Invictus13 wrote: »The sets, the sets, and the sets !!! Basically, as tank I want :
- Pure health
- armor/spell resistance
- damage mitigation
- ultimate
- magicka regen
- block cost reduction since stam regen doesn't count for nothing
Lefty_Lucy wrote: »What about PvP tanking? I might be fooling myself hoping that this angle is even considered, but I miss having flexibility in PvP as a tank.
After update 1.5 I haven't found a good reason to use Heavy Armor in PvP, and that breaks my heart. I love tanking, but when medium armor offers 75% of the resistances as heavy armor (along with significantly better passive abilities), why even run heavy armor in PvP?
Why is it that I don't feel like a tank when I put metal armor on my face and chest? I can't even feel a difference in tankiness in PvP between Heavy and Medium builds.
I want to have PvP tank build options other than high health regen. I made an Imperial to be tanky, so I can't even optimize these high health regen builds. My race choice and armor choice is just plain garbage in PvP compared to the other options. Why?...
Heavy Armor should not be only 25% tankier than medium armor. The difference should be significant. Either that, or the passives should be useful. The passives were almost competetive with the other armor types in update 1.5 (Constitution was stronger, and we had a CC break cost reduction passive too). I shouldn't have to make 12 different build decisions outside of wearing armor made of steel (instead of cow skin) in order to actually feel tanky in PvP. I didn't have to do this in update 1.5. Now there's just no reason to run Heavy in PvP.
Agree, that PVP balancing of HA must go also in the overhaul of Tanks, the overhaul of HA, S&B.
Making HA suitable for tanking in PVP will be much more difficult.
three big technical reasons imo are:
- The resource issue of HA: LA/MA give a good resource platform allowing to use a wide variety of sets doing something special.
- The penetration issue of HA: Vanilla HA, without Reinforced, Armor Resist sets, offers hardly more Armor Resist. Without passives LA<->HA is 7.5k<->15k. Including Resist/Penetration passives this becomes 10k<->12.5k !!! (the free 5k spell penetration of LA is not balanced with the 2.5k Armor Resist passive of HA). The other kinds of Spell penetration from CP, weapons, abilities are balanced... but NOT the LA<->HA passives !!!)
- The HA synergy with Block, Bracing, has less value: In PVE NPC's attack every 2 seconds. In PVP this is every second AND incl weaving up to 2 attacks per second. This makes Blocking a less frequent occurence (very expensive if countered) and therefore the value of Bracing is much lower. All the more a reason why taking away the cost reduction of HA for Break Free was so detrimental.
The non-technical reason why making HA viable for PVP is more difficult is that it will stir up emotions around "unkillable" builds.
Coming back on this vanilla comparison of a LA-HA fight, whereby the vanilla effective Resist is 10k<->12.5k.
(comparing 7/7 LA with 7/7 HA. when LA goes 6-1 with HA Chest, the difference becomes even smaller !!!)
THIS MUST BE ADRESSED.
I think that the rate of 2:3:4 of LA:MA:HA is fine, but should be applied to the Armor INCLUDING the static passives (incl static Penetration)
So back to LA<->HA "as is":
Without passives: LA:HA is 7.5k:15k, the official statement of the 2:4 rate between LA and HA.
Including the passives increasing Resist, Spell Warding 2.5k and Resolve 2.5k, this becomes 10k:17.5k
Including 5k Spell penetration from passive Concentration, this becomes 10k:12.5k
My suggestion for the "to be" is:
Without passives: LA:HA is 7.5k:20k
Including passives increasing Resist, Spell Warding 2.5k and Resolve 5k, this becomes 10k:25k.
Including 5k Spell penetration from LA passive Concentration, this becomes 10k:20k.
So... "overall", only from static Armor effects, the rate of Resistance between LA and HA becomes now 10k:20k, or 2:4.
This suggestion is factual not asking for more... it is factual getting what ZOS stated as the difference between LA and HA !!!
On this 2:4 base, builds can add more penetration or more resist from CP's, from traits, from abilities, that are consistently balanced, because there is a plus for every minus.
1. What do you like best about tanking in ESO?
What i like the most that it is not that simple as most ppl think. When you dive deeply into tanking you realise that you can not only be just a simple "damage sponge" as ZOS_Finn sad, but there are also lots of things you can do like providing buffes to your groups, debuffing enemies, rooting, dpsing, searching for best way for positioning even healing. I like that there are so many different ways to build your tank and they all can be very unique!
