Better way? 1 Druid Tank&Heals for ValeGuard?

Better way? 1 Druid Tank&Heals for ValeGuard?

in Fractals, Dungeons & Raids

Posted by: Voluptus.3509

Voluptus.3509

Note: This is a complex subject involving a lot of intricacies that have to be thought through in order to know enough about what’s going on to form an opinion. Because of that, this is a long post. If you have the attention span of a skritt or have ever responded to another post with TL/DR just because you were too lazy to read it all the way through (in other words, you’re a skritt) then just close this tab and go away. This post isn’t for you.

First:
If you aren’t a healer or tank yourself then you need to realize that you probably don’t know enough of the details involved in doing these jobs (yet, we’ll fix that) to be stating your opinion as if it were fact. This doesn’t mean your opinion isn’t welcome, it is welcome. Just realize that there are a thousand small details you’ve probably never considered, so what you’re thinking at this point may not actually be practical.

Second:
This isn’t my idea. I saw it mentioned in Brazil’s video on a druid build and it’s an idea that’s intrigued me since. As a former core raider in (the game that shall not be named) I’ve been tier one raid heals and done my share of tanking / off tanking. In fact, people often said they’d never seen a good DK tank before me and had thought it wasn’t possible before working with me. If that doesn’t make sense to you then don’t sweat it. All it means is that I have a pretty good clue when it comes to both tanking and healing.

“Can it be done?”
Yes, and it’s already been done.

“Why would you want to?”
The short answer is that an effective druid puts so many buffs on the raid that they can be worth two to three DPS, plus the heals that they bring to the group. A druid played to mathematical perfection (never gonna happen) theoretically can increase the total DPS by 35%(ish). In reality I shoot for 25, which is one heck of a trick even under the best of circumstances.

But most druids are operating under abysmal circumstances in the Vale Guardian fight. As a result the raid is getting so little out of the druid that it’s sad.

“What’s wrong?”
In my experience the druid is being used as heals and green circle duty. This has a number of problems, not the least of which is that the druid is spending about 25% of it’s time on the run instead of doing it’s thing. Worse, half of the green circles take the druid too far away from the melee group for the druid to reach melee with half or more of the buffs/heals. Melee is where the boss is being burned down and the buffs the druid brings have to be there or you risk losing so much DPS that your back ends up against the wall or, in this case, the timer.

While doing green circle duty I have never seen six minutes at the end of phase one. Not even close. This is a problem.

Worse, one of the druids most powerful and beneficial heals is being totally wasted, almost never healing anyone for the entire fight. This heal is Ancestral Grace, know to non-druids as “that yellow comet teleport thingy that goes streaking across the platform”. This is our biggest heal (well over 2K) and a blast finisher but I’m forced to keep it in my pocket and use it only to get to green circles that are too far away from me to reach without it. I never use it to heal… I can’t afford to miss a circle because that risks a wipe. And if your answer is for the druid to just stay central then forget it because here comes another detail you’re missing.

A druid on green circle duty has to dash into melee as often as possible, then dash out to the next circle, endlessly. This is more time wasted on the run but it’s necessary because many of the druid’s buffs and heals are very short range.

You lose almost all of these if you keep a druid on the run with green circle duty:

Rejuvenating Tides: Radius 240 Every 8 sec (Avatar only)
Natural Convergence: Radius 360 Every 10 sec (Avatar only)
Glyph of Rejuvenation: Radius 300 Every 19 sec OR Healing Spring: Radius 240 Every 24 Sec
Glyph of Empowerment: Radius 300 Every 16 sec
Spotter (600 Precision to Allies): Radius 600
Vigorous Training (Endurance to help with Blues): Radius 300
Verdant Etching (Trait) Drops a healing seed at your feet with each Glyph cast: Radius 180

Every lost heal in Avatar form is a lost stack of Grace of the Land (3% damage increase of ALL types per stack, 8 sec)

As you can see, losing a few of these may not be a huge deal but losing most of them can cripple total melee DPS, not to mention all of the lost heals because the druid is too busy running around to heal.

