Urzigurumash wrote: »Before I go any further, are you using a Frost Staff on one bar and Sword & Shield on the other?
Seems far easier for me to just stay with the group to begin with...where I can shield them as needed and not spend twice the stamina needed on taunts.
Urzigurumash wrote: »Seems far easier for me to just stay with the group to begin with...where I can shield them as needed and not spend twice the stamina needed on taunts.
I'm not a pro at this thing, so I could definitely be wrong, but I think the Mini-Bosses spawn wherever the boss is, and that two of them spawn right after 75%, and two of them spawn right after 50%, and that never changes. .
You need ice staff on backbar for this though, because spamming inner fire will just take all the resources you have. Be sure to slot your "oh crap" ulti like support shield or dk %3 damage thing, I use that one and works great.
laissezfaire wrote: »I used to use mist form when moving from front of the room to back or back to front. That doesn't really address your set issue but I found it worked well for not getting cc'd at all. I haven't done vdsa in a while though and dont know if tactics have changed. But I also remember using sustain sets on last boss. Engine guardian, dragon, desert rose. Again, that was a couple years ago... I am sure potentates and the mag Regen mythic item is probably better. You could run 3 PC potentates, mythic and 1 PC trainee with your tbs and monster set.
Edit:. But those meet your exact parameters. But not sure why you couldn't shuffle things around.
NoMoreChillies wrote: »Healer tanks boss, Tank + DPS smash adds other side of lava river
3. I started taking the ads to just the other side of the lava stream...this puts me outside the range of the pull, but still allows me to be close enough to see the boss health.
Double SnB. Cyrodiil's Crest. Almalexia's Mercy. 5 heavy, 2 light. Vateshran SnB on one bar. Master's SnB on the other.
Urzigurumash wrote: »Double SnB. Cyrodiil's Crest. Almalexia's Mercy. 5 heavy, 2 light. Vateshran SnB on one bar. Master's SnB on the other.
In my opinion Almalexia's is perfect for some of these rounds, but of course a poor choice for the shortcut method in the final stage, since you shouldn't be near your teammates after the first mini-bosses spawn. I would always recommend Master's S&B for any pug tank build if you can fit it in.
Something confuses me.
If you look at what code wrote you can see the easiest and most efficient way to do this is to hard nuke after first set of adds.
Now what confuses me is the suggestion of selfish gear.
See the damage done to a target isn't really the sole work of the dps, it's also on the support they receive and the debuffing of targets.
I would suggest taking this into consideration.
The best thing you can do as a tank is speed up the fight by providing support.
Now to see that the add skip occurs you need to do what you can to assist the nuke after first adds.
You can and probably should be running yolna/olo/masters sword and board my monster set of choice is earthgore.
Now when first set of adds spawn in make sure to drop a wall of elements with infused crusher this also will proc olo aim it so it hits your dps as well as the main boss, taunt both adds and then horn dropping an altar as you run away.
Then have the dps ulti dump.
This assuming you're 3dps are decent will skip the second add phase.
In relation to the stam drain from sprint and snare removal, I've found Race Against Time is extremely handy on my tanks for the last boss. Given you have a magicka recovery tank build(which is what mine are). Just casting it will remove the snares and help with speed so you dont have to sprint quite as much.
Almalexias Mercy or Battalion with masters s&b is definitely nice if you are taking all 4 minis. Yes true the group will be far away but you'll still get the heals from these sets. I personally like Almalexias Mercy over Battalion but that just comes down to personal preference.
Stonekeeper can be nice and selfish if you are blocking all the attacks from the minis and can help with sustain.
The single biggest thing that helped me was running race. DK wings will work for damage mit and snare removal but wont give you the speed boost
Something confuses me.
If you look at what code wrote you can see the easiest and most efficient way to do this is to hard nuke after first set of adds.
Now what confuses me is the suggestion of selfish gear.
See the damage done to a target isn't really the sole work of the dps, it's also on the support they receive and the debuffing of targets.
I would suggest taking this into consideration.
The best thing you can do as a tank is speed up the fight by providing support.
Now to see that the add skip occurs you need to do what you can to assist the nuke after first adds.
You can and probably should be running yolna/olo/masters sword and board my monster set of choice is earthgore.
Now when first set of adds spawn in make sure to drop a wall of elements with infused crusher this also will proc olo aim it so it hits your dps as well as the main boss, taunt both adds and then horn dropping an altar as you run away.
Then have the dps ulti dump.
This assuming you're 3dps are decent will skip the second add phase.
