There are at least 2 classes in significantly worse places than DK/Warden for tanking. They should be a bit, but certainly not by the massive gap they are. Roll on class balance changes ^^
Btw, Sorc has a '35% of max health' self heal that ignores the equilibrium skill 50% reduction. Hows that for making GDB look weak.
There are at least 2 classes in significantly worse places than DK/Warden for tanking. They should be a bit, but certainly not by the massive gap they are. Roll on class balance changes ^^
Btw, Sorc has a '35% of max health' self heal that ignores the equilibrium skill 50% reduction. Hows that for making GDB look weak.
I'm sorry to break this to you but if you are a tank sitting in strong cleave damagePets will die
rafaelcsmaia wrote: »There are at least 2 classes in significantly worse places than DK/Warden for tanking. They should be a bit, but certainly not by the massive gap they are. Roll on class balance changes ^^
Btw, Sorc has a '35% of max health' self heal that ignores the equilibrium skill 50% reduction. Hows that for making GDB look weak.
I'm sorry to break this to you but if you are a tank sitting in strong cleave damagePets will die
IMO the support version of pets should be immortal just like betty netch (ie matriarch for pure healing and clanfear for pure tanking) and having their dps removed, as to turn them into pure support habilities. This would make support sorcs less of a pain in the ass to manage a mini zoo around
rafaelcsmaia wrote: »There are at least 2 classes in significantly worse places than DK/Warden for tanking. They should be a bit, but certainly not by the massive gap they are. Roll on class balance changes ^^
Btw, Sorc has a '35% of max health' self heal that ignores the equilibrium skill 50% reduction. Hows that for making GDB look weak.
I'm sorry to break this to you but if you are a tank sitting in strong cleave damagePets will die
IMO the support version of pets should be immortal just like betty netch (ie matriarch for pure healing and clanfear for pure tanking) and having their dps removed, as to turn them into pure support habilities. This would make support sorcs less of a pain in the ass to manage a mini zoo around
Yep, but that still leaves one big problem: in certain trials walking pets will trigger some mechanics like Chain Lightning in vAA, and even not killed they will get stunned nevertheless since they don't have an active block - mini-mage and meteors in the same trial, or even the axes if you are tanking those. So they still suck even if they are immortal. I can tank dungeons on my sorcerer without any pets just fine, but I won't dare bring him to a veteran trial due to stamina sustain. Pets won't make the situation better in any way.
rafaelcsmaia wrote: »rafaelcsmaia wrote: »There are at least 2 classes in significantly worse places than DK/Warden for tanking. They should be a bit, but certainly not by the massive gap they are. Roll on class balance changes ^^
Btw, Sorc has a '35% of max health' self heal that ignores the equilibrium skill 50% reduction. Hows that for making GDB look weak.
I'm sorry to break this to you but if you are a tank sitting in strong cleave damagePets will die
IMO the support version of pets should be immortal just like betty netch (ie matriarch for pure healing and clanfear for pure tanking) and having their dps removed, as to turn them into pure support habilities. This would make support sorcs less of a pain in the ass to manage a mini zoo around
Yep, but that still leaves one big problem: in certain trials walking pets will trigger some mechanics like Chain Lightning in vAA, and even not killed they will get stunned nevertheless since they don't have an active block - mini-mage and meteors in the same trial, or even the axes if you are tanking those. So they still suck even if they are immortal. I can tank dungeons on my sorcerer without any pets just fine, but I won't dare bring him to a veteran trial due to stamina sustain. Pets won't make the situation better in any way.
You got a point, unfortunatelly we play elder pigeon holes online, so if you wanna tank, pick a DK (warden now somewhat)
I think the NB would need to be exceptional too, not just the healer.
What is the real problem with the DK being the best and most used tank anyway? Since the beginning of MMOs people are always used or rerolled to the most efficient classes to do a specific role.
What is the real problem with the DK being the best and most used tank anyway? Since the beginning of MMOs people are always used or rerolled to the most efficient classes to do a specific role.
If mDK DPS wasn't in such a bad place , DK wouldn't be this far ahead . It is about how strong Engulfing Flames is . My point is , DK isn't the best tank because of passives and whatever . It is best because a DPS class sucks really bad .
Toc de Malsvi wrote: »
Don't know about that. If DK's weren't that advantageous in their basic toolkit you wouldn't see such a push for DK tanks everywhere. I wouldn't disagree that some of the advantages are over stated, but DK's advantages for tanking are not based on MagDK sucking as dps.
