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Dungeon Role Auras

phaneub17_ESO
phaneub17_ESO
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Dungeon Auras only apply for Normal Dungeons when using the Group Finder to form your party, whether it is random or a specific Dungeon.
Dungeon Auras are automatically disabled when entering Group Finder with a party of 3 or more before you queue up.
Dungeon Auras will not apply in Veteran Dungeons.

Tank Aura
1. Increases Threat generated by 50%
2. Decreases Damage taken by 10% - As long as you are within 30 meters of another party member.
3. Increases Healing received by 10% - As long as you are within 30 meters of another party member.
4. Decreases Damage dealt by 50% - If you are more than 40 meters away from another party member.

Healer Aura
1. Decreases Threat generated by 50% from restorative abilities and effects.
2. Decreases Damage taken by 10% - As long as you are within 30 meters of another party member.
3. Increases Healing done by 10% - As long as you are within 30 meters of another party member.
4. Decreases Damage dealt by 50% - If you are more than 40 meters away from another party member.

As long as you remain close to the other players in your group, you will gain bonuses that help you do better in the role you have selected; however, should you stray from others then those benefits are disabled. Getting too far away from your party members and you start to suffer a loss in damage as well. Dead party members still count as in range, should the rest of your party happen to die while on your watch; some things just can't be helped. Threat Increase on tanks allows even the most inept players hold aggro more efficiently even if they forgot to slot a taunt ability on their action bar, whoopsy! Now you be the best tank you can be, go all out damage, and still hold threat on most targets. Decreased Threat on Healers works the same way, should have a bad tank in the group unable to hold onto their targets and the mobs start looking your way, this combo should prevent that unless you go all out damage. Unfortunately damaging abilities and effects are not protected under the Threat Reduction bonus and will generate their normal amounts of threat.
  • BomblePants
    BomblePants
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    May seem obvious to the longer term players but this is great advice for all the newer players who have joined us :)
  • Elwendryll
    Elwendryll
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    There is no threat mechanic in this game. There are just various levels of taunts, to put it simply. If you deal damage first and keep applying damage you'll keep the mob on you (no matter the amount of damage), unless someone uses a taunt ability, because it has priority. Pets also have a taunt (not in dungeons/trials) which has a priority over damage but not over taunt abilities.
    PC - EU - France - AD
    Main character: Qojikrin (Previously Jah'Kar) : Khajiit Stamina Sorcerer - since March 25, 2015.
    Guildmaster of Oriflamme: Focus on 4 players endgame content.
    Member of Brave Cat Trade and Scions of Dawn.

  • phaneub17_ESO
    phaneub17_ESO
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    I dunno about that, I've had many occasions where I would tear away World Bosses from someone else when I'm doing significantly more damage even with them hitting it first and continuing to hit them throughout the fight. I feel like threat does exist in some way.
  • max_only
    max_only
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    I dunno about that, I've had many occasions where I would tear away World Bosses from someone else when I'm doing significantly more damage even with them hitting it first and continuing to hit them throughout the fight. I feel like threat does exist in some way.
    Iirc
    If taunt has lapsed there are skills that will get the boss’ attention. Skills that interrupt, stun, knock back, or pull. You can try it with Silver leash. Doesn’t mean silver leash is a taunt. If you try to sweep it off it’s feet you become a target when taunt is down.
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • Artim_X
    Artim_X
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    Not necessary.
    (AD) Artim X |PC/NA| Primary Guild: Storm Guides NA Casual staff wielding vampire sorcerer.

    My Easygoing Builds
    Electric-Stun
    https://media.giphy.com/media/hokMyu1PAKfJK/giphy.gif
    Proc free DPS build for when a tank isn't holding bosses in place and for times where one is not getting buffed by a healer.
    Gear: 5 Netch's Touch (All apparel Divines with Max Mag Enchants), 2 Slimecraw (All Divines. 1 med/1 heavy. Max Mag Enchants), Maelstrom's Lightning Staff (infused/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/lightning staff (infused/flame enchant).
    Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Hardened Ward (Twilight Tormentor if one can somewhat trust both the heals and tank to keep you alive), Lightning Flood, and Power Overload.
    Ability-Bar 2: Dark Deal, Streak, Shock Reach, Dampen Magic (Twilight Tormentor if one can somewhat trust both the healer and tank to keep you alive), Unstable Wall of Storms, and Thunderous Rage.

