Ralathar44 wrote: »...
steinernein wrote: »Ralathar44 wrote: »...
At what veteran dungeon are you experiencing this, what set up are you running, what are your teammates running? I know for a fact that the first three vet dungeons only has one fight that restricts the tank to almost pure defense/debuff/taunt role - if you're playing conservatively - but the rest allow the tank to DPS freely.
In a matter of fact, if you're only blocking and spamming taunt you're holding your group back (or maybe your group is holding you back). Even with a non-optimized group my tank is often attacking more than defending.
lajnus86b16_ESO wrote: »Your job as a tank is to make it easy for the group to do their job, not make it harder with gimping the amount of damage you can take, they should make offensive abilities for tanks that are worthwhile to use over blocking and taunting.
that is the problem, if you are using damaging abilities on the boss you are doing it wrong, even if you can do it its bad game design move by zenimax.
check the skill line of one hand & shield.
its utterly useless for pve.
Brasseurfb16_ESO wrote: »lajnus86b16_ESO wrote: »Your job as a tank is to make it easy for the group to do their job, not make it harder with gimping the amount of damage you can take, they should make offensive abilities for tanks that are worthwhile to use over blocking and taunting.
that is the problem, if you are using damaging abilities on the boss you are doing it wrong, even if you can do it its bad game design move by zenimax.
check the skill line of one hand & shield.
its utterly useless for pve.
Well I find every S&B quite effective at pulling their job.
Puncture : Moderate dmg ability with a powerfull resistance debuff and taunting your target. That's a quite powerfull ability there for you and your team.
Deep Slash : Yeah this one is kinda limited, the damage can save some of your squishy friends but you can find similar effects on other powers.
Defensive Posture : Next single target spell Healing yourself or dealing damage to your boss and block cost reduction on top of it! .
Shield Charge : That jerk is attacking my healer, how does he dare .Interceeeeept!!!!
Power Bash : My friends are in trouble but that nasty half giant skelleton won't leave me alone! Stay where you are, I'll finish you later!
So yeah all abilities are situational at best, but again that's the point of your abilities. They can be used in situations for ressource manadgement, it might cost you some stamina in the process. But doing so might also spare the magicka or the stamina of some of your friends, even for yourself (in the longe run), because you used one of those powers to your advantage.
And that's the beauty of this game! Finding a good combination of powers and knowing when to use those at their most efficient extend.
You're taunting 90% of the time?
Um.. I could see how that's not fun.
Dude, the taunt lasts 15 seconds. It takes 0.3 seconds to activate. That's 14.7 seconds of doing other stuff every 15..
95% of my dps and what I do is not taunting personally. And I really enjoy tanking in this game.
You can dps too. It's a simple matter of counting to 12/15 in your head (or installing FTC so you can watch the 12 second countdown on the screen). (12 seconds is the debuff duration, which is worth maintaining on most enemies, if everyone's hitting it).
lajnus86b16_ESO wrote: »
Your job as a tank is to make it easy for the group to do their job, not make it harder with gimping the amount of damage you can take, they should make offensive abilities for tanks that are worthwhile to use over blocking and taunting.
that is the problem, if you are using damaging abilities on the boss you are doing it wrong, even if you can do it its bad game design move by zenimax.
check the skill line of one hand & shield.
its utterly useless for pve.
steinernein wrote: »lajnus86b16_ESO wrote: »
Your job as a tank is to make it easy for the group to do their job, not make it harder with gimping the amount of damage you can take, they should make offensive abilities for tanks that are worthwhile to use over blocking and taunting.
that is the problem, if you are using damaging abilities on the boss you are doing it wrong, even if you can do it its bad game design move by zenimax.
check the skill line of one hand & shield.
its utterly useless for pve.
No, your job as a tank is to hold aggro while dealing the most amount of the damage while taking the least amount of damage. So, if you are using damaging abilities on the boss you're doing it right so long as your damage intake is not unsustainable.
For that you need to do damage and the 1H/1S has at least three solid abilities for tanking.
And your thinking is a bit too narrow, it's not about making the healer work harder it's about maximizing DPS. If you decrease the healer's DPS by 100 because he or she needs to heal more but increase your own or your party's by 200 then it's a solid win.
lajnus86b16_ESO wrote: »
you do realize a healer that can dps instead of the tank is dealing more damage than a tank right?
steinernein wrote: »lajnus86b16_ESO wrote: »
you do realize a healer that can dps instead of the tank is dealing more damage than a tank right?
