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Tank: "It's not my job to debuff." Yeah, right...

  • WalksonGraves
    WalksonGraves
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    Tonnopesce wrote: »
    code65536 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.
  • Tonnopesce
    Tonnopesce
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    Tonnopesce wrote: »
    code65536 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.

    Not the answer i was searching.
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  • Zyrudin
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    Again a thread about this.

    @DoccEff: No disrespect intended at all, but if you are going to use the group finder, you should be prepared for anything and everything.

    If you feel that the boss mechanic needs to be explained to one of the group, then explain and even present advice, sure. Nevertheless, do not expect people to learn that way. People will learn when they PLAY through it and DISCOVER what works best.

    I am not saying that using Pierce Armor wouldn't be adequate in that occasion, I am suggesting that you should be prepared for not having it every time.

    Adapt ;)
    giphy.gif
  • Asardes
    Asardes
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    Pierce Armor costs 1.7K stamina
    Inner Fire costs 4.1K magicka (almost 3x as expensive)
    The guy had 48K health so he had probably 50+ points there, plus set bonuses and health glyphs on everything to reach that number. That leaves 14 points for his magicka pool, which should be around 10-12K. Stamina a bit lower, 9.5-10K.
    Using 1.7 out of 10 is way better than 4 out of 12, regardless of any regeneration. On that boss there's ample time to weave heavy attacks and recoup that stamina. And 48K health is overkill for any content in this game. 30K suffices for vet trials, and 25-27K for veteran dungeons and normal trials. It might look impressive, but the fact is that anything that hits over 30K is probably a scripted one shot anyway and should be roll dodged (sometimes with a break snare ex. Votary of Velidreth), which takes stamina.

    Ransack is a good skill only for PvP. In PvE the resistance bonus should be granted by the healer trough frequent use of Combat Prayer. And that grant equivalent spell resistance and, most importantly 8% more damage that's very useful to DDs. In static So pierce armor should be a tank's main taunt, the one that's used for 95% of the fights. The other one should be used sparingly, because it's so expensive. I only use it for a handful of fights, the ones where the boss moves a lot, where there are adds that spawn far and have to be brought and AoEd etc. The only boss where it's necessary in FG2 is the last one, which has to be stood far from for longer than 15s because if the black circles on the ground. An I only need to use that taunt once per phase, since I make sure to melee taunt her just before I break contact due to the expanding circles. In the Bandu fight the tank needs to taunt the ghost adds while they are mobile, and debuff one when they chain down one player. Otherwise, if the rest of the group doesn't have good DPS, it's impossible to kill that add fast enough to free the chained player. I've seen that happen plenty of times, especially when one of the DDs gets caught.

    Also pierce armor is not the only debuff a tank should use on bosses and bigger mobs. The other one is heroic slash, that applies 15% damage reduction and a snares. It also grants minor heroism, which regenerates ultimate - a tank that doesn't generate utilmate effectively is not that useful for the group. The effect applies regardless of immunity messages displayed on screen, because that message is about the snare effect, that of course does not affect bosses; the damage reduction applies though. A finer point is the crusher enchantment on weapon, that substracts another 1.6K resistance or so. You can proc that enchantments from any weapon attack, including heavy, light and any weapon skill, but not from class or guild skills.
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  • Mr_Apollo
    Mr_Apollo
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    I honestly prefer Ransack...but I'm selfish, though I'm not dickish about it and wont just, hold taunt and block...im an actual decent tank and have ways to debuff the boss
    "Am I truly lost? Is this the end of me? Perhaps...just like all stories have a beginning, all of them will have an ending"
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    "The Divines gave you a nose for a reason, Tharn. So you can keep your mouth shut and still keep breathing"
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  • visionality
    visionality
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    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.

    rofl - You must be the tank this thread is about. Totally competent post!

    *not*

    ;)
  • Tryxus
    Tryxus
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    Tryxus

    Nice NB tank, <3 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.

    Hehe thx ^^

    I did run Mark in the beginning for a good self heal during mob fights and to debuff the bosses, but as a Magicka build my Stamina is very precious to me. I only have 17k Stam so I'm trying to make the most of it. Like @code65536 said, I switched from Ransack + Mark to Pierce Armor + Mirage since Mirage provides the armor buff as well a dodge chance that helps me conserve my Stamina.

    Plus I have 4 good HoT self heals in Refreshing Path, Swallow Soul, Sap Essence and Soul Tether so I can do without the heal from Mark and leave the big heals to the healer :p
    Edited by Tryxus on November 8, 2016 10:30AM
    "Stand strong, stay true and shelter all."
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  • pattyLtd
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    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 it's still a learnign process for me even though i have 561CP i got those on a magsorc dps :).

