Maura_Neysa wrote: »The Warden has better sustain.
The Warden provides defensive group utility
The DK can take more damage, particularly the single heavy hit types.
The DK provides offensive group utility
Those are the difference between them and why DK still holds the top spot.
tsarkaschey wrote: »Maura_Neysa wrote: »The Warden has better sustain.
The Warden provides defensive group utility
The DK can take more damage, particularly the single heavy hit types.
The DK provides offensive group utility
Those are the difference between them and why DK still holds the top spot.
Am I going to be declined often as a Warden tank? I mean, is this difference between #1 and #2 class for tanking big enough to make it somewhat game-changing at some certain point of game?
Is there anything that DK can, and warden cannot tank, considering the equal skill level of the player?
Resistances are worth far more than a Damage Shield. Now Stamblaes do already give themselves the resistance buffsWhat each brings to the party:
Warden
Ice Fortress --- Major Ward/Resolve for self and party, so damage mitigation, but not quite as strong as that offered by Obsidian Shield
That is so not the skill to use for your Nature’s Gift procs. First you won’t be LA or HA all that much. Second even if you do you can’t maintain it once a second. Leeching can proc it once a second, or just go fir the healing with Budding. Personally I go with Leeching.Lotus Blossom --- light/heavy attacks heal, 20s duration, and then the Nature's Gift and Maturation passive that go with it --- restores 250 mag or stam (lowest pool) when healing with a green balance ability (which lotus blossom is), and raises max hp 10% by granting minor toughness when healed by a green balance ability
Make a Templar or NB tank just to appreciate how good Warden & DK are later, when you give up and make those as well
tsarkaschey wrote: »Thank you all.
I am not pushing for leaderboard scores nor will I in the foreseeable future. I just don't want to be banned from groups just because of the certain class choice or be incapable of doing some certain content just because I don't have required class-specific utilities. Based on the feedback, though, it seems that warden is a solid choice for tanking. I've created a topic just to resolve my doubts from reading other threads, where it was quite a common opinion that warden is really lacking important utilities to be considered a truly viable tank.
"If you are quitting, can I have your stuff??"
Maura_Neysa wrote: »The Warden has better sustain.
The Warden provides defensive group utility
The DK can take more damage, particularly the single heavy hit types.
The DK provides offensive group utility
Those are the difference between them and why DK still holds the top spot.
DK do not have the better sustain. If you want to count only Stam then yes Warden does require healing once a second and every one of them going stam. Once a second is easy, but I run lower on mag most of the time. Of course the counter is DK need to Igneous Shield ever 6 seconds or sooner vs 2 buffs I just need to keep up.Maura_Neysa wrote: »The Warden has better sustain.
The Warden provides defensive group utility
The DK can take more damage, particularly the single heavy hit types.
The DK provides offensive group utility
Those are the difference between them and why DK still holds the top spot.
The DK has the better sustain, having both mag and stam, and the stam is a little better on a DK tank than a warden one since warden requires healing every second.
The warden has passive minor protection, which is actually better than both DKs tanky passives, one being block only and one being spell only. Warden has maim spikes to work like talons too. Warden's also have a phys and spell resist passive on top.
Maura_Neysa wrote: »DK do not have the better sustain. If you want to count only Stam then yes Warden does require healing once a second and every one of them going stam. Once a second is easy, but I run lower on mag most of the time. Of course the counter is DK need to Igneous Shield ever 6 seconds or sooner vs 2 buffs I just need to keep up.Maura_Neysa wrote: »The Warden has better sustain.
The Warden provides defensive group utility
The DK can take more damage, particularly the single heavy hit types.
The DK provides offensive group utility
Those are the difference between them and why DK still holds the top spot.
The DK has the better sustain, having both mag and stam, and the stam is a little better on a DK tank than a warden one since warden requires healing every second.
The warden has passive minor protection, which is actually better than both DKs tanky passives, one being block only and one being spell only. Warden has maim spikes to work like talons too. Warden's also have a phys and spell resist passive on top.
If you want to count all resources than the Warden’s self healing so far eclipses the DK that it’s laughable.
Minor Protection is nice because it it always applies, however it’s 8% and Iron Skin is 10% so Iron Skin is still better. At least if you can manage your stamina/blocking.
Resistances are 500 of each IF you have Winter skill slotted. Polar, Fortress, Gate, Gripping that’s 2000 of each resistance or 4k total. How many Warden tanks actually run all four of those besides me? (Note: that’s only 1k on each bar) DKs is is just over 3k. However I wasn’t really counting resistances because it’s so easy to cap out.