    Electric-Burn
    [url="https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif[/url]
    DPS build for more organized groups.
    Gear: 5 Burning Spellweave (All apparel Divines with Max Mag Enchants), 2 Grothdarr (All Divines. 1 med/1 heavy. Max Mag Enchants), Maelstrom's Inferno Staff (infused/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/lightning staff (infused/flame enchant).
    Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Hardened Ward (Twilight Tormentor if one can somewhat trust both the heals and tank to keep you alive), Lightning Flood, and Power Overload.
    Ability-Bar 2: Dark Deal, Streak, Flame Reach, Dampen Magic (Twilight Tormentor if one can somewhat trust both the healer and tank to keep you alive), Unstable Wall of Fire, and Fiery Rage.

    Electric-Cool
    [url="https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif[/url]
    Utility focused DPS build that is capable of tanking normal dungeons and vet non dlc dungeons, but it does not provide enough tank based buffs/debuffs to warrant it's use in trials/vet dlc dungeons and due to the limits of damage shields it would be too much of a liability due to the sheer number of potential one-shot mechanics that a pure tank would have an easier time dealing with.
    Gear: 5 Icy Conjuror (All apparel Divines with Max Mag Enchants), 2 Iceheart (All Divines. 1 med/1 heavy. Max Mag Enchants), Maelstrom's Ice Staff (infused/ice enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/lightning staff (infused/flame enchant).
    Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath (Elemental Drain in vet content if healer isn't using it), Hardened Ward, Lightning Flood, and Power Overload (Replenishing Barrier when healer isn't keeping others alive).
    Ability-Bar 2: Dark Deal, Streak (Inner Rage when dealing with multiple bosses), Frost Reach (Restraining Prison when I want to lock enemies down), Dampen Magic, Unstable Wall of Frost, and Icy Rage (Aggressive Horn when DPS is decent).

    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    My healer build that I for the most part only use in normal dungeons/trials or in Vet premades, since playing with randoms tend to result in me being in a group that lacks DPS, has a fake tank, or both.
    Gear: 5 Spell Power Cure (All apparel Divines with Max Mag Enchants), 2 spell critical monster set pieces when I don't feel like using spell crit pots, Grothdarr when I want to do more damage, Bogdan when I want more HoTs, Symphony of Blades to provide more emergency resources, or Earthgore when I feel like it would make a significant difference (All Divines. 1 med/1 heavy. Max Mag Enchants), Maelstrom's Lightning Staff (infused/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (infused with weapon damage enchant).
    Ability-Bar 1: Critical Surge (Power Surge for more heals), Boundless Storm, Combat Prayer, Ward Ally (Twilight Matriarch for another burst heal and damage), Energy Orb, and Replenishing Barrier.
    Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Hardened Ward (Twilight Matriarch for another burst heal and damage), Unstable Wall of Storms, and Aggressive Horn.

    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    Tanky utility focused PvP healer that can take down very inexperienced players, but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    Gear: 5 Torug's Pact (3 heavy body pieces, light waist, and medium hands. All Impenetrable. Max Mag Enchants), 2 heavy Mighty Chudan (All Impenetrable. Max Mag Enchants), and Knight Slayer jewelry (arcane with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant. Same enchant as lightning in order to maintain consistent pressure regardless of which staff you're heavy attacking with). [When more focused on damage will change Chudan pieces to medium and light. Also all my Torug body pieces to light except the chest that stays heavy].
    Ability-Bar 1: Structured Entropy, Consuming Trap, Haunting Curse, Ward Ally, Rapid Regeneration, and Life Giver (or Soul Assault).
    Ability-Bar 2: Dark Deal, Elusive Mist, Rune Cage, Hardened Ward, Efficient Purge, and Shooting Star.

    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    Damage shield tank designed to help my guildmates clear vet dungeons when a typical tank isn't available.
    Gear: 5 Brands of the Imperium (All Divines with Max Mag Enchants), 2 Mother Ciannait (All Divines. 1 med/1 light. Max Mag Enchants). Combat Physician jewelry (arcane with spell damage enchant)/Ice Staff (infused/crusher). Blackrose Restoration Staff (doesn't have to be the perfect version. infused/hardening enchant).
    Ability-Bar 1: Critical Surge, Bound Aegis, Inner Rage, Boundless Storm, Ward Ally, and Replenishing Barrier.
    Ability-Bar 2: Deep Thoughts, Bound Aegis, Restraining Prison (Elemental Drain in vet content if healer isn't using it), Unstable Wall of Frost, Hardened Ward, and Temporal Guard.

