They may not be a necessity if you have a good healer, but in some trials and pug dungeons the tank cannot rely on a healer to save them when poop hits the fan. Health based heals are how they rebound from near death experiences since magicka and stamina scaling heals are going to be significantly weaker due to requirements for stacking health and resistances.
Take for example Green Dragonblood vs Coagulating Blood for Dragonknights. GDB's healing scales off missing health while CB scales off max magicka. They both have a value that increases the healing based off missing health, but GBD is going to scale much better on a health stacked tank than CB. I've used both while tanking and I'd pick GDB over CB every time when using the tank role. I would use Vampiric Drain if it was not channeled, but due to the fact it is a channeled ability it makes being able to use it in a chaotic veteran ranked battle a difficult affair.
Edit: I'd also like to add tanks like myself have been making ourselves self sufficient long before that ring of the pale order came out. Due to the random nature of group finders, the fact the whole group's survival is dictated by how durable the tank is, and how some mechanics can push the tank away from the party has necessitated this kind of tanking style for years.
Sanguinor2 wrote: »Health based heals are absolutely needed in endgame PvE. Well I am talking vet hm trials and not so much dungeons or arenas.
The easiest way to see how bad a tank without a health scaling heal is is to play a templar tank and let me tell you thats a miserable experience compared to any other tank. In Kyne´s Aegis for example the adds alone hit so hard that you need a health scaling burst heal at all times since you will just die if you dont get a burst heal after a group of adds light attacked you.
I played sorc, warden, nightblade and templar offtank in Kyne´s Aegis. On sorc, warden and nightblade I would take big adds off of the Mt, I could take over the boss if need be and I could take adds in the bossfights themselves. On templar tank in comparison we decided that it would be safer to just have the dk maintank tank everything and me just guard the mt and play as healer otherwise since as a templar tank you cannot recover from high damage by yourself and everything does high damage in Kyne´s Aegis, unblocked light attacks of some adds can hit a tank for over 30k damage for example.
While it would theoretically be possible to play without health scaling heals, with the way most burst heals work they might actually miss the tank and go on a low health dd and the tank would just die since there are very little burst heals that you can actually target on one person.
To be even more specific with my example of Kyne´s Aegis. On the 2nd boss when the 3 adds come out of the portal im basically casting a self heal every 2nd or 3rd ability while permablocking and only getting damaged by light attacks (aka i need a 20k heal every 2 or 3 seconds when getting hit by non enranged adds), since there is constant lightning strike damage, the mt getting damaged and possibly a conduit damaging dds target capped heals might not go on me at all or only too late.
Additionally tanks not being able to heal themselves efficiently in emergencies feels really really bad. I´ve started playing FFXIV and there most tanks dont have a burst heal at all and it can get very frustrating to just stand there and inevitebly die, without being able to do anything about it, if a healer doesnt pay as much attention as they should or the healer is dead.
Thanks for the input, this was exactly the information I was looking for since I have admittedly zero experience myself when it comes to vet trial tanking. So, this would mean reworking health-based heals into max stat scaling ones would be a big no go then, unless damage in certain trials also gets adjusted or smart targeting gets reworked.
A shame, really, at least when it comes to PvP imo. Not sure how ZOS could tackle this issue then without screwing PvE.
Dagoth_Rac wrote: »You may be coming at this from the wrong angle. The high health and tankiness of PvP builds is frustrating, but most PvP players don't want to just survive. They want to kill enemy players. You can stack health and mitigation and put all your stats into tankiness. But then use items with offensive output that does not scale at all. Things like proc sets and weapon enchants just deal flat damage, not scaled on your stats. That seems like more of an issue than tanks being able to survive. If tanky builds could survive but do little to no damage, I bet most PvP players would get bored quickly and move on to a different build. But the ability to have high survivability and still dish out pretty good damage is too tempting for most PvP players to pass up.
Basically, I think some way of limiting damage output of builds with low offensive stats would be a better way to discourage this in PvP without affecting PvE too much. Nobody cares if the tank in PvE cannot kill anything.
