Kuramas9tails wrote: »And how do you manage ads? I will get DPS complaining an ad is on them when I been busy working on grabbing the others. I will chain pull the ads and run out of magic at this time once I try to talon them on top of it. Am I doing something wrong or does a couple of stray ads not matter so much? Or is this mostly just depending on group comp?
@pelle412, It's not so much that I don't like playing without a healer because I LOVE shards and getting that magicka steal for recovery but it's more like the group I run with, the healers mentality is DPS first, healing second. It's got us through a lot so I am not upset about it. I would like to be more independent on heals though so it is easier for our group comp.Kuramas9tails wrote: »And how do you manage ads? I will get DPS complaining an ad is on them when I been busy working on grabbing the others. I will chain pull the ads and run out of magic at this time once I try to talon them on top of it. Am I doing something wrong or does a couple of stray ads not matter so much? Or is this mostly just depending on group comp?
This part comes with experience. I can probably hold those adds indefinitely by combining magicka recovery, major mending buffs and green dragon blood. Find a rough spot somewhere in the game and go there and try to stay alive as long as you can and practice managing your resources. Use combat metrics to evaluate your use of skills and how much healing you can do.
If you like to play without a healer, you can try battalion defender and combine it with Ebon and Earthgore. The amount of healing offered is usually plentiful to not be an issue.
AcadianPaladin wrote: »I'm happy with 40k health, 22k stam, 21k mag. Balancing mag and stam is a bit of an art. The 'balance' that works for me is using stam for pulling in (silver leash instead of chains) and the ranged taunt stam morph. Most of my magicka is then available for talons. Experiment with the mag/stam options of the ranged undaunted pull and chains(mag)/silver leash(stam) to find what works best for you.
Fact of life is that if you try to pull in and lock down all adds, you'll run out of resources and things will go down hill from there. Obviously hold the boss but learn what your limits are on pulling in adds.
Kuramas9tails wrote: »I ran my DK tank through some hard content. I am usually the go-to tank since I don't mind doing it and the others I usually complete dungeons with find tanking boring. I have completed all the DLC dungeons on vet (not HM nor the newest) and have completed VDSA. I found myself to be a decent tank but I do run out of magic a lot. I believe my heath is 38K, Stam at/around 25K and magic around 16K with over 1K magic recovery.
I find I never run out of stamina because I constantly heavy attack when I know I can during the mechanic. The only time I run out of stamina is when I am being beating on constantly. This is why I also don't feel comfortable going with an ice staff because I feel like I have magic issues already and don't need anymore. And I don't use Balance as a skill. I feel I am too clumsy to use that and would end up putting myself in a bad spot and die if I did.
I also run Ebon, Plague Doctor and depending on my group, I either run Chudan, a mix of Chudan/Pirate Skeleton or Earthgore (when healer is mostly DPSing). I don't find running Alkosh beneficial because I don't receive a bunch of synergies based on my groups comp for 4 man dungeons. If I was doing trials, I would understand wearing Alkosh (which I have...even the frost staff I held onto for years).
Thoughts?
And when we do complete the last boss on VDSA, we have the healer switch to a tank and have him tank the main boss at the gate entrance and I will come and take the 4 mini-bosses when they spawn. When I get all 4 on me, I usually die within a minute or three so it's a DPS race for the two DPS we have. I feel like I should be lasting longer there. I also looked up ways to 1 tank/3DPS VDSA and I have no idea how a tank would survive all that without part heals and the last boss.
And how do you manage ads? I will get DPS complaining an ad is on them when I been busy working on grabbing the others. I will chain pull the ads and run out of magic at this time once I try to talon them on top of it. Am I doing something wrong or does a couple of stray ads not matter so much? Or is this mostly just depending on group comp?
Thank you for your responses and replying to me. I am trying to become a better tank. I think I am good but can always improve.
