houimetub17_ESO wrote: »Aett_Thorn wrote: »Just out of curiosity, has anybody been testing how the zero stamina regen effects lower-level Tanks? I've seen lots of tests from people in high-end content, but I'm wondering how this will possibly affect newer tanks when they are doing low-level dungeons. Before healers/templars have spear shards and lots of magika regen to keep spamming abilities, will this change still do okay?
Oh ***. Didnt think of this. That could be problematic @ZOS_RichLambert ?
mattlarsonmdl_ESO wrote: »houimetub17_ESO wrote: »Was able to get capped in spellresist using the new head/shoulder of lord warden/armor buff/full heavy. But was at 23k physical resist for some reason.
This has to some sort of bug. I cant see it being a bug.
Personofsecrets wrote: »houimetub17_ESO wrote: »Aett_Thorn wrote: »Just out of curiosity, has anybody been testing how the zero stamina regen effects lower-level Tanks? I've seen lots of tests from people in high-end content, but I'm wondering how this will possibly affect newer tanks when they are doing low-level dungeons. Before healers/templars have spear shards and lots of magika regen to keep spamming abilities, will this change still do okay?
Oh ***. Didnt think of this. That could be problematic @ZOS_RichLambert ?
I can imagine the low level dungeons being done without a tank. I'm not sure if the nerf would be that much of a problem so long as a player isn't blocking multiple enemies.
Personofsecrets wrote: »houimetub17_ESO wrote: »Aett_Thorn wrote: »Just out of curiosity, has anybody been testing how the zero stamina regen effects lower-level Tanks? I've seen lots of tests from people in high-end content, but I'm wondering how this will possibly affect newer tanks when they are doing low-level dungeons. Before healers/templars have spear shards and lots of magika regen to keep spamming abilities, will this change still do okay?
Oh ***. Didnt think of this. That could be problematic @ZOS_RichLambert ?
I can imagine the low level dungeons being done without a tank. I'm not sure if the nerf would be that much of a problem so long as a player isn't blocking multiple enemies.
Sensesfail13 wrote: »I dont get it its also possible to take the cap off of a beer with a lighter but Id sure as hell rather use a bottle opener 3/4 of that isnt even tanking you were wretched at aggro and you were relying on a shield and heals which wont work in trials. Im sure eventually we'll all figure out another way to get around this nerf in the long run but why the hell should we when it doesnt need to be and shouldnt be implemented.
It is abundantly apparent that the developers just sat around a table scratching their heads like "how should we fix this hot mess we've created?" and one was like " I know lets just screw everybody, that will fix the problem. Derp." Block casting isnt a problem it has been an unintended consequence of game mechanics since beta along with animation cancelling which zenimax has publicly announced was unintended but good for the game. Same damn thing, and just because somebody or something is blocking doesnt mean they are unkillable it means that the player that moans and groans about having a tough time with them is just too moronic to change their tactics and learn how to play their class. A generic fix for a complicated problem, the Zenimax way.
Tanking in 2.1 : it is possible, managable and supremely boring. Worthlessly agroing and kiting in circles terrified can be had in many new cool POS FTP games out there. Why should ESO be different!?
Aett_Thorn wrote: »Just out of curiosity, has anybody been testing how the zero stamina regen effects lower-level Tanks? I've seen lots of tests from people in high-end content, but I'm wondering how this will possibly affect newer tanks when they are doing low-level dungeons. Before healers/templars have spear shards and lots of magika regen to keep spamming abilities, will this change still do okay?
houimetub17_ESO wrote: »Sensesfail13 wrote: »I dont get it its also possible to take the cap off of a beer with a lighter but Id sure as hell rather use a bottle opener 3/4 of that isnt even tanking you were wretched at aggro and you were relying on a shield and heals which wont work in trials. Im sure eventually we'll all figure out another way to get around this nerf in the long run but why the hell should we when it doesnt need to be and shouldnt be implemented.
