For Tanks that are worried that they run into Stamina issues
In the bigger picture of the DB DLC Poisons were added, and the following Poison is particulary useful for Magicka and Stamina regain.
It procs from Light Attacks. But I do not have a precise proc chance. I also tested whether it procs from Pierce Armor, and it does, but very, very irreliable (so a low chance).
You can see in the CLS log that the tooltip values of the Poison do indeed also appear in CLS.
So... if you are low in either Stamina or Magicka you can for both get around 3k with a LA, and the 4k Heal is not bad too.
No real need for a risky Heavy Attack
In the screenshot shown, there is no Stamina restore, but that does function as well. So normally in combat you get all three.
You can BTW do different Poisons on the two Weapon bars.
For people that are not yet well informed about Poisons.
Every time you make "a" Poison, you get 16 flasks.
Now THIS is actually something that will benefit tanking.
Thank you, it was easily overlooked.
However, I still believe HA has the worst passives of the three armors which clearly shows ZOS has no love for tanks.
Sorry for all our Poison enthusiasts, but please do not forget that even in the patchnotes it is mentioned, that multi effect poisons are not finished and are far stronger than intended. There will be a dilution system wich lowers the effectiveness of every poison effect per added effect. If 2 effects would half the effect and 3 dilute it down to 1/3 (which would make sense) the bonus would have a far smaler impact.
Block casting must be in place, until ZOS completely removes animation cancellingprofundidob16_ESO wrote: »@Wrobel @ZOS_Finn @ZOS_RichLambert
Here are some suggestions to help make tanking more interesting/skillfull and discourage permablocking for you to consider:
-blocking now heats up your shield/weapon until the point where you can no longer hold it in your hands: With every successful block the amount of damage blocked goes down 2% or 3% for the next block. Going out of block for a period of minimum 2 sec resets it. General base blocking cost has been lowered to compensate for the average stamina loss => a tarpit for permablockers
-casting or using skills while actvive blocking is no longer possible with a 0.5 sec internal CD after going out of block mode. => no more blockcasting. Players must make an active choice now to temporarily stop their dps/healing to be able to block something that is worth blocking. Tanks will have to manage their taunt vs block timings wisely
-the internal CD of constitution has been reduced to a third and the amount of stamina/magicka restored as well. => This ensures that large packs of small mobs (main blocks per second) still can be tanked as resource efficient as 1 single boss. (low blocks per second)
profundidob16_ESO wrote: »@Wrobel @ZOS_Finn @ZOS_RichLambert
Here are some suggestions to help make tanking more interesting/skillfull and discourage permablocking for you to consider:
-blocking now heats up your shield/weapon until the point where you can no longer hold it in your hands: With every successful block the amount of damage blocked goes down 2% or 3% for the next block. Going out of block for a period of minimum 2 sec resets it. General base blocking cost has been lowered to compensate for the average stamina loss => a tarpit for permablockers
-casting or using skills while actvive blocking is no longer possible with a 0.5 sec internal CD after going out of block mode. => no more blockcasting. Players must make an active choice now to temporarily stop their dps/healing to be able to block something that is worth blocking. Tanks will have to manage their taunt vs block timings wisely
-the internal CD of constitution has been reduced to a third and the amount of stamina/magicka restored as well. => This ensures that large packs of small mobs (main blocks per second) still can be tanked as resource efficient as 1 single boss. (low blocks per second)
tpanisiakb16_ESO wrote: »Personofsecrets wrote: »I know that so many of you have different ideas about tanking, but let me still ask the following question. Do tanks really need to get nerfed more?
Thanks for including me. I almost exclusively tank in game. Coincidentally, my enjoyment level in ESO has dropped substantially in the last few months. I'm not struggling in any content, and for giggles I'm wearing a full set of Hist Bark made in Trinimac's style, along with Glory's pieces for the 4-set. I no longer run a monster helm. I can manage my resources just fine as a stamina DK tank. The armor I'm wearing is for aesthetics, and not for utility for functionality.
However, none of this is fun. I've long since argued since the stamina regen nerf that stam tanking would be reduced to "standing there and permablocking", which is interesting because that's what they promised they wanted to get away from, because it's not fun, or exciting. Yet, the very best way to counter the stam nerf is to stack stamina and taunt everything and perma block, drop my ultimate, 10s I stand there and let the group beat on me, regen my stamina due to passives and not doing anything, then repeat. Now and again I spam igneous shield to convert my magicka to stamina. I never ask for shards, I don't need to be babysat with axes, etc., etc.