Worst of all:
Say your green circle group gets into trouble. You pop Avatar form and keep them alive by “carpet bombing” heals and blowing CD’s. Now you come out of Avatar and you have no energy at all. You need to refuel.

There are only two ways you can do that. One is to do damage. Have you ever tried to do DPS in Zealot’s gear? Okay, so that ain’t happening. The other way is to heal or res people. Well, you just blew most of your heals, though you do have Ancestral Grace and that could generate a lot of energy IF you didn’t have to keep it in your pocket so you can get to far away green circles, so that’s out. So is reviving people because you have no choice but to jump and run for circle duty.

So how do you regenerate your energy?
Answer: Slowly.

This means it takes you a long time to get back into Avatar and that’s a lot of lost healing that some melee people are calling out for, plus the whole melee group is losing Grace of the Land because you can’t get into Avatar.

This is not an effective way for the raid to use the tools that are at it’s disposal.

“So how do we fix it?”
The short version is keep the druid in melee at all times.

“But the green circle needs those heals.”
The circle can get plenty of heals via the big three bomber heals a druid has in Avatar form because those three “Death from Above” heals all have range 1200. They can always hit the green circle from melee, without fail.

“But putting a druid in melee is a loss of DPS that the tank was providing.”
Yes but you’re better off. Here’s why:

First, the obvious. You get all those buffs back. That in itself is worth a lot more than the DPS of any tank.

Second: You can bring in a ninth DPS.

“Okay, so how would a druid pull all of this off?”
It’s simple, but not easy. Here are the things that a tank/heal combo druid needs to be able to do, most of them at the same time:

1) Position the boss. Without this, all is lost.
2) Dodge blues… this means dodge when someone else calls out blue because the druid is way too busy looking out at the ranged people to watch for blues.
3) Watch the green team constantly. They get into trouble with seekers, some more often than others. Be ready to react when they need you.
4) Lay water fields in melee and blast them as much as you can. This means that Ancestral Grace is now aimed right at your feet and use it on CD, preferably to blast a water or fire field. Don’t forget that Staff 6 is another water field, though I have no idea why since it’s a curtain of light. Using Ancestral Grace and healing the melee with utilities is the way to recharge quickly.
5) If your green team gets into trouble, or looks like they’ll be safe for a good while, pop into Avatar. At the same time start hammering the green team with staff 1,2 and 3 while dropping seeds, glyphs and personal heals at your feet.This has little to nothing to do with heals, what you’re doing here is maximizing GotL. The short range stuff stacks it on melee and the bombers put it on the green team, so everyone should be getting it.
6) Swap pets, F2 them and swap weapons as often as you can to proc buffs. Don’t forget that you can run two staffs with the same stats and different sigils (or the same if the CD is under 9 sec), then keep swapping as fast as you can.

Other advantages:
A number of raid teams are handling the seekers rather nicely by using multiple condi engineers on the green team. Don’t forget they have a lot of tools to slow, stun or kick seekers around and they can still do a lot of condi damage from range. You could do a lot worse than putting all your condi engi’s on the green team and making your ninth DPS a condi engi too.

Usually during intermission the tank and heals are placed on the green pillar, sometimes with a DPS. Then when another pillar is done they come over to help green. With a ninth DPS you can put two DPS on green along with the druid and this will burn the green pillar down, maybe faster than the other two.

Every second counts. Make the most of that ninth DPS.

Now you know enough to form an opinion.

If you’re worried that this places the fate of the raid in the hands of the druid/tank then I have news for you. The fate of the raid is already in the hands of the druid and tank. If either one blows it, you’re going wipe. So how is this any different?

For druids I have one piece of advice:
Relax. You got this, boss. No pressure or anything.

