Hey bro, couple tips since this is practice if you want something to work on. First, you know most of you arch druid procs miss? I think only 1 hits the whole boss fight. Watch the boss, and the procs, it's because you're walking backwards, or you dont block the HA and get staggered backwards. Arch druid procs right at the feet of what you HA, and it's a pretty shifty shape, and a 1.2sec delay. So when you take a step back or get staggered after you HA, the boss takes a step forward with you and steps out of the arch druid proc that fires 1sec later. Second - make sure your vigor is always your second skill casted in combat. You cast it first before combat, and it doesn't proc your PA. Most add pulls don't have PA at all, and your first proc on the boss fight is 25sec in. Personally, I run echoing with PA, mostly because you don't really need dragon blood and vigor for any 4man, two bursts is pretty overkill, especially when an extra HOT will add to maintenance your HP better, and it's much easier to keep uptime because the skill timer on echoing is close to PA timer, where the skill timer on resolving vigor is 20sec because it times the resistance buff. Lastly - you don't really need the stacked mitigations(defensive posture and revealing flare) if you keep clench rotation. Clench is probably the most under rated tank skill for 4 man - maj/min maim is a 15% damage reduction, if you can cast it every 6sec for maim (more ideally every 4 sec for brittle) it's a huge damage reduction for the entire group, not just you - that's about the same mitigation as those 2 skulls just by keeping it active. Even if you need to slot balance or something to keep it active where you have those mitigation skills - overall it's a huge gain because not only are you keeping brittle up - dps will spend less time healing, more time dps-ing because it's reducing theory damage taken most of the time too. And it's a freed up slot where you could run another debuff or group utility.
Hey bro, couple tips since this is practice if you want something to work on.
First, you know most of you arch druid procs miss? I think only 1 hits the whole boss fight.
Watch the boss, and the procs, it's because you're walking backwards, or you dont block the HA and get staggered backwards.
Arch druid procs right at the feet of what you HA, and it's a pretty shifty shape, and a 1.2sec delay. So when you take a step back or get staggered after you HA, the boss takes a step forward with you and steps out of the arch druid proc that fires 1sec later.
Second - make sure your vigor is always your second skill casted in combat. You cast it first before combat, and it doesn't proc your PA. Most add pulls don't have PA at all, and your first proc on the boss fight is 25sec in.
Personally, I run echoing with PA, mostly because you don't really need dragon blood and vigor for any 4man, two bursts is pretty overkill, especially when an extra HOT will add to maintenance your HP better, and it's much easier to keep uptime because the skill timer on echoing is close to PA timer, where the skill timer on resolving vigor is 20sec because it times the resistance buff.
Lastly - you don't really need the stacked mitigations(defensive posture and revealing flare) if you keep clench rotation.
Clench is probably the most under rated tank skill for 4 man - maj/min maim is a 15% damage reduction, if you can cast it every 6sec for maim (more ideally every 4 sec for brittle) it's a huge damage reduction for the entire group, not just you - that's about the same mitigation as those 2 skulls just by keeping it active.
Even if you need to slot balance or something to keep it active where you have those mitigation skills - overall it's a huge gain because not only are you keeping brittle up - dps will spend less time healing, more time dps-ing because it's reducing theory damage taken most of the time too. And it's a freed up slot where you could run another debuff or group utility.
Appreciate the advice! I'll definitely be trying out these tweaks in future practice runs.