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Please Rework Bracing Anchor slotable CP

HeroOfNone
HeroOfNone
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Bracing Anchor is a new slottable CP in v7.1.0. As of right now, here's how its written
Bracing Anchor
Increases Block Mitigation by 4% per stage but lowers your movement speed by 16% at all stages, 5 stages, 10 points per stage

This ability gives a total of 20% mitigation at stage 5 without much downside for tanks. Tanks already have an easy time mitigating most incoming hits, this just goes into over kill and doesn’t seem to address the issue most tanks have with harder content: DOTs. We have one CP, Enduring Resolve, that reduces them by 10%, Unassailable that reduces AOEs by 10%, and Pain’s Refuge that reduces the damage 1% you take per negative effect active on you up to 20%. This does not help with some of the hardest fights in the game right now, such as:
  • The bleed from Gryphons in Cloudrest
  • The fire stab from Arkasis in Stone Garden
  • The bleed from the butcher from Rock Grove
  • Numerous other unpurgeable DOT abilities from enemies.
Most of these effects we're currently over coming using mistform, almost a requirement in veteran Rockgrove, and guard. If mistform is changed later, this could make certain challenges nearly impossible.

I would recommend replacing Bracing Anchor with a new CP slotable that swaps block mitigation over to non-player based DOT damage. The new slottable CP would read more like this:
While blocking, reduce damage taken by Non-player Damage over time attacks by 4% per stage but lowers your Block Mitigation by 2% per stage, up to 5 stages, 10 points per stage

This would trade off 20% DOT reduction for 10% block mitigation, meaning tanks would have to plan properly for when to use it. Keeping it on all the time would hamper them in certain fights, but hopefully not cripple them in others. This may also help reduce the need for constant purging/purifying from other fights.
I also made this specifically to Non-player DOTs since many player based DOT builds already get shut down with purge and purify. If those skills get nerfed though (which I doubt they will outside of the counter sets) maybe this can encompass those DOTs as well.

Thanks for your time.
Edited by HeroOfNone on July 13, 2021 11:38AM
Herfi Driderkitty of the Aldmeri Dominion
Find me on : Twitch | Youtube | Twitter | Reddit
  • Grandchamp1989
    Grandchamp1989
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    While I like your overall idea - No. I can't get behind Tank class being the only class that should be penalized in the CP.
    Stop putting snares on us, slow us down, take magical dmg etc. It's a weird balance direction. I don't like it one bit.

    Everyone have only 4 stars to slot - why is ONLY tanking being penalized? We already got penalized with heavy armor for some weird reason we take more dmg from magical attacks while medium armor got no downsides.

    The 20% dmg mitigation while blocking is already absurdly high.

    Nerf it to 10% and leave out the penalty.

    Or as you said convert it to DOT mitigation, but with no downside.

    Unless every class start to get penalized for slotting their stars I see no reason to target PvE Tanks.
    Edited by Grandchamp1989 on July 13, 2021 8:04AM
  • HeroOfNone
    HeroOfNone
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    Unless every class start to get penalized for slotting their stars I see no reason to target PvE Tanks.

    I see no reason not to change other CP passives to offer stronger benefits with penalties.

    The game has had serious power creep issues for a while and older content keeps getting easier. The movement penalty for 20% block mitigation made some sense in principle, but seems more of a way to punish people using it in PVP. I believe that reducing the DOTS but at the risk of losing block mitigation would keep things a bit balanced, I don't want it to become something every will want to slot all the time, we already have enduring resolve for that.

    For other CP trees, reducing healing done to boost damage, or reducing critical in trade for heals might be an option. I wouldn't mind to see a few more trade off slottable CPs.
    Herfi Driderkitty of the Aldmeri Dominion
    Find me on : Twitch | Youtube | Twitter | Reddit
  • Grandchamp1989
    Grandchamp1989
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    HeroOfNone wrote: »
    Unless every class start to get penalized for slotting their stars I see no reason to target PvE Tanks.

