ThatNeonZebraAgain wrote: »From today's PTS patch notes:Nightblade
Siphoning
Leeching Strikes (Siphoning Attacks morph): Increased the amount of Health restored from this morph to 3% of your maximum Health from 2%.
Siphoning Attacks: Increased the amount of resources provided by this ability and the Siphoning Attacks morph by roughly 10%.
WolfingHour wrote: »zmobie_dementor wrote: »
From my experience so far in MoL (and, briefly, vMoL) everything a post-TG NB tank can do, a DK can do better.The increase on resource return in the latest patch is laughable and not nearly enough: dropping block to light attack is a death sentence in vMoL against the boss that reduces your armour rating to 0..
i don't see a major problem here, i don't want all classes to perform equally in all fields, ruins the purpose of classes in the first place. Bosses dont attack every .1 sec, its not THAT challeging to land a light attack and put block again in half a second
It's really not a good idea to dtop your shield in trails considering latency and one shot light attacks ftom bosses.
As for SA, can we have ripost, valkin skoria meteorites and nerien'erh crystals to proc it since they are not dots?
WolfingHour wrote: »zmobie_dementor wrote: »
From my experience so far in MoL (and, briefly, vMoL) everything a post-TG NB tank can do, a DK can do better.The increase on resource return in the latest patch is laughable and not nearly enough: dropping block to light attack is a death sentence in vMoL against the boss that reduces your armour rating to 0..
i don't see a major problem here, i don't want all classes to perform equally in all fields, ruins the purpose of classes in the first place. Bosses dont attack every .1 sec, its not THAT challeging to land a light attack and put block again in half a second
It's really not a good idea to dtop your shield in trails considering latency and one shot light attacks ftom bosses.
As for SA, can we have ripost, valkin skoria meteorites and nerien'erh crystals to proc it since they are not dots?
Latency is another issue though... You can't balance gameplay around bad ping, you have to assume that the performance will be good, and fix your code if it's not good enough
Even if this were a valid point (which it isn't, when it comes to trials tanking), one light attack is going to give me approx 1K stamina. Do you even tank on a NB.its not THAT challeging to land a light attack and put block again in half a second
Perhaps they should make it like Shadow Barrier -- increase duration/magnitude by # of heavy pieces equipped.
ThatNeonZebraAgain wrote: »I think that fundamentally the NB Siphoning Tank suffers from sharing abilities with the NB DPS builds.
Good resources was the strong point of the NB Tank, but cutting down resources of the NB DPS build also affects (heavily) the NB Siphoning Tank.
The analysis of @ThatNeonZebraAgain sums up very wel the collateral damage we suffer now.
Our basic 15 second buff rotation as tank includes now the taunt, SA & a shadow ability for the Armor buff (BTW that buff only last long enough when you have 5-7 HA).
Not much left to proc SA enough to get Magicka and Stamina after the TG nerfs on semi-DOT's.
No class defense for the Siphoning Tank (Cloack cannot be done because you lose the taunt !)
Besides the suggestions of @ThatNeonZebraAgain, what would also help the NB Tank is when Summon Shades (and Morphs) would count as a Taunt !!!
That does not strengthen the NB DPS,
but it does save the NB Tank casting an ability every 15 seconds.
They made Siphoning Attacks a DPS ability when they removed the toggle and damage debuff. Removing toggles now seems like part of their larger combat consistency plan, so that change makes a bit more sense in that context. However, the damage penalty is what kept it a tanking ability, and thus out of the hands of builds that prompt reactionary over-nerfs. The other morph of Siphoning is still useless, so perhaps they could rework that specifically for tanks.
Yes
There are more ways to solve the issue the NB Tanks face now.
Essential is that something will be changed to the benefit of NB Tanks that is not strenghtening the NB DPS.
SA is, as you suggest, also an ability where you can offer the DPS direction and the Tank direction.
Key is that ZOS recognises and acknowledges the need for a buff of the Siphoning NB Tank.
zmobie_dementor wrote: »Even if this were a valid point (which it isn't, when it comes to trials tanking), one light attack is going to give me approx 1K stamina. Do you even tank on a NB.its not THAT challeging to land a light attack and put block again in half a second
lonewolf26 wrote: »I'll have to do more testing, but my initial feel is that the additional return they added in 2.3.2 is still not sufficient to offset the resource needs in large pulls. Night blades lack a class standard ability that does area CCS, and caltrops remains a huge stamina burn. The really need to up the proc % given so many sources of proc have been removed. Not every nb tank build has a deep magicka pool to spam sap enough times to trigger a proc. It would almost seem like tanking with a bow for bombard might be a workaound, but going away from double sword and board severely limits utility of heroic slash in my build. Also while I think Legolas is an awesome Tolkien character... A tank he is not.