2. What do you like least about tanking in ESO?
That fact that you don't necessarily need tank in a ESO. From my personal experience with a good group you don't need tank (a player who specifically built himself for tanking) to complete any type of group content, furthermore in most cases going with 4 dps is the most beneficial way of doing dungeons. But that is more PvE dificulty issue, then a tanking one. Thanks ZoS new trial on vet mode looks challenging for now!
Then it comes to tanking specifically, i don't like that there is no some sort "hold agro" ability and no stamina while blocking, that is a huge limitations to many existing tanking builds which makes as much sense as no magicka/stamina recovery while dpsing.
3. What is your favorite encounter to tank?
Here is an example of how far can experienced players push definition of being a tank in ESO. That is a true story about the best tank i ever saw David Zero One, who sadly quited the game, but he's tanking skills remain to be a role model for me and whole my guild. We wanted to get top 1 spot in vDSA leaderbords and made a group of 4 DKs, 3 magica full dps with zero self healing and sustain and 1 DK stamina tank. As a Tank David was taunting every single ad on a battle field, chainpulling all ranged ads, he was providing us War Horn and speed buff when needed, keeping alive whole group with just igneous shield and vigor and on top of that he was applying Elemental Drain on big ads and bosses from his swap bar. That is a perfect example of how complicated tanking can be!
4. What is your least favorite encounter to tank?
The Planar Inhibitor and The Engine Guardian
5. Of the tools you have for tanking, which is your favorite?
Extended Chains!!! These skill used to be my the most favorite skill in the whole game, until ZoS implemented too high / to low restrictions. That change ruined all the fun of Chain Pull both in PvE and PvP. Likely ZoS seems to pay attention to our requests lately and with the upcoming changes to Fire Grip and it's morphs, i cross my fingers and hope that one day they will get rid of that restriction (But ofc will take care about still not being able to pull people into keep walls in Cyrodiil).
6. Of the tools you have for tanking, which would you like to see improved the most?
There are a few actually i can think off:
First, as i sad above my favorite tanking tool is Extended Chains. When it comes to competitive raiding, DK tank is your obvious top and only chose mostly because of there ability to pull ads, what saves a lot of time and make many different tactics much easy to implement. I feel that it is totally unfair for all the other cases to not have access to same tink of tanking tool. So what i suggest is please make Fighters Guild skill Silver Leash work on all types of enemies, not only on undead and daedra as it is right now.
Second, there is one tanking tool that i miss in ESO and it is a small AoE RETAUNT ability. I have to make it clear here, I don't want ZoS to implement AoE taunt, no, i actually like that there is no such ability in a game, but there are often situations when i have more then 5-7 ads on me as a tank, especially in a new trial (i do a lot of tanking on pts atm) and it is extremely hard to constantly hold agro of all of them due to many reasons (targeting - usually you can't see anything when you have that many ads, resource limitation due to no stam regen while blocking, wery hard to keep track of agro on all enemies at the same time and do other tanking work like positioning, debuffing, resource management etc). So what i ask for is an ability in an Undaunted tree, which would retaunt (taunt will be only aplied to those enemies who are alredy afected by taunt ability and still do have agro on a caster) all enemies (6 target cap) in a small radius of 5 meters around caster. The cost of these ability could be significantly higher then usual puncture/inner fire - like 3 times higher (numbers can be tweaked i'm not an expert in that). So basically with these ability you will not be able to taunt enemies but that would give you a tool to hold agro.
Thierd, ability to regenerate stamina while blocking if you have 5 parts of heavy armor slotted. I know it is a very debatable issue, but for me personally no stamina recovery while blocking is a huge limitation in what i can do as a tank. If as a tank you only taunt 1-2 enemies and then hold block till the end of a fights, it's not an issue, but when it comes to the high lvl tanikng skill when you single target taunt almost everything that moves around and keep holding agro till the end of a fight, chainpull ranged ads, root or snare the who battle field, take care about poisoning, provide buffs to your group and debuffs on enemies to maximize group dps outpu not having recovery on one of you main stats is a HUGE limitation to what tank can be (and used to be in a past). And on top of that I think that heavy armor need a serious buff, so allowing steam recovery while wearing heavy seems to be a good move in general.
1. What do you like best about tanking in ESO?
2. What do you like least about tanking in ESO?
3. What is your favorite encounter to tank?
4. What is your least favorite encounter to tank?
5. Of the tools you have for tanking, which is your favorite?
6. Of the tools you have for tanking, which would you like to see improved the most?
... standing in fire and laughing at it is fun. Provided your healer has your back ...
