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[Build | Update 2.1] The Bastion: Endgame DK PVE "Balanced" Tank

TotterTates
TotterTates
✭✭✭✭
THE BASTION

TotterTates' End-game PVE DK Tank Build - Updated (10/28/15)

You can view this build in action on my twitch stream.


●Notes:●

The target resource pools (with VR15 Purple food) are as follows: 22k magicka, 30k Health, and 25k Stamina.

These stats are based on my current character (Imperial DK, 470 CP, VR15 Purple Food). You may have to adjust your Mundus and stat allocations to achieve comparable numbers. For those who do not have a lot of CP, allocate attribute points to achieve 29k HP and then split the remaining points into magicka/stamina with a ratio of 1:1.5, respectively.


The target resistance values (fully buffed) are as follows: 39k Spell Resistance and 33k Physical Resistance.


A few people have asked why I emphasize having a balanced Magicka/Stamina pool. The reasoning behind this is to provide sustainability while maintaining utility.

To get the most out of this build, the tank must be able to read the situation and rotate between his/her stamina and magicka taunts. When engaging multiple mobs that need to be tanked, use Inner Fire (magicka) on anything that is not being focused by DPS. The mob that is being focused should be hit with Pierce Armor (stamina) for the decreased armor and spell resistance.

This build may be a bit overkill for most of the old veteran dungeons, but it is ideal for the new ones (WGT and IP). Get ready to feel like a god.

Feel free to message me in-game @TotterTates. Constructive feedback is always welcome!


●MUNDUS & STAT ALLOCATION●
Mundus Stone: The Mage

(Increased Maximum Magicka)

20 Magicka / 14 Health / 30 Stamina

●ITEMIZATION●

ARMOR: 1 LIGHT | 1 MEDIUM | 5 HEAVY

ARMOR MASTER (5)
Provides health, armor, spell resistance, and bonuses to health and physical/spell resist when an armor ability is slotted and activated.

FOOTMAN'S FORTUNE (5)
Provides health, armor, spell resistance, and damage mitigation.


ENGINE GUARDIAN (2)
Provides health recovery, and resource gain.

OR

BLOOD SPAWN (2)
Provides stamina recovery, physical/spell resistance, and ultimate.

gBEGRhp.png

●CHAMPION POINT (CP) DISTRIBUTION●
Distribution values based on 70 CP | 140 CP | 210 CP | 501 CP

the_mage.png
THE MAGE

70 CP

The Apprentice:

Elemental Expert (4)

Increases your Flame, Frost, and Shock Damage by [x]%

Spell Erosion (4)

Increases the amount of Spell Resistance your Spells ignore by [x]%

Elfborn (5)

Increases your Spell Critical damage and healing by [x]%

Blessed (5)

Increases the effectiveness of any healing you initiate by [x]%



The Ritual:

Thaumaturge (6)

Increases your Poison, Disease and Magic Damage by [x]%


140 CP

The Apprentice:

Elemental Expert (8)

Increases your Flame, Frost, and Shock Damage by [x]%

Spell Erosion (8)

Increases the amount of Spell Resistance your Spells ignore by [x]%

Elfborn (8)

Increases your Spell Critical damage and healing by [x]%

Blessed (8)

Increases the effectiveness of any healing you initiate by [x]%



The Ritual:

Thaumaturge (15)

Increases your Poison, Disease and Magic Damage by [x]%


210 CP

The Apprentice:

Elemental Expert (10)

Increases your Flame, Frost, and Shock Damage by [x]%.

Spell Erosion (10)

Increases the amount of Spell Resistance your Spells ignore by [x]%

Elfborn (10)

Increases your Spell Critical damage and healing by [x]%

Blessed (10)

Increases the effectiveness of any healing you initiate by [x]%



The Ritual:

Thaumaturge (30)

Increases your Poison, Disease and Magic Damage by [x]%


501 CP

The Apprentice:

Elemental Expert (80)

Increases your Flame, Frost, and Shock Damage by [x]%.

Spell Erosion (5)

Increases the amount of Spell Resistance your Spells ignore by [x]%

Elfborn (12)

Increases your Spell Critical damage and healing by [x]%

Blessed (15)

Increases the effectiveness of any healing you initiate by [x]%



The Ritual:

Thaumaturge (55)

Increases your Poison, Disease and Magic Damage by [x]%


the_thief.png
THE THIEF

70 CP

The Tower:

Magician (10)

Reduces the Magicka cost of Spells by [x]%

Warlord (10)

Reduces the Stamina cost of spell and abilities by [x]%



The Lover:

Mooncalf (1)

Increases your Stamina Regeneration by [x]%

Arcanist(1)

Increases your Magicka Regeneration by [x]%



The Shadow:

Tumbling (1)

Reduces the Stamina cost of Roll Dodge and Break Free by [x]%


140 CP

The Tower:

Magician (17)

Reduces the Magicka cost of Spells by [x]%

Warlord (17)

Reduces the Stamina cost of spell and abilities by [x]%

Bashing Focus (5)

Reduces the Stamina cost of Bash attacks by [x]%



The Lover:

Mooncalf (3)

Increases your Stamina Regeneration by [x]%

Arcanist (3)

Increases your Magicka Regeneration by [x]%



The Shadow:

Tumbling (2)

Reduces the Stamina cost of Roll Dodge and Break Free by [x]%


210 CP

The Tower:

Magician (25)

Reduces the Magicka cost of Spells by [x]%

Warlord (25)

Reduces the Stamina cost of spell and abilities by [x]%

Bashing Focus (5)

Reduces the Stamina cost of Bash attacks by [x]%



The Lover:

Mooncalf (5)

Increases your Stamina Regeneration by [x]%

Arcanist (5)

Increases your Magicka Regeneration by [x]%



The Shadow:

Tumbling (5)

Reduces the Stamina cost of Roll Dodge and Break Free by [x]%


501 CP

The Tower:

Magician (55)

Reduces the Magicka cost of Spells by [x]%

Warlord (27)

Reduces the Stamina cost of spell and abilities by [x]%

Bashing Focus (10)

Reduces the Stamina cost of Bash attacks by [x]%



The Lover:

Mooncalf (50)

Increases your Stamina Regeneration by [x]%

Arcanist (10)

Increases your Magicka Regeneration by [x]%



The Shadow:

Tumbling (15)

Reduces the Stamina cost of Roll Dodge and Break Free by [x]%


the_warrior.png
THE WARRIOR

70 CP

The Steed:

Block Expertise (13)

Reduces the cost of blocking by [x]%



The Lady:

Thick Skinned (1)

Reduces the damage you take from damage over time effects by [x]%

Elemental Defender (5)

Reduces Flame, Frost and Shock damage dealt to you by [x]%

Hardy (1)

Reduces Poison, Disease and Magic damage dealt to you by [x]%



The Lord:

Bastion (1)

Increases the effectiveness of damage absorbing effects by [x]%

Quick Recovery (1)

Increases the effectiveness of healing received by [x]%

Heavy Armor Focus (1)

Increases your Armor by [x]% while wearing 5 or more pieces of Heavy Armor


140 CP

The Steed:

Block Expertise (24)

Reduces the cost of blocking by [x]%

Spell Shield (1)

Increases Spell Resistance by [x]%



The Lady:

Thick Skinned (3)

Reduces the damage you take from damage over time effects by [x]%

Elemental Defender (12)

Reduces Flame, Frost and Shock damage dealt to you by [x]%

Hardy (3)

Reduces Poison, Disease and Magic damage dealt to you by [x]%



The Lord:

Bastion (1)

Increases the effectiveness of damage absorbing effects by [x]%

Quick Recovery (1)

Increases the effectiveness of healing received by [x]%

Heavy Armor Focus (1)

Increases your Armor by [x]% while wearing 5 or more pieces of Heavy Armor


210 CP

The Steed:

Block Expertise (34)

Reduces the cost of blocking by [x]%

Spell Shield (1)

Increases Spell Resistance by [x]%



The Lady:

Thick Skinned (5)

Reduces the damage you take from damage over time effects by [x]%

Elemental Defender (15)

Reduces Flame, Frost and Shock damage dealt to you by [x]%

Hardy (5)

Reduces Poison, Disease and Magic damage dealt to you by [x]%



The Lord:

Bastion (4)

Increases the effectiveness of damage absorbing effects by [x]%

Quick Recovery (2)

Increases the effectiveness of healing received by [x]%

Heavy Armor Focus (4)

Increases your Armor by [x]% while wearing 5 or more pieces of Heavy Armor


501 CP

The Steed:

Block Expertise (74)

Reduces the cost of blocking by [x]%

Spell Shield (1)

Increases Spell Resistance by [x]%



The Lady:

Thick Skinned (15)

Reduces the damage you take from damage over time effects by [x]%

Elemental Defender (25)

Reduces Flame, Frost and Shock damage dealt to you by [x]%

Hardy (25)

Reduces Poison, Disease and Magic damage dealt to you by [x]%



The Lord:

Bastion (10)

Increases the effectiveness of damage absorbing effects by [x]%

Quick Recovery (5)

Increases the effectiveness of healing received by [x]%

Heavy Armor Focus (12)

Increases your Armor by [x]% while wearing 5 or more pieces of Heavy Armor

●SKILL BUILD●

MlyRen5.png

Weapon Bar 1:

1. Igneous Shield / Green Dragon Blood

2. Heroic Slash

3. Pierce Armor

4. Unstoppable

5. Absorb Magic

U: Magma Shell


Weapon Bar 2:

1. Extended Chains

2. Burning Embers

3. Inner Fire

4. Choking Talons

5. Absorb Magic

U: Standard of Might
Edited by TotterTates on October 29, 2015 12:03AM
Cuppincakes
  • Imperial Dragonknight (Tank)
  • Pre-TG vMA Score: 459,636 [55:36, 0 Sigils, 0 Deaths] (Stamina)
  • Post-TG vMA Score: 537,328 [53:36, 0 Sigils, 0 Deaths] (Stamina)
Bäby Spice
  • Altmer Sorc (DPS)
Alisaeri
  • Dunmer Dragonknight (Healer/DPS)
Church
  • Argonian Templar (Healer)
Moon Moon
  • Khajiit Nightblade (DPS)


My Twitch Channel: TotterTanks
  • Thelon
    Thelon
    ✭✭✭✭✭
    Nice build, Totter. I'm glad to see the footman rings are still BIS since I got a gold one from the last DSA weekly :smiley:
  • OmniDevil
    OmniDevil
    ✭✭✭✭
    @TotterTates

    Very excited that you updated this for 2.1 as I've been running this on my tank for some time now with great success!

    In regards to the Footman pieces, specifically the rings, I've only ever seen "Memento of the Footman" in Guild Traders and drops. Older, pre 2015, data shows Memento/Ring of the Footman. With that said, are there still two different rings for the set or can one wear double Memento of the Footman rings?
    Rogue's Gallery (EP)(NA)(XB1)

    Proud Member and Officer
    We’re recruiting for our ESO (Xbox One) Chapter
    ESO Application: Apply Here
    Homepage: http://www.roguesgalleryguild.com/
    TF Guild Page: http://tamrielfoundry.com/groups/rogues-gallery/
    Character List
    "Varyn Wryn" cp427 Nord Templar (Magicka DPS/Healer)
    "Maelis Artorius" cp427 Redguard Dragonknight (Stamina DPS)
    "Arius the Shade" cp427 Khajiit Nightblade (Stamina DPS)
    "Astalor Bloodsworn" Level 7 Altmer Sorcerer (Magicka DPS)
  • TotterTates
    TotterTates
    ✭✭✭✭
    OmniDevil wrote: »
    @TotterTates

    Very excited that you updated this for 2.1 as I've been running this on my tank for some time now with great success!

    In regards to the Footman pieces, specifically the rings, I've only ever seen "Memento of the Footman" in Guild Traders and drops. Older, pre 2015, data shows Memento/Ring of the Footman. With that said, are there still two different rings for the set or can one wear double Memento of the Footman rings?

    Awesome! I'm happy you've been enjoying it! It's amazing how well this build has survived (with tweaking) since 1.4 when I first posted it.

    The rings to the Footman's Fortune set are named "Memento of the Footman"; however, I vaguely remember seeing "Ring of the Footman" somewhere a long time ago. Regardless, you certainly can run double Memento as they are not considered "unique".
    Cuppincakes
    • Imperial Dragonknight (Tank)
    • Pre-TG vMA Score: 459,636 [55:36, 0 Sigils, 0 Deaths] (Stamina)
    • Post-TG vMA Score: 537,328 [53:36, 0 Sigils, 0 Deaths] (Stamina)
    Bäby Spice
    • Altmer Sorc (DPS)
    Alisaeri
    • Dunmer Dragonknight (Healer/DPS)
    Church
    • Argonian Templar (Healer)
    Moon Moon
    • Khajiit Nightblade (DPS)


    My Twitch Channel: TotterTanks
  • OmniDevil
    OmniDevil
    ✭✭✭✭
    The rings to the Footman's Fortune set are named "Memento of the Footman"; however, I vaguely remember seeing "Ring of the Footman" somewhere a long time ago. Regardless, you certainly can run double Memento as they are not considered "unique".

    Thank you! I spent so much time trying to find that info, but nothing was definitive.

    This just made helping another tank in my guild obtain the 5pc bonus, since I'm sitting on a few memento rings in the bank.

    Once again, thanks!
    Rogue's Gallery (EP)(NA)(XB1)

    Proud Member and Officer
    We’re recruiting for our ESO (Xbox One) Chapter
    ESO Application: Apply Here
    Homepage: http://www.roguesgalleryguild.com/
    TF Guild Page: http://tamrielfoundry.com/groups/rogues-gallery/
    Character List
    "Varyn Wryn" cp427 Nord Templar (Magicka DPS/Healer)
    "Maelis Artorius" cp427 Redguard Dragonknight (Stamina DPS)
    "Arius the Shade" cp427 Khajiit Nightblade (Stamina DPS)
    "Astalor Bloodsworn" Level 7 Altmer Sorcerer (Magicka DPS)
  • frenchyuk86
    frenchyuk86
    ✭✭✭
    Will this work well with less champion points?
    Frenchyuk86 - PSN
    Vet 14 DragonKnight
    The Forlorn Hope Main Tank
  • Brrrofski
    Brrrofski
    ✭✭✭✭✭
    ✭✭✭✭
    Have they removed the cap on spell resistance?