What they've changed is an ok start, but it looks horribly insufficient on paper. We need more procs or the return of proc on DoT at its former levels. SA wasn't broke before, so the changes made to it for Thieves Guild still seem ludacris.
ThatNeonZebraAgain wrote: »lonewolf26 wrote: »I'll have to do more testing, but my initial feel is that the additional return they added in 2.3.2 is still not sufficient to offset the resource needs in large pulls. Night blades lack a class standard ability that does area CCS, and caltrops remains a huge stamina burn. The really need to up the proc % given so many sources of proc have been removed. Not every nb tank build has a deep magicka pool to spam sap enough times to trigger a proc. It would almost seem like tanking with a bow for bombard might be a workaound, but going away from double sword and board severely limits utility of heroic slash in my build. Also while I think Legolas is an awesome Tolkien character... A tank he is not.
What they've changed is an ok start, but it looks horribly insufficient on paper. We need more procs or the return of proc on DoT at its former levels. SA wasn't broke before, so the changes made to it for Thieves Guild still seem ludacris.
Agreed with you and @Autolycus. Unfortunately, I haven't had a chance to test anything extensively yet, but hopefully others can add their experience.
The other morph of Heroic Slash might be beneficial for stamina NB tanks, as they could hit 3 enemies at once while using 1h/shield (assuming it works like we think and can even proc SA on the extra hits). Putting bow on off-bar sounds hilarious, but could work if you use it as a buff and kiting bar (pretty much what I do with resto staff on my off-bar). You could have Mirage for dodge+minor resist buffs, Bombard for CC and SA procs, Debilitate/Cripple for speed buff, Inner Rage for ranged taunt, then 5th slot and ult are flexible.
Forsaking SA entirely, another option is Consuming Trap (Soul Trap morph), but it requires killing the target to get stats back, so not good for long boss fights without many adds.
zmobie_dementor wrote: »@Autolycus I was using light attacks exclusively to proc SA before I got caltrops and had no problem with it on any encounter except the Manti - I can drop block against the Serpent, but I haven't been able to take an unblocked hit from the Manti with both phys/spell resistance at just under 35K unless I stack enough attributes into health to severely compromise my magicka pool. If I drop block in that fight, I get hit; it doesn't matter that Big Ugly is just standing there glaring at me when I do it. Even if as I suspect latency is to blame (I get all sorts of lag spikes and client crashes while inside Craglorn trials) and I'm not reacting to what's actually happening when I drop block, that's something I have to account for in my build before heading into SO. So as far as I'm concerned, what the other person said is still not a valid point. It would be good if the game behaved the exact same way for everyone as long as they're doing the same things, but it doesn't.
The whole point of build diversity is that we should be able to accomplish things in a number of ways as long as the numbers on what Person A is doing match the numbers on what Person B is doing with different attribute spread/skills/rotations/armour sets/etc. The current SA nerf makes it more or less a requirement for NB tanks to be able to drop block and get at least 3 successive light attacks off during any boss encounter -- multiple times, if we want to keep our stamina above at least 50%, while taunting the boss and any hard-hitting adds so our DDs don't get one-shotted. If I want to be a one-trick pony, I can play a stamblade DD with nothing but Snipe and Relentless Focus on my bar.
zmobie_dementor wrote: »No, that's a fair point, a lack of experience is definitely a thing for me -- I've only been playing the game since June 2015 and there just aren't a lot of people who want to run SO with a tank who can't already do it with their eyes closed.In lieu of actual practice I have spent a lot of time watching videos of all the trials bosses and paid careful attention to the windows of opportunity for dropping block, but while I can do it on the rest, it has never worked for me on Manti. I can only clear that fight in permablock mode. With Path + SA as it is now, I'm in OK shape for stam as long as the bleed doesn't get me, but come TG that won't be an option, and I'm not sure that I'll ever find enough people who'll be willing to wipe over and over, in content that doesn't even give decent rewards unless it's the weekly, while I try to learn-by-doing when it's /really/ safe to drop block in that one fight.