It is abundantly apparent that the developers just sat around a table scratching their heads like "how should we fix this hot mess we've created?" and one was like " I know lets just screw everybody, that will fix the problem. Derp." Block casting isnt a problem it has been an unintended consequence of game mechanics since beta along with animation cancelling which zenimax has publicly announced was unintended but good for the game. Same damn thing, and just because somebody or something is blocking doesnt mean they are unkillable it means that the player that moans and groans about having a tough time with them is just too moronic to change their tactics and learn how to play their class. A generic fix for a complicated problem, the Zenimax way.Tanking in 2.1 : it is possible, managable and supremely boring. Worthlessly agroing and kiting in circles terrified can be had in many new cool POS FTP games out there. Why should ESO be different!?
You guys sound like you did not test it out on the pts. Why bother complaining here about it.
All I read here is only ass-umptions
houimetub17_ESO wrote: »Consider I have not been able to complete vet versions of white gold tower and imperial prisons, which is the only content right now for me to makes ky teeths on since vdsa was done for ke since january, plus have to learn a new tanking mech... I say im having more fun then when I steamroll through gold pledge on all my vet toons only to stack a bunch of keys.
Personofsecrets wrote: »houimetub17_ESO wrote: »Consider I have not been able to complete vet versions of white gold tower and imperial prisons, which is the only content right now for me to makes ky teeths on since vdsa was done for ke since january, plus have to learn a new tanking mech... I say im having more fun then when I steamroll through gold pledge on all my vet toons only to stack a bunch of keys.
The White Gold Tower is another mess for tanks.
To start, the adjudicator does no damage from basic attacks and that means that what the tank is specifying for (damage mitigation) isn't that good. To finish, the one large hitting attack that the Adjudicator does do, the traveling hand on the ground, targets randomly and easily can harm a DPS player by no fault of the tank.
Then we have the Planar Inhibitor. @zos_richlambert , here me out on this one. What is the tank supposed to be doing here? The aggro orb mechanic is not fun for tanks and trivializes the tank role. Likewise, the portal mechanic isn't something that tanks can do as a tank. The completions of this fight I have seen involve the tank not really being a tank and, for that reason, it is a more poorly designed fight, for the health of the game, than the Engine Guardian fight. At least with the Engine Guardian you could have been naive in making a fight where a tank isn't that useful. But now, with the knowledge of the Engine Guardian and with your altruistic goal of making tanking more fun and interactive, you have absolutely no excuse to make a fight like you did with the Planar Inhibitor.
houimetub17_ESO wrote: »mattlarsonmdl_ESO wrote: »houimetub17_ESO wrote: »Was able to get capped in spellresist using the new head/shoulder of lord warden/armor buff/full heavy. But was at 23k physical resist for some reason.
This has to some sort of bug. I cant see it being a bug.
might have to re-check. 23k might unbuffed. Could get to 32k with the buff.
nordsavage wrote: »All you did was poke and soak and pop shields, you even died. You did little in the way of damage or buffing/debuffing. All I see is that tanking will be about keeping the gas tank full instead of actively steering the fight and supplemental dps. To any true tank your video is a point against the regen nerf.
First:
Nobody of us WANTS the nerf. But it is coming and the truth is, that it is not true to state "tanking without stamina reg is NOT DOABLE"
Second:
This change will NOT change everything. When you are not skilled on REG and have like 400 sta reg, you will not reg enough sta even on live to survive blocking all the time in diverse fights on live. If did sth to push your reg and have like 1400 sta reg, small spaces in a fight will give you the chance to rgenerate large amounts of stamina in short time.
Third:
To take the example of the axes, at the beginning when aa was new, some guilds did this fight with two tanks. Nowadays the dps isbthat high, that you can afford this til you learned. When now the argument is that sth like this " cannot be the solution" i ask " why not" ?
sloppy_O_Shot wrote: »I have another quick question. Are they going to add any damage for the sword and shield, or have they said anything about lowering the cost of current stamina abilities? IDK maybe I'm doing something wrong but as a tank I do almost no damage with my main weapons. in all honesty even my spells don't do much damage because most abilities are set to help my team not myself. With this change we will have to change out skills to try an compensate for the lack of Stamina. I can't test it for myself (console) so this is why I'm asking.
houimetub17_ESO wrote: »sloppy_O_Shot wrote: »I have another quick question. Are they going to add any damage for the sword and shield, or have they said anything about lowering the cost of current stamina abilities? IDK maybe I'm doing something wrong but as a tank I do almost no damage with my main weapons. in all honesty even my spells don't do much damage because most abilities are set to help my team not myself. With this change we will have to change out skills to try an compensate for the lack of Stamina. I can't test it for myself (console) so this is why I'm asking.
