Tonnopesce wrote: »WalksonGraves wrote: »WalksonGraves wrote: »Tonnopesce wrote: »If i see a 50k healt tank i roll my eyes regardess the use of debuffs or not.
You realize how stupid that sounds? Hp only takes away from resource pools. Most tank abilities only scale in damage so if you have resource management handled you can use hp as a dump stat. Don't assume you know every build.
And resource pools don't matter?! Stamina for blocking. Max stamina governs how much stamina is returned by Helping Hands for DKs. But the resource that too many tanks overlook is magicka: chains, talons, etc. My DK tank runs with 28K magicka. What that means is that I can chain a lot of enemies. It means I can liberally cast Deep Breath for AoE interrupts. It means that I can spam Igneous, which allows me to sustain stamina with zero help from the healer, allows me to stay alive even if the healer is down (I can basically eat damage equivalent to my shield with every cast, and I can do a lot of casts because of a deep magicka pool, and that gives me better survivability than a tank with a large static health pool), and Igneous spam also keeps those around the tank alive too.
I run with robust resource pools--28K magicka, 19K stamina, and 30K health--which means that I can provide a lot of utility without any hand-holding from the healer. Tanks who cripple their resource pools not only lack the resources to be useful, but also require more resource sustain help from the healer.
Tanking in ESO is a resource game. You can be an adequate tank with an oversized health pool. But you can't be a good tank.
Your mistake is thinking tank = dk. Dks have *** resource management.
Agree that tanks are not only DK's but as i read the only tank that benefits from a large health pool are templars But what group support skills this type of tank have?
As a dk i can give a lot of buffs/debuffs and with a single warhorn cast i can refill my resource pool entirely while helping the whole group.
A mag Templar tank can stay alive ok but then?
WalksonGraves wrote: »Tonnopesce wrote: »WalksonGraves wrote: »WalksonGraves wrote: »Tonnopesce wrote: »If i see a 50k healt tank i roll my eyes regardess the use of debuffs or not.
You realize how stupid that sounds? Hp only takes away from resource pools. Most tank abilities only scale in damage so if you have resource management handled you can use hp as a dump stat. Don't assume you know every build.
And resource pools don't matter?! Stamina for blocking. Max stamina governs how much stamina is returned by Helping Hands for DKs. But the resource that too many tanks overlook is magicka: chains, talons, etc. My DK tank runs with 28K magicka. What that means is that I can chain a lot of enemies. It means I can liberally cast Deep Breath for AoE interrupts. It means that I can spam Igneous, which allows me to sustain stamina with zero help from the healer, allows me to stay alive even if the healer is down (I can basically eat damage equivalent to my shield with every cast, and I can do a lot of casts because of a deep magicka pool, and that gives me better survivability than a tank with a large static health pool), and Igneous spam also keeps those around the tank alive too.
I run with robust resource pools--28K magicka, 19K stamina, and 30K health--which means that I can provide a lot of utility without any hand-holding from the healer. Tanks who cripple their resource pools not only lack the resources to be useful, but also require more resource sustain help from the healer.
Tanking in ESO is a resource game. You can be an adequate tank with an oversized health pool. But you can't be a good tank.
Your mistake is thinking tank = dk. Dks have *** resource management.
Agree that tanks are not only DK's but as i read the only tank that benefits from a large health pool are templars But what group support skills this type of tank have?
As a dk i can give a lot of buffs/debuffs and with a single warhorn cast i can refill my resource pool entirely while helping the whole group.
A mag Templar tank can stay alive ok but then?
NB tanks have far better resource generation, max hp and tri stat food give you deep enough pools to hold aggro and keep buff/debuffs up.
A lot of skills useful to tanks scale with max hp, so does the effectiveness of dr.
Smashington357 wrote: »Honestly if you couldn't burn the boss without that minor debuff and had to make a forum post about this i feel sorry for your dps. You're talking about Fungal Grotto thats faceroll easy get over it. Most tanks use the morph that buff their physical resistance and most DPS i run with are magika so i'm not even sure how it helps you.
Caligamy_ESO wrote: »Tryxus
Nice NB tank,this is actually my favorite class/build to play right now, and looks like we've got similar setups except I am Stamina based with Magicka Recovery from mundus. Out of curiosity why not run Ransack & Reaping Mark? You get the major fracture and major breach for 20 seconds, assassination passives, and healing/major berserk for a moment when your mark dies.
I have mixed feelings about this thread as i'm enjoying my tank quite a lot but i can only use her when I have friends online to do pledges with because i'm still learning it a bit and I hate letting the group down which rarely happens but still the one time it did a while ago with 3 strangers they were very harsh about it.
Not defending the tank OP is referring too but i do understand he/she left the group if this "do your job" message was send in public chat and to be fair the dps's might have been a bigger problem if you stranded on the chain boss in fungul grotto then the tank not debuffing her imo.
off topic: Is 32k health for a stam dk tank too low?