Hello guys,
as some of you may have noticed, the current meta in no CP PvP lead to a sharp increase of health stacking builds that ignore their offensive stats and instead get their damage from proc sets. A key element of how this playstyle can work defensively, apart from high resistances and high health pools, are either health-based heals or the stacking of health regen. Based on my experience and observations, I came to the conclusion that health based heals are inherently unhealthy for PvP. However, this is not what this discussion is about. Instead, here I'm interested in the relevance and necessity of health-based heals for endgame PvE.
I already know that such heals (and damage shields) are found on basically any endgame tank build. However, the first key question for me here is: Are health based heals a necessity for endgame PvE content, or could a group with a tank that doesn't have access to such skills still successfully clear any content?
The second point I want to examine is the relevance of healers. I know that they are still used in trial groups, however, when it comes to vet DLC 4-man content like blackrose prison or dlc dungeon hardmodes, it seems that 1 tank + 3 dds is the way to go, and I guess the new ring of the pale order has just pushed that trend even more. So, my second key question would be, do you guys think that tanks having access to good self-healing via health-based heals are a key reason that enables this trend? Would healers become more relevant again if said heals would be reworked, and tanks being more reliant on receiving heals from the group?
I'm not asking for any nerfs or reworks before I know what the situation in PvE is, so I would be grateful for some input.
I disagree. Talk to any experienced healer, I'm sure they could keep you alive if they wanted to do that.Sanguinor2 wrote: »Health based heals are absolutely needed in endgame PvE. Well I am talking vet hm trials and not so much dungeons or arenas.
The easiest way to see how bad a tank without a health scaling heal is is to play a templar tank and let me tell you thats a miserable experience compared to any other tank. In Kyne´s Aegis for example the adds alone hit so hard that you need a health scaling burst heal at all times since you will just die if you dont get a burst heal after a group of adds light attacked you.
I played sorc, warden, nightblade and templar offtank in Kyne´s Aegis. On sorc, warden and nightblade I would take big adds off of the Mt, I could take over the boss if need be and I could take adds in the bossfights themselves. On templar tank in comparison we decided that it would be safer to just have the dk maintank tank everything and me just guard the mt and play as healer otherwise since as a templar tank you cannot recover from high damage by yourself and everything does high damage in Kyne´s Aegis, unblocked light attacks of some adds can hit a tank for over 30k damage for example.
While it would theoretically be possible to play without health scaling heals, with the way most burst heals work they might actually miss the tank and go on a low health dd and the tank would just die since there are very little burst heals that you can actually target on one person.
To be even more specific with my example of Kyne´s Aegis. On the 2nd boss when the 3 adds come out of the portal im basically casting a self heal every 2nd or 3rd ability while permablocking and only getting damaged by light attacks (aka i need a 20k heal every 2 or 3 seconds when getting hit by non enranged adds), since there is constant lightning strike damage, the mt getting damaged and possibly a conduit damaging dds target capped heals might not go on me at all or only too late.
Additionally tanks not being able to heal themselves efficiently in emergencies feels really really bad. I´ve started playing FFXIV and there most tanks dont have a burst heal at all and it can get very frustrating to just stand there and inevitebly die, without being able to do anything about it, if a healer doesnt pay as much attention as they should or the healer is dead.
Health based heals are needed as soon as you run hard dungeons without a healer. A lot of people like to do so, therefore it shouldn't be nerfed due to PVP.
The PVP issue is, that you can have high health + great heals, while still dealing insane damage. It shouldn't be like that. You should get rewarded playing squishier builds in PVP and not being punished for it. So I would suggest, like I already did in another threat, to reduce damage based on max health e.g. starting at 20k health 1% damage reduction every 500 health --> means 30k health/20% less damage, 40k health/40% less damage and so on.
You wouldn't nerf PVE like that and prevent unkillable 40k health PVP machines, that are still able to 2-shot everybody.
Health based heals are needed as soon as you run hard dungeons without a healer. A lot of people like to do so, therefore it shouldn't be nerfed due to PVP.
The PVP issue is, that you can have high health + great heals, while still dealing insane damage. It shouldn't be like that. You should get rewarded playing squishier builds in PVP and not being punished for it. So I would suggest, like I already did in another threat, to reduce damage based on max health e.g. starting at 20k health 1% damage reduction every 500 health --> means 30k health/20% less damage, 40k health/40% less damage and so on.