Other classes have group supports like this as well but I won't go in-depth for those .
]
anticlergy wrote: »So, I have recently come back to the game. I never really had the time to invest into it, but I am trying to as of late. I asked a couple of questions in another thread, and was very happy with the responses. I believe there are people here who understand the game.
So, I have another couple of questions if someone here with a lot of veteran trial experience can answer. First, is it possible for another tank, besides a DK/Warden, to tank vet trials and not hinder the group? I know full well that DK/Warden is the go to, but I do wonder if another tank can do it. Basically, I know what might be best, but I would love to know other options. This is mainly because DK kind of bores me. In my perfect word, NB tanking, or even Sorc tanking would be the dream. But, if it cannot be done, then I guess I finish my DK.
Basically, I am just looking to gain more knowledge about the endgame here. I believe I know what the best is to min/max, as far as tanks go, but I am curious to hear about some of my other questions. And finally, if the gaps in tank performance are so great, is there a reason ZOS won't address it? Or, is it that they are trying to make one class king of a job? I find it hard to believe that they would alienate other classes, but who knows.
Thank you all ahead of time for any responses. I appreciate it.
Doctordarkspawn wrote: »anticlergy wrote: »So, I have recently come back to the game. I never really had the time to invest into it, but I am trying to as of late. I asked a couple of questions in another thread, and was very happy with the responses. I believe there are people here who understand the game.
So, I have another couple of questions if someone here with a lot of veteran trial experience can answer. First, is it possible for another tank, besides a DK/Warden, to tank vet trials and not hinder the group? I know full well that DK/Warden is the go to, but I do wonder if another tank can do it. Basically, I know what might be best, but I would love to know other options. This is mainly because DK kind of bores me. In my perfect word, NB tanking, or even Sorc tanking would be the dream. But, if it cannot be done, then I guess I finish my DK.
Basically, I am just looking to gain more knowledge about the endgame here. I believe I know what the best is to min/max, as far as tanks go, but I am curious to hear about some of my other questions. And finally, if the gaps in tank performance are so great, is there a reason ZOS won't address it? Or, is it that they are trying to make one class king of a job? I find it hard to believe that they would alienate other classes, but who knows.
Thank you all ahead of time for any responses. I appreciate it.
To the first: Is it possible? Yes. Expect any group to ever let you? Only if you get a very generous group.
Sadly, your at the mercy of a group for these, and why would a group let you bring a non-optimal choice to a trial? They wont, they'll tell you exactly what to run and if you dont want that going in, it's best you not tank at a trial level.
To the second queston: We dont know. They tend to give conflicting answers when they answer at all, and generally speaking we have no idea what they even want. They seem to want to cull team support out of the tanking roll, and we have no idea why.
And that's been consistant ever since imperial city. So, if you find it hard to believe, I suggest you run screaming from this game because some of us have been trying to understand what's going on in the companies head, and we've been trying for years.
@anticlergy TLDR: If you want variety, your playing the wrong game, and if you want answers, your also playing the wrong game.
anticlergy wrote: »So, I have recently come back to the game. I never really had the time to invest into it, but I am trying to as of late. I asked a couple of questions in another thread, and was very happy with the responses. I believe there are people here who understand the game.
So, I have another couple of questions if someone here with a lot of veteran trial experience can answer. First, is it possible for another tank, besides a DK/Warden, to tank vet trials and not hinder the group? I know full well that DK/Warden is the go to, but I do wonder if another tank can do it. Basically, I know what might be best, but I would love to know other options. This is mainly because DK kind of bores me. In my perfect word, NB tanking, or even Sorc tanking would be the dream. But, if it cannot be done, then I guess I finish my DK.
Basically, I am just looking to gain more knowledge about the endgame here. I believe I know what the best is to min/max, as far as tanks go, but I am curious to hear about some of my other questions. And finally, if the gaps in tank performance are so great, is there a reason ZOS won't address it? Or, is it that they are trying to make one class king of a job? I find it hard to believe that they would alienate other classes, but who knows.
Thank you all ahead of time for any responses. I appreciate it.
It's worth mentioning that some of these short comings can be addressed by sets like witchman's which gives stam and health regain on ult. basically it's a weaker version of the DK passive and spawn mother for block chains, but you're sacrificing 2 sets just to be only slightly worse than a DK in their underpants.
Hey everyone . Been doing some testing and ran one of the new dungeons with a DK tank in PTS today . Nerfs to PvE Tank sustain is quite high sadly . I am hoping this thread will help you understand what is going on and/or find a way around it .
