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How to position Saint Olms in vAS

pizzaow
pizzaow
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When tanking Saint Olms I'm running into a couple issues that I'm wondering if there are some tricks to:

1. After the jumps, the boss doesn't always turn to face me right away. I _think_ I have taunt the entire time, but he'll sometimes face someone on entrance/exit which will cause that group to get breath and/or spit. Is there something I can do to make sure he's always on me after jumping?

2. If I tank the boss where he is right after jumping, there isn't any room for the kiter during his breath attack. In the videos I see there is some space at the back of the room between the end of the breath and the wall. However, my healer says there is no space (i.e. the breath hits the wall). From what I see the boss doesn't take any steps closer to the wall after jumping... is there a way to "push" the boss backwards or cause the boss to start a little further back?

3. What are the "meta" sets for the main tank to wear during this fight?
XBox/NA GT: Pizzaow
  • profundidob16_ESO
    profundidob16_ESO
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    pizzaow wrote: »
    When tanking Saint Olms I'm running into a couple issues that I'm wondering if there are some tricks to:

    1. After the jumps, the boss doesn't always turn to face me right away. I _think_ I have taunt the entire time, but he'll sometimes face someone on entrance/exit which will cause that group to get breath and/or spit. Is there something I can do to make sure he's always on me after jumping?

    2. If I tank the boss where he is right after jumping, there isn't any room for the kiter during his breath attack. In the videos I see there is some space at the back of the room between the end of the breath and the wall. However, my healer says there is no space (i.e. the breath hits the wall). From what I see the boss doesn't take any steps closer to the wall after jumping... is there a way to "push" the boss backwards or cause the boss to start a little further back?

    3. What are the "meta" sets for the main tank to wear during this fight?


    1. The boss will from time to time indeed turn and lose agro because it's part of his mechanic. Nothing you can do except be really good on resources in your build and be sharp to ranged retaunt as needed while comfortably staying on place.

    2. Keep the boss in his original position and stay in place. Range-taunt him back to there should he try to move. This way the rest of the whole area is free for the entire raid to run around and they need that space. For the Tank+tank healer you should be safe in your little spot if you are running the right build

    3. This is one of those fights where imho common sense prevails over blind meta. For instance the EBON set usually is a really useful set in all situations because it allows dps to build around lowest health in favor of most magicka/stamina to maximize dps. The ebon set then usually makes up for that loss and brings their health pool up to survivable standards. But in this fight people are simple out of maximum range for this set. In addition I've seen tanks die like flies due to the erratic behaviour of boss and not being tanky enough. Therefore (common sense) the best set here imho is the one that makes you the tankiest and best on resources. For instance something simple like plague+poet warrior set on an imperial char easily allows him to be full resistance capped with 54+ health pool and still have a respectable 24K stamina pool. By focusing the gear around make the tank maximum tanky he helps the group alot more than by trying to squeeze in a little 'group utility'. I recommend full sturdy gear and shield play enchants with at least 22K stamina to not get into resource trouble and be able to stay in block as long as possible to counter unexpected boss moves. Feel free to go higher as long as you leave at least around 50K raid buffed health in order not to be squishy. There are many sets that work for this kind of scenario. Hell even plague+footman would do nice ! I would always combine with plague doctor because it provides the oh so needed health for a full trial tank


    I'm sure there are many combinations that will work but as soon as you manage to be survivable I believe the ideal scenario of all would be plague+alkosh or second place option plague+torugs (easy to get and you can craft the infused weap yourself) in order to maximize the debuf time on the boss, which increases the entire raid's dps leading to a faster kill.
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