You wouldn't nerf PVE like that and prevent unkillable 40k health PVP machines, that are still able to 2-shot everybody.
Ok so first of all I have to say that I really dislike your suggestion. Actively nerfing people for getting a certain stat is not the way to go. The disadvantage when building into health should be that you will be lacking max mag or stam and therefore your damage and healing will be weaker. Proc tanks circumvent both because proc set damage doesnt scale with your stats and there are certain defensive build options that will still heal you a lot, even if your max stats are bad. Namely health-based heals, health regen and sets like crimson/defending warrior. So instead of doing a weird and illogical band aid fix, how about looking at the real problems?
And second of all, 40k hp proc tanks dont two shot anybody who has a decent build. At best a more glass canon like build that *** up their defense and didnt avoid an incoming burst proc combo, but thats about it. Proc tank damage is decent, but definitely not better than a well build glass canon. What sets them apart is their extremely tough defense and good sustain. In no CP if you duel a good proc tank build, the most likely way they can kill you is by outsustaining you with constant dot proc pressure.
as some of you may have noticed, the current meta in no CP PvP lead to a sharp increase of health stacking builds that ignore their offensive stats and instead get their damage from proc sets. A key element of how this playstyle can work defensively, apart from high resistances and high health pools, are either health-based heals or the stacking of health regen. Based on my experience and observations, I came to the conclusion that health based heals are inherently unhealthy for PvP. However, this is not what this discussion is about. Instead, here I'm interested in the relevance and necessity of health-based heals for endgame PvE.
I already know that such heals (and damage shields) are found on basically any endgame tank build. However, the first key question for me here is: Are health based heals a necessity for endgame PvE content, or could a group with a tank that doesn't have access to such skills still successfully clear any content?
MirandaSharp wrote: »as some of you may have noticed, the current meta in no CP PvP lead to a sharp increase of health stacking builds that ignore their offensive stats and instead get their damage from proc sets. A key element of how this playstyle can work defensively, apart from high resistances and high health pools, are either health-based heals or the stacking of health regen. Based on my experience and observations, I came to the conclusion that health based heals are inherently unhealthy for PvP. However, this is not what this discussion is about. Instead, here I'm interested in the relevance and necessity of health-based heals for endgame PvE.
I already know that such heals (and damage shields) are found on basically any endgame tank build. However, the first key question for me here is: Are health based heals a necessity for endgame PvE content, or could a group with a tank that doesn't have access to such skills still successfully clear any content?
But to answer your question about PvE, I think we mostly run self heals and self healing sets to not be dependent on a healer. I run with pugs 90% of the time and I'd rather have the healer(when he's a real healer) focus on keeping the dps alive than worrying about survivability of the tank. Also a tank that keeps dying(for whatever reason) will get scorn and abuse, which makes the experience with playing the game less than fun..
Araneae6537 wrote: »Of course a tank needs to have adequate health, armor and/or other mitigation, but self-healing should not be a requirement of the role. While it is an oversimplification, assumes everyone follows mechanics, and in no way to be taken completely seriously, I keep in mind what I learned in my first MMO:
Tank dies —> Healer’s fault
Anyone else dies —> Tank’s fault
Boss enrages —> DPS’s fault
But yes, when I play healer I do my best to keep everyone alive regardless of role or what they’re standing in!
lolo_01b16_ESO wrote: »I disagree. Talk to any experienced healer, I'm sure they could keep you alive if they wanted to do that.Sanguinor2 wrote: »Health based heals are absolutely needed in endgame PvE. Well I am talking vet hm trials and not so much dungeons or arenas.
The easiest way to see how bad a tank without a health scaling heal is is to play a templar tank and let me tell you thats a miserable experience compared to any other tank. In Kyne´s Aegis for example the adds alone hit so hard that you need a health scaling burst heal at all times since you will just die if you dont get a burst heal after a group of adds light attacked you.
I played sorc, warden, nightblade and templar offtank in Kyne´s Aegis. On sorc, warden and nightblade I would take big adds off of the Mt, I could take over the boss if need be and I could take adds in the bossfights themselves. On templar tank in comparison we decided that it would be safer to just have the dk maintank tank everything and me just guard the mt and play as healer otherwise since as a templar tank you cannot recover from high damage by yourself and everything does high damage in Kyne´s Aegis, unblocked light attacks of some adds can hit a tank for over 30k damage for example.