I disagree 100% on this for several reasons:
1. You are spending 75% of this fight with ZERO group support, no shards, no heals, nothing. This means that personal survival(IE "selfish" sets) is the priority.
2. As I said, its not the first set of minis that is any type of problem...easy to hold those forever regardless of what you are wearing as far as sets go...its the SECOND set of minis that starts the resource drain....think about what this means for a second, if you are in a good high damage group, the 2nd set of minis never even spawns so running Yoln, Powerful assault, Olo, whatever will do NOTHING to help(even if you could be close enough for Olo to have an effect, which you can't unless you want your group negated by the mini casters) groups who have damage low enough for the 2nd group to spawn to start with.
In reality, you would be correct that would be the most effective way to do it with 3 GOOD DPS putting out good numbers...but in reality, the ONLY way I ever do vDSA is with pugs simply because if you run it with guildies/friends, then it needs to be scheduled and I am really bad about scheduling time to play video games, feels way too much like work then.
The idea behind this thread to begin with was to find methods that allowed a group of any composition to complete it, and "selfish" sets are the best way for this particular fight.In relation to the stam drain from sprint and snare removal, I've found Race Against Time is extremely handy on my tanks for the last boss. Given you have a magicka recovery tank build(which is what mine are). Just casting it will remove the snares and help with speed so you dont have to sprint quite as much.
Almalexias Mercy or Battalion with masters s&b is definitely nice if you are taking all 4 minis. Yes true the group will be far away but you'll still get the heals from these sets. I personally like Almalexias Mercy over Battalion but that just comes down to personal preference.
Stonekeeper can be nice and selfish if you are blocking all the attacks from the minis and can help with sustain.
The single biggest thing that helped me was running race. DK wings will work for damage mit and snare removal but wont give you the speed boost
Amalexia's Mercy doesn't seem very useful...gives no base stats aside from health(armor is already maxed of course) and health isn't the problem in the fight, its stamina in particular that gets drained quickly with 4 minis with all the breaking free and blocking(more the breaking free or and/roll dodging) same thing with Battalion defender...far better to run a Trainee ice staff back bar and the Torc of Tonal Constancy and then just swap back and forth between magicka blocking and stamina blocking.
I have been playing around with something else that could be useful in this fight, though I have yet to test it:
Set 1: Grave Guardian
Set 2: Mighty Glacier(this can be swapped out with something more useful, Alkosh, Yoln, Olo, PA, Dragon's Defilement, even Knightmare, all depending on what you are going for) if you run a Warden tank
Monster Set: Lord Warden
I was testing this with a friend in light armor...uptime is great, and his resistances ended up at 32k spell resistance and 26k physical resistance. Essentially the entire group would get tank resistances...which would allow a simple stack and burn by the gate...yes, enemy negates would still be a thing and inconvenient, but easily countered if there is a sorc in the group with negates of their own they hold back.(a sorc tank might come in handy here)
Something confuses me.
If you look at what code wrote you can see the easiest and most efficient way to do this is to hard nuke after first set of adds.
Now what confuses me is the suggestion of selfish gear.
See the damage done to a target isn't really the sole work of the dps, it's also on the support they receive and the debuffing of targets.
I would suggest taking this into consideration.
The best thing you can do as a tank is speed up the fight by providing support.
Now to see that the add skip occurs you need to do what you can to assist the nuke after first adds.
You can and probably should be running yolna/olo/masters sword and board my monster set of choice is earthgore.
Now when first set of adds spawn in make sure to drop a wall of elements with infused crusher this also will proc olo aim it so it hits your dps as well as the main boss, taunt both adds and then horn dropping an altar as you run away.
Then have the dps ulti dump.
This assuming you're 3dps are decent will skip the second add phase.
I disagree 100% on this for several reasons:
1. You are spending 75% of this fight with ZERO group support, no shards, no heals, nothing. This means that personal survival(IE "selfish" sets) is the priority.
2. As I said, its not the first set of minis that is any type of problem...easy to hold those forever regardless of what you are wearing as far as sets go...its the SECOND set of minis that starts the resource drain....think about what this means for a second, if you are in a good high damage group, the 2nd set of minis never even spawns so running Yoln, Powerful assault, Olo, whatever will do NOTHING to help(even if you could be close enough for Olo to have an effect, which you can't unless you want your group negated by the mini casters) groups who have damage low enough for the 2nd group to spawn to start with.
In reality, you would be correct that would be the most effective way to do it with 3 GOOD DPS putting out good numbers...but in reality, the ONLY way I ever do vDSA is with pugs simply because if you run it with guildies/friends, then it needs to be scheduled and I am really bad about scheduling time to play video games, feels way too much like work then.
