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Tanks are unneeded end game.

  • Bollerlotte
    Bollerlotte
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    i tank in Light Armor, heal is 2nd weapon. there is one other healer in my raid, we are doing 10minutes trials.
  • Maverick827
    Maverick827
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    A sorc will never do that. In my opinion DKs make great tanks, NB and Templars make good tanks, sorcs are just on the bottom of the list.
    I would agree with this. Nightblades probably have the best resource management with Siphon Strikes, and 15% mitigation from the Summon Shadow ability seems pretty handy. They're lacking a great class-based armor buff, though, so they might have to rely on CoP (which can be useless on mobile bosses) or bone shield/immovable which are both very expensive, even for a NBs resource regen.

    Templars are pretty comparable to DKs I think, even if only just because of Blazing Shield. Both morphs of Radiant Aura could also be very good for tanking. Backlash seems like an excellent source of damage for a tank to contribute in a group setting.

    Maybe Spellcrafting will help Sorcorers, but it doesn't look like that will be in Update 4 and Im less patient than I'd like.
  • Wifeaggro13
    Wifeaggro13
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    A sorc will never do that. In my opinion DKs make great tanks, NB and Templars make good tanks, sorcs are just on the bottom of the list.
    I would agree with this. Nightblades probably have the best resource management with Siphon Strikes, and 15% mitigation from the Summon Shadow ability seems pretty handy. They're lacking a great class-based armor buff, though, so they might have to rely on CoP (which can be useless on mobile bosses) or bone shield/immovable which are both very expensive, even for a NBs resource regen.

    Templars are pretty comparable to DKs I think, even if only just because of Blazing Shield. Both morphs of Radiant Aura could also be very good for tanking. Backlash seems like an excellent source of damage for a tank to contribute in a group setting.

    Maybe Spellcrafting will help Sorcorers, but it doesn't look like that will be in Update 4 and Im less patient than I'd like.
    yes i agree had this game any mechanics that require anything more then dps. And utility , cc that was required for end game pve. Or survivability that was required i would be claiming very different.but eso does not it was designed poorly reguarding the trinity mechanics. Just did Coh with my sorc as dps actually no tank. A dual wield melee with a taunt. I was not even aware i was supposed to be tanking. Server went down at last boss

    Edited by Wifeaggro13 on August 14, 2014 6:06PM
  • lathbury
    lathbury
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    lathbury wrote: »
    The last boss in aa is a tanking challenge and you will be doing 0 dps for most of the fight as a tank.

    Doable with sorc?

    Probably doable with any good tank build I've only ever seen DK tanks do it. It's tricky though the tank has to control multiple adds and get them away from the squishier folk as they can get 1 shot.
    So to the op I would suggest you have not been in that fight you will nearly always wipe on that without a good tank.
    Edited by lathbury on August 14, 2014 6:23PM
  • Wifeaggro13
    Wifeaggro13
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    i tank in Light Armor, heal is 2nd weapon. there is one other healer in my raid, we are doing 10minutes trials.

    There ya have it. Class? Dk? spec dps with a taunt
  • jcost4o
    jcost4o
    Soul Shriven
    Why is it that a month ago everyone was crying that a tank was unfair to the rest of the players? People finding that tanks are just as easy to kill as the rest when they modify gear or skills?
  • Pmarsico9
    Pmarsico9
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    1) Raise Cap on Damage reduction based upon armor type: Heavy gets to 70%, Medium to 50%, Light to 40%.

    2) Turn all CD's like Bone Armor into flat Damage reduction factored AFTER armor. As such, they would do less for those with less resistance and armor.

    3) This is probably the most important: Buff the damage output bonuses for people in Heavy and Medium Armor to match the bonuses granted by light armor. This is where the biggest discrepancy lies. It's not the defensive, it's the offensive. Weapon damage can't keep up, at all, with pure magicka builds in Light Armor. Bump weapon crit bonus for medium up higher and weapon damage bonus higher for heavy. Weapon damage bonus needs addressed to make tanks viable DPSers. They are already LESS VIABLE healers due to lower magicka regen and higher magicka costs in heavy armor. So that isn't something that needs to be feared. Heavy and medium armor wearers shouldn't be very good healers. That's just the way that should go, light armor should be most conducive to healing.

