WalksonGraves wrote: »paulsimonps wrote: »WalksonGraves wrote: »Knightmare is a highly under rated tanking set as nothing else applies aoe maim. Unfortunately this does nothing for single targets, but it's the great for neutralizing groups.
Dragonknights, Draconic Power Skill line, Dark Talons, Morphed to Choking Talons:
"Call forth Talons from the ground to deal Physical Damage and immobilize nearby enemies for 4 seconds. Talons also afflict enemies with Minor Maim, reducing their damage by 15% for 7 seconds"
Its one of many reason why Dragonknights are Meta Tanks. They have things most classes have to use 5 piece sets to get. Same thing with DK's AoE interrupt and their quick chains.
Also the new warden will be able to deal out AoE Minor Maim with their Cold Damage, When enemies get chilled they get minor maim. Obviously not as effective as Talons but its something at least.
EDIT: Also while not commonly used, the Deep Slash morph of Low Slash deals Minor Maim on 3 targets rather than just one, so technically an AoE Minor Main.
Never use low slash since I use shades, forgot about the morph. If anything I think frost damage is far more effective than talons if you take range into consideration.
paulsimonps wrote: »WalksonGraves wrote: »paulsimonps wrote: »WalksonGraves wrote: »Knightmare is a highly under rated tanking set as nothing else applies aoe maim. Unfortunately this does nothing for single targets, but it's the great for neutralizing groups.
Dragonknights, Draconic Power Skill line, Dark Talons, Morphed to Choking Talons:
"Call forth Talons from the ground to deal Physical Damage and immobilize nearby enemies for 4 seconds. Talons also afflict enemies with Minor Maim, reducing their damage by 15% for 7 seconds"
Its one of many reason why Dragonknights are Meta Tanks. They have things most classes have to use 5 piece sets to get. Same thing with DK's AoE interrupt and their quick chains.
Also the new warden will be able to deal out AoE Minor Maim with their Cold Damage, When enemies get chilled they get minor maim. Obviously not as effective as Talons but its something at least.
EDIT: Also while not commonly used, the Deep Slash morph of Low Slash deals Minor Maim on 3 targets rather than just one, so technically an AoE Minor Main.
Never use low slash since I use shades, forgot about the morph. If anything I think frost damage is far more effective than talons if you take range into consideration.
Yea but DK's chain everything in, and the 100% chance with ability use is far superior over a proc chance like that of Chilled. Also the chance for Chilled to proc is not that high, sure its higher for Wardens but AoE's and DoTs have a much lower chance than Single target skills. Also in my opinion for a NB Tank Heroic Slash, one of the morphes for Low Slash, is superior to Shades, only upside of Shades is that it costs magicka. One of the many bonuses that NB's have is high ulti generation and with Minor Heroism its increased even further. Make it a NB Argonian Tank and you have great ulti gen and great sustain with the use of the potions. A really strong combination that, as well as extra Hp and healing done/received.
WalksonGraves wrote: »paulsimonps wrote: »WalksonGraves wrote: »paulsimonps wrote: »WalksonGraves wrote: »Knightmare is a highly under rated tanking set as nothing else applies aoe maim. Unfortunately this does nothing for single targets, but it's the great for neutralizing groups.
Dragonknights, Draconic Power Skill line, Dark Talons, Morphed to Choking Talons:
"Call forth Talons from the ground to deal Physical Damage and immobilize nearby enemies for 4 seconds. Talons also afflict enemies with Minor Maim, reducing their damage by 15% for 7 seconds"
Its one of many reason why Dragonknights are Meta Tanks. They have things most classes have to use 5 piece sets to get. Same thing with DK's AoE interrupt and their quick chains.
Also the new warden will be able to deal out AoE Minor Maim with their Cold Damage, When enemies get chilled they get minor maim. Obviously not as effective as Talons but its something at least.
EDIT: Also while not commonly used, the Deep Slash morph of Low Slash deals Minor Maim on 3 targets rather than just one, so technically an AoE Minor Main.
Never use low slash since I use shades, forgot about the morph. If anything I think frost damage is far more effective than talons if you take range into consideration.
Yea but DK's chain everything in, and the 100% chance with ability use is far superior over a proc chance like that of Chilled. Also the chance for Chilled to proc is not that high, sure its higher for Wardens but AoE's and DoTs have a much lower chance than Single target skills. Also in my opinion for a NB Tank Heroic Slash, one of the morphes for Low Slash, is superior to Shades, only upside of Shades is that it costs magicka. One of the many bonuses that NB's have is high ulti generation and with Minor Heroism its increased even further. Make it a NB Argonian Tank and you have great ulti gen and great sustain with the use of the potions. A really strong combination that, as well as extra Hp and healing done/received.
lol yeah I know I'm an argonian nb. I backbar shades because fire and forget maim for 21 sec plus passive trigger > slash, the ult gen is too low to justify the slot. Big advantage of knightmare over talons is that you can keep it up just using piercing strike/regular attacks basically for free.
