I'm intending to be using Ebon and Livewire on my Tank once CWC goes live.
Livewire (Heavy)
(2) Healing Taken
(3) Max Health
(4) Healing Taken
(5) When you take damage, you have a 25% chance to overload your circuits, applying Concussion to enemies within 8 meters of you and healing for 1000 Health for each enemy hit. This effect can occur once every 10 seconds.
Yeah, that'll do the trick.
I'm intending to be using Ebon and Livewire on my Tank once CWC goes live.
Livewire (Heavy)
(2) Healing Taken
(3) Max Health
(4) Healing Taken
(5) When you take damage, you have a 25% chance to overload your circuits, applying Concussion to enemies within 8 meters of you and healing for 1000 Health for each enemy hit. This effect can occur once every 10 seconds.
Yeah, that'll do the trick.
I'm intending to be using Ebon and Livewire on my Tank once CWC goes live.
Livewire (Heavy)
(2) Healing Taken
(3) Max Health
(4) Healing Taken
(5) When you take damage, you have a 25% chance to overload your circuits, applying Concussion to enemies within 8 meters of you and healing for 1000 Health for each enemy hit. This effect can occur once every 10 seconds.
Yeah, that'll do the trick.
Yeah , it looked so good when I first read it . Then I read the Asylum Destro Staff . First thing I thought was , ''Why would I wear a 5 piece set when 1 piece item set can do the same thing just fine ?''
I must say though , even it is kinda useless if you have Asylum Destro in group , it is still a support set made for tanks . ZOS almost never introduces a set that can be worn in heavy and be support . I think all we have in that category in Ebon , Torug's and Tava's . So , not gonna complain ^^
For trash packs , Alkosh is obviously best choice since it is AOE . [...] Might use Alkosh on boss fights as well but I think it will depend on what your team needs . Maybe they won't use any CP in penetration and will depend on Alkosh uptime , who knows .
I'm intending to be using Ebon and Livewire on my Tank once CWC goes live.
Livewire (Heavy)
(2) Healing Taken
(3) Max Health
(4) Healing Taken
(5) When you take damage, you have a 25% chance to overload your circuits, applying Concussion to enemies within 8 meters of you and healing for 1000 Health for each enemy hit. This effect can occur once every 10 seconds.
Yeah, that'll do the trick.
ztyhurstub17_ESO wrote: »I'm not sure I follow why the tanks and healers would be casting Lightning Blockade. If you have at least 2 sorcs in the raid with Asylum staves casting it and weaving in Force Pulse the concussion and off balance up-time should already be near 100%. There are probably better things healers and tanks can be doing, or are you theorizing that Sorcs will go back to Fire Blockade?
I kinda wish the Livewire set would "proc" Off Balance for targets that are already Concussed... That would make it a bit more useful.
For trash packs , Alkosh is obviously best choice since it is AOE . [...] Might use Alkosh on boss fights as well but I think it will depend on what your team needs . Maybe they won't use any CP in penetration and will depend on Alkosh uptime , who knows .
That's where you lost me. Trash doesn't usually have boss level resists. But you're advocating running Alkosh to debuff the trash, but not the boss. In an organized raid, which is probably what we're all talking about anyway, you're going to have your buffs and average uptimes figured out, so you can give the DPS a target penetration that they need to make up with CP, sets, or else wise. At no point would a raid need debuff on trash, but not on boss.
For trash packs , Alkosh is obviously best choice since it is AOE . [...] Might use Alkosh on boss fights as well but I think it will depend on what your team needs . Maybe they won't use any CP in penetration and will depend on Alkosh uptime , who knows .
That's where you lost me. Trash doesn't usually have boss level resists. But you're advocating running Alkosh to debuff the trash, but not the boss. In an organized raid, which is probably what we're all talking about anyway, you're going to have your buffs and average uptimes figured out, so you can give the DPS a target penetration that they need to make up with CP, sets, or else wise. At no point would a raid need debuff on trash, but not on boss.
All Enemys in Raids/Dungeons have 18.2k spell/physical resist, doesn't matter if boss or thrashmob
In Trials like vHoF, vSO and vMoL you spend lots of time during thrashfights, so it definetely IS important to debuff them.
ztyhurstub17_ESO wrote: »I'm not sure I follow why the tanks and healers would be casting Lightning Blockade. If you have at least 2 sorcs in the raid with Asylum staves casting it and weaving in Force Pulse the concussion and off balance up-time should already be near 100%. There are probably better things healers and tanks can be doing, or are you theorizing that Sorcs will go back to Fire Blockade?