    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap. Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).

    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.

    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    PvP: The Atronach.
    PvE: I will almost always use the Atronach in this content as well (especially if I'm healing in PvE or playing it safe while solo). However, in a strong group other Mundus Stones can be effective (Thief is what I would use in a serious group as a healer. As DPS I would use Shadow or Lover depending on group), since a heavy attack rotation will ensure that you're always restoring magicka at a decent rate. When using electric-ward in vet content I will always use the Lady to reach 25k+ physical/spell resistances.

    Current Champion Points
    [url="https://media.giphy.com/media/y2RgvEEy1R5rW/giphy.gif[/url]
    Mag Sorc: More focused on damage, since changing CP isn't free. Mage: Elfborn (56), Spell Erosion (22), Elemental Expert (64), Staff Expert (44), Master-at-Arms (9), and Thaumaturge (75). Warrior: Ironclad (34), Resistant (8), Light Armor Focus (12), Hardy (32), Elemental Defender (32), Thick Skinned (31), Expert Defender (33), Bastion (56), and Quick Recovery (32). Thief: Warlord (31), Sprinter (6), Bashing Focus (6), Arcanist (75), Tenacity (75), Shade (25), Tumbling (26), and Shadow Ward (26).

    Rotations
    [url="https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif[/url]
    Mag Sorc: (In your gameplay settings turn on quick cast ground abilities) Buff up with Boundless and Surge, weapon swap immediately after casting the previous skill, drop Rage if it's active (only drop it on significant bosses or in situations with lots of enemies where you know you'll have the ult filled up by the next boss), Reach, Unstable, quickly weapon swap, Liquid Flood, two heavy attacks, activate either Surge or Boundless, cancel the animation of the buff used with a weapon swap, and repeat. If you have an excessive amount of ult and you're dealing with trash mobs activate overload before performing the rotation, but don't heavy attack for too long. If you have enough ult for Rage while you're fighting a serious boss and you're in the middle of the rotation just focus on activating the ultimate, afterwards either continue the rotation or start from scratch. During the execute phase (around 20% health) replace the second heavy attack with about 4 Mages' Wrath, but if boss is melting quickly just keep spamming Wrath (hold heavy attack while spamming Wrath). When using Twilight Tormentor only use the active ability before a fight and at times where you aren't actively engaging the boss.

    When frost staff tanking a single boss buff up with Boundless and Surge, weapon swap immediately after casting the previous skill, heavy attack with the ice staff, drop Rage if it's active, Reach/Restraining (at times can be replaced with an additional lightning staff heavy for sustain), Unstable, quickly weapon swap, Lightning Flood, one heavy attack (two if Reach isn't used), activate either Surge or Boundless, cancel the animation of the buff used with a weapon swap, one heavy attack, and repeat. If frost staff tanking multiple bosses buff up with Boundless and Surge, weapon swap immediately after casting the previous skill, heavy attack with the ice staff each enemy, drop Rage if it's active, Unstable, quickly weapon swap, Lightning Flood, heavy attack priority boss in order to proc IA (pink smoke), activate either Surge or Boundless, cancel the animation of the buff used with a weapon swap, heavy attack all the bosses, and repeat. Can also slot in Inner Rage and forego heavy attacking with the ice staff. If using inner rage after getting aggro perform the DPS oriented rotation and retake aggro after 1 rotation. Most challenging bosses to keep aggroed will be the Pact in the Blessed Crucible and the knights in the White-Gold Tower, since you need to keep 3 enemies taunted, but they can also be locked down with Restraining. During the execute phase on a single target (around 20% health) replace the second heavy attack with a partial heavy attack in order to proc IA and around 4 Mages' Wrath, but if boss is melting quickly just keep spamming Wrath (hold block while spamming Wrath).

    When healing in PvE just keep all support skills and Unstable up. Heavy attack primarily with a restoration staff whenever you can. Be reactive with your heals (when someone is scratched use ward ally and top them off with some Prayers). When taking a lot of continuous damage make sure to have all buffs/debuffs up while keeping Energy Orb active in the group. At the boss use the horn ult, but only when the group has decent survivability and damage. If too many players lack survivability then use the barrier ult to make life easier (longer fight, but less risk of death). Can use barrier when dealing with trash mobs (gives back ult).

