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I do agree with this. I have already beat the game as a thick boy Colossal sword user and breezed through. Playing through on 2 other characters, one is pure Dex w/ Nagakiba and Longbow, 1 shotting all bosses and 3rd is a mage w/ shield also breezing through
There is some limits to pure level based stats for a tank build due to how DMG Negation calculations work, aka what your armor and stuff increases. Flat defenses are gained from levels which help as you level any stat. You got Vigor as necessary I hope (you mention it but do you actually have enough?).
For DMG Negation usually it will be around 12~38% depending on how heavy armor you have. Because of how it is calculated much heavier armor does not necessarily result in much higher dmg negation. In fact, you are arguably better off respeccing some of that endurance for a bit more weight efficient high defensive armor unless you also use a particularly heavy shield/weapon or love the extra stamina. Most of DMG negation's truly high values come from buffs, more on that later.
You can use the barricade ash or magic shield, or both iirc (I think I've read from others on here, but I don't really use shields so I've not tested it directly but it probably works just like DS3's) to get shield values high enough. When they get to 100% in a dmg type it blocks 100% of all damage of that type. Example 100% physical, 100% fire, etc. Getting Guard Stability to 100 means you will take no stamina damage with your block, too, so you could block easily indefinitely as long as the dmg type and guard stability are 100% via the prior ash and magic buff mentioned. Use your ash/buffs they make a world of difference.
Next up is talismans. Is that magic dragon dealing blue fire attacks and using sorcery spells? It is probably a magic based elemental dragon. Use the Spelldrake Talisman vs it (+2 or whatever best one you have). This can result in a nice significant boost in Dmg Negation % on top of your armor. It is not additive, again, but multiplicative so just because the wiki says +2 gives +20% doesn't mean you will see that 38% jump to 58% precisely. Still, the difference is definitely worth it.
Next up is buffs. We will use that same magic based dragon for example. Every element has two resistance buffs. A basic one with virtually no stat requirements that provides a very strong but weaker buff compared to the upgraded version, which is aoe (or at least some are AoE making it amazing for coop/spirit ashes). With the basic one buff plus the spelldrake talisman +1, for instance, on top of some pretty light armor on my SL1 (cause I don't have squat endurance) I was able to make the same magic dragon that constantly 1-shot me not 1-shot me with every attack it did that was not pure physical. With the top end buffs, which I do not have yet, if it is like DS3 you might be able to get PvE resistances up to around 80-96% making you extremely resistant to magic/fire/lightning/holy damage types. For physical damage there is usually a pretty significant limit to how much you would typically reduce. Obviously, avoid talisman that cut Dmg negation such as the Scarseal/Soreseal talismans once your Vigor reaches 36 or higher. Endure seems to be this game's Perseverance effect from DS3 though I don't have it to test the values, yet, but could probably push you up to around 98% dmg negation with the right build making it godlike for trading with enough supporting FP against heavy boss attacks that are physical and stuff except... when looking it up just now apparently it is bugged as of last patch and has absolutely no poise so you will get staggered using it and lose the effect rather than getting to trade attacks. I don't know if there is another one like this that can boost physical defense, yet, as I'm not done with the game.
Other than this you are going to want to simply be healing be it regenerative effects or miracles/flasks. For a true tank that goes very long distance you want miracles to heal you because in terms of flask > FP > miracle HP recovery if it is anything like DS3 (again, I've not run this build or numbers for this particular conversion but I'd bet its still the case) it is obscenely efficient compared to just HP flasks. Whether or not there are solid prayers that aren't excessively slow compared to flasks, though, is going to be the big question. Some prayers were slow in DS3 but some were decently fast as long as you learned to pick the right time and some were even very fast (the ranged heal orb thing from Ringed City). It might be worth carrying at least 3-4 HP flasks as emergency quick heals, though, if running this setup.
However, if you are ultimately looking to make a nigh unkillable tank build this isn't the game you are looking for. Keep that in mind. They want you to still be killable in the end so while you can do a lot of stuff to make it work don't expect to be OP, at least not against physical damage.
Now I did not write that it's only one way to play. I wrote two. But sure bows are also on the table.
No spoil, but I use 4 incantation and when they stack I'm incredibly resistant. I also have some very tanky talisman, just found one today who increase hugely phys res, I'm at 50%, half of the phys.
I disagree, I tank Godfroy very efficiently, but yeah jumping and dodging is required yes.