The idea behind this thread to begin with was to find methods that allowed a group of any composition to complete it, and "selfish" sets are the best way for this particular fight.In relation to the stam drain from sprint and snare removal, I've found Race Against Time is extremely handy on my tanks for the last boss. Given you have a magicka recovery tank build(which is what mine are). Just casting it will remove the snares and help with speed so you dont have to sprint quite as much.
Almalexias Mercy or Battalion with masters s&b is definitely nice if you are taking all 4 minis. Yes true the group will be far away but you'll still get the heals from these sets. I personally like Almalexias Mercy over Battalion but that just comes down to personal preference.
Stonekeeper can be nice and selfish if you are blocking all the attacks from the minis and can help with sustain.
The single biggest thing that helped me was running race. DK wings will work for damage mit and snare removal but wont give you the speed boost
Amalexia's Mercy doesn't seem very useful...gives no base stats aside from health(armor is already maxed of course) and health isn't the problem in the fight, its stamina in particular that gets drained quickly with 4 minis with all the breaking free and blocking(more the breaking free or and/roll dodging) same thing with Battalion defender...far better to run a Trainee ice staff back bar and the Torc of Tonal Constancy and then just swap back and forth between magicka blocking and stamina blocking.
I have been playing around with something else that could be useful in this fight, though I have yet to test it:
Set 1: Grave Guardian
Set 2: Mighty Glacier(this can be swapped out with something more useful, Alkosh, Yoln, Olo, PA, Dragon's Defilement, even Knightmare, all depending on what you are going for) if you run a Warden tank
Monster Set: Lord Warden
I was testing this with a friend in light armor...uptime is great, and his resistances ended up at 32k spell resistance and 26k physical resistance. Essentially the entire group would get tank resistances...which would allow a simple stack and burn by the gate...yes, enemy negates would still be a thing and inconvenient, but easily countered if there is a sorc in the group with negates of their own they hold back.(a sorc tank might come in handy here)
I suggest you actually read what I wrote and think about it.
Olo lasts 20s
You make sure to proc olo as you run away that way they have the buff as you leave.
For the most crucial part, you also proc other buffs as you leave.
You can change a 2 minute fight to a 40s fight if you buff people and forget about being selfish.
I mean when I run away the fight is ending around the time their olo would run out.
They probably don't have it for a few seconds in execute, but they most certainly do for the crucial push
Something confuses me.
If you look at what code wrote you can see the easiest and most efficient way to do this is to hard nuke after first set of adds.
Now what confuses me is the suggestion of selfish gear.
See the damage done to a target isn't really the sole work of the dps, it's also on the support they receive and the debuffing of targets.
I would suggest taking this into consideration.
The best thing you can do as a tank is speed up the fight by providing support.
Now to see that the add skip occurs you need to do what you can to assist the nuke after first adds.
You can and probably should be running yolna/olo/masters sword and board my monster set of choice is earthgore.
Now when first set of adds spawn in make sure to drop a wall of elements with infused crusher this also will proc olo aim it so it hits your dps as well as the main boss, taunt both adds and then horn dropping an altar as you run away.
Then have the dps ulti dump.
This assuming you're 3dps are decent will skip the second add phase.
I disagree 100% on this for several reasons:
1. You are spending 75% of this fight with ZERO group support, no shards, no heals, nothing. This means that personal survival(IE "selfish" sets) is the priority.
2. As I said, its not the first set of minis that is any type of problem...easy to hold those forever regardless of what you are wearing as far as sets go...its the SECOND set of minis that starts the resource drain....think about what this means for a second, if you are in a good high damage group, the 2nd set of minis never even spawns so running Yoln, Powerful assault, Olo, whatever will do NOTHING to help(even if you could be close enough for Olo to have an effect, which you can't unless you want your group negated by the mini casters) groups who have damage low enough for the 2nd group to spawn to start with.
In reality, you would be correct that would be the most effective way to do it with 3 GOOD DPS putting out good numbers...but in reality, the ONLY way I ever do vDSA is with pugs simply because if you run it with guildies/friends, then it needs to be scheduled and I am really bad about scheduling time to play video games, feels way too much like work then.
The idea behind this thread to begin with was to find methods that allowed a group of any composition to complete it, and "selfish" sets are the best way for this particular fight.In relation to the stam drain from sprint and snare removal, I've found Race Against Time is extremely handy on my tanks for the last boss. Given you have a magicka recovery tank build(which is what mine are). Just casting it will remove the snares and help with speed so you dont have to sprint quite as much.