    Bumping up Heavy Armor damage simultaneously makes tanking more engaging due to the fact that the tank is now more than just a taunt totem.

    4) Make more bosses one shot people who aren't tanks or don't have CD's up who pull hate.

    I just want to go on record and state that I think this game is outstanding. But I have always been very curious as to why after being such a powerful offensive tree in prior ES games, Sword and Shield seems so tame as far as offensive potential goes.

    Lastly:

    Bosses need to stop being designed so heavily around DPS checks or having mechanics that become avoidable with stacked DPS groups. It is killing Templars in end game.
    Edited by Pmarsico9 on August 14, 2014 7:06PM
  • Wifeaggro13
    Wifeaggro13
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    Pmarsico9 wrote: »
    1) Raise Cap on Damage reduction based upon armor type: Heavy gets to 70%, Medium to 50%, Light to 40%.

    2) Turn all CD's like Bone Armor into flat Damage reduction factored AFTER armor. As such, they would do less for those with less resistance and armor.

    3) This is probably the most important: Buff the damage output bonuses for people in Heavy and Medium Armor to match the bonuses granted by light armor. This is where the biggest discrepancy lies. It's not the defensive, it's the offensive. Weapon damage can't keep up, at all, with pure magicka builds in Light Armor. Bump weapon crit bonus for medium up higher and weapon damage bonus higher for heavy. Weapon damage bonus needs addressed to make tanks viable DPSers. They are already LESS VIABLE healers due to lower magicka regen and higher magicka costs in heavy armor. So that isn't something that needs to be feared. Heavy and medium armor wearers shouldn't be very good healers. That's just the way that should go, light armor should be most conducive to healing.

    Bumping up Heavy Armor damage simultaneously makes tanking more engaging due to the fact that the tank is now more than just a taunt totem.

    4) Make more bosses one shot people who aren't tanks or don't have CD's up who pull hate.

    I just want to go on record and state that I think this game is outstanding. But I have always been very curious as to why after being such a powerful offensive tree in prior ES games, Sword and Shield seems so tame as far as offensive potential goes.

    Lastly:

    Bosses need to stop being designed so heavily around DPS checks or having mechanics that become avoidable with stacked DPS groups. It is killing Templars in end game.
    Very Well said . its almost as bad as SWTOR relyng on enrage mechanic for every single fight. its literally in ever boss fight.

  • Pmarsico9
    Pmarsico9
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    i tank in Light Armor, heal is 2nd weapon. there is one other healer in my raid, we are doing 10minutes trials.

    I am just curious if this is actually design intent or a lack of foresight that the developers never fathomed that those who truly do progressive end game would do the level of dps that they do.

    Since the end game is essentially time trials, then it should have been strongly considered that most fights should not be a group of 12 cloth wearers keeping Combat Prayer up on each other and animation cancelling for topping 1,000 DPS Single target.

    It just doesn't seem that this could've been the design intent. If it is and that's viewed as skill I hope to hell there's some vision moving forward for true end game for those of us who don't want to do that.

    It's early on. I know that. I know the animation cancelling is probably a major problem. But that doesn't change the fact that it needs to be viewed as an issue. Just as boss design needs to factor in what is really happening.
  • Maverick827
    Maverick827
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    Pmarsico9 wrote: »
    1) Raise Cap on Damage reduction based upon armor type: Heavy gets to 70%, Medium to 50%, Light to 40%.

    2) Turn all CD's like Bone Armor into flat Damage reduction factored AFTER armor. As such, they would do less for those with less resistance and armor.