That nerf led to current state where tanks are wheezing through dungeons contributing too little. What does it help to keep no-stam recovery and add resource management? That is the time sink that keep tanks tinkering with stamina....snip...
Also, I must point out that i very much like the no-stam recovery while blocking and would prefer to keep it that way.
Granting stamina recovery to tanks would just push both the tank role and the healing role into more DPS builds.
This should be avoided at all cost.
Instead, the devs should focus on improving HA passives and providing all classes with a skill for tanking resource management.
...snip...
I think it's a lot easier on the DD's and Healer than filling the room full of fire at Maw of the Infernal, especially if damage is low. And the fight is over in half the time.
I agree that the fact I CAN stand there in Healing Springs spamming Igneous Shield is an indicator that the dungeon is really too easy for a V16 with a few hundred champion points. But this dungeon was also pretty hard once upon a time pre CP and good gear, so I I'd rather they create new, harder dungeons (that can be tanked!), or even a third "Extra Hard" version rather than lock newer players out of it.
That nerf led to current state where tanks are wheezing through dungeons contributing too little. What does it help to keep no-stam recovery and add resource management? That is the time sink that keep tanks tinkering with stamina....snip...
Also, I must point out that i very much like the no-stam recovery while blocking and would prefer to keep it that way.
Granting stamina recovery to tanks would just push both the tank role and the healing role into more DPS builds.
This should be avoided at all cost.
Instead, the devs should focus on improving HA passives and providing all classes with a skill for tanking resource management.
...snip...
What i want from tanking is pretty much reversal of stam regen and NB regen nerfs, so i can craft powerful PvE tank builds. That includes enough resources to support group and decent DPS, if i choose so. Yes, this is even more DPS inflation, but it is my share of it. In pledges it is surely semi-DPS builds, as in vMA. In trials it's full tank with support skills.
It is ZOS task to update old dungeons so that they can't be run in all four skirts.
Calling all Tanks!
The Dungeon and Gameplay teams would love to get some feedback from all of you damage sponge, block mastering, mitigation kings out there. This thread is going to mainly cover PvE encounters specifically in group dungeons or Trials. If you like to play a tank in ESO and want to have your voice heard, or you don't and want us to know why, please answer the following questions. Please make sure you mention if you primarily play on console or PC.
1. What do you like best about tanking in ESO?
2. What do you like least about tanking in ESO?
3. What is your favorite encounter to tank?
4. What is your least favorite encounter to tank?
5. Of the tools you have for tanking, which is your favorite?
6. Of the tools you have for tanking, which would you like to see improved the most?
Thanks a lot for your feedback. We look forward to hearing what you have to say!
That nerf led to current state where tanks are wheezing through dungeons contributing too little. What does it help to keep no-stam recovery and add resource management? That is the time sink that keep tanks tinkering with stamina....snip...
Also, I must point out that i very much like the no-stam recovery while blocking and would prefer to keep it that way.
Granting stamina recovery to tanks would just push both the tank role and the healing role into more DPS builds.
This should be avoided at all cost.
Instead, the devs should focus on improving HA passives and providing all classes with a skill for tanking resource management.
...snip...
What i want from tanking is pretty much reversal of stam regen and NB regen nerfs, so i can craft powerful PvE tank builds. That includes enough resources to support group and decent DPS, if i choose so. Yes, this is even more DPS inflation, but it is my share of it. In pledges it is surely semi-DPS builds, as in vMA. In trials it's full tank with support skills.
It is ZOS task to update old dungeons so that they can't be run in all four skirts.
WolfingHour wrote: »That nerf led to current state where tanks are wheezing through dungeons contributing too little. What does it help to keep no-stam recovery and add resource management? That is the time sink that keep tanks tinkering with stamina....snip...
Also, I must point out that i very much like the no-stam recovery while blocking and would prefer to keep it that way.
Granting stamina recovery to tanks would just push both the tank role and the healing role into more DPS builds.
This should be avoided at all cost.
Instead, the devs should focus on improving HA passives and providing all classes with a skill for tanking resource management.
...snip...
What i want from tanking is pretty much reversal of stam regen and NB regen nerfs, so i can craft powerful PvE tank builds. That includes enough resources to support group and decent DPS, if i choose so. Yes, this is even more DPS inflation, but it is my share of it. In pledges it is surely semi-DPS builds, as in vMA. In trials it's full tank with support skills.
It is ZOS task to update old dungeons so that they can't be run in all four skirts.
The nerf to sta regen had nothing to do with dps. I have no doubt that it had to do with PvP. Im not saying a change in pvp was not necessary, but it did throw many tanks builds, especially the stamina ones, under a bus.
