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Is inner fire more of a vet trial skill? So far i'm only running vet dungeons and have it slotted b/c all tank guides say it is required, but I never find it necessary. If I do need to range taunt, my ice staff can do an adequate job.
First thing is, ice staff heavy is very slow, and you can't block cast it - meaning that if you need to range taunt something quick, you will lose time and will be wide open for an occasional heavy from what you're already holding. Second, investing in Tri Focus passive should be a conscious decision. Normally you want to block with stamina and keep your magicka for all the multitude of tanking utility you have.
I agree with @John_Falstaff. I like having Inner Rage all the time, and I use it mostly to aggro dangerous mobs I can't chain in as it allows me to stay in my place while gathering trash mobs rather than walk out of my DDs' AoE abilities.
Basically what inner rage is for is the melee adds and bosses that are at range. Taunt them in then swap to Pierce. No need to taunt ranged adds just chain and poke. Inner rage is for that. Also, a small side note, I use the mag morph so if I'm in a oos position I can still keep taunt up. And the synergy pops up for alcosh some times.
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There's a number of times when I need to make sure I keep taunt as I dodge out of melee range of a mechanic, or I need to grab miniboss adds. I tank on a DK, so chains are helpful, but sometimes I like to use a ranged taunt to aggro the minibosses before I get into melee range for Pierce Armor and start gathering adds. For example, the minotaurs in Falkreath seem to always charge past me if I don't have aggro, so I taunt them first just to make sure.
So for me, its not a necessity, but it is a great utility taunt that covers me in situations where I want to keep or establish aggro from beyond melee range.
I've only used Ice Staff in Normal Dungeons, but I second the above advice that Inner Fire is amazing for anytime that your timing on the heavy attack is delayed.
Generally Inner Fire isn't a necessary skill if your build is solid enough and you can keep up on taunts without it. It's main benefit is as an instant, ranged, block-cast-able taunt, so if your taunt goes down and you're too far away, or your taunt goes down and you don't have time to do a heavy frost staff attack, or you're under fire and need to cast a taunt while blocking and don't have pierce available, you can still taunt the target. Outside of that it doesn't have much benefit, and it has a fairly high cost for what it offers in my opinion, so if you can do without it I would. One of my tanks is a magicka tank, so he can't run pierce (no 1h+shield), and heavy attacks are unreliable with his build, so I run Inner fire there, but on another tank of mine he has pierce and mobility options, and a frost staff on back bar, so there's really no need to waste a slot on Inner fire with him.
Dunno if that helps much - it's pretty much the same thing that the rest in this thread are saying - but I figured I'd throw in my input as someone who mainly tanks.
@VaranisArano , Vault Protector is a good example actually. It's safest if tank taunts spheres as they spawn, even though they're CC immune and ranged - just so the AoEs they shoot go tank's way and DDs would have smaller chance to be one-shotted. But tank can't go running around all the time there (outside of mechanics when he stands still) not to move Vault Protector from the middle - if he shields up too far from the center, then it can make dodging lasers very hard or even impossible. Inner Fire works perfectly with that boss.
I'm pretty sure there are other cases when it's important, and others where it just makes life easier. Tank holds daedroths away from the group in vBC2 HM? Can use inner fire to intercept the freshly spawned daedroth on his way to the group without dragging around those already spawned. Adds spawned on twin bosses in vHoF? Can taunt them to make them stack by your boss and have them die in AoEs, since chasing them with Puncture will just connect the bosses and will shortly trigger the wipe. And so on, and so forth.
This skill is must have in more difficult content since you don't have time to run around and peck everything with pierce armor.. ice heavy.. well, you need some skill and luck to land sword&board heavy attacks without being interrupted in harder content and ice taunt is only viable when mechanics allow it. I only wish inner fire was cheaper.. current cost / effect is bad and I don't see any reasoning behind it.
Since the nerfed the elemental blockade for Ice Staff, I really don't even want to run it anymore. Inner Fire is good for boss fights when there is some mechanic that causes the boss to move away, and if you hadn't taunted in the last 10 seconds or so it's easy to use the Inner Fire and stay right where you are at.