"If you are quitting, can I have your stuff??"
Lightspeedflashb14_ESO wrote: »The sheild can be wiped out in 1 second and not come back for 14 more seconds. Health can be right back up. Also any health based skills will be amped by PD. And the resistance is worthless most builds too. Also most tanks have between 30-40k, can't imagine getting to 45k without 2 sets that have multiple health bonuses in the 2-4 of the sets and certainly not with alkosh.
Hatchling's Shell gives extra resistances, extra health, and a damage shield equal to 20% of your max health. A tank with 45k health will get a 9k health damage shield. This shield can also be stacked with other shields, AND if depleted will automatically replenish in 15 seconds.
So for pure health tanks, starting after Mirkmire, I think Hatchling Shell would do so much better than Plague Doctor. What are your guy's thoughts?
Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »The sheild can be wiped out in 1 second and not come back for 14 more seconds. Health can be right back up. Also any health based skills will be amped by PD. And the resistance is worthless most builds too. Also most tanks have between 30-40k, can't imagine getting to 45k without 2 sets that have multiple health bonuses in the 2-4 of the sets and certainly not with alkosh.
Resistance is worthless??!!
You didn't read the patch notes then. Shields now benefit from resistance so they are suddenly twice as good as they once were. Also, the shield from Whitestrake's Retribution didn't disappear that fast anyway before, especially in PVE, so it will be decent.
And FYI, these shields are "effective health" since they are now exactly the same as the same value of health because of the resistances they benefit from and being affected by critical hits. A 10k shield is 10k health now. That's far from bad.
Yes, it's not quite as simple as being healed to full when you lose that health, but these shields are not meant to be needed 100% of the time, just to keep you from hitting zero.
LOL, hate to burst your bubbles, but none of these shield sets are going to be worth it.
As a tank, your biggest, most important source of mitigation is your BLOCK, and shields do not benefit from block mitigation.
Whether you perma-block or not (personally I don't except for a few fights where it's needed, and ones where I'm still learning when it's safe to not be blocking - I tend to run more magicka-heavy than stamina-heavy), @code65536 is right that your block is still your most important source of mitigation, and he's right that you're better off looking at other things than making sure your resistance is at cap.Mystrius_Archaion wrote: »LOL, hate to burst your bubbles, but none of these shield sets are going to be worth it.
As a tank, your biggest, most important source of mitigation is your BLOCK, and shields do not benefit from block mitigation.
And they've been trying to kill perma-blocking for a long time, getting closer every patch.
Don't count on block.
Also, if you are a tank then you shouldn't need to block every little hit, just the big ones that will take your health very low or one-shot you. If that were not the case then even the little shots that the bosses are guaranteed to randomly nail other squishier group members with would one-shot them every time also so the fights would all be impossible and broken because almost every boss does damage to other targets in the group despite taunt.
Perma-blocking is an option, but not required and only works on stamina tanks and not magicka, which, FYI, the developers do design with that in mind and want to work which is why frost staff taunts with the passive for that.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Whether you perma-block or not (personally I don't except for a few fights where it's needed, and ones where I'm still learning when it's safe to not be blocking - I tend to run more magicka-heavy than stamina-heavy), @code65536 is right that your block is still your most important source of mitigation, and he's right that you're better off looking at other things than making sure your resistance is at cap.Mystrius_Archaion wrote: »LOL, hate to burst your bubbles, but none of these shield sets are going to be worth it.
As a tank, your biggest, most important source of mitigation is your BLOCK, and shields do not benefit from block mitigation.
And they've been trying to kill perma-blocking for a long time, getting closer every patch.
Don't count on block.
Also, if you are a tank then you shouldn't need to block every little hit, just the big ones that will take your health very low or one-shot you. If that were not the case then even the little shots that the bosses are guaranteed to randomly nail other squishier group members with would one-shot them every time also so the fights would all be impossible and broken because almost every boss does damage to other targets in the group despite taunt.