This is not fun. It's effective, yes, and on one hand my healer can compete with my DPS but it's boring as hell for me.
For new tanks everything is crippling, which is why we have a problem with finding tanks. Likewise, mediocre tanks need to rely on shard feeding which thereby makes all other healing roles obsolete. It's a lose / lose for the community as a whole.
The stamina nerf and the continuing nerfs to tanking mean I stack more stamina and do less things for a group other than clumping everything up and let them beat on me as my other team mates mop the floor. For new tanks it's a slap in the face, it's discouraging, and the community has less experienced people because of it.
I really, really don't think ZOS understand how we, the players, tank and they have a totally different idea of what tanking should be. I constantly ask these questions to them in AMA and otherwise but I receive no response.
We don't need to be nerfed more. We need a more active, challenging, and dynamic role.
Or maybe they should be applied both, but with less %, something like 0.5% increase of unblocked damage and 0.5% increase cost of blocking with every blocked hit stacking debuff which stays 5 seconds + blocking should reduce stamina regen twice not to 0, S&B and HW should have passives which increases regen in block to make them №1 choose when you want tank who block a lot.Sugaroverdose wrote: »Block casting must be in place, until ZOS completely removes animation cancellingprofundidob16_ESO wrote: »@Wrobel @ZOS_Finn @ZOS_RichLambert
Here are some suggestions to help make tanking more interesting/skillfull and discourage permablocking for you to consider:
-blocking now heats up your shield/weapon until the point where you can no longer hold it in your hands: With every successful block the amount of damage blocked goes down 2% or 3% for the next block. Going out of block for a period of minimum 2 sec resets it. General base blocking cost has been lowered to compensate for the average stamina loss => a tarpit for permablockers
-casting or using skills while actvive blocking is no longer possible with a 0.5 sec internal CD after going out of block mode. => no more blockcasting. Players must make an active choice now to temporarily stop their dps/healing to be able to block something that is worth blocking. Tanks will have to manage their taunt vs block timings wisely
-the internal CD of constitution has been reduced to a third and the amount of stamina/magicka restored as well. => This ensures that large packs of small mobs (main blocks per second) still can be tanked as resource efficient as 1 single boss. (low blocks per second)
Also percentage of unblocked damage will work in PVE, but in PVP people in block will be wiped instantly. Instead of increasing ublocked damage, block cost should increase sightly with every blocked hit. But any of this two must be applied with returning of stamina regen while in block.
You made a lot of good points.So we can make war with ZOS over this principle stance of them....
or we can negotiate with ZOS, pointing out that the HA we have now is not viable enough to be a desired Armor type in PVE and PVP.
So the trick can be to balance-buff HA with more Crit Resist in PVP (not influencing PVE Armor balance)
As Wrobel said himself: "All 3 armor types must be desirable"
My personal guess is that HA needs further buffs.
But I can understand that ZOS likes to do that stepwise.
To prevent overshooting and then have to debuff again.
But still. I think ZOS can do a further step buff right now.
My immediate concerns are:
- The endgame Raids. We all need to wait on field feedback there.
- The newbies with zero CP accounts.
You made a lot of good points.So we can make war with ZOS over this principle stance of them....
or we can negotiate with ZOS, pointing out that the HA we have now is not viable enough to be a desired Armor type in PVE and PVP.
So the trick can be to balance-buff HA with more Crit Resist in PVP (not influencing PVE Armor balance)
There is a lot of precedence of PTS being concrete but negotiable to a minor compromise so you are probably right that we can only negotiate compromise for this. I still want to fight and keep hope alive and all that but if this is true, they do need to sugar coat this to make it easier to swallow. I think the suggestion you made for PvP would have that effect and would be a reasonable expectation for Heavy Armor. If this is all we can do, then that is a good move to make. (I don't reject the PvE option, I just need more time to consider it). I would prefer a complete rejection of their decoupling, but I could feel satisfied from a PvP perspective with your suggestion.As Wrobel said himself: "All 3 armor types must be desirable"
My personal guess is that HA needs further buffs.
But I can understand that ZOS likes to do that stepwise.
To prevent overshooting and then have to debuff again.
But still. I think ZOS can do a further step buff right now.
My immediate concerns are:
- The endgame Raids. We all need to wait on field feedback there.
- The newbies with zero CP accounts.
That is a very important statement. One that has to be successful for this change to be successful. I agree with your conclusion as well. This is what I see when I try to compare the desirability of the 3 armor types.
Light Armor -
- Defense - Light armors defense comes through shielding. It's armor level is initially low but can reach the mitigation cap.
