Toc de Malsvi wrote: »You really do not need to use blockade honestly, if you are heavy attacking you can keep crusher up just fine doing that. Heavy attacking does not take long at all, you shouldn't be losing downtimes.I do not see these changes to block cost being anything different than on Live server in terms of sustain, as long as you are heavy attacking you should be fine. Do not forget about when heavy attacking an offbalanced enemy you restore double the resources which you can do every 20 seconds.
There are also more than just 2 synergies that you can use. And maybe groups might be setting up for that now, that would be a nice change of pace instead of just throwing all of your points into penetration CP.
@Nifty2g That is correct except one thing . Heavy attacks cost time which is used for keeping buff/debuffs with higher uptime . I honestly have no idea how I am going to fit heavy attacks while keeping taunt , heroic slash , mountain blessing , blockade and engulfing flames uptime while using balance to keep my magicka up .
Sustaining won't be that difficult if you roll the appropriate race and class for it, and we are end game players, running what is best in slot should not be an issue for anyone.
I agree these are straight nerfs and we keep getting tank nerfs because of PvP which is ridiculous but these nerfs aren't the end of the world, I kinda like these ones as it's going to make tanking a little harder.
I disagree with one point.
Tanks are getting nerfs not only because of PVP, rather also because they are capable of virtually if not entirely abandoning "tanking" sets for damage sets designed to boost group performance.
PVP is what people are whining about, but "tanks" running destro dps skills back bar is a microcosm of how far tanking has shifted.
Toc de Malsvi wrote: »Maura_Neysa wrote: »Toc de Malsvi wrote: »I PVE as much as I PVP. PVE tanking is boring, players don't want to tank. Not because its hard, rather because its boring. For much of the content you can tape your block button down with no issues whatsoever.
Lazy PVE players that don't want to change doesn't improve the dynamics of tanking. It doesn't encourage more players to tank. Outside of trying to provide max support, tanking is by and large a joke. It is easy, boring, and almost thoughtless.
The tanking meta's have emerged because maintaining block and mitigation is far to easy. There is no real active mitigation. Perma blocking has evolved "block" into functioning the same as the passive stat boosts of early WoW game play. WoW adapted tanking and moved to a more active mitigation. Adding more mechanics and add control to make tanking more interactive and interesting.
ESO needs to evolve. Tanking needs to be more than perma blocking. Tanking needs to be more than wearing dps sets to try and buff the group.
Your first line shows you don't tank. Tanking isn't boring its the most dynamic role in the game. You're speaking as if all you do is block and taunt. You don't, a good tank is controlling the whole battle, positioning every enimey, trekking and taunting every high priority enemy (Deathstriker, Stone Braker, EarthGore, Trampler, etc), Stopping every mechanic they can, warning for every mechanic they can't, keeping ads off allies, keeping track of allies so they don't get hit with cleaves.
Sure not all content needs an End Game tank, but then if you don't need a tank for the content you've in, its time you moved up. Stop playing in the Kiddy pool
The population is low because if you screw up everyone knows it, making the slow or timid not try. And if you're of the right skills level to play a tank, a lot of them only tank with know groups because getting bad DPS means taking forever. Vet HRC, I spent 20 minutes soloing Yokeida Kai (top boss) 600k health because the other 5 couldn't stay up. Every time I paused from interupts to bite them, they would go down. So we waited on my 3k DPS to do its work instead of 30k x4
No, just no. Anecdotal delusions of grandeur stacked with false assumptions do nothing to support your claims. The inability of your group to perform has no bearing on the state of tanking. You begin with the claim that blocking and taunting is not everything, then list taunting as an additional task. You pretend that warning allies is somehow specific to tanking and restricted from other roles. In summation you exaggerate to a ridiculous degree.
The slow and timid are the majority of players trying to tank, or rather those new enough to the game to not know better. There are few good players that consistently tank, those that do complain of being stuck as tanks and never getting to DPS. There are even fewer good players that want to tank. Players are groomed to tank until they get sick of it and then they groom someone else and the cycle continues.
kendellking_chaosb14_ESO wrote: »I’m so torn on this. Personally I hate the fact that tanking is a support role. That Tank set that just keep you alive and holding agro are looked down on. They are no go’s for trails and hard core content. At the same time it will hurt long running Guilds in the short term. Which can start a bad run away effect on PvE groups and numbers.