    I'vr read it was capped at 33k.

    This is how my vet 14 tank is pretty mich now.

    Slightly different skills (reflective scale is always being spammed around casters) but the attributes are pretty much bang on.

    I run 5 piece hist bark and 3 seducer.

    Going to try switching to stam (leave a tiny bit in magic) tonight I think. Try that out force while.

    I know with this no regen while blocking, I'll struggle with how I am currently. Some boss fight you either have a lot of adds or the boss is nearly always attacking, so you have to block a lot.

    Also, I'll be able to do more damage on pvp
  • Rhazmuz
    Rhazmuz
    ✭✭✭
    Hi @TotterTates

    Tank you for your guide, nice with some inspiration (and goals, those attributes seem quite high compared to what I can achieve atm)

    I have 2 questions:

    1. Are you not planning to use the new armor enchant for tripple stats, or do you prefer the single stat armor enchants?
    2. I have read that having 2 or even 3 shielding enchants would put you far into dimishing returns, and thus maybe it would be better to use different enchants for 1 or 2 of the jewelry. Do you feel 3 shielding enchants is worth it?
    Rhazmuz - Nord DK tank
    PS4 - EU
  • TotterTates
    TotterTates
    ✭✭✭✭
    Will this work well with less champion points?

    It sure will, though your resource pools will be lower. The main philosophy behind this build is balance, which has been the key to its survival since 1.4. FOTM magicka/stamina builds do not have the sustain and rely heavily on large resource pools. The Bastion allows for resource trading ;)
    Brrrofski wrote: »
    Have they removed the cap on spell resistance?

    I'vr read it was capped at 33k.

    This is how my vet 14 tank is pretty mich now.

    Slightly different skills (reflective scale is always being spammed around casters) but the attributes are pretty much bang on.

    I run 5 piece hist bark and 3 seducer.

    Going to try switching to stam (leave a tiny bit in magic) tonight I think. Try that out force while.

    I know with this no regen while blocking, I'll struggle with how I am currently. Some boss fight you either have a lot of adds or the boss is nearly always attacking, so you have to block a lot.

    Also, I'll be able to do more damage on pvp

    Physical/Spell Resistance hardcaps at 50% mitigation, but that value is dependent on the enemy's physical/spell penetration. The magical "33k" number everyone likes to throw around assumes that the enemy only has the base penetration value of 100... meaning if the enemy (player or npc) has any additional armor/spell penetration or is using a skill that causes breach/fracture, 33k will not give you 50% mitigation.
    Rhazmuz wrote: »
    Hi @TotterTates

    Tank you for your guide, nice with some inspiration (and goals, those attributes seem quite high compared to what I can achieve atm)

    I have 2 questions:

    1. Are you not planning to use the new armor enchant for tripple stats, or do you prefer the single stat armor enchants?
    2. I have read that having 2 or even 3 shielding enchants would put you far into dimishing returns, and thus maybe it would be better to use different enchants for 1 or 2 of the jewelry. Do you feel 3 shielding enchants is worth it?

    I do plan on using the tri-glyphs on my chest/legs, but before I slap a 80-100k glyph on them I'd like to test the build a bit more :D

    Diminishing returns smisminishing returns. I like the way the 3 Shielding glyphs feel, but that certainly doesn't mean it's going to work for everyone. I'd suggest throwing on 3 blue Shielding enchants and taking the build for a walk. Adjust your mundus and attributes to achieve more of a resource balance. Then adjust your glyphs and CP to your liking.
    Cuppincakes
    • Imperial Dragonknight (Tank)
    • Pre-TG vMA Score: 459,636 [55:36, 0 Sigils, 0 Deaths] (Stamina)
    • Post-TG vMA Score: 537,328 [53:36, 0 Sigils, 0 Deaths] (Stamina)
    Bäby Spice
    • Altmer Sorc (DPS)
    Alisaeri
    • Dunmer Dragonknight (Healer/DPS)
    Church
    • Argonian Templar (Healer)
    Moon Moon
    • Khajiit Nightblade (DPS)


    My Twitch Channel: TotterTanks
  • caperon
    caperon
    ✭✭✭✭
    I tank with the same gear but reinforced/defending in all crafted pieces. My pools are 19k/30k/17k (dunmer). I hardly never run out of resources, but use pots freely and don't block much (even in bosses).

