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[GUIDE] Tanking Mechanics in ESO

  • Kodiak
    Kodiak
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    @Maverick827‌ well heavy armor is for sure worthless and doubly so with the blocking nerf which before gave it a colossal boost in effectiveness.

    1HS is definitely still tops however as the increased block amount and cost reduction are both pretty handy with no real loss in efficiency, especially single target tanking such as a boss. In AOE scenarios it's naturally inferior because there's no AOE in the tree and no method of AOE threat control.
  • Maverick827
    Maverick827
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    I just tend to get frustrated when a game forces me to pick between my character's design and min/maxing, and I don't want that to happen here. I'm not looking forward to the day where I find the need to make my character more efficient, because my group is struggling to defeat some dungeon, and I have to say "I guess it's time to put on that robe and use a staff in my other weapon slot..."

    I suppose that Zenimax delivered on the "play what you want" promise insofar as tanking in heavy armor isn't abysmal, but I'm just disappointed that it's considered a hindrance, however large or small it might be, to be a tank that wears heavy armor.
  • jschweitz
    jschweitz
    I'm sure if you want to tank in heavy armor and a shield you'll be able to. That's my plan anyways, and the heavy armor looks badass. I have to think the simple mitigation during trash pulls helps the healer a bit as well, just play what you like and make it work, it's a cool challenge for everyone that way.
  • Petros
    Petros
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    Hidden taunt ability??

    Ardent Flame - Fiery Grip

    Reason why I bring this up.

    Every time...Every time I use this on a mob or boss, even the ones that I CAN NOT pull closer to me, they will aggro onto me, which is good.

    I'm just asking if anyone else has notice this at all.
    "Our light will bring the dawning of a new hope!" ~ Petros Fordring -The Order of Mundus
    - VR16 Imperial Dragonknight (DC -NA) & The One Handed Tank
  • Kodiak
    Kodiak
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    @pete5210b14_ESO Even if it was it'd still be cheaper to Inner Fire which also works on bosses.
  • Getorix
    Getorix
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    Hidden taunt ability??

    Ardent Flame - Fiery Grip

    Reason why I bring this up.

    Every time...Every time I use this on a mob or boss, even the ones that I CAN NOT pull closer to me, they will aggro onto me, which is good.

    I'm just asking if anyone else has notice this at all.

    Yes I have chain pull on my bar at all times while tanking because its the only guaranteed taunt I have, the taunt from sword and board works most of the time but not all of the time, chain pull works every time.
  • Petros
    Petros
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    Cool, so it actually might be a taunt, just not in text...
    "Our light will bring the dawning of a new hope!" ~ Petros Fordring -The Order of Mundus
    - VR16 Imperial Dragonknight (DC -NA) & The One Handed Tank
  • Fersaken
    Fersaken
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    Well this point of it is so you mitigate more damage, but honestly the whole group / tank system is flawed. Think about it like this... This game has no agro table ( i know it does to a degree but bare with me ) as a tank you will NEVER be able to do enough damage to keep the boss on you, NEVER. Instead you have taunts 2 of them to keep the boss on you. It is good on paper but stupid in action. Like I stated above you only need 2 abilities on your hotbar, taunt and taunt, no other ability matters, though some are helpful at times, they are useless in PVE.

    Don't believe me? Join a group take everything off your bars except taunts, run into a group of mobs melee taunt the melee and ranged taunt the ranged mobs. Gives you a bit of insight to how useful you are.

    Just my 2 cents but whatever the game is fun to a degree, and its like eating at a bad restaurant, it'll make a turd.
  • KiroElmarok
    KiroElmarok
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    Dragon Knight here, DKs were made to tank. Its insane.
    I run Ransack>Absorb Magic>Inner Fire>Choking Talons>Green Dragon Blood and ult: Magma Armor. In full heavy with health enchants and 49 in hp. 1600~spell resist/armor. I also eat health/stam food.