BLOCK COST
Base block cost reduced to 1730 from 2160 .
Live patch block cost calculation :
Block Cost = (( 2160 * (1-Shadow Ward) (1-Sturdy) (1-Fortress)) - Shield-Play) * (1-Defensive Posture)
Lowest possible block cost for this formula is 88 .
And here is the new one =
Block Cost = (( 1730 - Shield-Play ) * (1-Shadow Ward) (1-Sturdy) ( 1-Fortress)) * (1-Defensive Posture)
Lowest possible block cost for this formula is 336 .
Now , the important part is , how effective Shield-Play is .
Let's do two different setups . First one with 3 Shield-Play enchants , second one with none .
First setup has 336 block cost while the second one has 520 . Looking at the difference , Shield-Play enchants doesn't seem to be as effective as before . 3 enchants give you a block cost reduction of 184 , which was 609 before the nerf . This brings up the question . Shield-Play enchants are worth it or not ?
I think the answer lies in what kind of fight you will be tanking in . For example , while tanking axes , Shield-Play enchants will win without a doubt while Magicka Recovery enchants perform better in fights where you don't block as much . I would say Stamina Cost Reduction could be useful as well but they get their share from diminishing returns too and there isn't really a lot of skills that cost stamina except Pierce Armor and Heroic Slash . To sum it up , I think we have to keep different jewelries with different enchants on them , for different fights .
While running one of the new dungeons , I tried 3 Magicka Recovery glyphs on jewelry . My build was Ebon/Alkosh/Lord Warden , 8 Sturdy , all tri-stat enchants as an Imperial . Classic trials tank build in other words . I was running Lord Mundus and Equilibrium . Being honest with you , I had issues whenever I permablocked . I had to drop my block and throw some heavy attacks time to time . You actually can keep permablocking with just Equilibrium and Igneous Shield spam , especially with the help of potions and Battle Roar passive , it is quite easy as long as you have a decent healer . Still , this doesn't matter because you will have to support your team with usage of other skills , costing time and resources .
SYNERGIES AND ALKOSH
Another nerf we need to talk about is Orb and Spear synergy . The cooldown increased to 30 seconds from 20 seconds . This is a straight nerf to Alkosh and sustain . I don't know why this happened , even though ZOS says it's because they are not triggering the Global Cooldown anymore . I don't see it being a good reason for such a strong nerf like this .
There are some more nerfs to Alkosh wearing tanks and Stamina DDs . Such as ;
Blood Funnel and Blood Feast (Blood Altar & morphs) : Increased the radius of the prompt to 28 meters.
Radiate (Inner Fire & morphs) : The prompt is now only visible to allies positioned further than 18 meters away from the taunted enemy.
Spawn Broodlings, Black Widows, and Arachnophobia (Trapping Webs & morphs) : The prompt is now only visible to allies positioned further than 18 meters away from the webbed enemy.
With these changes , I don't see Alkosh being as good as before even though you could use it on both tanks and still get high uptime . Only synergies you will be using are Conduit and Orbs/Shards as a tank , which makes Alkosh uptime really low when solo and worse compared to current live version .
With the new CP increase , DDs will get less and less benefits from damage oriented CPs . I think it is time for DDs to cover the lack of penetration with the extra CP and let tanks use some other support set .
It almost looks like ZOS wants to make Alkosh useless (both for tanks and melee DDs) but it is such a good set , I hope ZOS will revent some of these changes so we can keep using it more effectively .
OFF BALANCE AND LIGHTNING STAFF
Another important change is about Off Balance . I know a lot of tanks use Lightning Staff on their back bar for better Crusher uptime and some help with Off Balance . With the new block cost changes and Off Balance changes , I think Lightning Staff is not useful anymore . During my testing runs , I used a Frost Staff without the Tri-Focus passive . If you take that passive , your Magicka will be RIP while on back bar . It is really , really bad . I do not recommend it to anyone . Just don't take the passive and try to stay as low amount time as possible on your back bar .
I think keeping a Destro Staff on back bar is still a very good strat for better Crusher uptime , whether it be Frost , Lightning or Flame . Frost preferred obviously .
