Rune_Relic wrote: »Priority order for me:
1. Damage Sink. Stay Alive.
2. Grief Magnet. Keep group alive by distraction and CC...primarily the healer. Draw focus. If the healer dies everyone dies even if you will be the last to fall. You need to get them back up.
3. Buff engine. Debuff NPC and Buff group to keep them working as well as possible. Synergise.
4. Backup role. Step in with additional DPS or Healing if you have time to spare. Especially any DoTs/HoTs you can throw.
How you achieve those objectives depends on skills/gear/experience etc.
With a well built team you'll be looking at gear and synergy coordination too.
DK are pretty much made to measure.
Not saying you shouldnt experiment with other classes if you enjoy them.
But you'll have to work harder.
IMHO.
Things are changing. Especially with DB. Many people will be experimenting with builds yet again.
FrostFallFox wrote: »This is the last type of character I need to make but I'm really scared because I don't know how it works.
I think I understand that I need to taunt, bash, CC, and stuff but what else?
Do I focus on resistance (Armor Master), Max health, or recovery?
I'm in between a Dragonknight or a Templar.
I just want to come in clutch during trials :'(
vyndral13preub18_ESO wrote: »Rune_Relic wrote: »Priority order for me:
1. Damage Sink. Stay Alive.
2. Grief Magnet. Keep group alive by distraction and CC...primarily the healer. Draw focus. If the healer dies everyone dies even if you will be the last to fall. You need to get them back up.
3. Buff engine. Debuff NPC and Buff group to keep them working as well as possible. Synergise.
4. Backup role. Step in with additional DPS or Healing if you have time to spare. Especially any DoTs/HoTs you can throw.
How you achieve those objectives depends on skills/gear/experience etc.
With a well built team you'll be looking at gear and synergy coordination too.
DK are pretty much made to measure.
Not saying you shouldnt experiment with other classes if you enjoy them.
But you'll have to work harder.
IMHO.
Things are changing. Especially with DB. Many people will be experimenting with builds yet again.
You have 1 and 2 backwards! You need to get and keep the boss on you! If you arent doing that you might as well be dead!
Yes im a dps.. So what?
vyndral13preub18_ESO wrote: »Rune_Relic wrote: »Priority order for me:
1. Damage Sink. Stay Alive.
2. Grief Magnet. Keep group alive by distraction and CC...primarily the healer. Draw focus. If the healer dies everyone dies even if you will be the last to fall. You need to get them back up.
3. Buff engine. Debuff NPC and Buff group to keep them working as well as possible. Synergise.
4. Backup role. Step in with additional DPS or Healing if you have time to spare. Especially any DoTs/HoTs you can throw.
How you achieve those objectives depends on skills/gear/experience etc.
With a well built team you'll be looking at gear and synergy coordination too.
DK are pretty much made to measure.
Not saying you shouldnt experiment with other classes if you enjoy them.
But you'll have to work harder.
IMHO.
Things are changing. Especially with DB. Many people will be experimenting with builds yet again.
You have 1 and 2 backwards! You need to get and keep the boss on you! If you arent doing that you might as well be dead!
Yes im a dps.. So what?
I have two characters capable of tanking, and they fill very different roles.
I have a magicka DK with a tanking setup that is suited for a "traditional" tank role.
- Very defensive and "tanky"
- Lots of support capabilities: Chains for mob positioning, Talons for area CC and mob positioning, and Deep Breath for AoE interrupts
- Reliable resource management: guaranteed stamina from each stomp of my foot, and ultimates restore my resources
- Does virtually zero damage
- Mediocre self-healing
To further compound her role as a support machine, she wears Blood Spawn + Tava's so that I'm an Aggressive Warhorn factory.
My DK is the tank that I'll use if asked to tank a trial, and for 4-man content, it's a tank that I don't mind using if I know that I'm in a good group--a group that could actually make use of the type of support that I provide. However, I hate running a PUG dungeon with my DK tank because it places me at the mercy of the rest of the group. If I get a good group with good DPS, it's fun to tank with my DK. If I'm in a bad group, with bad DPS, all the support that I provide is wasted, and since I'm incapable of doing much damage or healing, I can't carry the group and am helplessly at the mercy of the rest of the group.
