Yay, someone who agrees with me! I don't usually see it recommended.Urzigurumash wrote: »And for sure Frothgar + Atronach is the best by far.
I have played all roles, including DK tank, in vet trials up to and including partial hard modes, e.g. vCR+2 and vAS+2.
Questions 1 and 2 seem very advanced to me. At my difficulty level and considering I often PUG, I have never bothered slotting those skills. I think you surmised correctly that they are for larger coordinated groups, if you use them at all. I would only start thinking about them, if I was getting into trial hard modes, or maybe the hardest dungeon hard modes. That said, players who play routinely at that level may trickle down their skill bars into all of their builds, because it's not a bother to them. Thus you may see accomplished YouTubers recommending these skills. Will someone hold it against you when you don't do so in a PUG? Absolutely not. I have never been asked to slot them. Unless you play regularly with the same group, I think you end up with DDs who have much bigger problems than the tank squeezing out the last bit of damage for them. As I always say with regard to DDs: +X% of nothing is still nothing. The difference between individual DDs in a PUG can be as high as 100%, 200%, sometimes more. The gap has shrunk with arcanists, but when the dungeon group feels good, it's first and foremost because you got good DDs, not because you squeezed out X% more damage, where X is in the single or low double digits. I also think fire damage is less prevalent overall than it used to be, and Engulfing Flames may not be meta anymore at all. I could be wrong on that last point. It's probably just very situational.
Question 3 stands in stark contrast to the other two. Are you so experienced that you know mechanics everywhere and you are, therefore, not blocking by default? Do you only block when you have to? I work the opposite way. I clamp down on block unless I know I don't have to. 1K stamina may not seem like much, but it is. 4K cost is a lot, but you frequently have nothing else to spend your magicka on. That said, you also get Major Mending and a decent shield, including for group members. That's nothing to be sneezed at.
Some fights are borderline. Talaria, the last boss in vDSR (Dreadsail Reef) is such a fight. Just standing there, blocking, can still get you killed. Even at 40K health, she may one shot you, especially if you are not quite at full health. There are various ways of dealing with that. One is dodge rolling the attack. Another is Magma Shell. Another is using the Hardened Ward and Igneous Shield shields while blocking. This isn't even hard mode I'm talking about. I can personally only imagine what hard mode is like. Aside from that fight, stacking Hardened Ward and Igneous Shield also gives you some security while letting go of block and restoring stamina with a heavy attack.
In regard to the sustain question, you want to invest in magicka regen as a tank. I think mine has something like 1.7K from the Atro Mundus, Red Frothgar and 1 jewelry enchant, without potion. Most tanks prefer food over Red Frothgar, as far as I'm aware, and 3x magicka recovery enchants. However my setup allows for using 1x block cost reduction and 1x skill cost reduction (Indeko) enchants. This is what I prefer along with all Hakeijo-enchanted gear, about 40K health and ~20K magicka and stamina, with stamina > magicka to ensure synergies restore stamina. In addition, if no one asks me to wear particular sets, I like fitting the Torc of Tonal Constancy into my build. When my stamina drops below 50%, because I'm blocking, the Torc ups my magicka regen by another significant amount.
A further way to manage your resources on DK is, of course, having ultigen from the likes of Drake's Rush and ultigen potions or a (possibly scribed) Minor Heroism skill. Drake's Rush is arguably a decent set for dungeons, since it gives ultimate to 3 other players as well. Bloodspawn, on the other hand, is arguably more of a PvP set. You don't typically get hammered with lots of (small) attacks in PvE, like you do in PvP. This leaves Bloodspawn with a smaller proc chance in the former environment.
Yay, someone who agrees with me! I don't usually see it recommended.Urzigurumash wrote: »And for sure Frothgar + Atronach is the best by far.
My favorite sets for 4-man DLC runs is Magma Incarnate helm set (good stats, minor courage buff for group), Turning Tide (major vulnerability, decent uptime), Drake's Rush (5pc backbar only, major heroism for group), Void bash sword shield. Proc both TT and Drake's with a bash on your backbar. You can change these sets up a little based on what your group may need and/or what your healer uses.
BXR_Lonestar wrote: »I have my DK equipped with Tremorscale, Turning Tide, Crimson Oath, and voidbash (crimson oath backbar only). IMO, this is the best way to set up a tank because your DPS need a poultry ~ 2.5k penetration to maximize their damage against bosses.
I don't permablock with him either. He's an argonian, and I use potions to "cheese" his sustain, and so long as I time my heavy attacks just right, I can get by without having many/any orbs or shards tossed my way.
If I have some sustain issues or need additional support, I'll swap tremorscale for engine guardian or malubeth's scourge.