    I see no reason not to change other CP passives to offer stronger benefits with penalties.

    The game has had serious power creep issues for a while and older content keeps getting easier. The movement penalty for 20% block mitigation made some sense in principle, but seems more of a way to punish people using it in PVP. I believe that reducing the DOTS but at the risk of losing block mitigation would keep things a bit balanced, I don't want it to become something every will want to slot all the time, we already have enduring resolve for that.

    For other CP trees, reducing healing done to boost damage, or reducing critical in trade for heals might be an option. I wouldn't mind to see a few more trade off slottable CPs.

    Just out of curiosity because I'm not sure - doesn't blocking reduce dmg ticks of DOTS already?
    If so.. Increasing DOT mitigation while decreasing blocked mitigations just seems like sawing the branch you sit on.

    If DOT dmg isn't affected by blocking then it makes more sense.. Still don't enjoy this new era of tank penalties.
  • CP5
    CP5
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    HeroOfNone wrote: »
    Unless every class start to get penalized for slotting their stars I see no reason to target PvE Tanks.

    I see no reason not to change other CP passives to offer stronger benefits with penalties.

    The game has had serious power creep issues for a while and older content keeps getting easier. The movement penalty for 20% block mitigation made some sense in principle, but seems more of a way to punish people using it in PVP. I believe that reducing the DOTS but at the risk of losing block mitigation would keep things a bit balanced, I don't want it to become something every will want to slot all the time, we already have enduring resolve for that.

    For other CP trees, reducing healing done to boost damage, or reducing critical in trade for heals might be an option. I wouldn't mind to see a few more trade off slottable CPs.

    As irritating it is for tanks to be given 'self snaring' as a debuff I agree with this. Having say, a damage star that buffs direct damage but nerfs dots, or buffs aoe at the cost of single target, those would have some trade off and would probably make more interesting builds.
  • HeroOfNone
    HeroOfNone
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    HeroOfNone wrote: »
    Unless every class start to get penalized for slotting their stars I see no reason to target PvE Tanks.

    I see no reason not to change other CP passives to offer stronger benefits with penalties.

    The game has had serious power creep issues for a while and older content keeps getting easier. The movement penalty for 20% block mitigation made some sense in principle, but seems more of a way to punish people using it in PVP. I believe that reducing the DOTS but at the risk of losing block mitigation would keep things a bit balanced, I don't want it to become something every will want to slot all the time, we already have enduring resolve for that.

    For other CP trees, reducing healing done to boost damage, or reducing critical in trade for heals might be an option. I wouldn't mind to see a few more trade off slottable CPs.

    Just out of curiosity because I'm not sure - doesn't blocking reduce dmg ticks of DOTS already?
    If so.. Increasing DOT mitigation while decreasing blocked mitigations just seems like sawing the branch you sit on.

    If DOT dmg isn't affected by blocking then it makes more sense.. Still don't enjoy this new era of tank penalties.

    Depends on the attack. If its something like the gryphon bleed from cloudrest, blocking will reduce the initial hit but not the follow up bleed. This would change that a bit. Mist form, by comparison, reduces almost all damage by a flat rate (currently) .

    Herfi Driderkitty of the Aldmeri Dominion
    Find me on : Twitch | Youtube | Twitter | Reddit
  • Foxtrot39
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    Bracing anchor doesn't really provide 20% because its not a added flat value and get nerfed in the equation for block mitigation

    To get a better idea its added block mitigation/2 to get the real extra mitigation

    Just like any skill/passive the indicated mitigation increase is NEVER REMOTELY CLOSE to be reached in the end and are completely missleading

    I.E Immovable wich grants 5% block mitigation per heavy armor wich should translate into 35%, in reality its only 17.5% according to advanced stats

    So bracing anchor is (17.5*20)/35=10 => what defensive stance is supposed to give according to tooltip
    Edited by Foxtrot39 on October 23, 2021 7:06PM
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