    Problem is it's i don't feel armor master is better than hist bark. 1/2 slots in my bar feels like to much for the benefit. I feel more confortable with perma spiked armor for around 32k physical resist without the need of use an armor skill.
  • hydrocynus
    hydrocynus
    ✭✭✭✭✭
    Thanks @TotterTates

    I just started playing around with this build last night with one significant difference to the base concept. Instead of using unstoppable I slotted evasion, which not only procs the Armour Master set but also gives you the hist bark bonus without having to block. This is quite a nice combo to have for the periods where you need to drop your shield and gives you that added mitigation for that time. In order to achieve the hIgh resistances though you have to use volatile armour (or the other morph can't remember the name) and that takes me to 39k and 34k on my build.

    I am yet to test it properly on a v16 dungeon but I sure do like the idea of this build. Hopefully tonight is the night to put it through its paces.

    Also, thanks for the explanation of the hard cap. It seemed like being over the hard cap still made a difference but I didn't know why.
    My internet is invalid
  • TotterTates
    TotterTates
    ✭✭✭✭
    caperon wrote: »
    I tank with the same gear but reinforced/defending in all crafted pieces. My pools are 19k/30k/17k (dunmer). I hardly never run out of resources, but use pots freely and don't block much (even in bosses).

    Problem is it's i don't feel armor master is better than hist bark. 1/2 slots in my bar feels like to much for the benefit. I feel more confortable with perma spiked armor for around 32k physical resist without the need of use an armor skill.

    Believe me, no one is a bigger advocate for Hist Bark than I am. I ran that set from 1.3 until last week. If it works for you, then I'm all for it! Just remember that 32k physical resist, in reality, does not put you near hardcap.

    hydrocynus wrote: »
    Thanks @TotterTates

    I just started playing around with this build last night with one significant difference to the base concept. Instead of using unstoppable I slotted evasion, which not only procs the Armour Master set but also gives you the hist bark bonus without having to block. This is quite a nice combo to have for the periods where you need to drop your shield and gives you that added mitigation for that time. In order to achieve the hIgh resistances though you have to use volatile armour (or the other morph can't remember the name) and that takes me to 39k and 34k on my build.

    I am yet to test it properly on a v16 dungeon but I sure do like the idea of this build. Hopefully tonight is the night to put it through its paces.

    Also, thanks for the explanation of the hard cap. It seemed like being over the hard cap still made a difference but I didn't know why.

    I use Unstoppable for several reasons. Obviously the resists that it provides, but also for the cc immunity. It's a great counter to fights that have snares, stuns, etc.

    As for evasion... I really like the skull and I do slot it depending on the encounter, however I haven't figured out a way to integrate it full time. This build is still a work in progress, so you may just see me switch to hardened armor+evasion (this would require a major re-work of the skills as I am using 2 slots instead of 1).

    I have a few things that I've theorycrafts that are still in the works, so check back often! I'd also love to hear from those who have implemented this build (several of you have already spoken to me in-game... thank you!)
    Cuppincakes
    • Imperial Dragonknight (Tank)
    • Pre-TG vMA Score: 459,636 [55:36, 0 Sigils, 0 Deaths] (Stamina)
    • Post-TG vMA Score: 537,328 [53:36, 0 Sigils, 0 Deaths] (Stamina)
    Bäby Spice
    • Altmer Sorc (DPS)
    Alisaeri
    • Dunmer Dragonknight (Healer/DPS)
    Church
    • Argonian Templar (Healer)
    Moon Moon
    • Khajiit Nightblade (DPS)


    My Twitch Channel: TotterTanks
  • Tankqull
    Tankqull
    ✭✭✭✭✭
    Physical/Spell Resistance hardcaps at 50% mitigation, but that value is dependent on the enemy's physical/spell penetration. The magical "33k" number everyone likes to throw around assumes that the enemy only has the base penetration value of 100... meaning if the enemy (player or npc) has any additional armor/spell penetration or is using a skill that causes breach/fracture, 33k will not give you 50% mitigation.

    the value to reach 50% dmg reduction is on top of that lvl dependant so with the increase to v16 you´ll need a higher value to still reach 50% mitigation.
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • TotterTates
    TotterTates
    ✭✭✭✭
    Tankqull wrote: »
    Physical/Spell Resistance hardcaps at 50% mitigation, but that value is dependent on the enemy's physical/spell penetration. The magical "33k" number everyone likes to throw around assumes that the enemy only has the base penetration value of 100... meaning if the enemy (player or npc) has any additional armor/spell penetration or is using a skill that causes breach/fracture, 33k will not give you 50% mitigation.

    the value to reach 50% dmg reduction is on top of that lvl dependant so with the increase to v16 you´ll need a higher value to still reach 50% mitigation.

    Very true, though the increase in armor necessary to hit 50% mitigation (given base armor/spell penetration.. blah blah) isn't as much as you may think. The v16 "magical number" is 32900 (previously 31900 at v14).