@Spartabunny08 I know that on the DK but I am referring to the Stamina recovery base. Stamina recovery does not activate while you are blocking so increasing the amount you get via stats seem pointless to me and faster/easier to heavy attack to get stamina back.Spartabunny08 wrote: »Fun fact: there are ways of getting stamina back while blocking. Warden netch returns stamina while blocking. Templar rune returns Stam while blocking. DragonKnight igneous shield while blocking returns stamina via passive. The more you know...
@Liofa I will look into the Frost Staff as an option but I am hesitant on trying it simply because the passives of destro doesn't aid nearly as much as S&B. I might try it just to see how feel about it. Maybe I will like it.Kuramas9tails wrote: »I ran my DK tank through some hard content. I am usually the go-to tank since I don't mind doing it and the others I usually complete dungeons with find tanking boring. I have completed all the DLC dungeons on vet (not HM nor the newest) and have completed VDSA. I found myself to be a decent tank but I do run out of magic a lot. I believe my heath is 38K, Stam at/around 25K and magic around 16K with over 1K magic recovery.
I find I never run out of stamina because I constantly heavy attack when I know I can during the mechanic. The only time I run out of stamina is when I am being beating on constantly. This is why I also don't feel comfortable going with an ice staff because I feel like I have magic issues already and don't need anymore. And I don't use Balance as a skill. I feel I am too clumsy to use that and would end up putting myself in a bad spot and die if I did.
I also run Ebon, Plague Doctor and depending on my group, I either run Chudan, a mix of Chudan/Pirate Skeleton or Earthgore (when healer is mostly DPSing). I don't find running Alkosh beneficial because I don't receive a bunch of synergies based on my groups comp for 4 man dungeons. If I was doing trials, I would understand wearing Alkosh (which I have...even the frost staff I held onto for years).
Thoughts?
And when we do complete the last boss on VDSA, we have the healer switch to a tank and have him tank the main boss at the gate entrance and I will come and take the 4 mini-bosses when they spawn. When I get all 4 on me, I usually die within a minute or three so it's a DPS race for the two DPS we have. I feel like I should be lasting longer there. I also looked up ways to 1 tank/3DPS VDSA and I have no idea how a tank would survive all that without part heals and the last boss.
And how do you manage ads? I will get DPS complaining an ad is on them when I been busy working on grabbing the others. I will chain pull the ads and run out of magic at this time once I try to talon them on top of it. Am I doing something wrong or does a couple of stray ads not matter so much? Or is this mostly just depending on group comp?
Thank you for your responses and replying to me. I am trying to become a better tank. I think I am good but can always improve.
You are not supposed to take the first passive of Destruction Staff. That makes sure that you still use Stamina on Frost Staff bar. Only block cost difference will be the sturdy trait on your shield which is very small.
Balance takes practice until you learn how to use it but once you do, it's the best. It costs only 5.1k Health which is basically one tick of Springs. If you have a somewhat decent healer in your group, you won't even see your health going down, which is why it's amazing in trials. Because you have 2 healers. In majority of trial fights, you can literally spam balance and still won't die thanks to the insane healing taken we already have. Even though I still use Balance even in no healer 4 man runs, I understand why you wouldn't want to use it.
In DSA, you want to pull the boss to entrance. After you take minis, go to where boss spawns. You won't get hit by any of the flames there. So much easier to survive if you don't have to worry about dodging those.
How you handle adds is completely dependant on your Magicka sustain. I prefer to use Blockade of Frost for the 60% snare instead of Talons because it costs less and lasts longer. Adds are designed in a way that even if they hit your allies, they are not supposed to kill. It doesn't matter if one or two are hitting your allies. They should stay in the group and let the healer do his job. Blockade also procs my enchantments. I don't have Minor Maim obviously but I prefer to use Thurvokun in trash fights anyway. It's such an amazing set that holds 100% uptime on all trash fights very easily.