    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.

    edit: nvm @asardes already answered it while i was typing this.
    Edited by pattyLtd on November 8, 2016 10:47AM
    English is not my native language, no grammar police please, tyvm
  • Mr_Apollo
    Mr_Apollo
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    pattyLtd wrote: »
    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.

    32k health is good enough, you don't need crazy big 50k of health to be a good tank, 32k is pretty good!
    I'm a tank myself (got a tank on every class maxed out, love the role) and I can say that I know quite a bit about the role

    "Am I truly lost? Is this the end of me? Perhaps...just like all stories have a beginning, all of them will have an ending"
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  • Tryxus
    Tryxus
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    pattyLtd wrote: »
    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.

    32K HP is fine. And yes, try to switch to Tavas since it's one of the best tank sets out there due to the Ultimate generation.
    "Stand strong, stay true and shelter all."
    Tryxus - Guardian of the Green - Warden - PC/EU
  • xblackroxe
    xblackroxe
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    Axorn 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.

    You clearly have no idea how repentance works. It scales from either magicka or stamina depending on which is higher. As you normally have either around 29k or 32-33k stamina on a stamplar depending on if you have a max stamina racial or not and on magicka you have around 36-40k on a healer depending on if you have a slot for inner light or not the healer beats the stamina dd rependes easily.
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  • Destruent
    Destruent
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    code65536 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. :)
    Noobplar
  • Doctordarkspawn
    Doctordarkspawn
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    Destruent wrote: »
    code65536 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.
  • Destruent
    Destruent
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    Destruent wrote: »
    code65536 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.
    Noobplar
  • Doctordarkspawn
    Doctordarkspawn
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    Destruent wrote: »
    Destruent wrote: »
    code65536 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.

    Also Lunar Bastion is out of the question. My rig cant run raids and I have no wish to try. Never found ultrahard content fun.
    Edited by Doctordarkspawn on November 8, 2016 11:35AM
  • Destruent
    Destruent
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    Destruent wrote: »
    Destruent wrote: »
    code65536 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.

    Oh, i don't want to dictate you a build or whatever, just wear what benefits your group the most on this specific encounter. Good tanks will usually swap gear for different bosses to maximize their effectiveness. There are also more usefull sets than those i mentioned. It all depends on what you and your group need. I also don't really understand this "tank-meta-blabla"...there's no real meta for tanking, there are just usefull and useless sets. Why should i (or anyone) use a set which doesn't benefit the group at all?

    Oh, and there is no reason to buff your resistances through CP, hardy and ele defender are a lot stronger...if that was your question...
    Noobplar
  • Asardes
    Asardes
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    ✭✭✭✭
    G0ku wrote: »
    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 ;)

    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
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    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • Integral1900
    Integral1900
    ✭✭✭✭✭
    ✭✭
    Tanking seems to have some pretty big issues.

    For one thing they are rare, don't believe me? Pick any city centre at random and count em up, I guarantee it's not the 25 percent you would need to reduce the group finder Queues.

    I use to do it but it gets tiresome when a pure tank with nearly 50000 health, 1200 wd and maxed out resistances is doing more damage than both dps combined, still haven't figure that one out, yet still gets the blame for a fail despite keeping bosses taunted, aggroed and throwing out buffs and debuffs left right and centre.

    Also you need to be willing to be a buff debuff spamming punching bag and I just got bored, that's the truth, it was dull. Real life has quite enough of being on the receiving end of things without doing the same thing in a game :D


    Edited by Integral1900 on November 8, 2016 11:57AM
  • OrphanHelgen
    OrphanHelgen
    ✭✭✭✭✭
    ✭✭
    CP 800+ dd here. Played the game for 2,5 years.
    Can say that this tank would be kicked and ignore listed before first mob pack was done.
    PC, EU server, Ebonheart Pact


