Kylashandra wrote: Mon Aug 11, 2025 1:16 pm
I didnt mention hardly concessions, because while it's a good mitigation boost, you may also struggle with aggro due to very low damages and it's vastly unnecessary if you have enough defensive stats of other sources.
I thought it would still not matter for in-between Boss mobs, so let's test it out:
As long as your guarded dps is the only one grabbing all the adds between Bosses, you should be able to hold aggro of them as long as the ability that you use to hit the mobs deals at least "Y" damage, where "X" is the damage your guarded dps does to the mobs (e.g. Demolition), "hc" is the hardy concessions damage loss in decimal form, and this holds true:
0.65*X < 0.35*X + 2*Y*(1 - hc) --> 0.3*X < 2*Y*(1 - hc) -->
Y > 0.15*X/(1-hc)
This means that as long as your e.g. "Monstrous Rending" originally hits for 15% of your guarded Dps' AOE attack then you should be fine to get the aggro with just one ability. Having different Hardy Concession levels raises that threshold for but not dramatically:
- 15.2% of your guarded Dps' AOE attack at Hardy Concessions I
- 15.5% of your guarded Dps' AOE attack at Hardy Concessions II
- 15.9% of your guarded Dps' AOE attack at Hardy Concessions III
- 16.7% of your guarded Dps' AOE attack at Hardy Concessions IV
- 17.6% of your guarded Dps' AOE attack at Hardy Concessions V
Due to most mobs in the dungeon having around 2520 Armor, their physical mitigation vs a BG with no WS investment is 46.1% and they take 53.9% of the damage. They also have around 360 Toughness.
With that in mind, BG's "Monstrous Rending" will be hitting them for ~206 damage (with 0 point investment in that tree). After armor mitigation, that becomes 206*0.539 = ~111 damage (without Hardy Concessions).
This means that as long as the ability that the dps uses to pick them up does no Crit for over 740 (no hc), 730 (hc 1), 716 (hc 2), 698 (hc 3), 664 (hc 4) or for over 630 (hc 5), then you will always be able to pick the mobs up with 1 Monstrous Rending.
The worst offender in crits is usually Mara due to the 50% Crit Damage tactic, so in the worst case scenario (for max damage from Demolition) with a build like
this, they will be dealing (assuming softcapped STR) ~392 damage (before armor) on a non-crit. This means that the max possible crit (before armor) will be with a 2.05 multiplier, so AT BEST a Demolition will deal ~803 damage before armor.
- Assuming that the Mara is using 2 Onyx, 5pc Sov + 4pc Tri and is also using the Piercing Bite tactic but all talis are in STR, then it would mean a 481 WS and 36% armor pen for Demolition --> for enemies with 2520 armor that's a 16.2% physical mitigation, or 83.8% damage taken.
The actual MAX damage of a Demolition crit in this case would be: 803*0.838 = 673
This means that Hardy Concessions 1, 2 and 3 are absolutely safe, and HC 4 and 5 have a small chance to not gain aggro if Mara crit highrolls. Using War Hunger Lini on BG should make HC 4 absolutely safe too.
- Assuming that the Mara is using 2 Onyx, 5pc Sov + 4pc Tri + Piercing Bite tactic and is lazy so all talis are in WS for the orvr build, then it would mean a 673 WS and 36% armor pen for Demolition, but the max Demolition crit damage will be 759 --> for enemies with 2520 armor that's then an 8.2% physical mitigation, or 91.8% damage taken.
This again means that Hardy Concessions 1, 2 and 3 are absolutely safe, and HC 4 and 5 have a small chance to not gain aggro if Mara crit highrolls. Using War Hunger Lini on BG should make HC 4 absolutely safe too.
So overall I'd say there is no problem with maintaining AOE aggro even on Vanq vs PvE BIS Maras at least until Hardy Concessions 3 and only if you get really unlucky at HC 4 and 5.
Add waves during boss fights should also be easy to maintain with a Challenge + guarding the heaviest AOE outputting dps.
Kylashandra wrote: Mon Aug 11, 2025 1:16 pm
I also think AoE threat management is pretty hard on BG these days, compared to other tank classes, so skipping Monstruous Ruin tactic might be very inefficient. Depending on your group composition (DPS wise) you don't absolutely need For the witch king! nor Elite training (Elite training is a good panic button against bosses, but vs. swarms of adds it's pretty wasted, and LV is full of encounters like that, it also provides some AP regen for one of your DPS, but AP regeneration should be managed through other ways anyway).
I feel like ever since the
03.05.2024 patch, BG has had a much easier time spamming "Monstrous Rending" when MTing so I don't think that tactic is necessary personally. The "Dark Blessings" tactic is great to help your healers out a bit, but is not mandatory by any means on better gear.
As for "For The Witch King", yes it's not necessary in certain setups, but it's a nice QoL thing to have (if you are not going for the "Monstrous Ruin" tactic).
"Elite Training" is too good to pass up in my eyes. Not just because you get the parry buff for you and your DP, but also because it is a
party AP pump and not just a ST AP pump as you state:
