PvE is not really an issue, you will just need to have 2 Tanks taking their turns
Forestd16b14_ESO wrote: »Hmm yea stop reading after 2 or 3 sentance know were this is going saying tanking is dead. Tanking is not dead you just have to know how to tank. End of story.
Forestd16b14_ESO wrote: »Hmm yea stop reading after 2 or 3 sentance know were this is going saying tanking is dead. Tanking is not dead you just have to know how to tank. End of story.
Forestd16b14_ESO wrote: »Hmm yea stop reading after 2 or 3 sentance know were this is going saying tanking is dead. Tanking is not dead you just have to know how to tank. End of story.
This is soooooo right!
No I read the guy post and I agree with only his last part about tanking. I didnt read the first guy post.Attorneyatlawl wrote: »Forestd16b14_ESO wrote: »Hmm yea stop reading after 2 or 3 sentance know were this is going saying tanking is dead. Tanking is not dead you just have to know how to tank. End of story.
This is soooooo right!
Try reading past the first couple of sentences. Did you reply to the wrong thread with multiple tabs open in your browser?
No I read the guy post and I agree with only his last part about tanking. I didnt read the first guy post.Attorneyatlawl wrote: »Forestd16b14_ESO wrote: »Hmm yea stop reading after 2 or 3 sentance know were this is going saying tanking is dead. Tanking is not dead you just have to know how to tank. End of story.
This is soooooo right!
Try reading past the first couple of sentences. Did you reply to the wrong thread with multiple tabs open in your browser?
Attorneyatlawl wrote: »Much ado about nothing... the winds of change are coming.PvE is not really an issue, you will just need to have 2 Tanks taking their turns
Single-target tanking is extremely easy and will only barely be changed by the loss of stamina regeneration while holding block actively. It's AoE or multiple mobs that are any real concern for PvE, for sure. A split tank setup would handle that in spades... heck, an off-tank/dps holding just one axe for AA HM would ease the burden significantly and not be outlandish to handle. Or someone popping other easy things such as bone shield to give the synergy, or sharing your resource pools between magicka and stamina a little, or throwing on one of the numerous ways to regain stamina mid-combat without regen. The only encounter you really would need to even be concerned about in PvE, which is probably the main reason this change is being made, would be the hard-mode Axes in Aetherian Archive... even those, however, should be manageable between either split-tanking, or one good tank employing basic ideas for resource management. A conversation I had in-game earlier today about this was actually very productive with brainstorming. Let me elaborate .
For nightblades, some of the key ideas were to use siphoning attacks, possibly make use of the Redguard passive by casting Power Extraction (which is a "melee" skill), using Mirage/Double Take for the dodge chance buff instead of dipping into your stamina pool for Shuffle, among others.
For Dragonknights, Earthen Heart skills give back 5% of your maximum stamina, and using Tri-food instead of dual-food (so you boost your magicka pool even in a full stamina build up to around 14,500+) and then one cost reduction glyph makes that very feasible to be getting by using Igneous Shield with a low cost and a large number of uses available over the course of a minute to not only buffer some of the incoming damage but get stamina back.
The axes are probably the most intensive fight to tank, and if you miss a power attack on them their regular swings hit hard enough that you would generally die if not lucky during the stun, with 3-4 of them making it difficult and dicey to not hold block for. There are a lot of ways you can think of that would do the trick, however.
One thought I floated by was to pop off Corrosive armor after refreshing the taunt on each axe, and then letting go of block: not only does the DK then only take 3% of his health per hit maximum, but would then be regenerating stamina and in no danger of dying from being stunned ... and with the taunt having been refreshed, agro wouldn't be an issue. During that time a DK could also generally get a couple of heavy attacks off for extra stamina regen before refreshing the taunts again a few seconds before Corrosive would wear off.
Some gear ideas floated around included sets like Engine Guardian or Bloodspawn (for the ultimate generation along with stronger armor/spell resist buff that stacks with others to ensure you remain mitigation capped full-time... this also would open the door towards using 5-piece medium instead of 5-piece heavy armor with the added 6000+ spell/armor buff due to how cost reductions work. (If using a sword and shield along with 5-piece medium armor, and two block cost reduction glyphs, with a mere 20 champion point investment in the block cost reduction passive, you would drop the cost down to 1,089 per hit mitigated versus the default 2,160. By contrast, a heavy armor build using sword and shield with 5pc heavy and one block cost reduction glyph has a cost of 821 per hit. In exchange you'd get a significant cost reduction to dodge rolling (100% mitigation by outright avoiding the hits, and thus saving your block cost... especially effective for AOE as you don't eat say, 5-6 hits from axes ) as well as the rest of your stamina skills (3% more per piece equipped than you have now, which helps substantially if using a stamina taunt in cost savings when needing to hold multiple targets).