WalksonGraves wrote: »lol 40 ult a minute, I don't use it because it's negligible. Invigorating drain is the best way to gain ult.
paulsimonps wrote: »WalksonGraves wrote: »lol 40 ult a minute, I don't use it because it's negligible. Invigorating drain is the best way to gain ult.
......... You don't seem to be getting it so not gonna respond to this line of topic any more.
WalksonGraves wrote: »paulsimonps wrote: »WalksonGraves wrote: »lol 40 ult a minute, I don't use it because it's negligible. Invigorating drain is the best way to gain ult.
......... You don't seem to be getting it so not gonna respond to this line of topic any more.
Oh I get it, I've just done the math. Decisive is beyond garbage you are looking at less than 1% increase.
You want to generate a ton of ult run glory and tavas with mirage.
Awesome post thank you for all this info. All that detail on shields and mitigation, does it mean that if you have a shield up and it gets broken by a strong attack then the overflow damage is taken unmitigated or does mitigation and block start mitigating it? Because it it gets taken unmitigated then small shields on tanks which get broken easily essentially nerf your ability to take damage?
Lightspeedflashb14_ESO wrote: »Awesome post thank you for all this info. All that detail on shields and mitigation, does it mean that if you have a shield up and it gets broken by a strong attack then the overflow damage is taken unmitigated or does mitigation and block start mitigating it? Because it it gets taken unmitigated then small shields on tanks which get broken easily essentially nerf your ability to take damage?
Damage that is left after wards drop gets mitigated, by everything that is listed after damage sheilds . It is that simple.
paulsimonps wrote: »Lightspeedflashb14_ESO wrote: »Awesome post thank you for all this info. All that detail on shields and mitigation, does it mean that if you have a shield up and it gets broken by a strong attack then the overflow damage is taken unmitigated or does mitigation and block start mitigating it? Because it it gets taken unmitigated then small shields on tanks which get broken easily essentially nerf your ability to take damage?
Damage that is left after wards drop gets mitigated, by everything that is listed after damage sheilds . It is that simple.
@LMar Like @Lightspeedflashb14_ESO said, anything that overflows from a depleted shield can and will be mitigated by any of the mitigation sources listed as "After Damage shield" in the list of mitigation sources. If you have said source equipped/slotted/etc. of course.
MaximusDargus wrote: »If somebody wants to play around with numbers more freely, the damage mitigation (armor/block) formula is implemented on my website as a calculator: https://www.dargusmaximus.pro/tanking/
You can also find there a block cost calculator.
paulsimonps wrote: »
WalksonGraves wrote: »MaximusDargus wrote: »If somebody wants to play around with numbers more freely, the damage mitigation (armor/block) formula is implemented on my website as a calculator: https://www.dargusmaximus.pro/tanking/
You can also find there a block cost calculator.
I like it, but when I try and select s&b 2 it keeps going to ancient knowledge 2.
If there's no hardcap on dr according to this I can hit 96% blocking in bolstering darkness.
MaximusDargus wrote: »WalksonGraves wrote: »MaximusDargus wrote: »If somebody wants to play around with numbers more freely, the damage mitigation (armor/block) formula is implemented on my website as a calculator: https://www.dargusmaximus.pro/tanking/
You can also find there a block cost calculator.
I like it, but when I try and select s&b 2 it keeps going to ancient knowledge 2.
If there's no hardcap on dr according to this I can hit 96% blocking in bolstering darkness.
Yeah something is glitching out there, but i did a reset on backend and it should now allow to pick s&b 2/2 @WalksonGraves
WalksonGraves wrote: »MaximusDargus wrote: »WalksonGraves wrote: »MaximusDargus wrote: »If somebody wants to play around with numbers more freely, the damage mitigation (armor/block) formula is implemented on my website as a calculator: https://www.dargusmaximus.pro/tanking/
You can also find there a block cost calculator.
I like it, but when I try and select s&b 2 it keeps going to ancient knowledge 2.
If there's no hardcap on dr according to this I can hit 96% blocking in bolstering darkness.
Yeah something is glitching out there, but i did a reset on backend and it should now allow to pick s&b 2/2 @WalksonGraves
You sure there is no cap on dr? according to this I should be able to reduce 100k down to 1.8k, which is kind of hard to figure out in game because things either don't hit anywhere near that hard or use that *** insta kill mechanic to bypass your armor for comically high damage. So frustrating having to wait 2 weeks to test anything myself.
Arbitrator wrote: »Templars suck.
SirCritical wrote: »Arbitrator wrote: »Templars suck.
Tbh this was a correct comment. This guy doesn't approach from nerf-side, but his comment is about Templars are weak, and just brings Warden for comparison. While I dunno if he has right or not, this was a respectful comment. I just fear ZOS nerfs Warden instead buffing Templars.
Arbitrator wrote: »So let me get this right... the Warden is going to get:
Major maim, minor maim through frost damage, major protection, minor protection, and minor evasion.. all on top of minor toughness, and major mending? (This isn't all of their available buffs by the way...)
You've got to be kidding me. They've taken Major Mending away from the Templar and gave stuff to the Warden that the Templar should have had in the first place. The Warden is going to be the Best Tank and Healer by far.