    But again, just to be clear. There are very few enemies (npc and pc) that are smashing your face with base armor/spell penetration. For example, a skill like "Mark Target", that causes Major Fracture/Breach will reduce your resist values by 5120, thus requiring a physical/spell resist value of 38020 to maintain 50% mitigation (given the enemy is not wearing nirnhoned, has no CP in penetration, and has no way of also applying Minor Fracture/Breach)
    Edited by TotterTates on September 11, 2015 3:54PM
    Cuppincakes
    • Imperial Dragonknight (Tank)
    • Pre-TG vMA Score: 459,636 [55:36, 0 Sigils, 0 Deaths] (Stamina)
    • Post-TG vMA Score: 537,328 [53:36, 0 Sigils, 0 Deaths] (Stamina)
    Bäby Spice
    • Altmer Sorc (DPS)
    Alisaeri
    • Dunmer Dragonknight (Healer/DPS)
    Church
    • Argonian Templar (Healer)
    Moon Moon
    • Khajiit Nightblade (DPS)


    My Twitch Channel: TotterTanks
  • hydrocynus
    hydrocynus
    ✭✭✭✭✭
    Ah ok i see what you are saying. Evasion (Morphed to shuffle) has immunity to cc too but because you have 5h, unstoppable actually makes it last longer and you would have to sacrifice something else on your skill bar for hardened armour (for me it would be absorb magicka on the second bar. )
    Edited by hydrocynus on September 11, 2015 4:17PM
    My internet is invalid
  • TotterTates
    TotterTates
    ✭✭✭✭
    hydrocynus wrote: »
    Ah ok i see what you are saying. Evasion (Morphed to shuffle) has immunity to cc too but because you have 5h, unstoppable actually makes it last longer and you would have to sacrifice something else on your skill bar for hardened armour (for me it would be absorb magicka on the second bar. )

    Exactly, and with the synergistic rotations I'm currently testing, I'm desperately trying to remedy the skill slot shortage. :(
    Cuppincakes
    • Imperial Dragonknight (Tank)
    • Pre-TG vMA Score: 459,636 [55:36, 0 Sigils, 0 Deaths] (Stamina)
    • Post-TG vMA Score: 537,328 [53:36, 0 Sigils, 0 Deaths] (Stamina)
    Bäby Spice
    • Altmer Sorc (DPS)
    Alisaeri
    • Dunmer Dragonknight (Healer/DPS)
    Church
    • Argonian Templar (Healer)
    Moon Moon
    • Khajiit Nightblade (DPS)


    My Twitch Channel: TotterTanks
  • Colosso-monstro
    Colosso-monstro
    ✭✭✭
    So do champion points actually provide attribute gains? That is, will I have higher stam, mag, and health at 200cp vs 150?
  • TotterTates
    TotterTates
    ✭✭✭✭
    So do champion points actually provide attribute gains? That is, will I have higher stam, mag, and health at 200cp vs 150?

    Yes they do, though I haven't bothered with the calculations. For every champion point you assign, you gain a small amount of the corresponding resource. Mage = Magicka, Thief = Stamina, Warrior = Health.
    Cuppincakes
    • Imperial Dragonknight (Tank)
    • Pre-TG vMA Score: 459,636 [55:36, 0 Sigils, 0 Deaths] (Stamina)
    • Post-TG vMA Score: 537,328 [53:36, 0 Sigils, 0 Deaths] (Stamina)
    Bäby Spice
    • Altmer Sorc (DPS)
    Alisaeri
    • Dunmer Dragonknight (Healer/DPS)
    Church
    • Argonian Templar (Healer)
    Moon Moon
    • Khajiit Nightblade (DPS)


    My Twitch Channel: TotterTanks
  • Colosso-monstro
    Colosso-monstro
    ✭✭✭
    So do champion points actually provide attribute gains? That is, will I have higher stam, mag, and health at 200cp vs 150?

    Yes they do, though I haven't bothered with the calculations. For every champion point you assign, you gain a small amount of the corresponding resource. Mage = Magicka, Thief = Stamina, Warrior = Health.

    Yeah, I actually magically found some information after searching quite a few times. If you're interested it is ^.56 of the champion color. For instanceif you have 210 cp overall that'd be 70 in each zone. So 70^.56
  • TotterTates
    TotterTates
    ✭✭✭✭
    Updated with CP distribution values for 70/140/210 CP!

    Chest and Leg enchants are now Prismatic Defense.

