Fun fact of the day, are you ready? Did you know that Swarm Mother can proc if you're standing in volley and blocking? You don't even have to taunt! Try it out, works on players too.
lol.
1. If you re NB tank you should have over 2k mag regen and siphoning atacks so cost of inner fire is not an issue for you.
2. True sap tank permablocks so all ranged atacks hits you block and SM proc even on AoE. So the point is only in set CD.
...
paulsimonps wrote: »Wow really..... Seems like Swarm Mother is over performing like crazy. I am actually in the works of compiling a list of instances where Swarm mother works better than Chains, mostly cause chains are bugged up the butt and needs fixing, but this is another fascinating discovery to say the least. On and that list would be made to try and help the devs find out why chains are not working as intended. For example move up and down a stair and your chains stop to work unless you use a heavy attack or a potion but swarm mother works fine no matter what.
WalksonGraves wrote: »It's beyond crap. So normally a dk sees a ranged mob, pulls it in to the murder blender. Takes a second, uses on slot on the skillbar.
You never need to do this, it's just a minor convenience. Shaves maybe 20 seconds off a run.
Then you have swarm mother, which is like a much ****tier version. First you need to range taunt (either more expensive than chains for half the effect or 3 second hvy attack wind up) then the enemy's projectile has to hit you while you're blocking. This is about 5-9 seconds, longer if you are taunting multiples.
By the time you did all that, you could have walked there and asked nicely.
You might as well run no gear at all.
Better alternatives for nb? Teleport strike.
techprince wrote: »You know that "target low or high" message can be bypassed by using a heavy attack just before chains.
WalksonGraves wrote: »You missed my point, pulling mobs is never necessary and sacrificing a monster helm to do so is ridiculous. Btw Pirate is by far the best choice for tanks. It's pretty obvious I don't get why the forums are so slow to realize.
WalksonGraves wrote: »HatchetHaro wrote: »WalksonGraves wrote: »You missed my point, pulling mobs is never necessary and sacrificing a monster helm to do so is ridiculous. Btw Pirate is by far the best choice for tanks. It's pretty obvious I don't get why the forums are so slow to realize.
Like, wow, just. Wow.
Pirate Skeleton? I really hope you're just joking.
First of all: chains may not be necessary, but it is insanely useful. And as a tank, you're supposed to be all about utility.
Secondly, you seriously do not need Pirate Skeleton. It makes you overly tanky and does absolutely nothing for the group. Hell, I've tanked all vet dungeons on hardmode at 20k resistances and no resistance buffs. I've tanked all Craglorn vet trials with Bloodspawn. You really do not need more than 30k resistances. At 33k it gets capped anyway. Even a defending weapon does more than Pirate Skeleton.
Overly tanky? Oh god I sure wouldn't want to be taking less damage as a tank. Thank you for saving me from being effective in my role. You know how it helps the group? I can rez the group between hvy attacks because between my dr and my hp pool I can survive it. Not wiping is pretty useful.
You do realize the cap at 50% dr is only for armor and not other dr effects right?
I'd say 30% less damage most of the time (guard) is far more important than wasting your time trying to attract trash mobs.
I'm having a blonde moment here. Aren't crem guards strictly melee? How'd you proc Swarm on them at range?Hey guys, sorry to revive this since it seems to be about time to move on from this thread, but I don't think it's relevant to put this somewhere else, nor worth starting a whole new thread.
I was running vWGT last night with some friends and noticed that the Crematorial Guards throughout the hallways leading up the tower are susceptible to Swarm Mother procs as well. I didn't realize this before, so I figured I'd share. Turns out that sticky web shooting out of my face is Spiderman strong, Crema Guards can't step to it.
I'm having a blonde moment here. Aren't crem guards strictly melee? How'd you proc Swarm on them at range?Hey guys, sorry to revive this since it seems to be about time to move on from this thread, but I don't think it's relevant to put this somewhere else, nor worth starting a whole new thread.
I was running vWGT last night with some friends and noticed that the Crematorial Guards throughout the hallways leading up the tower are susceptible to Swarm Mother procs as well. I didn't realize this before, so I figured I'd share. Turns out that sticky web shooting out of my face is Spiderman strong, Crema Guards can't step to it.
@Autolycus
ssewallb14_ESO wrote: »Why is this thread still happening?
Successful troll is successful I guess.
Oreyn_Bearclaw wrote: »WalksonGraves wrote: »You missed my point, pulling mobs is never necessary and sacrificing a monster helm to do so is ridiculous. Btw Pirate is by far the best choice for tanks. It's pretty obvious I don't get why the forums are so slow to realize.
I am late to the party, but WHAT?!?!?!
These are two of the most hilarious (and false) statements I have ever seen about tanking.
First, Pirate skeleton is beyond overkill, and does nothing to benefit your group in the slightest. If anything it makes you harder to heal if you do in fact get into trouble.