But I feel like this is what the Tanking role needed. Hear me out now. The great sets that keep you the guy that should never die alive are near useless to the team so no team likes them. Now look at this for the role of a new player. You take the sets that keep you up in a fight while holding agro but everyone bites your head off for running it. You are forced to take powers that do nothing for you in favor of DPS. After a few days or week which will you do learn the counter intuitive Tanking role or the straight forward DD role.
At it’s heart this is the problem that tanking is so counter intuitive that sets and powers that just keep you alive and holding agro is just not good enough. This is a bitter pill to swallow for player with no real time invested in the game.
I do believe for the problem of too few Tanks to be fixed. That Tanking needs to first be done with Tanking sets and powers. And that Tanking endgame needs to be doable for all five classes if they must Tank in different ways that’s not only fine it’s the best case scenario. Making Tanking more fun and less paint by numbers. Addressing the counter intuitive nature of Tanking is the only real first step, but it’s not the last.
Completely agree, especially the last paragraph.
@Toc de Malsvi, @Maura_Neysa - stop arguing, you're both right just looking at it from different situations! Some tanks play taunt/block, others play more dynamically. Which you prefer is your own choice. Which is the best way? Depends on the group and what you are doing.
From what I can tell the big issues re tanking are:
PVE vs PVP - The 'tank' role doesn't exist in PVP, it's just a role that's assigned to group finder/groups in PVE. In PVP they are just another build which could be heavy armour DPS or heavy armour highly survivable. The only issue i really see here is some people complaining they cannot kill them (that's fine, you've matched the counter to your build) when the actual issue is these heavy armour builds can also pump out serious damage. There should be no such thing as a perfect build, I always liked the rock-paper-scissors design, in this case tank-mage-rogue. Answer is probably something along the lines of doubling the damage bonuses on medium/light armour and reducing damage overall to counter this doubling. It would make those armour types significantly better in that armour's suggested role.
The gap between new and old tanks is some classes is too great. Unless you are in the top 1% of NB/sorc or templar tanks, you are going to find out you're not going to be tanking, simple. As a new player, you are not in this 1% so will quit before your potential can be realised. If you are lucky enough to be in that 1% there's a good chance you're switching role or class at some point because DK/Warden do it significantly better. By the time a new player realises this he may well of fallen in love with his toon and does not want to change, so can either swap roles to DPS/healer, struggle on, create a new toon or quit. The balance between the tank role for each class needs to be lessened - until then the tank pool is around 60% smaller than it could be. That resolves another beef - finder. DPS queue can be FAR too long, especially if you are queueing for yesterdays DLC.
FUN! It's not fun, anymore. For me this revolves as much around performance as well as other things. Spell effects for one - in trials (as DPS) when everyone starts nuking at the same time, particle effects go wild, FPS drops to lag-like conditions. Same can be seen at Alik'r dolmens and vMA, from about half way through in one sitting. I would not be suprised if this is the same issue as Cyrodiil people see, except it will be WAY worse there when scaled up. If a tank is hit with this and misses a boss mechanic, the trial will wipe. Thats why perma block is important currently. Look at sap tanks, these were effectively removed and were a ton of fun. Why was this decision made?
ZoS & listening. The likes of Gilliam, Deltia, Woeler have provided TONS of feedback historically. These guys have spent countless hours suggesting things to try to improve the game from the players perspective. Maybe ZoS listens, the feedback thread is there which is great. Also it's now been a year since NB/Templar tanks were effectively removed, classes were promised to be looked at, and it's not even on the horizon apart from a 'um' from Wrobel
kendellking_chaosb14_ESO wrote: »I’m so torn on this. Personally I hate the fact that tanking is a support role. That Tank set that just keep you alive and holding agro are looked down on. They are no go’s for trails and hard core content. At the same time it will hurt long running Guilds in the short term. Which can start a bad run away effect on PvE groups and numbers.
