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Where's my sustain passive?

munster1404
munster1404
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It seems odd that nobody is talking about this. But the passive Tenacity from CP 1.0 which increases the resource return from heavy attacks has been removed ie loss of 15% and there doesn't seem to be any equivalent replacement in CP 2.0.
  • stefj68
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    their is a lots of skills like that that are lost
  • Benoftheflies
    Benoftheflies
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    you will have increased max stats, and since you have higher health, you should be able to use parsing food on dps so sustain shouldn't be a problem. Healers usually don't have sustain issues, and tanks it just depends on the class
  • munster1404
    munster1404
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    you will have increased max stats, and since you have higher health, you should be able to use parsing food on dps so sustain shouldn't be a problem. Healers usually don't have sustain issues, and tanks it just depends on the class

    That substantial increase to base max stats. (In my NB tank is about 2k to Health/Stamina and 1.5K to magicka) is not going to matter when it goes down faster than Live. I just died twice to Blackheart Haven trash mobs a short while ago while testing block and HA sustain on PTS when previously I can hold my own on Live servers. It's going to matter even less when I test it later in vHRC.
    Edited by munster1404 on February 10, 2021 10:26PM
  • virtus753
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    you will have increased max stats, and since you have higher health, you should be able to use parsing food on dps so sustain shouldn't be a problem. Healers usually don't have sustain issues, and tanks it just depends on the class

    That substantial increase to base max stats. (In my NB tank is about 2k to Health/Stamina and 1.5K to magicka) is not going to matter when it goes down faster than Live. I just died twice to Blackheart Haven trash mobs a short while ago while testing block and HA sustain on PTS when previously I can hold my own on Live servers. It's going to matter even less when I test it later in vHRC.

    I might even suspect this is intentional.

    The devs know that tanks and healers have been increasingly pressured to become “support” for dps rather than focusing first and foremost on tanking damage and healing, respectively. If four- and 12-man content now puts greater pressure on tanks to tank and healers to heal across the board (i.e. heal tanks as well as dps), they will be more valued for their original purpose again in more content. Hitting the right balance point for viability will be essential, but if a tank can tank 4- or 12-man content without help, then that opens the door to 3-dps setups and the exclusion of a healer (or increased pressure for a healer-dps hybrid, emphasis on the dps).

    Now I don’t think there’s anything wrong with a healer doing a bit of damage if the group can afford it, but the role has increasingly been effaced in favor of dps. If the tank is more pressured, then the healer qua healer becomes more necessary and healing therefore becomes more valued, respected, and encouraged.

    That said, a balance does need to be struck.
  • Parasaurolophus
    Parasaurolophus
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    No restore stars? Rly?
    PC/EU
  • jaws343
    jaws343
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    Isn't there the new CP option that acts similar to the Vicious Ophidian/False God resource return on kills ?
  • virtus753
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    No restore stars? Rly?

    There is a recovery star: Rejuvenation (up to 150 regen in each stat). It requires a slot, though.
    jaws343 wrote: »
    Isn't there the new CP option that acts similar to the Vicious Ophidian/False God resource return on kills ?

    Those are slotted nodes, though, and they may require the killing blow. Tanks won't be getting many of those and have higher priorities for slottables.
    Edited by virtus753 on February 11, 2021 7:04PM
  • JoSePHRiNG
    JoSePHRiNG
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    Also, "heavy attack and light attack damage increase" removed too.

    I don't know why many things removed.
    Jorvuld's Guidance and SPC all the way down.
  • virtus753
    virtus753
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    JoSePHRiNG wrote: »
    Also, "heavy attack and light attack damage increase" removed too.

    I don't know why many things removed.

    They’re trying to lower the ceiling and raise the floor. Lots of things have been removed, brought down in power, or largely moved to base stats in an effort to accomplish this.

    People below CP 300 will see significant boosts to their stats, while people closer to the current investment cap will see a boost in some areas (like health) but a decrease in others (e.g. damage mitigation). They already explained that they paused CP investment at 810 with Murkmire because they didn’t want the gap between zero and max CP to keep increasing. Now they’re trying to ensure that the power difference between 0 and 3600 CP under the new system isn’t as large as that between 0 and 810 on live.
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