Usually, if my DK tank ends up in a bad PUG, I switch her out of tank into light-armor-and-staff DPS (maybe with a sword-and-shield back bar to off-tank a boss) because otherwise things just don't die. But switching to light-armor "tanking" usually means me dying a lot. This is why I rarely do Group Finder as a tank on my DK.
My main is a magicka nightblade and she too carries a set of tank gear in her bag... and she's the best tank for 4-man content and for PUGs.
- Squishier and not as "tanky" as my DK, but that's fine for the 4-man content in this game.
- Very good DPS (by tank standards, at least). And very good self-healing. I can solo most normal dungeons in my tank gear.
- Very limited support capabilities.
- Resource management is tougher, as Siphoning Attacks is an RNG proc, and light-attack procs of SA require that I drop block, which isn't always feasible.
The gear setup is also very different. I run heavy Kagrenac's, Engine Guardian (it's good for a nightblade tank since I have a cheap spammable ability--Funnel--that I'm casting every GCD, and it fills the gap left by the nightblade's mediocre resource management), Willpower, and Torug's. It's like a DPS setup, except in heavy. I have a bit over 25K health and 17K stam--both stats are worse than what I have on my DK--but I also have 33K magicka and 2K unbuffed Spell Damage. With that much magicka and SD, I can out-DPS many PUG DPSs. And with that much magicka and SD, I put out a lot of off-healing (Funnel is better than Swallow) and usually am not too worried about bad healers.
The way my tank "supports" the group is that I provide a lot of DPS and off-heals (well, a lot by tank standards), and War Horns or Veils whenever the situation calls for it. It's great for 4-man content because, there, the DPS contribution from the tank can actually make a difference, and it's awesome for running PUGs because if I get a bad group, I have the DPS and heals to carry them. I would not even consider taking her into a 12-man trial, however, as she is simply not the kind of tank you need for that sort of content.
So, really, it depends. You want to tank 4-man content and do well in Group Finder? Nothing can beat a magicka nightblade tank for two simple reasons: Funnel Health and Sap Essence. These abilities are (1) insta-cast and block-castable (you do not want to be stuck in a channel or cast animation while tanking, and you need to be able to block-cast while tanking) and are (2) class abilities, which mean that you can use them regardless of what weapon you have equipped, allowing you to use sword-and-board on both bars. Couple that with the healing from both abilities and Funnel's range, and this is why nightblades are simply unmatched in their ability to do DPS as a tank. No other class comes even remotely close.
If you want to be a traditional tank with good survivability and awesome support capabilities, you really have to go with a DK. Especially for something like vMoL, where talons, chains, and AoE interrupts are all very important. When it comes to supporting the group, the no other class comes remotely close to the DK.
I love both of my tanks, and I have a lot of fun tanking on both characters. But it's two very different playstyles.
Pyr0xyrecuprotite wrote: »A GREAT tank should:
6. be able to cc and group adds/trash so that it's easy for the DPS to kill them fast
7. easily switch to high DPS mode (usually with alternative gear) for fights where a tank is not needed, e.g. Planar Inhibitor or Engine Guardian
8. be able to survive an 80k hit from the Manticora in Sanctum Ophidia (generally requires maxed physical resist)
9. do significant DPS in addition to tanking
Pyr0xyrecuprotite wrote: »A GREAT tank should:
6. be able to cc and group adds/trash so that it's easy for the DPS to kill them fast
7. easily switch to high DPS mode (usually with alternative gear) for fights where a tank is not needed, e.g. Planar Inhibitor or Engine Guardian
8. be able to survive an 80k hit from the Manticora in Sanctum Ophidia (generally requires maxed physical resist)
9. do significant DPS in addition to tanking
Let me translate this into a simmpler way... in order to tank, as i said before joking... you need to be a DPS :P
Challenger 2 and Leopard 2 are both in many ways superior to the Abrams. They all use the same gun but the British and German tanks have better fire control systems. They all use the same armor principle, but here the Abrams is probably the most capable of sustaining damage, but only just. The 2 European tanks accelerate much faster and burn far less fuel, and the Leopard is lighter so they can use bridges the Abrams cannot. The Israeli Merkava is just as survivable, and deadly, but slower, but it can carry a squad of infantry as well.
If I were a tank commander, I would pick the Leopard for it's greater mobility and overall lethality.
I served with 2/5 Cavalry during desert storm as a member of a tank brigade, equipped with Abrams.
Also, only one Abrams equipped unit EVER won the Canadian Army Trophy.