Torugs Pact on Tank

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webrgesner
webrgesner
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Is this set bad? it only does 1k extra penetration. i did try a dps test with my friend and he hit 51k with me taunting with torugs. then 54k without. He did mention he missed a poison inject when i was wearing torugs but thats still a huge gap though 51k - 54k. I just want to know peoples opinion on this set for tanking
  • mague
    mague
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    AFAIK this set is uesed by tanks to keep the debuff of the weapon glyphs up.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    It only adds ~630 armor reduction to crusher, which is ~1.2% damage.
    Edited by Lightspeedflashb14_ESO on November 23, 2018 12:39PM
  • SakuraRush
    SakuraRush
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    The purpose is the uptime not the amount. Even then in many groups it's not going to be the best option.
  • TheDarkShadow
    TheDarkShadow
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    1-2% damage doesn't sound that great but in trial with 8 DDs + trial buffs that can be 10%-15% increase in group dps.
    Edited by TheDarkShadow on November 23, 2018 1:33PM
  • paulsimonps
    paulsimonps
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    SakuraRush wrote: »
    The purpose is the uptime not the amount. Even then in many groups it's not going to be the best option.

    Indeed its mostly for the up time but the slight extra still gives the DPS a few extra points to spend outside of penetration. Its commonly used by Trial Groups in combination with Alkosh for max possible penetration so that the DPS's can focus as much as possible on their damage rather than trying to get it back. Torugs and Alkosh are the top tanking sets cause there is nothing else that can compare when it comes to group utility and support.

    Also DPS tests like that to test a set means nothing unless all other variables were EXACTLY the same outside of the one thing you changed. A failed rotation can not be used as accurate data what so ever.
  • Jimmy_The_Fixer
    Jimmy_The_Fixer
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    1-2% damage doesn't sound that great but in trial with 8 DDs + trial buffs that can be 10%-15% increase in group dps.

    That's not good math. 1-2% DPS increase for each individual member is still a 1-2% increase in group DPS.
  • Sparr0w
    Sparr0w
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    Running Torugs increases my groups dps by about 20k, over a mil extra damage per minute... definitely worth running, I mean what else is there?

    Alkosh/Torugs/Ebon are the 3 main sets imo. Dragon/PA are backup sets. Imperium/Sanctuary etc are very situational. Everything else isn't worth running.
    @Sparr0w so I get the notification
    Xbox (EU) - l Sparrow x | CP 810+
    Spoiler
    DD: All Mag + Stam
    Heal: Templar | Sorc | NB | Warden | Necro
    Tank: NB | DK | Warden
    Completions: All HM's + TTT + IR + GH
    PC (EU) - Sparrxw | CP 810+
    Spoiler
    DD: All Mag + Stam
    Heal: Templar | Sorc
    Tank: DK | NB
    Completions: All HM's + TTT + IR + GH + GS
  • paulsimonps
    paulsimonps
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    Sparr0w wrote: »
    Running Torugs increases my groups dps by about 20k, over a mil extra damage per minute... definitely worth running, I mean what else is there?

    Alkosh/Torugs/Ebon are the 3 main sets imo. Dragon/PA are backup sets. Imperium/Sanctuary etc are very situational. Everything else isn't worth running.

    As well sanctuary is more for healers now that they don't have to both run SPC like before Summerset. Many of them choose that as one of the sets to run depending on the content. Imperium is way to unreliable.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    As well sanctuary is more for healers now that they don't have to both run SPC like before Summerset. Many of them choose that as one of the sets to run depending on the content. Imperium is way to unreliable.

    I love that someone else sees sanctuary as a tank set, I hate seeing it on healers, I would much rather have them have a crafted set(seducers/julianos) on then run sanctuary. More then half the healers I see running the set heal from much further away then 10 meters.
  • Liofa
    Liofa
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    Torug's Pact is NOT for uptime. Common misinformation is that Crusher has a base cooldown of 10 seconds. It doesn't. It has 9 seconds cooldown and Infused brings it down to 4.5 seconds. Duration is 5 seconds. You can keep 100% uptime on it without Torug's if you time your skills, light and heavy attacks right. There is a guide on my Youtube that explains more.

    Torug's is only used for the extra armour reduction and is commonly seen in any trial group as % damage increase bonuses such as Torug's applies to 8 DDs instead of 2, making it worth more compared to 4 man content.

    So your answer is, Torug's is good for trials, not so much for 4 man content.
  • SakuraRush
    SakuraRush
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    Liofa wrote: »
    Torug's Pact is NOT for uptime. Common misinformation is that Crusher has a base cooldown of 10 seconds. It doesn't. It has 9 seconds cooldown and Infused brings it down to 4.5 seconds. Duration is 5 seconds. You can keep 100% uptime on it without Torug's if you time your skills, light and heavy attacks right. There is a guide on my Youtube that explains more.

    Torug's is only used for the extra armour reduction and is commonly seen in any trial group as % damage increase bonuses such as Torug's applies to 8 DDs instead of 2, making it worth more compared to 4 man content.

    So your answer is, Torug's is good for trials, not so much for 4 man content.

    Good to know. I was under the impression all enchants had a ten second cooldown.
  • Ramber
    Ramber
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    Probably THE most overrated set in the game in my opinion.
  • Swomp23
    Swomp23
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    Ramber wrote: »
    Probably THE most overrated set in the game in my opinion.

    Until you try it in pvp just after Murkmire release :p
    XBox One - NA
  • AlienatedGoat
    AlienatedGoat
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    Liofa wrote: »
    Torug's Pact is NOT for uptime. Common misinformation is that Crusher has a base cooldown of 10 seconds. It doesn't. It has 9 seconds cooldown and Infused brings it down to 4.5 seconds. Duration is 5 seconds. You can keep 100% uptime on it without Torug's if you time your skills, light and heavy attacks right. There is a guide on my Youtube that explains more.

    Torug's is only used for the extra armour reduction and is commonly seen in any trial group as % damage increase bonuses such as Torug's applies to 8 DDs instead of 2, making it worth more compared to 4 man content.

    So your answer is, Torug's is good for trials, not so much for 4 man content.

    Many vet dungeon tanks will still run Torug's over Alkosh. This is because you must have a group that keeps synergies consistent for Alkosh to top Torug's. This requires good timing of skills and your groupmates must leave synergies for the tank. You'd be surprised how difficult that is to find in vet dungeons.

    From my experience, unless I'm running in my main dungeon group, Torug's is going to give more utility than Alkosh will. If there are any PUGs in the group, I'd much rather run Torug's, since I have direct control over the consistency of application.
    PC-NA Goat - Bleat Bleat Baaah
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