There are many, many ways people will come up with once they test rather than gnash teeth on the forums, I'm certain . The main goal of making it less trivial should be effective, and add difficulty... however, it won't be undoable by any stretch of the imagination as so many kept insisting . I'm curious if @Dduke bounced any ideas around today, actually, too. Games don't stay static in the MMORPG space: adapt, or die.
I am glad this is how you think. For a short moment i was worried that thanks to some forum ppl my build is going to get hit with a nerf also, but after reading this and i am assuming the devs are of like mind, you clearly have no clue what a good tank is capable of. That said, i am relieved knowing that my build will not be messed around by the devs to satisfy some peoples need. In fact i encourage ppl to listen to you, so that the harder they start getting pwned in pve, the faster tanks get a buff, which will make me even stronger. Than
traigusb14_ESO2 wrote: »I wasn't really worried. I have seen smart MMO people overcome way bigger changes over the years.
You and whomever you were talking to came up with multiple ways to handle probably the hardest fight in PVE for tanking (assuming PVE in IC won' be as bad since they are designed for 4 people).
All of them will probably work (one of the great things about ESO is the many ways to do things), the trick is to try them all and find out which gives the best times. I have no idea what that will turn out to be... it may even vary by guild composition.
Everything else will be easy to adjust to in comparison.
Forestd16b14_ESO wrote: »Hmm yea stop reading after 2 or 3 sentance know were this is going saying tanking is dead. Tanking is not dead you just have to know how to tank. End of story.
Averya_Teira wrote: »Forestd16b14_ESO wrote: »Hmm yea stop reading after 2 or 3 sentance know were this is going saying tanking is dead. Tanking is not dead you just have to know how to tank. End of story.
Uhm... Yeah.... It says the exact opposite... Nice try being a smart-ass though...
No I read the guy post and I agree with only his last part about tanking. I didnt read the first guy post.Attorneyatlawl wrote: »Forestd16b14_ESO wrote: »Hmm yea stop reading after 2 or 3 sentance know were this is going saying tanking is dead. Tanking is not dead you just have to know how to tank. End of story.
This is soooooo right!
Try reading past the first couple of sentences. Did you reply to the wrong thread with multiple tabs open in your browser?
The first guy looked really stupid b/c he posted the opposite of what the OP said. He's a nincompoop. L2Read
Attorneyatlawl wrote: »Much ado about nothing... the winds of change are coming.PvE is not really an issue, you will just need to have 2 Tanks taking their turns
Single-target tanking is extremely easy and will only barely be changed by the loss of stamina regeneration while holding block actively. It's AoE or multiple mobs that are any real concern for PvE, for sure. A split tank setup would handle that in spades... heck, an off-tank/dps holding just one axe for AA HM would ease the burden significantly and not be outlandish to handle. Or someone popping other easy things such as bone shield to give the synergy, or sharing your resource pools between magicka and stamina a little, or throwing on one of the numerous ways to regain stamina mid-combat without regen. The only encounter you really would need to even be concerned about in PvE, which is probably the main reason this change is being made, would be the hard-mode Axes in Aetherian Archive... even those, however, should be manageable between either split-tanking, or one good tank employing basic ideas for resource management. A conversation I had in-game earlier today about this was actually very productive with brainstorming. Let me elaborate .
For nightblades, some of the key ideas were to use siphoning attacks, possibly make use of the Redguard passive by casting Power Extraction (which is a "melee" skill), using Mirage/Double Take for the dodge chance buff instead of dipping into your stamina pool for Shuffle, among others.
For Dragonknights, Earthen Heart skills give back 5% of your maximum stamina, and using Tri-food instead of dual-food (so you boost your magicka pool even in a full stamina build up to around 14,500+) and then one cost reduction glyph makes that very feasible to be getting by using Igneous Shield with a low cost and a large number of uses available over the course of a minute to not only buffer some of the incoming damage but get stamina back.
The axes are probably the most intensive fight to tank, and if you miss a power attack on them their regular swings hit hard enough that you would generally die if not lucky during the stun, with 3-4 of them making it difficult and dicey to not hold block for. There are a lot of ways you can think of that would do the trick, however.