CLASS DIFFERENCE
Another issue I would like to talk about is the difference between classes . Dragonknights and Wardens are far better at sustaining without dropping block in live server . This gap between classes will grow a lot more , forcing other classes to drop block and heavy attack far more often , making them much harder to play , especially if we consider the lag and required reaction time for veteran trials . I do not like this one bit . There needs to be some changes . Obviously , you could drop block and heavy attack whenever it is necessary but it will be necessary to do that quite often , especially for certain classes . This means , less care about group support and boring gameplay . Making it harder to sustain on tanks do not make the game more fun . Next patch is so harsh on tanks that we will have to stop debuffing to heavy attack because we actually can consume more than 2k stamina in 2 seconds , even with the lowest block cost setup .
FINAL WORDS
It almost looks like to me that ZOS wants tanks to drop support sets and wear sets that will give them self-sustain , tankiness etc. Tanking is and always been a support role in this game and should stay that way . These changes will make quite a lot of PvE tanks to stop playing their tank and play some other role . No offense to PvP players but these changes are hilarious just because some players fails to kill a tank in Cyrodiil . I think a lot of people on forums read that one thread where some guy kills 10 high-rank players (all of them had cost increase poisons) on his own as a permablock DK . What a joke ... Well guess what , there are already too few tanks in PvE and these changes will make some of them quit their role . I remember in Morrowind where ZOS introduced all the sustain nerfs and almost half of my raiding group quit the game because how boring it was to play . Now the same thing is happening to this small PvE tanking community that makes me wonder how many will continue . I know that this is only the first week of PTS and there will be changes but for now , this is what I think . I am hoping for better changes coming in the next several weeks .
Thanks for reading ,
Liofa
In theory, if you can achieve a 22% uptime on the Roar of Alkosh debuff, you are outperforming Torug's (on average). I always forget to save reports on this but on a group test on a centurion we achieve this with some margin to spare. There is however some weirdness in this as I pop synergies quite often the uptime should be higher but it isn't (probably related to existing bugs).
Well if it's for self-sufficient taking, meaning heals, I have a burning question: I've been trying to beat Bloodroot Forge HM with a Warden Tank without healer but my heals are simply too weak to outdo all the damage. I basically die blocking, overwhelmed the heavy hits and the falling roof; I also tried roll dodging but it's pretty unreliable and end up dying all the same since roll dodging breaks block and you can't run with bosses around like a headless chicken since they move from AoE and it's a big DPS loss. And it's not for lack of trying. For one I've been trying to stack Enchanted Forest, Polar Wind, Resolving Vigor and even Green Lotus LA/HA weaves on top of that and doesn't cut it. The Vigor heals are laughable, with ticks around 1.2K and Polar Wind ain't much better. That simply doesn't cut it when getting ~15K hits 2 seconds apart trough block and almost capped resistance.
I've done the same dungeon HM with healer on 1st attempt, beaten the non-HM multiple times without healer and I've also beaten Falkreath Hold HM without healer yesterday, though it was a bit painful, and I had to drop horn for trees almost every time. At least on DK I can hit Green Dragon Blood and top myself up with Vigor rather quickly since I can easily access Major Mending, Minor Vitality and another unique class buff that make it tick for closer to 2K. As a result I've decided to abandon Warden Tanking for now since it's too damn frustrating and continue with that char as PvE DD build and especially PvP damage focused build. I don't really see how I could tank The Warrior without adequate self-heals so if it doesn't cut it for end game, there ain't worth investing time and resources in it.
Maura_Neysa wrote: »Well if it's for self-sufficient taking, meaning heals, I have a burning question: I've been trying to beat Bloodroot Forge HM with a Warden Tank without healer but my heals are simply too weak to outdo all the damage. I basically die blocking, overwhelmed the heavy hits and the falling roof; I also tried roll dodging but it's pretty unreliable and end up dying all the same since roll dodging breaks block and you can't run with bosses around like a headless chicken since they move from AoE and it's a big DPS loss. And it's not for lack of trying. For one I've been trying to stack Enchanted Forest, Polar Wind, Resolving Vigor and even Green Lotus LA/HA weaves on top of that and doesn't cut it. The Vigor heals are laughable, with ticks around 1.2K and Polar Wind ain't much better. That simply doesn't cut it when getting ~15K hits 2 seconds apart trough block and almost capped resistance.
I've done the same dungeon HM with healer on 1st attempt, beaten the non-HM multiple times without healer and I've also beaten Falkreath Hold HM without healer yesterday, though it was a bit painful, and I had to drop horn for trees almost every time. At least on DK I can hit Green Dragon Blood and top myself up with Vigor rather quickly since I can easily access Major Mending, Minor Vitality and another unique class buff that make it tick for closer to 2K. As a result I've decided to abandon Warden Tanking for now since it's too damn frustrating and continue with that char as PvE DD build and especially PvP damage focused build. I don't really see how I could tank The Warrior without adequate self-heals so if it doesn't cut it for end game, there ain't worth investing time and resources in it.