    My hp: 3000-3200 (solo no food is about 2700hp with no damaged gear.)
    My stam and magicka: 1200-1400~

    Thanks to the heavy armor passives, healz has no probs keeping me up.
    (Dragon blood and absorb magic just incase I have to break LoS during mid fight tho.)
    Edited by KiroElmarok on April 21, 2014 4:24PM
    Daggerfall Covenant - Dunmer - Dragon Knight

  • Fersaken
    Fersaken
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    Dragon Knight here, DKs were made to tank. Its insane.
    I run Ransack>Absorb Magic>Inner Fire>Choking Talons>Green Dragon Blood and ult: Magma Armor. In full heavy with health enchants and 49 in hp. 1600~spell resist/armor. I also eat health/stam food.

    My hp: 3000-3200 (solo no food is about 2700hp with no damaged gear.)
    My stam and magicka: 1200-1400~

    Thanks to the heavy armor passives, healz has no probs keeping me up.
    (Dragon blood and absorb magic just incase I have to break LoS during mid fight tho.)

    Then you ran out of mana.

    I am sure you do great. If you run in ransack the first mob then Choking talons. Mainly because you are only tanking one mob. Good job at that though.

    Your rebuttal will prolly look something like this "no i ransack more than one mob" with your amount of stam you will be out of stam after the 5th mob or close to it, specially if you are blocking anything. Like I said above take off your other abilities and you will do your job just as good.

    If you are in full heavy with health enchants you are over the cap on both armor ( which I agree with ), health, and health regen ( depending on race )

    In every other mmo taunt isn't something you spam, its a last resort.

    Try taking taunt off your bars and tanking with sword and board you won't keep agro on anything.

  • Fersaken
    Fersaken
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    http://esobuild.com/?IwbgHCBMkgdLICsB2AXM2BmWBDHYAjAU1kgAZUAWXfAY0ypoDNHMLhYnaRLMATAgDZKTLMBxkciRKWCUwOEWPkBOMIiAAA==

    Is my build as I have linked before in this thread.

    Just a few pointers and why I morphed the way I did so people don't think I suck to bad.

    BAR I

    Ransack - Pretty much increases my armor, though really if you are in all heavy ( which despite other guides arguments ) you will be already capped on armor so the increase in armor doesn't do much, however the decrease on the targets armor is a significant dps gain, not to mention when you use it the mobs health bar looks like shattered glass as long as the armor debuff is on the mob this last for 12 seconds, the taunt lasts for 15... In short, when the mobs health bar goes back to normal this means its pretty much time to use ransack again. This helps with stam problems you may be having.

    Inner Beast - I love this ability. Ranged 15 second taunt with the chance to have your group deal extra damage single target with an aoe finisher to that. Works great on ranged mobs or if you are out of stam and need to taunt. However though I have only loosely tested this, I think when a player uses an ability which allows other players to activate it, the original player gets the agro. I could test it more but I don't feel like putting that much time into it.

    Shielded Assault - By itself is just a charge nothing special other than a quick way to get to the target. However with the damage shield it puts on you I feel it becomes priceless. Every single mob in the game can be charged from close to 3 feet away which means this can be used more than just for charging a mob. Use it on bosses to give yourself a little more chance of surviving.

    Unstoppable - The spell resistance is the most beneficial quality on this ability. Not much more can be said about it. Most the time I use it on pull just to help out. If you haven't noticed magic type damage is the most damaging. Normal melee hits don't hurt very bad, but the magical hits shielded or not hurt quite a bit. Use this it helps.

    Coagulating Blood - Same as unstoppable on the buffs, but could arguably be better due to the health you get, the health regen ( which you more than likely are capped ) and the ability to take less damage while its active. Less damage = more mitigation which is why we are tanks.

    Magma Shield - To me this is an absolute must for tanking. Caps all incoming damage to 3% which means if you have 100 hp nothing can damage you more than 3 hp during this skills duration, pretty awesome. Not to mention the shield you can grant your allies. I would imagine this will be very helpful in raids.

    I could care less about the damage output of any of these abilities, like all my posts in this thread you are only there to taunt and mitigate damage. I like some of the other skills we could use, but honestly I feel these skills have the best synergy when compiled together. Some of the other abilities are useful, but aren't needed as often. And if you are anything like me ( though I wish I could use more abilities ) you won't be swapping out your abilities every single pull.

    BAR II

    Keep in mind this bar I am trying to create a good aoe style tanking system with good synergy but also maintaining the tank in me.