Read what I wrote, think about it, then confound it; I will reiterate what I said. If you can gain more overall DPS despite taking away one player's DPS it is a win -- it is a tank's job to make those situations happen as often as possible without risking a wipe.
Our tank can go up to 400 DPS while costing our healer only 100 or so, if he didn't do that then it would be 200~ DPS for the tank. It all depends on your set up, the resources available, and the individual fight mechanic.
level 22 templar here, bow/1h, and I can tell u for sure that bosses differ every time.
The LAST one in wayrest sewers, u do have to "spam" taunt, but I also spam restoring aura while blocking since she does a ton of physical damage.
On the other hand the same dungeon first boss is a mage, so I just make sure he's taunted from time to time and spend more than 80% of the time using bow along with backlash spam i mostly dps.
People really need to learn to NOT get stuck on 1 role, there are optimum times (like I mentioned first, last boss of same dungeon) where its logical to stay tank all the time due to boss mechanics, but when there is no need for it, just switch to dps.
Don't complain that if u have all 1h skills you don't seem to do as well as some one who is hybrid.
Hybrid means not do top notch on specific role, but you are far more versatile otherwise, hybrids usually suck in raiding, but seeing as so much difficulty is put into raiding, it may turn out to shine rather than stink and rot.
Brasseurfb16_ESO wrote: »Hey Lajnus,
It might be related to our own core impressions when we play the game, but it would be very insightfull if you would tell us :
- what you expect out of the Sword&Board weapon set.
- how you like to play the tank in this game, not like in other games.
- propose a couple of ideas you think might improve its gameplay.
Because I don't see any issues with that set right now, most of the defensive benefits comes from passives and the active abilities are all situational at best like any skills in the game.
If you are looking for more buffs or debuff you might want to look into class abilities, undaunted also got a nice mitigation power with extra utility on top of it.
Also please don't disregard oppinion or assume people will fail in higher lvl content because they go for an hybrid build. Because :
- Most of the damage reduction on block and stamina manadgement come from your S&B passives and the extra mitigation comes from class/undaunted active abilities. So if it is hybrid it might use one of those.
- Secondly, your team brings utilities too and can make up for the things you are lacking in your build. So if it works, why would you prevent someone to have his fun with his own build?
Also try not to speak to much about your "theory crafting, guides, etc". I know as much misinformed people running around with false guides (not saying you are) as I know people who know exactly how works abilities in this game.
Just check the last post complaining about dodge as a proof, it shows the lack of knowledge of many people in this game. Also it doesn't help in anyways to improve the discussion, so it is pretty pointless information.
Finaly wait until you get V10 with your gear maxed out we might get suprised in the end sinds weapon abilities still scales with our increased weapon damage while magicka abilities stays almost the same from V1 to V10.
Peace!
Archaic reference to how it has been done in other games.
You're taunting 90% of the time?
Um.. I could see how that's not fun.
Dude, the taunt lasts 15 seconds. It takes 0.3 seconds to activate. That's 14.7 seconds of doing other stuff every 15..
95% of my dps and what I do is not taunting personally. And I really enjoy tanking in this game.
You can dps too. It's a simple matter of counting to 12/15 in your head (or installing FTC so you can watch the 12 second countdown on the screen). (12 seconds is the debuff duration, which is worth maintaining on most enemies, if everyone's hitting it).
A tank is supposed to tank, not to DPS. There are games where a tank doesn't do any DPS but is using CC or taunts only with an occasional heal.
The concept of dps tanks that Blizzard has is wrong, a tank should never just like a healer be a DPS char. A healer has to heal and buff or debuff, a tank has to protect the group and the dps they do the damage.
If you enjoy doing damage, you might better roll a dps char.
Ralathar44 wrote: »You're taunting 90% of the time?
Um.. I could see how that's not fun.
Dude, the taunt lasts 15 seconds. It takes 0.3 seconds to activate. That's 14.7 seconds of doing other stuff every 15..
95% of my dps and what I do is not taunting personally. And I really enjoy tanking in this game.
You can dps too. It's a simple matter of counting to 12/15 in your head (or installing FTC so you can watch the 12 second countdown on the screen). (12 seconds is the debuff duration, which is worth maintaining on most enemies, if everyone's hitting it).
How often you taunt depends entirely on the boss. Some bosses are a taunt fest because they constantly drop aggro and go attack other people, making you need to re-taunt them. Some bosses seem to almost completely ignore taunting allowing you to DPS at the expensive of not being able to do your job as well.