But I feel like this is what the Tanking role needed. Hear me out now. The great sets that keep you the guy that should never die alive are near useless to the team so no team likes them. Now look at this for the role of a new player. You take the sets that keep you up in a fight while holding agro but everyone bites your head off for running it. You are forced to take powers that do nothing for you in favor of DPS. After a few days or week which will you do learn the counter intuitive Tanking role or the straight forward DD role.
At it’s heart this is the problem that tanking is so counter intuitive that sets and powers that just keep you alive and holding agro is just not good enough. This is a bitter pill to swallow for player with no real time invested in the game.
I do believe for the problem of too few Tanks to be fixed. That Tanking needs to first be done with Tanking sets and powers. And that Tanking endgame needs to be doable for all five classes if they must Tank in different ways that’s not only fine it’s the best case scenario. Making Tanking more fun and less paint by numbers. Addressing the counter intuitive nature of Tanking is the only real first step, but it’s not the last.
Completely agree, especially the last paragraph.
@Toc de Malsvi, @Maura_Neysa - stop arguing, you're both right just looking at it from different situations! Some tanks play taunt/block, others play more dynamically. Which you prefer is your own choice. Which is the best way? Depends on the group and what you are doing.
From what I can tell the big issues re tanking are:
PVE vs PVP - The 'tank' role doesn't exist in PVP, it's just a role that's assigned to group finder/groups in PVE. In PVP they are just another build which could be heavy armour DPS or heavy armour highly survivable. The only issue i really see here is some people complaining they cannot kill them (that's fine, you've matched the counter to your build) when the actual issue is these heavy armour builds can also pump out serious damage. There should be no such thing as a perfect build, I always liked the rock-paper-scissors design, in this case tank-mage-rogue. Answer is probably something along the lines of doubling the damage bonuses on medium/light armour and reducing damage overall to counter this doubling. It would make those armour types significantly better in that armour's suggested role.
The gap between new and old tanks is some classes is too great. Unless you are in the top 1% of NB/sorc or templar tanks, you are going to find out you're not going to be tanking, simple. As a new player, you are not in this 1% so will quit before your potential can be realised. If you are lucky enough to be in that 1% there's a good chance you're switching role or class at some point because DK/Warden do it significantly better. By the time a new player realises this he may well of fallen in love with his toon and does not want to change, so can either swap roles to DPS/healer, struggle on, create a new toon or quit. The balance between the tank role for each class needs to be lessened - until then the tank pool is around 60% smaller than it could be. That resolves another beef - finder. DPS queue can be FAR too long, especially if you are queueing for yesterdays DLC.
FUN! It's not fun, anymore. For me this revolves as much around performance as well as other things. Spell effects for one - in trials (as DPS) when everyone starts nuking at the same time, particle effects go wild, FPS drops to lag-like conditions. Same can be seen at Alik'r dolmens and vMA, from about half way through in one sitting. I would not be suprised if this is the same issue as Cyrodiil people see, except it will be WAY worse there when scaled up. If a tank is hit with this and misses a boss mechanic, the trial will wipe. Thats why perma block is important currently. Look at sap tanks, these were effectively removed and were a ton of fun. Why was this decision made?
ZoS & listening. The likes of Gilliam, Deltia, Woeler have provided TONS of feedback historically. These guys have spent countless hours suggesting things to try to improve the game from the players perspective. Maybe ZoS listens, the feedback thread is there which is great. Also it's now been a year since NB/Templar tanks were effectively removed, classes were promised to be looked at, and it's not even on the horizon apart from a 'um' from Wrobel
Maura_Neysa wrote: »Toc de Malsvi wrote: »Maura_Neysa wrote: »Toc de Malsvi wrote: »I PVE as much as I PVP. PVE tanking is boring, players don't want to tank. Not because its hard, rather because its boring. For much of the content you can tape your block button down with no issues whatsoever.