While it would theoretically be possible to play without health scaling heals, with the way most burst heals work they might actually miss the tank and go on a low health dd and the tank would just die since there are very little burst heals that you can actually target on one person.
To be even more specific with my example of Kyne´s Aegis. On the 2nd boss when the 3 adds come out of the portal im basically casting a self heal every 2nd or 3rd ability while permablocking and only getting damaged by light attacks (aka i need a 20k heal every 2 or 3 seconds when getting hit by non enranged adds), since there is constant lightning strike damage, the mt getting damaged and possibly a conduit damaging dds target capped heals might not go on me at all or only too late.
Additionally tanks not being able to heal themselves efficiently in emergencies feels really really bad. I´ve started playing FFXIV and there most tanks dont have a burst heal at all and it can get very frustrating to just stand there and inevitebly die, without being able to do anything about it, if a healer doesnt pay as much attention as they should or the healer is dead.
The issue is, healer have become so used to tanks that are independant, that they don't heal them in many situations and therefore tanks feel like they need the hp based heals. But from a healer PoV, i could certainly keep a tank without self heal alive, if I actually tried to do that.
Just look at the builds current raid healers use. Usually you have two 5-piece armour sets, a monster set and an arena weapon all dedicated to increase group sustain and damage. On the skillbars you'll find mostly buffs and debuffs and some aoe hots. But apart from specific fights (like Ice healer on Lokke) you rarely see powerful burst heals being used anymore.
The healing done by a healer could be increased by a lot compared to the current level, if there was actually need for it.
lolo_01b16_ESO wrote: »I disagree. Talk to any experienced healer, I'm sure they could keep you alive if they wanted to do that.Sanguinor2 wrote: »Health based heals are absolutely needed in endgame PvE. Well I am talking vet hm trials and not so much dungeons or arenas.
The easiest way to see how bad a tank without a health scaling heal is is to play a templar tank and let me tell you thats a miserable experience compared to any other tank. In Kyne´s Aegis for example the adds alone hit so hard that you need a health scaling burst heal at all times since you will just die if you dont get a burst heal after a group of adds light attacked you.
I played sorc, warden, nightblade and templar offtank in Kyne´s Aegis. On sorc, warden and nightblade I would take big adds off of the Mt, I could take over the boss if need be and I could take adds in the bossfights themselves. On templar tank in comparison we decided that it would be safer to just have the dk maintank tank everything and me just guard the mt and play as healer otherwise since as a templar tank you cannot recover from high damage by yourself and everything does high damage in Kyne´s Aegis, unblocked light attacks of some adds can hit a tank for over 30k damage for example.
While it would theoretically be possible to play without health scaling heals, with the way most burst heals work they might actually miss the tank and go on a low health dd and the tank would just die since there are very little burst heals that you can actually target on one person.
To be even more specific with my example of Kyne´s Aegis. On the 2nd boss when the 3 adds come out of the portal im basically casting a self heal every 2nd or 3rd ability while permablocking and only getting damaged by light attacks (aka i need a 20k heal every 2 or 3 seconds when getting hit by non enranged adds), since there is constant lightning strike damage, the mt getting damaged and possibly a conduit damaging dds target capped heals might not go on me at all or only too late.
Additionally tanks not being able to heal themselves efficiently in emergencies feels really really bad. I´ve started playing FFXIV and there most tanks dont have a burst heal at all and it can get very frustrating to just stand there and inevitebly die, without being able to do anything about it, if a healer doesnt pay as much attention as they should or the healer is dead.
The issue is, healer have become so used to tanks that are independant, that they don't heal them in many situations and therefore tanks feel like they need the hp based heals. But from a healer PoV, i could certainly keep a tank without self heal alive, if I actually tried to do that.
Just look at the builds current raid healers use. Usually you have two 5-piece armour sets, a monster set and an arena weapon all dedicated to increase group sustain and damage. On the skillbars you'll find mostly buffs and debuffs and some aoe hots. But apart from specific fights (like Ice healer on Lokke) you rarely see powerful burst heals being used anymore.