Kuramas9tails wrote: »@Spartabunny08 I know that on the DK but I am referring to the Stamina recovery base. Stamina recovery does not activate while you are blocking so increasing the amount you get via stats seem pointless to me and faster/easier to heavy attack to get stamina back.Spartabunny08 wrote: »Fun fact: there are ways of getting stamina back while blocking. Warden netch returns stamina while blocking. Templar rune returns Stam while blocking. DragonKnight igneous shield while blocking returns stamina via passive. The more you know...@Liofa I will look into the Frost Staff as an option but I am hesitant on trying it simply because the passives of destro doesn't aid nearly as much as S&B. I might try it just to see how feel about it. Maybe I will like it.Kuramas9tails wrote: »I ran my DK tank through some hard content. I am usually the go-to tank since I don't mind doing it and the others I usually complete dungeons with find tanking boring. I have completed all the DLC dungeons on vet (not HM nor the newest) and have completed VDSA. I found myself to be a decent tank but I do run out of magic a lot. I believe my heath is 38K, Stam at/around 25K and magic around 16K with over 1K magic recovery.
I find I never run out of stamina because I constantly heavy attack when I know I can during the mechanic. The only time I run out of stamina is when I am being beating on constantly. This is why I also don't feel comfortable going with an ice staff because I feel like I have magic issues already and don't need anymore. And I don't use Balance as a skill. I feel I am too clumsy to use that and would end up putting myself in a bad spot and die if I did.
I also run Ebon, Plague Doctor and depending on my group, I either run Chudan, a mix of Chudan/Pirate Skeleton or Earthgore (when healer is mostly DPSing). I don't find running Alkosh beneficial because I don't receive a bunch of synergies based on my groups comp for 4 man dungeons. If I was doing trials, I would understand wearing Alkosh (which I have...even the frost staff I held onto for years).
Thoughts?
And when we do complete the last boss on VDSA, we have the healer switch to a tank and have him tank the main boss at the gate entrance and I will come and take the 4 mini-bosses when they spawn. When I get all 4 on me, I usually die within a minute or three so it's a DPS race for the two DPS we have. I feel like I should be lasting longer there. I also looked up ways to 1 tank/3DPS VDSA and I have no idea how a tank would survive all that without part heals and the last boss.
And how do you manage ads? I will get DPS complaining an ad is on them when I been busy working on grabbing the others. I will chain pull the ads and run out of magic at this time once I try to talon them on top of it. Am I doing something wrong or does a couple of stray ads not matter so much? Or is this mostly just depending on group comp?
Thank you for your responses and replying to me. I am trying to become a better tank. I think I am good but can always improve.
You are not supposed to take the first passive of Destruction Staff. That makes sure that you still use Stamina on Frost Staff bar. Only block cost difference will be the sturdy trait on your shield which is very small.
Balance takes practice until you learn how to use it but once you do, it's the best. It costs only 5.1k Health which is basically one tick of Springs. If you have a somewhat decent healer in your group, you won't even see your health going down, which is why it's amazing in trials. Because you have 2 healers. In majority of trial fights, you can literally spam balance and still won't die thanks to the insane healing taken we already have. Even though I still use Balance even in no healer 4 man runs, I understand why you wouldn't want to use it.
In DSA, you want to pull the boss to entrance. After you take minis, go to where boss spawns. You won't get hit by any of the flames there. So much easier to survive if you don't have to worry about dodging those.
How you handle adds is completely dependant on your Magicka sustain. I prefer to use Blockade of Frost for the 60% snare instead of Talons because it costs less and lasts longer. Adds are designed in a way that even if they hit your allies, they are not supposed to kill. It doesn't matter if one or two are hitting your allies. They should stay in the group and let the healer do his job. Blockade also procs my enchantments. I don't have Minor Maim obviously but I prefer to use Thurvokun in trash fights anyway. It's such an amazing set that holds 100% uptime on all trash fights very easily.