Second, chaining adds is half the reason DKs make the best tanks. One of your main jobs as a tank is to control the battlefield. Stacking adds into a nice little group so your DPS can nuke them is basically the second or third thing in your job description behind not dying and holding aggro.WalksonGraves wrote: »HatchetHaro wrote: »WalksonGraves wrote: »You missed my point, pulling mobs is never necessary and sacrificing a monster helm to do so is ridiculous. Btw Pirate is by far the best choice for tanks. It's pretty obvious I don't get why the forums are so slow to realize.
Like, wow, just. Wow.
Pirate Skeleton? I really hope you're just joking.
First of all: chains may not be necessary, but it is insanely useful. And as a tank, you're supposed to be all about utility.
Secondly, you seriously do not need Pirate Skeleton. It makes you overly tanky and does absolutely nothing for the group. Hell, I've tanked all vet dungeons on hardmode at 20k resistances and no resistance buffs. I've tanked all Craglorn vet trials with Bloodspawn. You really do not need more than 30k resistances. At 33k it gets capped anyway. Even a defending weapon does more than Pirate Skeleton.
Overly tanky? Oh god I sure wouldn't want to be taking less damage as a tank. Thank you for saving me from being effective in my role. You know how it helps the group? I can rez the group between hvy attacks because between my dr and my hp pool I can survive it. Not wiping is pretty useful.
You do realize the cap at 50% dr is only for armor and not other dr effects right?
I'd say 30% less damage most of the time (guard) is far more important than wasting your time trying to attract trash mobs.
Actually, your role is to support your group as a tank. Something I dont think you understand from your body of work on the forums. You need enough resistance to not die. It's Pass/Fail. If you stack signifcantly more resistance than needed, then you are by definition sacrificing utility, thus making you a pretty lousy tank.
basically what Paul said. It's treating the fire as a ranged attack as I'm block-moving away from it, and then pulls it.
WalksonGraves wrote: »Oreyn_Bearclaw wrote: »WalksonGraves wrote: »You missed my point, pulling mobs is never necessary and sacrificing a monster helm to do so is ridiculous. Btw Pirate is by far the best choice for tanks. It's pretty obvious I don't get why the forums are so slow to realize.
I am late to the party, but WHAT?!?!?!
These are two of the most hilarious (and false) statements I have ever seen about tanking.
First, Pirate skeleton is beyond overkill, and does nothing to benefit your group in the slightest. If anything it makes you harder to heal if you do in fact get into trouble.
Second, chaining adds is half the reason DKs make the best tanks. One of your main jobs as a tank is to control the battlefield. Stacking adds into a nice little group so your DPS can nuke them is basically the second or third thing in your job description behind not dying and holding aggro.WalksonGraves wrote: »HatchetHaro wrote: »WalksonGraves wrote: »You missed my point, pulling mobs is never necessary and sacrificing a monster helm to do so is ridiculous. Btw Pirate is by far the best choice for tanks. It's pretty obvious I don't get why the forums are so slow to realize.
Like, wow, just. Wow.
Pirate Skeleton? I really hope you're just joking.
First of all: chains may not be necessary, but it is insanely useful. And as a tank, you're supposed to be all about utility.
Secondly, you seriously do not need Pirate Skeleton. It makes you overly tanky and does absolutely nothing for the group. Hell, I've tanked all vet dungeons on hardmode at 20k resistances and no resistance buffs. I've tanked all Craglorn vet trials with Bloodspawn. You really do not need more than 30k resistances. At 33k it gets capped anyway. Even a defending weapon does more than Pirate Skeleton.
Overly tanky? Oh god I sure wouldn't want to be taking less damage as a tank. Thank you for saving me from being effective in my role. You know how it helps the group? I can rez the group between hvy attacks because between my dr and my hp pool I can survive it. Not wiping is pretty useful.
You do realize the cap at 50% dr is only for armor and not other dr effects right?
I'd say 30% less damage most of the time (guard) is far more important than wasting your time trying to attract trash mobs.
Actually, your role is to support your group as a tank. Something I dont think you understand from your body of work on the forums. You need enough resistance to not die. It's Pass/Fail. If you stack signifcantly more resistance than needed, then you are by definition sacrificing utility, thus making you a pretty lousy tank.
All I know is I've yet to encounter any content that's been stressful and I've cleared every vet dungeon(hundreds of successful pugs) and vet hel ra and have never been the cause of a failed run.
basically what Paul said. It's treating the fire as a ranged attack as I'm block-moving away from it, and then pulls it.
Ah makes sense. I know Swarm treats anything as ranged if it hits 5 m mark(that includes Proxy lmao), but assumed crems' fire to be shorter. That's amusing.WalksonGraves wrote: »Oreyn_Bearclaw wrote: »WalksonGraves wrote: »You missed my point, pulling mobs is never necessary and sacrificing a monster helm to do so is ridiculous. Btw Pirate is by far the best choice for tanks. It's pretty obvious I don't get why the forums are so slow to realize.
