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What is a good way to LEARN to tank?

  • Bitter_Apple21
    @Oreyn_Bearclaw

    I am looking now at how some of these things are interconnected and it dawns on me, should I start thinking about some sort of pseudo "rotation" - like for DPSs - when I am in a boss fight?

    I started thinking that earlier with Taunt - Frost shield - something else, then repeat. It seems that the same concept might apply for a Tank - at least during a boss fight.

    Or am I off base and it is too situational?
  • Oreyn_Bearclaw
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    @Oreyn_Bearclaw

    I am looking now at how some of these things are interconnected and it dawns on me, should I start thinking about some sort of pseudo "rotation" - like for DPSs - when I am in a boss fight?

    I started thinking that earlier with Taunt - Frost shield - something else, then repeat. It seems that the same concept might apply for a Tank - at least during a boss fight.

    Or am I off base and it is too situational?

    Good Tanks absolutely use rotations. It might not be quite as rigid as a DPS rotation, but absolutely Tanks (and Healers) use skill rotations. Doesnt make sense to cast a skill like heroic slash (which you really cast for the buffs) more than once every 12 seconds, so dont. Most tanks that struggle with resources do so because they are either over blocking (you dont regen stam while blocking) or over casting (and burning through their magic). About the only skill you ever spam (cast consecutively) on tanks are chains to group adds, Taunts, but only when taunting multiple enemies (never spam taunt on a single enemy), or maybe you cast your burst heal twice in a row if you really need. Otherwise, try to cast skills on or shortly before cooldown. On a tank, better to typically cast a skill a second or two early than a second or two late (especially your taunt)

    For example, on my DK: I am going to open my rotation by casting Green Dragon Blood and Volatile Armor before I engage the enemy. That gives me 20 seconds of: Major Fortitude (Health regen) Major Endurance (Stamina Regen) Major Resolve (Armor Buff), and Minor Vitality (healing received), all of which scream Tank. Most trash pulls are over before those need recast

    I then might cast a warhorn to buff the DPS of my group and drop blockade to actually open the fight (on a boss, you probably want to open with an actual taunt). I am then going to taunt the 2-3 biggest threats, and begin to chain the rest. Then I might cast a CC like talons to keep the stack of enemies I just created in one place, and perhaps hit the biggest threats with heroic slash as well.

    I am now sprinkling in heavy attacks where I can for more stamina, blocking what needs blocked and dodging what needs dodged. As my taunts begin to wear off, I try to recast a second or two before they expire. Same with my back bar buffs, try to cast at about the 19 second mark. Any sooner is simply a waste of resources. Really the shortest duration skill you probably need to manage is blockade, but you can easily get in the habit of casting that when you cast your taunt on a boss. Blockade is 14 seconds and Pierce Armor taunts for 15, so if you cast both as your blockade expires, you will be in a good spot (obviously taunt is more important, better to cast a few seconds early than a few late).
  • Bitter_Apple21
    @Oreyn_Bearclaw

    Okay, need another adjustment. I had definitely not been doing that.

    When I got to the boss, I would either get on the other side of him and then taunt or taunt and then turn him around, and then remember periodically to drop the blockade for protection on the rest of them. But for the rest of the time, I was standing there with the shield raised. Subconscious protection I guess.

    I had not gotten into what the impact would be on a more involved "rotation" and what dropping the shield would do to the health.





  • FeedbackOnly
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    Shield, puncture, and block heavies while pressing random normal. People will explain things to you along the way if you are stuck

    P.S be at 33k resistances
    Edited by FeedbackOnly on January 18, 2022 4:49PM
  • Bitter_Apple21
    @FeedbackOnly

    Thanks. What do you mean when you say "...pressing random normal."

  • Fennwitty
    Fennwitty
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    @Oreyn_Bearclaw

    Okay, need another adjustment. I had definitely not been doing that.

