I just hit VR1 and was wondering where I should put my attributes. I've got about 35 in health and the rest split in magicka/stamina.
goella1310 wrote:goella1310 goella1310
Soul Shriven
how can you make more dmg with this build when you wanna lvl or grind on veteran ranks?
Edited by goella1310 on August 31, 2015 1:08PM
#35
1:07PM
Blackheart0129 wrote: »
I do not know what the original author would suggest. This is just what I use to either deal more damage or when I'm grinding veteran ranks.
If you have enough skill points use Dual Wield or 2 Handed for the second skill bar. If not you can keep using Sword & Shield im just not sure if it will produce the same amount of damage.
My 2nd Skill Bar
Rapid Strikes - For single Target
Molten Armaments or Obsidian Shield - Either one will work. If your Dual Wield this will also grant you the Finisher (aka execute) skill that Dual Wield lacks.
Choking Talons - This lets you control bigger mobs and debuffs them.
Fiery Breath - AoE damage
Evil Hunter - Provides Major Savagery passively
Flawless Dawnbreaker - gives you more weapon damage. You can also use Standard of Might for AoE and reduces the incoming damage.
If your using 2 Handed replace Rapid Strikes with Wrecking Blow. Also replace Choking Talons with Executioner. You also replace either Molten Armaments with Rally. I cant remember what Rally gives you but if it provides Savagery replace Evil Hunter instead.
goella1310 wrote: »how can you make more dmg with this build when you wanna lvl or grind on veteran ranks?
Blackheart0129 wrote: »@goella1310
I am no expert by any means. Im only at VR6 but the only class ive played since it was released on console has always been a stamina build DK.
My first bar is almost the same except for Choking Talons. I have Obsidian Shield instead because I like damage shields and love the fact that I can help my team by giving them one. Plus it also gives me an ability to give myself an offensive buff on my tanking set up.
For my farming and solo build i just replace Pierce Armor with Heroic Strike to build ultimate faster. I pop all my buff and then charge in. Switch to bar 2 as soon as I begin my attack. Then if and when my buff wears off I switch back and pop all my buffs again. This way you can survive while dealing serious damage. Actually i use that same setup when Tanking sometimes because I want to have my DPS readily available. Its great for Resource management but once you do run out of resources and couldn't get it back you'be done with. Having those potions always handy is great.
Khoraak_StormCat wrote: »I'm rather disappointed.....
That I am the first person to give an awesome vote to your guide.
I too have been a Nord DK Tank throughout the entire game. I was trying to offer up more dps for my team with all sorts of magicka based crazy stuff and I got a little distracted. Thanks for refreshing my tanking mind with your straightforward talk.
I am excited about the fact that you have s+b for both weapons.. I have been thinking about trying this for some time. My build was pretty much the build you describe here. I tried going pure dps but I just can't keep up with those crazy kitties... maybe if i can be bothered, I'll get my dual wield up; I have never even touched a pair of daggers, that's how pure tanky I am...
Although I have a levelled up resto staff as a back-up, to help squishy lower level Guild-mates out, as they want to move up in the guild, hitting the veteran dungeons themselves.. I would use heals instead of magicka attacks - just maintaining taunt and cc. Healing with ring of pres, igneous shields, resto staff. Maybe firing Structured Entropy, Eruption and inner fire on the boss (a few potions here n there lol) I tended to use resto staff for Darkshade Caverns' Engine Guardian boss Gold key run for a vr1-5 team.
Thank you very much for your guide, it has shown me that the simple set up I used as my staple was always a good one
Skal!
Anlaemar wrote:Since you're probably not blocking a good portion of the time during most cases, Hisk Bark/Footman is obsolete and obviously Blood Spawn isn't useful now but for its ult regen. Don't get me wrong, if you have this, you can still do most if not all content (because I have). These sets (minus BS) will most likely be essential for the Axes in AA, but beyond that there's defiantly better sets, preferably sets that procs "on hit" since you'll definitely be getting hit a lot. Now to theory craft, sets that will be considered (http://esoacademy.com/imperial-city-item-sets/ for set bonuses):
Brands of Imperium: This will definitely be a top pick, though it comes from drops. Won't have access to this right away, though I'm liking the looks of it.
Leeching Plate: This set seems interesting. Would be a good pick if you're looking to add DPS to a build.
Set of the Armor Master: (Craftable) This will most likely replace Hist Bark in my setup for the time being. Gives a bit of everything that a tank needs.
Black Rose: This will be my go-to set for soloing.
For an undaunted set, some would say Engine Guardian. Good set, used it till 1.6 and switched to BS. Though I think Scourge Harvester is where it'll be at for tanks, for me at least. Again, an "on hit" proc which heals.
As for jewelry, swords, and shields... Footman jewelry can still give decent stats for a straight up tank style to keep for awhile. S/B though... If you have a Master's Sword, stick with it. Shield it doesn't really matter (if you have Footmans). Or you can use a couple of the new Agility/Endurance sets. The three piece sets are useless IMO unless you're going for a more hybrid setup. You could always do a two piece sets. (Both rings one set, neck and shield another). Just thoughts, don't know if it would be optimal.