Your missing the Wardens best heal. Leeching Vines 1300 heal every second you take damage, 700 every second you do damage. Which if you run Arctic Blast instead of Polar Wind is every 2 seconds plus a 30% slow and a 200% chance to apply Minor Maim (15% damage debuff) to all 3 of them without wasting stamina on Heroic Slash.
Leeching will also proc Nature's Gift when it goes to someone else, giving you 250 of your lowest resource every second. Next to the Netch it's a Warden tanks next best skill.
I've pulled off last women standing recoveries on that boss. Fortress, Netch, Leeching, Arctic, Forest → Rez
Now whether thats enough heels for the DPS, I don't know. I think you're better off with 3 VMA DPS builds responsible for their own health or a hybrid DPS/Healer, that's what I've had with me for all my skin runs. Anyway hope that helps.
I front bar the forest and almost never use it. I can even drop my War Horn each time I come back in VDSA. It takes something like Off-Tanking Ozara, or Main Tanking Saint Olms with the healers down before I started needing to rely on the Forest.
Edit: Add this after seeing other replies.
In my opinion, Warden tanks are the best pieces of every other tank at the cost of nothing instant.
- More CL than a DK, put slower to pull off. Upside to Gate is I can Gate for larger targets than can be chained.
- DPS and Leeching Heats of a Night Blade, not as much as NB but more than any other class as a tank.
- Huge Burst heals of a Templar, cost Ultimate, not magic though.
- Sorc... got nothing on this one lol. Not really sure what Sore tank brings, group buffs?
]
Cute pic, but yes. A set that gives weapon crit, minor slayer, weapon damage, and does 2k+ damage + 14 phys damage dot + debuffs resist and comes in all stam jewelry and medium armor is a stam DPS set. (Especially considering the damage it does will be more useful on a character that has CP build for stam damage). Pretending it's not because it can be useful for tanks to use in good situations (like they don't need to run something else and/or there are no stam builds in a group b/c you are a guild that tells what players will have to run in a trial and decided 8 mNBs and someone using alksosh is needed) doesn't make you look smart.
As I've said countless times to all the meta-parrots: You are wearing a 5pc set and getting 3k pen out of it. That's it. No 2 pc benefit, no 3, no 4, and you get 1/2 the 5pc benefit in group synergy. You get no other benefit for you for tanking. If you are in a burn group that has a fight down and you have a cakewalk of a job at tanking, then you probably don't need to worry about not getting any other benefit from the other pieces. But many players aren't in this position, so you don't always do them a favor when I see tanks asking for help and constantly being told, just wear ebon/alkosh. I mean, frankly, some of the tanking vids I've seen by people here shouldn't be titled just "X Tank build" but "X Tank build for this specific guild" lol.
]
Cute pic, but yes. A set that gives weapon crit, minor slayer, weapon damage, and does 2k+ damage + 14 phys damage dot + debuffs resist and comes in all stam jewelry and medium armor is a stam DPS set. (Especially considering the damage it does will be more useful on a character that has CP build for stam damage). Pretending it's not because it can be useful for tanks to use in good situations (like they don't need to run something else and/or there are no stam builds in a group b/c you are a guild that tells what players will have to run in a trial and decided 8 mNBs and someone using alksosh is needed) doesn't make you look smart.
As I've said countless times to all the meta-parrots: You are wearing a 5pc set and getting 3k pen out of it. That's it. No 2 pc benefit, no 3, no 4, and you get 1/2 the 5pc benefit in group synergy. You get no other benefit for you for tanking. If you are in a burn group that has a fight down and you have a cakewalk of a job at tanking, then you probably don't need to worry about not getting any other benefit from the other pieces. But many players aren't in this position, so you don't always do them a favor when I see tanks asking for help and constantly being told, just wear ebon/alkosh. I mean, frankly, some of the tanking vids I've seen by people here shouldn't be titled just "X Tank build" but "X Tank build for this specific guild" lol.