The healing done by a healer could be increased by a lot compared to the current level, if there was actually need for it.
Also, with the way the newer content works, without independent tanks you would basically have a "pocket tank healer" all the time.
I bet most healers would end up HATING just having to spam heals on one tank the whole fight while 10 other people (or 2) do their thing.
Healers in ESO have always been half-healer/half-support. With some design decisions that basically just make the damage be either irrelevant or one-shots, that balance has shifted. That is why we see 3DD1T groups and healers basically being buff machines on trials.
They are either overhealing or can't do anything because mechanic is a one shot.
I'm telling you, as someone who, a long, long time ago used to main a healer in a group with a tank that thought that healing was not his problem: it is BORING to heal a tank through the most recent content if they don't have a very good self heal.
And this is very easy to test. Just go into any vDLC HM dungeon or Trial with a Templar tank, that has very limited self healing options.
You will become a "pocket healer" and hate it. I guarantee you.
MirandaSharp wrote: »Araneae6537 wrote: »Of course a tank needs to have adequate health, armor and/or other mitigation, but self-healing should not be a requirement of the role. While it is an oversimplification, assumes everyone follows mechanics, and in no way to be taken completely seriously, I keep in mind what I learned in my first MMO:
Tank dies —> Healer’s fault
Anyone else dies —> Tank’s fault
Boss enrages —> DPS’s fault
But yes, when I play healer I do my best to keep everyone alive regardless of role or what they’re standing in!
You're right.. But my real world experience is different.. With a good healer at my back I can drop all self heals and use entirely different sets. I guess you're one of the very few good healers around(at least in pugs). I used to run gear without self healing, but kept running into pugs where it all became a blame game. Seems most less experienced players think the tank must be immortal or else they suck at being a tank.. So I go with the flow. Yet I totally agree with what you say. In an ideal virtual world....
Ok so first of all I have to say that I really dislike your suggestion. Actively nerfing people for getting a certain stat is not the way to go. The disadvantage when building into health should be that you will be lacking max mag or stam and therefore your damage and healing will be weaker. Proc tanks circumvent both because proc set damage doesnt scale with your stats and there are certain defensive build options that will still heal you a lot, even if your max stats are bad. Namely health-based heals, health regen and sets like crimson/defending warrior. So instead of doing a weird and illogical band aid fix, how about looking at the real problems?
And second of all, 40k hp proc tanks dont two shot anybody who has a decent build. At best a more glass canon like build that *** up their defense and didnt avoid an incoming burst proc combo, but thats about it. Proc tank damage is decent, but definitely not better than a well build glass canon. What sets them apart is their extremely tough defense and good sustain. In no CP if you duel a good proc tank build, the most likely way they can kill you is by outsustaining you with constant dot proc pressure.
Why should a tank be a damage dealer? Then you could also bring out health based damage skills. Beside that, its not only the proc sets. You meet quite some people with almost 40k health, that deal 20k+ damage with a dizzy + executioner combo. If you think that's right then I don't know what to say...
...Optimizing a build by squeezing out extra stats, no matter where they come from, should never penalize you directly...
And I hate to break it to you, but if you are regularly getting two shotted by just a dizzy and executioner from a 40k hp build I dont know what to tell you except that your build and playstyle are very bad.
And I hate to break it to you, but if you are regularly getting two shotted by just a dizzy and executioner from a 40k hp build I dont know what to tell you except that your build and playstyle are very bad.
I might not be the best player, but HA + dizzy + LA + Executioner (+glyph or poison) is dealing high damage very often.
And I hate to break it to you, but if you are regularly getting two shotted by just a dizzy and executioner from a 40k hp build I dont know what to tell you except that your build and playstyle are very bad.
If you think tanks dealing insane damage in PVP is ok, that's completely fine. Then handle it and stop crying for health-based heals nerfs, that affect PVE heavily. The problem is not the heals, it's the high damage of high health characters. So you basically get penalised by playing a squishy character in PVP, since you can't kill high health characters, but they still can kill you easily.
Maybe you could instead ask for something more sensible, like increasing the max stam/mag scaling coefficient of skills to something more than ~ 1/10.5 of the weapon/spell damage coefficient.