For the tanks: I need a little bit of help.

ZonasArch
ZonasArch
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I'm running an experimental tank that works well enough for any normal level content, but I find that his 30/31k health isn't really enough, with resists at a mere 29k buffed.

Is this just me? I have a 36k health tank resist capped that almost never dies. For the content I run, HM non-dlc dungeons, and normal DLC dungeons (sometimes vet), this tank is almost immortal.

Is that 4k resist I'm missing or an extra 5k health that big of a difference or is more of a l2p issue, and I should be fine once I get used to this new style?

In time, 36k health tank has 5.3k health regen, but nothing (500/600) on resources, and 30k tank is an invigorating build, with 2.4k recoveries for health, magicka and Stam. It may be that the health recovery plays a big part, but I have actual heals with Arctic wind on 30k tank too.

Just felt really weird that I was able to take two minutes straight of BG punishment against 4 players with this tank, but died more than I'd like to admit during scalecaller peak on normal...
  • UntilValhalla13
    UntilValhalla13
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    Those are two different ballgames entirely. There's not really too many huge problems, that a tank might face outside of vet dlc dungeons, (Vet MHK can be busy if you're not prepared for it) if they have experience in the role. That's also a pretty large amount of recovery on a tank. Stam recovery is largely useless when you're blocking. Health recovery is also a different choice.

    A tank, ideally, provides group support and should also be able to survive on their own, sometimes without a healer if need be. I usually just run ebon/alkosh as a basic setup in all hm vet dungeons (dlcs included), as well as having tanked vet trials, and can manage fine. It's about knowing the mechanics of what you're fighting against, knowing what attacks you HAVE to block and which aren't as threatening, while doing your best to keep up debuffs/support (blockade, orbs, etc).

    If you're having issues with any normal dungeon in terms of survivability, you need to figure out what specifically it is. People used to tank vmol with like 30k health, years ago. That's definitely more difficult than normal scp. You didn't say exactly what gear/enchants/cp/mundus you're using, so it's hard to pinpoint what to help with, without more info.

    Invigorating is really not optimal for traits, whereas sturdy would help you mitigate more damage. Heavy attack if you need stam, use balance if you need magic/resists, pop a heal if you need health.
  • ZonasArch
    ZonasArch
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    Those are two different ballgames entirely. There's not really too many huge problems, that a tank might face outside of vet dlc dungeons, (Vet MHK can be busy if you're not prepared for it) if they have experience in the role. That's also a pretty large amount of recovery on a tank. Stam recovery is largely useless when you're blocking. Health recovery is also a different choice.

    A tank, ideally, provides group support and should also be able to survive on their own, sometimes without a healer if need be. I usually just run ebon/alkosh as a basic setup in all hm vet dungeons (dlcs included), as well as having tanked vet trials, and can manage fine. It's about knowing the mechanics of what you're fighting against, knowing what attacks you HAVE to block and which aren't as threatening, while doing your best to keep up debuffs/support (blockade, orbs, etc).

    If you're having issues with any normal dungeon in terms of survivability, you need to figure out what specifically it is. People used to tank vmol with like 30k health, years ago. That's definitely more difficult than normal scp. You didn't say exactly what gear/enchants/cp/mundus you're using, so it's hard to pinpoint what to help with, without more info.

    Invigorating is really not optimal for traits, whereas sturdy would help you mitigate more damage. Heavy attack if you need stam, use balance if you need magic/resists, pop a heal if you need health.

    If people tanked vmol with 30k, then I'll probably have to play this guy a bit more before I get worried.

    And it is indeed a stupid amount of regen, it's purely experimental. More for fun than anything. This way, I'm almost never heavy attacking, and I can block with shield or frost staff so Stam regen does help a lot when I'm blocking with staff. I always have self heal, resources and can provide utility through skills, but the sets are totally selfish.

    Guess I'll just keep playing and maybe I'll get used to this new style. My other two tanks are DKs, this one is a warden, so there is that too.

    Oh .. and I only had issues on scalecaller peak so far, I'm very familiar with the other I went to, to the point I can tank them with my dps toon and still survive. Ish.
    Edited by ZonasArch on September 25, 2019 9:50AM
  • zvavi
    zvavi
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    ZonasArch wrote: »
    Those are two different ballgames entirely. There's not really too many huge problems, that a tank might face outside of vet dlc dungeons, (Vet MHK can be busy if you're not prepared for it) if they have experience in the role. That's also a pretty large amount of recovery on a tank. Stam recovery is largely useless when you're blocking. Health recovery is also a different choice.