Lazy PVE players that don't want to change doesn't improve the dynamics of tanking. It doesn't encourage more players to tank. Outside of trying to provide max support, tanking is by and large a joke. It is easy, boring, and almost thoughtless.
The tanking meta's have emerged because maintaining block and mitigation is far to easy. There is no real active mitigation. Perma blocking has evolved "block" into functioning the same as the passive stat boosts of early WoW game play. WoW adapted tanking and moved to a more active mitigation. Adding more mechanics and add control to make tanking more interactive and interesting.
ESO needs to evolve. Tanking needs to be more than perma blocking. Tanking needs to be more than wearing dps sets to try and buff the group.
Your first line shows you don't tank. Tanking isn't boring its the most dynamic role in the game. You're speaking as if all you do is block and taunt. You don't, a good tank is controlling the whole battle, positioning every enimey, trekking and taunting every high priority enemy (Deathstriker, Stone Braker, EarthGore, Trampler, etc), Stopping every mechanic they can, warning for every mechanic they can't, keeping ads off allies, keeping track of allies so they don't get hit with cleaves.
Sure not all content needs an End Game tank, but then if you don't need a tank for the content you've in, its time you moved up. Stop playing in the Kiddy pool
The population is low because if you screw up everyone knows it, making the slow or timid not try. And if you're of the right skills level to play a tank, a lot of them only tank with know groups because getting bad DPS means taking forever. Vet HRC, I spent 20 minutes soloing Yokeida Kai (top boss) 600k health because the other 5 couldn't stay up. Every time I paused from interupts to bite them, they would go down. So we waited on my 3k DPS to do its work instead of 30k x4
No, just no. Anecdotal delusions of grandeur stacked with false assumptions do nothing to support your claims. The inability of your group to perform has no bearing on the state of tanking. You begin with the claim that blocking and taunting is not everything, then list taunting as an additional task. You pretend that warning allies is somehow specific to tanking and restricted from other roles. In summation you exaggerate to a ridiculous degree.
The slow and timid are the majority of players trying to tank, or rather those new enough to the game to not know better. There are few good players that consistently tank, those that do complain of being stuck as tanks and never getting to DPS. There are even fewer good players that want to tank. Players are groomed to tank until they get sick of it and then they groom someone else and the cycle continues.
- I listed all tasks, not additional ones
- Sure other people can do call outs. Other people aren't constantly watching the boss
- The slow or timid are the majority of players period. The majority of tanks I know still main a tank even over a year later. Yes I happy teach tanking, no it isn't to replace me.
- Attacking me or my anecdotal stories has in no way given me reason to believe you have any idea how to tank. Go tank, or try to atleast, even one run of vDSA, because it sounds like haven't ever been beyond vet non DLC.
Hey everyone . Been doing some testing and ran one of the new dungeons with a DK tank in PTS today . Nerfs to PvE Tank sustain is quite high sadly . I am hoping this thread will help you understand what is going on and/or find a way around it .
BLOCK COST
Base block cost reduced to 1730 from 2160 .
Live patch block cost calculation :
Block Cost = (( 2160 * (1-Shadow Ward) (1-Sturdy) (1-Fortress)) - Shield-Play) * (1-Defensive Posture)
Lowest possible block cost for this formula is 88 .
And here is the new one =
Block Cost = (( 1730 - Shield-Play ) * (1-Shadow Ward) (1-Sturdy) ( 1-Fortress)) * (1-Defensive Posture)
Lowest possible block cost for this formula is 336 .
Now , the important part is , how effective Shield-Play is .
Let's do two different setups . First one with 3 Shield-Play enchants , second one with none .
First setup has 336 block cost while the second one has 520 . Looking at the difference , Shield-Play enchants doesn't seem to be as effective as before . 3 enchants give you a block cost reduction of 184 , which was 609 before the nerf . This brings up the question . Shield-Play enchants are worth it or not ?
I think the answer lies in what kind of fight you will be tanking in . For example , while tanking axes , Shield-Play enchants will win without a doubt while Magicka Recovery enchants perform better in fights where you don't block as much . I would say Stamina Cost Reduction could be useful as well but they get their share from diminishing returns too and there isn't really a lot of skills that cost stamina except Pierce Armor and Heroic Slash . To sum it up , I think we have to keep different jewelries with different enchants on them , for different fights .