0.0

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Posted by: softblackcarbon.1537

softblackcarbon.1537

While your ideas in this post are interesting, I’m not sure I really agree that your proposed strat is actually better than the current one the major of groups are running.

Say your green circle group gets into trouble. You pop Avatar form and keep them alive by “carpet bombing” heals and blowing CD’s. Now you come out of Avatar and you have no energy at all. You need to refuel.
There are only two ways you can do that. One is to do damage. Have you ever tried to do DPS in Zealot’s gear? Okay, so that ain’t happening.

Astral force generation doesn’t depend on your dps, but rather how many hits you do. You gain .75% of your astral force bar per attack you do, regardless of how much damage that attack does. A druid in clerics gear will generate just as much astral force by attack as a druid in zerker gear (I’m not recommending clerics). In fact, a lot of druids are now running zerker gear because it’s cheaper than zelots, and the healing power really isn’t require for them to do their job effectively.

“But the green circle needs those heals.”
The circle can get plenty of heals via the big three bomber heals a druid has in Avatar form because those three “Death from Above” heals all have range 1200. They can always hit the green circle from melee, without fail.

The green circle team does need those heals. This fight is honestly all about keeping that team alive and not worrying so much about the rest of the group. While engis certainly do have a lot of resources to pump out a lot of heals quickly, having the druid in that role will be incredibly helpful to a lot of groups who are having a lot of circle problems. The druid has a lot of heals at range 1200. They can always hit the melee from the green circle, without fail. (Plus they have the flexibility of using their short-range heals and long range heals on the circle group if they are in the green circle.)

“But putting a druid in melee is a loss of DPS that the tank was providing.”
Yes but you’re better off. Here’s why:
First, the obvious. You get all those buffs back. That in itself is worth a lot more than the DPS of any tank.
Second: You can bring in a ninth DPS.

Your group should already have that 9th dps. If your tank for any of these bosses is not just running a zerker build with one-two toughness trinkets, you’re already playing non-optimally and losing dps. (Obviously, you can still down VG with a much tankier tank, but you might run into problems with Gor.) If your solution is to make the druid a tank, you get one dps player that can now gain ~ 200 power/ferocity (or whatever stat they’re replacing for the toughness). Then your druid puts on toughness trinkets and loses ~ 200 power/precision in order to tank. It’s essentially a net dps equality to make this switch.

Another issue with switching the druid to melee, is that the optimal dps classes for this fight all dps in melee range. When you put a ranged class like druid in a ranged role, they can continue to dps while running circles. You would need to add a ranged dps to the circle group in order to not lose out on dps on the boss, and what class is that going to be? Instead, if you bring a separate “tank”, you can use a melee class like chrono, and allow the druid to continue to dps from range.

Frankly, I don’t think you can’t beat this boss with a druid healer/tank, but I don’t think it’s nearly as optimal as you’re making it out to be. A good druid will be able to maintain up time on their damage buffs on the melee group while running circles and keeping your condi team alive. The DPS timer is so lax on VG that the little dps you potentially might sort of squeeze out from putting your druid in melee is largely irrelevant, and groups will most likely have an easier time with the boss by making life easier for the circle team. Groups are quite literally killing VG with ~4min left on the timer (and most of them aren’t running a druid tank). If your group is actually having trouble reaching phase 1 before the 6min mark, it’s more than likely that there are other major underlying issues you should be trying to address before looking at moving your druid to the tanking role. (That to me sounds like people are playing non-optimal builds, using poor rotations, or consistently failing mechanics i.e getting teleported too much or going down too often.)

Ironically, I’ve mostly been playing dps tempest for this fight (ironic because it’s definitely a non-optimal build for VG XD) and am part of the melee team (I usually run d/f for VG) and I rarely go down. It’s so easy for the melee team to simply just not take a lot of damage, that putting the druid in melee range is rather unnecessary. With a melee group that is positioning well, the druid can largely ignore them for a majority of the fight and just throw random heals at them when possible to maintain scholar rune buffs.

