So, I have a video of my tanking performance in FBI, apologies in advance for the lack of sound.
https://www.youtube.com/watch?v=TH__epAbJGIAs you can see, I could use some advice for how to stay alive. I've read some guides and they all seem to be focused on using the OP to buff the party, but I can't buff the party if I'm dead. I'm having a hard time finding a guide for actually surviving. So, what do I do? I am thinking of dropping Aura Gifts in the Light path in favor of Martyr's Blood in the Bulwark path, at least for purposes of dungeons like this. How can I boost my survivability here?
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2. Wait for your party. you should be the first one, who enters the combat, but your Party should be ready to support you.
3. Use TW before BO and use TW more frequently.
4. If you Need more protection use other auras like aura of protection and aura of truth.
5. Use your "shield of faith" daily.
I find tanking FBI, MSPC, MSVA, T9, and CoDG easier on my 11K OP than my 14K GF. Tanking isn't even hard but when comparing the GF to a OP the GF requires a bit more awareness to ensure you don't go down.
Please do not tell me "just get 100%". This is not my main character and so I have to weigh carefully the investments I make in him.
#1 Moving out of red circles, holding shift in order to do so is like #1 here.
#2, don't use Binding Oath if you can't live through high burst, it actually can make things much worse if timed incorrectly. Specifically with this point, keep in mind it does damage to you after the 100% has been eaten through, its only really a 50% shield, so if they do 80% of the shield in one swing, and then do like 150% of your max hp, you actually take 180% in that swing, because 20% is absorbed by the shield, then you take the remainder + 50% of your max HP which is greater than the amount originally given in one instance of time. (Yes I am simplifying a few things her, but the point remains the same).
#3 If you are going to use Shielding Strike you have to let the third swing hit to gain the benefits of the extra reduction.
#4 Getting hit by rocks will kill you, seriously. It does well over 100k in everfrost with no resistance, no counting the 100k you take from the actual rock. This can straight up just 1 shot nuke you.
#5 Make sure your DR is capped out for everyone. Astral Shield + CoP goes a very very long way.
#6 Just get out of the way, learn the mobs attack patterns and move. Yes there is a ton going on in here sometimes, but just move move move, cast TW, kite, CoP, kite etc... If the mobs have to run around to hit you all the time, or waste time using wind up abilities that don't connect its a huge win verses wiping and restarting... If you get crowd controlled you die, so back to point #1.
Fangbreaker isn't that hard once the players know how to correctly react to mob rotations.
https://www.arcgames.com/en/forums/neverwinter#/discussion/1232311/templars-wrath-protection-op/p1
To that end though, most parties have a DC which combined with your own aura gifts gives a pretty solid boost to power. I'd wager even mid rank bondings (10-12) would replace 40k in HP by consistently generating more temp HP through TW.
Edit: For Arpen, I'd say get to 45% RI first (full damage against pre-tong mobs), and eventually 60% RI (full damage against pre-tong bosses). Once you get bondings up, it's a bit easier to find room for Arpen.
https://www.arcgames.com/en/forums/neverwinter#/discussion/1227832/reference-power-sharing/p1
But again, the survival mechanic on an OP is generating millions of HP through TW. For that, you want bondings. The extra HP granted in augment translated to power share is not enough to justify the switch.
As a bonus, in a high-end party, the added movespeed from your powershare combined with shep's devo insignia bonus contributes more to clear speed than a couple thousand more points of power shared would help. So even for support-minded folks on the high end bondings make sense. A little bit, but not really.
You need to be smart about what you prioritize, especially since you said you have limited resources to start off with. So yes, since your temp HP generation is dependent on the strength of your TW hit, you should opt for power and certain buffs which allow you to generate enough HP to survive comfortably (at least for situations when you actually need to be tanking). But ArPen and Crit are less important, as are situational buffs (combat advantage, etc.) Go read the other link I sent.
When should I use Binding Oath? That is about all I have available for taunting the mobs to attack me and not the DPSers. I don't deal enough damage so that the mobs attack me based on damage alone. The few times I have been in dungeons with a really well geared GWF, the only way I could taunt the mobs was with Binding Oath. The entire rest of the time, the mobs were focused on the GWF. On the Turtle fight, especially after a few slams, I really needed the extra HP from Binding Oath otherwise I would have died. If I don't use Binding Oath, what should I use instead?
With the bondings, my Damage Taken is -72%. Is that sufficient? I also use Circle of Power when I can for both mobs and bosses, so I figure that's enough, but maybe you have a different view.
Also with the bondings ,my Defenses Ignored is 48% and my Critical Chance is also 48%. Is that sufficient for FBI? I don't plan on going to TONG or anything harder, anytime soon.
I remember when Grace first made his OP in mod 10, he would run fbi with rank 8's on and he was still an immovable force on it with templar's wrath.
https://docs.google.com/document/d/19TiuOJBGGfb2SsNEK2aAl9vipvY4qfaDJN69Ytd2E9U/pub
Build by imo one of the best players around. The build hasn't been updated in a while though, since 12a. Still best one around tho.
Then all manner of helpful folk came out of the woodwork and generally all recommended the same things (some points about positioning, rotation, knowing the frost giant attacks, and then bondings + TW HP generation).
When you asked about build details, they pointed you to what is often considered the best prot-OP guide. Even though it may read as if it is targeted towards high-end players only, it actually has great guidance and build advice applicable to all ilvls. You'll likely want to keep TW on bosses and make a few other tweaks, and that's where your personal preferences and newly-gained OP class mechanics knowledge can help you find a solution that works great for you.
Did you try Vow during the boss fights? In the few times I've had to switch loadouts from heals to tank during FBI, its worked for me in keeping the their attention.
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
https://www.youtube.com/watch?v=858AJ4mCyDY
For a mount if you can get any that have assassins covenant it provides a very handy power boost
As for Binding Oath, it is ok if you know when and how to use it. FBI is all about positioning.
1) Use darks in utility for added speed to your character. Using anything else will not assist you with the hill climb.
2) I use Circle of power and Bane along with Templar's Wraith. Make sure to use Templar's wraith when you have as many allies and enemies near you to gain max Temp HP.
3) Move and move and move again. You need to keep moving around to avoid being killed by the boulders being thrown at you.
4) Form groups and not random Q. One or two strong DPS will make it a much easier run for you as you learn the mechanics as a tank.