paulsimonps wrote: »I have now tanked the normal versions of the two new dungeons, I tanked Hel ra hardmode, AA normal and 5 of the old vet dungeons. Only AA last boss was a problem and i only lost the agro once and I didnt die. All it takes is practice. Its a learn to play issue, give it time and learn the new mechanics
paulsimonps wrote: »I have now tanked the normal versions of the two new dungeons, I tanked Hel ra hardmode, AA normal and 5 of the old vet dungeons. Only AA last boss was a problem and i only lost the agro once and I didnt die. All it takes is practice. Its a learn to play issue, give it time and learn the new mechanics
Ok cool, good to know.
What kind of latency do you have? That is honestly my biggest fear (being in Australia)
paulsimonps wrote: »I have now tanked the normal versions of the two new dungeons, I tanked Hel ra hardmode, AA normal and 5 of the old vet dungeons. Only AA last boss was a problem and i only lost the agro once and I didnt die. All it takes is practice. Its a learn to play issue, give it time and learn the new mechanics
The issue I have with putting it on certain sets or skills where we trade health or magika for stamina is that it's undermining what it looks like the devs are attempting to accomplish, which is forcing Tanks to drop their block at least some of the time.
They want Tanks to not be capable of keeping block up all the time.
Since that is the goal, then to put forward ideas to the Devs I think we should keep that in mind and look for solutions that will also meet their objective.
The biggest change to tank this update holds, is not only making it harder, but more importantly making it a lot less fun, because now all tanks are forced to have a lot of stamina, but stopped from using any abilities while tanking. All they have to do all fight is block and manage their stamina.
That is not my idea of fun.
The issue I have with putting it on certain sets or skills where we trade health or magika for stamina is that it's undermining what it looks like the devs are attempting to accomplish, which is forcing Tanks to drop their block at least some of the time.
They want Tanks to not be capable of keeping block up all the time.
Since that is the goal, then to put forward ideas to the Devs I think we should keep that in mind and look for solutions that will also meet their objective.
DEATHquidox wrote: »paulsimonps wrote: »I have now tanked the normal versions of the two new dungeons, I tanked Hel ra hardmode, AA normal and 5 of the old vet dungeons. Only AA last boss was a problem and i only lost the agro once and I didnt die. All it takes is practice. Its a learn to play issue, give it time and learn the new mechanics
Most of these guys are complaining mostly about pvp but honestly dk tanks in pvp are the best of both worlds they have crazy amazing dps and they take little to no damage, needs to be fixed to me and the no stam regin is good. Hell sorcs got a hella crazy nerf id say this is good.
pikey2112b14a_ESO wrote: »whenever we run trials,pledges or dsa the tank is our coordinator, he sets the cues,flow and what needs to happen. maybe the devs need to play a tank to see how it works, they make it sound like stopped for tea in mid combat.
https://www.youtube.com/watch?v=ADsxN2GfI_wDEATHquidox wrote: »paulsimonps wrote: »I have now tanked the normal versions of the two new dungeons, I tanked Hel ra hardmode, AA normal and 5 of the old vet dungeons. Only AA last boss was a problem and i only lost the agro once and I didnt die. All it takes is practice. Its a learn to play issue, give it time and learn the new mechanics
Most of these guys are complaining mostly about pvp but honestly dk tanks in pvp are the best of both worlds they have crazy amazing dps and they take little to no damage, needs to be fixed to me and the no stam regin is good. Hell sorcs got a hella crazy nerf id say this is good.
redspecter23 wrote: »A few more ways of restoring stam might be nice. The new 5pc set is a good start. Maybe some other sets that are designed with stamina sustain in mind would help. A stam version of the Warlock or Magicka Furnace sets would be a welcome addition.
We could have a few more abilities tailored to this playstyle. Maybe resource exchange ability that allows you to swap hp or magicka for stamina. We just need a few more outside the box type of things like this to help tanks out.
The issue I have with putting it on certain sets or skills where we trade health or magika for stamina is that it's undermining what it looks like the devs are attempting to accomplish, which is forcing Tanks to drop their block at least some of the time.
They want Tanks to not be capable of keeping block up all the time.
Since that is the goal, then to put forward ideas to the Devs I think we should keep that in mind and look for solutions that will also meet their objective.
MaximusDargus wrote: »"Monsters
Mages, skirmishers, and tanks have all been tweaked to have less dramatic variation. In general, mages will have less damage and more health, while tanks will have less health and more damage. "
claiming tanks are supposed to have low health and do more damage? Someone try telling me again ZOS have any idea what they are doing.