Again, I don’t think your suggested strategy simply won’t work, but I do think that there are much better strats for newer/less-skilled groups to use to find success more easily (namely: prioritize your circle team, prioritize your circle team, prioritize the green circles).

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Posted by: Thaddeus.4891

Thaddeus.4891

While doing green circle duty I have never seen six minutes at the end of phase one. Not even close. This is a problem.

Really? We are not very good, but we always have 6:50-6:20min at the end of phase 1 depending if he made mistake or not.

I won’t said using the Druid as the tank and healer is a bad idea. It’s been done and it’s a good strategy. But personally, I really don’t like that option. Why?

1) The circle group don’t have a good dps whatever they do. They are in range, don’t necessarily have 100% buff on them, have their attention focus on something else, etc. So if you can put the Druid, that always is in range and doesn’t have good dps anyway, it’s a win win. That leave 1 place for a better dps or for a tank with higher dps to stay on the boss.

2) The melee group don’t really have any pressure on them. They have 2 threats. The seekers and the blue teleport, both of which they should be able to evade completely with cc and dodge/positioning. At the same time, the Green Circle team have a lot more pressure on them. They will get hit by the circle from time to time and they might have to run on a circle while the floor is illuminated. And if someone from the melee group can down without cause too much problem, a down in the circle team can be catastrophic.

3) This put too much responsibility into 1 person. The tank role is probably the most important in the fight. A good tank, with good timing make all the difference, especially in the 5th phase. If he also need to keep an eye on his allies for heals, well… I’m not saying that it’s too hard, or that’s impossible. I’m just saying that he put a lot of responsability on the same player. I prefer to spread thing up a bit.

Thaddeauz [xQCx]- QC GUILD

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Posted by: UnbentMars.9126

UnbentMars.9126

Thanks for the guide! Are you recommending zealot stats or what is the sta balance you go for?

Rev, Ele, Burnzerker
“Beware he who would deny you access to information,
for in his heart he dreams himself your master.”

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Posted by: Thaddeus.4891

Thaddeus.4891

Thanks for the guide! Are you recommending zealot stats or what is the sta balance you go for?

It can’t be zealot if he gonna tank too. I would say cleric would be the best option there. Maybe some magi if you feel you don’t have enough vitality.

Thaddeauz [xQCx]- QC GUILD

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Posted by: softblackcarbon.1537

softblackcarbon.1537

You can always run zealot’s gear with 1-2 toughness trinkets. Again though, I really think you’re going to have an easier time with some other tank, and using your druid to run circles. Druid on circles is easier on both your circle team and your druid while providing essentially equal (or even possibly greater dps) than having a druid tank.

The ideal comp looks something like this (though a large range of comps can and have been successful):
3 Condi engi
3 Herald
2 PS war
1 Chrono tank
1 Duid healer

My group runs every week:
3 condi engi (or 2 if someone’s not available)
1 Ps war
2 Herald
1 d/f tempest (experimenting with staff now)
1 Chrono
1 Druid
1 Reaper tank

We’ve been consistently downing the boss after 1-2 attempts with about 1:30-2:00 left on the timer (The dps of the comp is fairly low, but it’s what we have and obviously works XD)

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Posted by: Thaddeus.4891

Thaddeus.4891

The ideal comp looks something like this (though a large range of comps can and have been successful):
3 Condi engi
3 Herald
2 PS war
1 Chrono tank
1 Duid healer

I think that everybody should scrap the word ’’Ideal’’ from their vocabulary for at least a couple of months. Nobody know what is ideal. We are all testing so much different thing. For exemple, DNT kill Vale guardian 4:03min left on timer with

2 PS Warrior
1 Condi Warrior
1 Condi Engineer
2 Herald
2 Tempest
1 Druid
1 Chrono tank

Is that the ideal compo? I don’t know, nobody know. We’ll test thing out until we find out. And even there, I think raid a bit too complexe to have 1 ideal meta compo. I guess we’ll develop a bunch of different compo that work well.