I use ebon + hist bark (consider switching to tavas but not sure about resist loss) with engine guardian.
off topic: Is 32k health for a stam dk tank too low?
I use ebon + hist bark (consider switching to tavas but not sure about resist loss) with engine guardian.
DRXHarbinger wrote: »What about templar healer who refuses to use shards and repent while other 3 person is stamina user ? says : im not responsible your sustain... /kill
Because repentance if you're a healer does very little. If you're a max stam build you get a much much bigger boost and you're right in the middle of the fight where are the healer won't be in range in most cases.
It is definitely better to run repentance on a stam dps. Give it a test and see how much more stam you get back.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »Honestly I run Ransack on my tank, but only because with it I reach armorcap with monster helms.
Armor cap is overrated. No tank needs armor cap, and this is especially true after Thieves Guild. The CP revamp in that update means that there is now so much mitigation from the red tree that tanks can be well below the armor cap and be just fine. Furthermore, the most taxing trial--vMoL--has mechanics that will completely ignore your armor rating and kill you if you fail the mechanic.
The result of all this is that nobody cares about reaching the armor cap any more. You don't need it for any content in the game, and the opportunity cost of reaching the armor cap in terms of gear and skill choices is too high to justify the negligible benefit.
@code65536
So what would you say is around the armor to shoot for while going all in on hardy and elemental defender? I'm just curious. I like second opinions.
I'm just talking general ballpark, 30 K, 31 K, what? What's the armor point where you should start going all in on Hardy and Elemental Defender?
Doctordarkspawn wrote: »Doctordarkspawn wrote: »Honestly I run Ransack on my tank, but only because with it I reach armorcap with monster helms.
Armor cap is overrated. No tank needs armor cap, and this is especially true after Thieves Guild. The CP revamp in that update means that there is now so much mitigation from the red tree that tanks can be well below the armor cap and be just fine. Furthermore, the most taxing trial--vMoL--has mechanics that will completely ignore your armor rating and kill you if you fail the mechanic.
The result of all this is that nobody cares about reaching the armor cap any more. You don't need it for any content in the game, and the opportunity cost of reaching the armor cap in terms of gear and skill choices is too high to justify the negligible benefit.
@code65536
So what would you say is around the armor to shoot for while going all in on hardy and elemental defender? I'm just curious. I like second opinions.
I'm just talking general ballpark, 30 K, 31 K, what? What's the armor point where you should start going all in on Hardy and Elemental Defender?
Don't care about your resistances at all, with 5 heavy you will always have enough. Just use sets which benefit your group the most. for example Alkosh, Eben armory, lunar bastion, brands of imperium, tava and so on...just whatever your group needs
For CP just put some points in healing received (i use 30 there) and put the rest into ele-defender, hardy and a little bit into thick skinned. Maybe swap them around depending on the content.
PS: woeler made a nice video about tanking, where he explains different setups/sets/skills/whatever.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »Doctordarkspawn wrote: »Honestly I run Ransack on my tank, but only because with it I reach armorcap with monster helms.
Armor cap is overrated. No tank needs armor cap, and this is especially true after Thieves Guild. The CP revamp in that update means that there is now so much mitigation from the red tree that tanks can be well below the armor cap and be just fine. Furthermore, the most taxing trial--vMoL--has mechanics that will completely ignore your armor rating and kill you if you fail the mechanic.
The result of all this is that nobody cares about reaching the armor cap any more. You don't need it for any content in the game, and the opportunity cost of reaching the armor cap in terms of gear and skill choices is too high to justify the negligible benefit.
@code65536
So what would you say is around the armor to shoot for while going all in on hardy and elemental defender? I'm just curious. I like second opinions.
I'm just talking general ballpark, 30 K, 31 K, what? What's the armor point where you should start going all in on Hardy and Elemental Defender?
Don't care about your resistances at all, with 5 heavy you will always have enough. Just use sets which benefit your group the most. for example Alkosh, Eben armory, lunar bastion, brands of imperium, tava and so on...just whatever your group needs
For CP just put some points in healing received (i use 30 there) and put the rest into ele-defender, hardy and a little bit into thick skinned. Maybe swap them around depending on the content.
PS: woeler made a nice video about tanking, where he explains different setups/sets/skills/whatever.
Exept I dont use those sets because my build is not exactly orthodox. I have around 30 K resistances and just switched to full Hardy/Ele defend and it did pretty well, so that's what I'm goin' with. I just wanted a ballpark.
PS: I dont trust Woeler's opinion for crap. Besides, his video is about DK tanking. Mine isn't a DK.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »Doctordarkspawn wrote: »Honestly I run Ransack on my tank, but only because with it I reach armorcap with monster helms.
Armor cap is overrated. No tank needs armor cap, and this is especially true after Thieves Guild. The CP revamp in that update means that there is now so much mitigation from the red tree that tanks can be well below the armor cap and be just fine. Furthermore, the most taxing trial--vMoL--has mechanics that will completely ignore your armor rating and kill you if you fail the mechanic.
