The Guard - A tank that anyone can use! - Tasear's Tree House

Former Class Rep and Community Ambassador

Wednesday, February 15, 2023

The Guard - A tank that anyone can use!

 


Logs

- Created

Added, background to talk about self

Added why this build to see if this build is for you

Added How this is designed so you can learn how careful processes to make everything work

Added Skills on Bar 1

Added Skills on Bar 2

Why no Frost staff

Rewrote How's it's Designed

Made Sustain Clearer

Purpose

This build isn't meant to be optimal, but something to allow mistakes and for other people to find easy of tanking while still being effective. It's balance of the top and bottom type of players. I will mention alternatives along the way for people mode the build as their own. For one should not just follow a build but make it their own.

 If you so desire, I welcome you to share your own build, but I have made careful consideration on how I wanted the build to be design. Maybe their flaws, but I do guarantee it's easy and theirs a lot of knowledge to be shared on basics of tanks that aren't widely available for average players. 


Dk Tank "The Guard" Build

How it's Designed? 

Yes rotations are important, but even if you don't do it that you will still be fine with the build. It keeps it simple down to block, shield, taunt, heavy attack. 

The gear choices aren't easy to get, but keep in mind golden vendor on weekly will have monster sets too. You can also do normal version of these dungeons crafted tanks sets. The only thing to keep in mind is watch your resistances on whatever you gear you use before these dungeons.  In regards to completing the dungeons.

Make sure you block spiders, kill any adds that shine blue first (fishes and storm makers). For the other dungeon make sure you interrupt zombies and debuff them....if dps is really that questionable.


Sustain

For sustain lets talk about, because reddit would say I doomed. Resource management is something each tank has to consider on their own. There's many many ways to do. For Dragon Knights the standard way to do it using helping hand passive from class skills This will exchange magicka for stamina. 

In regards to this build, I keep costs low or free with Champion Point Passives, while also keeping amount of magicka based skills low.  To keep costs low, I am obviously an Imperial Race, while using 2 medium Amour pieces, you take account of other passives. For this build you won't always need to block as their shields that are from 14k to 9000 health. So you can build stamina back while heaving attacking and triggering off balance via bashing off balanced opponents. Keeping to the basics, debuff enemy penetration, taunt, and apply gear buffs. It's not that hard to sustain

Now again, I mentioned this isn't a build you always hold block, but want to block the heavy attacks from bosses so you don't go flying and embarrass yourself. So it will be shield, taunt, heavy attack, block heavy attacks. Wanting to keep it simple, you do have enough sustain to block most fights for long period of time without doing anything, but most things won't one shit a tank with 44k health and a shield. Some usual one shots will literally be by passed even if you don't hold block or miss it. 

Lastly Dragon Knights gain resource via a class skill passive when using ultimate. So you want to time your usage of ultimate right if having trouble. In between that there's Tri Portions or other resource potions.


Skills


Bar 1 - Weakening Enchant - Reduce target Weapon Damage by 348 for 5 seconds

So we are already shield stacking via 4 shields, while having a lot of health, and damage migration. This added something on top for you. This works before even taking a hit so it will go above damage reduction what you already have it at.  So you are less likely to die and you can make mistakes in missing other ways to reduce damage. 

Hardened Armor (Morph of Spiked Armor from Draconic Power) 


Release your inner dragon to gain Major Resolve, increasing Physical Resistance and Spell Resistance by 5948 for 20 seconds.

You gain a Damage Shield equal to 15% of your Max Health for 6 seconds.

While active, the armor returns x Flame Damage to any enemy that uses a direct damage attack against you in melee range, scaling off your Physical and Spell Resistance.

You also gain a damage shield for a brief period.

  • With the build that I am using the shield is 14,357 not to mention it adds to resistances to get your over cap. (cap is 33k on each) . This shield is part of shield stacking options I have built into the build to take more hits. Just imagine block migration is at 92 percent (cap is 90)  already then you add shields. It's going to be hard to die.


Igneous Shield (Morph of Obsidian Shield from Earthen Heart Skills)


Call the earth to your defense, granting a damage shield for you and nearby allies that absorbs 3828 damage. Your own damage shield absorbs 9571 damage. This portion of the ability scales off your Max Health.

You also gain Major Mending, increasing your healing done by 16% for 2.5 seconds.

Increased shield strength on self.

  • Take the note,  shield strength is based on the build. So on point this skill is important as it shields us and allies while also gives us significant amount of stamina via helping hands a passive. So this skills keeps us alive, helps allies while also helping us sustain. Not to mention you can shield stack it with other builds.


Pierce Armor (Morph of Puncture from One Hander and Shield)

Thrust your weapon with disciplined precision at an enemy, dealing x Physical Damage and taunting them to attack you for 15 seconds.

Also inflicts Minor Breach and Major Breach on the enemy, reducing Physical Resistance and Spell Resistance by 2974 and 5948 for 15 seconds.

Also afflicts the enemy Minor Breach, further reducing the enemy's Resistances.

  • So I picked this skill cause you need a taunt, and you need to debuff enemies. It's the basic of tanks. The morph can go either way, but I went with more penetration debuff as you can get minor protection elsewhere if you really wanted too . 

Heroic Slash (Morph of Low Slash from One Hander and Shield)

Surprise enemy with a deep lunge, dealing 1925 Physical Damage and afflicting them with Minor Maim, reducing their damage done by 5% for 12 seconds.