- Sustain - it's sustain is strong through recovery and reduced cost which is increased by CP
- Damage - It's damage comes through penetration, crit, and parallel offense and defense through shielding that increases from the damage stat.
Medium armor -
- Defense - Medium armor defenses come from shielding, dodge rolling, and dodging. It's armor level is initially moderately low but can reach the mitigation cap.
- Sustain - It's sustain is also strong through recovery and reduced cost which is increased by CP.
- Damage - It's damage comes from increased weapon damage, Crit and parallel offense and defense through shielding, dodge rolling and dodge missing. I may be unfairly adding bone shield to armor but it is a new reality.
Heavy armor -
- Defense - Heavy armor defenses come only from Armor rating. 5 gold heavy pieces with reinforced on the large pieces is about 21% mitigation. A single 2handed maul can completely negate that mitigation with a remainder of 1% mitigation.
- Sustain - Has minor to moderate sustain that is not affected by CP, it allows stamina regeneration while blocking but contains no innate attachment or benefit to blocking.
- Offense - Gives minor to moderate weapon and spell power.
So looking at the sets I don't see a good reason to pick heavy armor for the set itself.
- Defense - Why pick armor rating which can be trivially negated when I can pick defenses that are parallel to offense like shields, dodge roll, and dodge miss that are not trivially negated.
- Sustain - Why pick a sustain that isn't buffed by CP recovery and doesn't have reduced cost?
- Offense - Why pick the poorest choice in offense? Why pick an offense system that is perpendicular to defense?
I can just jump into light and medium armor and I'm good to go for any thing, its purpose is clear and it's power is complete upon equipping it. You can't do that with heavy, you have to baby it and fine tune it. You have to have the blocking trait, you have to strap on reduce cost, you have to strap on recovery, You have to strap on extra defense to over come the penetration in the game, you have to strap on max stats to overcome having to use drinks. It's not just equip and go, it's incredibly complicated.
When people say light armor they just refer to light armor, when people say heavy armor they are referring to a whole array of prerequisite conditions that are required to successfully fulfill the perceived purpose of heavy armor. The purposes and paths to success for heavy armor are by no means ostensible within the set itself. It only finds success to it's purpose outside of itself and that is plainly wrong.
Just looking at the set comparisons I don't see why ZOS can't just give us Wrath and Bracing. If they would just do this I think we would be done and we would be in a satisfying place.
test
Personofsecrets wrote: »
Personofsecrets wrote: »
Its not sad to see it become a choice between two valid options again.
Its not sad to have either/or instead of obviously only one.
I am not coming at this from a perspective of "what did my class get" bc i play all classes.
I am coming at this from the idea that more meaningful choices between viable options is good.
If some choose blocking cp and some choose mitigation and both have different but successful play thats good, just like sorc faced with choice btwn offense and massed shields is good.
Its not about DID I GET MORE.
I would be deleriously happy if the result was everybody drops but more viable options open up instead of the one way best way.
Personofsecrets wrote: »For as long as Tavas and other group buffs exist, selfish sets, like black rose might as well not exist.
idk how i got tagged in here but i already had 100 CP in block expertise. . .
I did notice a difference in block costs on the pts - but not much im thinking about going 1 or 2 block cost reduction on my jewelry to adapt to the changes.
i dont currently have any block cost reduction on my jewelry.
EDIT: oh! do i think they need to be nerfed? no of course not but they have made tanking easier and easier. have you considered the black rose set? the 5pc increases the constitution passive which looks really appealing in this next patch. additionally, lets not forget the taunt immunity removal so spamming taunt is like, ok now. idk man, tbh i think they are making tanking more and more accessible for the masses. which isnt necessarily a bad thing right?
Personofsecrets wrote: »For as long as Tavas and other group buffs exist, selfish sets, like black rose might as well not exist.
Furthermore, Black Rose is a set for stamina tanks. To suggest that Black Rose is a suitable solution to this problem is very narrow-minded.
Personofsecrets wrote: »For as long as Tavas and other group buffs exist, selfish sets, like black rose might as well not exist.
Furthermore, Black Rose is a set for stamina tanks. To suggest that Black Rose is a suitable solution to this problem is very narrow-minded.
Not necessarily a stamina set only... I'll have to do some calculations, but it gives both spell & weapon damage on the 5-piece.
Now, if the sustain from 5-piece is also worth more than one magicka regen bonus, it could be a decent alternative to Kagrenac for magicka tanks. Sure, you'd get a little bit less spell dmg/healing & one magicka bonus less, but if the sustain is worth it...