    When I got to the boss, I would either get on the other side of him and then taunt or taunt and then turn him around, and then remember periodically to drop the blockade for protection on the rest of them. But for the rest of the time, I was standing there with the shield raised. Subconscious protection I guess.

    I had not gotten into what the impact would be on a more involved "rotation" and what dropping the shield would do to the health.
    The damage shield for allies from Ice Elemental Blockade can be helpful, but it's really just a minor side bonus.

    As Oreyn was saying, the primary reason to use Elemental Blockade is to keep up your Gylph of Crushing enchantment, presumably on an infused destruction staff. This lowers the Resistance of enemies within the Blockade so they take more damage from the whole group.

    The skill Frost Blockade is convenient for applying Crusher because it covers a big area for a long time, giving a lot of chances for the enchantment to go off. Using frost staff with it also gives a chance to apply Chilled status effects and Brittle debuff, automatically making the enemies do less damage and take more critical damage.

    The damage shield portion is really 'meh' compared to the other benefits.

    EDIT: Whether you taunt first and then spin is a matter of 'has combat started already?'

    If combat has not started, if possible you will often want get yourself on the other side of the boss and then taunt it. When you're able to charge in behind the boss, or circle around the room and approach from behind, that's ideal. Before combat you'll normally have a few seconds where the boss just kind of looks at you stupidly before it decides to 'engage'.

    If you taunt it and then try to move into position, it's immediately engaged and will attack you. And it might launch an AOE which could catch the rest of your group members.

    If combat has already started without the boss facing the desired way, taunt it ASAP generally because it will very likely be attacking party members whether with AOEs or single attacks.
    Edited by Fennwitty on January 18, 2022 5:41PM
    PC NA
  • Bitter_Apple21
    @Fennwitty

    Thanks. I know that I do not yet have the Crusher Enhancement on the staff, but my original focus on the Frost staff was the ranged taunt and then the understanding on the "extension" of the barrier shield to the group.

    Do I have it correct that then, once I apply the glyph, there are two actions (a rotation) with the frost staff a) light attach for the Crusher and then b) Ice Elemental Barrier? That Crusher - if I read the web correctly - lasts 5 secs.

    Do I then basically rinse and repeat every 5 secs? In an earlier reply, I am getting the sense of needing to craft up a "rotation", so I am collecting these tidbits to put something together.
  • Oreyn_Bearclaw
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    @Fennwitty

    Thanks. I know that I do not yet have the Crusher Enhancement on the staff, but my original focus on the Frost staff was the ranged taunt and then the understanding on the "extension" of the barrier shield to the group.

    Do I have it correct that then, once I apply the glyph, there are two actions (a rotation) with the frost staff a) light attach for the Crusher and then b) Ice Elemental Barrier? That Crusher - if I read the web correctly - lasts 5 secs.

    Do I then basically rinse and repeat every 5 secs? In an earlier reply, I am getting the sense of needing to craft up a "rotation", so I am collecting these tidbits to put something together.

    No. Both light attacks and ground AOEs from weapons can proc the enchant. If the trait is infused, it will have 100% uptime with just the ground AOE (blockade). Certainly light attacking (weaving) before the blockade is good practice, but its not actually needed for the enchant (worth noting that light attacks trigger ulti regen, so you do want to sprinkle them in, even if you dont do it between every skill).

    As long as the enemy is standing in your blockade that is cast by an infused weapon, the glyph (Which should be crusher on the tank) will have 100% uptime, even if you swap to your front bar. Damage dealers do the same thing. They typically run an infused back bar weapon with a weapon/spell damage glyph. Same idea, just a different glyph being used. It allows 100% uptime to a buff to your weapon spell damage. As a tank, the crusher glyph results in more group DPS.