    3) This is probably the most important: Buff the damage output bonuses for people in Heavy and Medium Armor to match the bonuses granted by light armor. This is where the biggest discrepancy lies. It's not the defensive, it's the offensive. Weapon damage can't keep up, at all, with pure magicka builds in Light Armor. Bump weapon crit bonus for medium up higher and weapon damage bonus higher for heavy. Weapon damage bonus needs addressed to make tanks viable DPSers. They are already LESS VIABLE healers due to lower magicka regen and higher magicka costs in heavy armor. So that isn't something that needs to be feared. Heavy and medium armor wearers shouldn't be very good healers. That's just the way that should go, light armor should be most conducive to healing.

    Bumping up Heavy Armor damage simultaneously makes tanking more engaging due to the fact that the tank is now more than just a taunt totem.

    4) Make more bosses one shot people who aren't tanks or don't have CD's up who pull hate.

    I just want to go on record and state that I think this game is outstanding. But I have always been very curious as to why after being such a powerful offensive tree in prior ES games, Sword and Shield seems so tame as far as offensive potential goes.

    Lastly:

    Bosses need to stop being designed so heavily around DPS checks or having mechanics that become avoidable with stacked DPS groups. It is killing Templars in end game.
    Very Well said . its almost as bad as SWTOR relyng on enrage mechanic for every single fight. its literally in ever boss fight.
    I don't think every boss having an enrage timer is a bad thing, but if that is the mechanic of the boss, then that's pretty bad.
  • Persephonius
    Persephonius
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    Pmarsico9 wrote: »
    1)

    3) This is probably the most important: Buff the damage output bonuses for people in Heavy and Medium Armor to match the bonuses granted by light armor. This is where the biggest discrepancy lies. It's not the defensive, it's the offensive. Weapon damage can't keep up, at all, with pure magicka builds in Light Armor. Bump weapon crit bonus for medium up higher and weapon damage bonus higher for heavy. Weapon damage bonus needs addressed to make tanks viable DPSers. They are already LESS VIABLE healers due to lower magicka regen and higher magicka costs in heavy armor. So that isn't something that needs to be feared. Heavy and medium armor wearers shouldn't be very good healers. That's just the way that should go, light armor should be most conducive to healing.

    Wait a moment.

    There is a good reason why tanks do not deal as much damage as a dps specialized and geared character can. I have never played an MMO where a good tanks dps out-put is more than 50% of a good DPS's DPS output. If you give tanks viable dps output, then everyone will just want to be that. You will have the survivability of a tank with good dps to boot. The basic/general balance is along the lines of: a tank can take twice (or more) as much damage as a dps can but only dish out half (generalized ratios, they differ of course from game to game) the damage a dps can. It is relatively simple, if you want to tank, wear heavy armour, if you want to dps, wear medium or light, if you want to heal, wear light armour. The imbalance is more the case where players are able to tank in light armour, because they also want to dps. In my view it should be the opposite of what you said. Increases the defensive bonuses of heavy armour and reduce the defensive (applying a block mitigation penalty perhaps) viability of light armour wearers. I have played MMO's that do actually have light armoured tanks, the shadow/assassin from SwTOR for example. This class overcomes the light armour penalty with class specific skills, basically dark ward/bulwark. The assassin/shadow is generally the tank that takes the most spike damage, but to compensate, has the highest mitigation stats (non-armour stats) and the most utility and single/multi target threat generation. I often prefer to play on my assassin when tanking instead of my powertech and juggernaught for those reasons. In eso, the tank that would most likely resemble the assassin is the sorcerer. In my mind a rebalance that enables sorcerers to overcome the light armour penalties to tank in light armour and be the only class that can tank in light armour would be the best way to go.
    Edited by Persephonius on August 15, 2014 4:13AM
  • jamie.goddenrwb17_ESO
    In my mind a rebalance that enables sorcerers to overcome the light armour penalties to tank in light armour and be the only class that can tank in light armour would be the best way to go.