Perma-blocking is an option, but not required and only works on stamina tanks and not magicka, which, FYI, the developers do design with that in mind and want to work which is why frost staff taunts with the passive for that.
Your resistance should be high as a tank, personally I usually aim for it to be around 28-30K with buffs up, but trying to squeeze in that extra bit to hit cap isn't going to make significant difference. If your resistance is already in that range, and you're planning to use lots of shields, then you'd be better off buffing the stat that your shields scale off rather than trying to hit resistance cap.
There are other ways to get stamina back (like block-casting Obsidian Shield or using ults for a DK, popping orbs or shards, using pots, etc) without dropping block, and there are some fights that require perma-blocking (like the axes in vAA - good luck with dropping block when you've got a few of them swinging at you constantly). With block cost reduction and the right build that's totally manageable - even for magicka tanks like me.Mystrius_Archaion wrote: »Whether you perma-block or not (personally I don't except for a few fights where it's needed, and ones where I'm still learning when it's safe to not be blocking - I tend to run more magicka-heavy than stamina-heavy), @code65536 is right that your block is still your most important source of mitigation, and he's right that you're better off looking at other things than making sure your resistance is at cap.Mystrius_Archaion wrote: »LOL, hate to burst your bubbles, but none of these shield sets are going to be worth it.
As a tank, your biggest, most important source of mitigation is your BLOCK, and shields do not benefit from block mitigation.
And they've been trying to kill perma-blocking for a long time, getting closer every patch.
Don't count on block.
Also, if you are a tank then you shouldn't need to block every little hit, just the big ones that will take your health very low or one-shot you. If that were not the case then even the little shots that the bosses are guaranteed to randomly nail other squishier group members with would one-shot them every time also so the fights would all be impossible and broken because almost every boss does damage to other targets in the group despite taunt.
Perma-blocking is an option, but not required and only works on stamina tanks and not magicka, which, FYI, the developers do design with that in mind and want to work which is why frost staff taunts with the passive for that.
Your resistance should be high as a tank, personally I usually aim for it to be around 28-30K with buffs up, but trying to squeeze in that extra bit to hit cap isn't going to make significant difference. If your resistance is already in that range, and you're planning to use lots of shields, then you'd be better off buffing the stat that your shields scale off rather than trying to hit resistance cap.
I wasn't talking about maximizing resistance, but it's definitely better to have more resistance with a shield if it isn't sacrificing more shield value.
Perma-blocking also won't work forever. You regain zero stamina while blocking. You have to stop just to get more back.
So, I just pay attention to the developer-coded queues for when to block. They give us "active combat tips" and fairly obvious wind-up animations and red areas from the bosses. I don't have to block anything else because of self-healing or the healer in the group taking care of it. I can use my resources to help the group and actually use a cast time ability that may be worth it because I am not blocking 100% of the time.
If you have to perma-block, blocking "the little hits", then you have crap defenses and crap healers in your group let alone your own self heals. Yes, you do. There is no other reason why when they make it impossible to regain stamina when blocking and they try to design to get rid of perma-blocking; you must be doing something wrong.
But this whole patch is to make shields more valuable to tanks, which it has, and to make it much riskier and less beneficial for DPS to "play tank" with a damage shield, which it has. They need to focus on their dps and let the tank and healer do their jobs while absolutely everybody tries to stay out of red and blocks big unavoidable hits.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Agreed on the bold for sure, it's already a useful tanking set depending on the circumstances. Has anyone tested on PTS to see if the shield granted by this set to others (like those melee DPS) benefits from the tank's resistance values, or if it gains the resistance values of the characters (like those melee DPS) receiving it? I assume it's the latter, but if it's the former, then that increases this set's usefulness more.Brands of Imperium
(2 items) Adds 14-1206 Maximum Health
(3 items) Adds 14-1206 Maximum Health
(4 items) Adds 4% Healing Taken
(5 items) When you take damage, you have a 10% chance to grant you and your allies within 8 meters a damage shield that absorbs 140-12040 damage for 6 seconds. This effect can occur once every 15 seconds.