While running one of the new dungeons , I tried 3 Magicka Recovery glyphs on jewelry . My build was Ebon/Alkosh/Lord Warden , 8 Sturdy , all tri-stat enchants as an Imperial . Classic trials tank build in other words . I was running Lord Mundus and Equilibrium . Being honest with you , I had issues whenever I permablocked . I had to drop my block and throw some heavy attacks time to time . You actually can keep permablocking with just Equilibrium and Igneous Shield spam , especially with the help of potions and Battle Roar passive , it is quite easy as long as you have a decent healer . Still , this doesn't matter because you will have to support your team with usage of other skills , costing time and resources .
SYNERGIES AND ALKOSH
Another nerf we need to talk about is Orb and Spear synergy . The cooldown increased to 30 seconds from 20 seconds . This is a straight nerf to Alkosh and sustain . I don't know why this happened , even though ZOS says it's because they are not triggering the Global Cooldown anymore . I don't see it being a good reason for such a strong nerf like this .
There are some more nerfs to Alkosh wearing tanks and Stamina DDs . Such as ;
Blood Funnel and Blood Feast (Blood Altar & morphs) : Increased the radius of the prompt to 28 meters.
Radiate (Inner Fire & morphs) : The prompt is now only visible to allies positioned further than 18 meters away from the taunted enemy.
Spawn Broodlings, Black Widows, and Arachnophobia (Trapping Webs & morphs) : The prompt is now only visible to allies positioned further than 18 meters away from the webbed enemy.
With these changes , I don't see Alkosh being as good as before even though you could use it on both tanks and still get high uptime . Only synergies you will be using are Conduit and Orbs/Shards as a tank , which makes Alkosh uptime really low when solo and worse compared to current live version .
With the new CP increase , DDs will get less and less benefits from damage oriented CPs . I think it is time for DDs to cover the lack of penetration with the extra CP and let tanks use some other support set .
It almost looks like ZOS wants to make Alkosh useless (both for tanks and melee DDs) but it is such a good set , I hope ZOS will revent some of these changes so we can keep using it more effectively .
OFF BALANCE AND LIGHTNING STAFF
Another important change is about Off Balance . I know a lot of tanks use Lightning Staff on their back bar for better Crusher uptime and some help with Off Balance . With the new block cost changes and Off Balance changes , I think Lightning Staff is not useful anymore . During my testing runs , I used a Frost Staff without the Tri-Focus passive . If you take that passive , your Magicka will be RIP while on back bar . It is really , really bad . I do not recommend it to anyone . Just don't take the passive and try to stay as low amount time as possible on your back bar .
I think keeping a Destro Staff on back bar is still a very good strat for better Crusher uptime , whether it be Frost , Lightning or Flame . Frost preferred obviously .
CLASS DIFFERENCE
Another issue I would like to talk about is the difference between classes . Dragonknights and Wardens are far better at sustaining without dropping block in live server . This gap between classes will grow a lot more , forcing other classes to drop block and heavy attack far more often , making them much harder to play , especially if we consider the lag and required reaction time for veteran trials . I do not like this one bit . There needs to be some changes . Obviously , you could drop block and heavy attack whenever it is necessary but it will be necessary to do that quite often , especially for certain classes . This means , less care about group support and boring gameplay . Making it harder to sustain on tanks do not make the game more fun . Next patch is so harsh on tanks that we will have to stop debuffing to heavy attack because we actually can consume more than 2k stamina in 2 seconds , even with the lowest block cost setup .