In any case, my aim is the same with regards to magicka/stamina, which is to use both pretty equally. I mean our best heal and CHAINS! use magicka, amiright? And I use CHAINS! a LOT. It's at the point were if something is not in arms length, I chain it in without thinking. If all of your focus is on stamina, you can only pull off so many chains in a pull, and I can't bring myself to limit myself of chains, lol.
Anyway, while I'm still in the process of theory crafting my tank, suggestions/input is welcome! .
Anlaemar, do you still use Green Dragon Blood after update 2.1.4? Or you've changed it to Coagulating blood? If so, do you feel yourself comfortable with it?
Anlaemar wrote:- This one can actually be debated on. While Coagulating Blood can be useful for those tanks with less than 30k health ( ) , I don't need that extra healing. I personally benefit from the stamina regeneration of GDB. Yes, you get Major Endurance from both GDB and tripots. I use tripots for the restores, not the regeneration. GDB takes care of my stamina regeneration besides, and health recovery is the most worthless thing in the game, that just leaves magicka. Which I'm cool with.
Anlaemar, do you still use Green Dragon Blood after update 2.1.4? Or you've changed it to Coagulating blood? If so, do you feel yourself comfortable with it?
Hi mate
Pre 2.1 most tanks ran/run footmans+hist bark. However with the block nerf, as you also note, it could be time to move away from these sets, at least maybe hist bark.
Im thinking something like 3 x 4 set bonuses:
4 x footmans, 4 x armor master and 4 x alessias bulwark. You sacrifice 5 point bonusses, but as stated above, you wont be blocking as much, so are they necessary? I know there is the set from one of the new dungeons, which gives shields to whole aprty, but that can be a long time goal. For just getting started, the above 3 x 4 set bonusses would provide quite alot in terms of health, armor and protection.
Hi mate
Pre 2.1 most tanks ran/run footmans+hist bark. However with the block nerf, as you also note, it could be time to move away from these sets, at least maybe hist bark.
Im thinking something like 3 x 4 set bonuses:
4 x footmans, 4 x armor master and 4 x alessias bulwark. You sacrifice 5 point bonusses, but as stated above, you wont be blocking as much, so are they necessary? I know there is the set from one of the new dungeons, which gives shields to whole aprty, but that can be a long time goal. For just getting started, the above 3 x 4 set bonusses would provide quite alot in terms of health, armor and protection.
Blackheart0129 wrote: »Its true that with Update 7 Tanks wont be blocking as much but thats simply because prior to Update 7 most tanks just holds up their block and the only time you really see it drop is when they're casting a spell or when they're out of stamina. With that said though it doesnt mean that you will mostly rely on the damage shield. I think blocking will still be very essential to a Tank but instead of just holding down block button it will now require some skill and timing.
I do believe that blocking will still play a big role. You will no longer recover stamina but it doesn't mean a tank cant rely on blocking as its main damage mitigation. Now it just means that you have to find a way to go around that blocking nerf through blocking cost reduction and conserving as much stamina as possible while learning to time your blocks more perfectly. With that said what makes 5 piece Hist Bark set amazing is that it gives you a chance to completely avoid any incoming damage without any cost on your resources. Since the attack never came in contact there is no stamina cost.
There is no down side to the set itself. By using 4x Footman's, 4x Armor Master, & 4x Alessia's you miss out on the 5 piece set bonus of the footman. Plus using those three sets will put you above the cap for Physical Resistance. You might be better off using 5x Armor Master, 5x Tormentor, 2x Engine Guardian. Though that would still imply that you would rely on Damage Shield for damage mitigation more than you would on Blocking.
That's just my thoughts about that. Though i have to say since Im playing on the console i havent really tried playing the game with the block nerfs in place. So my opinions might change once update 7 comes live on the consoles.
GiantDad85 wrote: »Hey Anlaemar,
sorry for my english, I would like to thank you for this build/guide, I rolled a nord dk before finding this masterpiece out and well.. I fell in love with it!
I'm going to try out how the new patch works (i'm on ps4) and to be honest I'm a bit concerned about not having that large health pool anymore.. I'm at VR2 btw, and this is my first character on ESO.
My tanking style before patch was like taunt everything>shield up>repeat taunt when needed>shield up (a little monotonous but very effective and yes, I'm a kind of "purist" when talking about tanking, I mean mega health pool+heavy armor+shield+taunt.. and that's all ).
Is missing all the health we had before a big problem in your opinion? This plus the stamina regen nerf make me feel like being naked
With my group we are going to try out the undaunted veteran dungeons, do you have any hints about tanking in them?
Thanks , keep up the good work
cmackay2010rwb17_ESO wrote: »"Molten Armaments or Obsidian Shield - Either one will work. If your Dual Wield this will also grant you the Finisher (aka execute) skill that Dual Wield lacks."
What finisher are you referring too here?