Depends on how talented your tank is at swift rotation. I wouldn't want to be tossing shards or throwing down ritual either if it knocked me off kilter. Good thing it doesn't.
Compared to the last set I had on. I swapped out Plague Doctors for Twilight's Remedy, since I finally got the pieces I needed.
Twilight's Remedy is well-suited for a Tank vs a Healer.
Alkosh is a mute point at this time anyway, how often have you guys seen a healer throw a synergy lately?
I'm glad you asked. Most of my buffs and debuffs come from my skills, Minor Sorcery, Minor Fracture/Minor Breach, Major Fracture/Major Breach, as well as adding more cleansing and healing into the group. I can catch an ally who's about to die from aoe as easily as the healer with my breath of life. So my reason for the gearset choice is because it compliments my playstyle as a tank, I do a lot more than just permablocking like many say is the ideal way to go. It fits in seamlessly, so it doesn't cause me any hassle. And it may be different for most, but I very seldom see any healers who wear Twilight's Remedy, and I've read a lot of complaints from healers about how it's annoying because it doesn't give it to the whole group, just one person at a time, so a healer is usually wearing a different set, so this compliments their sets.
Alkosh is a mute point at this time anyway, how often have you guys seen a healer throw a synergy lately?
Also, lastly, if you're going to choose a class other than a DragonKnight for tanking with, I would think utilizing the unique perks and passives of that class would be one major point of that decision. Templars, as you pointed out, are excellent healers, so healing is something I incorporate into my playstyle, because I have that capability to burst heal or cleanse my group. A DragonKnight can't do those things, so if I can, I should. Should, so long as I don't neglect my duties as a tank. I don't classify myself as Tank/Healer or anything silly like that, I merely am a Tank, who can contribute group healing when things get in a pinch.
SmellyUnlimited wrote: »I’m guessing this is solely for four-man content without a healer? Because I definitely wouldn’t want a tank tossing shards or the like in difficult content or a trial setting.
Not sure what “8 out of 10”actually equates to damage-wise. You’re only giving them minor force, which stam will have via rearming trap (though Mag will not). I can see the heal being decent, but as a Templar tank you’re likely already dropping extended ritual, which should be sufficient.
Even with the ubiquity of Mechanical Acuity (taking advantage more with crit dmg increase), you contribute significantly more DPS by maximizing debuffs on the enemy (Alkosh / Torugs), or maximizing Major force for your team (Dragonguard/Jorvulds).
If it’s more challenging 4 man content (DLC dungeons/VDSA), and you’re running without a healer, speed is key. DPS should have some self-sustainability in those cases. Personally, I think you’re better off running Earthgore (can proc off your Ritual, or echoing Vigor), Dragonguard, Alkosh. Gives strong uptime on warhorn, strong debuff on enemies, and you have an emergency heal for the group.
*You can also pick the highest DPS in the group and slap a Stalwart Guard on them. Gives them minor force plus more survivability without sacrificing a 5-piece set.
This is going to be a silly question most likely, but what's a combat metrics report? And how does one find one?
usmcjdking wrote: »SmellyUnlimited wrote: »I’m guessing this is solely for four-man content without a healer? Because I definitely wouldn’t want a tank tossing shards or the like in difficult content or a trial setting.
Not sure what “8 out of 10”actually equates to damage-wise. You’re only giving them minor force, which stam will have via rearming trap (though Mag will not). I can see the heal being decent, but as a Templar tank you’re likely already dropping extended ritual, which should be sufficient.
Even with the ubiquity of Mechanical Acuity (taking advantage more with crit dmg increase), you contribute significantly more DPS by maximizing debuffs on the enemy (Alkosh / Torugs), or maximizing Major force for your team (Dragonguard/Jorvulds).
If it’s more challenging 4 man content (DLC dungeons/VDSA), and you’re running without a healer, speed is key. DPS should have some self-sustainability in those cases. Personally, I think you’re better off running Earthgore (can proc off your Ritual, or echoing Vigor), Dragonguard, Alkosh. Gives strong uptime on warhorn, strong debuff on enemies, and you have an emergency heal for the group.
*You can also pick the highest DPS in the group and slap a Stalwart Guard on them. Gives them minor force plus more survivability without sacrificing a 5-piece set.
Most Templar tank builds has a free front bar slot provided minor sorcery and POTL is provided by other means.
It also doesn't have a magicka dump worth anything and no significant way to get magicka return from ele drain.
So yes, for a Templar tank shards is perfectly fine to equip.
@Maura_Neysa Ah, I'm on console PS4 to be exact. I guess that's not an option available to me then, huh. Thanks for the info too, PC has so many perks!!!
SmellyUnlimited wrote: »
SmellyUnlimited wrote: »
I don't know how you gathered that, but whatever floats your boat.