    Fragmented Shield replaced with Igneous Shield.
    Cuppincakes
    • Imperial Dragonknight (Tank)
    • Pre-TG vMA Score: 459,636 [55:36, 0 Sigils, 0 Deaths] (Stamina)
    • Post-TG vMA Score: 537,328 [53:36, 0 Sigils, 0 Deaths] (Stamina)
    Bäby Spice
    • Altmer Sorc (DPS)
    Alisaeri
    • Dunmer Dragonknight (Healer/DPS)
    Church
    • Argonian Templar (Healer)
    Moon Moon
    • Khajiit Nightblade (DPS)


    My Twitch Channel: TotterTanks
  • frenchyuk86
    frenchyuk86
    ✭✭✭
    Started using this on my dk. Loving it. Thanks man
    Frenchyuk86 - PSN
    Vet 14 DragonKnight
    The Forlorn Hope Main Tank
  • TotterTates
    TotterTates
    ✭✭✭✭
    Awesome! I've received a lot of feedback from people in game and on the various forums... 95% positive and 5% confusion. I always love hearing about everyone else's experience with the build. One of the best was:

    Dear Totter,

    I am the Hulk now.

    Love,
    X
    Cuppincakes
    • Imperial Dragonknight (Tank)
    • Pre-TG vMA Score: 459,636 [55:36, 0 Sigils, 0 Deaths] (Stamina)
    • Post-TG vMA Score: 537,328 [53:36, 0 Sigils, 0 Deaths] (Stamina)
    Bäby Spice
    • Altmer Sorc (DPS)
    Alisaeri
    • Dunmer Dragonknight (Healer/DPS)
    Church
    • Argonian Templar (Healer)
    Moon Moon
    • Khajiit Nightblade (DPS)


    My Twitch Channel: TotterTanks
  • flawless4812
    I have a few questions I'm looking into building a similar set as yours...... I have a dk vr16 120 champ points
    I currently run hist bark nd footman nd engine guardian but I find myself lacking in stamina since the last few updates so I want to switch up my build

    Im currently in the works of crafting my first set vr16 as armour master set nd I was gonna run endurance along with agility two piece set nd the Lord warden shoulder nd helmet

    I'm gonna throw on prismatic enchants also to balance out my health magicka nd stamina

    I was gonna throw away footman pretty much since it's vr16 but it's extremely hard to do since it's been my bread nd butter along with hist bark

    I'm curious if I'm gonna have cap problems running so many builds with physical nd spell resistance hitting it's cap (I was under the impression it would greatly increase but by reading yours posts I see its not much)

    My question is can you help me work around this I'll prolly end up sticking with footman after reading this nd armour master set nd making myself full stamina build with health enchants
  • TotterTates
    TotterTates
    ✭✭✭✭
    I have a few questions I'm looking into building a similar set as yours...... I have a dk vr16 120 champ points
    I currently run hist bark nd footman nd engine guardian but I find myself lacking in stamina since the last few updates so I want to switch up my build

    Im currently in the works of crafting my first set vr16 as armour master set nd I was gonna run endurance along with agility two piece set nd the Lord warden shoulder nd helmet

    I'm gonna throw on prismatic enchants also to balance out my health magicka nd stamina

    I was gonna throw away footman pretty much since it's vr16 but it's extremely hard to do since it's been my bread nd butter along with hist bark

    I'm curious if I'm gonna have cap problems running so many builds with physical nd spell resistance hitting it's cap (I was under the impression it would greatly increase but by reading yours posts I see its not much)

    My question is can you help me work around this I'll prolly end up sticking with footman after reading this nd armour master set nd making myself full stamina build with health enchants

    Hey there,

    Ok, sooo let's look at some numbers... and since there isn't a comprehensive thread containing this information... I did it myself.

    How mitigation is calculated in game...

    Resist Mitigation (RM)
    This is based off of your Spell Resist and Physical Resist values and caps out at 50%.

    ([Resist Value]-[Enemy Penetration Value])/([Enemy Level]*10)

    Block Mitigation (BM)
    Blocking provides a base mitigation of 50%... This is the number that all other blocking modifiers use when calculating mitigation. Ignoring "Deflect Bolts" for simplicity...

    Blocking (50%) 0.5
    Iron Skin (10%) 0.05 (10% of the base value .5)
    Sword & Board (20%) 0.1 (20% of the base value .5)
    Defensive Posture (8%) 0.04 (8% of the base value .5)
    Footman (12%) 0.06 (12% of the base value .5)

    For a grand total of 0.75 (or 75%) block mitigation.

    Testing values/calculations
    Iron Skin (10%)
    • No Block: 3674
    • Block: 1653
    • Damage Blocked: 2021
    • Actual Mitigation: 55%
    • Calculated Mitigation: 55%


    Iron Skin (10%) +Footman (12%)
    • No Block: 3328
    • Block: 1298
    • Damage Blocked: 2030
    • Actual Mitigation: 61%
    • Calculated Mitigation: 61%


    Iron Skin (10%) +Footman (12%) + Sword & Board (20%)
    • No Block: 2471
    • Block: 717
    • Damage Blocked: 1754
    • Actual Mitigation: 71%
    • Calculated Mitigation: 71%

    Iron Skin (10%) +Footman (12%) + Sword & Board (20%) + Defensive Posture (8%)
    • No Block: 2471
    • Block: 618
    • Damage Blocked: 1854
    • Actual Mitigation: 75%
    • Calculated Mitigation: 75%

    Then I decided to test how block mitigation interacts with resistance mitigation... turns out, the interaction is pretty simple...
    [RM]*(1+[BM])= Total Mitigation

    Say an unmitigated attack hits you for 100 damage.