significantly better than any other tanking shield set in the game because it also grants the shield to the melee dps.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Mystrius_Archaion wrote: »Whether you perma-block or not (personally I don't except for a few fights where it's needed, and ones where I'm still learning when it's safe to not be blocking - I tend to run more magicka-heavy than stamina-heavy), @code65536 is right that your block is still your most important source of mitigation, and he's right that you're better off looking at other things than making sure your resistance is at cap.Mystrius_Archaion wrote: »LOL, hate to burst your bubbles, but none of these shield sets are going to be worth it.
As a tank, your biggest, most important source of mitigation is your BLOCK, and shields do not benefit from block mitigation.
And they've been trying to kill perma-blocking for a long time, getting closer every patch.
Don't count on block.
Also, if you are a tank then you shouldn't need to block every little hit, just the big ones that will take your health very low or one-shot you. If that were not the case then even the little shots that the bosses are guaranteed to randomly nail other squishier group members with would one-shot them every time also so the fights would all be impossible and broken because almost every boss does damage to other targets in the group despite taunt.
Perma-blocking is an option, but not required and only works on stamina tanks and not magicka, which, FYI, the developers do design with that in mind and want to work which is why frost staff taunts with the passive for that.
Your resistance should be high as a tank, personally I usually aim for it to be around 28-30K with buffs up, but trying to squeeze in that extra bit to hit cap isn't going to make significant difference. If your resistance is already in that range, and you're planning to use lots of shields, then you'd be better off buffing the stat that your shields scale off rather than trying to hit resistance cap.
I wasn't talking about maximizing resistance, but it's definitely better to have more resistance with a shield if it isn't sacrificing more shield value.
Perma-blocking also won't work forever. You regain zero stamina while blocking. You have to stop just to get more back.
So, I just pay attention to the developer-coded queues for when to block. They give us "active combat tips" and fairly obvious wind-up animations and red areas from the bosses. I don't have to block anything else because of self-healing or the healer in the group taking care of it. I can use my resources to help the group and actually use a cast time ability that may be worth it because I am not blocking 100% of the time.
If you have to perma-block, blocking "the little hits", then you have crap defenses and crap healers in your group let alone your own self heals. Yes, you do. There is no other reason why when they make it impossible to regain stamina when blocking and they try to design to get rid of perma-blocking; you must be doing something wrong.
But this whole patch is to make shields more valuable to tanks, which it has, and to make it much riskier and less beneficial for DPS to "play tank" with a damage shield, which it has. They need to focus on their dps and let the tank and healer do their jobs while absolutely everybody tries to stay out of red and blocks big unavoidable hits.
Brands of Imperium
(2 items) Adds 14-1206 Maximum Health
(3 items) Adds 14-1206 Maximum Health
(4 items) Adds 4% Healing Taken
(5 items) When you take damage, you have a 10% chance to grant you and your allies within 8 meters a damage shield that absorbs 140-12040 damage for 6 seconds. This effect can occur once every 15 seconds.
significantly better than any other tanking shield set in the game because it also grants the shield to the melee dps.
Is hist-bark worth considering again for selfish tanking?
Mystrius_Archaion wrote: »Whether you perma-block or not (personally I don't except for a few fights where it's needed, and ones where I'm still learning when it's safe to not be blocking - I tend to run more magicka-heavy than stamina-heavy), @code65536 is right that your block is still your most important source of mitigation, and he's right that you're better off looking at other things than making sure your resistance is at cap.Mystrius_Archaion wrote: »LOL, hate to burst your bubbles, but none of these shield sets are going to be worth it.
As a tank, your biggest, most important source of mitigation is your BLOCK, and shields do not benefit from block mitigation.
And they've been trying to kill perma-blocking for a long time, getting closer every patch.
Don't count on block.
