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OP Tank opener problems?

adralin23367adralin23367 Member Posts: 11 Arc User
I am looking for a little advice, suggestions, when first going in I find I am nearly killed in the opening seconds of almost any encounter, especiall if I have no AP and can not pop DP.

What is the best way to open and not give my poor healer a harder job.

Or what might I be doing wrong.. I have tried using Templers getting in close, tried using Relentless Avenger, Vow followed by either of the others, Radient strike, etc.. All seems to geve the same result near death right from scratch, coupled with the Sanctuary problem of it not working or being too slow. What am I doing wrong?

Thanks in advance

Comments

  • absolynavi3absolynavi3 Member Posts: 31 Arc User
    edited August 2015
    Hi adralin23367,

    It is well known that OP tanks need some seconds in combat before being at 100% due the way "we" are designed, and if you are trying eCC with the ""recommended"" or minimum ilvl, this harder than expected at the beginning.

    An Op tank should be higher than possible of the recommended ilvl value for each dungeon, and I open my combats with:

    Dp if available
    Binding Oath to be able to aggro mobs and make some damage the more comfortable way possible
    Then jump in with a Divine Call and Radiant Strike for aggro grab
    Then hit with Templar's Wrath for the Temp Hp (this is critical that you spam it as much as possible) and then Circle of Power for all that extra Damage Resistance.

    Once making this, Binding Oath will explode, so get your Sanctuary ready before this happens ;)

    If you are getting a hard time you should use Wisdom + Protection Auras, if not, switch Prot. for courage.

    All of this depends on your Hp, defense, points spent on Binding Oath (the more duration, the more damage you'll receive, so keeping at 2 points is more than enough...

    There are lot of different ways to open a combat, depending on your build, ilvl, and play style, but in my case that's what I use and it works OK for me.

    Good luck!
    //Severance
    Post edited by absolynavi3 on
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  • wentriswentris Member Posts: 542 Arc User
    Binding Oath to be able to aggro mobs and make some damage the more comfortable way possible

    Binding Oath doesnt aggro mobs - its bugged since OP creation.
    Once making this, Binding Oath will explode, so get your Sanctuary ready before this happens ;)

    Here Im not sure, but I think Binding Oath explosion is piercing damage, your DR/Sanctuary wont reduce it. Only stuff that reduces piercing damage can help - for example DP. If anything try to rise Sanctuary when the most heavy damage is applied, because it will be reduced before stacked on Oath.

    To answer OP - Binding Oath is your answer. Remember that leveling it to 4 can not always be wise (I did that, though), all it gives is additional Binding Oath time, but also stronger explosion. Keeping it on level 2-3 will give you enough time to rush in, build temp HP/activate DP + sanctuary.

    Also:
    especiall if I have no AP and can not pop DP

    You shouldnt start combat with no AP, or very low amount of it. Think about next fight when your current one finishes. Usually when there is the last big, slow, easy to dodge mob left its better to spam your AP generators to have as high AP as possible for next fight, than try to reduce damage which wont kill you anyway. Ideally you can have DP up before almost every combat, but at least try to get enough AP, so you get DP in new combat before Binding Oath explodes - it reduces its damage to you.

    And remember - tank survival is also party job, not only tank. Here are some most powerful combos I remember about:
    Hunter Ranged with Fox Wits - The Binding Oath explosion damage can be "dodged" with FW. This is hard in big combat and requires HR that knows OP Oath Mechanic and timing, but if done correctly you can stack even 100kk damage and instead of dying you will see a red:"dodged" above your head :) Timing is key, though, you cant take any damage between FW cast and explosion, or only that hit will be dodged, instead of explosion - damage redirected from other party member counts as well.
    Divine Cleric with Anointed Army - the most powerful damage reduction. Rushing group of enemies with this + binding oath makes you very, very tanky. You can take limited amount of hits before it goes down, so remember to have your cc follow up quickly. Astral Shield gives very powerful long lasting protection as well.
    Trickster Rogue with Smoke Bomb - The best "Alpha Strike" eliminator. Simply make your TR go (stealthed, of course) to the middle of the group (or at least archers, of the group is too spread) and cast smoke bomb there. You will have enough time to do anything you want before it ends. My favorite combo is Smoke Bomb + Burning Light. Charge Burning Light when smoke bomb dazes everything around and you have 8s seconds of free combat, almost unaffected by T2 mobs cc resistance.
  • absolynavi3absolynavi3 Member Posts: 31 Arc User
    edited August 2015
    wentris wrote: »
    Binding Oath to be able to aggro mobs and make some damage the more comfortable way possible.

    Binding Oath doesnt aggro mobs - its bugged since OP creation.

    You misunderstood. Binding Oath give us some precious seconds to hit some strikes and grab aggro more comfortably while let us prepare for BO damage about to hit us. I'm not talking about the non working taunt of this power ;)
    Once making this, Binding Oath will explode, so get your Sanctuary ready before this happens ;)

    Here Im not sure, but I think Binding Oath explosion is piercing damage, your DR/Sanctuary wont reduce it. Only stuff that reduces piercing damage can help - for example DP. If anything try to rise Sanctuary when the most heavy damage is applied, because it will be reduced before stacked on Oath.

    I'm almost sure it does reduce damage we receive. I'll test it once back from holiday :D
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  • obsidiancran3obsidiancran3 Member Posts: 1,823 Arc User
    To give another perspective, as I don't run Binding.

    I move up to be close enough that Templar's will catch some of the mob, but not all of it. Activate Templar's which applies a short daze to those hit. While other mobs are closing the gap, eating those temps, I start charging Burning Light. Depending on the situation I will release it early or let it run the full charge. This adds a longer cc to the mobs and lets you proc Call, your third encounter (Smite for me these days) and then for me Templar's is usually ready to go again.

    As I'm about 2.6k with all the Elven gear I want (and no intent to change from my Elemental Alliance torso until I can get Dragonflight) I have a lot less issues, I mainly need DP to ensure no one else dies.

    Divine Touch is another good faster acting power with reasonable AP gain that provides another small defense buff to run in the third encounter slot.
    Obsidian Moonlight - Paladin
    Obsidian Oath - Warlock
    A whole lot of other Obsidian toons as well.
  • adralin23367adralin23367 Member Posts: 11 Arc User
    Thanks all,

    I have been experimenting with BO.. though obsidiancran3 seems to be running a similar setup to what I am.

    So thanks all, have been usin g burning light a little and find I quiet like it as well.

  • dufistodufisto Member Posts: 537 Arc User
    edited September 2015
    start from a distance , binding oath, radiant strike to close gap + buff, tab, wrath, burning, sanctuary. this works fine on my justice build. even before i went permabubble. sheilding strike as primary attack with occasional radiant strike thrown in. rotate encounters as soon as they pop.

    obsdiancran3 is bulwark if i remember right and runs negation. which makes for nice dr. i have far less dr than she does. and less hp.

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