Their heals are instant and they buff teammates up tremendously without even having set bonuses, unlike the Templar whose heals cost a *** ton and we've even got a garbage cast time heal when they get instants. All the Warden needs is a Major Evasion set from Spectres Eye or Hist Bark and they will be the best tank in the whole game. They get every single defensive buff there is except Major Evasion which is easy to acquire!
They can give their whole group Major and Minor Resolve with 1 ability! How is this even real? Zenimax do you not realize how damn bad the Templar is in comparison? The Templar sorely needs to be redesigned from the ground up. This just isn't right. It's not balanced at all. An mmo always has ups and downs with classes but the Templar has been the worst class since this game began! All because of their healing tree and your ridiculous vision for what a Templar is supposed to be. But lookout the Warden is more than viable in all 3 roles and excels in 2 out of 3 of those roles.
How can you sit back and agree that this is ok or fair? Plus you give them a spammable AoE immobilize that scales with max health! Templars have been begging for an AoE CC since you took Blinding Flashes away from us and you have constantly turned aside and given us nothing! It's not right! You've nerfed our single target CC down to just Javelin! Taken away unique synergies and gave it everyone! That's all we have left! Toppling charge is so buggy no one even uses it! What is your problem Zenimax?
You're metrics are either terrible or you are simply ignoring the fact that Templars are THE worst designed class in video game history. A "Major Failure" buff applied on your part as a company to even let something like this pass by, especially as long as it has. I can't believe I even came back to this game hoping you would finally make things right. Templars suck.
techprince wrote: »Calculator is missing Infused Weakening Enchantment debuff and mending set (healing mage) debuff.
paulsimonps wrote: »techprince wrote: »Calculator is missing Infused Weakening Enchantment debuff and mending set (healing mage) debuff.
Sorry but I can't implement that without knowing how much of other stats and which ability it is that is damaging the player. They lower weapon damage/spell power, but for example in PvP when applied to another player it will lower damage in a different amount for each type of ability, not all abilities scale the same. And I would assume it would not be the same value for mob attacks either. Which is why I can't add it. If I had the people willing to help me with testing it more on mobs I would at least try it on the Vet Trial bosses, but as it is I will not be adding it.
paulsimonps wrote: »Arbitrator wrote: »So let me get this right... the Warden is going to get:
Major maim, minor maim through frost damage, major protection, minor protection, and minor evasion.. all on top of minor toughness, and major mending? (This isn't all of their available buffs by the way...)
You've got to be kidding me. They've taken Major Mending away from the Templar and gave stuff to the Warden that the Templar should have had in the first place. The Warden is going to be the Best Tank and Healer by far.
Their heals are instant and they buff teammates up tremendously without even having set bonuses, unlike the Templar whose heals cost a *** ton and we've even got a garbage cast time heal when they get instants. All the Warden needs is a Major Evasion set from Spectres Eye or Hist Bark and they will be the best tank in the whole game. They get every single defensive buff there is except Major Evasion which is easy to acquire!
They can give their whole group Major and Minor Resolve with 1 ability! How is this even real? Zenimax do you not realize how damn bad the Templar is in comparison? The Templar sorely needs to be redesigned from the ground up. This just isn't right. It's not balanced at all. An mmo always has ups and downs with classes but the Templar has been the worst class since this game began! All because of their healing tree and your ridiculous vision for what a Templar is supposed to be. But lookout the Warden is more than viable in all 3 roles and excels in 2 out of 3 of those roles.
How can you sit back and agree that this is ok or fair? Plus you give them a spammable AoE immobilize that scales with max health! Templars have been begging for an AoE CC since you took Blinding Flashes away from us and you have constantly turned aside and given us nothing! It's not right! You've nerfed our single target CC down to just Javelin! Taken away unique synergies and gave it everyone! That's all we have left! Toppling charge is so buggy no one even uses it! What is your problem Zenimax?
You're metrics are either terrible or you are simply ignoring the fact that Templars are THE worst designed class in video game history. A "Major Failure" buff applied on your part as a company to even let something like this pass by, especially as long as it has. I can't believe I even came back to this game hoping you would finally make things right. Templars suck.
If you want to complain about how bad templars are/how good wardens are, in your opinion, then do that in your own thread. This is not a QQ thread, and I don't want it to go off topic.
techprince wrote: »paulsimonps wrote: »techprince wrote: »Calculator is missing Infused Weakening Enchantment debuff and mending set (healing mage) debuff.
Sorry but I can't implement that without knowing how much of other stats and which ability it is that is damaging the player. They lower weapon damage/spell power, but for example in PvP when applied to another player it will lower damage in a different amount for each type of ability, not all abilities scale the same. And I would assume it would not be the same value for mob attacks either. Which is why I can't add it. If I had the people willing to help me with testing it more on mobs I would at least try it on the Vet Trial bosses, but as it is I will not be adding it.
According to my tests, damage done by normal monsters (all types of damage) was reduced by 36% by infused weakening alone. Need to test mending set and they both stack.