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Scalebreaker patch notes thoughts: PvE Tanks

Diatonic
Diatonic
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New Sets

Renald’s Resolve (Heavy)
2 – 1206 Maximum Health
3 – 4% Healing Taken
4 – 1206 Maximum Health
5 – Whenever you deal direct damage, gain a stack of Resolve for 10 seconds. Each stack increases your Healing Taken by 1% and your Physical and Spell Resistance by 420. You can only gain one stack of Resolve every 1 second. You can only have up to 8 stacks of Resolve.

Comment: Seems fairly useless....are we really going to deal direct damage every second to replace spiked armour or similar? The extra healing taken is moot if we can’t keep 8 stacks reliably....pass for me.

Dragon’s Defilement (Heavy)
2 – 1096 Maximum Stamina
3 – 1096 Maximum Stamina
4 – 1206 Maximum Health
5 – When you take damage from a melee attack, gain a corrupting aura for 5 seconds that applies Minor Fracture and Minor Breach to all enemies near you, lowering their Physical and Spell Resistance by 1320. This effect can occur every 5 seconds.

Comment: Not bad only because sources of these debuffs are not readily available to tanks.

Monster Mask – Grundwulf
1 – 833 Weapon Critical
1 – 833 Spell Critical
2 – Whenever you deal Critical damage, restore 1000 Magicka or Stamina, whichever maximum is higher. You also gain 500 of the other resource. This effect can occur once every 5 seconds.

Comment: The resource return looks ok but dealing crit damage to proc it doesn’t work well for us.

Adjusted Sets

Eternal Warrior
OLD: When you die, you instead turn into a statue for 3 seconds and gain 200 Ultimate. While a statue you are immune to all negative effects but can still be healed. This effect can occur once every 10 minutes.
NEW: When you drop below 25% Health, you heal for 12500 Health and gain 100 Ultimate. This effect can occur once every 1 minute.

Comment: Cooldown is still too long and the heal is subpar. Obviously no longer useful for no death runs.

Immortal Warrior
OLD: When you die, you instead turn into a statue for 3 seconds. While a statue, you are immune to all negative effects, but can still be healed. This effect can occur once every 20 minutes.
NEW: While your health is below 35%, gain Major Protection, reducing the damage you take by 30%.

Comment: Might be useful for baneful in vCR, otherwise fairly underwhelming.

Trinimac’s Valor
OLD: When you cast a damage shield on an ally, you have a 20% chance to call down a fragment of Trinimac that heals you and your allies for 3667 Health and damages enemies for 3667 Magic Damage in a 5 meter radius. This effect can only occur once every 5 seconds.
NEW: When you cast a Damage Shield ability, you call down a fragment of Trinimac that heals you and your allies for 4000 Health and damages enemies for 4000 Magic Damage in a 5 meter radius.  This effect can occur once every 5 seconds.

Comment: Whilst DKs cast a lot of shields, the heal is underwhelming and the damage is irrelevant. If you want a heal set then go for Cyrodil’s Crest which delivers twice the heal on the same cooldown (a favourite of mine).

Ebon Armory: Reduced the Max Health bonus of this set to 1000 from 1118.

Comment: Minor survivability hit to the whole trial group.

Plague Doctor: Reduced the Max Health bonus of this set to 3000 from 4000, since this set has no additional requirements to justify an increase in stat density.

Comment: Minor nerf to the training wheels set. I don’t think I like this as we want to encourage more new tanks and part of that encouragement is making it easier to survive while learning fights....not the end of the world however.

Abilities and Passives

Defensive Posture:
Reworked this ability and its morphs into a Damage Shield, rather than a weird buff. These abilities no longer passively reduce the cost of block or increase the amount of damage you can block while they are slotted.
Reduced the duration of the bonus from this ability to 6 seconds from 30 seconds.
Increased the cost to 4320 from 2430.
The Damage Shield scales off 30% of your Maximum Health, similarly to other damage shields like Bone Shield or Sun Shield.
This ability will continue to reflect once, but will now reflect any projectile rather than only spell projectiles. Reflecting an attack does not consume the shield.
Defensive Stance (morph): This ability no longer stuns the target if you successfully reflect an attack at them. Instead, this morph reintroduces the passive, which now increases to a maximum of 10% block mitigation and cost reduction.
Absorb Magic (morph):
This morph is now called Absorb Missile, because it can absorb any ranged attack instead of just magical ones!
Reduced the damage shield size to 30% from 50%.
Increased the heal granted from an absorbed ranged attack by approximately 29%, and will no longer remove the shield.

Comment: I think I like this. Duration nerf is not relevant. Can be used in much wider circumstances. Shield % nerf is not terrible. I never used this for the block cost reduction. It is expensive now though so it won’t be spammed (like in vMoL, Dark Barrage).