One thought I floated by was to pop off Corrosive armor after refreshing the taunt on each axe, and then letting go of block: not only does the DK then only take 3% of his health per hit maximum, but would then be regenerating stamina and in no danger of dying from being stunned ... and with the taunt having been refreshed, agro wouldn't be an issue. During that time a DK could also generally get a couple of heavy attacks off for extra stamina regen before refreshing the taunts again a few seconds before Corrosive would wear off.
Some gear ideas floated around included sets like Engine Guardian or Bloodspawn (for the ultimate generation along with stronger armor/spell resist buff that stacks with others to ensure you remain mitigation capped full-time... this also would open the door towards using 5-piece medium instead of 5-piece heavy armor with the added 6000+ spell/armor buff due to how cost reductions work. (If using a sword and shield along with 5-piece medium armor, and two block cost reduction glyphs, with a mere 20 champion point investment in the block cost reduction passive, you would drop the cost down to 1,089 per hit mitigated versus the default 2,160. By contrast, a heavy armor build using sword and shield with 5pc heavy and one block cost reduction glyph has a cost of 821 per hit. In exchange you'd get a significant cost reduction to dodge rolling (100% mitigation by outright avoiding the hits, and thus saving your block cost... especially effective for AOE as you don't eat say, 5-6 hits from axes ) as well as the rest of your stamina skills (3% more per piece equipped than you have now, which helps substantially if using a stamina taunt in cost savings when needing to hold multiple targets).
There are many, many ways people will come up with once they test rather than gnash teeth on the forums, I'm certain . The main goal of making it less trivial should be effective, and add difficulty... however, it won't be undoable by any stretch of the imagination as so many kept insisting . I'm curious if @Dduke bounced any ideas around today, actually, too. Games don't stay static in the MMORPG space: adapt, or die.
Also one of the new Telvari stone sets (Black Rose) has 20% chance to restore some stamina on succesful blocks, so if you happen to run low on stamina there's that too.
No I read the guy post and I agree with only his last part about tanking. I didnt read the first guy post.Attorneyatlawl wrote: »Forestd16b14_ESO wrote: »Hmm yea stop reading after 2 or 3 sentance know were this is going saying tanking is dead. Tanking is not dead you just have to know how to tank. End of story.
This is soooooo right!
Try reading past the first couple of sentences. Did you reply to the wrong thread with multiple tabs open in your browser?
The first guy looked really stupid b/c he posted the opposite of what the OP said. He's a nincompoop. L2Read
Whoa! Name calling is this really constructive?
Hm, the short version of the OP: DK tanks will still be vialbe, everyone else is out of luck. Yeah, I can see the "play how you want"...
As a NB-tank I can tell you that the they killed our Siphoning Attacks, no tank (or anyone else for that matter) will ever use the new version. Redguard + Power Extraction will not work, Power Extraction costs Stamina and you won't regen more Stamina (with the Redguard passive) than it costs.
In the future you WILL need a templar in your group for shards and non-DK-tanks will become a thing of the past.
Hm, the short version of the OP: DK tanks will still be vialbe, everyone else is out of luck. Yeah, I can see the "play how you want"...
As a NB-tank I can tell you that the they killed our Siphoning Attacks, no tank (or anyone else for that matter) will ever use the new version. Redguard + Power Extraction will not work, Power Extraction costs Stamina and you won't regen more Stamina (with the Redguard passive) than it costs.
In the future you WILL need a templar in your group for shards and non-DK-tanks will become a thing of the past.
Colosso-monstro wrote: »Aren't the block changes going to seriously affect console players and those with low CP? I mean for people with sub 100 CP then these changes are much more significant aren't they?
Attorneyatlawl wrote: »Colosso-monstro wrote: »Aren't the block changes going to seriously affect console players and those with low CP? I mean for people with sub 100 CP then these changes are much more significant aren't they?
Consoles were already going to be in a lot of trouble with the trials etc (excluding exploits like the fancy 200k camo hunter bug in that version at the moment ) due to the lack of UI info. That has affected PC as well even with addons, and will continue to until a new slate comes with the API improvements that have now finally landed . As minimal as the info is on the PC on live right now, it's another level worse on the consoles since they can't use those, even. I personally feel that until the official toggle options for buff/debuff effect indicators and SCT arrive, the console version couldn't provide a great gameplay experience on this content in any case, and was basically a lost cause until that time. As to champion points, that is true... but not as much as you'd think. I gave the champion bonus figures with low investments on purpose to demonstrate the math using a baseline that new players reach fairly quickly. 90 champion points is the first breakpoint that makes the system a nice gain. From that you get 30 for each color segment of the wheel, which us why my numbers reflected 10 to 20 point spends. That is an insightful question to ask, @Colosso-monstro .
