Interesting, while similar to the Plague Doctor/Green Pact build (Imperial 65K Health) i'm currently running, this looks better as I'm currently one dimensional and being strictly shields I cannot really perma block. I only blocked heavies of course. (I can do all Vet dungeons) but think I'm wholly unprepared for Trials. (Axes for example)
Thanks for the build. My current build allowed me to safely learn to tank Vets and drag others (lower CP) through content as my high health with Igneous was shielding the entire party for 14-18K shields constantly (me 24K shields) every 3 - 6 seconds as needed, with my 2.5K Mag recovery. This new build adds extra elements to it.
I've been wondering if I was over shielding in 4mans. And most times not everyone is getting hit hard so shields expired not getting used. And healer had nothing to do alot of dungeons lol, but goof off DPSing...those that were specced for it
This gives me some purpose.
Awesome work man.
Interesting, while similar to the Plague Doctor/Green Pact build (Imperial 65K Health) i'm currently running, this looks better as I'm currently one dimensional and being strictly shields I cannot really perma block. I only blocked heavies of course. (I can do all Vet dungeons) but think I'm wholly unprepared for Trials. (Axes for example)
Thanks for the build. My current build allowed me to safely learn to tank Vets and drag others (lower CP) through content as my high health with Igneous was shielding the entire party for 14-18K shields constantly (me 24K shields) every 3 - 6 seconds as needed, with my 2.5K Mag recovery. This new build adds extra elements to it.
I've been wondering if I was over shielding in 4mans. And most times not everyone is getting hit hard so shields expired not getting used. And healer had nothing to do alot of dungeons lol, but goof off DPSing...those that were specced for it
This gives me some purpose.
Awesome work man.
I'm migrating my Tank to this build. I only have 1 Draugr 1H and Necklace so I need to farm 1 more 1hand, both Rings,and both ShieldsNot the worst grind in the world compared to other RNG based things but it's not a instant thing either.
I'll have to literally bribe some party members to get what I need. I could only pray a Defending 1h drops of any type. Also In two years I've never seen a shield drop. Ever.
I may give this a go I like to take tanking easy some times
Been thinking about a Dragonknight.
You played this as a Nord, I'm assuming you felt this was the best race for the build, would playing as an Orc, Breton, or Redguard hamper the build much? So far Daggerfall is the only alliance I haven't played yet.
This build is designed to be the best of both for across the board content.
Hp tanks have loads of hp and low stam, block tanks have lowish hp and high stam. This has the high end of BOTH while also hitting cap (or close to) resists with high magicka recovery for sustain. Big heals based on max hps, big shields based on max hps and a massive stam pool for you blockers out there:)
This is made with all players in mind whether they are NEW or EXPERIENCED. Easy to farm in a small group. Full description and locations for loot also noted in the video.
Please note - if you are looking for ebon and alkosh...there are already videos for that!
There are MANY sets in the game, this is simply an alternate combination to satisfy both the health tanks and the block tanks at the same time. Enjoy!:)https://www.youtube.com/watch?v=qT9WdBD0RWQ
Princess_Ciri wrote: »This is okay but Seb from Hodor actually invented this build on console quite a long time ago. I don't see any credits to him anywhere. Very strange.
Princess_Ciri wrote: »This is okay but Seb from Hodor actually invented this build on console quite a long time ago. I don't see any credits to him anywhere. Very strange.
Princess_Ciri wrote: »This is okay but Seb from Hodor actually invented this build on console quite a long time ago. I don't see any credits to him anywhere. Very strange.
Deepblue962 wrote: »This build is designed to be the best of both for across the board content.
Hp tanks have loads of hp and low stam, block tanks have lowish hp and high stam. This has the high end of BOTH while also hitting cap (or close to) resists with high magicka recovery for sustain. Big heals based on max hps, big shields based on max hps and a massive stam pool for you blockers out there:)
This is made with all players in mind whether they are NEW or EXPERIENCED. Easy to farm in a small group. Full description and locations for loot also noted in the video.
Please note - if you are looking for ebon and alkosh...there are already videos for that!