Almalexias Mercy or Battalion with masters s&b is definitely nice if you are taking all 4 minis. Yes true the group will be far away but you'll still get the heals from these sets. I personally like Almalexias Mercy over Battalion but that just comes down to personal preference.
Stonekeeper can be nice and selfish if you are blocking all the attacks from the minis and can help with sustain.
The single biggest thing that helped me was running race. DK wings will work for damage mit and snare removal but wont give you the speed boost
Amalexia's Mercy doesn't seem very useful...gives no base stats aside from health(armor is already maxed of course) and health isn't the problem in the fight, its stamina in particular that gets drained quickly with 4 minis with all the breaking free and blocking(more the breaking free or and/roll dodging) same thing with Battalion defender...far better to run a Trainee ice staff back bar and the Torc of Tonal Constancy and then just swap back and forth between magicka blocking and stamina blocking.
I have been playing around with something else that could be useful in this fight, though I have yet to test it:
Set 1: Grave Guardian
Set 2: Mighty Glacier(this can be swapped out with something more useful, Alkosh, Yoln, Olo, PA, Dragon's Defilement, even Knightmare, all depending on what you are going for) if you run a Warden tank
Monster Set: Lord Warden
I was testing this with a friend in light armor...uptime is great, and his resistances ended up at 32k spell resistance and 26k physical resistance. Essentially the entire group would get tank resistances...which would allow a simple stack and burn by the gate...yes, enemy negates would still be a thing and inconvenient, but easily countered if there is a sorc in the group with negates of their own they hold back.(a sorc tank might come in handy here)
I suggest you actually read what I wrote and think about it.
Olo lasts 20s
You make sure to proc olo as you run away that way they have the buff as you leave.
For the most crucial part, you also proc other buffs as you leave.
You can change a 2 minute fight to a 40s fight if you buff people and forget about being selfish.
I mean when I run away the fight is ending around the time their olo would run out.
They probably don't have it for a few seconds in execute, but they most certainly do for the crucial push
lol, some 300 spell and weapon damage doesn't do a thing for low DPS, that is my point. Its great for those groups that can take advantage of it, but if you are looking at a group DPS of 40k its not going to help whereas those selfish sets will. What is average spell and weapon damage these days anyway? maybe 3k? increasing it 10% will increase group damage from 40k to 44k ...you might as well sit there with the group and spam light attacks and do the same thing. Now if group DPS is 160k, then its a huge difference.
I will say that its a viable strategy for groups that have group DPS on the verge of being able to push from 4 minis to 2 minis...but those groups will be few and far between...most times a group either has good DPS or bad DPS, its a rarity when they are on the threshold where 5-10k group DPS is going to be the deciding factor
Something confuses me.
If you look at what code wrote you can see the easiest and most efficient way to do this is to hard nuke after first set of adds.
Now what confuses me is the suggestion of selfish gear.
See the damage done to a target isn't really the sole work of the dps, it's also on the support they receive and the debuffing of targets.
I would suggest taking this into consideration.
The best thing you can do as a tank is speed up the fight by providing support.
Now to see that the add skip occurs you need to do what you can to assist the nuke after first adds.
You can and probably should be running yolna/olo/masters sword and board my monster set of choice is earthgore.
Now when first set of adds spawn in make sure to drop a wall of elements with infused crusher this also will proc olo aim it so it hits your dps as well as the main boss, taunt both adds and then horn dropping an altar as you run away.
Then have the dps ulti dump.
This assuming you're 3dps are decent will skip the second add phase.
I disagree 100% on this for several reasons:
1. You are spending 75% of this fight with ZERO group support, no shards, no heals, nothing. This means that personal survival(IE "selfish" sets) is the priority.
2. As I said, its not the first set of minis that is any type of problem...easy to hold those forever regardless of what you are wearing as far as sets go...its the SECOND set of minis that starts the resource drain....think about what this means for a second, if you are in a good high damage group, the 2nd set of minis never even spawns so running Yoln, Powerful assault, Olo, whatever will do NOTHING to help(even if you could be close enough for Olo to have an effect, which you can't unless you want your group negated by the mini casters) groups who have damage low enough for the 2nd group to spawn to start with.
In reality, you would be correct that would be the most effective way to do it with 3 GOOD DPS putting out good numbers...but in reality, the ONLY way I ever do vDSA is with pugs simply because if you run it with guildies/friends, then it needs to be scheduled and I am really bad about scheduling time to play video games, feels way too much like work then.