So -- I do appreciate the advice, though I'm not sure what you mean by not needing to do multiple light attacks -- if it's a simple situation of me vs one vet dungeon boss, a single LA at a time is fine (and most vet bosses don't hit all that hard with their own LAs anyway), but right now on the PTS, a single LA restores a bit less than the cost of one Pierce Armour for me, and if I just had to Pierce Armour 3 things (e.g. Ibomez and 2 of his atros), I need to be able to at least restore that much, and quickly, hence 3 successive LAs or LA/Block 3 times. Which is kind of a challenge with the boss and both adds hitting me and the boss also possibly tenderising an ally. Add to that the cost of a Heroic Slash, and it's all downhill, even with a constant tripot. I have a lot invested in block mitigation so recouping block cost is easier; it's the multiple stam taunts that get me in trouble, especially during prolonged encounters where the adds aren't dying fast enough. Inner Fire is of course on my bar but it doesn't apply Fracture/Breach, so I have to also cast Mark, which gets messy if I'm surrounded, plus that combo will drain my magicka in no time if I need to use it on more than 3 things. I do agree with your point about LAs in general -- I found them very effective before I had caltrops and the correct morph of Path -- just not sure how I can manage to keep my stam up with just one LA between blocks post-TG assuming there is no Templar throwing me a shard every once in a while.
I can see ZOS is careful with SA, and probably trying to not make it too good for DDs.
I would suggest again the idea from @Laquey . Put a small, 10% of damage done stamina leech to caster from dual shade hits, even when blocking. My shades hit about 750 each, so they would leech 2*75=150 stamina per 2 seconds.
I can see ZOS is careful with SA, and probably trying to not make it too good for DDs.
I would suggest again the idea from @Laquey . Put a small, 10% of damage done stamina leech to caster from dual shade hits, even when blocking. My shades hit about 750 each, so they would leech 2*75=150 stamina per 2 seconds.
I can see ZOS is careful with SA, and probably trying to not make it too good for DDs.
I would suggest again the idea from @Laquey . Put a small, 10% of damage done stamina leech to caster from dual shade hits, even when blocking. My shades hit about 750 each, so they would leech 2*75=150 stamina per 2 seconds.
I can see ZOS is careful with SA, and probably trying to not make it too good for DDs.
I agree with that as possible reason for the miniscule buff SA got.
Fact is that both DD as Tanks use the same SA.
So they bandaid SA into something that is no fish and no flesh
Giving shades a small stamina return would be very good for us tanks, but it is another bandaid.
I think that the easiest and most elegant way to get out of the dilemma of NB DD too OP if SA returns too much on the one hand, and NB Tanks getting too little on the other hand...
Is to use one Siphoning Strikes morph for Tanks and one morph for DD.
(their attempt to get the unused Leeching Strike morph viable with increasing the selfheal from 2% to 3% is an illusion)
I can see ZOS is careful with SA, and probably trying to not make it too good for DDs.
I would suggest again the idea from @Laquey . Put a small, 10% of damage done stamina leech to caster from dual shade hits, even when blocking. My shades hit about 750 each, so they would leech 2*75=150 stamina per 2 seconds.I can see ZOS is careful with SA, and probably trying to not make it too good for DDs.
I would suggest again the idea from @Laquey . Put a small, 10% of damage done stamina leech to caster from dual shade hits, even when blocking. My shades hit about 750 each, so they would leech 2*75=150 stamina per 2 seconds.
I can see ZOS is careful with SA, and probably trying to not make it too good for DDs.
I agree with that as possible reason for the miniscule buff SA got.
Fact is that both DD as Tanks use the same SA.
So they bandaid SA into something that is no fish and no flesh
Giving shades a small stamina return would be very good for us tanks, but it is another bandaid.
I think that the easiest and most elegant way to get out of the dilemma of NB DD too OP if SA returns too much on the one hand, and NB Tanks getting too little on the other hand...
Is to use one Siphoning Strikes morph for Tanks and one morph for DD.
(their attempt to get the unused Leeching Strike morph viable with increasing the selfheal from 2% to 3% is an illusion)
I think you're both right, truly. I like both of the suggestions you have made. Another alternative that I considered was kind of a hybrid between the two, actually. I propose that the Leeching Strikes morph, which everyone (that I've seen or talked to thus far) agrees is completely useless, has one additional benefit: "Reduces the cost of blocking by X."
