Hello everyone. There are quite a lot of changes for us tanks so I wanted to talk about them and hopefully get some thoughts from you people. Anyway, let's start!
NEW ITEM SETS
Keep in mind that I'll simply skip the sets that I don't see any use for.
Dead-Water’s Guile (Medium)
2: Weapon Damage
3: Max Health
4: Max Stamina
5: When an enemy dies within 2 seconds of being damaged by you, you gain 5 Ultimate.
Believe it or not, this is a somewhat useful tank set. In trash fights, this will proc back to back thanks to no cooldown on it and will provide absolutely insane ultimate regeneration. Assuming that you have some sort of big radius AOE damage tool such as Blockade, this will be insane and might outperform some traditional sets.
Perfect Spectral Cloak
2: Stamina Recovery
2: Blade Cloak grants you Major Protection for 3 seconds, reducing your damage taken by 30%.
This is kinda decent. Because there are few changes we will discuss during the enchantments section which will reinforce the idea of Dual Wielding on back bar for tanks. Anyway, so this is a very situational defensive set. Most tanks will not bother using it but there are some fights you might want to have it. The only problem is that it requires you to cast an expensive Stamina skill. Still, Major Protection is a very good defensive buff.
Sadly, that's all for new sets. There are some niche sets that can be used on a tank but mostly useless.
ROLL DODGE
Roll Dodging can be quite potent in PvE Tanking. There are many attacks that we prefer to roll instead of blocking to release pressure off of our healers. The change is that we need to time our dodges better now. You need to start dodging a second before the projectile hits you. If you roll earlier, you'll get damage. Did you notice that sometimes you roll a projectile too early but still dodge it? Yeah, not anymore.
DAMAGE SHIELDS
"Your Spell and Physical Resistance now reduces incoming damage before it is applied to your damage shield."
On live server, damage shields are quite weak on a tank due to the extremely high damage bosses deal. For example, when Olms hit you with a normal swipe attack, even a 50k shield will get destroyed completely. So this change helps tanks a bit, but more on certain classes than others. We'll touch on this a bit more on class specific discussions.
WEAPON ENCHANTMENTS
"All Weapon Enchantments now correctly proc 100% of the time when not on cooldown when any Light Attack, Heavy Attack, or weapon ability deals damage."
The important thing here is the "weapon ability deals damage" part. That means, every weapon ability that deals damage will proc enchants. On live server, only damage over time weapon abilities that proc enchants are Endless Hail, Blockade and Blade Cloak. This is changed now. Every Damage over Time skill that you can find on Weapon Skill Lines will proc enchantments. That means, Dual Wield is an actually viable choice now, which I will explain below.
"When Dual Wielding, casting a weapon ability can now proc the Weapon Enchantment of either weapon. The system will favor proccing a Weapon Enchantment that is not on cooldown."
Here it is. Right, put Twin Slashes on your bar. Apply it. Watch it proc both weapon enchantments on cooldown easily. That means, you can put a Crusher enchant on one weapon and Absorb Stamina on the other, make the skill free and have amazing Crusher uptime. On top of that, if you have skill spot for it, you can also use Blade Cloak for the Major Evasion which is an amazing mitigation tool now. Only thing you'll be sacrificing will be the Ranged Interrupt from the Destro Staff but you can easy swap weapons if needed. So I see Dual Wield being widely used if this change stays the way it is.
"Removed the baseline 100 Spell and Physical Penetration all player characters previously had."
This change also changes things. It makes penetration more important and increases the amount required that we need to invest in. I'll explain below.
"Crusher: This glyph now always prioritizes the highest value debuff on the target. A lower value Crusher enchantment proc cannot overwrite a higher value one.
Weakening: This glyph now always prioritizes the highest value debuff on the target. A lower value Weakening enchantment proc cannot overwrite a higher value one."
Hello Torug's. I guess that says enough but for those who didn't know, I'll explain. I am not sure about the wording here but it works like this currently on live server. When you apply a low crusher and someone else applies a high crusher while yours is still up, yours will stay in power but only refreshed. Same thing other way. I think, this change helps with that so again, hello Torug's.