You gain Minor Heroism, granting you 1 Ultimate every 1.5 seconds for 12 seconds.

You gain Minor Heroism, increasing your Ultimate generation.

  • Heroic slash I went with because you could also use talon on occasion and ultimate generation helps you sustain (you gain resources back when you use ultimate) , but also can help save allies lives or increase damage depending what's used or slotted. 

Defensive Stance (Morph of Defensive Posture from One Hander and Shield)

Bolster your defenses, gaining a damage shield that absorbs up to 13,899

damage for 6 seconds. The Damage Shield scales off 30% of your Maximum Health.

You reflect the next harmful Direct Damage projectile cast at you. This effect can occur once per cast.

While you have a shield equipped, the amount of damage you can block is increased by 10% and the cost of blocking is reduced by 10%.

While slotted, you reduce the cost of block and increase the amount of damage you can block.

  • Now defensive stance, I liked both morphs but I wanted to really be tanky tank so I went with this one. The other morph keep me alive when healers made me think of vote to kick button, at last there was other ways to keep self alive as I got more cp, shields (x4) , and used green dragon blood + altar.  Block migration buffed is at 92 percent so I needed to get past cap. Also again cost reductions are just nice so easy resource management
    • You can use  Revealing Flare instead here though it will increase costs slightly. You will also only have this defense on one bar.  


Bar 2 - Crushing - Reduce target's Armor by 1622 for 5 seconds

This adds on debuffs that reduce Armor so in total 1622 + 3541 (crimson oath) + 8922 (Pierced Amour) = 14,085 debuff on enemies. So this is just pure support group dps potential especially with randoms...

 

Overflowing Altar (Morph of Blood Altar from Undaunted)

Conjure a fountain of blood to apply Minor Lifesteal to enemies in the area, healing you and your allies for 600 Health every 1 second when damaging them.

Allies can also activate the Blood Feast synergy to heal themselves for 65% of their Max Health.

The synergy heals allies for more. Reduces the cost as the ability ranks up.

  • This gives your self more healing and gives your allies an synergy with a big heal, along with passive healing. You can use this for flex spot for anything else you want or need though.


Green Dragon Blood (Morph of Dragon Blood from Draconic Power)

Draw on your draconic blood to heal for 33% of your missing Health. 

You also gain Major Fortitude and Major Endurance and Minor Vitality, increasing Health Recovery and Stamina Recovery by 30% and healing received by 8% for 23 seconds.

You also gain Major Endurance and Minor Vitality.

  • I tried vigor but this just works better for those "my healer forgot about me moments or my healer is dead". While the healer is alive, this along increases heals you get from them. It's going to also boos your stamina and health recovery.


Inner Rage (Morph of Fiery Grip from Ardent Flame)

Ignite the fires of hate in an enemy's heart, dealing 411 Magic Damage and forcing them to attack you for 15 seconds.

A ranged ally targeting the taunted enemy can activate the Radiate synergy, dealing 795 Magic Damage to them over 3 seconds then an additional 795 Magic Damage to them and other nearby enemies.

The synergy will now always apply to the target, instead of having a chance.

  • For 3 more weeks this skill will be needed on Dragon Knight Tanks. Still other tanks will need this as it's a magicka range taunt and other option is stamina based. On topic DK or Dragon Knight Tanks, use this as  range taunt against enemies that don't move with chains or ones you need to get closer. 


Unrelenting Grip (Morph of Inner Fire from Undaunted)

Launch a fiery chain to grasp and pull an enemy to you, dealing 567 Flame Damage.

Also grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds.

If the target cannot be pulled, you restore 100% of the ability's cost as Magicka.

This attack cannot be dodged or reflected.

If the target cannot be pulled, you are refunded the Magicka cost.

  • This will soon also taunt in 3 weeks, but for now it helps pull in range adds that don't move via inner rage. It's also important to note, that you can use this make speed debuff from cp passive mean nothing. Also enough left over for your to slightly move faster towards things, such as cloud rest final boss when it moves. Overall, it will help you get in position faster along with pull things to you. 


Razor Caltrops (Morph of Caltrops from Alliance War)

Hurl an exploding ball of caltrops that scatter over the target area, dealing 70 Physical Damage every 1 second and reducing Movement Speed by 50%.

Enemies who take damage from the caltrops have Major Fracture applied to them, reducing their Physical Resistance by 5280 for 4 seconds.

Applies Major Fracture to damaged enemies.

  • Use This is better then Talons as it's far cheaper to sustain, last longer, and bigger radius.  Use talons though for things that do damage through amour like in fang lair on last boss with the green beetles. 

FAQ

Why no Frost Staff

I had thought about it for long and hard. I do realize there's a lot of support options using the frost staff. My famous sorc healer is always using it. 

So first off I want to take a step and say I wanted something more traditional and simple. The Magicka costs can add up if you want everything offered using frost staff. Instead you could chain enemies while shielding allies.  You still have have to do as you proc gear sets, and make sure all the things that will one shot allies is without your control. 


I am sure it's feasible, buts it will be a lot harder to save teammates for wipes. You will be watching a lot of things more then you need to. This is where mistakes will be easier to make. Mistakes on a tank can wipe the team so it's just easier to design it to be more forgiving. I might try it again sometime with another edition of guide but for now it's just not worth it. 


No comments:

Post a Comment

What are your thoughts?