The result of all this is that nobody cares about reaching the armor cap any more. You don't need it for any content in the game, and the opportunity cost of reaching the armor cap in terms of gear and skill choices is too high to justify the negligible benefit.
@code65536
So what would you say is around the armor to shoot for while going all in on hardy and elemental defender? I'm just curious. I like second opinions.
I'm just talking general ballpark, 30 K, 31 K, what? What's the armor point where you should start going all in on Hardy and Elemental Defender?
Don't care about your resistances at all, with 5 heavy you will always have enough. Just use sets which benefit your group the most. for example Alkosh, Eben armory, lunar bastion, brands of imperium, tava and so on...just whatever your group needs
For CP just put some points in healing received (i use 30 there) and put the rest into ele-defender, hardy and a little bit into thick skinned. Maybe swap them around depending on the content.
PS: woeler made a nice video about tanking, where he explains different setups/sets/skills/whatever.
Exept I dont use those sets because my build is not exactly orthodox. I have around 30 K resistances and just switched to full Hardy/Ele defend and it did pretty well, so that's what I'm goin' with. I just wanted a ballpark.
PS: I dont trust Woeler's opinion for crap. Besides, his video is about DK tanking. Mine isn't a DK.
Doesn't matter which class, all classes have the same tasks as a tank and you can use the same sets on all classes to help and support your group. I'm not playing DK-tank atm either...but still, gearing up is exactly the same like it is on DK. You just have to adjust your playstyle a little bit.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »Doctordarkspawn wrote: »Doctordarkspawn wrote: »Honestly I run Ransack on my tank, but only because with it I reach armorcap with monster helms.
Armor cap is overrated. No tank needs armor cap, and this is especially true after Thieves Guild. The CP revamp in that update means that there is now so much mitigation from the red tree that tanks can be well below the armor cap and be just fine. Furthermore, the most taxing trial--vMoL--has mechanics that will completely ignore your armor rating and kill you if you fail the mechanic.
The result of all this is that nobody cares about reaching the armor cap any more. You don't need it for any content in the game, and the opportunity cost of reaching the armor cap in terms of gear and skill choices is too high to justify the negligible benefit.
@code65536
So what would you say is around the armor to shoot for while going all in on hardy and elemental defender? I'm just curious. I like second opinions.
I'm just talking general ballpark, 30 K, 31 K, what? What's the armor point where you should start going all in on Hardy and Elemental Defender?
Don't care about your resistances at all, with 5 heavy you will always have enough. Just use sets which benefit your group the most. for example Alkosh, Eben armory, lunar bastion, brands of imperium, tava and so on...just whatever your group needs
For CP just put some points in healing received (i use 30 there) and put the rest into ele-defender, hardy and a little bit into thick skinned. Maybe swap them around depending on the content.
PS: woeler made a nice video about tanking, where he explains different setups/sets/skills/whatever.
Exept I dont use those sets because my build is not exactly orthodox. I have around 30 K resistances and just switched to full Hardy/Ele defend and it did pretty well, so that's what I'm goin' with. I just wanted a ballpark.
PS: I dont trust Woeler's opinion for crap. Besides, his video is about DK tanking. Mine isn't a DK.
Doesn't matter which class, all classes have the same tasks as a tank and you can use the same sets on all classes to help and support your group. I'm not playing DK-tank atm either...but still, gearing up is exactly the same like it is on DK. You just have to adjust your playstyle a little bit.
Thanks, but no thanks. I asked an extremely specific question. if you'd like to answer that, great. If you'd like to reccomend I run an entirely new build because meta, no. Just dont.
Tanks are useless in 4 man dungeons
Flameheart wrote: »This topic adds perfectly to the one I started a few days ago:
https://forums.elderscrollsonline.com/en/discussion/301658/is-there-a-healer-support-strike-i-dont-know-of/p1
The response I got there was pretty disillusioning.
My own resume from that was, that if anybody posts some "instance x is far too difficult, wtf zenimax, nerf it!" I will rate that as an obvious l2p-issue.
Tanks are useless in 4 man dungeons
Yep. I've heard that getting hit by Velidreth "corpulence" as 18K HP DD is totally survivable. And Xal-Nur the slaver does not even fear-break aggro-charge so why should anyone interrupt him? Not to mention the Overfiend and Abomination, whose cleave attacks are light as a feather
Tanks are useless in 4 man dungeons
If a player from the group asks the tank or healer to run a skill, he should do it, unless he has a very good reason not to - ex. not having that skill unlocked, or slotting another buff that helps in other ways and it's considered more effective in the given situation and/or group makeup.
If a player from the group asks the tank or healer to run a skill, he should do it, unless he has a very good reason not to - ex. not having that skill unlocked, or slotting another buff that helps in other ways and it's considered more effective in the given situation and/or group makeup.
i would even consider "i cant handle bar switch so i can only slot 5 skills" as an acceptable reason.