@ak_pvp _pvp Okay, here we go down this rabbit hole again...Maura_Neysa wrote: »DK do not have the better sustain. If you want to count only Stam then yes Warden does require healing once a second and every one of them going stam. Once a second is easy, but I run lower on mag most of the time. Of course the counter is DK need to Igneous Shield ever 6 seconds or sooner vs 2 buffs I just need to keep up.Maura_Neysa wrote: »The Warden has better sustain.
The Warden provides defensive group utility
The DK can take more damage, particularly the single heavy hit types.
The DK provides offensive group utility
Those are the difference between them and why DK still holds the top spot.
The DK has the better sustain, having both mag and stam, and the stam is a little better on a DK tank than a warden one since warden requires healing every second.
The warden has passive minor protection, which is actually better than both DKs tanky passives, one being block only and one being spell only. Warden has maim spikes to work like talons too. Warden's also have a phys and spell resist passive on top.
If you want to count all resources than the Warden’s self healing so far eclipses the DK that it’s laughable.
Minor Protection is nice because it it always applies, however it’s 8% and Iron Skin is 10% so Iron Skin is still better. At least if you can manage your stamina/blocking.
Resistances are 500 of each IF you have Winter skill slotted. Polar, Fortress, Gate, Gripping that’s 2000 of each resistance or 4k total. How many Warden tanks actually run all four of those besides me? (Note: that’s only 1k on each bar) DKs is is just over 3k. However I wasn’t really counting resistances because it’s so easy to cap out.
Wardens selfheals are strong yeah. But DK absolutely has the better sustain, especially now. Battle roar with bloodspawn is something like 370 regen equivalent, then helping hands every 6s~ is another 330, and you can get practically around 150 mag regen too if you are the designated engulfing user. So 520 mag 700 stam. 1220 combined.
For warden the natures gift is around 500 (generally stam) if you can heal every sec, and netch is 335 stam, so 835 combined. Even factoring 12% regen from having netch slotted, DK comes out above with better overall regen and an easier time, since the stam from helping hands is on demand on a useful ability.
Also, iron skin is 10% more blocked, it amps the 50% block mitgation to 55%. Minor protection is 8% less damage taken flat, so much better, always up, works on all damage. True that resistances are easier to cap out, but wardens have it better for raw tonking. Even shimmering has its uses.
tsarkaschey wrote: »I was checking popular tanking builds and one skill in particular drew my attention, that is Magma Shell. Is it more like a panic button when things go bad, or is it a necessity for some OHKO mechanics? I've read that it's pretty much impossible to survive some heavy hits on warden and thus dk.
Also, I've heard that warden works perfectly as off-tank. What is the main purpose of it's job then? I mean, why to take off-tank rather than two main tanks, who will be able to simply survive more?
I know these are kind of stupid questions, sorry for that.
Counting heal is pointless, in most groups you'll be topped off anyway, its not really a resource. Maybe some semi self sufficient offtanks might factor it, yes, warden has better over time healing. However its not really a resource management point for the majority of content.Maura_Neysa wrote: »@ak_pvp _pvp Okay, here we go down this rabbit hole again...Maura_Neysa wrote: »DK do not have the better sustain. If you want to count only Stam then yes Warden does require healing once a second and every one of them going stam. Once a second is easy, but I run lower on mag most of the time. Of course the counter is DK need to Igneous Shield ever 6 seconds or sooner vs 2 buffs I just need to keep up.Maura_Neysa wrote: »The Warden has better sustain.
The Warden provides defensive group utility
The DK can take more damage, particularly the single heavy hit types.
The DK provides offensive group utility
Those are the difference between them and why DK still holds the top spot.
The DK has the better sustain, having both mag and stam, and the stam is a little better on a DK tank than a warden one since warden requires healing every second.
The warden has passive minor protection, which is actually better than both DKs tanky passives, one being block only and one being spell only. Warden has maim spikes to work like talons too. Warden's also have a phys and spell resist passive on top.
If you want to count all resources than the Warden’s self healing so far eclipses the DK that it’s laughable.
Minor Protection is nice because it it always applies, however it’s 8% and Iron Skin is 10% so Iron Skin is still better. At least if you can manage your stamina/blocking.
Resistances are 500 of each IF you have Winter skill slotted. Polar, Fortress, Gate, Gripping that’s 2000 of each resistance or 4k total. How many Warden tanks actually run all four of those besides me? (Note: that’s only 1k on each bar) DKs is is just over 3k. However I wasn’t really counting resistances because it’s so easy to cap out.
Wardens selfheals are strong yeah. But DK absolutely has the better sustain, especially now. Battle roar with bloodspawn is something like 370 regen equivalent, then helping hands every 6s~ is another 330, and you can get practically around 150 mag regen too if you are the designated engulfing user. So 520 mag 700 stam. 1220 combined.
For warden the natures gift is around 500 (generally stam) if you can heal every sec, and netch is 335 stam, so 835 combined. Even factoring 12% regen from having netch slotted, DK comes out above with better overall regen and an easier time, since the stam from helping hands is on demand on a useful ability.
