GreenhaloX wrote: »
Yeah, yeah.. this is my hybrid dps/tank. I do have another DK tank that has 72k hp, but that one can't dps worth shite, soloing and just use it for show... whenever I feel like bringing it out and go, hey, look at my big bad tank, guys. Ha ha. So, I also created this one so I can actually dps while frolicking around PvE land. Haaa, even for trials, a 40k tank will fair just fine.
mid-30s stamina pool and max weapon damage almost 3k
GreenhaloX wrote: »Mangeli200194 wrote: »You only have 36k?? Jesus my tank has more then double that....
Yeah, yeah.. this is my hybrid dps/tank. I do have another DK tank that has 72k hp, but that one can't dps worth shite, soloing and just use it for show... whenever I feel like bringing it out and go, hey, look at my big bad tank, guys. Ha ha. So, I also created this one so I can actually dps while frolicking around PvE land. Haaa, even for trials, a 40k tank will fair just fine. This hybrid dps/tank, aside from the dolmen fiasco, is better able to solo world bosses, for this post-Morrowind patch, than any of my other stam dps toon. Even though ZOS/dev has pushed this current state of ESO to be more group-focused and less solo-friendly, I still like to solo things. With my stam toons, they are having terrible time soloing world bosses and higher end contents with this patch.
So, with mid-30s stamina pool and max weapon damage almost 3k, this tank is a fair dpser. Man, there are just so many toons/players running around PvE land that just seem they cannot dps or know how to use more than just one or two skills during a fight. I run this dps tank through dungeons, and it just seem better that I can be the third dpser and still able to tank the bosses. Like I said, some dudes just cannot dps; particularly in some dungeon runs, here and there. It's kind of sad, really, when you're tanking and you're seeing other toons/dpsers's hp draining or dying, then you have to switch mode to dps, ha ha.
Mangeli200194 wrote: »You only have 36k?? Jesus my tank has more then double that....
Mangeli200194 wrote: »You only have 36k?? Jesus my tank has more then double that....
GreenhaloX wrote: »So, this anti-bot thing is causing some unintended side-effect, I see. Oh, urrgh.. *sigh*
They just changed how dolmens work not that long ago to stop botters farming at dolmen spots so you can't stay still anywhere while a dolmen is up or you get a damage buildup that will inevitably kill you as you've probably noticed.
You will have to keep moving or you will die.. if you're staying still, you're basically acting like a bot if you get what i mean.
Hope this clears it up a little.. i've not even done a dolmen since they changed it and i've seen a few people complaining about it but i think it is a good idea if it stops botters from making money out of the game.
Dolmens should have been buffed to "world boss with many adds" level from the outset. Make the adds 2-500K HP and the ned boos 2-5M with multiple CC skills and 20K+ hits.
GreenhaloX wrote: »
Yeah, yeah.. this is my hybrid dps/tank. I do have another DK tank that has 72k hp, but that one can't dps worth shite, soloing and just use it for show... whenever I feel like bringing it out and go, hey, look at my big bad tank, guys. Ha ha. So, I also created this one so I can actually dps while frolicking around PvE land. Haaa, even for trials, a 40k tank will fair just fine.
40k health is severely overkill for any content. A 72k health tank is only good for shielding and spamming equilibrium.
With 36k health, you are not a hybrid dps/tank. You are a tank with (still too much) high health.mid-30s stamina pool and max weapon damage almost 3k
The only way you are getting 30k stamina AND health is by running something like plague doctor or green pact and/or dragur hulk/bone pirate. Which is killing your utility.
Running gold gear with prismatic enchants I range between 29k(Tavas/Akosh/bloodspawn)-36k(Ebon/Dragonguard/Bloodspawn) health on my tank, with 19-22k stamina and 13-16k magicka. Getting 3,000WD with 36k health... I'll believe it when I see it, and "it" almost certainly would include buffs and stacking fighter's guild abilities (which generally do not have tons of utility).
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Edit: Forgot to account for potential CP differences. The last 100 or so points give +20% in a stat or so. That WD is still quite high however.
Mangeli200194 wrote: »You only have 36k?? Jesus my tank has more then double that....
Jollygoodusername wrote: »They just changed how dolmens work not that long ago to stop botters farming at dolmen spots so you can't stay still anywhere while a dolmen is up or you get a damage buildup that will inevitably kill you as you've probably noticed.
