is this for pve or pvp? i just assume its for pvp, since there is no taunt included.
the build will block with magicka, so the blue belly makes ssense, but enthropy doesnt. is it just to push your health bar?
you were thinking about a lot of aoe control and damage with deep fissure, arctic wind, winters revenge health morph and pulsar, but the damage output surely is weak, since you are built like a tank. the problem i see with this build is, that most skills cost magicka, while you also block with magicka. i dont think you can sustain most abilities, if you block a lot. the same problem is the mundus stone atronach: your recovery is shut down while blocking, so there is not benefit of atronach or high magicka regen while blocking. maybe this build works better without the passive, which turns your blockcost to magicka.
the others sklls make sense in my opinion, now your set choice would be interresting.
dear @Skander
the link provides infos about the passives, so i made sure he is using said passives. you are right, that ice staff heavies taunt, but since that is the least adored way to taunt i just expect him not to do pve with the build, since a taunt using 2-3 seconds to cast is not viable in a lot of pve scenarios, especially not in fights with several enemies, where you can lose a dd pretty fast, when you dont taunt enemies fast enough.
do you even think before you write?
no one ever considered frost heavy attack as a taunt, because it is not viable in pve to cast several seconds to taunt one enemy. the best you can tank with that is a normal dungeon, and that will only work with a group that a little bit knows what it is doing. for anything else by gods sake, you have to slot inner fire on a frost staff tank.
Since dps matters much more than mechanics in a lot of endgame content. Dps matters so far, that some mechanics even can be skipped. So why bothering with mechanics, when you make something much easier with more dps. And therefore aggressive signal (warhorn) is pretty much a must do thing for tanks in most of the trials. This is not dictated by the dd‘s, this is the optimal ultimate choice, because it makes content easier.
Since dps matters much more than mechanics in a lot of endgame content. Dps matters so far, that some mechanics even can be skipped. So why bothering with mechanics, when you make something much easier with more dps. And therefore aggressive signal (warhorn) is pretty much a must do thing for tanks in most of the trials. This is not dictated by the dd‘s, this is the optimal ultimate choice, because it makes content easier.
Tanks wear those sets and are providing buffs, because in most content tanking isnt really that hard. You dont need tanky sets, because survival is easy, so its better to enhance your groups dps. There are only a few exceptions, where a tank can think a bit more selfish with ultimates or sets: vAA endboss (you are mostly away from your group and warhorn would only give its buff to a few group members, still there are tanks walking a bit forward to give the group the warhorn instead of a selfish snb ultimate to regen stamina), vHRC endboss (the boss hits very hard, so a selfish ultimate may save you once, still warhorn here is actually muuuch better), AS endboss (again the boss is so huge and the mechanics dont allow stacking of the dd‘s, therefore a warhorn wont reach them in some cases. But there isnt any other real useful ultimate for that trial, since the boss‘ light attack oneshot tanks, when not blocking, so there isnt a real ultimate, which saves your ass).
For the sets, there are those few sets tanks use atm: ebony male, alkosh, torugs. They work for most content actually and only in HoF a max health setup is needed (plague doctor plus ebony male mostly).
If tanks should only tank, then bosses need to hit more often and harder, otherwise there is no reason to go for tanky setups.
Luigi_Vampa wrote: »Tanks wear those sets and are providing buffs, because in most content tanking isnt really that hard. You dont need tanky sets, because survival is easy, so its better to enhance your groups dps. There are only a few exceptions, where a tank can think a bit more selfish with ultimates or sets: vAA endboss (you are mostly away from your group and warhorn would only give its buff to a few group members, still there are tanks walking a bit forward to give the group the warhorn instead of a selfish snb ultimate to regen stamina), vHRC endboss (the boss hits very hard, so a selfish ultimate may save you once, still warhorn here is actually muuuch better), AS endboss (again the boss is so huge and the mechanics dont allow stacking of the dd‘s, therefore a warhorn wont reach them in some cases. But there isnt any other real useful ultimate for that trial, since the boss‘ light attack oneshot tanks, when not blocking, so there isnt a real ultimate, which saves your ass).
For the sets, there are those few sets tanks use atm: ebony male, alkosh, torugs. They work for most content actually and only in HoF a max health setup is needed (plague doctor plus ebony male mostly).
If tanks should only tank, then bosses need to hit more often and harder, otherwise there is no reason to go for tanky setups.
I know. That is why I said we need better tanking requirements. Tanking should be harder. Bosses should hit harder (not just one shot mechanics) to force you to out heal and mitigate more. I don't want tanks to only stay alive and nothing else, but right now surviving is almost an after thought. Barely anything in this game hits hard enough or often enough to kill a tank. I'd even just prefer tanks having to worry more about keeping their group alive with shields, mitigation ults, interupts etc... than to just have them buff dps. Right now you don't even need a healer for most content because some hots and self heals can take care of most damage you see. Tanks are only useful in most four man dungeons because they can group adds and hold the boss in place to boost dps.
do you even think before you write?
no one ever considered frost heavy attack as a taunt, because it is not viable in pve to cast several seconds to taunt one enemy. the best you can tank with that is a normal dungeon, and that will only work with a group that a little bit knows what it is doing. for anything else by gods sake, you have to slot inner fire on a frost staff tank.
do you even think before you write?
no one ever considered frost heavy attack as a taunt, because it is not viable in pve to cast several seconds to taunt one enemy. the best you can tank with that is a normal dungeon, and that will only work with a group that a little bit knows what it is doing. for anything else by gods sake, you have to slot inner fire on a frost staff tank.
I agree that the frost staff heavy attack should never be your only taunt. I use shield and sword front bar and ice staff back bar for that reason.
However I disagree when you claim that heavy attack taunting only works in normal dungeons. I exclusively run veteran content on my warden tank, and for probably 50-75% of every dungeon im on my frost staff bar, because that bar is set up with all of my aoe damage and control abilities. I never have issues using the frost staff heavy taunt on non boss pulls; it inky takes 1-2 seconds to cast, it gives magicka back (nearly 25-30% of my 18k magicka pool on every heavy attack), and it gives a decent damage shield which, combined with my self healing from leeching vines and arctic blast, easily keeps me alive without needing to block anything other than heavy attacks (and only to prevent the knockdown).