Lithium Flower wrote: »A tank has a principal role of holding aggression. Since there are no threat tables, you are provided with a melee stamina taunt and a magicka ranged taunt (no magicka option in 1.6 anymore incidently). Keep taunt up properly on the enemy and they don't go after your group mates (except for certain specific mechanics).
Secondly, a tank ought to stay alive, DKs, NBs, Templars all have dedicated toolkits to perform this function.
Third, a tank should debuff the enemy and control the battle - there's options under the Sword and Shield skill line for this such as Low Slash and its morphs, Bash and it's morphs as well as options in class skill lines for most classes. There's options to shield allies from damage in the Fighter's Guild, Undaunted Guild skill lines such as Circle of Protection (drastically less usable in 1.6 unfortunately), and Bone Shield respectively. There is also Barrier and Siege Shield from the Alliance War Skill Lines as well as Caltrops for additional CC. Dragonknights also have Obsidian Shield (and it's morphs) and the Magma Shell (morph of Magma Armour) synergy.
The dropped set Beckoning Steel (5 piece) bonus gives you a 40% chance to interrupt projectiles for allies within 5m, and seems to fit the gap bothering the OP.
The only thing 'missing' from the options is the sometimes mentioned AoE taunt but I think tactical placement of taunts is what makes tanking in ESO interesting and should not be replaced with a 'fire and forget' mass taunt.
eric22santiago_ESO wrote: »Lithium Flower wrote: »A tank has a principal role of holding aggression. Since there are no threat tables, you are provided with a melee stamina taunt and a magicka ranged taunt (no magicka option in 1.6 anymore incidently). Keep taunt up properly on the enemy and they don't go after your group mates (except for certain specific mechanics).
Secondly, a tank ought to stay alive, DKs, NBs, Templars all have dedicated toolkits to perform this function.
Third, a tank should debuff the enemy and control the battle - there's options under the Sword and Shield skill line for this such as Low Slash and its morphs, Bash and it's morphs as well as options in class skill lines for most classes. There's options to shield allies from damage in the Fighter's Guild, Undaunted Guild skill lines such as Circle of Protection (drastically less usable in 1.6 unfortunately), and Bone Shield respectively. There is also Barrier and Siege Shield from the Alliance War Skill Lines as well as Caltrops for additional CC. Dragonknights also have Obsidian Shield (and it's morphs) and the Magma Shell (morph of Magma Armour) synergy.
The dropped set Beckoning Steel (5 piece) bonus gives you a 40% chance to interrupt projectiles for allies within 5m, and seems to fit the gap bothering the OP.
The only thing 'missing' from the options is the sometimes mentioned AoE taunt but I think tactical placement of taunts is what makes tanking in ESO interesting and should not be replaced with a 'fire and forget' mass taunt.
You pretty much agreed with me in your very first paragraph. The tank's principle role is to hold aggression and from what you tell me after 1.6 there will only be ONE ability to do that.
I originally had this HUGE response to your comment but I saw one flaw which would make everything easier to address. The tank's principle role is NOT to hold aggression. Its role is to make the healer's job easier. The best way to make the healer's job easy is if the tank is the sole group member taking all the damage.
CC'n does not direct the mob's attention to the tank so therefore it is not an efficient means to direct all the damage to the tank. Debuffing the enemy does not direct the mob's attention to the tank so therefore it is not an efficient means to direct all the damage to the tank. Therefore these abilities are not effective tanking abilities if they are the SOLE means of tanking...which they are.
Short and sweet tanking in ESO is taunting the biggest mobs (not all mobs), and staying alive. The tank can not take all the damage for the group in this game. If you continue to expect or want this you will probably want to find another game.
Aett_Thorn wrote: »I would also say that the majority of healing in this game is focused on the Tank not holding down everything, and damage being spread out a bit amongst the team. There are very few "single target" heals, and most heals are AoE and heals over time. I think this leads to the fact that most spawns are meant to have aggro spread out and not focuses on one target.
I think there's a weird concept about any game where a tank can use a magical ability and instantly get everyone to target him and follow him around like a lost puppy. I actually like ESO's method of tanking because it gives more variety and meaning to the role. You're not a herder, just there to distract the biggest baddy out there.
I agree there needs to be more than one skill for taunting or pulling aggression, but I also like how the game handles tanks all the same.
Lithium Flower wrote: »A tank has a principal role of holding aggression. Since there are no threat tables, you are provided with a melee stamina taunt and a magicka ranged taunt (no magicka option in 1.6 anymore incidently). Keep taunt up properly on the enemy and they don't go after your group mates (except for certain specific mechanics).
AoE taunt is not possible in the game that has no cooldowns. If they ever add it - it will make single target taunt useless and tanking easy.