#neverforget lol
Lefty_Lucy wrote: »What about PvP tanking? I might be fooling myself hoping that this angle is even considered, but I miss having flexibility in PvP as a tank.
After update 1.5 I haven't found a good reason to use Heavy Armor in PvP, and that breaks my heart. I love tanking, but when medium armor offers 75% of the resistances as heavy armor (along with significantly better passive abilities), why even run heavy armor in PvP?
Why is it that I don't feel like a tank when I put metal armor on my face and chest? I can't even feel a difference in tankiness in PvP between Heavy and Medium builds.
I want to have PvP tank build options other than high health regen. I made an Imperial to be tanky, so I can't even optimize these high health regen builds. My race choice and armor choice is just plain garbage in PvP compared to the other options. Why?...
Heavy Armor should not be only 25% tankier than medium armor. The difference should be significant. Either that, or the passives should be useful. The passives were almost competetive with the other armor types in update 1.5 (Constitution was stronger, and we had a CC break cost reduction passive too). I shouldn't have to make 12 different build decisions outside of wearing armor made of steel (instead of cow skin) in order to actually feel tanky in PvP. I didn't have to do this in update 1.5. Now there's just no reason to run Heavy in PvP.
paulsimonps wrote: »WolfingHour wrote: »That nerf led to current state where tanks are wheezing through dungeons contributing too little. What does it help to keep no-stam recovery and add resource management? That is the time sink that keep tanks tinkering with stamina....snip...
Also, I must point out that i very much like the no-stam recovery while blocking and would prefer to keep it that way.
Granting stamina recovery to tanks would just push both the tank role and the healing role into more DPS builds.
This should be avoided at all cost.
Instead, the devs should focus on improving HA passives and providing all classes with a skill for tanking resource management.
...snip...
What i want from tanking is pretty much reversal of stam regen and NB regen nerfs, so i can craft powerful PvE tank builds. That includes enough resources to support group and decent DPS, if i choose so. Yes, this is even more DPS inflation, but it is my share of it. In pledges it is surely semi-DPS builds, as in vMA. In trials it's full tank with support skills.
It is ZOS task to update old dungeons so that they can't be run in all four skirts.
The nerf to sta regen had nothing to do with dps. I have no doubt that it had to do with PvP. Im not saying a change in pvp was not necessary, but it did throw many tanks builds, especially the stamina ones, under a bus.
#neverforget lol
I'm a stamina tank and the removal of stamina regen while blocking actually opened me up to more ideas of how to be a stam tank that I'm actually a lot more successful while tanking now compared to before the removal of the regen.
paulsimonps wrote: »WolfingHour wrote: »That nerf led to current state where tanks are wheezing through dungeons contributing too little. What does it help to keep no-stam recovery and add resource management? That is the time sink that keep tanks tinkering with stamina....snip...
Also, I must point out that i very much like the no-stam recovery while blocking and would prefer to keep it that way.
Granting stamina recovery to tanks would just push both the tank role and the healing role into more DPS builds.
This should be avoided at all cost.
Instead, the devs should focus on improving HA passives and providing all classes with a skill for tanking resource management.
...snip...
What i want from tanking is pretty much reversal of stam regen and NB regen nerfs, so i can craft powerful PvE tank builds. That includes enough resources to support group and decent DPS, if i choose so. Yes, this is even more DPS inflation, but it is my share of it. In pledges it is surely semi-DPS builds, as in vMA. In trials it's full tank with support skills.
It is ZOS task to update old dungeons so that they can't be run in all four skirts.
The nerf to sta regen had nothing to do with dps. I have no doubt that it had to do with PvP. Im not saying a change in pvp was not necessary, but it did throw many tanks builds, especially the stamina ones, under a bus.
#neverforget lol
I'm a stamina tank and the removal of stamina regen while blocking actually opened me up to more ideas of how to be a stam tank that I'm actually a lot more successful while tanking now compared to before the removal of the regen.
@dodgehopper_ESO
Sorcs make excellent tanks:
Great class armor skill (altho the sound is annoying)
Bound armaments
Encase
Storm Atro
My Khajiit sorc tank uses Morkuldin + 2-Glorious Defender and Blood Spawn pauldron and weapon dmg enchanted robust Endurance jewels.
He has +32k hp, 31k resistances, 26k stamina, 1500 stam regen, with shield.
With 2hander 3100 weapon power, buffed. Resistances almost 30k.
This one is right now my favorite tank.