Also, iron skin is 10% more blocked, it amps the 50% block mitgation to 55%. Minor protection is 8% less damage taken flat, so much better, always up, works on all damage. True that resistances are easier to cap out, but wardens have it better for raw tonking. Even shimmering has its uses.
Okay, will use 55 second War Horns
DK
46*250=11500. 11500/55 seconds = 209 resources per second
990 stam per Igneous, cast Igneous every 6 seconds for ulti = 165
165+209 = 374 stamina per second
(want to count the mag/heal from Battler Roar? 209 mag+ 209 heal + 374 stam = 792 resources/sec total)
Warden
Savage Beast 4 Ulti every 8 seconds (1Ulti/2 sec)
Netch 4029 stamina over 27 seconds = 149 per second
Nature's Gift 250 per second
Forest every 20 seconds (same Ulti gen estimation as War Horn) 26931 heal per 20 seconds = 1346 heals/sec
250+149 = 399 stamia per second
(Want to count all resource gen? 1346 heal/sec+399stam/sec = 1745 resources/sec)
Now maybe with a pision and proc'ing stamina DK might actually out do Warden. Also yes the Forest added in is pure selfishness, but then sustain is key in the Off-Tank not the main tank. Its Hiath, Off Tank Ozara/Serpant, vAS+2, etc
Counting heal is pointless, in most groups you'll be topped off anyway, its not really a resource. Maybe some semi self sufficient offtanks might factor it, yes, warden has better over time healing. However its not really a resource management point for the majority of content.Maura_Neysa wrote: »@ak_pvp _pvp Okay, here we go down this rabbit hole again...Maura_Neysa wrote: »DK do not have the better sustain. If you want to count only Stam then yes Warden does require healing once a second and every one of them going stam. Once a second is easy, but I run lower on mag most of the time. Of course the counter is DK need to Igneous Shield ever 6 seconds or sooner vs 2 buffs I just need to keep up.Maura_Neysa wrote: »The Warden has better sustain.
The Warden provides defensive group utility
The DK can take more damage, particularly the single heavy hit types.
The DK provides offensive group utility
Those are the difference between them and why DK still holds the top spot.
The DK has the better sustain, having both mag and stam, and the stam is a little better on a DK tank than a warden one since warden requires healing every second.
The warden has passive minor protection, which is actually better than both DKs tanky passives, one being block only and one being spell only. Warden has maim spikes to work like talons too. Warden's also have a phys and spell resist passive on top.
If you want to count all resources than the Warden’s self healing so far eclipses the DK that it’s laughable.
Minor Protection is nice because it it always applies, however it’s 8% and Iron Skin is 10% so Iron Skin is still better. At least if you can manage your stamina/blocking.
Resistances are 500 of each IF you have Winter skill slotted. Polar, Fortress, Gate, Gripping that’s 2000 of each resistance or 4k total. How many Warden tanks actually run all four of those besides me? (Note: that’s only 1k on each bar) DKs is is just over 3k. However I wasn’t really counting resistances because it’s so easy to cap out.
Wardens selfheals are strong yeah. But DK absolutely has the better sustain, especially now. Battle roar with bloodspawn is something like 370 regen equivalent, then helping hands every 6s~ is another 330, and you can get practically around 150 mag regen too if you are the designated engulfing user. So 520 mag 700 stam. 1220 combined.
For warden the natures gift is around 500 (generally stam) if you can heal every sec, and netch is 335 stam, so 835 combined. Even factoring 12% regen from having netch slotted, DK comes out above with better overall regen and an easier time, since the stam from helping hands is on demand on a useful ability.
Also, iron skin is 10% more blocked, it amps the 50% block mitgation to 55%. Minor protection is 8% less damage taken flat, so much better, always up, works on all damage. True that resistances are easier to cap out, but wardens have it better for raw tonking. Even shimmering has its uses.
Okay, will use 55 second War Horns
DK
46*250=11500. 11500/55 seconds = 209 resources per second
990 stam per Igneous, cast Igneous every 6 seconds for ulti = 165
165+209 = 374 stamina per second
(want to count the mag/heal from Battler Roar? 209 mag+ 209 heal + 374 stam = 792 resources/sec total)
Warden
Savage Beast 4 Ulti every 8 seconds (1Ulti/2 sec)
Netch 4029 stamina over 27 seconds = 149 per second
Nature's Gift 250 per second
Forest every 20 seconds (same Ulti gen estimation as War Horn) 26931 heal per 20 seconds = 1346 heals/sec
250+149 = 399 stamia per second
(Want to count all resource gen? 1346 heal/sec+399stam/sec = 1745 resources/sec)
Now maybe with a pision and proc'ing stamina DK might actually out do Warden. Also yes the Forest added in is pure selfishness, but then sustain is key in the Off-Tank not the main tank. Its Hiath, Off Tank Ozara/Serpant, vAS+2, etc
Warhorns are more than every 55s. Generally every 40s with good optimization. 11500/40 (x 2 for its effective mag and stam regen) is 575. My initial post was an underestimation based on DPS numbers.
