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New tank sets are horrible

  • Septimus_Magna
    Septimus_Magna
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    Wing wrote: »
    please feel encouraged to post how, or at least pm, I am genuinely looking to try to play my tank again (its my main) despite ZoS's best efforts to get me to play a sorc or nb dps.

    The Armor Master set could be nice for medium armor builds with Shuffle/Immovable to get high resist and still be able to deal decent damage. With the upcoming Maelstrom Arena I think many tanks will need to change their play style to be able to complete it. The focus will be on damage output and survival, some stages have dps checks that will wipe you if you dont deal enough damage.

    Theory craft gear: 5 MA / 2 HA > S&B/2H
    5x) Armor Master
    5x) Footman
    2x) Bloodspawn/Engine Guardian
    jewelry enchants: shield play, stam cost reduction or stam regen

    Results:
    high resist with the use of shuffle/immovable
    good stamina sustain from medium armor passives
    decent damage from medium armor passives
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • Nifty2g
    Nifty2g
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    I think almost all of you are forgetting how block reduction and block mitigation works. Let me give a tip, stack up on block cost reduction, enchant your rings with it and use champion system block reduction, slot absorb magic on your bar (or both). The less damage you take from attacks mitigates how much stamina is taken away from your resource pool. Utilizing Footman, Absorb Magic and stacking up Block Cost Reduction is where you will start to see how to have infinite stam, especially with your Robot.
    For those videos I used Footman and Histbark 5/5, I like the dodge chance cause I use even less Stamina and I don't personally like having to cast Evasion and losing a slot on my bar for it to run Armor Master.

    There's your tips on how to "perma" block.
    Edited by Nifty2g on October 16, 2015 9:19AM
    #MOREORBS
  • BuggeX
    BuggeX
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    Thats one way to permablock, but for pvp or the new Arena with orsinium you will Need somthing more than infinit blocking
    Edited by BuggeX on October 16, 2015 9:10AM
    #makemagickadkgreataigan
    #givemeaexecute
    #ineedheal
    #betterhotfixgrindspots
  • M_TeK_9
    M_TeK_9
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    Salmonoid wrote: »
    Why are you giving us sets with resistance buffs when there's such a low hard cap? Basically, the armor master is brutal. Horrible. Worthless. Every tank I have spoken to this far is using old sets. The one I saw for Orsinium also has a resistance bonus, which is totally useless!!
    Basically, you have chased off a good portion of your players, Zenimax, by making the role of tank nothing but stressful. We are still using old sets and if what I've seen from Orsinium, we will be for a while. Give us something to work better with because most tanks that are left are quitting and fast.

    What are you complaining about? If you already have the hard cap with out even using a tank set, then you can use a regen set (Willows Path) or even a damage set so make you OP.

    I don't believe what you're saying, otherwise tanks would not be 'dead and dying'.

    The only reason I'm at the hard cap is because said sets have 4 piece bonus' paired with one of two vital abilities (HA, immovable) that put me there. We have new content that gives us opportunity to create and find new sets. One would think these sets would have useful 5 piece bonus' to help us with this extreme content. Please correct me if I'm wrong. There point I'm making is the sets within the new content are completely and insultingly useless for besting these new challenges.
  • Nifty2g
    Nifty2g
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    BuggeX wrote: »
    Thats one way to permablock, but for pvp or the new Arena with orsinium you will Need somthing more than infinit blocking
    Mine was more for the PvE side of tanking
    #MOREORBS
  • Nifty2g
    Nifty2g
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    Salmonoid wrote: »
    Why are you giving us sets with resistance buffs when there's such a low hard cap? Basically, the armor master is brutal. Horrible. Worthless. Every tank I have spoken to this far is using old sets. The one I saw for Orsinium also has a resistance bonus, which is totally useless!!
    Basically, you have chased off a good portion of your players, Zenimax, by making the role of tank nothing but stressful. We are still using old sets and if what I've seen from Orsinium, we will be for a while. Give us something to work better with because most tanks that are left are quitting and fast.

    What are you complaining about? If you already have the hard cap with out even using a tank set, then you can use a regen set (Willows Path) or even a damage set so make you OP.

    I don't believe what you're saying, otherwise tanks would not be 'dead and dying'.