You will have to keep moving or you will die.. if you're staying still, you're basically acting like a bot if you get what i mean.
Hope this clears it up a little.. i've not even done a dolmen since they changed it and i've seen a few people complaining about it but i think it is a good idea if it stops botters from making money out of the game.
I can stand still with any character of mine and be fine at Dolmen. The sheer amount of AoE heals going off negates this stupid antibot fix.
GreenhaloX wrote: »If you don't move, but still attack/use abilities you still count as afk/bot and discharges kill you.
What the *beep*.. come on ZOS/dev.. really?! Say this is not true. If so, how ridiculous is this?? Well, there are still one or two, here and there, at a dolmen that I've seen just standing there.. as recent as yesterday. They are not rubber-banding. They just stand there in the ring, wait and do nothing (while everyone else are engaging the adds) until the dolmen is over and then just go to the chest, or they'll finally move to attack the final boss. Nope, nothing seem to happen to the these dudes that I've seen.
RaddlemanNumber7 wrote: »You're just going to have to keep moving. It's not like it requires any great effort or resources.
Killing bots is much more important than being able to stand still in combat.
Surfinginhawaii wrote: »I've been closing about 15 dolmens a day (5 characters doing the Fighter's Guild dailies) since Morrowind and the only major differences that I've noticed are that the daedra have new skills. You have one that throws a rock that can knock you down and another that spits fireballs (or something similar) and when it hits, will explode and knock you down.
Surfinginhawaii wrote: »I've been closing about 15 dolmens a day (5 characters doing the Fighter's Guild dailies) since Morrowind and the only major differences that I've noticed are that the daedra have new skills. You have one that throws a rock that can knock you down and another that spits fireballs (or something similar) and when it hits, will explode and knock you down.
Yeah.. those Ogrhims are no longer meat that shield charges and self-heals by beating their chests, any more.
GreenhaloX wrote: »Anyways.. this issue appears to be more of a random thing. Didn't happen at all yesterday, after numerous runs. I'm just going to test it and bring out my 70k tank and stand around at a dolmen. Let's see if it hits or how much damage will be inflicted on this one.
Mangeli200194 wrote: »You only have 36k?? Jesus my tank has more then double that....
You're joking right? A tank with more than 72k health? You know you can help your group in other ways too, right?
GreenhaloX wrote: »jmgrant44ub17_ESO wrote: »They have changed some of the monsters mechanics in the world. Daedroths, Harvestors and Ogrims have all had their damage buffed and new mechanics added. You also take more damage if you are standing in the aoe when the monster lands.
Yeah, I had mentioned before about how dolmen adds and bosses have been buffed up with this patch, but I was taking flack from some who didn't believe me. I like the upgrades/add-ons to the adds and bosses.. well, aside from having a tank killed by 2 shots, ha ha. However, it can be annoying when you in the midst of destroying an add or two, then all of a sudden, bamm, you get knocked down, then realizing an Ogrim had thrown a boulder at you from a distance; same with the daedroth that can blast you with the flame attack from a distance that also knocks you down, among other added abilities to adds at dolmen. Although, still fairly easy, yes, dolmen has been upped a step or two and bit more interesting. Ha ha
QuebraRegra wrote: »GreenhaloX wrote: »jmgrant44ub17_ESO wrote: »They have changed some of the monsters mechanics in the world. Daedroths, Harvestors and Ogrims have all had their damage buffed and new mechanics added. You also take more damage if you are standing in the aoe when the monster lands.
Yeah, I had mentioned before about how dolmen adds and bosses have been buffed up with this patch, but I was taking flack from some who didn't believe me. I like the upgrades/add-ons to the adds and bosses.. well, aside from having a tank killed by 2 shots, ha ha. However, it can be annoying when you in the midst of destroying an add or two, then all of a sudden, bamm, you get knocked down, then realizing an Ogrim had thrown a boulder at you from a distance; same with the daedroth that can blast you with the flame attack from a distance that also knocks you down, among other added abilities to adds at dolmen. Although, still fairly easy, yes, dolmen has been upped a step or two and bit more interesting. Ha ha
Is this true of world bosses as well? Maybe it was server issues last night But the Svaraah (sp) world boss in TG was ridiculos.
My only problem with this (not standing still) is with my sorcerer because one of my spells takes a few seconds to cast, and if I cast it right after another ability, which I do often, that stupid build up starts, and I end up not able to cast the spell because I have to move before that eruption kills me.