FINAL WORDS
It almost looks like to me that ZOS wants tanks to drop support sets and wear sets that will give them self-sustain , tankiness etc. Tanking is and always been a support role in this game and should stay that way . These changes will make quite a lot of PvE tanks to stop playing their tank and play some other role . No offense to PvP players but these changes are hilarious just because some players fails to kill a tank in Cyrodiil . I think a lot of people on forums read that one thread where some guy kills 10 high-rank players (all of them had cost increase poisons) on his own as a permablock DK . What a joke ... Well guess what , there are already too few tanks in PvE and these changes will make some of them quit their role . I remember in Morrowind where ZOS introduced all the sustain nerfs and almost half of my raiding group quit the game because how boring it was to play . Now the same thing is happening to this small PvE tanking community that makes me wonder how many will continue . I know that this is only the first week of PTS and there will be changes but for now , this is what I think . I am hoping for better changes coming in the next several weeks .
Thanks for reading ,
Liofa
There is a lot of *** in your Final Words.
PvP Tanky damage meta doesn't use block cost glyphs. All the mates that are playing block based builds don't need block cost reduction glyph for sustain block.
You speak about things you don't know.
In fact the buff to base block cost will buff theze cancer build in PvP.
If ZoS think block cost glyph nerf will fix PvP, they are wrong.
Block cost glyphs always has been a PvE thing.
ZoS nerfed PvE tanking and buffed the PvP one. No one is happy trust me.
Maura_Neysa wrote: »
My bars look exactly the same except War Horn becomes Permafrost, Inner Rage becomes Corrupting Pollin, and Pierce Armor becomes Shimmering Shield/Siege Shield.
A block/taunt tank does cast other things, not literally just hold block & press taunt. That's the description of the primary features of the play stye.Maura_Neysa wrote: »No, playing a block/taunt just means you haven't progressed to everything you can do. I do permablock and l'm am block casting everything on my bar. I only drop block when I need the more mobility.
They are not the same. one is PvE, one is PvP, one has scripted 100% predictable responses from mobs, the other is less predictable. You've already already confirmed they are different by having significantly (25%) different bar set ups. If they were the same, you'd have the same bars. Also taunt features heavily in PvE. There is however an overlap. If you limit yourself to being a tank in PvP you are doing yourself a disservice. There is also no role selector for campaigns (thankfully)Maura_Neysa wrote: »PvP tanking is the same as PvE, crowd control, enemy positioning, absorb damage.
Maura_Neysa wrote: »
My bars look exactly the same except War Horn becomes Permafrost, Inner Rage becomes Corrupting Pollin, and Pierce Armor becomes Shimmering Shield/Siege Shield.
So they're not exactly the same as you stated? They are infact 25% different.A block/taunt tank does cast other things, not literally just hold block & press taunt. That's the description of the primary features of the play stye.Maura_Neysa wrote: »No, playing a block/taunt just means you haven't progressed to everything you can do. I do permablock and l'm am block casting everything on my bar. I only drop block when I need the more mobility.They are not the same. one is PvE, one is PvP, one has scripted 100% predictable responses from mobs, the other is less predictable. You've already already confirmed they are different by having significantly (25%) different bar set ups. If they were the same, you'd have the same bars. Also taunt features heavily in PvE. There is however an overlap. If you limit yourself to being a tank in PvP you are doing yourself a disservice. There is also no role selector for campaigns (thankfully)Maura_Neysa wrote: »PvP tanking is the same as PvE, crowd control, enemy positioning, absorb damage.
Either way round 'fun' is pretty important for a game, and tanking isn't fun right now, especially not on non-dk/warden, nor is sat in the group finder queue for an eon.
This change undoubtedly will discourage Non-Dk / Warden tanks from serious veteran trial goals.
BlazingDynamo wrote: »Tanking is a mess in this game. I considered Warden tank after NB got shafted out of the role but now I can see they will be a grimp to any serious end game guilds. I refuse to make a DK tank. No thanks I'll just stay out of it until I can competitively tank on my NB again.
paulsimonps wrote: »BlazingDynamo wrote: »Tanking is a mess in this game. I considered Warden tank after NB got shafted out of the role but now I can see they will be a grimp to any serious end game guilds. I refuse to make a DK tank. No thanks I'll just stay out of it until I can competitively tank on my NB again.