    The only reason I'm at the hard cap is because said sets have 4 piece bonus' paired with one of two vital abilities (HA, immovable) that put me there. We have new content that gives us opportunity to create and find new sets. One would think these sets would have useful 5 piece bonus' to help us with this extreme content. Please correct me if I'm wrong. There point I'm making is the sets within the new content are completely and insultingly useless for besting these new challenges.
    Because this solo arena coming up is designed for damage and beating it as fast as you can. Going in there with 5 heavy armor is going to be painfully long to complete it. In the end you'll be overwhelmed by damage and unable to self sustain
    #MOREORBS
  • M_TeK_9
    M_TeK_9
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    Nifty2g wrote: »
    Salmonoid wrote: »
    Why are you giving us sets with resistance buffs when there's such a low hard cap? Basically, the armor master is brutal. Horrible. Worthless. Every tank I have spoken to this far is using old sets. The one I saw for Orsinium also has a resistance bonus, which is totally useless!!
    Basically, you have chased off a good portion of your players, Zenimax, by making the role of tank nothing but stressful. We are still using old sets and if what I've seen from Orsinium, we will be for a while. Give us something to work better with because most tanks that are left are quitting and fast.

    What are you complaining about? If you already have the hard cap with out even using a tank set, then you can use a regen set (Willows Path) or even a damage set so make you OP.

    I don't believe what you're saying, otherwise tanks would not be 'dead and dying'.

    The only reason I'm at the hard cap is because said sets have 4 piece bonus' paired with one of two vital abilities (HA, immovable) that put me there. We have new content that gives us opportunity to create and find new sets. One would think these sets would have useful 5 piece bonus' to help us with this extreme content. Please correct me if I'm wrong. There point I'm making is the sets within the new content are completely and insultingly useless for besting these new challenges.
    Because this solo arena coming up is designed for damage and beating it as fast as you can. Going in there with 5 heavy armor is going to be painfully long to complete it. In the end you'll be overwhelmed by damage and unable to self sustain


    Right. So again, the set bonus' are even more useless.
    Edited by M_TeK_9 on October 16, 2015 9:23AM
  • Nifty2g
    Nifty2g
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    Nifty2g wrote: »
    Salmonoid wrote: »
    Why are you giving us sets with resistance buffs when there's such a low hard cap? Basically, the armor master is brutal. Horrible. Worthless. Every tank I have spoken to this far is using old sets. The one I saw for Orsinium also has a resistance bonus, which is totally useless!!
    Basically, you have chased off a good portion of your players, Zenimax, by making the role of tank nothing but stressful. We are still using old sets and if what I've seen from Orsinium, we will be for a while. Give us something to work better with because most tanks that are left are quitting and fast.

    What are you complaining about? If you already have the hard cap with out even using a tank set, then you can use a regen set (Willows Path) or even a damage set so make you OP.

    I don't believe what you're saying, otherwise tanks would not be 'dead and dying'.

    The only reason I'm at the hard cap is because said sets have 4 piece bonus' paired with one of two vital abilities (HA, immovable) that put me there. We have new content that gives us opportunity to create and find new sets. One would think these sets would have useful 5 piece bonus' to help us with this extreme content. Please correct me if I'm wrong. There point I'm making is the sets within the new content are completely and insultingly useless for besting these new challenges.
    Because this solo arena coming up is designed for damage and beating it as fast as you can. Going in there with 5 heavy armor is going to be painfully long to complete it. In the end you'll be overwhelmed by damage and unable to self sustain


    Right. So again, the set bonus' are even more useless.
    No, it's for tanking not damage. Why would you even look at using those sets for arena? Gearing up for absorbing damage is fine for 4mans where you need an actual tank but for a solo arena to stack up on damage mitigation, how will you deal damage?

    I can't imagine them to bring a set out that will beat Histbark or Footman unless they horribly nerf them
    #MOREORBS
  • M_TeK_9
    M_TeK_9
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    Nifty2g wrote: »
    Nifty2g wrote: »
    Salmonoid wrote: »
    Why are you giving us sets with resistance buffs when there's such a low hard cap? Basically, the armor master is brutal. Horrible. Worthless. Every tank I have spoken to this far is using old sets. The one I saw for Orsinium also has a resistance bonus, which is totally useless!!
    Basically, you have chased off a good portion of your players, Zenimax, by making the role of tank nothing but stressful. We are still using old sets and if what I've seen from Orsinium, we will be for a while. Give us something to work better with because most tanks that are left are quitting and fast.