    A tank, ideally, provides group support and should also be able to survive on their own, sometimes without a healer if need be. I usually just run ebon/alkosh as a basic setup in all hm vet dungeons (dlcs included), as well as having tanked vet trials, and can manage fine. It's about knowing the mechanics of what you're fighting against, knowing what attacks you HAVE to block and which aren't as threatening, while doing your best to keep up debuffs/support (blockade, orbs, etc).

    If you're having issues with any normal dungeon in terms of survivability, you need to figure out what specifically it is. People used to tank vmol with like 30k health, years ago. That's definitely more difficult than normal scp. You didn't say exactly what gear/enchants/cp/mundus you're using, so it's hard to pinpoint what to help with, without more info.

    Invigorating is really not optimal for traits, whereas sturdy would help you mitigate more damage. Heavy attack if you need stam, use balance if you need magic/resists, pop a heal if you need health.

    If people tanked vmol with 30k, then I'll probably have to play this guy a bit more before I get worried.

    And it is indeed a stupid amount of regen, it's purely experimental. More for fun than anything. This way, I'm almost never heavy attacking, and I can block with shield or frost staff so Stam regen does help a lot when I'm blocking with staff. I always have self heal, resources and can provide utility through skills, but the sets are totally selfish.

    Guess I'll just keep playing and maybe I'll get used to this new style. My other two tanks are DKs, this one is a warden, so there is that too.

    Oh .. and I only had issues on scalecaller peak so far, I'm very familiar with the other I went to, to the point I can tank them with my dps toon and still survive. Ish.

    To be honest non dlc dungeons including vet are a f***ing joke. It aint even tanking. DLC dungeons on the other hand, are an entirely different creature. even on norm they can he harder than vet non dlc ones. And as a tank, u need to know the fights well. I have completed most of them tanking on my dd (gear swap, jorvulds+ebon+lord warden) and was kinda fine (30k~ health), u just need to know what kills u, and avoid it.
  • ZonasArch
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    Yeah... 30k seems to be in order then. I'll give it a week before I worry again. Got myself a slightly better food too. We'll see how it goes.

    I'm locking myself a bit too much to the concept because it's an experimental build, but I know it's viable as I've used it before with good success, but it was prior to purple food nerf (DCT and WPB, what a damn shame). So there's a little bit of loss there somewhere. I'll see after the weekend.
  • ZeroXFF
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    Missing 4k resist means you take about 12% more damage than if you were at resist cap. The difference in HP regen will definitely make itself noticeable too if you went from 5k to 2k. In easy content the latter will make a bigger difference than the resistances and max HP.

    With that said, you would get more mileage out of your tanks if instead of getting passive HP and stam regen you focused on block cost reduction and ways of regenerating stamina with procs while getting high passive mag regen for more heals and support. That way you can keep blocking forever while getting more self-heals when you need them. And block is the single best source of mitigation in the game, so as a tank you want to have it up whenever you can afford to.
  • Grianasteri
    Grianasteri
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    Ive got 3 tonks.

    40k health DK Imperial & 35k health Nord Warden, each with capped resistances. & a 30k health Orc Necomancer, with resistances under 30k - the Necro is built for more dps output so a bit of a hybrid.

    I have tanked most (not all, quite a few trials still to complete) vet content with each one of them, but the necromancer needs to work harder and spends a lot more time on self sustaining heal skills and is more prone to one shots mechs if I miss a block etc.

    Its fair to say both my DK and Warden feel almost immortal in most (not all) vet content, with a decent healer backing them up. The necromancer does not feel like that at all, but I can lay down far more dps with him, which is the idea. However one change I made recently which has improved survivability, is putting Leeching Plate on. More selfish, but effective and its still paired with a support set such as Ebon or Brands of Imperium etc. Im 2 bits short of Alkosh for him :(
  • cmvet
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    So I do play a warden tank as well and find you have to play it a little differently than a DK. Stam regen shouldn't be an issue as you have two warden skills that help with that. You almost have to play it like a heal tank. I think 5k health regen is a bit overkill. I think I sit at like 32k health and 30k resists on mine and can do all vet content with it. It is not as good at mitigating damage in those oh *** moments like a dk tank it, but it provides great support, especially if your healer is a little suspect ;)

    I use the Sentinel of Rkugamz monster set in most dungeons for more stam recovery and self healing and still hit 30k resists. In harder content I will run a tanker monster set depending on what is needed.
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