So I ground out vet rank 12...

  • tordr86b16_ESO
    tordr86b16_ESO
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    yodased wrote: »
    You realize that this game level 20 mobs can kill a vr12 right? The time of being able to /faceroll content simply because you outlevel it by a ton has come to an end. This game is not that game.

    Derp_Derp_Derp.png

  • Zenzu
    Zenzu
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    VR content is hard. I did it solo as a nightblade. Hard to find someone who had issues with any as a DK.

    I would be seriously questing away, meticulously dodging, interrupting, stunning to get through my fights. A DK comes running behind me charges into full group of mobs that would kill me instantly, drops Dragonknight banner-- all dead.

    Now I understand they have been toning down DK lately, but if you can't solo VR content as a DK I'm afraid you should tailor your skill selections. Also blocking helps with any weapon, not just shield, extremely important for mobs in VR.

    If you don't block, dodge and bash you are going to die a lot. They are game mechanics given to everyone for a reason. Use them or die.
  • Gisgo
    Gisgo
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    Zenzu wrote: »
    I would be seriously questing away, meticulously dodging, interrupting, stunning to get through my fights. A DK comes running behind me charges into full group of mobs that would kill me instantly, drops Dragonknight banner-- all dead.

    Yeah as an NB this is pretty much the same feeling i got while leveling.

  • Pele
    Pele
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    yodased wrote: »
    The time of being able to /faceroll content simply because you outlevel it by a ton has come to an end. This game is not that game.
    I beg to differ. You can indeed /faceroll mobs if you out-level it by a ton. This game is no different from others in that respect.
  • Dayv
    Dayv
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    Mescalamba wrote: »
    Its not exactly good design. I dont like opposite (WoW and such, where you can reach something like 75-85% damage reduction). But lets say 50% with heavy armor sound pretty ok. Leather bit less, cloth almost nothing (35%, 20%).

    That would rather solve it.

    I think damage mitigation is one of the things driving people to cloth builds. Armor just doesn't scale against the increased damage mobs are doing. Zero scales infinitely, so CC (attempting to absorb zero damage) is by far the most useful damage mitigation but requires a lot of magicka, that I've not been able to acquire through other builds.
  • RadicalZ
    RadicalZ
    Soul Shriven
    I somewhat agree with this thread, in any other game if you put effort into getting better lvl's, items and skills then you can go back to those quests and have less hassle completing them, though in the case of ESO there is almost no change unless you result to 1 of (too many) skill lines to win.

  • Kililin
    Kililin
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    Dayv wrote: »
    Mescalamba wrote: »
    Its not exactly good design. I dont like opposite (WoW and such, where you can reach something like 75-85% damage reduction). But lets say 50% with heavy armor sound pretty ok. Leather bit less, cloth almost nothing (35%, 20%).

    That would rather solve it.

    I think damage mitigation is one of the things driving people to cloth builds. Armor just doesn't scale against the increased damage mobs are doing. Zero scales infinitely, so CC (attempting to absorb zero damage) is by far the most useful damage mitigation but requires a lot of magicka, that I've not been able to acquire through other builds.

    This.
    In other games you can survive very long as a tank.

    With a large part of the mitigation coming from blocking, blocking costing stamina, blocking allowing instant cast spells but not "auto"attacks the best way is to block and kill things with instant cast AE spells or not block and use CC to disable mobs.

    The armor does not matter, except for its stats besides armor.
    I tried to build an heavy armor sorc tank (like very overcapped high with armor and the buffs), no way i am sturdier than my DD build.
    And that is completely utterly ***, against normal non dungeon boss mobs i feel sturdier with my DD builds.

    No one wants to be a tank to be able to sustain 4 hits instead of 3, even if this looks like a major survivability increase, it is not.
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