    What are you complaining about? If you already have the hard cap with out even using a tank set, then you can use a regen set (Willows Path) or even a damage set so make you OP.

    I don't believe what you're saying, otherwise tanks would not be 'dead and dying'.

    The only reason I'm at the hard cap is because said sets have 4 piece bonus' paired with one of two vital abilities (HA, immovable) that put me there. We have new content that gives us opportunity to create and find new sets. One would think these sets would have useful 5 piece bonus' to help us with this extreme content. Please correct me if I'm wrong. There point I'm making is the sets within the new content are completely and insultingly useless for besting these new challenges.
    Because this solo arena coming up is designed for damage and beating it as fast as you can. Going in there with 5 heavy armor is going to be painfully long to complete it. In the end you'll be overwhelmed by damage and unable to self sustain


    Right. So again, the set bonus' are even more useless.
    No, it's for tanking not damage. Why would you even look at using those sets for arena? Gearing up for absorbing damage is fine for 4mans where you need an actual tank but for a solo arena to stack up on damage mitigation, how will you deal damage?

    I can't imagine them to bring a set out that will beat Histbark or Footman unless they horribly nerf them

    So to further confirm my point, and with an old set combo still being the best, the new tank sets released in the new content are useless in PvP, pve and soon to be orsinium.
  • lynog85
    lynog85
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    Why are you giving us sets with resistance buffs when there's such a low hard cap? Basically, the armor master is brutal. Horrible. Worthless. Every tank I have spoken to this far is using old sets. The one I saw for Orsinium also has a resistance bonus, which is totally useless!!
    Basically, you have chased off a good portion of your players, Zenimax, by making the role of tank nothing but stressful. We are still using old sets and if what I've seen from Orsinium, we will be for a while. Give us something to work better with because most tanks that are left are quitting and fast.

    what are the resistance caps?
  • BuggeX
    BuggeX
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    lynog85 wrote: »
    Why are you giving us sets with resistance buffs when there's such a low hard cap? Basically, the armor master is brutal. Horrible. Worthless. Every tank I have spoken to this far is using old sets. The one I saw for Orsinium also has a resistance bonus, which is totally useless!!
    Basically, you have chased off a good portion of your players, Zenimax, by making the role of tank nothing but stressful. We are still using old sets and if what I've seen from Orsinium, we will be for a while. Give us something to work better with because most tanks that are left are quitting and fast.

    what are the resistance caps?

    31,5k = 50% mitigation
    #makemagickadkgreataigan
    #givemeaexecute
    #ineedheal
    #betterhotfixgrindspots
  • paulsimonps
    paulsimonps
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    Nifty2g wrote: »
    I think almost all of you are forgetting how block reduction and block mitigation works. Let me give a tip, stack up on block cost reduction, enchant your rings with it and use champion system block reduction, slot absorb magic on your bar (or both). The less damage you take from attacks mitigates how much stamina is taken away from your resource pool. Utilizing Footman, Absorb Magic and stacking up Block Cost Reduction is where you will start to see how to have infinite stam, especially with your Robot.
    For those videos I used Footman and Histbark 5/5, I like the dodge chance cause I use even less Stamina and I don't personally like having to cast Evasion and losing a slot on my bar for it to run Armor Master.

    There's your tips on how to "perma" block.

    But that's not the case though, it doesn't matter if you take 15k from one giant boss attack or 1k from a small mobs attack and it doesn't matter how much % of an attack you mitigate the cost of blocking is the same. And with the amount of mitigation from other abilities and passives Footman really is not that good, the diminishing returns on damage mitigation is so high I still can't understand how people think its such a good set, the math just doesn't support it.
  • Molag_Crow
    Molag_Crow
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    Would it be game-breaking for them to create a Tanking set that has a (5) set bonus to decrease all damage taken by like 30% and works only in PvE?

    Or kinda like class-specific sets or something.
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    Be your true, authentic self.