    If you equip enough physical resist to reach 50% mitigation, but don't block... you will receive 50 damage (50 damage having been mitigated by your resist values.

    Now, say you block the attack and have the 75% mitigation detailed above... you will receive 12.5 damage from the attack. (87.5 damage having been mitigated by resist values (50 dmg) and block values (37.5 dmg).
    Based off the following values:
    Spell Resist: 48429
    Physical Resist: 40252
    • No Gear, No Block: 1179
    • Full Gear, Blocking: 147
    • Damage Mitigated: 1032
    • Mitigation Percent: 87.5%
    • Calculated Mitigation: [0.5] + (1+[.75]) = .875 (87.5%)

    Using 5 Piece Armor Master, 5 Piece Footman, 2 Piece Bloodspawn
    Spell Resist Physical Resist
    • Total Resist (Constant) 25897 22051
    • Total Resist (Activated) 42959 39113
    • Mitigation (Constant + Not Blocking) 39% 33%
    • Mitigation (Constant + Blocking) 68% 58%
    • Mitigation (Activated + Not Blocking) 65% 59%
    • Mitigation (Activated + Blocking) 88% 88%

    Using 5 Piece Armor Master, 3 Piece Endurance, 2 Piece Agility, 2 Piece Lord Warden
    • Total (Constant) 27963 24116
    • Total (Activated) 47592 41810
    • Mitigation (Constant + Not Blocking) 42% 36%
    • Mitigation (Constant + Blocking) 71% 61%
    • Mitigation (Activated + Not Blocking) 72% 63%
    • Mitigation (Activated + Blocking) 85% 85%



    -edit-
    Sorry it took me so long to respond... I just got married over the weekend :wink:
    Edited by TotterTates on September 29, 2015 11:00PM
    Cuppincakes
    • Imperial Dragonknight (Tank)
    • Pre-TG vMA Score: 459,636 [55:36, 0 Sigils, 0 Deaths] (Stamina)
    • Post-TG vMA Score: 537,328 [53:36, 0 Sigils, 0 Deaths] (Stamina)
    Bäby Spice
    • Altmer Sorc (DPS)
    Alisaeri
    • Dunmer Dragonknight (Healer/DPS)
    Church
    • Argonian Templar (Healer)
    Moon Moon
    • Khajiit Nightblade (DPS)


    My Twitch Channel: TotterTanks
  • elium85
    elium85
    ✭✭✭
    Congrats!
  • Asayre
    Asayre
    ✭✭✭✭✭
    Given this is a PvE build, which mobs/bosses have physical/spell penetration (flat or percentage) and how do you go about figuring how much a boss has of either?
    Reference for any calculation I make Introduction to PvE Damage Calculation
  • TotterTates
    TotterTates
    ✭✭✭✭
    Asayre wrote: »
    Given this is a PvE build, which mobs/bosses have physical/spell penetration (flat or percentage) and how do you go about figuring how much a boss has of either?

    Honestly... you don't, unless you test each one individually. However, some mobs/bosses use skills that apply major/minor breach/fracture.

    I'll crunch some numbers this week, but all calculations that I and others have done assume the mobs/bosses have the base penetration (100).
    Cuppincakes
    • Imperial Dragonknight (Tank)
    • Pre-TG vMA Score: 459,636 [55:36, 0 Sigils, 0 Deaths] (Stamina)
    • Post-TG vMA Score: 537,328 [53:36, 0 Sigils, 0 Deaths] (Stamina)
    Bäby Spice
    • Altmer Sorc (DPS)
    Alisaeri
    • Dunmer Dragonknight (Healer/DPS)
    Church
    • Argonian Templar (Healer)
    Moon Moon
    • Khajiit Nightblade (DPS)


    My Twitch Channel: TotterTanks
  • TotterTates
    TotterTates
    ✭✭✭✭
    Updated to include CP distribution for the upcoming CP cap
    Cuppincakes
    • Imperial Dragonknight (Tank)
    • Pre-TG vMA Score: 459,636 [55:36, 0 Sigils, 0 Deaths] (Stamina)
    • Post-TG vMA Score: 537,328 [53:36, 0 Sigils, 0 Deaths] (Stamina)
    Bäby Spice
    • Altmer Sorc (DPS)
    Alisaeri
    • Dunmer Dragonknight (Healer/DPS)
    Church
    • Argonian Templar (Healer)
    Moon Moon
    • Khajiit Nightblade (DPS)


    My Twitch Channel: TotterTanks
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