There are MANY sets in the game, this is simply an alternate combination to satisfy both the health tanks and the block tanks at the same time. Enjoy!:)https://www.youtube.com/watch?v=qT9WdBD0RWQ
First, thank you for all the videos, builds and mechanics. Sooo helpful. I apologize if you covered this in the video, I did watch the entire thing, but didn't catch it if it was there. I'm following your build for gear and rotations, but still trying to acquire the gear. Work in progress. But, in addition to being the most badass tank for Dungeons, I play a lot of solo PVE. I love that I can solo a Dolmen, but god it takes forever. So do you have any recommendations for a quick gear and skill swap to maximize dps and still be tanky? I'm not looking to respec anything from the build you gave, just focus a bit more on damage to minimize battle times. I'm having a look at your DK DPS builds for some ideas, but this may require different gear/skills since all my points are in Health (again, not wanting to change that), and Heavy Attacks restore Stamina, but many of the stronger dps skills are magicka based. Thoughts / recommendations?
EDIT: Since I initially wrote this out, I've tried a few things on my own, and it has helped, but I'm not where I want to be yet. So far I swapped heavy gear (Chest, Legs, Waist, Feet, Hands - all purple) for 5 pieces of seducer with Divines Trait and Magicka Enchant. Then grabbed a couple of Lightning Destro Staves (nothing fancy yet). Currently using all Plague Doctor Jewelry, and Heavy Plague Doctor Head and Shoulders (with Health Enchants) so as to not loose all the Health. So with Blue food (Health and Magicka), I'm sitting about 40k Health, 20k Magicka, and 11k Stam. And just as a simple test, I can take down a Mammoth in about 25 seconds. I know, not that great, and partly due to my lack of skill in rotations, but still way better than I was doing with the pure tank/block/health gear, and still took little to no damage without any shields. I've been trying Igneous Weapon, then Shock Touch, BS, Elemental Blockade, Venomous Claw, Noxious Breath, then spamming Flame Lash and LA, Putting in HA when needed for Magicka Restore, and making sure to keep up all those DoT's. I keep Inferno on both bars and keep it up too for the DoT's, but just having it slotted gives Spell Prophecy, granting 2191 to Spell Crit. Also, I have made no changes to the CPS that you've recommended to keep this a "no-cost" gear swap. Not polished at all, just experimenting to see what works, but I'm still curious what you think, or what might be optimum. Now I can swap back to the EASY TANK build for dungeon support with a keystroke of "Dressing Room", and it costs me nothing. And when soloing PVE, hopefully cut down on my battle times somewhat, which was the whole point of this experiment. Thanks for reading. PS: I should point out that I'm not maxed on Light Armor or destro staff skill lines and passives yet.
Silver_Strider wrote: »I long for a day when Tank can be used ambiguously and not synonymous with DK >_>
Not mocking the build or thread, just stating my desire to see some actual diversity in the tank meta.
Silver_Strider wrote: »I long for a day when Tank can be used ambiguously and not synonymous with DK >_>
Not mocking the build or thread, just stating my desire to see some actual diversity in the tank meta.
lassitershawn wrote: »Silver_Strider wrote: »I long for a day when Tank can be used ambiguously and not synonymous with DK >_>
Not mocking the build or thread, just stating my desire to see some actual diversity in the tank meta.
Warden is very viable as OT, or MT in vCR. You provide easy 100% minor toughness to the group, an extra synergy for the MT, 100% major resists uptime on group if you keep up expansive cloak. Shimmering shield can completely nullify anything it works on including nocturnal's favor in vCR (allowing you to roll dodge during the attack to get out of cones etc), and llothis light attacks in vAS + crazy ult gen.
All classes are a viable tank in all content, but progression groups and score run groups are gonna want optimal - and DK utility & passives are simply the best for that.
Some of the best tanks I know are not DKs and tank vet trials. DKs and Wardens just optimize your group.
Silver_Strider wrote: »All classes are a viable tank in all content, but progression groups and score run groups are gonna want optimal - and DK utility & passives are simply the best for that.
Some of the best tanks I know are not DKs and tank vet trials. DKs and Wardens just optimize your group.
Yes but non DK and Warden tank have to jump thru hoops just to be viable and still suffer from not beiing optimal, which is an issue I have with any game really. I would like for each class to actually offer something useful for the role and have unique utility and synergy with different set ups while maintaining an equal playing field among them all. I'm talking about a large overhaul to several Armor Sets and Skills within a class to function on a more intricate way that made X Class with Y set up equally as effective as B class with C set up.
