As a tank what skills do you on your bars while tanking for trials?

Tasear
Tasear
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Do you use bone shield, blood altar, puncture, aggro fire, ingerous weapons, low slash, a self heal?
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  • idk
    idk
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    code65536 wrote: »
    Whatever is needed for the content.

    As a support role, tank bars are neither sacrosanct nor static. It's whatever the situation calls for and it can vary wildly from fight to fight, from group to group.

    +1
    Really, idk
  • Reverb
    Reverb
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    code65536 wrote: »
    Whatever is needed for the content.

    As a support role, tank bars are neither sacrosanct nor static. It's whatever the situation calls for and it can vary wildly from fight to fight, from group to group.

    This. The only constants for me are puncture, low slash, inner rage and GDB.
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  • code65536
    code65536
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    Reverb wrote: »
    code65536 wrote: »
    Whatever is needed for the content.

    As a support role, tank bars are neither sacrosanct nor static. It's whatever the situation calls for and it can vary wildly from fight to fight, from group to group.

    This. The only constants for me are puncture, low slash, inner rage and GDB.

    Even that's not constant. If I'm the offtank on the Assembly General fight in vHoF, using the "fast" strategy of killing Capacitors and Calefactors on the terminals, there is no reason for me to slot Puncture.
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  • ettenmoor
    ettenmoor
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    What if the calefactors reflect your range taunt?
  • code65536
    code65536
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    ettenmoor wrote: »
    What if the calefactors reflect your range taunt?

    But the OT doesn't grab Calefactors in the trench strat; the OT only stacks Capacitors on the terminal and will never actually get in melee range of a cap. Everything else is taunted by the MT. I've never slotted a melee taunt as OT doing the trench strat; I use the bar slots for guard and the ultgen vamp drain instead.
    PC/NA ― Officer of Nightfighters ― Retired former GM of The Merchant's Reserve
    PC/EU ― Member of WipeKings

    Dungeons and Trials:
    Personal best scores:
    • Dragonstar Arena: 45395 (NA)
    • Maelstrom Arena: 600526 (NA)
    • Maw of Lorkhaj: 162188 (EU)
    • Halls of Fabrication: 210507 (EU) (Tick-Tock Tormentor #1, #2, #3)
    • Asylum Sanctorium: 112194 (EU) (Immortal Redeemer)
    • Cloudrest: 127395 (NA)
    • Sunspire: 196874 (EU)

    Dungeon trifectas:

    Add-Ons: Itemization BrowserLoot LogDeconstruction Junk MarkerRaidificatorPurge TrackervHoF Status PanelAsylum Status PanelDungeon TimerCombat AlertsSmart Looter

    Guides: Sunspire MechanicsScalebreaker Dungeon Hard Modes

    Media: YouTubeTwitch
  • ettenmoor
    ettenmoor
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    Ah i was coming from the MT perspective
  • pluckpluck
    pluckpluck
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    As a DK tank, I have some skills I have all the time on my bar, but there are some other that depend of the content I am doing. It's true for trials as for dungeons. I do most of non DLC (and even DLC till dragonbones) with Lord Warden Dusk, but for the latest, I go for Chudan to spare magicka.

    I also have to say that I am playing main tank in trials, so take my word as a main, not an off :)

    First bar :
    Pierce Armor
    Inner Rage
    Unrelenting Grip
    Burning Embers
    (one slot for Meditation/Heroic Slash)

    Second bar :
    Absorb Magic
    Igneous Shield
    Green Dragon Blood
    (one slot for control, like Choking Talons or Time Stop)
    (one slot for more health or ressource, like Spell Symmetry or Cinderstorm (but this last is very magicka consuming) or for Purge)

    Ultis :
    Magma Shell/Barrier + War Horn
    In very rare situations, I sometimes play the 1h/shield ulti, because it costs nothing, I so get back quickly some ressources, aswell as getting a shield for 7 seconds, allowing me up to two heavy attacks for more stamina regen.

    Oups, forgot one skill I tend to use a lot too, depending of my team. If there is a magDK, I don't care about, but if I am playing with only sorcs and magBlades, I then equip Engulfing Flames instead of control skill, to give a raw 10% more damage to fire spells. But tbh, this concerns dungeons mostly. It's rare there is no magdk in a trial run :)
    Edited by pluckpluck on October 25, 2018 11:09AM
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  • pelle412
    pelle412
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    Here are all the skills that I use for trials (not all the time), * for frequently used:

    Pierce Armor (*), Heroic Slash (*), Green Dragon Blood (*), Engulfing Flames (*), Igneous Shield (*), Elemental Blockade (*), Blood Craze (*), Quick Cloak (*), Balance (*), Unrelenting Grip (*), Inner Fire (*), Aggressive War Horn (*), Magma Shell (*), Choking Talons, Dragonfire Scales, Deep Breath, Cinder Storm, Absorb Magic, Energy Orb, Crushing Shock, Overflowing Altar, Bone Surge, Deep Thoughts, Resolving Vigor, Shielded Assault, Endless Hail, Razor Caltrops, Poison Injection, Reviving Barrier, Efficient Purge, Stalwart Guard, Invigorating Drain
  • SaltySudd
    SaltySudd
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    Wait...we're supposed to actually use skills and not just sit there blocking? :#
    Stop exploiting players.
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