Right now, there isnt really a damage option while tanking unless you run old and easy content like old dungeons, you can sacrifice some defensive abilities for some offensive ones, but dont expect amazing numbers.
houimetub17_ESO wrote: »With all those posts on the forums asking to revert the change to blocking in 2.1 I decided to try to education people on the change and how it affects tanking in PvE.
I will debunk a lot of false statements, bad assumptions, feared situation that a lot of people who are against it might use to confuse the masses or use fear tactics to gain support of their cause.
Note that all my tanking experience on pts are on veteran mode of the two new dungeons, which mean the hardest content in the game right now; super hard hitting and unforgiving bosses and trash mobs who arent trash at all.
1- There is no way to tank without constantly blocking especially in raids.
False. Since I experienced pts Ive reran most endgame raiding and content. All bosses have certain patterns in which tanks can memorize and use to know when to drop block and land 1 or a few heavy attacks. Some of them are very slim or short gaps between attack(might be where ZoS could adjust for less exp tanks).
The serpent of serpent's image is one of them. His pattern is 6-7 light attack that will kill you if unblocked followed by a cleave aoe attack you must avoid. I was able to land an heavy attack during the cleave most of the time. I would use a bubble in case I missed and got hit. Would picture it being good practice for what's coming.
Other than that, being a templar tank, I would often use puncturing sweep in dungeons for fun. Made me learn when I could drop block to use this channel ability without gettng rocked. Found out you could easily drop block most of the time.
2-As soon as I receive a few hits i'll be at zero stam and remain there all the fight.
The truth is, you can drop you block cost so low that with a stam pool of 15k you will have plenty of time to make actions to make stam go back up before it is completely depleted. Rarely Ive seen blocked hits drain more than 1-2% of my stam.
At the beginning of a fight, you will see that your stam will drop slowly. If you play right you can maintain it in between 50-75% which is your safe zone.
Here is a video as reference to this :http://youtu.be/mDYgjH8AINY
Takes place on 2nd of of white gold tower vet mode. You tank 3 bosses at the same time so getting the right timing is hard for heavy attacking in there. At the start of the fight I die and rez at zero stam, your nightmare in this patch. Look how I pull my way up to 70% stam while still doing my job. Also look at how much stam is drained by each attacks. The dual wield boss use rapid strikes. Watch how my stam isnt dropping that whole much during this attack.
3-even if stam drains slowly, there is no way to regen it so youll get to zero and stay there.
Another false fear that people have. Not that IF you decide to block all the time, you can still manage to pull it through somehow. The armor set of the black rose give you nice stam regen while blocking. 700 stam every 5th attack blocked. People underestimate this set. Will not keep you up all the time but will definately help alot as you will last a lot longer, will pardon periods in which you cant of didnt heavy attack.
Also, shards will regen stam like monster. You will definately notice it. Having a good healer or templar dps drop these will solve all your stam *** ups and even more, allow you a smooth run. I almost think you can block 100% of the time if you run block cost redux enchants and champ passive.
Another smart way to reduce stam cost is to run dodge chance. Hist bark set, med armor ability, etc. Will give you 20% chance to completely avoid an attack and its stam cost if blocking. 1/5 attacks in the mix means near 1/5 less costs more or less.
Note also that DKs got some nice stam restoration with passives. Ill let you check it out and theorycraft on this.
Note2: have not tested it, but Im pretty sure the stats restored on hit passive in heavy armor works while blocking too.
4- I cannot use a single stam ability on my bars.
I though that after my first few pulls. But I was wrong. Although I use way more magika based abilities, the stam taunt costs nothing. Low slash is quite useful with a templar and is also managable. If course, rather use rune focus, DKs spiked armor rather than immovable. Note that the stam abilities still has to be low cost and have a long enough effects. Took caltrops outta my bar for example, although I know a tank who still runs it on its templar tank in 2.1.