    Making anything exclusive to one class in an Elder Scrolls game is just asking for anger. There is no reason the team can't strike a balance whereby light armor tanking is viable at reduced dps or heavy armor dps is viable at reduced mitigation.

    It's just going to be a really bumpy road while they work out how to balance all of the skill lines.
    I can has typing!
  • Persephonius
    Persephonius
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    In my mind a rebalance that enables sorcerers to overcome the light armour penalties to tank in light armour and be the only class that can tank in light armour would be the best way to go.

    Making anything exclusive to one class in an Elder Scrolls game is just asking for anger. There is no reason the team can't strike a balance whereby light armor tanking is viable at reduced dps or heavy armor dps is viable at reduced mitigation.

    It's just going to be a really bumpy road while they work out how to balance all of the skill lines.

    There is already anger over class unique/exclusive skills/abilities I think. I don't really understand why. You can after all level every class to veteran 12, you are not limited to one character (I could understand the anger if this was the case). Personally, I prefer a system where I would know what class build/role I want to aim for before hand, and then workout/calculate the best set-up for that role, i.e. picking the most suitable class/race/skills (Meta-Gaming in a word). Character develop of this sort is one of the main aspects I enjoy in MMO's. Initially, looking at the vast possibilities in character creation at hand in ESO, it seemed to me there were many ways or approaches you could take and get lost, i.e. create mediocre builds. There is a lot of room for you to create, test and workout builds that work. I thought that was one of the main edges eso has over other MMO's with rail-road class design. I believe this is a huge plus for ESO. The negative comments I have seen regarding somewhat arbitrary builds of class X don't work as well for the said build for class Y still appears odd to me. I never expected that you could create a build in any fashion and expect it to be balanced with another random build, that is unreasonable. So likewise, I don't think it is unreasonable for sorcerers to be more effective or exclusive tanks in light armour. Sorcerers have the abilities to keep up high mitigation in light armour, mainly utilizing thundering presence. This ability has a lower duration than other similar abilities such as razor armour of dragonknights. So a sorcerer would require greater magicka management to keep this ability up. Light Armour magicka buffs will help here.

    This is where my analogy to the assassin class is swtor comes in for the sorcerer. With the assassin, you have a defensive cooldown, namely dark ward that you can refresh when it expires. It increases your shield chance by 20% and has 12 stacks. You consume a stack every time you shield an attack and you gain 1 stack of dark bulwark which increases your shield absorption. The micro management of the assassin is more difficult than the other 2 tank classes in swtor. If you do not refresh dark ward when it expires, you loose a great deal of mitigation, and you will take 'spike' damage (very nasty spike damage). Also, there is an optimum region of consumed stacks of dark ward and dark bulwark, and refreshing dark ward too early and you do not gain as much mitigation as is possible. There is also a rotation required to build 4 stacks of harnessed darkness that will increase your damage reduction (this used to be self healing, but has been recently changed). This rotation is tight, and you have literally a second or two before you loose your stacks of harnessed darkness if you do not activate force lightning at the right time to gain the damage mitigation and you take spike damage. So in my analogy, the sorcerer would need more micro management than other tank classes in eso, since being in light armour, the sorcerer would also take spike damage if you do not refresh thundering presence in time or run out of magicka as an example. I don't have an issue with this. It creates a class unique method of tanking.
    Edited by Persephonius on August 15, 2014 5:28AM
  • jamie.goddenrwb17_ESO
    There is already anger over class unique/exclusive skills/abilities I think. I don't really understand why. You can after all level every class to veteran 12, you are not limited to one character (I could understand the anger if this was the case). Personally, I prefer a system where I would know what class build/role I want to aim for before hand, and then workout/calculate the best set-up for that role, i.e. picking the most suitable class/race/skills (Meta-Gaming in a word). Character develop of this sort is one of the main aspects I enjoy in MMO's. Initially, looking at the vast possibilities in character creation at hand in ESO, it seemed to me there were many ways or approaches you could take and get lost, i.e. create mediocre builds. There is a lot of room for you to create, test and workout builds that work. I thought that was one of the main edges eso has over other MMO's with rail-road class design. I believe this is a huge plus for ESO. The negative comments I have seen regarding somewhat arbitrary builds of class X don't work as well for the said build for class Y still appears odd to me. I never expected that you could create a build in any fashion and expect it to be balanced with another random build, that is unreasonable.

