Heavy Armor Values/Tank Question

MrTarkanian48
MrTarkanian48
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I am building my first tank (Imperial DK) which is currently VR1, but just game-planning what sets I will be going for at end game. Just wondering if anyone knows the following:

1) What is the baseline Physical and Spell resist that all characters have without gear/racial passives?

2) Does anyone have the armor values for each of the 7 V16 Gold Heavy armor pieces? Or what the total value of 7/7 Gold Heavy V16 would equate to altogether? (If you have the values please state whether or not the values were including the reinforced trait)

I am trying to see what kind of set bonuses I will need to get at or near the 33,000 cap
Wood Elf Stam NB (PVP)
Redguard Stam Sorc (PVP)
Altmer NB (DPS)
Imperial DK (Tank)
Redguard DK (DPS)
Altmer Templar (Healer)

EP - PS4
  • NBrookus
    NBrookus
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    V16 Cuirass gold reinforced: 3215
    V16 Greaves gold reinforced: 2812
    V16 Sabatons gold divines: 2425
    V16 Pauldrons gold reinforced: 2812
  • M_TeK_9
    M_TeK_9
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    I usually try to aim for 30k resistances after popping immovable or hardened armor. 30k life at 20k stam for blocking and breakouts. This is all depending on your racial passives too.

    Have at least 1 set with spell/physical bonus' and another set with health, resource regen, or healing received. Healing received received makes you easier to top off for the healer and it's quite noticeable.

    I've probably spent over 1m in respecs with my tank just experimenting with anything I think may work and the best advice I can give you is that your play style will fit a certain type of build and the only way to find it is to experiment. You'll find your home.
    Edited by M_TeK_9 on January 8, 2016 11:27PM
  • paulsimonps
    paulsimonps
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    forums.elderscrollsonline.com/en/discussion/187110/dmg-mitigation-for-tanks

    Just gonna drop that here and say that for a PvE tank hardcapped resist is really not necessary. Its a bit of an old post but the math is very much still the same and last I ran my number btw the Hardcap is 33150 resist. Which as I said is not necessary to get high enough mitigation to do all current group endgame content as a tank. Though of course if you made a build that worked on blocking as little as possible and used damage shields and hardcapped resists to survive then yea, but if not then no.
    Edited by paulsimonps on January 9, 2016 12:07PM
  • Resipsa131
    Resipsa131
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    forums.elderscrollsonline.com/en/discussion/187110/dmg-mitigation-for-tanks

    Just gonna drop that here and say that for a PvE tank hardcapped resist is really not necessary. Its a bit of an old post but the math is very much still the same and last I ran my number btw the Hardcap is 33150 resist. Which as I said is not necessary to get high enough mitigation to do all current group endgame content as a tank. Though of course if you made a build that worked on blocking as little as possible and used damage shields and hardcapped resists to survive then yea, but if not then no.

    Your link is bad I think
  • paulsimonps
    paulsimonps
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    Resipsa131 wrote: »
    forums.elderscrollsonline.com/en/discussion/187110/dmg-mitigation-for-tanks

    Just gonna drop that here and say that for a PvE tank hardcapped resist is really not necessary. Its a bit of an old post but the math is very much still the same and last I ran my number btw the Hardcap is 33150 resist. Which as I said is not necessary to get high enough mitigation to do all current group endgame content as a tank. Though of course if you made a build that worked on blocking as little as possible and used damage shields and hardcapped resists to survive then yea, but if not then no.

    Your link is bad I think

    So it was, fixed now I hope
  • MrTarkanian48
    MrTarkanian48
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    Ok, thanks for all the responses.

    I guess having never tanked before I am just trying to determine what I should be shooting for armor-wise. Given that Tempering Alloy goes for 12K a pop, making mistakes seems expensive...

    I am currently planning on mimicking features of Deltia's T7 build, Imperial DK. (http://deltiasgaming.com/2015/08/02/eso-dragonknight-tank-for-update-7/). I currently have 310 CP, but play often, and want to have this build planned around eventually being at 501.

    Large stamina pool/low stam regen, Engine Guardian 2 Pc and high cost ultimates for resource management with Battle Roar. Sword and Board on both bars. I plan on eventually grinding Maelstrom (with my DPS build) to get the Maelstrom tank weapon, since it seems to be incredibly powerful.

    CP: Green: Magicka Reduced Cost/ Magicka Regen, (ranged taunt, igneous spam for EG proc and stamina return)
    Red:Reduced Block Cost (at least 75 to get the 75% armor increase on shield), Heavy Armor Focus
    Blue: Blessed or maybe Mighty/Elemental to help with some damage/dots.

    The link posted before seemed to illustrate that having the 5 pc Footman's bonus isn't that big of a deal, but how big are the phys/spell resist on the 2,3,4 on footmans?

    Assuming I have the following:
    2 Pc Engine Guardian (Heavy/Gold)
    Maelstrom Sword (Phys/Spell Resist)

    Leaves me with 3 jewelry slots, 5 armor slots, 1 shield slot

    Debating between 5 piece Hist Bark vs Armor Master.

    Then betwee 4 piece Pariah vs 2pc Endurance/2pc Agility

    Any input/suggestions welcome










    Wood Elf Stam NB (PVP)
    Redguard Stam Sorc (PVP)
    Altmer NB (DPS)
    Imperial DK (Tank)
    Redguard DK (DPS)
    Altmer Templar (Healer)

    EP - PS4
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