Fortress: Increased the cost reduction bonus from this passive to 7/15% from 5/10% to match our Stamina weapon standards.

Comment: Nice little sustain bonus.

Low Slash: Reduced the damage dealt from this ability and the Heroic Slash morph by approximately 31%. These two abilities will also no longer snare targets.
Heroic Slash (morph): The Minor Heroism granted from this morph will now last 12 seconds, up from 9 seconds, to better match the duration of the other bonuses.

Comment: Nice to have the duration normalised.

Puncture:
Reduced the damage dealt by this ability and its morphs by approximately 37%, but reduced the cost to 1350 from 1701.
Increased the duration of the Major Fracture to 15 seconds from 12 seconds to match the taunt duration.
Ransack (morph): This morph no longer grants Minor Ward and Resolve. Instead, it grants Minor Protection for 15 seconds.
Pierce Armor (morph): The Major Breach from this morph now also lasts 15 seconds.

Comment: Cost reduction and debuff duration normalised....nice!

Circle of Protection:
Reduced the cost of this ability and its morphs to 3902 from 7987.
Fixed an issue with this ability and its morphs where you could not gain the Minor Protection from this ability if you had Minor Endurance active prior to entering the area.
Turn Undead (morph): This morph is now called Turn Evil, and fears any enemy in the area upon cast, rather than only Undead.
Ring of Preservation (morph): This morph no longer reduces the cost of Roll Dodge while in the area. Instead, it heals up to 6 friendly targets (yourself included) in the area every half second. The heal is based on our AoE HoT standards.

Comment: Could get more time on tank and healer bars with the reduced cost and hot.

Inner Fire: Reduced the cost of this ability and its morphs to 2700 from 4051, and increased the chance of applying the synergy to 50% from 25% for this and the Inner Beast morph.

Comment: Nice minor sustain boost. I use the mag version....but the stam cost reduction is quite attractive.

Barrier: This ability and its morphs will now affect up to 12 grouped allies, instead of 6 allies.
Reviving Barrier (morph):
Reduced the heal per tick from this ability by approximately 11%.
Reduced the duration to 15 seconds from 30 seconds, but increased the frequency of the tick to 1 second from 1.5 seconds.
Added a 1 second delay to the first heal tick.
Replenishing Barrier (morph):
The Magicka restored from this ability’s conditional requirement now restores a flat amount of Magicka, rather than a percentage of your Max Magicka. Restore is now 1000 at Rank IV.
Reduced the amount of Ultimate restored per shield dissolve to 4 from 6. Note since this ability can now affect more targets, the total restore of both the Magicka and Ultimate can potentially be higher.

Comment: This has some situational use in progression groups so it’s great that it now affects your whole team.

Unstoppable (morph):
Renamed this morph to Immovable.
This morph no longer increases the duration of the ability. Instead, while the snare persists, it increases the amount of damage you can block by 5% per piece of Heavy Armor worn, but also increases the snare potency by 5%. If you are in all 7 pieces of Heavy Armor, you will truly be, Immovable. Unless Elite difficulty enemies hit you with a special move, they don’t care if you think you’re immovable.

Comment: whilst there might be some situational use for this I can’t help but think Magma or similar is better in every circumstance. It’s longer and doesn’t root you to the ground.

Other Thoughts

Healing in general is getting a significant nerf so we may be wearing more defensive sets more often. I don’t think this is a terrible direction we are heading but it is a tough pill to swallow and will make progression in trials more difficult. We have some sustain improvements which could help us better actively survive with the healing nerfs in mind.

What do you think?
  • phaneub17_ESO
    phaneub17_ESO
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    I think they should pile on the Major Fracture and Major Breach as baseline for Puncture. Minor Protection seems pretty plentiful for most classes already, I like to see new functions for both morphs that helps tank sustain resources. Like Ransack could give Major Fortitude and Magicka Steal while Pierce Armor gives Major Vitality and Stamina Steal.
  • tpanisiakb16_ESO
    tpanisiakb16_ESO
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    I just want to say thanks for compiling tank-specific information for us.

    Like you, I'm not sold on the new sets. I might muck around with Dragon's Defilement, but I still don't have a reason to move out of Ebon / Akiviri, but that might be a comfort rut at this point. Even losing a small amount of health from Ebon it's still insanely useful.

    I do love the change to Defensive Posture. If I understand correctly the passive is still there, just requires tanks to switch from Absorb Magic to Defensive Stance.

    I played around with Ring of Preservation in place of Cinder Storm tonight, but I might remorph right to Turn Undead for the powerful CC. I'd be losing passive HoT in both cases, but I think it's negligible at this point.

    Overall didn't change too much of my setup tonight and I'm not really upset about the changes. More testing to come. I just wish tanks sets would be a bit more dynamic and fun.
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