    I understand where you are coming from and in the case of most MMO's I'd agree with you. The difference between most MMO's and ESO though is that in ESO class abilities are only one set of skills.

    Weapons, armor and extras (fighters/mages guild etc) have their own skill trees so you should not need to be limited purely to class abilities to perform one way or another.

    This should technically allow for a much more expansive meta-game in that if you don't like the way some of your class abilities work, you are (should be) free to pick something similar from a different skill line. Otherwise, why bother with weapon and armor skill lines at all? Why not just have a stock standard set of perks that come with each.

    Given the number of skills available I can't see any possible justification for locking a class to a role, armor type to a role or class or weapon type to a role. If 80% of them are useless then why even bother putting that much detail in to class creation and the skill point system?

    With the number of skills in this game it is absurd that all of the options aren't there.
    I can has typing!
  • Persephonius
    Persephonius
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    There is already anger over class unique/exclusive skills/abilities I think. I don't really understand why. You can after all level every class to veteran 12, you are not limited to one character (I could understand the anger if this was the case). Personally, I prefer a system where I would know what class build/role I want to aim for before hand, and then workout/calculate the best set-up for that role, i.e. picking the most suitable class/race/skills (Meta-Gaming in a word). Character develop of this sort is one of the main aspects I enjoy in MMO's. Initially, looking at the vast possibilities in character creation at hand in ESO, it seemed to me there were many ways or approaches you could take and get lost, i.e. create mediocre builds. There is a lot of room for you to create, test and workout builds that work. I thought that was one of the main edges eso has over other MMO's with rail-road class design. I believe this is a huge plus for ESO. The negative comments I have seen regarding somewhat arbitrary builds of class X don't work as well for the said build for class Y still appears odd to me. I never expected that you could create a build in any fashion and expect it to be balanced with another random build, that is unreasonable.


    Given the number of skills available I can't see any possible justification for locking a class to a role, armor type to a role or class or weapon type to a role. If 80% of them are useless then why even bother putting that much detail in to class creation and the skill point system?

    Well, if you are looking at being a pure healer for example, your main concerns other than healing is magicka management. This is aided most efficiently with a restoration staff and light armour. If you are looking at being a pure tank, other than setting up/avoiding boss mechanics, your main concern is mitigation and stamina conservation. This is most effectively aided through heavy armour and the one hand and shield line via block mitigation buffs and block cost reduction. Are these not justifiable reasons for considering healing being locked to the restoration staff with light armour, and tanking locked to one hand and shield in heavy armour? Likewise if you are a magicka/stamina dps build, you are locked to light/medium armour? You don't have to follow these ofcourse, but you will be weighing your group down if you don't in most cases.
  • jamie.goddenrwb17_ESO
    There is already anger over class unique/exclusive skills/abilities I think. I don't really understand why. You can after all level every class to veteran 12, you are not limited to one character (I could understand the anger if this was the case). Personally, I prefer a system where I would know what class build/role I want to aim for before hand, and then workout/calculate the best set-up for that role, i.e. picking the most suitable class/race/skills (Meta-Gaming in a word). Character develop of this sort is one of the main aspects I enjoy in MMO's. Initially, looking at the vast possibilities in character creation at hand in ESO, it seemed to me there were many ways or approaches you could take and get lost, i.e. create mediocre builds. There is a lot of room for you to create, test and workout builds that work. I thought that was one of the main edges eso has over other MMO's with rail-road class design. I believe this is a huge plus for ESO. The negative comments I have seen regarding somewhat arbitrary builds of class X don't work as well for the said build for class Y still appears odd to me. I never expected that you could create a build in any fashion and expect it to be balanced with another random build, that is unreasonable.