First of all, it was a meme for get some awesomes. Secondly, Tanking is not the hard part of tanking in ESO. Keeping your taunt and block up while activating a few abilities is the fundamentals and I'm not going to help someone build for that. If I suggest a build, its going to be for a Veteran Trial, and in a Veteran Trial, a tank is a buff *** with a shield. If you are not debuffing the boss by that 3k, you are not doing your job. If you are not using War Horn, you are not doing your job. If you are not using Ebon or Engulfing, you are not doing your job. Build guides should be for end game, not normal dungeons. Build to be the best. If you build to be mediocre, you're going to get to end game and have to switch all your sets anyway
Doctordarkspawn wrote: »Tanking, hardest in ESO?
No, sir, that goes to the DPS. Some of these freaking rotations man.
Maura_Neysa wrote: »Well if it's for self-sufficient taking, meaning heals, I have a burning question: I've been trying to beat Bloodroot Forge HM with a Warden Tank without healer but my heals are simply too weak to outdo all the damage. I basically die blocking, overwhelmed the heavy hits and the falling roof; I also tried roll dodging but it's pretty unreliable and end up dying all the same since roll dodging breaks block and you can't run with bosses around like a headless chicken since they move from AoE and it's a big DPS loss. And it's not for lack of trying. For one I've been trying to stack Enchanted Forest, Polar Wind, Resolving Vigor and even Green Lotus LA/HA weaves on top of that and doesn't cut it. The Vigor heals are laughable, with ticks around 1.2K and Polar Wind ain't much better. That simply doesn't cut it when getting ~15K hits 2 seconds apart trough block and almost capped resistance.
I've done the same dungeon HM with healer on 1st attempt, beaten the non-HM multiple times without healer and I've also beaten Falkreath Hold HM without healer yesterday, though it was a bit painful, and I had to drop horn for trees almost every time. At least on DK I can hit Green Dragon Blood and top myself up with Vigor rather quickly since I can easily access Major Mending, Minor Vitality and another unique class buff that make it tick for closer to 2K. As a result I've decided to abandon Warden Tanking for now since it's too damn frustrating and continue with that char as PvE DD build and especially PvP damage focused build. I don't really see how I could tank The Warrior without adequate self-heals so if it doesn't cut it for end game, there ain't worth investing time and resources in it.
Your missing the Wardens best heal. Leeching Vines 1300 heal every second you take damage, 700 every second you do damage. Which if you run Arctic Blast instead of Polar Wind is every 2 seconds plus a 30% slow and a 200% chance to apply Minor Maim (15% damage debuff) to all 3 of them without wasting stamina on Heroic Slash.
Leeching will also proc Nature's Gift when it goes to someone else, giving you 250 of your lowest resource every second. Next to the Netch it's a Warden tanks next best skill.
I've pulled off last women standing recoveries on that boss. Fortress, Netch, Leeching, Arctic, Forest → Rez
Now whether thats enough heels for the DPS, I don't know. I think you're better off with 3 VMA DPS builds responsible for their own health or a hybrid DPS/Healer, that's what I've had with me for all my skin runs. Anyway hope that helps.
I front bar the forest and almost never use it. I can even drop my War Horn each time I come back in VDSA. It takes something like Off-Tanking Ozara, or Main Tanking Saint Olms with the healers down before I started needing to rely on the Forest.
Edit: Add this after seeing other replies.
In my opinion, Warden tanks are the best pieces of every other tank at the cost of nothing instant.
- More CL than a DK, put slower to pull off. Upside to Gate is I can Gate for larger targets than can be chained.
- DPS and Leeching Heats of a Night Blade, not as much as NB but more than any other class as a tank.
- Huge Burst heals of a Templar, cost Ultimate, not magic though.
- Sorc... got nothing on this one lol. Not really sure what Sore tank brings, group buffs?
I had vines slotted and activated, and simply died blocking since the heal was just as slow as the others.
My back bar was
Resolving Vigor | Polar Wind | Leeching Vines | Ice Fortress | Green Lotus || Healing Thicket
All 4/5 heals active and I couldn't outheal the damage dealt by the caving roof and those adds beating on me. As I said the damage received was more like 15K/S with Ice Fortress on and blocking. Arctic Blast is the same as Polar Wind when it comes to self heal, just it does cold damage instead of also healing an ally and that's redundant, since I had heroic slash applied to the bosses. In other dungeons yes, vigor, vines and lotus pretty much sufficed, even without healer, if I could attack fast enough, but in vBF simply the damage eas too much.
So it's probably the technique, not the class toolkit. I will try bringing the bosses to the edge of the arena fast when the roof starts to cave in, to at least decrease the damage from that mechanic and dodge every heavy hit instead of blocking. If you block something and you receive ~15K damage there's simply no point in doing it.