Infinite12 wrote: »If you're only looking to get the helm, skip grobull. You don't have to kill him to get to the final boss. When I've gone helm farming in darkshade, the only boss we fight (besides the final one) is the boss in the middle that you HAVE to fight to open the door behind him (can't remember his name). Then we sneak past grobull and go right to the final boss. Though now they've changed it and you HAVE to fight all the dwarven enemies to get into the final boss chamber so that's a bit of a *** but still, if you're going after the helm, skip grobull IMO it's not worth the effort.
jakeedmundson wrote: »Thanks for the info!!
So i need to focus on more of a hybrid build?
Drop the second bar of S&B and pick up a bow? (that's the only ranged thing i could do for the last boss anyway)
Also... would i need different gear then? different cp allocation?
My damage and crit chance would be pretty low overall if i just put a bow on and used the skills.
Honestly, in ESO the "holy trinity" idea is lessened.
What kind of warrior would you be if all you could do is stand there and take hits?
What use is a healer who can't defend herself when she's cornered?
ESO has somewhat more realistic action-based real-time combat, where the tank can never be expected to grab every mob at all times. It's sort of a mess, like real combat is. Real combat isn't choreographed, and while strategy is made, it all comes down to individual members doing things well, and reacting to the situation when it comes down to it.
Please don't think of your tank as just a meat shield in ESO, as this will hold you back.
Your tank needs to be able to self-heal and dish out good damage, too.
My healer needs to be able to stand her ground (she isn't a glass canon), and she also needs to be able to dish out damage.
The Champion System as well basically funnels all players towards getting better at everything. It feels wrong at first if you were trained by other (lesser) MMO systems, but in reality ESO is closer to where a modern MMO should be.
A test you can perform to validate your build is heading into a group dungeon alone. If you have basically zero chance against the intro room mob trash packs, then you might ask why you're failing. It's all about balance. My healer can almost solo Wayrest sewers, and I kept doing that and tinkering and going "okay, what do I need?".
Once you can feel more capable in the more extreme end of the challenge, with a group things become fairly comfortable.
jakeedmundson wrote: »Honestly, in ESO the "holy trinity" idea is lessened.
What kind of warrior would you be if all you could do is stand there and take hits?
What use is a healer who can't defend herself when she's cornered?
ESO has somewhat more realistic action-based real-time combat, where the tank can never be expected to grab every mob at all times. It's sort of a mess, like real combat is. Real combat isn't choreographed, and while strategy is made, it all comes down to individual members doing things well, and reacting to the situation when it comes down to it.
Please don't think of your tank as just a meat shield in ESO, as this will hold you back.
Your tank needs to be able to self-heal and dish out good damage, too.
My healer needs to be able to stand her ground (she isn't a glass canon), and she also needs to be able to dish out damage.
The Champion System as well basically funnels all players towards getting better at everything. It feels wrong at first if you were trained by other (lesser) MMO systems, but in reality ESO is closer to where a modern MMO should be.
A test you can perform to validate your build is heading into a group dungeon alone. If you have basically zero chance against the intro room mob trash packs, then you might ask why you're failing. It's all about balance. My healer can almost solo Wayrest sewers, and I kept doing that and tinkering and going "okay, what do I need?".
Once you can feel more capable in the more extreme end of the challenge, with a group things become fairly comfortable.
It's hard to understand why only the healer and tank are expected to take multiple jobs and the dps only need to focus on 1 thing.
Question though... doesn't spell damage, spell crit rating, and magicka pool help healers with dps? They should automatically have decent amounts in these categories if they heal, right? (i'm not being a smart a$$... honestly asking)
i'm assuming their set bonuses might be slightly different for healing compared to dps though.
A tank needs health and resistance to survive. But we also need magicka to use our buffs and heals. AND we need stamina to block, break free, and taunt. Also... none of the tanking gear adds to weapon damage, weapon crit, or stamina pools.
I really agree that each class and job should be self reliant... but i always hear the opposite side of it too about "its an MMO, you have to rely on your group members"
I do understand (and like) the idea of being well rounded... but if its dependent on the champion system i'm in trouble with only 100 CP. (not sure how people have 300+ on console already)
i'm somewhere in the middle of casual and hardcore... i play a lot but i don't do anything competitively. (like pvp)
The problem i keep running into is...
If i try to do more dps... i end up having something like.. 22kish health with food but a large enough stamina pool to help dps and something close to 15-20k resistances. Then i have a hard time staying alive in a lot of vet dungeon scenarios.
If i stick with tanking only.. i have 30k health and 30k resistances but little dps/stamina pool. (around 17k stam) And i'm stuck in the place i am now