And maybe you can't do a lot of DMG while tanking, but you can for sure allow the others to do MORE DMG while you are tanking.
A Templar tank can drop a Backlash on the boss - making him take more DMG from all other team members. Or put Restoring Aura - enabling the other team members to do more DMG trough better stamina (and self by the way).
He can also heal if he wants....
What is the cry about?
I hope ZOS is listening to us. Its pretty bad when the best melee dps in game is in the passive and has nothing to do with actual abilities . Hold the right mouse button and do w weak little shield bash that looks like your shooing flies and produce the best sustained melee dps in game. add in the fact all of our CC is massive cost in magica for a DK and agro management does not exist on trash pulls . tanking consits of puncture or inner fire the boss hold up your shield and walk backwards in half of the boss encounters. granted some are fun and challenging but none of them have any thing to do with tanking any role can kite. hopefuly its one of the first things they adjust in the future when they start that phase of development. trying to figure out how the PTS that tested the end game mechanics did not pick up on this and make suggestions.lajnus86b16_ESO wrote: »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.
Couldnt phrased it much better myself, dont you get frustrated aswell about the stamina? that there is no point for us to use the SNS abilities becuse they cost to much and deal so little damage and the debuff/buff they offer is nothing, wich have been the case for tank forever before, either low dmg debuff, and the abilities have X percentage threat increase for making up for low damage and debuff it gives for the raid/groups:s dps, or surviveability.
Right now SNS gives none of that, well puncture but thats the taunt anyway so.
and as i said yea you can check the cost and what the damage scales with what sort of stats and such you gonna laught pretty hard
I dont think your even understanding the thread. but thats ok. the complaint is about tanking in general and not about resources so much. Every tank needs to CC thats a given . and there are a few options . out of curiousity how is that nightblade tank holding up in VR content i had really considered it.cbrown15_ESO wrote: »And maybe you can't do a lot of DMG while tanking, but you can for sure allow the others to do MORE DMG while you are tanking.
A Templar tank can drop a Backlash on the boss - making him take more DMG from all other team members. Or put Restoring Aura - enabling the other team members to do more DMG trough better stamina (and self by the way).
He can also heal if he wants....
What is the cry about?
Sounds like they are dragonkight tanks (which makes that sadder since dragonknights have methods to regain stamina) since he's complaining about stamina... oddly, in a tanking situation. I decided to reroll my tank as a nightblade, way more fun and exciting, more tools to use. Most Dragoknight tank videos I've watched typically rely so much on their armor abilities that they neglect anything else. It's kind of.... I guess sad when you look at it. They neglect CC, or anything else designed for restoring and their sword and board line is often only focused on the taunt ability, nothing else.
Magicka regen is easier to come by than Stamina Regen
Jeremy_gelber_ESO wrote: »Magicka regen is easier to come by than Stamina Regen
base regen is the same for both. its sets that make magika faster. if your using both bars this is really a non issue.
im not a fan of the 0/49/0 build for tanks. yeah you have a boatload of hp.but tiny mag/sta pools.
a more balanced build lets you add dps in a whole lot easier.
Jeremy_gelber_ESO wrote: »Magicka regen is easier to come by than Stamina Regen
base regen is the same for both. its sets that make magika faster. if your using both bars this is really a non issue.
im not a fan of the 0/49/0 build for tanks. yeah you have a boatload of hp.but tiny mag/sta pools.
a more balanced build lets you add dps in a whole lot easier.
I don't think there's a question, but at the same time, you can't stick as much as you probably should into Health if you are also trying to have something of a balanced resource pool. Tanks should have the ability to put the majority of their stat-point pool into one or the other and definitely stress health above either.
Right now that's not really the case.
the problem is none of them scale as well as Magica with light armor. Armor passives are a major issue . you should not beable to stack magica and reduction gear to make your self an infinite pool of magica. we cant do that with stmaina which is currently *** as melee skills are stupidly unbalanced compared to magica, and heavy Armor, well it speaks for it self soft capping in armor and health is just completely broken. a caster in light armor can have as much health and mitigation as a heavy wearing mele while having inifinte magica regen resources.Jeremy_gelber_ESO wrote: »Jeremy_gelber_ESO wrote: »Magicka regen is easier to come by than Stamina Regen
base regen is the same for both. its sets that make magika faster. if your using both bars this is really a non issue.
im not a fan of the 0/49/0 build for tanks. yeah you have a boatload of hp.but tiny mag/sta pools.
a more balanced build lets you add dps in a whole lot easier.
I don't think there's a question, but at the same time, you can't stick as much as you probably should into Health if you are also trying to have something of a balanced resource pool. Tanks should have the ability to put the majority of their stat-point pool into one or the other and definitely stress health above either.
Right now that's not really the case.
more stamina = more blocking/bashing/taunting
more magika = more dps
both = less health needed.
if your building a lobsided health build 0/49/0 you have no right to complain about dps. you built for max health. and thats all you are is a hp meatsack.
Ralathar44 wrote: »On a side note one of the main tanks in our guild recently rolled a healer and finds it much more enjoyable and challenging than tanking on his Templar.
Remember folks, the point of this thread is not that tanking is not effective, but that it's less interesting and that is a big reason why you see less tanks in the ques than DPS or healers. DPS and healing is an order of magnitude more fun.
You are of course wrong.lajnus86b16_ESO 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).
He is talking about he aint using his stamina for his one hand and shield abilities becuse its not worth it, for Cost/damage/debuff/duration.
Do the calculation you simply understand that a simple "bash" would do more damage and dont cost so much stamina from the one hand a shield line.
magicka is never the issue its the stamina, that is the issue the cost of one hand and shield and the effect the abilities give.
Read all the morph and what they give for a tank instead of saving your stamina.
you will quickly understand that using any ability for stamina in 1hand & shield line is just not worht it besides bash and block or the taunt.
This is the sole idea of the problem.