    In other words, cast blockade on cooldown (with and infused crusher enchant), every 14 seconds. No reason to recast sooner, unless you actually need to reposition the ground AOE (say if the boss walks out of it for some reason). Because taunts are 15 seconds, I typically try to cast blockade on cooldown, immediately followed by my taunt, or perhaps cast both a touch early(1-2 seconds at most).
    Edited by Oreyn_Bearclaw on January 18, 2022 7:26PM
  • Fennwitty
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    There's definitely a ton of little things with tanking so don't worry too much about getting everything at first.

    Speaking about the main purpose of using a destruction staff has been to apply the Crusher debuff. The ranged taunt for Ice staff in the skill Frost Clench with a range of 15m is currently not that useful simply as a ranged taunt. A ranged taunt with a much farther range is the Inner Fire skill line in Undaunted, which has 28m range and adds additional synergies to the group.

    As you do dungeons and Bolgrul's daily Delve quests it will raise your Undaunted skill line.

    A year or so ago, tanks would usually use a Lightning staff instead of an Ice staff, because Blockade of Storms offered more secondary mechanical benefits. Currently the Ice version gives more overall benefit in most situations, so it's the most popular now for tank backbars.

    The Frost Clench is now situational, because in addition to taunting it also applies Major Maim on demand which can reduce the damage a boss does for a few seconds. If you were to spam that, you could keep it up basically for the whole fight but it would be hard on your magicka (and not a great idea if you're doing a trial with another person who has to use taunts too).
    PC NA
  • Bitter_Apple21
    @Fennwitty @Oreyn_Bearclaw

    Thanks. A bunch to digest, but I think I am slowly learning.

    On the range taunting, I did get the sense from some reading that the other ranged taunt (Undaunted line I think) was better than the Frost due to range (and precision of aiming), but I have not unlocked Undaunted yet, so I was more practicing the incorporation of a ranged taunt into the routines.

    But I am still confused on something. It is the issue of the duration of the enchantment.

    I knew infused trait increased something on whatever the enchantment is. I have it on the flame staff of my DPSs. And I believe uptime sort of meant that after doing something on one bar, if you switched to the other bar, it was still active (I think I got this from BSW or something, again DPS). But there was still a time countdown until it expires.

    So I can understand that if I trigger something with the destruction staff that has the enchantment, and then move to the front bar, the debuff will still be working, but how do I get from 5 secs to upwards of 14 secs. Is it because the trigger i.e. Elemental Blockade, is still running for 14 secs and while it is running any "enchantment" will run for as long as the trigger?

    Is this unique to the blockade skill?

    That then brings up another thought, that if I can group mobs together and trigger all this, does the Crusher enchantment affect everyone that is caught in the area of the blockade i.e. chain, chain, chain, etc then crusher on blockade? Sort of bringing the mobs around a mini boss and then letting the DPSs do their thing.
  • kringled_1
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    @Fennwitty @Oreyn_Bearclaw

    Thanks. A bunch to digest, but I think I am slowly learning.

    On the range taunting, I did get the sense from some reading that the other ranged taunt (Undaunted line I think) was better than the Frost due to range (and precision of aiming), but I have not unlocked Undaunted yet, so I was more practicing the incorporation of a ranged taunt into the routines.

    But I am still confused on something. It is the issue of the duration of the enchantment.

    I knew infused trait increased something on whatever the enchantment is. I have it on the flame staff of my DPSs. And I believe uptime sort of meant that after doing something on one bar, if you switched to the other bar, it was still active (I think I got this from BSW or something, again DPS). But there was still a time countdown until it expires.

    So I can understand that if I trigger something with the destruction staff that has the enchantment, and then move to the front bar, the debuff will still be working, but how do I get from 5 secs to upwards of 14 secs. Is it because the trigger i.e. Elemental Blockade, is still running for 14 secs and while it is running any "enchantment" will run for as long as the trigger?

    Is this unique to the blockade skill?