    Ransack - Same as above the reason it is on this bar is because I need a taunt all the other abilities on this bar use mana so a stam taunt works lovely.

    Volatile Armor - On activation creates a point blank AOE.

    Choking Talons - Roots the target/s in place, but also makes them deal less damage. Great form of CC more so when you are trying to pull of this combo.

    Draw Essence - Heals you, but also restores some mana. My thinking behind this was all the aoe abilities are mana based, so after using all of the above you would be close to out mana. If you pulled off this chain correctly you should be able to hit everything which will leave you with some left over mana.

    Extended Chains - I went with the increased range. It sometimes makes trash pulls a little easier to control, but more importantly it gives your group the first target they should kill which gives you time to control the other mobs. Meaning you pull the closest mob to you, ransack it then do your aoe combo on the mobs which are running to you ( you should be able to get them all )

    Ferocious Leap - I might later change this ability out but the spell resist is helpful. Not to mention it is a good initiation ability kinda. Currently sometimes it buggs and you get stuck in the kneeling animation, so be careful of this.

    TANKING IN GENERAL

    I could tell you how to play, how to tank, how to move etc. But you have to learn what works for you. The single most important skill for a tank to have is communication with your group.

    Make sure they know to kill casters or adds first, or that the adds take priority over the boss.

    Know the encounters do the research.

    Know your buffs / debuffs. Be conservative. Don't over use your abilities leaving you without mana or stam.

    Go as slow or fast as the group will allow.

    Make sure you are blocking every possible ability. More so the hard hits.

    Don't let mobs get behind you.

    Don't pull 4 packs at a time, stick to one.

    Eat food.


    Tanks have the spotlight put on them because they control so much. You are going to mess up. Take your mistakes and become a better tank.

  • Andy22
    Andy22
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    Fersaken wrote: »
    In every other mmo taunt isn't something you spam, its a last resort.

    U mean except EQ1/2, Rift, TSW, WoW?

    Most older MMO using aggro tables have a spamable single target taunt and the situational ae taunt with a longer cooldown. The only reason the ae taunts are not spamed is because of the longer cooldown.

    I guess what u mean is that most older MMO, have no 100% taunt for x seconds skill, which is correct.
    Edited by Andy22 on April 22, 2014 12:27PM
  • KiroElmarok
    KiroElmarok
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    @Fersaken‌
    Pots. Mana pots to be precise.

    They keep green dragons blood up (as well as inner fire) and allow me to maintain control of the mobs.

    I don't spam ransack. Spamming taunts in this game is the worst possible thing you could do. (Example: oh no the main heavy hitter just lost my agg.. good night healer. :( )
    What I do is ransack the heavy hitting mobs (packs of 3-10) and then just choke talons and hold up my shield and taunt the remaining mobs. Then retaunt mobs that arnt blinking red anymore with inner fire... so I maintain the ability to take hits with the remaining stam.
    (I pop green drag blood/molten armor depending on inc damage.)
    If I'm fighting a caster boss, hard hitting spells become a massive self heal.
    Edited by KiroElmarok on April 22, 2014 1:05PM
    Daggerfall Covenant - Dunmer - Dragon Knight

  • Badh0rse
    Badh0rse
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    I usually don't say this in threads .. and I wont say a name ... but we know who you are .... please stop posting. Your posts make our brain cells die a little with every sentence.
  • Fersaken
    Fersaken
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    Badh0rse wrote: »
    I usually don't say this in threads .. and I wont say a name ... but we know who you are .... please stop posting. Your posts make our brain cells die a little with every sentence.

    Who are you talking to?

  • Fersaken
    Fersaken
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    Andy22 wrote: »
    Fersaken wrote: »
    In every other mmo taunt isn't something you spam, its a last resort.

    U mean except EQ1/2, Rift, TSW, WoW?

    Most older MMO using aggro tables have a spamable single target taunt and the situational ae taunt with a longer cooldown. The only reason the ae taunts are not spamed is because of the longer cooldown.

    I guess what u mean is that most older MMO, have no 100% taunt for x seconds skill, which is correct.