I will conclude here as the post is long enough. Feel free to try to destroy my arguments as much as you want. My hope is that some tank uses this post to guide them and help them adapt, improve, evolve, make them become great tanks in 2.1. As of me, I dont mind anything that happens. Zos stated that the change is here to stay. Therefore that means Ill be a tank in high demand next patch since I was able to adapt and is able to tank all that content. Now question is, what will you do next?
Good Luck
Red'ak
kendellking_chaosb14_ESO wrote: »So what you're saying is that a Dragon Knight Tank with a Templar Healer with still be a thing what about the Nightblade Tanks, Sorc Healers you know the non cookie cutter default tank and healer.houimetub17_ESO wrote: »Here is a video as reference to this :http://youtu.be/mDYgjH8AINY
I have to say it's good to your work it's detailed and a God for DK Tanks but their are three other classes of tanks that can't do that, and three other classes of healers. Forcing tanks to Dragon Knight and Healers to Templar is just inching closer to the classic MMO class locks. No we will never see locks here but making role need to use the "right" class passive is a few steps backwards.
My healer can restore 25% of your stamina plus more of ten seconds so my Nightblade healer will be useless as the tank will the healer to feed them resources beautiful work ZoS.
houimetub17_ESO wrote: »sloppy_O_Shot wrote: »I have another quick question. Are they going to add any damage for the sword and shield, or have they said anything about lowering the cost of current stamina abilities? IDK maybe I'm doing something wrong but as a tank I do almost no damage with my main weapons. in all honesty even my spells don't do much damage because most abilities are set to help my team not myself. With this change we will have to change out skills to try an compensate for the lack of Stamina. I can't test it for myself (console) so this is why I'm asking.
Right now, there isnt really a damage option while tanking unless you run old and easy content like old dungeons, you can sacrifice some defensive abilities for some offensive ones, but dont expect amazing numbers.
kendellking_chaosb14_ESO wrote: »So what you're saying is that a Dragon Knight Tank with a Templar Healer with still be a thing what about the Nightblade Tanks, Sorc Healers you know the non cookie cutter default tank and healer.houimetub17_ESO wrote: »Here is a video as reference to this :http://youtu.be/mDYgjH8AINY
I have to say it's good to your work it's detailed and a God for DK Tanks but their are three other classes of tanks that can't do that, and three other classes of healers. Forcing tanks to Dragon Knight and Healers to Templar is just inching closer to the classic MMO class locks. No we will never see locks here but making role need to use the "right" class passive is a few steps backwards.
My healer can restore 25% of your stamina plus more of ten seconds so my Nightblade healer will be useless as the tank will the healer to feed them resources beautiful work ZoS.
DK Tanks ? Did you look the video ? He is a templar, isn't he ?
In fact, Sorc Tanks are pretty good too (dark exchange), and Nightblades are not bad.
I don't like the change (no regen...) but i've tried and it's still ok (i'm a noob but i've done the begining of the prison (normal) alone and put the first boss at 50% with the template. With a group, it'll be easy.)
kendellking_chaosb14_ESO wrote: »Nightblade don't have class shield to hit like that Dragon or the Tank class with Templar right behind both my great times of a Templar tank die three times then a Dragon Knoght will not die as they are better at outlasting. So when ever I talk about tanks I default it to Dragon Knights. My main has limitless stamina and vigor my tank toon is a different story no go self heal do that a Nightblade without Vigor and 240 cp
kendellking_chaosb14_ESO wrote: »houimetub17_ESO wrote: »With all those posts on the forums asking to revert the change to blocking in 2.1 I decided to try to education people on the change and how it affects tanking in PvE.
I will debunk a lot of false statements, bad assumptions, feared situation that a lot of people who are against it might use to confuse the masses or use fear tactics to gain support of their cause.
Note that all my tanking experience on pts are on veteran mode of the two new dungeons, which mean the hardest content in the game right now; super hard hitting and unforgiving bosses and trash mobs who arent trash at all.
1- There is no way to tank without constantly blocking especially in raids.