    That then brings up another thought, that if I can group mobs together and trigger all this, does the Crusher enchantment affect everyone that is caught in the area of the blockade i.e. chain, chain, chain, etc then crusher on blockade? Sort of bringing the mobs around a mini boss and then letting the DPSs do their thing.

    Any ground based AOE weapon dot can re-trigger the enchant. Blockade/unstable wall, endless hail, and stampede all count.

    Enchants will only affect one target at a time, but its still better to group everything up as best as you can (barring mechanics that mean you need to keep one mob away from another). A significant part of group dps is ground targeted aoes, so grouped up mobs is much more efficient.
  • Bitter_Apple21
    @kringled_1

    Thanks. But my confusion is that when I read up on the Crusher enchantment, the stuff I have read talk about 5 secs duration, yet, I get the sense from some of the earlier posts that when it is triggered by the Blockade, it actually does not expire after 5 secs but actually lasts 14 secs.

    If I have that right (it lasts 14 secs), is there something unique about blockade or about AOE or something else about blockade?

    For my understanding it is a distinction of have to "retrigger" the crusher after it expires after 5 secs or something about the type of initial trigger that lets it last longer.

    Am I making any sense?
  • kringled_1
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    Any one time the enchant goes off, it lasts for 5 seconds. The 3 skills I mentioned will all have the enchant re-trigger when it expires (assuming that the skill is still active and the enemy is still in the aoe). It's not unique to blockade, its all of the ground-based weapon AOEs. (Non-weapon skills will not trigger an enchant).
  • Athan1
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    You start by tanking easy dungeons over and over on normal. Eventually moving to veteran difficulty. Read guides for the most complex dungeons, though base game mechanics are easy enough to discern even without a guide. Just keep trying the same dungeons repeatedly until you master the mechanics before moving on to the next one.
    Athan Atticus Imperial Templar of Shezarr
  • Bitter_Apple21
    @kringled_1

    Thanks. So, I do have to do something to "retrigger" the enchantment after the first expiration or since the original action I.e. blockade, is still active, does the crusher enchantment automatically restart?
  • Fennwitty
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    Thanks. So, I do have to do something to "retrigger" the enchantment after the first expiration or since the original action I.e. blockade, is still active, does the crusher enchantment automatically restart?

    Because it continues to do damage every second or so, the next time it 'ticks' it can re-trigger enchantments. Yes it's automatic as long as the target's in the area when the tick happens.
    Edited by Fennwitty on January 19, 2022 3:40AM
    PC NA
  • Bitter_Apple21
    @Fennwitty

    Thanks. I think I got it now. So, within that 14 sec window of blockade, I can throw other things around - boss, my group, mobs, etc - without worrying about things unless the boss moves out of the blockade area. That, I think, is what @Oreyn_Bearclaw was referring to earlier.

    But, it will NOT work on more than one person in the blockade. Do I have right? If so, I have to make sure blockade only covers a single target?
  • Bitter_Apple21
    @kringled_1

    Okay, rereading your response, I get it now. To test my understanding, it then does not need to be frost destro blockade, but shock blockade would work as well.

    Correct?
  • Bobby_V_Rockit
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    @kringled_1

    Okay, rereading your response, I get it now. To test my understanding, it then does not need to be frost destro blockade, but shock blockade would work as well.

    Correct?

    I like frost because it provides the whole team with a minor shield and can also apply the brittle status. I’ve been following the thread, looooaads of great tips. I still only really do normal dungeons, but somewhat follows rotation now when applicable, I did however swap out to the mythic item “Bloodlord’s embrace” for extra magicka sustain, it’s actually been pretty good.

    My only issue is when another player takes boss aggro and the immunity window over taunting has
  • kringled_1
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    Okay, rereading your response, I get it now. To test my understanding, it then does not need to be frost destro blockade, but shock blockade would work as well.

    Correct?

