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Idea for new snap aggro/threat skill

veritas723
veritas723
Soul Shriven
I love playing tanks. Basically the class I gravitate toward, 4 of my 8 characters are some form of tank. (DK, nightblade, Templar, and an RP tank)

What's somewhat annoying (aside from idiot dps who clearly haven't played mmos and seem to feel lulled into a false sense of ...run in and attack everything, this game is so easy, mentality.... but don't like killing healer npcs) is that snap aggro, and threat, are kind of janky in this game.

I think you can get around it. but it's sort of limiting. I like the idea that various types of classes can be tanks. if geared or designed a certain way. but i tend to disagree.
Mainly, because everyone is funneled into 1-hand/shield, because it has the primary early game taunt. (ie, don't be that *** trying to tank with a 2h. ...there'll never be a dps tank, so stop being a jackass)

This is kind of annoying, namely, because for all this game's supposed freedom, this main fact, the taunt, takes away a lot of freedom from the game.

(i would love my nightblade tank to be able to dual wield swords/daggers and be functional and as an avoidance based tank, I could live with just a stock 50% block, but i still need a taunt)

I mean, the increase to block mitigation and block specific skills are gravy that 1-h shield provides, and clearly it's the tanking weapon of choice. but it'd be nice if the taunt wasn't tied to it.

The later game, guild skill is accessible to all in time.

my proposal, is basically. add another threat or taunt ability, accessible early. that would serve as a non-class specific early game taunt with growth.

my idea would be something in the "world" or spirit magik tree. I mean, pick whatever flavor wording you want "soul panic" or whatever. "you attempt to steal the soul essence of target, forcing them to attack you!" then, the obvious morph, is either to make it AOE, or longer duration/easier(cheaper) to cast

Something like this would add, another snap aggro option, that isn't tied to a weapon or class. be accessible as early as what ... lvl 5 and provide growth. Also would provide a utility option of snap aggro for an OT. if content requires as much, as tank switching, or aggro management, are some of the finer points of more complex/gimmicky boss fights. as it stands, bosses are pretty much tank and spank. or... run out of oh *** AOE bomb. and all adds are kinda... meh. spam attacks and AOE as much as possible as they run where ever.

Deeper into the soul magic, could have something else "menacing essence" "you give off an aura of a reach mage, hungry for souls, creatures will attack you" ...as like a aura, for general threat increase. I mean, we're all forced to do the story quest anyway, why not add more options into that branch of magik. (could easily be dps/healing or stam/magika utility benefits added there as well)

anyway. just my two cents
  • Alpha_Protocol
    Alpha_Protocol
    ✭✭✭
    "Inner Fire" from Undaunted skill tree. It's already there. You have to use One Hand & Shield until you unlock it. Then you can weapon swap from one to the other all you like.
  • Wifeaggro13
    Wifeaggro13
    ✭✭✭✭✭
    veritas723 wrote: »
    I love playing tanks. Basically the class I gravitate toward, 4 of my 8 characters are some form of tank. (DK, nightblade, Templar, and an RP tank)

    What's somewhat annoying (aside from idiot dps who clearly haven't played mmos and seem to feel lulled into a false sense of ...run in and attack everything, this game is so easy, mentality.... but don't like killing healer npcs) is that snap aggro, and threat, are kind of janky in this game.

    I think you can get around it. but it's sort of limiting. I like the idea that various types of classes can be tanks. if geared or designed a certain way. but i tend to disagree.
    Mainly, because everyone is funneled into 1-hand/shield, because it has the primary early game taunt. (ie, don't be that *** trying to tank with a 2h. ...there'll never be a dps tank, so stop being a jackass)

    This is kind of annoying, namely, because for all this game's supposed freedom, this main fact, the taunt, takes away a lot of freedom from the game.

    (i would love my nightblade tank to be able to dual wield swords/daggers and be functional and as an avoidance based tank, I could live with just a stock 50% block, but i still need a taunt)

    I mean, the increase to block mitigation and block specific skills are gravy that 1-h shield provides, and clearly it's the tanking weapon of choice. but it'd be nice if the taunt wasn't tied to it.

    The later game, guild skill is accessible to all in time.

    my proposal, is basically. add another threat or taunt ability, accessible early. that would serve as a non-class specific early game taunt with growth.

    my idea would be something in the "world" or spirit magik tree. I mean, pick whatever flavor wording you want "soul panic" or whatever. "you attempt to steal the soul essence of target, forcing them to attack you!" then, the obvious morph, is either to make it AOE, or longer duration/easier(cheaper) to cast

    Something like this would add, another snap aggro option, that isn't tied to a weapon or class. be accessible as early as what ... lvl 5 and provide growth. Also would provide a utility option of snap aggro for an OT. if content requires as much, as tank switching, or aggro management, are some of the finer points of more complex/gimmicky boss fights. as it stands, bosses are pretty much tank and spank. or... run out of oh *** AOE bomb. and all adds are kinda... meh. spam attacks and AOE as much as possible as they run where ever.

    Deeper into the soul magic, could have something else "menacing essence" "you give off an aura of a reach mage, hungry for souls, creatures will attack you" ...as like a aura, for general threat increase. I mean, we're all forced to do the story quest anyway, why not add more options into that branch of magik. (could easily be dps/healing or stam/magika utility benefits added there as well)

    anyway. just my two cents
    Tanking mechanics in this game are murky . there are tweaks that need to be made. First and formost tanking in ESO is utility and damage mitigation aggro management does not exist. I appreciate and enjoy the fact they have added some mechaincs to tanking but have tried to be so different they have turned it into a afterthought. which is a shame many people really like the role of tanking . you have two single target taunts and tons of CC options but none of them really good at controlling these 10 to 15 mob pulls in some instances. i think what you want is a aoe taunt i believe but i dont think that is what the dev team wants for tanking.
    The other two roles of the trinity are clearly defined and work just fine.

  • veritas723
    veritas723
    Soul Shriven
    well... i think clearly, they're going for aoe stun/fear or ... root, as a replacement for straight aoe taunt. which, like i said, is doable. and there's some synergy for it. ..like a talons into a lava whip, into aoe melee attacks, or like popping a morphed dragon armor. for some aoe dps/threat, I dunno. but that's a heavy rotation vs, a simple snap aggro.

    I really like, corralling mobs, turning entire packs, or hitting the melee grouping, pulling or turning a ranged mob, and just totally having all hate on me. it seems to take a lot to pull that off in this game. but then... like if some dps, is just spamming, or a healer pulls something. It's just janky trying to control that. If the dps aren't smart enough to switch to protecting a healer or squishy. someone might drop. but I really hate abandoning a tightly/well pulled pack of mobs.

    and if you're outside of DK. a lot of tank synergy goes away, and it's more gimmicks than tactics.

    and... there's really not a lot of functionality for aggro swapping. So... they've sorta 86'd several interesting dynamics.
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