  • Nifty2g
    Nifty2g
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    Nifty2g wrote: »
    I think almost all of you are forgetting how block reduction and block mitigation works. Let me give a tip, stack up on block cost reduction, enchant your rings with it and use champion system block reduction, slot absorb magic on your bar (or both). The less damage you take from attacks mitigates how much stamina is taken away from your resource pool. Utilizing Footman, Absorb Magic and stacking up Block Cost Reduction is where you will start to see how to have infinite stam, especially with your Robot.
    For those videos I used Footman and Histbark 5/5, I like the dodge chance cause I use even less Stamina and I don't personally like having to cast Evasion and losing a slot on my bar for it to run Armor Master.

    There's your tips on how to "perma" block.

    But that's not the case though, it doesn't matter if you take 15k from one giant boss attack or 1k from a small mobs attack and it doesn't matter how much % of an attack you mitigate the cost of blocking is the same. And with the amount of mitigation from other abilities and passives Footman really is not that good, the diminishing returns on damage mitigation is so high I still can't understand how people think its such a good set, the math just doesn't support it.
    What do you mean it's not that case, do you not know the mechanics?
    Block mitigation reduces the damage you take which reduces the amount of stamina you lose, stack that up with block cost reduction too even less Stamina drain.

    At this point math isn't even needed, just common sense and understanding of mechanics. Try out 5pc footman and try it without it.
    #MOREORBS
  • paulsimonps
    paulsimonps
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    http://forums.elderscrollsonline.com/en/discussion/187110/dmg-mitigation-for-tanks

    I have done plenty of testing. And I went and tested the block cost again just to be sure, no decrease of cost in blocking when reducing the dmg taken by enemies by different values. I even tested it on low lvl mob as well as high level boss, no change. My testing for the mitigation was pre IC but its the same numbers now only that the Resistance cap is slightly higher.
  • ThatNeonZebraAgain
    ThatNeonZebraAgain
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    http://forums.elderscrollsonline.com/en/discussion/187110/dmg-mitigation-for-tanks

    I have done plenty of testing. And I went and tested the block cost again just to be sure, no decrease of cost in blocking when reducing the dmg taken by enemies by different values. I even tested it on low lvl mob as well as high level boss, no change. My testing for the mitigation was pre IC but its the same numbers now only that the Resistance cap is slightly higher.

    Exactly. Block cost has never been tied to incoming damage.

    As far as the OP goes, I agree, the new tanking sets are very "meh". As I pointed out in the PTS thread about new Orsinium sets and like OP here said, +resistance bonuses are useless for PvE endgame because you will already at or close to cap anyways, and AFAIK bosses don't have penetration to justify going over the cap. In some ways, this is actually kind of cool because it allows you to throw in an interesting dynamic to your tanking style, such as adding DPS (e.g. Kagernac for Magicka tanks and Hundings for Stamina tanks), better supporting the group (e.g. Brands of Imperium, or Kagnerac for rez time), or being more self-sustaining from self-procc'ing defensive bonuses (eg Whitestrake, Juggernaut, Lamae, or pre-IC Shalidor's Curse). With that in mind, and hopefully given the improved drop rates, I really want to pair up 5pc Brands of Imperium with 5pc Trinicmac set for some powerful group support. BUT, it also speaks to how easy most vet PvE content is that you don't need to super specialize or rely on specific sets to do certain content.
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  • Joy_Division
    Joy_Division
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    I do feel bad for you that 2,3, and 4 "tank" gear set-bonuses are terrible compared with the DPS sets
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • jakeedmundson
    jakeedmundson
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    Nifty2g wrote: »
    Nifty2g wrote: »
    I think almost all of you are forgetting how block reduction and block mitigation works. Let me give a tip, stack up on block cost reduction, enchant your rings with it and use champion system block reduction, slot absorb magic on your bar (or both). The less damage you take from attacks mitigates how much stamina is taken away from your resource pool. Utilizing Footman, Absorb Magic and stacking up Block Cost Reduction is where you will start to see how to have infinite stam, especially with your Robot.
    For those videos I used Footman and Histbark 5/5, I like the dodge chance cause I use even less Stamina and I don't personally like having to cast Evasion and losing a slot on my bar for it to run Armor Master.

    There's your tips on how to "perma" block.