Also, if you are a tank then you shouldn't need to block every little hit, just the big ones that will take your health very low or one-shot you. If that were not the case then even the little shots that the bosses are guaranteed to randomly nail other squishier group members with would one-shot them every time also so the fights would all be impossible and broken because almost every boss does damage to other targets in the group despite taunt.
Perma-blocking is an option, but not required and only works on stamina tanks and not magicka, which, FYI, the developers do design with that in mind and want to work which is why frost staff taunts with the passive for that.
Your resistance should be high as a tank, personally I usually aim for it to be around 28-30K with buffs up, but trying to squeeze in that extra bit to hit cap isn't going to make significant difference. If your resistance is already in that range, and you're planning to use lots of shields, then you'd be better off buffing the stat that your shields scale off rather than trying to hit resistance cap.
I wasn't talking about maximizing resistance, but it's definitely better to have more resistance with a shield if it isn't sacrificing more shield value.
Perma-blocking also won't work forever. You regain zero stamina while blocking. You have to stop just to get more back.
So, I just pay attention to the developer-coded queues for when to block. They give us "active combat tips" and fairly obvious wind-up animations and red areas from the bosses. I don't have to block anything else because of self-healing or the healer in the group taking care of it. I can use my resources to help the group and actually use a cast time ability that may be worth it because I am not blocking 100% of the time.
If you have to perma-block, blocking "the little hits", then you have crap defenses and crap healers in your group let alone your own self heals. Yes, you do. There is no other reason why when they make it impossible to regain stamina when blocking and they try to design to get rid of perma-blocking; you must be doing something wrong.
But this whole patch is to make shields more valuable to tanks, which it has, and to make it much riskier and less beneficial for DPS to "play tank" with a damage shield, which it has. They need to focus on their dps and let the tank and healer do their jobs while absolutely everybody tries to stay out of red and blocks big unavoidable hits.
If you have to perma-block, blocking "the little hits", then you have crap defenses and crap healers in your group let alone your own self heals. Yes, you do.
Brands of Imperium
(2 items) Adds 14-1206 Maximum Health
(3 items) Adds 14-1206 Maximum Health
(4 items) Adds 4% Healing Taken
(5 items) When you take damage, you have a 10% chance to grant you and your allies within 8 meters a damage shield that absorbs 140-12040 damage for 6 seconds. This effect can occur once every 15 seconds.
significantly better than any other tanking shield set in the game because it also grants the shield to the melee dps.
It's still a bad set. I ran Imperium as my main tanking set for a while years ago, back when there were few tank sets available, back when most people wore Footbark (Footman and Hist Bark), back when Ebon and Alkosh were not available as options.
Imperium was disappointing. The 8 meter range is very low and your ranged DDs will not benefit from it and even melee DDs will sometimes be out of range. Consider the common scenario where the tank is facing the boss away from the group. Which means the melee DDs will be a few meters behind the boss (melee abilities have a 5-7 meter range), the tank will be a few meters in front of the boss, and the boss itself will occupy a few meters of space. Well, in that kind of formation, it's really easy for even melee DDs to be outside of that pathetic 8m range.
The proc chance is low, too. If you had a lot of trash beating up on you, it would come up reliably, but in boss fights, the damage comes in slowly enough that you definitely feel that low proc chance. And worst of all, you have no control over the proc--it would very often come up when it's not needed and not be there when it could've made a difference. If you want to give shields to your group, giving them a Bone Shield synergy would be far more effective than this junk set. Back in those days, Imperium seemed good only because the few options available were even worse--it was and still is a bad set.
I've survived every fight in the game (bar vAS+x and vHoF) on a NB tank with 33k hp, 27k resistances running ebon/alkosh/1pc warden/1pc shadowrend.
Extra health/mitigation really isn't needed unless you or your group are really lacking...
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Lightspeedflashb14_ESO wrote: »The sheild can be wiped out in 1 second and not come back for 14 more seconds. Health can be right back up.
Class reps are just like our politicians. They promise mountains made of gold for us, but in the end, whenever they can they try to push their own agenda.