to taunt. Cause if you pull highest DPS then you will pull aggro..... Needless to say that was not a very long lasting run. DPS=/=Tank
Sordidfairytale wrote: »Additionally, I'd never reinforce a shield if I had the opportunity to Nirn it.
Sordidfairytale wrote: »Additionally, I'd never reinforce a shield if I had the opportunity to Nirn it.
With the 75% extra armor on shields with champion perks, wouldn't reinforced be better?