    Yes, any of the destruction staves will be as effective at crusher application.
    There are other passives and bonuses that mean that ice staves are usually preferred for tanks, but for just putting down crusher it can be any of the three types.
  • Oreyn_Bearclaw
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    @Fennwitty

    Thanks. I think I got it now. So, within that 14 sec window of blockade, I can throw other things around - boss, my group, mobs, etc - without worrying about things unless the boss moves out of the blockade area. That, I think, is what @Oreyn_Bearclaw was referring to earlier.

    But, it will NOT work on more than one person in the blockade. Do I have right? If so, I have to make sure blockade only covers a single target?

    You have it right, but you are over thinking it. Place it in front of you, keep your enemies in it to the best of your ability. Trying to only keep one enemy in it is way too much effort. On trash, it doesnt matter at all. You are trying to kill everything at the same time with AOE. Sure one enemy might be slightly debuffed more than the rest, but who cares. On a boss, yes, ideally you would keep the crusher on the boss 100%, but its just not realistic. If an add wonders into the fight (or you chain him on the boss) and he steals the crusher, who cares. He just gets dropped that much faster and you go back to the boss.

    Penetration is one of the most important and often over looked stats. Players all have their own base penetration, and groups should be adding to it as well (major/minor breach, Crusher, Alkosh, etc.). Bosses for the most part have 18.2k resist. So in a perfect world, you combine with your group to have 18.2 penetration. Any more is wasted, any less is a damage loss.

    That said, the notion that you will be right at 18.2k 100% of the time is just not real life. It is going to fluctuate. Most good groups build so that when everything is lined up, they sit right around 18.2k penetration, but their average for the full fight is almost always something less, because no debuff is going to be 100% unless its a base stat.
  • Bitter_Apple21
    @Oreyn_Bearclaw @kringled_1 @Fennwitty @Bobby_V_Rockit

    Folks, thanks very much. The experience, teaching and help is very much appreciated.

    Yup, I tend to drill down sometimes too deep, but often it generates some nugget of understanding. For instance, to the point that @Oreyn_Bearclaw made on penetration (or debuffing it), up to now, I was more trying to understand the how (frost, crusher, etc), and not enough on the what or why.

    To the point of digging down on something, I spent some time trying to understand what "aggro" meant. Thought it was another term for taunting. As I now understand it, it is not the same. Taunting can cause the boss to come at me like aggro does but the maintenance of the boss's focus seems to be different. So I might want to be the first one into a battle to get the aggro - so no one else falls into that - and then replace it with a taunt. I know that that is an oversimplification, but the point for me is to understand what is happening to the focus on the boss and if I actually do have taunt (as I asked before if there is a symbol for it).

    Then move to focus on the positioning of the boss to have the group not get in the danger zone, and then start the process of debuffing the boss and or buffing the group and to someone's point earlier - buffing myself (Ult regen I think @Oreyn_Bearclaw was telling me).

    A "rotation" of sorts.

    Trying to get most of this nailed down as soon, the toon will cross lvl 50, jump right up to CP800, and then things get "interesting". I have - thru the other toons - the Ebon gear, Lord warden sets and a few other types of gear to try out - Plague Doctor or Undaunted Bastion. Still got to spend time on Undaunted skills but that will take awhile.

    Even practicing chaining - not as simple as simply aiming, cause sometime the line of sight gets caught with a enemy that was already pulled. Sort of take a step to the right or left to get a better line of sight. Things like this are what I am trying to learn now.
  • Bitter_Apple21
    Folks,

    A question. I just rand Elden to farm some undaunted bastion, and I noted a few stats. The physical penetration stat read "0".

    I understand that the Crusher debuffs the Physical resistance, but to the info from @Oreyn_Bearclaw, it is a team thing to get the penetration up.

    Where does this spec come from?
  • Oreyn_Bearclaw
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    Folks,

    A question. I just rand Elden to farm some undaunted bastion, and I noted a few stats. The physical penetration stat read "0".

