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Best Monster Helm for Tank

  • Liofa
    Liofa
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    Br1ckst0n wrote: »

    If you want an increased chance from charged you will that trait on frontbar aka where you spend most of your time.

    I thought about that as well . But Crusher enchant on Infused weapon is something I can't drop . It is just too good ^^ I am happy to sacrifice 22% (down from 42% to 20%) proc chance on Concussion to get Infused effect on my Crusher .

    About Ultigen discussion , I must say , if you want ultigen , just use Invigorating Drain . You can use it in every fight except axes . Need to play bit more carefully though . About Blood Spawn , it is very RNG based . I thought of dropping it a lot of times but there always been some very lucky fights that Blood Spawn amazed me and changed my mind about it . Sometimes I get 0 procs , sometimes I get crapton . I change it only under very specific circumstances .


    You realize that the reactive reduction lasts longer than the cc if you break out right? It also procs on every blocked heavy attack which is generally when you need the most reduction.

    My off balance uptime is incredibly high and affects the entire fight regardless of distance and I can dodge roll to set everything off balance. If I want to eliminate rng I use glory but it's not necessary because dodge procs often enough on it's own.

    woe has limited range, it's a poor substitute.

    Not everything is about vmol btw, 4 man dungeon tanks don't have the luxury of getting carried by the group.

    Even if you CC break or not , lots of tanks tanked lot harder things than you did wearing support sets which clearly shows those sets are just a waste on a tank .

    About Wall of Elements range , I thought I was clear . I am playing tank . Saying again , tank . What range are you talking about ? Is there something called ''Ranged tanking'' and I don't know about it ?

    About off-balance uptime . Wall of Elements is much better compared to dodging . Here is the reason . Fully charged heavy attacks remove Off-Balance effect . Everytime when a DD does a heavy attack , while lightning blockade is hitting , you will see ''Off-Balance'' popping up . That clearly shows that everytime a heavy attack removes the debuff , blockade applies it again . Now that sustain is nerfed to the ground , we will have many more DDs using Heavy attack builds . That means you will have to dodge almost every second . Good luck with that .
  • WalksonGraves
    WalksonGraves
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    Pirate Skeleton
    Funny thing is I never see dks talk about using passive dodging to set enemies off balance and that is a 10% dps increase triggering continously. Talking about 15% crit dam for 9 seconds like its god mode while ignoring 10% always.

    @WalksonGraves

    Because it's not needed. We use other means to achieve the same benefit. Lightning WoE is the start of multiple debuffs on the target.

    WoE is not a poor substitute and the range is fine. Is someone is not able to hit the target with WoE due tomorrow distance then they're doing something wrong, or running the back room in Rakkhat.

    Essentially, raid teams run coordinated. Many of the players posting here are fairly experienced in trials and some run with and even lead top competitive teams on their servers.

    vmol isn't the entirety of the game you know, vmol meta would be garbage in a vet dungeon
  • paulsimonps
    paulsimonps
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    Funny thing is I never see dks talk about using passive dodging to set enemies off balance and that is a 10% dps increase triggering continously. Talking about 15% crit dam for 9 seconds like its god mode while ignoring 10% always.

    @WalksonGraves

    Because it's not needed. We use other means to achieve the same benefit. Lightning WoE is the start of multiple debuffs on the target.

    WoE is not a poor substitute and the range is fine. Is someone is not able to hit the target with WoE due tomorrow distance then they're doing something wrong, or running the back room in Rakkhat.

    Essentially, raid teams run coordinated. Many of the players posting here are fairly experienced in trials and some run with and even lead top competitive teams on their servers.

    vmol isn't the entirety of the game you know, vmol meta would be garbage in a vet dungeon

    Who cares about optimizing for vet dungeons? if you can do vMoL vet dungeons is a fricking walk in the park.
  • Asardes
    Asardes
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    Lord Warden
    Funny thing is I never see dks talk about using passive dodging to set enemies off balance and that is a 10% dps increase triggering continously. Talking about 15% crit dam for 9 seconds like its god mode while ignoring 10% always.

    @WalksonGraves

    Because it's not needed. We use other means to achieve the same benefit. Lightning WoE is the start of multiple debuffs on the target.

    WoE is not a poor substitute and the range is fine. Is someone is not able to hit the target with WoE due tomorrow distance then they're doing something wrong, or running the back room in Rakkhat.

    Essentially, raid teams run coordinated. Many of the players posting here are fairly experienced in trials and some run with and even lead top competitive teams on their servers.

    vmol isn't the entirety of the game you know, vmol meta would be garbage in a vet dungeon

    Who cares about optimizing for vet dungeons? if you can do vMoL vet dungeons is a fricking walk in the park.

    Most veteran dungeons don't require a tank. The only ones who do are vCoS and vRoM. I've done vICP with no tank - not the cleanest run but still doable - and vWGT is even easier - actually at the inhibitor I always change to DD for a higher burst. And I'm not even talking about the others. Most are soloable by a good player with decent gear, excepting some who require 2 players to push buttons or break some other mechanic.

    In conclusion nobody optimizes a tank build for anything but veteran trials. So it's irrelevant what you are running outside of that, since it wouldn't make much difference.

    To clarify which I've said before. I don't discount Bloodspawn entirely, just think the proc is too random to rely on them too much for ult gain. There are many other things that make you gain ultimate:
    - keeping minor heroism up by doing heroic slash which also debuffs the boss
    - weaving heavy and light attacks when you are not blocking, heavy also restores stamina, a lot of it considering heavy armor passives and also additional efficiency from spending CP in Tenacity. You can easily recover 5-6K stamina from one attack.
    - hitting an earthen heart ability every 6s to gain from the class passive - usually it's ingenious shield
    - activating synergies - Undaunted Command
    - wearing Tava's Favor set and keeping major evasion (Shuffle) up grants 9 ultimate each time you dodge - also grants a 15% (random) mitigation you can't gain from anywhere else; dodging also decreases the chances of Bloodspawn procs
    - not an actual gain but equally good is the bonus from Akaviry Dragonguard set - 15% ultimate cost reduction.

    I usually wear 1p Chocklethorn + 1p Shadowrend to maximize my magicka recovery and hence the availability of green dragon blood as emergency heal and the sustainability of hitting ingenous shield every 6s as stated above. I've also experienced how badly necessary purge (even the efficient morph is still expensive) is in the new trial as well, and that's another magicka ability. But those sets were not included in the poll options. My 2nd choice is indeed 2p Lord Warden for fights where the group stays relatively packed. Bloodspawn is really my 3rd. I wouldn't ever consider Pirate Skeleton set. I've tanked Velidreth and know just how bad healing debuffs are. Plus the block drop which I wasn't even aware of. Under no circumstances would I want my block to drop during one of those boss heavy attack or channels. I want to be in full control as much as possible.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
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