    Finally a reason not to play League of Legends
  • Asardes
    Asardes
    ✭✭✭✭✭
    ✭✭✭✭
    I saw a lot of people claiming that the blazing shield full health build tank is "amazing". At 60K health, that blazing shield will absorb up to 31% of max HP, which is 18.6K. Half of that is dished out as damage to enemies in melee range when that shield expires, so we are looking at 9.3K base damage. Each enemy will increase the shield strength by 4%. Assuming there are 10 enemies around (ex. very dense trash packs), that means an increase of 40% on both shield and reflected damage. With 100 points in bastion, which is unlikely because a tank needs more points in hardy, elemental defender & thick skinned, both shield strenght and damage is increased a further 25%. So an extra 65% shield strength and damage. So the maximum value for shield when surrounded by 10 enemies is 30.1K, with 15K that can be dished out as damage every 6 seconds if the tank actually takes that amount of damage during the shield's duration. Let's say it expires in 2 seconds, after the mobs hit for 6K five times, that will be about 7.5K DPS up front damage, and something like 4-5K DPS once the mobs resistance is taken into account. The actual value will be actually lower, since there might not be than many adds around, or they don't do that much damage to break it and make it blow up. It's not negligible, but does not really amount to much because mobs in dungeons have 50-100K health, sometimes 400K health if we are talking about certain elite mobs in DLC veteran dungeons. Bosses have anywhere from 4-7M health and few of them actually have that many adds, to increase the shield's strength to the theoretical value.

    By comparison, a fully charged heavy attack from my full stamina DK tank can hit for 4.5K and a heroic slash for 6K. My crit is around 25% and I have a few points in precise strikes. And I can do that combo relentlessly, every second or so, only stopping when the boss does a heavy attack. So the actual DPS will be something like ~5.5K, higher than the potential reflected damage from a blazing shield. By that time I would have generated enough ultimate to pump another war horn or drop a standard of might on the boss and his adds - I can average one of those every 50s in intense fights. The former will of course boost group DPS by far more than a paltry 5K. A tank's ultimates won't do much damage, because usually the damage scales of maximum stamina/magicka and weapon/spell damage. A tank has to have balanced resource pools and regeneration, not spell/weapon damage. So if he drops a solar prison, standard of might, veil of blades or suppression field he will do it primarily for the added utility, and not actual damage. And in really hard fights, especially those who are dynamic, war horn beats every of the above in terms of sheer utility.

    A blazing shield build will be more effective in trolling large zergs of inexperienced players in PvP than dishing out damage in PvE dungeons, even to trash mobs. If anyone is actually dumb enough to melee a heavy armor Templar surrounded by an egg shaped yellow halo. If he actually breaks the shield and the Templar has a certain horned helmet he might get a blue tendril as bonus, on top of the reflected damage ;)
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
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    Valinor Overflow: Trader
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    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • Nidro
    Nidro
    ✭✭✭
    On my Tank, all i do is SUPPORT lol

    Thats why its called the "Horny Tank"

    Tava's Favour + Dragon(back bar) + Bloodspawn + agility sword and shield on front bar

    + being Vampire = War Horn all 20-25 seconds lol

    thats what i call Support.. I rush in, buff myself up taunt all enemies around ( not all if its just trash)

    being that Meat Shield is just a Side effect of my role lol.

    Some Tanks are just completely garbage... better take a DD to make everything faster instead most of the time.

    Of Course if you have lowbies in your Group i even try to max out my Supports.. Focus on taunts and Ulti-Regen even more, so these lowbies deal bit more damage, so it goes from 4k dps to 5k dps... a bit more atleast lol

    For Trials, i might use another Setup for specific bosses but this what i wrote above, is JUST AMAZING for ANY Dungeons
    Even all the fire based dungeons like City of Ash I or II is no Problem being a Vampire, with 38k life lol..


    Yours Nidro~


    Edited by Nidro on November 8, 2016 12:34PM
    - Champion Rank 1080 -

    Argonian Warden Tank - Never-Fights-Alone
    Highelf Sorcereress - Magicka DD - Dro m'Athra Destroyer
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    Imperial Dragonknight - Tank - Dro m'Athra Destroyer
    Khajiit Nightblade - Stamina DD - Dro m'Athra Destroyer
    Redguard Templar - Stamina DD - Dro m'Athra Destroyer
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    Argonian Templar - Healer - Heals-all-Allies -
  • Lucius_Aelius
    Lucius_Aelius
    ✭✭✭✭
    The only things that are needed for each role are for the Tank to hold Aggro and stay alive, the DPS to do damage and try not to stand where they shouldn't, and the healer to heal people and try not to stand where they shouldn't. People die sometimes but the only one who's job it is to actually stay alive is the Tank, if he's dying at all he's doing something wrong (which isn't to say I haven't died many times, I was being a bad Tank every time using sub-optimal flavor builds I thought might work and was disabused of that notion in the process of playing them, or just by being stupid and messing up). Everyone should try to stay alive of course, but if the Tank dies that's usually an automatic wipe moreso than with the other rolls, even the healer as long as the Tank has some ability to self-sustain.