    In PvP you'll rarely be in a scenario where you can perform a PvE esque rotation with AOE unless you're performing a single target burst. For the most part just stun peeps whenever possible, apply dots, and heavy attack them a few times. Rinse and repeat till they die and use ults as needed, but make sure to keep your health and shields up whenever you take significant damage (might have to keep one's distance if a dk is using a skill like draw essence). When in a high pressure situation stay on the lightning staff bar and keep hardened ward up while stunning and heavy attacking hostiles make sure to keep primary buffs up, heal up, purge, and shield stack as needed. When dealing with a large amount of enemy players alongside your faction keep your distance from friendlies (avoid bombs). If you get debuffs on you be careful not to overuse efficient purge, which is still quite costly. If not grouped up do not bother using purge on a debuffed friendly, since it will not affect them at all.

    In PvE and PvP make sure to utilize tab target to keep track of priority enemies. Use streak in PvE for mag based movement that also allows you to stun a group of enemies. Use elusive mist for mag based movement, snare removal, and damage mitigation in PvP (can also be used in stealth, but will pop you out of a hidden state for a brief moment).

    In PvP when solo taking a resource ride your mount towards the tower, aggro the two guards at the front of the entrance, then head on inside the tower, buff up, purge, head up the stairs, kill everyone that follows especially the mage guard, kill everyone on the flag, and flip.

    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    Gold Food for PvE:
    (DPS) Corrupting Bloody Mara (increases Max Magicka by 4620, Max Health by 5051, and Health Recovery by 505 for 2 hours). If a vampire use font of loss furnishing to decrease vampirism to stage 1 to benefit from health recovery.

    Gold Food for PvP and PvE:
    (PvP healer/PvE serious tank) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours).

    Trash Potions when feeling cheap:
    Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.

    Crafted Potions:
    Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking).
  • mobicera
    mobicera
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    If no one uses a taunt threat is simply random...
    The first person to aggro with damage gets aggro for a few seconds after that it's just rng sorry...
    Your leet dps will not hold threat.

    This idea has been suggested before and was as unnecessary then as it is now.
    Normal dungeons do not need to get easier...
    If you have a problem with fake roles kick drop or run with people you know...
  • sdtlc
    sdtlc
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    ...
    1. Increases Threat generated by 50%
    ...

    Excuse me, but i'm rather staggered, even after checking your account age.

    Die Qualität verhält sich nicht zwingend proportional zur Masse...

    Meisterangler vor dem perfekten Rogen...
    +Kaiserstadt, Wrothgar, Hew's Fluch, Goldküste, Vvardenfell, Stadt der Uhrwerke, Sommersend, Artaeum, Trübmoor, Elsweyr (nördliches & südliches)

    [PC][DC]Zunft der Helden[PvX]
    Feierabendgilde mit Ambitionen
  • Firstmep
    Firstmep
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    OP: While i understand what you are trying to do(stop "fake" tanks and healers from queueing), I have to say, no.

    This isnt World of Warcaft, dungeon roles are not as narrowly defined as in there.

    Also reducing the overall damage of Pickup Groups, why? Just so people show up with 50k hp damage sponges as tank and just spam taunt on everything? Thats not what tanking in this game is about, it has never been. Id rather play with a magsorc with 15k hp queueing as a tank, than some rando DK showing up with 50k hp just holding block.

    Especially for normal dungeons, you can clear them far quicker with 4 dps, even DLC ones. If you are struggling in Normal Dungeons, than im sorry, but its a you issue, not a game issue.

    That being said, i have always said that the game could do better to ramp up the difficulty curve from overland questing, so we dont get clueless people like you coming in crying about dying in a normal dungeon, beacuse they dont put on a single defensive skill on their bar.

    Again, this isnt WOW, tanks and healers are expected to do far more than just taunt and heal.
    When i take my Magplar healer into random normals, once every blue moon, im often doing 40+% of the groups damage, while buffing everyone and keeping everyone alive, guess what i dont come here crying about how bad 90% of the playerbase is, i dont kick people from the party beacuse they dont have the "right" setup for their role.