    EQ1 no you didn't spam taunts but nice try. Taunt in EQ1 placed you 1 threat above the 2nd highest threat on the threat table. EQ1 relied heavily on procs.

    EQ2 no you didn't spam taunts there either. You only had ( as a guardian ) 2 single target taunt, however your abilities gave you hate, giving you hate isn't a taunt.

    Rift you didn't spam taunts, they made the target force target you. And also they had diminishing returns if used to much.

    Wow is identical to rift you didn't spam them.

    TSW i have no clue about, but seeing how you were wrong about every other game I would imagine you are wrong about this one too.

  • Kodiak
    Kodiak
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    @Fersaken TSW had aggro table mechanics and actually virtually zero snap aggro taunts initially (there were a few but not spammable). Most tanks I ran with did a Sword/Chaos for AOE threat.
  • Phantorang
    Phantorang
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    d
    Kodiak wrote: »
    @Fersaken TSW had aggro table mechanics and actually virtually zero snap aggro taunts initially (there were a few but not spammable). Most tanks I ran with did a Sword/Chaos for AOE threat.

    Generating Hate is very easy in TSW though, and its considered bad tanking if your not able to hold aggro through the fight. Hammer is a popular tank weapon too.

    Sword/Hammer/Chaos all got abilities with high hate generation, which is described in all the skills that has it.

    Spamming Blade Torrent will pretty much keep aggro from anything, and thats not even a prefered skill.
    Edited by Phantorang on May 7, 2014 7:00AM
    Fimbulwinter Recruiting true Vikings | Campaigns score | EU PC
  • Xanxarib16_ESO
    Fersaken wrote: »
    Andy22 wrote: »
    Fersaken wrote: »
    In every other mmo taunt isn't something you spam, its a last resort.

    U mean except EQ1/2, Rift, TSW, WoW?

    Most older MMO using aggro tables have a spamable single target taunt and the situational ae taunt with a longer cooldown. The only reason the ae taunts are not spamed is because of the longer cooldown.

    I guess what u mean is that most older MMO, have no 100% taunt for x seconds skill, which is correct.

    EQ1 no you didn't spam taunts but nice try. Taunt in EQ1 placed you 1 threat above the 2nd highest threat on the threat table. EQ1 relied heavily on procs.

    EQ2 no you didn't spam taunts there either. You only had ( as a guardian ) 2 single target taunt, however your abilities gave you hate, giving you hate isn't a taunt.

    Rift you didn't spam taunts, they made the target force target you. And also they had diminishing returns if used to much.

    Wow is identical to rift you didn't spam them.

    TSW i have no clue about, but seeing how you were wrong about every other game I would imagine you are wrong about this one too.


    EQ1 and EQ2 looks alot like other mmo's so let me help you with them, (yes i know EQ1 is more or less the founder of MMO's)

    WoW you had high treat generation abilities and hard taunt that force the target to attack you for x amunt of second on top of that, the hard taunt placed you 1 threat above the 2nd highest threat on the threat table.

    Rift worked the same way

    TSW the same way.

    SWTOR, the hard taunt here gave you a 15% increase over the person that have the highest threat (even if you where 1st on the treat table), so the hard taunts was the best treat ability a few min into the fight.

    ESO, no treat abilities but insane hard taunts.

    Wildstar back to WoW, Rift, TSW.



    Edited by Xanxarib16_ESO on May 7, 2014 7:25AM
  • Andy22
    Andy22
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    Fersaken wrote: »
    TSW i have no clue about, but seeing how you were wrong about every other game I would imagine you are wrong about this one too.

    Seems u misunderstood me, because i used the word "taunt". What i mean is that older MMO give u spamable "high threat" abilities to hold/build aggro. Thats because they don't expect u to deal the most damage as tank, so they give u those strange "extra threat" abilities, special procs/passives/skills.

    ESO on the other hand relies on hard taunts, since there is no "extra threat" or "high threat" concept, from what i have seen so far.

    So in EQ1/2 the tank does spam all his abilities that for strange reasons seem to have high amounts of threat and uses procs.
    So yes the actual "taunt" ability is only used if he looses aggro, but most of the time this does not work reliably to regain aggro long enough. What most likely happens to your melee DPS is that he/she dies and than loose aggro. Thats why DPS needed to "manage" there threat rather than relying on the actual tank "taunt" ability.