Going by the premise that:
DK = Mitigation Tank
Templar = Health Tank
NB = Leech Tank
Sorc = Shield Tank
Warden = Heal Tank
Let's rework Eternal Warrior to be functionally good for a Health Based Tank.The 2-4Pc can remain the same but the 5th piece gets changed into this.
- When your health is above 50%, nearby allies (capped at 6) are granted Minor Courage, increasing their Weapon/Spell Damage by 179. When your Health drops below 50%, nearby allies are granted a Damage Shield equal to 30% of your max health and gain Major Heroism while the Damage Shield remains. Change the 5pc Healing Received passive to Increase Max Health to further help the Health Tank.
This rework would allow all tanks to run it but something like a High Health Templar Tank would potentially get the most mileage out of it because, not only would it be much more difficult for them to get below the 50% range and lose the Minor Courage Buff but if it does fall below that threshold, the damage shield it grants would be much higher on them than on other Tanks. This is sort of an extreme example since clearly the entire scenario would be reliant on Templar Health Tanks being viable things in the 1st place, which they currently aren't but it's just a possible suggestion to help with diversity. Also, let's face it Eternal Warrior could use a rework anyways since it's just so bad
It's this type of diversity and uniqueness that I want ESO to strife for in order to make Tanking more accessible for different classes to shine in their own way.
Onefrkncrzypope wrote: »Silver_Strider wrote: »All classes are a viable tank in all content, but progression groups and score run groups are gonna want optimal - and DK utility & passives are simply the best for that.
Some of the best tanks I know are not DKs and tank vet trials. DKs and Wardens just optimize your group.
Yes but non DK and Warden tank have to jump thru hoops just to be viable and still suffer from not beiing optimal, which is an issue I have with any game really. I would like for each class to actually offer something useful for the role and have unique utility and synergy with different set ups while maintaining an equal playing field among them all. I'm talking about a large overhaul to several Armor Sets and Skills within a class to function on a more intricate way that made X Class with Y set up equally as effective as B class with C set up.
Going by the premise that:
DK = Mitigation Tank
Templar = Health Tank
NB = Leech Tank
Sorc = Shield Tank
Warden = Heal Tank
Let's rework Eternal Warrior to be functionally good for a Health Based Tank.The 2-4Pc can remain the same but the 5th piece gets changed into this.
- When your health is above 50%, nearby allies (capped at 6) are granted Minor Courage, increasing their Weapon/Spell Damage by 179. When your Health drops below 50%, nearby allies are granted a Damage Shield equal to 30% of your max health and gain Major Heroism while the Damage Shield remains. Change the 5pc Healing Received passive to Increase Max Health to further help the Health Tank.
This rework would allow all tanks to run it but something like a High Health Templar Tank would potentially get the most mileage out of it because, not only would it be much more difficult for them to get below the 50% range and lose the Minor Courage Buff but if it does fall below that threshold, the damage shield it grants would be much higher on them than on other Tanks. This is sort of an extreme example since clearly the entire scenario would be reliant on Templar Health Tanks being viable things in the 1st place, which they currently aren't but it's just a possible suggestion to help with diversity. Also, let's face it Eternal Warrior could use a rework anyways since it's just so bad
It's this type of diversity and uniqueness that I want ESO to strife for in order to make Tanking more accessible for different classes to shine in their own way.
If you look at the reverse. Dks aren't welcome unless they are tank. Also nb are the health tanks. Builds getting upwards of 100k now.
Silver_Strider wrote: »Onefrkncrzypope wrote: »Silver_Strider wrote: »All classes are a viable tank in all content, but progression groups and score run groups are gonna want optimal - and DK utility & passives are simply the best for that.
Some of the best tanks I know are not DKs and tank vet trials. DKs and Wardens just optimize your group.
Yes but non DK and Warden tank have to jump thru hoops just to be viable and still suffer from not beiing optimal, which is an issue I have with any game really. I would like for each class to actually offer something useful for the role and have unique utility and synergy with different set ups while maintaining an equal playing field among them all. I'm talking about a large overhaul to several Armor Sets and Skills within a class to function on a more intricate way that made X Class with Y set up equally as effective as B class with C set up.