Thaddeauz [xQCx]- QC GUILD

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Posted by: softblackcarbon.1537

softblackcarbon.1537

I agree that there is definitely a range of comps that can be very successful at this boss. I’m simply trying to recommend a comp new guilds can strive for that will lead to the fastest success at killing the boss. Clearly generalizations will never be 100% correct and the ideal will always depend on your specific group. We find the ideal comp just by taking the strongest class of each role and making a group from them. It’s very possible that DnT’s comp is higher DPS (and it probably is) than the "ideal’ comp that I listed, however it requires much more precise play (holding the boss as still as possible for as long as possible) in order to be as effective as they made it. Maybe ideal is the wrong word – fine. But I think the comp I listed is a great starting point for people trying to figure out what classes to gear up and bring into the VG fight (and to show it’s not the only option, I listed my group’s comp as well).

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Posted by: roelvanesch.2817

roelvanesch.2817

This seems not so much to be a ‘best strat’, but it could be valid. I’d mainly consider this if you want to carry people who are worse than you are.

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Posted by: NikeEU.7690

NikeEU.7690

Vale guard especially has a lax enough enrage timer than you can really overload on defense and succeed easily so long as your team can deal with the mechanics.

These sorta discussions come down to reliable and easy vs yolo and fast. If you want to kill these bosses with as much time left on the timer as possible, you’re going to have to run certain type of comp and probably wipe until you get the results to line up. If your goal is smooth runs, you can easily tune for that too.

Last night for example, we tried a comp for sabetha with 5 light armors, no source of Protection and with the plan to keep one cannon up the whole fight. It was pretty yolo and we wiped like 12 times because the margin for error was minimal. After one person had to go to work and we had DC issues we just wanted to get it done for the night, so we went to a safer comp and killed her on the next pull.

So yeah, your comp should reflect the goal of your team. Trying to copy Snow Crows Gorseval no-fly comp for your weekly farm run or god help you your initial progression is going to lead to tons and tons of wipes. A lot like how in old dungeon record runs there were plenty of strats and comps that people used to set records that made zero sense to use in practical daily farms.

[DnT]::Nike::
www.twitch.tv/nike_dnt

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Posted by: Thaddeus.4891

Thaddeus.4891

I agree that there is definitely a range of comps that can be very successful at this boss. I’m simply trying to recommend a comp new guilds can strive for that will lead to the fastest success at killing the boss. Clearly generalizations will never be 100% correct and the ideal will always depend on your specific group. We find the ideal comp just by taking the strongest class of each role and making a group from them. It’s very possible that DnT’s comp is higher DPS (and it probably is) than the "ideal’ comp that I listed, however it requires much more precise play (holding the boss as still as possible for as long as possible) in order to be as effective as they made it. Maybe ideal is the wrong word – fine. But I think the comp I listed is a great starting point for people trying to figure out what classes to gear up and bring into the VG fight (and to show it’s not the only option, I listed my group’s comp as well).

That’s my point. Just remove the word Ideal and we’ll be good.

Ideal is a standard of perfection or excellence. Let’s talk about good group compo, not ideal group compo because that concept is just bullkitten right now.

Thaddeauz [xQCx]- QC GUILD

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Posted by: Voluptus.3509

Voluptus.3509

Astral force generation doesn’t depend on your dps, but rather how many hits you do. You gain .75% of your astral force bar per attack you do, regardless of how much damage that attack does. A druid in clerics gear will generate just as much astral force by attack as a druid in zerker gear (I’m not recommending clerics). In fact, a lot of druids are now running zerker gear because it’s cheaper than zelots, and the healing power really isn’t require for them to do their job effectively.

You missed the point Re: AF generation. I am now using hits to generate AF and it’s taking forever. What generates AF quickly is not damage or hits, it’s healing. This is healing that I’ve already said isn’t happening because I’m so busy working the green circles plus Ancestral Grace is constantly being wasted plus all my short range heals do NOT work on the green circles.