    In Rift/TSW/WoW the tank spams the "high threat" abilities, which ensure he keeps aggro.

    So what i mean is that the "aggro" mechanics work differently in ESO, its actually easier to hold boss aggro, while it is harder to hold aggro on multiple enemies.

    From a gameplay standpoint, this means that a tank in older MMO's is forced to use all those "extra/high threat" abilities/equipment/skills he can get, while in ESO u simply slot 1 ability and thats it.

    This allows for quite some freedom, since u can keep aggro with the click of a button, while it also trivialize this "aggro keep" mechanic.

    Which system u like most is up to u, after playing RIFT/TSW tanks i actually enjoy the freedom.
    Edited by Andy22 on May 7, 2014 10:56AM
  • Wifeaggro13
    Wifeaggro13
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    Bottom line is tanking mechanics in general for ESO is still alpha. There is zero skill in pulling. In game like EQ 2 Pulling was an art. LOS tactics do not work at all unless your using volcanic run to pull things into a choke point for AOE spam.
    The main problem with ESO mechanics are two fold .

    Number one agro swapping or trying to pull agro from a caster who's pet has just died will not work. taunt sawpping between two tanks is the same issue. once a target is taunted it can only be pulled off by healing or DPS agro. once the taunt issuer is dead the table for the Mob is reset and you can taunt the Mob back from the pet owner or second tank who has died thier 15 second timer does not work for a secondary taunt only DPS or healing. this will be a major issue in Trial with 3 groups, your not seeing the issue now in 4 mans but this fragile little dynamic will fall apart.

    Secondly the social ranges are an absolute joke. you pull one ball you will get three other's either by script or by just *** mechanics it makes no difference even if the others are not in visual range. In a lot of trash pulls it requires no strategy, its a exercise of how fast you can put down volcanic rune. dark talons and all other class CC is crap compared to this ability. When you compound the boss mechanics that very few of these bosses even give you the opportunity to melee effectively people have figured out its better to have 3 ranged DPS and 1 heal . anyone can kite and posistion puddles. No real need for a Damage absorbing tank with a sword and shield. This is fine for the healer who is needed and the DPS who is required, but the Tank player well you get the picture.

    Tank role in general needs a lot of help and work. they tried to make it a utility mitigation roll that CC's. but all the CC is garbage but one in all the skill lines, Volcanic rune. All of them are high cost ,low return, short lived, and very easily broken. trying to manage 12 mobs with this garbage is not productive. its better to AOE the clump on a LOS choke point. As for bosses almost all of them punish the Melee its better to range DPS the boss its consistent DPS that beats the burst. And before one of you ZOS defenders comes up with L2P and your doing it wrong, i am doing just fine we were clearing most of the first 3 VR dungeons when our static was v1 and 2. actually its getting kind of boring and we have all come to same conclussion , healing is fun, ranged dps is more productive, and at then end of the day when your well geared you don't need a tank.
  • Axer
    Axer
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    I have to say, I'm extremely disappointed that end-game dungeons are tankable in cloth with a staff.

    Why even play a heavy armor/shield character?
    The issue here is that their essentially isn't an endgame yet. (Less you consider the pvp that, in which case yea imo heavy works well in pvp)

    The top lvl dungeons are V6. Not 10 as the OP seems to imply.

    They let you do them at 6, some of the trash mobs are 6-7. Thus they are 6. Easy as that.

    So yes when a obviously very intelligent, highly informed tank playing the strongest class available (for these scenarios) at V10 does a V6 dungeon in light armor, it's not exactly a statement that heavy is garbage.

    And he said nothing about doing it without a shield.

    Tanking for example Murklight in Elden hollow without a shield is a recipe for disaster. It's doable, but it would be an nightmare for the healer and not at all effecient.

    So yes, due to the Overcharge systme, the difference in physical mitigation in light and heavy is pretty minor (and near zero if you apply additional buffs), it doesnt meant heavys bad.

    Heavy is vastly superior to light for melee bosses. And works fine for magicka bosses too, as sure its weaker resistance, but has some useful passive - such as the reduced block cost (Blocking works just the same versus standard magicka attacks) and increased melee power.