Well SA was very usefull before IC on a dps, you just had to use it on the aoe bar.
But yeah The flat regain rather than percentage has made it really weak, plus with the removal of regain from dots they should at least have given it buff. Leeching strikes really isnt that good since it mean slitgthly lower spell dam and weap dam, which means weaker swallow soul/ vigor and refreshing path.
Got a cool idea, make summon shadows able to get you regain from SA if active or Leeching strikes, would make shadows viable, and How cool would it be to tank while your shadow minions kept your ressources up.
And Btw Temp tank get regain from repentance, and some bonus from its cost reduction, Dk tank have earthen hearth and ultimates regain, while Nb tanks only have Siphon attacks for regain, and earthen hearth give percentage regain and not flat regain unlike SA.
Edit: Forgot to mention one thing. As NBs we have access to Double Take / Mirage which is a huge source of mitigation. I would almost justify the 5-10k armor & spell resist I recommended you give up just by running the Major Evasion buff. You could do the same thing with Elude/Shuffle from medium armor as any tank, but the key difference is that Double Take costs magicka, so you don't have to ration off your stam to keep it active.
SublimeSparo wrote: »
Edit: Forgot to mention one thing. As NBs we have access to Double Take / Mirage which is a huge source of mitigation. I would almost justify the 5-10k armor & spell resist I recommended you give up just by running the Major Evasion buff. You could do the same thing with Elude/Shuffle from medium armor as any tank, but the key difference is that Double Take costs magicka, so you don't have to ration off your stam to keep it active.
Just curious, what gear do you run?
I run hist bark so have major evasion while blocking (which incidently prevents the major expedition from double take if ever used- not sure if the rest of the ability works or not) but obviously this doesn't help with LA weaves.
My current setup;
5p Hist bark
5p Footmans
Then either 2p Engine Guardian/ Blood Spawn / Nerien'eths depending on content
SublimeSparo wrote: »
Edit: Forgot to mention one thing. As NBs we have access to Double Take / Mirage which is a huge source of mitigation. I would almost justify the 5-10k armor & spell resist I recommended you give up just by running the Major Evasion buff. You could do the same thing with Elude/Shuffle from medium armor as any tank, but the key difference is that Double Take costs magicka, so you don't have to ration off your stam to keep it active.
Just curious, what gear do you run?
I run hist bark so have major evasion while blocking (which incidently prevents the major expedition from double take if ever used- not sure if the rest of the ability works or not) but obviously this doesn't help with LA weaves.
My current setup;
5p Hist bark
5p Footmans
Then either 2p Engine Guardian/ Blood Spawn / Nerien'eths depending on content
Currently I run:
5 Footman
5 Leeching
2 Endurance (which I have considered switching, but won't bother to do so until TG is released)
I used to run Hist Bark in lieu of Leeching, but when they changed it so that Hist Bark gives Major Evasion (and therefore no longer stacked with Double Take) I chose to swap the gear instead of the skill.
ThatNeonZebraAgain wrote: »SublimeSparo wrote: »
Edit: Forgot to mention one thing. As NBs we have access to Double Take / Mirage which is a huge source of mitigation. I would almost justify the 5-10k armor & spell resist I recommended you give up just by running the Major Evasion buff. You could do the same thing with Elude/Shuffle from medium armor as any tank, but the key difference is that Double Take costs magicka, so you don't have to ration off your stam to keep it active.
Just curious, what gear do you run?
I run hist bark so have major evasion while blocking (which incidently prevents the major expedition from double take if ever used- not sure if the rest of the ability works or not) but obviously this doesn't help with LA weaves.
My current setup;
5p Hist bark
5p Footmans
Then either 2p Engine Guardian/ Blood Spawn / Nerien'eths depending on content
Currently I run:
5 Footman
5 Leeching
2 Endurance (which I have considered switching, but won't bother to do so until TG is released)
I used to run Hist Bark in lieu of Leeching, but when they changed it so that Hist Bark gives Major Evasion (and therefore no longer stacked with Double Take) I chose to swap the gear instead of the skill.