EVASION AND TAVA'S
Hello fellow Nightblade tanks. I can feel your tears. A whole gameplay style deleted, just like that. Not that I don't support the RNG passive dodge being removed but this playstyle was really fun. Well, better just forget about it I guess. At least, you have something back. You have one of the best defensive buffs in the game as a class skill that also gives the beloved speed buff for low amount of Magicka. This will make you super tanky against almost half the mechanics in PvE content. So sad at one point, happy at another. Let's just bury this playstyle with best memories and move to the next topic.
MINOR BUFFS
"Minor Brutality: Increased the bonus to Weapon Damage to 10% from 5%.
Minor Prophecy: Increased the bonus to Spell Critical Strike Chance to 6% from 3%.
Minor Savagery: Increased the bonus to Weapon Critical Strike Chance to 6% from 3%.
Minor Sorcery: Increased the bonus to Spell Damage to 10% from 5%."
So whatever class you play, make sure to cast the skills that grant these buffs before they run out. These buffs are buffed by quite a lot. They were already important, now even more. I seen some DK tanks for example not using their Shield because they are already at full resources for long time. Well, no more. Better cast that every now and then for this amazing buff.
CLASSES
I must say, there are some nerfs to classes that didn't deserve it but some buffs to the ones that did deserve it.
DRAGONKNIGHT
Dragonknights are the best when it comes to buffing DPS. They are easy to play, corrects mistakes for you, have amazing tankiness and self healing. They are the kings but we may not be able to see two DK tanks now for reasons you'll read on Warden and Alliance War sections.
"Elder Dragon: This passive ability now also increases the range of all instant-cast melee abilities 1 meter per rank, in addition to granting Health Recovery for each Draconic Power ability slotted."
This is quite an important change for tanking. ALL instant cast melee abilities. ALL. Your Pierce Armour, Heroic Slash... everything that is considered melee. You ever had this issue where you try to hit a boss but you can't because you are just out of range? Yeah, this change is welcome indeed.
"Hardened Armor (morph): Increased the duration of the damage shield from this morph to 6 seconds from 2.5 seconds."
With the changes to Damage shields being affected by Resistances, this is somewhat of a buff. It doesn't make a difference for many tanks including myself since we will continue to use Balance anyway but definiltely a buff to Magicka Recovery tanks. How much of a buff, that's open to debate because this is a buff that lasts for 20 seconds. So you might have to cast this in a time where you don't need it but want to keep the Armour buffs up. But still a buff.
"Ash Cloud: Increased the healing done by approximately 50%.
Cinder Storm (morph): Increased the healing done by approximately 60%."
This skill might turn out to be an amazing HoT for tanks in stationary fights. So my tooltip on live server on Cinder Storm is 603 without any buffs. On PTS with same setup, the tooltip is 975. It's not a huge healing skill but can be used as a small HoT will tick quite high numbers with all the Healing Taken and Healing Done buffs Dragonknight has. This heal can go up to 3.4k with my setup, using Major Vitality, Major Mending and Green Dragon Blood active. Very decent healing and add Lingering Health on top of this, I don't know what to say. This is quite amazing.
"Obsidian Shield: Decreased the strength of the damage shield from this ability and its morphs to 9% of your Max Health from 10%."
A small nerf, not gonna change much. I don't know why it's here but it's here ^^ Don't have anything to say about it to be honest.
NIGHTBLADE
Nightblade tanks are still very potent at protecting the team with AOE Minor Maim using Dark Shade and Lord Warden together. They can also drop Major Protection that can affect every ally with long uptime. They have small buffs and nerfs, nothing crazy. They got completely stripped from the Tava's Ultigen playstyle though.
"Path of Darkness: This ability no longer deals damage. It now grants Major Expedition to you and your allies on the path, and for up to 2 seconds after leaving it."
This is a huge buff to this skill. Not only giving the Speed buff to you but also your allies. Amazing, nothing else to say.
"Siphoning Strikes: Fully charged Heavy Attacks now restore twice the amount of Health and resources for this ability and its morphs."
Here is a small buff to sustain while using Heavy Attacks.
"Swallow Soul (morph): This morph now doubles the damage, but decreases the heal to 35% of the damage done and can only target you. The passive Minor Vitality effect has been removed."
Minor Vitality is removed, a bit of a tankiness and healing nerf.