@BlazingDynamo
@Liofa runs a Warden PvE Tank in end game and is very successful with it. I don't think people see Wardens as that far from the DKs in terms of Tanking, and honestly they really aren't. There is some very nice differences with the two that makes the unique to play but at the same time to both offer what most teams want.
paulsimonps wrote: »BlazingDynamo wrote: »Tanking is a mess in this game. I considered Warden tank after NB got shafted out of the role but now I can see they will be a grimp to any serious end game guilds. I refuse to make a DK tank. No thanks I'll just stay out of it until I can competitively tank on my NB again.
@BlazingDynamo
@Liofa runs a Warden PvE Tank in end game and is very successful with it. I don't think people see Wardens as that far from the DKs in terms of Tanking, and honestly they really aren't. There is some very nice differences with the two that makes the unique to play but at the same time to both offer what most teams want.
Off-balance changes mean magicka DPS will switch back to Fire Blockade next patch.
This requires that there be Engulfing Flames in the group.
The last time Fire Blockade was the meta, the engulfing slave in most raid groups was a mDK DPS. But things are not looking good for mDKs next patch, which means that the job of engulfing slave will now fall on the tank.
Wardens are fine this patch. But they will be at a disadvantage next patch as a result, unless mDK DPS somehow gets a big PvE boost in the final weeks of PTS.
Off-balance changes mean magicka DPS will switch back to Fire Blockade next patch.
This requires that there be Engulfing Flames in the group.
The last time Fire Blockade was the meta, the engulfing slave in most raid groups was a mDK DPS. But things are not looking good for mDKs next patch, which means that the job of engulfing slave will now fall on the tank.
Wardens are fine this patch. But they will be at a disadvantage next patch as a result, unless mDK DPS somehow gets a big PvE boost in the final weeks of PTS.
Off-balance changes mean magicka DPS will switch back to Fire Blockade next patch.
This requires that there be Engulfing Flames in the group.
The last time Fire Blockade was the meta, the engulfing slave in most raid groups was a mDK DPS. But things are not looking good for mDKs next patch, which means that the job of engulfing slave will now fall on the tank.
Wardens are fine this patch. But they will be at a disadvantage next patch as a result, unless mDK DPS somehow gets a big PvE boost in the final weeks of PTS.
Exactly . Which is why after all successful raids with my Warden tank , I stopped raiding with it and got my DK tank ready for next patch . After this point , it is not about sustain . It is not about tankiness . DK will be the one and only competitive tank class choice because nothing can beat Engulfing Flames unless , as you said , ZOS makes a huge change to mDK DPS . Which is very unlikely
ZOS_GinaBruno wrote: »Hi everyone, and welcome to our latest combat update. We have been busy going through your PTS feedback for Update 17, which is largely where our combat-related focus has been. To restate our main goals for this update:As we near the end of this PTS cycle, we will continue fixing reported bugs and plan to make a few more adjustments to combat balance. You can expect to see some adjustments to Off Balance, iterations on Synergy cooldowns and updates to abilities that fall outside of our Block and Dodge rulesets. A huge thank you to those of you that have experienced the changes first hand and provided feedback. Your feedback and testing results are invaluable to us.
- Improve Synergy responsiveness and power to promote better group gameplay
- Improve interrupt rulesets so that there is more interesting and tactical interrupt gameplay
- Improve the Off Balance status effect so it is more useful for everyone
On a different note, we’d like to talk to you about our future plans for these combat updates. We’ve seen some great conversation come out of these (and we thank you all for staying constructive as we asked). Starting after this combat update, we will be shifting to doing these quarterly rather than monthly. As you’ve noticed, most of our major combat changes arrive in our quarterly game updates, and we’d like to utilize our written combat updates to give you an early look at what we’re planning. We were finding that subsequent combat updates were becoming “we’re still working on the things we mentioned before” without providing much substance. We want these combat updates to be both meaningful and impactful – changing them to quarterly will ensure that’s the case.
We still plan to keep you informed in between the larger quarterly updates, and we have some other related plans in the works that we’re really excited to share with you; it’s a bit too early to talk about them now, but we’ll divulge more information as soon as we can. Please continue posting your feedback here, both involving combat and how we can better communicate information to you.