Why? Have you forgotten that one of the ways we deal with seekers is to jump into the circle for only a moment rather than stand in them? This negates any attempt to use most of the short range heals.

So no, getting long range hits in while on the run is not even close to cutting it, I can’t heal on the run, I’m too far from the melee to do much healing that will generate AF and the ranged are in constant motion so trying to heal them is like trying to catch a skritt on crack.

“But the green circle needs those heals.”
The circle can get plenty of heals via the big three bomber heals a druid has in Avatar form because those three “Death from Above” heals all have range 1200. They can always hit the green circle from melee, without fail.

The green circle team does need those heals. This fight is honestly all about keeping that team alive and not worrying so much about the rest of the group.

A) The green circle team isn’t getting those heals now, that’s a major reason I went to all the trouble to spell this out. What I’m proposing will get them more heals than they’re getting now.

So you say that they need heals, I agree… and moving the druid to melee will get them more of the heals they need than they’re getting now.

B) I have to worry about the whole group, not only range. If you don’t think so then explain it to my melee who are calling for big heals 4 to 5x before the end of phase 1.

The druid has a lot of heals at range 1200.

Three is not what I would call a lot, and they are only in Avatar… which a druid at range can’t get into nearly as often when they’re running circles. Staff 3 does not count, remember I have to keep that in my pocket for mobility as long as I’m circle duty.

They can always hit the melee from the green circle, without fail.

Not when you have no AF, because you can’t get into Avatar in the first place. So no, you don’t have any long range heals to cast. [/quote]

(Plus they have the flexibility of using their short-range heals and long range heals on the circle group if they are in the green circle.)

See the above comment about why hitting the circle with short range heals doesn’t work so well.

But if you use short range heals in melee to generate AF quickly then you CAN use that AF to get into Avatar and hit the green team not just in but also around the circle as they wait to dive in at the last second because of seekers.

But here is the biggest flaw in people’s logic… it’s an assumption that is wrong, and it’s what causes people to try to insist that the druid stay at range:

Another issue with switching the druid to melee, is that the optimal dps classes for this fight all dps in melee range. When you put a ranged class like druid in a ranged role, they can continue to dps while running circles.

I’m sorry but did you actually read all of the OP because I carefully, explicitly spelled out why the druid can NOT do as well of a job at range AND what on earth makes you say this:

“When you put a ranged class like druid in a ranged role, they can continue to dps…”

Druid. Is. NOT. A. Ranged. Class.

Bad asumption (misspelled due to language filter). Druid is not the same as Longbow Ranger and they don’t work in the same “good only at range” ways. Not at all.

Also, I’m not doing DPS. I’m not supposed to do DPS. I’m buffing and healing. Was “buffs are worth 2-3 DPS” not clear in the OP?

You would need to add a ranged dps to the circle group in order to not lose out on dps on the boss, and what class is that going to be?

I only said “Condi Engi” like 3x in the end of the OP, so yea. I’d say Condi Engi would be the class that can DPS at range without losing DPS plus be a huge help on seekers.

In fact, according to some teams that use condi engi’s at range it’s one of the best ways to handle seekers.

(edited by Voluptus.3509)

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Posted by: Voluptus.3509

Voluptus.3509

1) The circle group don’t have a good dps whatever they do. They are in range, don’t necessarily have 100% buff on them, have their attention focus on something else, etc. So if you can put the Druid, that always is in range and doesn’t have good dps anyway, it’s a win win. That leave 1 place for a better dps or for a tank with higher dps to stay on the boss.

Disagree because of two things.
1) Druid contributes far more to DPS through buffs than it or any DPS / Tank ever could by attacking but ONLY if it’s able to put those buffs on the melee group. If you have it working at range, you loose all that DPS.

So by putting a “good” DPS in there and taking those buffs away from melee it ends up with less DPS, not more… and this was a big point in the OP.