I kinda wish the Livewire set would "proc" Off Balance for targets that are already Concussed... That would make it a bit more useful.
For trash packs , Alkosh is obviously best choice since it is AOE . [...] Might use Alkosh on boss fights as well but I think it will depend on what your team needs . Maybe they won't use any CP in penetration and will depend on Alkosh uptime , who knows .
That's where you lost me. Trash doesn't usually have boss level resists. But you're advocating running Alkosh to debuff the trash, but not the boss. In an organized raid, which is probably what we're all talking about anyway, you're going to have your buffs and average uptimes figured out, so you can give the DPS a target penetration that they need to make up with CP, sets, or else wise. At no point would a raid need debuff on trash, but not on boss.
All Enemys in Raids/Dungeons have 18.2k spell/physical resist, doesn't matter if boss or thrashmob
In Trials like vHoF, vSO and vMoL you spend lots of time during thrashfights, so it definetely IS important to debuff them.
But not to debuff the boss?
I think the best part of tank theorycrafting is how it plays so much more into group theory crafting than just tank builds...
I like some of the ideas for sure, however, there are some encounters in which you want to control what is getting the crusher and weakening enchant. Relying on a wall to place the debuff on the right target can get a bit sketch at times. I am assuming that is why you leaned to placing it on both tanks and both healers so that the proc will always be up?
I would think that infused crushers on s&b for both tanks and infused weakening for both healers would suffice nicely, and provide the near max realized uptime needed in most encounters.
ztyhurstub17_ESO wrote: »I'm not sure I follow why the tanks and healers would be casting Lightning Blockade. If you have at least 2 sorcs in the raid with Asylum staves casting it and weaving in Force Pulse the concussion and off balance up-time should already be near 100%. There are probably better things healers and tanks can be doing, or are you theorizing that Sorcs will go back to Fire Blockade?
I kinda wish the Livewire set would "proc" Off Balance for targets that are already Concussed... That would make it a bit more useful.
True. Even without the asylum weapons there are several lightning blockades in the group already. Really don't see the need to try tanks running it.
With 4 DDs running blockade and toss in a healer or two (the better candidates for this) there are enough blockades. Having a tank or two running it would seem to offer limited statistical benefit.
Maybe OP can provide CM SS comparisons to show there is dicernable benefit between 6 lightning WoE and 8.
So, your saying slot blockade ok both bars, but only staff on back bar, and the back bar enchant will keep procing, or whatever enchant will keep procing when it comes off CD?
seems to have a limitation on the skills that can be slotted and with healers and tanks running the enchants, since healers need to HA, the benefit should be reduced. Just thinking.
So ebon + dragon or ebon + alkosh pr ebon + pa?
Why not use Crusher with Torug's Pact and get 100% uptime on that enchant so that healers and off-tank can run something else? For example the off-tank could run Torug's + Weakening to get 100% uptime on that too.
Healers could run poisons or something else. I would think that this is more efficient than just having everyone use the same echants on both bars, which seems like a bit of a waste.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Why not use Crusher with Torug's Pact and get 100% uptime on that enchant so that healers and off-tank can run something else? For example the off-tank could run Torug's + Weakening to get 100% uptime on that too.
Healers could run poisons or something else. I would think that this is more efficient than just having everyone use the same echants on both bars, which seems like a bit of a waste.
I do not think you can really control on what enemy the enchantment procs if there are also adds.
It's basically Leeching with a bonus status effect.I'm intending to be using Ebon and Livewire on my Tank once CWC goes live.
Livewire (Heavy)
(2) Healing Taken
(3) Max Health
(4) Healing Taken
(5) When you take damage, you have a 25% chance to overload your circuits, applying Concussion to enemies within 8 meters of you and healing for 1000 Health for each enemy hit. This effect can occur once every 10 seconds.
Yeah, that'll do the trick.
Why not use Crusher with Torug's Pact and get 100% uptime on that enchant so that healers and off-tank can run something else? For example the off-tank could run Torug's + Weakening to get 100% uptime on that too.
Healers could run poisons or something else. I would think that this is more efficient than just having everyone use the same echants on both bars, which seems like a bit of a waste.
I do not think you can really control on what enemy the enchantment procs if there are also adds.
Tavas out. No more evasion with heavy. I might try Dragon with the new one colossal brass and some undecided monster pieces. I dont do trials or overly difficult stuff.