    I understand that the Crusher debuffs the Physical resistance, but to the info from @Oreyn_Bearclaw, it is a team thing to get the penetration up.

    Where does this spec come from?

    Your character stat sheet might not give you the full picture here. Something like the crusher enchant or Major/Minor Breach are not going to show up on your character sheet, as they are specific to the target they are applied to.

    If on PC, download "Combat Metrics" ASAP. On any fight you can see what your penetration was in the log for that fight. Understand that a tank might not actually get themselves to the 18.2k pen cap. They likely dont have the same base penetration as the DPS in their group do, nor should they. They should be focused on other things. What you really care about is that your DPS are getting to the Pen Cap.

    The other way to do it is with some math. You can look up all the various penetration buffs and simply add them up (apologies if some of these values are outdated. going off memory here):

    Major Breach: 5984
    Minor Breach: 2974
    Infused Crusher: 2109 (2741 if wearing Torugs Pact, set that buffs your enchants)

    So with just Pierce armor and Blockade from an infused crusher glyph, you are providing Pen of 11067 (5984+2974+2109). That means that a DPS with 7,133 of base penetration will be at the cap. 7 pieces of light armor (939*7=6573) almost gets you there by itself (its overkill if tank is wearing Torugs Pact), but there are many other sources of penetration.

    Some things like Major/Minor Breach, Crusher, Alkosh, etc are applied to the target and everyone in the group gets the benefits. These generally dont show up in the character sheet.

    Other things like: Armor/class passives, Sharpened trait, Lover Mundus stone, Set bonuses, are specific to the player. These generally do show up in the character sheet.

    They are simply additive. If you get into a coordinated trial group, it will be something that you discuss. The support players will discuss what penetration they are bringing to the group, and the DPS will know what base pen they need to be at to hit the cap when everything lines up.

    In group dungeons, as long as you do Major/Minor Breach and Infused Crusher, you are doing well above average. Its important info, but again, don't over think it to much. Most experienced players are going to enter Groupfinder with a little more base penetration than they would a perfectly optimized trial group. And the ones that dont give any thought to their penetration, wont notice the difference anyway.
  • Fennwitty
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    I personally don't consider tanking to use 'rotations' as much as simply juggling the various things you have to keep up, when you have to keep them up. Dynamic rotation I suppose, but it's very loose.

    Depending on the dungeon you can change slotted skills pretty frequently based on the situation you expect.

    For DK Keep your defense buffs up, your wall of elements (or other ground-based AOE which can also proc Crusher), use an Earthen Heart ability at least every 20 seconds to keep providing minor brutality through the Mountain Blessing passive. Otherwise, you block/dodge, chain pull, add damage shields, reposition and otherwise manage your resources to prevent running too low on any given one.
    Edited by Fennwitty on January 19, 2022 10:55PM
    PC NA
  • Bitter_Apple21
    @Oreyn_Bearclaw

    Thanks. Don't think I explained myself correctly. It is not the target debuff, but your post on the "group" hopefully being around 18k penetration - as a combination of the 4 players - is what I am referring to. I know I am not supposed to do major damage but to your point my penetration needs to contribute to the 18k.

    So I am still confused as to why the character's penetration stat is "0".

    I just looked at my other toons (all above lvl 50), the two DPSs are just below 6k penetration (no buffs, just standing there) and the healer is at 4500 or so (same status).

    From your math layout, it seems as if the basic character should have a penetration of 5984.

    Does this stat only show itself if you are above lvl 50? Or is it simply a screen setting thing. I do not believe I have any settings that are unique on the tank for this PC.

    On a different note, yes, I have been thinking to download that addon for my DPS units. There are times, I wonder, particularly on my Magblade, just how much I have him contributing. I know the Magplar helps with his execute, and I have been working on rotations for him to improve his "real" damage. But those two are set aside for awhile. There seems to be a bit more strategy on the tanking side.
  • Oreyn_Bearclaw
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    @Oreyn_Bearclaw

    Thanks. Don't think I explained myself correctly. It is not the target debuff, but your post on the "group" hopefully being around 18k penetration - as a combination of the 4 players - is what I am referring to. I know I am not supposed to do major damage but to your point my penetration needs to contribute to the 18k.

