
Originally Posted by
TouchandFeel
Some general stuff for dungeons.
- Learn the pulls of the dungeon and match defensive usage to it. Within like two runs of the dungeon you will pretty much have mapped out what pulls there are and what defensives can go with them for maximum efficiency. There tends to be a general pattern for all dungeons where the really big pulls are staggered so you can usually allot your big defensives (sentinel, shadow wall, etc.) to them and by the time you get to the next really big pull it is back up. For the smaller and medium pulls you can usually fill in with what you have available of the weaker and more readily available defensives.
- Don't worry about saving big defensives for boss fights, mass pulls involve way more incoming damage and big defensives are better used there. You'll be fine with the weaker defensives in boss fights since most dungeon bosses do little more than tickles to a decently geared tank. If the boss has a nasty tank buster, you can pair weaker defensives, like Rampart+Sheltron, to deal with them.
- Don't save or sit on your super defensive: Hallowed, Holmgang, and maybe Living Dead if you have a healer that knows what's up. Plan for and use them like your other defensives otherwise they are just going to waste.
- Most big defensives can be used by themselves while weaker ones like Convalescence and Anticipation can be paired together for greater effect.
- % damage down defensives are multiplicative and so are best not stacked if it can be avoided because it reduces their effectiveness. Defensives that work differently can be paired just fine, such as Rampart+Convalescence, Rampart+TBN, etc.
- Remember that the big defensives also have shorter durations, so plan accordingly. This may mean that you will need to pop a second round of defensives after the big one runs out on big pulls. Always start with the big defensive first in a large pull and then go into the weaker ones since the first part of a big pull always tends to be the period of greatest incoming damage which then will taper off as mobs are killed off.
- Good offense makes for a better defense. Dead mobs do no damage, so make sure to plan your offensive abilities into burst windows that coincide with pulls. If you offload a ton of damage at the beginning of tanking a big group of mobs, you'll kill them off far more quickly and end up taking less damage and sooner, helping to fit the window of large incoming damage to the shorter duration of your stronger defensives.