Attorneyatlawl wrote: »No I read the guy post and I agree with only his last part about tanking. I didnt read the first guy post.Attorneyatlawl wrote: »Forestd16b14_ESO wrote: »Hmm yea stop reading after 2 or 3 sentance know were this is going saying tanking is dead. Tanking is not dead you just have to know how to tank. End of story.
This is soooooo right!
Try reading past the first couple of sentences. Did you reply to the wrong thread with multiple tabs open in your browser?
The first guy looked really stupid b/c he posted the opposite of what the OP said. He's a nincompoop. L2Read
Whoa! Name calling is this really constructive?
Can you argue that not even reading the title of a thread other than one key word: "tanking", and then posting without reading a single word of the OP, is constructive?Hm, the short version of the OP: DK tanks will still be vialbe, everyone else is out of luck. Yeah, I can see the "play how you want"...
As a NB-tank I can tell you that the they killed our Siphoning Attacks, no tank (or anyone else for that matter) will ever use the new version. Redguard + Power Extraction will not work, Power Extraction costs Stamina and you won't regen more Stamina (with the Redguard passive) than it costs.
In the future you WILL need a templar in your group for shards and non-DK-tanks will become a thing of the past.
That's the opposite of what I said, actually. The hardest class to tank on now, in my opinion, will be a toss-up between Templars and Sorcs, with the title probably going to Templars.
Sorcs, as much as everyone enjoys ignoring the fact, have a teleport skill with an arbitrary direction/no target requirement: that makes for easy breathing room and much less incoming damage against most enemies, which do the bulk or literally all of their attacks in melee range only. Factor in Boundless Storm's movement speed, which increases yours even yes, while blocking, overload providing an extra full bar to toss buffs and utility onto, shattering prison (heals, roots, and deals direct damage after it ends with a long 18 meter line range), the now-instant cast on Rune Prison and its morphs including one that doesn't break from DOT's.
Templars have access to Radiant Ward as a large bubble, Repentance (for AOE pulls this easily restores huge amounts of HP and Stamina)
[quote="Endenium;2080737So thats what we want for the future of ESO tanking? A bunch of medium armor tanks? Yeah, I can see it working. I dont think anyone is saying that tanking is going to be dead or impossible. If they are, they are wrong. Obviously.
I dont know man. Where I come from, we dont waste time, money, resources fixing things that arent even broken.
(Nor do we "fix" PVE gameplay for PVP reasons........)
Hm, the short version of the OP: DK tanks will still be vialbe, everyone else is out of luck. Yeah, I can see the "play how you want"...
As a NB-tank I can tell you that the they killed our Siphoning Attacks, no tank (or anyone else for that matter) will ever use the new version. Redguard + Power Extraction will not work, Power Extraction costs Stamina and you won't regen more Stamina (with the Redguard passive) than it costs.
In the future you WILL need a templar in your group for shards and non-DK-tanks will become a thing of the past.
A wild Wall of Text appears! It's super effective!!
Attorneyatlawl wrote: »Add in one Stamina Cost Reduction glyph (198 tooltip on PTS, 200 on live) and the effective cost as a heavy armor tank goes down to a scant 2353, minus the automatic 840 restored based on that stamina pool (not a high one, even) making the effective cost just over 1500 per use. Siphoning attacks on the PTS has a moderate flat value, tooltipping for 958 Magicka and Stamina gained for each basic attack (including a near-instant cycle of light-hitting and immediately pressing block again) at a low magicka cost, and as @ZOS_GinaBruno clarified (I think it was her... at least) for those who didn't see it in the patch notes, it is no longer a toggle: it's a buff that you cast like any other and therefore doesn't need to be on both bars. The 10%-chance portion should scale on your stats, in my opinion, but currently is set at a 10% chance of restoring 1916 magicka and stamina. The Nightblade class has a skill in the Shadow line called Path of Darkness pre-morph, which turns into Twisting or Refreshing Path. This skill ticks every half a second in a large aoe, and has a base duration of 11.5 seconds. It is an ideal candidate to use to make sure your Siphoning Attacks cast pays off, to say the least .