False. Since I experienced pts Ive reran most endgame raiding and content. All bosses have certain patterns in which tanks can memorize and use to know when to drop block and land 1 or a few heavy attacks. Some of them are very slim or short gaps between attack(might be where ZoS could adjust for less exp tanks).
The serpent of serpent's image is one of them. His pattern is 6-7 light attack that will kill you if unblocked followed by a cleave aoe attack you must avoid. I was able to land an heavy attack during the cleave most of the time. I would use a bubble in case I missed and got hit. Would picture it being good practice for what's coming.
Other than that, being a templar tank, I would often use puncturing sweep in dungeons for fun. Made me learn when I could drop block to use this channel ability without gettng rocked. Found out you could easily drop block most of the time.
2-As soon as I receive a few hits i'll be at zero stam and remain there all the fight.
The truth is, you can drop you block cost so low that with a stam pool of 15k you will have plenty of time to make actions to make stam go back up before it is completely depleted. Rarely Ive seen blocked hits drain more than 1-2% of my stam.
At the beginning of a fight, you will see that your stam will drop slowly. If you play right you can maintain it in between 50-75% which is your safe zone.
Here is a video as reference to this :http://youtu.be/mDYgjH8AINY
Takes place on 2nd of of white gold tower vet mode. You tank 3 bosses at the same time so getting the right timing is hard for heavy attacking in there. At the start of the fight I die and rez at zero stam, your nightmare in this patch. Look how I pull my way up to 70% stam while still doing my job. Also look at how much stam is drained by each attacks. The dual wield boss use rapid strikes. Watch how my stam isnt dropping that whole much during this attack.
3-even if stam drains slowly, there is no way to regen it so youll get to zero and stay there.
Another false fear that people have. Not that IF you decide to block all the time, you can still manage to pull it through somehow. The armor set of the black rose give you nice stam regen while blocking. 700 stam every 5th attack blocked. People underestimate this set. Will not keep you up all the time but will definately help alot as you will last a lot longer, will pardon periods in which you cant of didnt heavy attack.
Also, shards will regen stam like monster. You will definately notice it. Having a good healer or templar dps drop these will solve all your stam *** ups and even more, allow you a smooth run. I almost think you can block 100% of the time if you run block cost redux enchants and champ passive.
Another smart way to reduce stam cost is to run dodge chance. Hist bark set, med armor ability, etc. Will give you 20% chance to completely avoid an attack and its stam cost if blocking. 1/5 attacks in the mix means near 1/5 less costs more or less.
Note also that DKs got some nice stam restoration with passives. Ill let you check it out and theorycraft on this.
Note2: have not tested it, but Im pretty sure the stats restored on hit passive in heavy armor works while blocking too.
4- I cannot use a single stam ability on my bars.
I though that after my first few pulls. But I was wrong. Although I use way more magika based abilities, the stam taunt costs nothing. Low slash is quite useful with a templar and is also managable. If course, rather use rune focus, DKs spiked armor rather than immovable. Note that the stam abilities still has to be low cost and have a long enough effects. Took caltrops outta my bar for example, although I know a tank who still runs it on its templar tank in 2.1.
I will conclude here as the post is long enough. Feel free to try to destroy my arguments as much as you want. My hope is that some tank uses this post to guide them and help them adapt, improve, evolve, make them become great tanks in 2.1. As of me, I dont mind anything that happens. Zos stated that the change is here to stay. Therefore that means Ill be a tank in high demand next patch since I was able to adapt and is able to tank all that content. Now question is, what will you do next?
Good Luck
Red'ak
So what you're saying is that a Dragon Knight Tank with a Templar Healer with still be a thing what about the Nightblade Tanks, Sorc Healers you know the non cookie cutter default tank and healer.
I have to say it's good to your work it's detailed and a God for DK Tanks but their are three other classes of tanks that can't do that, and three other classes of healers. Forcing tanks to Dragon Knight and Healers to Templar is just inching closer to the classic MMO class locks. No we will never see locks here but making role need to use the "right" class passive is a few steps backwards.
My healer can restore 25% of your stamina plus more of ten seconds so my Nightblade healer will be useless as the tank will the healer to feed them resources beautiful work ZoS.