Off-balance changes mean magicka DPS will switch back to Fire Blockade next patch.
This requires that there be Engulfing Flames in the group.
The last time Fire Blockade was the meta, the engulfing slave in most raid groups was a mDK DPS. But things are not looking good for mDKs next patch, which means that the job of engulfing slave will now fall on the tank.
Wardens are fine this patch. But they will be at a disadvantage next patch as a result, unless mDK DPS somehow gets a big PvE boost in the final weeks of PTS.
Exactly . Which is why after all successful raids with my Warden tank , I stopped raiding with it and got my DK tank ready for next patch . After this point , it is not about sustain . It is not about tankiness . DK will be the one and only competitive tank class choice because nothing can beat Engulfing Flames unless , as you said , ZOS makes a huge change to mDK DPS . Which is very unlikely
Off-balance changes mean magicka DPS will switch back to Fire Blockade next patch.
This requires that there be Engulfing Flames in the group.
The last time Fire Blockade was the meta, the engulfing slave in most raid groups was a mDK DPS. But things are not looking good for mDKs next patch, which means that the job of engulfing slave will now fall on the tank.
Wardens are fine this patch. But they will be at a disadvantage next patch as a result, unless mDK DPS somehow gets a big PvE boost in the final weeks of PTS.
Exactly . Which is why after all successful raids with my Warden tank , I stopped raiding with it and got my DK tank ready for next patch . After this point , it is not about sustain . It is not about tankiness . DK will be the one and only competitive tank class choice because nothing can beat Engulfing Flames unless , as you said , ZOS makes a huge change to mDK DPS . Which is very unlikely
Maura_Neysa wrote: »So after watching yesterdays ESO Live I think PvE tanking isn't getting hit nearly so hard as I originally thought. Here's why, with synergies no longer being on globle cool down it means they no longer have to shore space with our skills. They are becoming a tanks weave skill. Meaning we will be able to synergize once per second instead. Instead of 1- skill, 2 - skill, 3 - bar swap+sk ill, 4 - skill. It can be 1 - synergy+skill, 2 -synergy+skill, 3- synergy+bar swap+skill. Provide the synergies are available this will be a big boost to resource return via undaunted passives. Xbox so I wont be able to test it until its live. Just feels like this was what was between the lines of what @wrobel was saying on ESO Live
usmcjdking wrote: »I think the era of the support tank might be going the way of the dodo. ZOS has been, for a long time, trying to shy tanks away from secondary supports sets that focus on buffing/debuffing DPS numbers through straight up nerfs in an attempt to force tanks into more selfish gear.
I think this has fewer implications for tanking than it does for endgame DPS, damage boosters that are typically provided by tanks are going to be harder to actually maintain.
This is right on the money. You can tell by the way they create sets aimed at tanks vs. healers - I mean, Alkosh isn't a tanking set, it's a dps set and became the go-to tanking set for a long time - zos knows this, they know what people want out of tanks and they aren't giving it.
Instead we get a set that's about doing a heavy attack and getting even more resources back while healers get a set aimed at giving them buff uptimes. (the heavy attack set is funny b/c half of their fights don't even give you much time to squeeze in a heavy attack and if you fail in half of those, you die from a one shot). Why tanks have been relegated to taunt monkeys and not allowed to be full support is really making the only role I love in the game unappealing. I enjoyed doing much more for my team than stab boss, hold block and do heavy attack so I keep rinse and repeat.
I've said this a million times already I know, but if ZoS had rolled out all the changes to tanking/heavy armor/shields that they have since Morrowind in one patch, the community would be up-in-arms about it, but doing it patch by patch, they are slowly ruining it while people argue about how bad a change really is and if they can deal with it.
The devs I will say have been doing some good with a lot of the changes they have made by allowing more options to be more effective in many ways but it is a direct effect on the meta tanking and it could or could not be that the did not intend tanks to be that way. But I can not say for sure cause I do not know what there intended set ups are we as player are just given tools to use to make the builds and use what we feel is the best options and that right now and for over a year has mostly been meta so I am sure they are trying to open more options up with most of the changes.