I haven't done DSA yet but my main is NB so I wanted to ask you what your gear is and what's the +Healing taken % you run with for that fight when you try and tank it? For a character without access to Footman yet (I'm VR11) I have a mix of crafted + Unassailable for my tank set. Because of not wearing 5pc Footman I end up with +39% healing taken and decent Spell damage which helps Funnel Health, Sap Essence, etc. This is with 4pc Unassailable + 3pc Shalidor's Curse + 5pc Twilight's Embrace. This is (7) pc Heavy, (1) 1550 Fire resist, (1) 630 Resist all, (1) +132 Alchemy glyph. My pots are 990 + 756 for the Health portion.This is pretty good. We haven't beaten last boss (plan to try again this weekend now that rewards are worthwhile) and we always have a bit of trouble on stage 9. So we'll try out the ideas.
My issue is that as a NB tank, I find I can't live through the fire phase of the main boss. Seems you have to be a templar or dk tank and have self heal to get through it. That's with me funneling health, drinking potions, etc. Usually I can live through first or second fire phase, but after that no luck.
Kind of sucks they have content that locks out certain classes in certain playstyles, but so far we've had our dk switch with me and do tanking while i switch to dps. We made it to last mini boss spawn, but obviously didn't make it to the main boss death.
whiteclaw47 wrote: »Isn't the boss supposed to spawn 2 more adds(the archer and the DK) when he's 25% health? Some people told that used to happen in Veteran DSA, which makes sense, since that happens in normal mode as well.
However, that happens in none of the videos I've found in this thread. Could anyone clarify?
On normal mode he spawns 2 mini bosses, on veteran mode he doesn't. When he is at 25%, he will pull everyone and deal aoe damage and then change to sorc.
I haven't done DSA yet but my main is NB so I wanted to ask you what your gear is and what's the +Healing taken % you run with for that fight when you try and tank it? For a character without access to Footman yet (I'm VR11) I have a mix of crafted + Unassailable for my tank set. Because of not wearing 5pc Footman I end up with +39% healing taken and decent Spell damage which helps Funnel Health, Sap Essence, etc. This is with 4pc Unassailable + 3pc Shalidor's Curse + 5pc Twilight's Embrace. This is (7) pc Heavy, (1) 1550 Fire resist, (1) 630 Resist all, (1) +132 Alchemy glyph. My pots are 990 + 756 for the Health portion.This is pretty good. We haven't beaten last boss (plan to try again this weekend now that rewards are worthwhile) and we always have a bit of trouble on stage 9. So we'll try out the ideas.
My issue is that as a NB tank, I find I can't live through the fire phase of the main boss. Seems you have to be a templar or dk tank and have self heal to get through it. That's with me funneling health, drinking potions, etc. Usually I can live through first or second fire phase, but after that no luck.
Kind of sucks they have content that locks out certain classes in certain playstyles, but so far we've had our dk switch with me and do tanking while i switch to dps. We made it to last mini boss spawn, but obviously didn't make it to the main boss death.
I run Resto staff for the 2nd bar if I need to keep myself up like another person suggested, and yes that leaves room for error. Healing Ward + RR + FH + improved Triad Pots + VoB is one hell of a sustain combo. Just thought I'd ask so I know for my own sake once I get to that point.
That is pretty much the set I'm building towards once I hit VR12 shortly. I'm about the same health as you also (with Cyro buff), 3280 without. Thank you for the write up and explanation from a NB point of view, it's appreciated.I run 5 pc Footman, 5 pc Whitestrakes, 2 pc boss head set (usually gargoyle, but also have snakelady).
Quick question regarding the times."whiteclaw47 wrote: »
Timer for fire casting:
100% - 75%: 50s
75% - 50%: 85s
50% - 25%: 55s
25% - 0%: 50s
The first fire casting is really fast, so the tank needs to go away from the group fast.
The times are the casting time from one fire to next, so tank needs to go away sooner (about 10s sooner).
mattlarsonmdl_ESO wrote: »Also, more importantly, how does the timer change as you push him into another phase (ie. 76%-->74%) mid phase? Do you get the extra time (35 seconds in this case)added on to the current timer?