    But that's not the case though, it doesn't matter if you take 15k from one giant boss attack or 1k from a small mobs attack and it doesn't matter how much % of an attack you mitigate the cost of blocking is the same. And with the amount of mitigation from other abilities and passives Footman really is not that good, the diminishing returns on damage mitigation is so high I still can't understand how people think its such a good set, the math just doesn't support it.
    What do you mean it's not that case, do you not know the mechanics?
    Block mitigation reduces the damage you take which reduces the amount of stamina you lose, stack that up with block cost reduction too even less Stamina drain.

    At this point math isn't even needed, just common sense and understanding of mechanics. Try out 5pc footman and try it without it.

    It doesn't work that way...i guess your mechanical wheels spin differently.
    I've used footmans 5p, histbark 5p, and (because of no monster set) alessias or seducers 2p.
    It doesn't matter how much you mitigate or dodge... you will still not make it through a boss fight without gasping for resource air unless you have tons of stamina and/or hundreds of cp.
    and its not just about being a meat shield anymore... we have to be able to do good dps and heal ourselves now apparently.

    these sets do not help with your stam pool much and even with all 3 jewelry at v14 and using gold shield chants... its not effective.
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  • OrphanHelgen
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    It looks like the max health, healing recieved and block mitigration is the best stats for a tank atm. Yes ressistance are not giving much after 20k +
    PC, EU server, Ebonheart Pact


    Finally a reason not to play League of Legends
  • ThatNeonZebraAgain
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    It looks like the max health, healing recieved and block mitigration is the best stats for a tank atm. Yes ressistance are not giving much after 20k +

    I've always said healing received is an underestimated bonus/stat for tanks. Hell, stacking healing received was/is one of the main goals of my Argonian NB tank. Back when Argonians and NBs also shared +potion effectiveness bonuses, a crafted tri-stat pot would restore over 50% of my health, and I could use them every 15-20 seconds! The old version of Shalidor's Curse was also great, because it gave a total of 8% to healing received and provide a big self-heal at low health with only a 90 second cooldown (used to heal me for 8-9k, I've now settled for Lamae as a replacement). It would be cool to see more boss encounters that prioritized healing received, such as by throwing out Major Defile debuffs.
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  • SeptimusDova
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    Person of Secrets and Scratchy places this one wants to know what have you found for good tanking sets per the base game patch?

    Is it still like a combo of Hist bark, Guardian,and Unassailable. or some other mixture. This on does not know anymore as too many things changed.
  • BuggeX
    BuggeX
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    increes the maximun mitigation to 75% (~45k)
    HA is usefull aigan and this new sets doesnt sux.
    #makemagickadkgreataigan
    #givemeaexecute
    #ineedheal
    #betterhotfixgrindspots
  • Timeetyo
    Timeetyo
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    Back on track to the OP. ...


    I was so excited to see that the new sets came with jewelry. And then I saw the new sets and was disgusted. I don't get how they can pump out these sets and new happy with the fact that they are all instant decon bait as all tanks are all wearing the same sets as they did 3 updates ago.

    Armor master is the only one that is ok as it has its uses the rest are just trash.

    If they can't figure out how to make a set to dethrone histbark for pure tanking then at least gone is good support sets with controllable and useful buffs on our 5 piece. For example if they gave us the powerful assault 5 piece on plate is be all over it.


    Instead is more of the same and again no new set to look forward to.
  • jakeedmundson
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    Timeetyo wrote: »
    Back on track to the OP. ...


    I was so excited to see that the new sets came with jewelry. And then I saw the new sets and was disgusted. I don't get how they can pump out these sets and new happy with the fact that they are all instant decon bait as all tanks are all wearing the same sets as they did 3 updates ago.

    Armor master is the only one that is ok as it has its uses the rest are just trash.

    If they can't figure out how to make a set to dethrone histbark for pure tanking then at least gone is good support sets with controllable and useful buffs on our 5 piece. For example if they gave us the powerful assault 5 piece on plate is be all over it.


    Instead is more of the same and again no new set to look forward to.

    Dont be so set on histbark.... pretty sure i read somewhere that it won't be giving you the 5pc bonus it used to after orsinium
    CP690
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  • BuggeX
    BuggeX
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    Timeetyo wrote: »
    Back on track to the OP. ...


    I was so excited to see that the new sets came with jewelry. And then I saw the new sets and was disgusted. I don't get how they can pump out these sets and new happy with the fact that they are all instant decon bait as all tanks are all wearing the same sets as they did 3 updates ago.