    So I am still confused as to why the character's penetration stat is "0".

    I just looked at my other toons (all above lvl 50), the two DPSs are just below 6k penetration (no buffs, just standing there) and the healer is at 4500 or so (same status).

    From your math layout, it seems as if the basic character should have a penetration of 5984.

    Does this stat only show itself if you are above lvl 50? Or is it simply a screen setting thing. I do not believe I have any settings that are unique on the tank for this PC.

    On a different note, yes, I have been thinking to download that addon for my DPS units. There are times, I wonder, particularly on my Magblade, just how much I have him contributing. I know the Magplar helps with his execute, and I have been working on rotations for him to improve his "real" damage. But those two are set aside for awhile. There seems to be a bit more strategy on the tanking side.

    I would expect your tank to be at 0 pen on the Character sheet (unless you had CP into piercing). I would not be shocked that your healer has some base pen because they are likely wearing light armor. Your DPS may also be in light armor or have things like a sharp trait, lover mundus, Piercing CP etc. Also, lets be honest, the character sheet can be very buggy so hard to rely on it completely.

    As an example: My magic Nightblade that is built for trials has base pen of 7822 on the character sheet. I get 5635 from light armor (6 pieces), 1487 from Tzogvin Set (4th piece bonus), 700 from piercing in the CP tree. If I want to be at the pen cap, I need to come up with 18,200-7822= 10,378 of additional penetration. Well, with a tank that does the big three (major and minor breach and infused crusher), I get an additional 11,067 , so my effective pen is 5635 (light armor)+1487(gear bonus)+700(CP passive)+11067(provided by tank)= 18,889. Technically I am over-penetrating slightly if all your debuffs are on the same target, but my character sheet is only going to show 7822.

    Think of it this way. A boss has an armor rating of 18.2k. If you stick them with pierce armor and apply major and minor breach, now their armor is roughly 9.2k . You debuffed that target by roughly 9k (rounded). That is not Specific to your character, so it doesnt show up in the character sheet. Now, anyone that attacks that enemy is effectively fighting an enemy with 9.2k armor, not 18.2k armor.

    Now lets say I am a DPS in your group. I am wearing 7 pieces of light armor that each give me 939 pen. Lets say that I have no other sources of penetration. I would expect that on my character sheet, I would see 7*939= 6573 penetration. In other words my damage ignores 6573 armor on any enemy I attack. If I attack that same enemy that you just hit with pierce armor, my base pen (which we see on the stat sheet) is 6573, but my effective pen is 6573+9000=15573. So for me, I am effectively fighting an enemy with only 18.2k-15.6k = 2.6k of armor (again, did some rounding for easy math).
  • Bitter_Apple21
    @Oreyn_Bearclaw

    I think I understand now. The penetration spec - other than from the CP tree or some unique armor - comes from wearing light armor. Correct?

    In that case, I would not normally contribute to the group pen, but my debuffing makes the other three pen values "contribute" more cause the boss has less resistance.

    I thought my character had to have some penetration on their own.

    Do I have this correct?
  • Bitter_Apple21
    @Oreyn_Bearclaw

    Found it. It's a passive on light armor skill line.

    Thanks.
  • Paramedicus
    Paramedicus
    ✭✭✭✭
    Idk if telling new tank to use wall to get crusher isn't bit of a overkill. New tanks struggle with resource management and wall is expensive (also many dung fights aren't that stationary + you can still apply debuff with light attack).
    Edited by Paramedicus on January 20, 2022 11:10AM
    PC EU
    /script JumpToHouse("@Paramedicus")
    
    ↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑
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