    Imo the system is fine. The game just lacks an endgame.

    Come craglorn, should they place some ultra powerful melee bosses taht do power attacks in the 4k+ range and require more stamina then ever to block.. Well, heavy will gain it's rightful throne.

    Personally my plan was to tank in medium or at least partially actaully. Though since stamina is completely irrelevant in the current game, and weapon attacks utterly weak, that kinda sucked. Waste of 46 levels of leveling.

    (Axer goes off to level light armor...)


    PS: Good guide OP. Knew most of it tho didn't know exactly how the maths worked, so ver useful.
    Edited by Axer on May 7, 2014 4:28PM
    Axer. Main tank and Leader of Crush it! (NA-EP highly skilled trials guild)
  • Axer
    Axer
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    Kodiak wrote: »
    3. Correct they are hard taunts. This doesn't prevent bosses from doing random abilities if they have random abilities however. There are a few bosses that aren't "tauntable" in the sense that they just continue to use abilities on any random player regardless and then will snap and auto attack you in between.

    5. Taunts only way to hold aggro, or be a healer. There appears to be healing aggro in the game and that's about it. There's no additional threat attacks or anything. We suggested they put in passives for Undaunted with things like that, never was done.

    While I agree with most of what you say, imo your understanding of the games threat/agro/taunt system is off.

    4. There are no hard taunts. The taunt claims a 15 second duration yet 10,000+ times I've lost agro in 4-7 seconds. If it was a "hard" taunt, that would never happen.

    5. Wrong. The game usese your standard mmo threat system. Damage dealt and healing dealt all contribute to threat.

    Since my build is HEAVILY focused on magicka damage, on whats imo one of the strongest single target abilities in the game (Biting jabs), only the best of the best dps builds can actaully pull agro from me (and well a lot of healers, as heal threat is pretty high).

    If I actaully just self heal, I think I can tank every boss in the game with no taunts. My only issues is healers pulling agro, never dps aside from 1-3 of the best dps in my guild.

    While I havent' done heavy maths testing or anything, I have done some 300+ dungeons - mots of these tier2 VR ones (I got dungeon ruler last week, so thats at least 200).. So i know this much:

    Ransack/Pierce armor provides an intial, massive spike of threat - probably in the 1000-5000 range, enough that I've never seen it fail unless the game lags or someone else already taunted (bug atm where you cant override taunts).
    After that, it generates some threat over time, for the 15 second duration. A lot, but not enough to keep bosses off me against top tier healers that go nuts (doing say 500+ HPS). In 99% of cases a healer doing that will pull agro in 4-5 seconds. I can get it back immediate with another pierce armor.

    The DK skill: Fiery Grip is actaully a taunt, despite it's description lacking one. It also can override Pierce armor. Couple of my guildies hit it accidently is how I learned this.

    While I have Inner Fire, I haven't played with it enough to tell if its differnet in terms of threat generated. Not a big fan of it honestly since I spam 100% of my magicka for dps all the time ( and a lot of my health via equilibrium). I have used it in a few rare situations where I wanted a range taunt and it did work fine, about the same as pierce armor.
    Axer. Main tank and Leader of Crush it! (NA-EP highly skilled trials guild)
  • Wifeaggro13
    Wifeaggro13
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    Axer wrote: »
    I have to say, I'm extremely disappointed that end-game dungeons are tankable in cloth with a staff.

    Why even play a heavy armor/shield character?
    The issue here is that their essentially isn't an endgame yet. (Less you consider the pvp that, in which case yea imo heavy works well in pvp)

    The top lvl dungeons are V6. Not 10 as the OP seems to imply.

    They let you do them at 6, some of the trash mobs are 6-7. Thus they are 6. Easy as that.

    So yes when a obviously very intelligent, highly informed tank playing the strongest class available (for these scenarios) at V10 does a V6 dungeon in light armor, it's not exactly a statement that heavy is garbage.

    And he said nothing about doing it without a shield.

    Tanking for example Murklight in Elden hollow without a shield is a recipe for disaster. It's doable, but it would be an nightmare for the healer and not at all effecient.