    Armor master is the only one that is ok as it has its uses the rest are just trash.

    If they can't figure out how to make a set to dethrone histbark for pure tanking then at least gone is good support sets with controllable and useful buffs on our 5 piece. For example if they gave us the powerful assault 5 piece on plate is be all over it.


    Instead is more of the same and again no new set to look forward to.

    Dont be so set on histbark.... pretty sure i read somewhere that it won't be giving you the 5pc bonus it used to after orsinium

    it does, 20% while blocking, you read a necroed thread from 2014
    #makemagickadkgreataigan
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  • paulsimonps
    paulsimonps
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    Nifty2g wrote: »
    Nifty2g wrote: »
    I think almost all of you are forgetting how block reduction and block mitigation works. Let me give a tip, stack up on block cost reduction, enchant your rings with it and use champion system block reduction, slot absorb magic on your bar (or both). The less damage you take from attacks mitigates how much stamina is taken away from your resource pool. Utilizing Footman, Absorb Magic and stacking up Block Cost Reduction is where you will start to see how to have infinite stam, especially with your Robot.
    For those videos I used Footman and Histbark 5/5, I like the dodge chance cause I use even less Stamina and I don't personally like having to cast Evasion and losing a slot on my bar for it to run Armor Master.

    There's your tips on how to "perma" block.

    But that's not the case though, it doesn't matter if you take 15k from one giant boss attack or 1k from a small mobs attack and it doesn't matter how much % of an attack you mitigate the cost of blocking is the same. And with the amount of mitigation from other abilities and passives Footman really is not that good, the diminishing returns on damage mitigation is so high I still can't understand how people think its such a good set, the math just doesn't support it.
    What do you mean it's not that case, do you not know the mechanics?
    Block mitigation reduces the damage you take which reduces the amount of stamina you lose, stack that up with block cost reduction too even less Stamina drain.

    At this point math isn't even needed, just common sense and understanding of mechanics. Try out 5pc footman and try it without it.

    It doesn't work that way...i guess your mechanical wheels spin differently.
    I've used footmans 5p, histbark 5p, and (because of no monster set) alessias or seducers 2p.
    It doesn't matter how much you mitigate or dodge... you will still not make it through a boss fight without gasping for resource air unless you have tons of stamina and/or hundreds of cp.
    and its not just about being a meat shield anymore... we have to be able to do good dps and heal ourselves now apparently.

    these sets do not help with your stam pool much and even with all 3 jewelry at v14 and using gold shield chants... its not effective.

    While yes I agree that a lot of stamina helps I don't agree that you need to dps and heal yourself as a tank, you shouldn't have to and I never do, well obviously I use Dragon blood as a DK when I have to as an oh *** heal in some situations but I'm not relying solely on myself for heal I rely on my healer and rightfully so since its their job. I feel you when it comes to monster sets for the longest time I had non and it took me ages to farm the engine guardian.
    It looks like the max health, healing recieved and block mitigration is the best stats for a tank atm. Yes ressistance are not giving much after 20k +

    I've always said healing received is an underestimated bonus/stat for tanks. Hell, stacking healing received was/is one of the main goals of my Argonian NB tank. Back when Argonians and NBs also shared +potion effectiveness bonuses, a crafted tri-stat pot would restore over 50% of my health, and I could use them every 15-20 seconds! The old version of Shalidor's Curse was also great, because it gave a total of 8% to healing received and provide a big self-heal at low health with only a 90 second cooldown (used to heal me for 8-9k, I've now settled for Lamae as a replacement). It would be cool to see more boss encounters that prioritized healing received, such as by throwing out Major Defile debuffs.

    I agree healing received is a great stat, before IC I switched out my footman jewelry to unassailable just for the healing. I also put CP into it, that and into heals I do. Using Igneous shield and then coagulating blood not only heals myself a lot when done in that combo but gives me an 8% and a 12% increase in healing received for 23s.