I am late to the party, but WHAT?!?!?!
These are two of the most hilarious (and false) statements I have ever seen about tanking.
First, Pirate skeleton is beyond overkill, and does nothing to benefit your group in the slightest. If anything it makes you harder to heal if you do in fact get into trouble.
Second, chaining adds is half the reason DKs make the best tanks. One of your main jobs as a tank is to control the battlefield. Stacking adds into a nice little group so your DPS can nuke them is basically the second or third thing in your job description behind not dying and holding aggro.WalksonGraves wrote: »HatchetHaro wrote: »WalksonGraves wrote: »You missed my point, pulling mobs is never necessary and sacrificing a monster helm to do so is ridiculous. Btw Pirate is by far the best choice for tanks. It's pretty obvious I don't get why the forums are so slow to realize.
Like, wow, just. Wow.
Pirate Skeleton? I really hope you're just joking.
First of all: chains may not be necessary, but it is insanely useful. And as a tank, you're supposed to be all about utility.
Secondly, you seriously do not need Pirate Skeleton. It makes you overly tanky and does absolutely nothing for the group. Hell, I've tanked all vet dungeons on hardmode at 20k resistances and no resistance buffs. I've tanked all Craglorn vet trials with Bloodspawn. You really do not need more than 30k resistances. At 33k it gets capped anyway. Even a defending weapon does more than Pirate Skeleton.
Overly tanky? Oh god I sure wouldn't want to be taking less damage as a tank. Thank you for saving me from being effective in my role. You know how it helps the group? I can rez the group between hvy attacks because between my dr and my hp pool I can survive it. Not wiping is pretty useful.
You do realize the cap at 50% dr is only for armor and not other dr effects right?
I'd say 30% less damage most of the time (guard) is far more important than wasting your time trying to attract trash mobs.
Actually, your role is to support your group as a tank. Something I dont think you understand from your body of work on the forums. You need enough resistance to not die. It's Pass/Fail. If you stack signifcantly more resistance than needed, then you are by definition sacrificing utility, thus making you a pretty lousy tank.
All I know is I've yet to encounter any content that's been stressful and I've cleared every vet dungeon(hundreds of successful pugs) and vet hel ra and have never been the cause of a failed run.
I'd like a video of you clearing HM ROM while using los instead of chains please
paulsimonps wrote: »MORE TESTING!
Sordidfairytale wrote: »paulsimonps wrote: »MORE TESTING!
I'm running tests right now as well. I want to thank the OP for bringing this subject up, the world has never known a truer friend of Swarm Mother.
Sordidfairytale wrote: »Swarm Mother works on those Grievous Twatlight's too.
Baconfat79 wrote: »Just pull up OP's post history and skim through it. The guy is wrong about everything 90% of the time, but belittles everyone else, refuses to listen to reason, and is just genuinely argumentative for no reason. Don't waste your time trying to talk sense into him.
Perfect example: https://forums.elderscrollsonline.com/en/discussion/303685/leki-reactive-pirate-skeleton-in-pve/p1
He thinks Leki + Reactive + Pirate is great tanking gear.
paulsimonps wrote: »Sordidfairytale wrote: »Swarm Mother works on those Grievous Twatlight's too.
Tomorrow I am just gonna go through a bunch of dungeons with mobs I know is unchain-able and see what gets chained by swarm mother.
Are they immune to chains? I didn't actually know that because I've been talking on templar with Swarm forever and I'm just so used to it pulling all the things at this pointSordidfairytale wrote: »Swarm Mother works on those Grievous Twatlight's too.
@paulsimonps @Magdalina
I agree, it certainly does seem to be over performing. Interesting news about the Watchers...I'll pay closer attention to it next time I'm in there.
I ran vWGT again tonight and played around with the Crematorial Guards a little more. Not only does the fire breath attack proc SM and pull them if standing >5m away, so does their bite attack. It seems to have a longer melee range, as I was still pulling him from ~7-8m, and I'm positive it was the bite.
But here's the really interesting one: You know that titan right before the Planar Inhibitor? He can be pulled as well, not just at the beginning, but from what appears to be any of his ranged attacks throughout the encounter.
So many people talking numbers/
In depth strats about vet dungeons hahah
You can tank every dungeon in the game
In 7light
Swarm mother is terrible
Sentinel gives the team Stam
Warden gives the team resistance
Shadow/chokethorn gives the team more igneous and vigor
Put chains on your bar stop being a noob and learn how to stack fast and efficient
Bye
So many people talking numbers/
In depth strats about vet dungeons hahah
You can tank every dungeon in the game
In 7light
Swarm mother is terrible
Sentinel gives the team Stam
Warden gives the team resistance
Shadow/chokethorn gives the team more igneous and vigor
Put chains on your bar stop being a noob and learn how to stack fast and efficient
Bye