The idea behind this thread to begin with was to find methods that allowed a group of any composition to complete it, and "selfish" sets are the best way for this particular fight.In relation to the stam drain from sprint and snare removal, I've found Race Against Time is extremely handy on my tanks for the last boss. Given you have a magicka recovery tank build(which is what mine are). Just casting it will remove the snares and help with speed so you dont have to sprint quite as much.
Almalexias Mercy or Battalion with masters s&b is definitely nice if you are taking all 4 minis. Yes true the group will be far away but you'll still get the heals from these sets. I personally like Almalexias Mercy over Battalion but that just comes down to personal preference.
Stonekeeper can be nice and selfish if you are blocking all the attacks from the minis and can help with sustain.
The single biggest thing that helped me was running race. DK wings will work for damage mit and snare removal but wont give you the speed boost
Amalexia's Mercy doesn't seem very useful...gives no base stats aside from health(armor is already maxed of course) and health isn't the problem in the fight, its stamina in particular that gets drained quickly with 4 minis with all the breaking free and blocking(more the breaking free or and/roll dodging) same thing with Battalion defender...far better to run a Trainee ice staff back bar and the Torc of Tonal Constancy and then just swap back and forth between magicka blocking and stamina blocking.
I have been playing around with something else that could be useful in this fight, though I have yet to test it:
Set 1: Grave Guardian
Set 2: Mighty Glacier(this can be swapped out with something more useful, Alkosh, Yoln, Olo, PA, Dragon's Defilement, even Knightmare, all depending on what you are going for) if you run a Warden tank
Monster Set: Lord Warden
I was testing this with a friend in light armor...uptime is great, and his resistances ended up at 32k spell resistance and 26k physical resistance. Essentially the entire group would get tank resistances...which would allow a simple stack and burn by the gate...yes, enemy negates would still be a thing and inconvenient, but easily countered if there is a sorc in the group with negates of their own they hold back.(a sorc tank might come in handy here)
I suggest you actually read what I wrote and think about it.
Olo lasts 20s
You make sure to proc olo as you run away that way they have the buff as you leave.
For the most crucial part, you also proc other buffs as you leave.
You can change a 2 minute fight to a 40s fight if you buff people and forget about being selfish.
I mean when I run away the fight is ending around the time their olo would run out.
They probably don't have it for a few seconds in execute, but they most certainly do for the crucial push
lol, some 300 spell and weapon damage doesn't do a thing for low DPS, that is my point. Its great for those groups that can take advantage of it, but if you are looking at a group DPS of 40k its not going to help whereas those selfish sets will. What is average spell and weapon damage these days anyway? maybe 3k? increasing it 10% will increase group damage from 40k to 44k ...you might as well sit there with the group and spam light attacks and do the same thing. Now if group DPS is 160k, then its a huge difference.
I will say that its a viable strategy for groups that have group DPS on the verge of being able to push from 4 minis to 2 minis...but those groups will be few and far between...most times a group either has good DPS or bad DPS, its a rarity when they are on the threshold where 5-10k group DPS is going to be the deciding factor
Its more than 300 spell damage, major and minor buffs calculate into this.
It's also flawed to assume a tank spamming la will exceed the dps gain provided by a tank providing as much group support and utility as they can.
Now if you're running with a group dps of 40k well that's your fault even a craglorn pug will exceed that.
Try showing people you can support on a tank and make friends you can clear the last round in maybe a minute.
Try this one day
Find a friend of yours that's hitting average numbers ie. 80k on a 21 million dummy.
Now get then to parse on a 6 solo
Then get them to parse with you on a tank providing olo/yolna crusher mino and major breach a minor buff if you have it, poop fist, bugs etc.
Fully support the person's dps
You may just be surprised how much a good support buffs dps...
The idea behind this thread to begin with was to find methods that allowed a group of any composition to complete it, and "selfish" sets are the best way for this particular fight.
I have been playing around with something else that could be useful in this fight, though I have yet to test it:
Set 1: Grave Guardian
Set 2: Mighty Glacier(this can be swapped out with something more useful, Alkosh, Yoln, Olo, PA, Dragon's Defilement, even Knightmare, all depending on what you are going for) if you run a Warden tank
Monster Set: Lord Warden
I was testing this with a friend in light armor...uptime is great, and his resistances ended up at 32k spell resistance and 26k physical resistance. Essentially the entire group would get tank resistances...which would allow a simple stack and burn by the gate...yes, enemy negates would still be a thing and inconvenient, but easily countered if there is a sorc in the group with negates of their own they hold back.(a sorc tank might come in handy here)