    I also like the idea of bosses debuffing us. One of my wishes basically came true in WGT and ICP with bosses that was like us. A group of different enemies with different roles, like the 3 dk ish bosses in WGT and the 4 guys in ICP. Now if they used our abilities more in ways that were more like our ways with debuffs, buffs and attacks that would be so cool to fight.
  • Personofsecrets
    Personofsecrets
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    Nifty2g wrote: »
    I think almost all of you are forgetting how block reduction and block mitigation works. Let me give a tip, stack up on block cost reduction, enchant your rings with it and use champion system block reduction, slot absorb magic on your bar (or both). The less damage you take from attacks mitigates how much stamina is taken away from your resource pool. Utilizing Footman, Absorb Magic and stacking up Block Cost Reduction is where you will start to see how to have infinite stam, especially with your Robot.
    For those videos I used Footman and Histbark 5/5, I like the dodge chance cause I use even less Stamina and I don't personally like having to cast Evasion and losing a slot on my bar for it to run Armor Master.

    There's your tips on how to "perma" block.

    The block cost reduction enchantment are actually really bad and the champion point specifications for block cost reduction aren't much better. Long story short, after using 5 piece heavy armor and sword + board, players have a block cost of 1080 stamina/block. Last I checked, anything added after the 50% mark, except for defensive stance and it's morphs, adds in a soft cap styled diminished return way.

    For example, if you have 100 champion points into block cost mitigation, the expected block cost mitigation gained would be 25% from those champion points, but the actual block cost gained ends up being only 12.5%. This makes these champion point specifications extremely inefficient as players not only have to invest more champion points to get a single point of block cost, but also get less actual mitigation, per point, after adding to that specification.

    Each jewelry enchantment only will save a player 86.4 stamina per block so, in my opinion, there is a compelling reason to go with magic regeneration as an enchantment. Let's say that a player has 3 block cost enchantments, that rounds down to 259 stamina saved per block due to the enchantments. Anyone with a stamina pool of 5180 or great will get that much stamina back from a single Helping Hands activation. Let's further pretend that you are me and have 16,000 stamina though. With that stamina pool, Helping Hands will give back 800 stamina per activation. Let's also say that you have Earthen Heart ability that costs only 3000 magic. With 1500 magic regeneration, which isn't hard to achieve nor even needed, a player can cast that Earthen Heart ability every 4 seconds. That means that a player can get an extra 259 stamina, over a 4 second period, in which they block 2 attacks, if they instead pump their magic regeneration stat, a stat that doesn't subject them to terrible diminished returns, instead of their block cost mitigation stat, a stat that comes with a soft cape styled diminished return.

    The less damage you take from attacks mitigates how much stamina is taken away from your resource pool

    @Nifty2g . I had never heard that before and it sounds sort of like when people used to talk about being able to catch Mew by carefully navigating themselves to a truck parked by the S.S. Anne. I probably have never heard of that notion before because, well, it isn't true. Unmitigated block cost is 2160 and resistances or damage mitigation% from other sources have no affect on that number, only block cost reduction.

    Footman is for damage mitigation only and it isn't even that good due to diminished returns when stacking damage reduction.

    Kuun8FT.jpg
    Demonstration of damage mitigation not affecting block cost.
    Edited by Personofsecrets on October 16, 2015 3:14PM
  • Rioht
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    Just look at how botched they made the Black Rose set after people bragged about being able to still always block while using that set.

    I have news for you Eric Wrobel, we are still "just holding block" as you put it. @ZOS_RichLambert , you chose the wrong 50% to side with and you fail to address issues that would actually make tanking better. Instead you had to focus on the fake issue of stamina regeneration while blocking which nobody cared about except for some PVP DPS players who would rather have the developers weaken tanks than actually have to adapt to fighting tanks themselves. Thanks for nothing.

    You can't just stop a crucial part of surviving as a tank (holding block) with a nerf, but you can make the role worse and draw my tireless ire.

    A better alternative would have been to make those changes in PVP ONLY. Wasn't relevant to pve
  • Personofsecrets
    Personofsecrets
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    Person of Secrets and Scratchy places this one wants to know what have you found for good tanking sets per the base game patch?

    Is it still like a combo of Hist bark, Guardian,and Unassailable. or some other mixture. This on does not know anymore as too many things changed.

    I'm using 5 Magnus, 3 willpower, 2 torugs, and 2 engine, for everything except for mantikora, axes, some other trials stuff, and some vICP stuff.
  • SeptimusDova
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    Thank you Person! Now one more question if you could plox. Where is the Yarn ?
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