    So yes, due to the Overcharge systme, the difference in physical mitigation in light and heavy is pretty minor (and near zero if you apply additional buffs), it doesnt meant heavys bad.

    Heavy is vastly superior to light for melee bosses. And works fine for magicka bosses too, as sure its weaker resistance, but has some useful passive - such as the reduced block cost (Blocking works just the same versus standard magicka attacks) and increased melee power.

    Imo the system is fine. The game just lacks an endgame.

    Come craglorn, should they place some ultra powerful melee bosses taht do power attacks in the 4k+ range and require more stamina then ever to block.. Well, heavy will gain it's rightful throne.

    Personally my plan was to tank in medium or at least partially actaully. Though since stamina is completely irrelevant in the current game, and weapon attacks utterly weak, that kinda sucked. Waste of 46 levels of leveling.

    (Axer goes off to level light armor...)


    PS: Good guide OP. Knew most of it tho didn't know exactly how the maths worked, so ver useful.
    Axer bosses are 10 loot is 10. Dont minimalize this . Its a problem .
  • Axer
    Axer
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    Axer bosses are 10 loot is 10. Dont minimalize this . Its a problem .
    It's a problem they already plan to solve with craglorn, so I don't see the point of harping on it.

    I've beat all of the dungeon with everyone being V6 (cept darkshade, we got that at v7-8). I don't agree they are intended for v10s.

    The loot minimum levels is a bad design tho. Should just be item levels, not min lvls.
    Axer. Main tank and Leader of Crush it! (NA-EP highly skilled trials guild)
  • Wifeaggro13
    Wifeaggro13
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    Axer wrote: »
    Axer bosses are 10 loot is 10. Dont minimalize this . Its a problem .
    It's a problem they already plan to solve with craglorn, so I don't see the point of harping on it.

    I've beat all of the dungeon with everyone being V6 (cept darkshade, we got that at v7-8). I don't agree they are intended for v10s.

    The loot minimum levels is a bad design tho. Should just be item levels, not min lvls.
    We both agree they should be harder then and scale better.
  • kreekitb16_ESO
    kreekitb16_ESO
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    It is really funny how the NPCs kinda ignore me sometimes even when i use Pierce Armor on them, not just some random attack but Hey look over there! a Caster i want to squish now... Another application of Pirce Armor Forces him on me again for a few seconds, but definitly NOT the 15s stated in the tooltip.

    Same goes for Inner Beast btw, just not THAT often, well i didnt use it as often as Pierce Armor :)
  • berlijnsebolb16_ESO
    As a templar tank I noticed slotting some off heals from restoring light tree works wonders in tanking trash groups. Templars lack AOE CC but are able to AOE heal while Sword and boarding and i believe restoring light is our answer to the limited cc options. It works great for me. Massive agro :)
    Edited by berlijnsebolb16_ESO on May 8, 2014 10:47AM
  • Xanxarib16_ESO
    I just tend to get frustrated when a game forces me to pick between my character's design and min/maxing, and I don't want that to happen here. I'm not looking forward to the day where I find the need to make my character more efficient, because my group is struggling to defeat some dungeon, and I have to say "I guess it's time to put on that robe and use a staff in my other weapon slot..."

    I suppose that Zenimax delivered on the "play what you want" promise insofar as tanking in heavy armor isn't abysmal, but I'm just disappointed that it's considered a hindrance, however large or small it might be, to be a tank that wears heavy armor.


    then you should quit this game, for the 12 man raid is designed for min/max builds, its a F'ing competition amongs the best teams in the world (time trail)

  • Xanxarib16_ESO
    Getorix wrote: »
    Hidden taunt ability??

    Ardent Flame - Fiery Grip

    Reason why I bring this up.

    Every time...Every time I use this on a mob or boss, even the ones that I CAN NOT pull closer to me, they will aggro onto me, which is good.

    I'm just asking if anyone else has notice this at all.

    Yes I have chain pull on my bar at all times while tanking because its the only guaranteed taunt I have, the taunt from sword and board works most of the time but not all of the time, chain pull works every time.

    so you have chain pull, and another taunt,? you are better off with inner fire and ranscak, if you think inner fire and ransack are broken, you need to rething your tanking again... for you are failing...

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