I kind of have to agree with this. The whole point of a tank is that he isn't "quick." He has to sit there and take the brunt of the damage while other people attack the boss from the back/sides. He's not supposed to be moving around being quick.AbysmalGhul wrote: »
Kneighbors wrote: »30k isn't enough for new DLC dungeons. Only if you plan to depend on healer it will be allright. If you will play with average team where you have to sustain longer fights you will need above 40k.
Realize most repliers here or arent playing challenging content or playing it with a group of maxed out characters.
With a group of top players I dont even need tank, can manage with my magDK dd very well in 90% of games content.
If you want universal tank today it must have above 40k only because of new dungeons.
paulsimonps wrote: »Kneighbors wrote: »30k isn't enough for new DLC dungeons. Only if you plan to depend on healer it will be allright. If you will play with average team where you have to sustain longer fights you will need above 40k.
Realize most repliers here or arent playing challenging content or playing it with a group of maxed out characters.
With a group of top players I dont even need tank, can manage with my magDK dd very well in 90% of games content.
If you want universal tank today it must have above 40k only because of new dungeons.
No. New dungeons do not NEED 40k+ I did it with less, others can do it with less. Only thing that really did a lot of damage was the heavy attacks from vet HM bloodroots last boss. But shield up and you will be fine, add some HoTs and no problem. Though I will recommend 30k still as a minimum for Trials and DLC dungeons.
Kneighbors wrote: »paulsimonps wrote: »Kneighbors wrote: »30k isn't enough for new DLC dungeons. Only if you plan to depend on healer it will be allright. If you will play with average team where you have to sustain longer fights you will need above 40k.
Realize most repliers here or arent playing challenging content or playing it with a group of maxed out characters.
With a group of top players I dont even need tank, can manage with my magDK dd very well in 90% of games content.
If you want universal tank today it must have above 40k only because of new dungeons.
No. New dungeons do not NEED 40k+ I did it with less, others can do it with less. Only thing that really did a lot of damage was the heavy attacks from vet HM bloodroots last boss. But shield up and you will be fine, add some HoTs and no problem. Though I will recommend 30k still as a minimum for Trials and DLC dungeons.
I can do it with magsorc, magtemplar, magdk 25k hp tanks. Does it means this build is optimal\universal\best to do it? It is not. If you want strong tank build today its 40k-45k hp.
Kneighbors wrote: »paulsimonps wrote: »Kneighbors wrote: »30k isn't enough for new DLC dungeons. Only if you plan to depend on healer it will be allright. If you will play with average team where you have to sustain longer fights you will need above 40k.
Realize most repliers here or arent playing challenging content or playing it with a group of maxed out characters.
With a group of top players I dont even need tank, can manage with my magDK dd very well in 90% of games content.
If you want universal tank today it must have above 40k only because of new dungeons.
No. New dungeons do not NEED 40k+ I did it with less, others can do it with less. Only thing that really did a lot of damage was the heavy attacks from vet HM bloodroots last boss. But shield up and you will be fine, add some HoTs and no problem. Though I will recommend 30k still as a minimum for Trials and DLC dungeons.
I can do it with magsorc, magtemplar, magdk 25k hp tanks. Does it means this build is optimal\universal\best to do it? It is not. If you want strong tank build today its 40k-45k hp.
paulsimonps wrote: »Kneighbors wrote: »30k isn't enough for new DLC dungeons. Only if you plan to depend on healer it will be allright. If you will play with average team where you have to sustain longer fights you will need above 40k.
Realize most repliers here or arent playing challenging content or playing it with a group of maxed out characters.
With a group of top players I dont even need tank, can manage with my magDK dd very well in 90% of games content.
If you want universal tank today it must have above 40k only because of new dungeons.
No. New dungeons do not NEED 40k+ I did it with less, others can do it with less. Only thing that really did a lot of damage was the heavy attacks from vet HM bloodroots last boss. But shield up and you will be fine, add some HoTs and no problem. Though I will recommend 30k still as a minimum for Trials and DLC dungeons.
Tan9oSuccka wrote: »My Nord DK is at 34K.
Seems to be a good sweet spot for most Vet content. Any more and your a walking meatbag that couldn't kill a mudcrab.
Tan9oSuccka wrote: »My Nord DK is at 34K.
Seems to be a good sweet spot for most Vet content. Any more and your a walking meatbag that couldn't kill a mudcrab.
At 45k health, I am unable to solo any PvE content. When I collect skyshards, I sneak around enemies so I don't aggro them. If I aggro them by mistake, I run far away to reset and try again.
Such is the life of a tank in ESO.
paulsimonps wrote: »Kneighbors wrote: »30k isn't enough for new DLC dungeons. Only if you plan to depend on healer it will be allright. If you will play with average team where you have to sustain longer fights you will need above 40k.
Realize most repliers here or arent playing challenging content or playing it with a group of maxed out characters.
With a group of top players I dont even need tank, can manage with my magDK dd very well in 90% of games content.
If you want universal tank today it must have above 40k only because of new dungeons.
No. New dungeons do not NEED 40k+ I did it with less, others can do it with less. Only thing that really did a lot of damage was the heavy attacks from vet HM bloodroots last boss. But shield up and you will be fine, add some HoTs and no problem. Though I will recommend 30k still as a minimum for Trials and DLC dungeons.
I would recommend 40K for Bloodroot HM. One thing that we found helped was having the tank stand still even when lava spawns close behind the tank. The tank keeps eating the lava fireball damage and only starts moving when things get too spicy (usually after the boss splits is in the triplet form). This minimizes movement in the earlier stages of the fight and often causes a few of the lava pools to spawn right on top of each other, thus granting us more room to work with in the end.
AbysmalGhul wrote: »