    The best you can do to improve your dungeon experience is to improve YOUR OWN gameplay, and not by trying to force your ideals on others.
  • Nemesis7884
    Nemesis7884
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    what might be nice sometimes is an optional colored aura in dungeons and trial to make it easier to identify who is tank / healer / damage dealer
  • Mitrenga
    Mitrenga
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    As long as the human factor involved, there will always be a solution. Perhaps this will create 4 healer or 4 tank groups now, who knows? There is no perfect system I guess.
    Edited by Mitrenga on June 18, 2019 11:39AM

  • Elwendryll
    Elwendryll
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    what might be nice sometimes is an optional colored aura in dungeons and trial to make it easier to identify who is tank / healer / damage dealer

    In trials I use the colored orbs from worm/ebon etc.. to identify who to get up in priority xD Just knowing where is the healer/tank when you have several dead people would be useful.
    PC - EU - France - AD
    Main character: Qojikrin (Previously Jah'Kar) : Khajiit Stamina Sorcerer - since March 25, 2015.
    Guildmaster of Oriflamme: Focus on 4 players endgame content.
    Member of Brave Cat Trade and Scions of Dawn.

  • satanio
    satanio
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    No.
    Why would you decrease my dmg? Why shouldnt I do 25k dps as a tank?
    Current public stam parses on Iron Atro so far (esologs)
    DW&Bow
    2H&Bow
    Bow&Bow

    Current public mag parses on Iron Atro (esologs)
    (non cheese)
    ESOLEAKS CASUALTIES:
    Checkmath
    Tasear
    RIP
  • OrphanHelgen
    OrphanHelgen
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    This would solve all the problems where we are stuck and can't complete a normal dungeon :D. It's a great solution instead of actually fixing lagg, hitboxes, broken sets, broken recovery and stats and other bugs. Lets just straight up buff ourself so we cant die in a normal dungeon :D.
    Joke aside you have good ideas but normal dungeons already too easy and it's not really the problem with the game right now.
    PC, EU server, Ebonheart Pact


    Finally a reason not to play League of Legends
  • Lisutaris
    Lisutaris
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    Dungeon Auras only apply for Normal Dungeons when using the Group Finder to form your party, whether it is random or a specific Dungeon.
    Dungeon Auras are automatically disabled when entering Group Finder with a party of 3 or more before you queue up.
    Dungeon Auras will not apply in Veteran Dungeons.

    Tank Aura
    1. Increases Threat generated by 50%
    2. Decreases Damage taken by 10% - As long as you are within 30 meters of another party member.
    3. Increases Healing received by 10% - As long as you are within 30 meters of another party member.
    4. Decreases Damage dealt by 50% - If you are more than 40 meters away from another party member.

    Healer Aura
    1. Decreases Threat generated by 50% from restorative abilities and effects.
    2. Decreases Damage taken by 10% - As long as you are within 30 meters of another party member.
    3. Increases Healing done by 10% - As long as you are within 30 meters of another party member.
    4. Decreases Damage dealt by 50% - If you are more than 40 meters away from another party member.

    As long as you remain close to the other players in your group, you will gain bonuses that help you do better in the role you have selected; however, should you stray from others then those benefits are disabled. Getting too far away from your party members and you start to suffer a loss in damage as well. Dead party members still count as in range, should the rest of your party happen to die while on your watch; some things just can't be helped. Threat Increase on tanks allows even the most inept players hold aggro more efficiently even if they forgot to slot a taunt ability on their action bar, whoopsy! Now you be the best tank you can be, go all out damage, and still hold threat on most targets. Decreased Threat on Healers works the same way, should have a bad tank in the group unable to hold onto their targets and the mobs start looking your way, this combo should prevent that unless you go all out damage. Unfortunately damaging abilities and effects are not protected under the Threat Reduction bonus and will generate their normal amounts of threat.

    There is no "threat" in ESO. At least not how it works in other games and that these "auras" would help.

    The ideas, the effort on this is nice but won't solve anything. The 2 big problems are:
    - Tanking and healing in random groups is not "rewarding" enough to do it.
    - Playing a DD feels alot more fun.

    A tank has no problem to stay alive or keep the adds. Same with healer, it's np to keep your party alive and support them with buffs and also do some dmg.

    Like mentioned above, being a DD is a better gaming experience (not for everyone but grp finder queue waiting time does not lie). A lot of players want to skip the queue for DD and sign up as heal and tank. This has also two downsides -> it "steals" the slot of a real tank/heal and CAN BE (not must) a bad experience for the whole grp if it is a dlc dungeon or a bad grp synergy because of .... "behaviour".

    Best solutions so far -> Kick button or premade :smile:
    Edited by Lisutaris on June 18, 2019 1:00PM
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