But for a large number of the dungeons out there you have to taunt ALOT. You get punted around ALOT. You also have to try and avoid some of the AOEs. It's not as simple as hitting the taunt button once every 15 seconds.
Then around that you have to keep stamina on hand in case you need it for defense/breakouts/rolls. Whatever you have left you get to use for DPS, assuming you are not also having to control adds...because no boss has those right?
jarededward86 wrote: »I agree with some of the balance issues brought up here but I may be too low lvl to have experienced the stamina consumption. I use quite a bit more than just taunt. I usually taunt a couple targets throw up a shield and get to work doing other things (block & dps) until the taunts expire. Thanks to the active fight mechanics in this game I think blocking and swinging a sword is actually pretty rewarding, but that’s just my opinion.
I'm running DK Tank using puncture, low slash, shield charge, spiked armor and dragon blood (for the most part). I'm only lvl twenty three. I know things will be different in vet lvls. I’m just wondering HOW different and how well what I’m doing now will translate later. It would seem that in longer boss fights I would have to conserve stamina for taunting.
As of now, I use low slash on multiple targets with every pull for damage mitigation and it may not be stamina efficient enough to justify its use but, like I said, at this lvl I have no stamina problems and it allows me to contribute to the group in a more substantial way.
I use shield charge for utility but I’ve got to say I’ve questioned its sustainability already because it drains a lot of stamina and I’ve got it morphed for the damage shield but the shield time up is very short. By the time the target I hit is unstunned, the shield is gone.
I’m thankful that my survivability is dependent only on my mana pool, using spiked armor and dragon blood. That being said, I can see that there could be some improvement here. I need my mana for the aforementioned survivability so I can’t afford any damage or cc skills from my class skill line.
In my opinion what we need is an AoE ability that reduces damage taken on ourselves and deals damage overtime… like dragon knight standard. When DK standard is up, I imagine the rest of the group standing back in awe as I taunt every target in a big group and stand in the middle of them with my spikes out while they all melt to death. That’s how I want to feel when tanking. I just think we need a less powerful AoE from the sword and board line to use in a similar way for smaller fights and between DK standard procs.
Wifeaggro13 wrote: »IMO the Tank role in VR needs quite a bit of working. the current combat mechanics for trash is messy. social ranges are large and frequently you will get multiple rooms of Trash from one pull whether you taunt, body pull, range pull. there is no rhyme or reason and no skill or knowledge involved there. That mechanic would be fine if there were actual CC abilities everything is short lived broken by damage easily and high cost. So a lot of these trash pulls in veteran dungeons becomes clump them up and AOE them down. tanks need not even play the role here pull out your destro staff and burn them down that much faster.
Boss mechanics are quite a bit better the Tank has clear defined role but the unfortunate part is at the end of the day you don't even need a tank for them. but you do need DPS and heals a lot of the fights are positional and about moving the boss , or killing adds, swapping DPS or the like the only thing SNS brings to the table is blocking and mitigating damage. But again a decent healer will negate the need for that. Add the fact that all the bosses are immune to every damn thing a tank brings to the table other then taunt. Some of the bosses are immune to that too.
The tank role needs serious reworking in ESO as well as CC its a after though here with very little definition. its not a whine about agro management i completely understand the mechanics and the action combat. We are rolling through the VR dungeons with little issue though some bosses still have fun challenging mechanics. On the whole the tank job is quite boring and muddy add in the fact that for certain classes Like DK. if your going for a heavy armor wearing DK you will do more damage standing there holding the right mouse button and shield smashing the mob. many of the Melee skill lines are just bad. two hander is slow and cannot produce good dps with fights that require a lot of movement.Dual wield has a bit better DPS but its lacking at its back end.
But all that said i really Enjoy ESO its got a crap load of high high quality content. Graphics are beyond good. progression is very different with lots of options.They need to really tweak their mechanics and concepts here i would hate to see it go the route of GW2 that game absloutley sucked for group mechanics and MMO combat.Bringing some skill to the tank role and abilities to control a 15 mob fight would be useful. Either that or some abilities to actually pull with out massive social issues. 6 to 10 mobs on the screen is hectic 15 is just eye strain , add in zero control. the fact all your gap closer's cannot break through the field depth due to the targeting picking the closest mob. It's all no beuno. Currently tanks will be very bored and frustrated. add in the later game when people are geared they wont even use them.