    I agree with what many others have said about the jobs of a tank with a long list of things to do, but that's for greatest possible effectiveness and that can often be boring to play, and if any game limits builds to a specific setup or else you're "doing it wrong" then that game has serious design issues. I have spent a great deal of time and effort devising different tanking builds, and the core of it is always to hold aggro and stay alive, I only feel like I'm failing if I fail at either of those tasks. That being said I'd never set foot in a hard mode Trial with a flavor build, that would be foolish. Maybe a few powers will be selected because they fit my style, but the rest are by necessity the standard things people expect the best Tanks to use, being optimal in this game usually means using cookie-cutter builds and that's just how it is.

    You're not talking about a Hard Mode Trial though, or even a normal Trial, just a Dungeon. Unless the team is wiping (or someone isn't doing their job they assigned for themselves, like the DPS's are hitting like wet noodles, Tank not Taunting/dying a lot, or Healer not healing) there is no reason to ever criticize anyone for their build, if anything Dungeons are usually the place people go to test their builds and/or level up skills and skill lines they haven't used before. If they just aren't doing their job that's one thing, but there is absolutely zero reason to criticize any Tank so long as they're holding aggro and staying alive (of course excepting that they die last or die from being hit by an unbreakable CC or unavoidable attack that their team should be helping with and don't, you guys no the fights I mean, the Flesh Sculptor in ICP or the Atro on Kena in WGT, etc.).

    Doing a PUG Dungeon run and holding it against people for being less than optimal is idiotic, it's a sandbox of experimentation and flavor builds and as long as people do their essential jobs then they don't need to be optimal. Speed running is for premade groups, PUGs take as long as they take and if it bothers you when they go long then that's your problem, no one else's. That said so long as you ask someone to do something differently and don't try to suggest they're doing something wrong for not being optimal, then that's fine, and only a jerk would take offense to that. This Tank the OP was talking about was right to say that wasn't his job and the OP was wrong for insisting it was, beyond that I can't comment on if he was being a good Tank or not without having been there. Not a big deal either way though, it was a bit rude to say someone's not doing their job just because they're not being perfect or using the most optimal setup but it's not some kind of serious unforgivable transgression, it's just something you shouldn't have done and hopefully won't again in the future.
    Edited by Lucius_Aelius on November 8, 2016 12:40PM
    Daggerfall Covenant - Scourge (Xbox NA) - GT: Lucius Aelius - Lord - 648CP
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  • Flameheart
    Flameheart
    ✭✭✭✭✭
    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 from now on and will just laugh. Cry me a river.

    Edited by Flameheart on November 8, 2016 1:08PM
    Sometimes the prey turns and nips us... it's a small thing.

    So let the snow flakes and unicorns dance alone until they melt or vanish from existence, we will finish up with those smart enough to stay in the glowing circle of love.

    Selissi - CP 1k+ Redguard Stamina Nightblade (Ebonheart Pact)
    Silmerel - CP 1k+ Breton Magicka Templar (Ebonheart Pact)
    Sunja - CP 1k+ Dunmer Magicka Nightblade (Ebonheart Pact)
    Suldreni - CP 1k+ Dunmer Magicka Dragonknight (Ebonheart Pact)
    Sulhelka - CP 1k+ Altmer Magicka Sorcerer (Ebonheart Pact)
    Sylundine - CP 1k+ Breton Magicka Warden (Ebonheart Pact)







  • Asardes
    Asardes
    ✭✭✭✭✭
    ✭✭✭✭
    Both tank and healer's role includes support skills. That means running group buffs and debuffs that the DDs can't access otherwise, or they would take up a slot that would be used more effectively for a DPS skill. 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. And the claim that "buffs and debuffs don't matter in 4 man dungeons" is plain wrong. They might not matter that much when all people have max CP, BiS gear, are able to sustain and have good damage, facerolling everything, but in a weaker group not running those buffs and debuffs might mean the group will wipe instead of beating the boss. I gave the example with the chain add at Bandu. I used to PuG veteran dungeons a lot when I was 300-500 CP, mainly because I can't stand straight grinding and I wanted to benefit from the XP bonus from random dungeons instead, and farm the monster at the same time.

    I've seen a lot of failures at that boss, both failure to break the tendril by running apart, and to kill the add that holds the chain. If you have a DD that dies because he wants to melee the boss and gets tendril with the tank, then doesn't run fast enough, he will die because he has the lower health. Next the boss will chain the other DD and the tank and healer are left to save him. If they can't do enough damage to kill the add, partly because tank doesn't debuff it and/or does not have enough in one of his resource pools to pull some actual DPS, they will have 2 down and most likely wipe. The mechanics is really simple, but people will wipe again and again making the same mistake.