2) The melee group don’t really have any pressure on them. They have 2 threats. The seekers and the blue teleport, both of which they should be able to evade completely with cc and dodge/positioning. At the same time, the Green Circle team have a lot more pressure on them.

Exactly my point! That very pressure is what prevents a Druid from doing the job that the team needs done. If a druid can be in the melee then it has more AF, can go into Avatar a lot more often and so it can spend more time healing the green circle team than it can do while on that team.

The pressure of being on the run all the time results in the green circle team getting less heals.

^The whole point of the OP.^

As far as too much responsibility on one person:

Why do you think it’s any harder to hold the boss where you need him and dodge when people call for blue? I guarantee you that jumping around between circles, dodging around seekers, running into melee every 20 seconds and then right back out again is a LOT more pressure, and a lot harder, than maneuvering the boss slowly from place to place and dodging once in a while when someone calls blue.

And doing all that leaves me with no energy to get into Avatar, so that makes the job 3x harder still.

And yes, I spent years tanking. I know how to hold a boss.

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Posted by: Voluptus.3509

Voluptus.3509

Thanks for the guide! Are you recommending zealot stats or what is the sta balance you go for?

It can’t be zealot if he gonna tank too. I would say cleric would be the best option there. Maybe some magi if you feel you don’t have enough vitality.

^^^^^^^

I use Zealots now because I’m on circle duty. If I were to tank I’d probably go for nomads, maybe some cleric in there too.

But this whole thing really isn’t so much a guide as it is an analysis.

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Posted by: Thaddeus.4891

Thaddeus.4891

Disagree because of two things.
1) Druid contributes far more to DPS through buffs than it or any DPS / Tank ever could by attacking but ONLY if it’s able to put those buffs on the melee group. If you have it working at range, you loose all that DPS.

So by putting a “good” DPS in there and taking those buffs away from melee it ends up with less DPS, not more… and this was a big point in the OP.

Unless your Tank is a Chronomancer wich buff the party by a lot more than a Druid.

Now if you compare any other tank than Chronomancer (because Chronomancer tank are just op). Then it come down to the numbers. Does the difference in dps is good or not?

What compo would work best

- 2 PS Warrior, 3 Herald, 1 Chronomancer, 1 Druid/Tank, 2 Condi Engineer, 1 Condi Berserker squad compo or

- 2 PS Warrior, 3 Herald, 1 Chronomancer Tank, 1 Druid, 2 Condi Engineer, 1 Condi Berserker squad compo or

- 2 PS Warrior, 2 Herald, 1 Chronomancer , 1 DH Tank, 1 Druid, 2 Condi Engineer, 1 Condi Berserker squad compo or

Not saying one of those is best, I just had to pick a compo that change the less between a Chrono Tank, a Druid Tank/healer and a another type of Tank.

Thaddeauz [xQCx]- QC GUILD

(edited by Thaddeus.4891)

Better way? 1 Druid Tank&Heals for ValeGuard?

in Fractals, Dungeons & Raids

Posted by: Thaddeus.4891

Thaddeus.4891

Why do you think it’s any harder to hold the boss where you need him and dodge when people call for blue? I guarantee you that jumping around between circles, dodging around seekers, running into melee every 20 seconds and then right back out again is a LOT more pressure, and a lot harder, than maneuvering the boss slowly from place to place and dodging once in a while when someone calls blue.

I didn’t said that any job was harder to do than any other role in a squad. I’m just saying that you give to 1 person the responsibility to tank, attack the boss and heal at the same time, he may screw up at some place. I just prefer to spread the job and not focus it on one person.

I don’t know for your druid. But mine doesn’t run in melee every 20 seconds. Our druid stay in Staff at medium range for most of the fight running circle. Pretty chill out job tbh. Our Druid isn’t the most hardcore player too, so I prefer not to give too much pressure/responsibility on her.

Thaddeauz [xQCx]- QC GUILD