Ooo leeching set. Sounds fun. Does the Leeching damage proc happen to proc SA? The new Bahraha set seems comparable, and appears it will come in Heavy, so that could be worth looking into. I gear my Argonian Magicka NB tank quite differently, using 5pc Juggernaut, 3pc Willpower, 2pc Malubeth, 2pc Lamae. Big burst self-heals from both Juggernaut and Malubeth that scale with my spell power and get additional benefit from stacking healing received. The idea is that the boost to healing received and maximizing my self-heals offsets the diminishing returns of Footman's set while also making life easier on the group's healer.
Actually there was an old post Gina made (year and a half ago or so) stating that Hist Bark didn't stack with other dodge buff abilities (was posted several months before 1.6 was introduced). I also prefer the Mirage morph in order to get both Minor resistance buffs that are also on a long timer. For speed, I rely on either Twisting/Refreshing Path or Cripple/Debilitate.
Unfortunately, this nerf to SA will probably push more NB tanks to Engine Guardian to help ensure being able to manage resources
I was mid veteran ranks when this change hit PTS, and leveling as a NB magicka tank. So, with some guildies I started practicing on live by simply not using twisting path like I had been. I didn't have caltrops anyway. My healer was NOT happy. Sure, some of the posts above this are from people tanking as NB with endgame gear and they have both more invested and more gear options. I don't. I'm out. It just wasn't fun. I've been tanking since EQ1 days, but I don't mind other roles either. I respeced majicka dps @V14 and am not looking back. I wanted to put this out here since it is the view of an experienced tank, but one who wasn't at endgame, but close, that mainly tanked for pugs and casual friends. I'll break out my issues in a bullet list:
1. The big one: resource management like this isn't fun. I am fine with challenges, but I am retired, this is my entertainment not my e-peen lengthener. My friends/family are good players, but casual. If it's not fun, we don't.
2. I have played on and off since beta. The block stam nerf is just stupid for PvE. It's not fun, see #1, see numerous threads on it. It hurts casuals and puggers most.
3. This hurts build diversity for tanks. Not just by class, which is fairly obvious. But now everything on your bar needs to be there with the stamina resource issue as priority.
4. This hurts build diversity for healers. Shards suddenly became more interesting, the healer I ran with in guild groups was a templar. Before, I didn't care. After practicing this change, I would not want to pug a dungeon I wasn't familiar with, without shards. That would be not fun for more than me.
I like tanking. I like tanking for pugs and casual groups. I'm out as a NB tank. Perhaps dedicated endgame NB tanks can find a way, but for me, it lacks fun, so I have no incentive. I understand the need for more balance in PvP than PvE, since balance affects fun even more in that. But, sometimes "is it balanced" and "is it fun" are in conflict in design. This is one of those times.
WolfingHour wrote: »I was mid veteran ranks when this change hit PTS, and leveling as a NB magicka tank. So, with some guildies I started practicing on live by simply not using twisting path like I had been. I didn't have caltrops anyway. My healer was NOT happy. Sure, some of the posts above this are from people tanking as NB with endgame gear and they have both more invested and more gear options. I don't. I'm out. It just wasn't fun. I've been tanking since EQ1 days, but I don't mind other roles either. I respeced majicka dps @V14 and am not looking back. I wanted to put this out here since it is the view of an experienced tank, but one who wasn't at endgame, but close, that mainly tanked for pugs and casual friends. I'll break out my issues in a bullet list:
1. The big one: resource management like this isn't fun. I am fine with challenges, but I am retired, this is my entertainment not my e-peen lengthener. My friends/family are good players, but casual. If it's not fun, we don't.
2. I have played on and off since beta. The block stam nerf is just stupid for PvE. It's not fun, see #1, see numerous threads on it. It hurts casuals and puggers most.
3. This hurts build diversity for tanks. Not just by class, which is fairly obvious. But now everything on your bar needs to be there with the stamina resource issue as priority.
4. This hurts build diversity for healers. Shards suddenly became more interesting, the healer I ran with in guild groups was a templar. Before, I didn't care. After practicing this change, I would not want to pug a dungeon I wasn't familiar with, without shards. That would be not fun for more than me.
I like tanking. I like tanking for pugs and casual groups. I'm out as a NB tank. Perhaps dedicated endgame NB tanks can find a way, but for me, it lacks fun, so I have no incentive. I understand the need for more balance in PvP than PvE, since balance affects fun even more in that. But, sometimes "is it balanced" and "is it fun" are in conflict in design. This is one of those times.
I have said it before and will say it again the over reliance on shards and/EG is not good balance.