    So the adequate support actually matters even more when the group is weak, not just when the content is objectively hard. And most PUGs are really bad, especially in terms of DPS.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • DoccEff
    DoccEff
    ✭✭✭✭✭
    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.

    Yeah, I read through your thread too. I edited my first post and linked it there, since I think the problems we mentioned are pretty similar.
  • Flameheart
    Flameheart
    ✭✭✭✭✭
    Asardes wrote: »
    G0ku wrote: »
    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 ;)

    You don't need to mention just the DLC bosses, some of the "old/new" veteran instances in hardmode, will be "fun" too without a tank who has a taunt at least and is able to position a mob and adds. Debuffs and support might help too to burn down the 5m+ or even 7m+ healthbars, without blocking or rolldodging (or chainrez?) dozens of oneshot mechanics for 5min +.

    ...but maybe I am wrong and all PUGs consist of Flawless Conquerers nowadays :-)

    Edited by Flameheart on November 9, 2016 6:36AM
    Sometimes the prey turns and nips us... it's a small thing.

    So let the snow flakes and unicorns dance alone until they melt or vanish from existence, we will finish up with those smart enough to stay in the glowing circle of love.

    Selissi - CP 1k+ Redguard Stamina Nightblade (Ebonheart Pact)
    Silmerel - CP 1k+ Breton Magicka Templar (Ebonheart Pact)
    Sunja - CP 1k+ Dunmer Magicka Nightblade (Ebonheart Pact)
    Suldreni - CP 1k+ Dunmer Magicka Dragonknight (Ebonheart Pact)
    Sulhelka - CP 1k+ Altmer Magicka Sorcerer (Ebonheart Pact)
    Sylundine - CP 1k+ Breton Magicka Warden (Ebonheart Pact)







  • Mr_Apollo
    Mr_Apollo
    ✭✭✭
    G0ku wrote: »

    Tanks are useless in 4 man dungeons

    Sure, im pretty darn sure if tanks were useless then they wouldn't be a choice in the game, no? Not to mention, that im pretty sure many of the dungeons are a pain in the ass without a tank to keep that boss who oneshots you still. THAT and im sure the debuffs and that critical damage increase will definitely be a big reason to bring a tank. So basically reasons to bring tank:
    • Can keep bosses, and trash still in one place for easier kills from DD
    • Can maximise DD DPS
    • Can debuff boss by a massive amount
    • Works as a support

    Reasons to NOT bring a tank
    • Dungeon takes slightly longer due to not as much DPS
    • ....

    I think Ill take a tank to 4 man dungeons any time of the day

    "Am I truly lost? Is this the end of me? Perhaps...just like all stories have a beginning, all of them will have an ending"
    ~Brelin Geolas

    "The Divines gave you a nose for a reason, Tharn. So you can keep your mouth shut and still keep breathing"
    ~Lyris Titanborn

    "It is good the people wear clothing. M'aiq wears clothing. Who would want to see M'aiq naked? Sick, sick people. Very sad."
    ~M'aiq the Liar
    Kornwalsky - Dunmer - Nightblade
    Tinker Knight - Khajiit - DragonKnight
    Erenimir - Altmer - Sorcerer
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    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
  • raj72616a
    raj72616a
    ✭✭✭✭✭
    Asardes wrote: »
    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.
  • Destruent
    Destruent
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    ✭✭
    If you are tanking and providing debuffs/buffs your group. the run will be a lot smother (and sometimes faster) than with a 3rd-DD. if you are just a boss-spotting punching bag, it gets easier when you get replaced by a good DPS .
    Noobplar
  • Mr_Apollo
    Mr_Apollo
    ✭✭✭
    raj72616a wrote: »
    Asardes wrote: »
    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.

    I'm pretty sure "This would ruin my rotation and make me slightly less good and confident with my skills" as an acceptable reason
    "Am I truly lost? Is this the end of me? Perhaps...just like all stories have a beginning, all of them will have an ending"
    ~Brelin Geolas

    "The Divines gave you a nose for a reason, Tharn. So you can keep your mouth shut and still keep breathing"
    ~Lyris Titanborn

    "It is good the people wear clothing. M'aiq wears clothing. Who would want to see M'aiq naked? Sick, sick people. Very sad."
    ~M'aiq the Liar
    Kornwalsky - Dunmer - Nightblade
    Tinker Knight - Khajiit - DragonKnight
    Erenimir - Altmer - Sorcerer
    M'zorna - Orc - Sorcerer
    Kristof Nordgård - Breton - Templar

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
This discussion has been closed.