SORCERER
Sorcerer tanks got straight nerfs. Only buff are to the pet and Bound Armour which barely any Sorcerer Tank used anyway. I don't think they deserved this fate but well.
"Dark Exchange: This ability and its morphs now restore half their resources immediately, and the other half over 20 seconds. Total resources restored has been increased by approximately 2%. The Health restored remains unchanged.
Dark Deal (morph): This morph now also has a cost reduction bonus as its morph effect."
Soooo, this is a nerf. It's not instant cast so can't block cast it. I thought it was at first but it's not. A direct nerf to Sorcerer tank sustain.
"Bound Armor: Increased the bonus to block mitigation granted by this ability and its morphs to 36% from 20%."
This change is kinda decent but still doesn't matter. Still costs way too much. You'll be able to survive any hit without activating this anyway so why spend 3-4k resources on it? Only needed change was cost reduction, not a boost to the mitigation.
"Summon Unstable Clannfear (morph): Decreased the cost of the special attack from this morph by approximately 33%."
For some reason, this pet costs like 7k Magicka to activate the heal. It needs to be a lot lower than that. I don't think 33% is enough. Should be halved at least.
TEMPLAR
Here is the interesting changes. Templar used to be literally the worst class to tank with. Now they are amazing. They have good tankiness, good support, good sustain, synergies and flash heals for your team. They have jumped quite long distance in terms of efficiency in tanking. I would say they are one of the best classes for a tank with this patch, assuming the team has a Warden Healer.
"Spear Wall: This ability now grants you Minor Protection for 1.5/3 seconds after activating an Aedric Spear ability."
Here is a change that you'll welcome, especially after the change to Restoring Focus. Best way to proc this is obviously Radiant Ward. After the Damage Shield changes, Radiant Ward is quite decent on tanks.
"Repentance (morph): Different Templars can now repent the same corpse."
Here is a sustain buff while tanking trash fights.
"Restoring Focus (morph): This morph now costs Stamina and grants Stamina to you every second, and no longer gives Minor Vitality and Minor Protection."
And here is the reason why you welcome the Spear Wall change. Templars lost Minor Vitality but they gained amazing Stamina sustain. This thing is crazy. The stamina sustain you get from Restoring Focus and Repentance changes are huge. Combined with the strength of the Radiant Ward, you can heavy attack more often if needed to gain even more stamina.
WARDEN
They got amazing buffs. Not only buffs, they are also a necessity for groups that don't run Warden Healers. Knowing that Warden DPS doesn't do enough healing to proc the Minor Toughness, a Warden Tank or Healer is will be very common to have in a lot of groups.
"Betty Netch: Increased the resources restored by this ability and its morphs by approximately 60%."
Warden tank already have amazing sustain, now even more. Quite welcome change.
"Deceptive Predator (morph): The Minor Evasion buff is now granted at all times while this morph is slotted. This morph no longer grants an increased duration to the active Major Expedition and Major Endurance buffs."
Here is a tankiness buff but a speed duration nerf. The only thing I don't like is that it requires double bar slotting to get the Minor Evasion. I wish we could keep that as an active buff and get it on both bars.
"Maturation: The Minor Toughness granted by this passive now applies even if the target was completely over-healed, and its duration has been increased to 10/20 seconds from 5/10 seconds."
This here makes Warden Tanks viable again. You'll see why when we go to Alliance War section. Make sure to have Overflowing Altar leveled ^^
"Arctic Blast (morph): This morph now fires a projectile that stuns the target in addition to healing you. It requires an enemy target to cast the ability. This ability also no longer deals damage over time based on your maximum health."
This change made a lot of Warden Tanks sad. It's used quite widely for self healing and AOE damage that can apply Chilled Status Effect. But it also includes the most wanted class CC Magicka Wardens lacked in PvP. It's quite expensive but still something I guess.
ALLIANCE WAR
"War Horn: This ability and its morphs no longer grant Minor Toughness."
This basically says "get warden in your group of play with 2k less health". It's called forced diversity. I normally support forced diversity but not in a way that is made of nerfs.
And that will be all for this thread. Please let me know if there is something you would like to see added (also typos) and I'll see what I can do. Thanks for reading!
Liofa