Then igneous every 6s 990/6 x 2 for an effective regen of 330. So, even more than I anticipated for DK, and considerably more than a warden. 575 mag regen, and 905 stam regen. Even more mag regen if you count mag combustion for engulfing, its around 100 effective regen in practice, 200 at max. Not counting the stam combustion, as realistically it won't proc. DK comes out way on top for mag/stam regen values, though some skills are costly.
Warden is 4029/24 x 2 for 335 effective stam regen with netch (Ik its 27s, but the return is lower, and assuming its casted on CD.) Then 250 per second with NG, so an effective regen of 500 mag or stam. That is a total, as I said, of 835 effective regen.
I play both in all content. Here is the difference.
DK gives offensive (Engulfing Flames) group buff while Warden gives defensive (Frost Cloak) one.
They can both complete every content with the same effectiveness. Sometimes one is superior to other in specific fights though. If you want the best score, you want to push damage so DK is chosen by most groups. That's all.
Lord_Dexter wrote: »I play both in all content. Here is the difference.
DK gives offensive (Engulfing Flames) group buff while Warden gives defensive (Frost Cloak) one.
They can both complete every content with the same effectiveness. Sometimes one is superior to other in specific fights though. If you want the best score, you want to push damage so DK is chosen by most groups. That's all.
Never saw Engulfing Flames in woeler or Alcast DK tank build.
Can someone confirm if 7% additional Fire Damage debuff applies to group players fire attacks?
@Liofa
Lightspeedflashb14_ESO wrote: »Lord_Dexter wrote: »I play both in all content. Here is the difference.
DK gives offensive (Engulfing Flames) group buff while Warden gives defensive (Frost Cloak) one.
They can both complete every content with the same effectiveness. Sometimes one is superior to other in specific fights though. If you want the best score, you want to push damage so DK is chosen by most groups. That's all.
Never saw Engulfing Flames in woeler or Alcast DK tank build.
Can someone confirm if 7% additional Fire Damage debuff applies to group players fire attacks?
@Liofa
Is this a joke? Everyone knows engulfing flames works for everyone.
Lord_Dexter wrote: »Lightspeedflashb14_ESO wrote: »Lord_Dexter wrote: »I play both in all content. Here is the difference.
DK gives offensive (Engulfing Flames) group buff while Warden gives defensive (Frost Cloak) one.
They can both complete every content with the same effectiveness. Sometimes one is superior to other in specific fights though. If you want the best score, you want to push damage so DK is chosen by most groups. That's all.
Never saw Engulfing Flames in woeler or Alcast DK tank build.
Can someone confirm if 7% additional Fire Damage debuff applies to group players fire attacks?
@Liofa
Is this a joke? Everyone knows engulfing flames works for everyone.
I asked a very simple question and as usual your reply is very rude.
I wish people like you never contribute anything to Forum community.
Lord_Dexter wrote: »I play both in all content. Here is the difference.
DK gives offensive (Engulfing Flames) group buff while Warden gives defensive (Frost Cloak) one.
They can both complete every content with the same effectiveness. Sometimes one is superior to other in specific fights though. If you want the best score, you want to push damage so DK is chosen by most groups. That's all.
Never saw Engulfing Flames in woeler or Alcast DK tank build.
Can someone confirm if 7% additional Fire Damage debuff applies to group players fire attacks?
@Liofa
Lightspeedflashb14_ESO wrote: »Lord_Dexter wrote: »Lightspeedflashb14_ESO wrote: »Lord_Dexter wrote: »I play both in all content. Here is the difference.
DK gives offensive (Engulfing Flames) group buff while Warden gives defensive (Frost Cloak) one.
They can both complete every content with the same effectiveness. Sometimes one is superior to other in specific fights though. If you want the best score, you want to push damage so DK is chosen by most groups. That's all.
Never saw Engulfing Flames in woeler or Alcast DK tank build.
Can someone confirm if 7% additional Fire Damage debuff applies to group players fire attacks?
@Liofa
Is this a joke? Everyone knows engulfing flames works for everyone.
I asked a very simple question and as usual your reply is very rude.
I wish people like you never contribute anything to Forum community.
Wish in one hand and crap in the other and see which one fills up first. My point is that someone that has ~2500 comments and, lol, started ~150 threads ought to know something so basic. Not to mention you are questioning one of the top tanks around. If I come off as rude, you come off as ignorant.