Going by the premise that:
DK = Mitigation Tank
Templar = Health Tank
NB = Leech Tank
Sorc = Shield Tank
Warden = Heal Tank
Let's rework Eternal Warrior to be functionally good for a Health Based Tank.The 2-4Pc can remain the same but the 5th piece gets changed into this.
- When your health is above 50%, nearby allies (capped at 6) are granted Minor Courage, increasing their Weapon/Spell Damage by 179. When your Health drops below 50%, nearby allies are granted a Damage Shield equal to 30% of your max health and gain Major Heroism while the Damage Shield remains. Change the 5pc Healing Received passive to Increase Max Health to further help the Health Tank.
This rework would allow all tanks to run it but something like a High Health Templar Tank would potentially get the most mileage out of it because, not only would it be much more difficult for them to get below the 50% range and lose the Minor Courage Buff but if it does fall below that threshold, the damage shield it grants would be much higher on them than on other Tanks. This is sort of an extreme example since clearly the entire scenario would be reliant on Templar Health Tanks being viable things in the 1st place, which they currently aren't but it's just a possible suggestion to help with diversity. Also, let's face it Eternal Warrior could use a rework anyways since it's just so bad
It's this type of diversity and uniqueness that I want ESO to strife for in order to make Tanking more accessible for different classes to shine in their own way.
If you look at the reverse. Dks aren't welcome unless they are tank. Also nb are the health tanks. Builds getting upwards of 100k now.
It's just an example but still something I would like to see happen. All classes need some sort of an overhaul to help them be equally effective in all roles really but since ZOS couldn't balance a breakfast, let alone this game, it's just a pipedream at this point.
Onefrkncrzypope wrote: »Silver_Strider wrote: »Onefrkncrzypope wrote: »Silver_Strider wrote: »All classes are a viable tank in all content, but progression groups and score run groups are gonna want optimal - and DK utility & passives are simply the best for that.
Some of the best tanks I know are not DKs and tank vet trials. DKs and Wardens just optimize your group.
Yes but non DK and Warden tank have to jump thru hoops just to be viable and still suffer from not beiing optimal, which is an issue I have with any game really. I would like for each class to actually offer something useful for the role and have unique utility and synergy with different set ups while maintaining an equal playing field among them all. I'm talking about a large overhaul to several Armor Sets and Skills within a class to function on a more intricate way that made X Class with Y set up equally as effective as B class with C set up.
Going by the premise that:
DK = Mitigation Tank
Templar = Health Tank
NB = Leech Tank
Sorc = Shield Tank
Warden = Heal Tank
Let's rework Eternal Warrior to be functionally good for a Health Based Tank.The 2-4Pc can remain the same but the 5th piece gets changed into this.
- When your health is above 50%, nearby allies (capped at 6) are granted Minor Courage, increasing their Weapon/Spell Damage by 179. When your Health drops below 50%, nearby allies are granted a Damage Shield equal to 30% of your max health and gain Major Heroism while the Damage Shield remains. Change the 5pc Healing Received passive to Increase Max Health to further help the Health Tank.
This rework would allow all tanks to run it but something like a High Health Templar Tank would potentially get the most mileage out of it because, not only would it be much more difficult for them to get below the 50% range and lose the Minor Courage Buff but if it does fall below that threshold, the damage shield it grants would be much higher on them than on other Tanks. This is sort of an extreme example since clearly the entire scenario would be reliant on Templar Health Tanks being viable things in the 1st place, which they currently aren't but it's just a possible suggestion to help with diversity. Also, let's face it Eternal Warrior could use a rework anyways since it's just so bad
It's this type of diversity and uniqueness that I want ESO to strife for in order to make Tanking more accessible for different classes to shine in their own way.
If you look at the reverse. Dks aren't welcome unless they are tank. Also nb are the health tanks. Builds getting upwards of 100k now.
It's just an example but still something I would like to see happen. All classes need some sort of an overhaul to help them be equally effective in all roles really but since ZOS couldn't balance a breakfast, let alone this game, it's just a pipedream at this point.
Have each class have trinity capabilities seems like too big of a stretch. ZoS should go for one utility role and DPS. They tried the all roles with wardens and it took forever and ZoS had to make it a punishment not to have them in group.