    Given the number of skills available I can't see any possible justification for locking a class to a role, armor type to a role or class or weapon type to a role. If 80% of them are useless then why even bother putting that much detail in to class creation and the skill point system?

    Well, if you are looking at being a pure healer for example, your main concerns other than healing is magicka management. This is aided most efficiently with a restoration staff and light armour. If you are looking at being a pure tank, other than setting up/avoiding boss mechanics, your main concern is mitigation and stamina conservation. This is most effectively aided through heavy armour and the one hand and shield line via block mitigation buffs and block cost reduction. Are these not justifiable reasons for considering healing being locked to the restoration staff with light armour, and tanking locked to one hand and shield in heavy armour? Likewise if you are a magicka/stamina dps build, you are locked to light/medium armour? You don't have to follow these ofcourse, but you will be weighing your group down if you don't in most cases.

    I can't fault your logic, it is 100% correct and this would be extremely functional.

    But it's simplistic and I honestly think it would be a cop out, particularly from a game with "Elder Scrolls" in the title.
    Edited by jamie.goddenrwb17_ESO on August 15, 2014 1:56PM
    I can has typing!
  • Sandmanninja
    Sandmanninja
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    Range closer. The balance should be:
    Mages are OP ranged but up close, they are just wearing paper.
    DKs have a Shielded Assault and another charge as a range closer but the other half should be Cloth having a weakness to melee weapons.

    If a Sorcerer was very vulnerable to melee attacks, you would NOT see them wade through packs of mobs spamming AoE attacks. They'd stay in the back, safe behind the melee people.

    If that could be implemented (and FFS give tanks some sort of AoE Taunt - DK's Talons would be perfect - a Taunt morph), then life would be better.
    Edited by Sandmanninja on August 17, 2014 1:32AM
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    THIS IS A NEW-BUT-GROWING GUILD. We are focused on doing vet pledges, vet dungeons, getting achieves, & doing hard mode bosses.
    Most active GMT+10 (Australia time zone) in the afternoon Mon-Fri and all day Sat/Sun.
    Pst/email for info/invites.
  • Anastasia
    Anastasia
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    Pmarsico9 wrote: »
    1)

    3) This is probably the most important: Buff the damage output bonuses for people in Heavy and Medium Armor to match the bonuses granted by light armor. This is where the biggest discrepancy lies. It's not the defensive, it's the offensive. Weapon damage can't keep up, at all, with pure magicka builds in Light Armor. Bump weapon crit bonus for medium up higher and weapon damage bonus higher for heavy. Weapon damage bonus needs addressed to make tanks viable DPSers. They are already LESS VIABLE healers due to lower magicka regen and higher magicka costs in heavy armor. So that isn't something that needs to be feared. Heavy and medium armor wearers shouldn't be very good healers. That's just the way that should go, light armor should be most conducive to healing.

    Wait a moment.

    There is a good reason why tanks do not deal as much damage as a dps specialized and geared character can. I have never played an MMO where a good tanks dps out-put is more than 50% of a good DPS's DPS output. If you give tanks viable dps output, then everyone will just want to be that. You will have the survivability of a tank with good dps to boot. <<<<<<**OGGLES!!

    The basic/general balance is along the lines of: a tank can take twice (or more) as much damage as a dps can but only dish out half (generalized ratios, they differ of course from game to game) the damage a dps can. It is relatively simple, if you want to tank, wear heavy armour, if you want to dps, wear medium or light, if you want to heal, wear light armour. The imbalance is more the case where players are able to tank in light armour, because they also want to dps. In my view it should be the opposite of what you said. Increases the defensive bonuses of heavy armour and reduce the defensive (applying a block mitigation penalty perhaps) viability of light armour wearers. I have played MMO's that do actually have light armoured tanks, the shadow/assassin from SwTOR for example. This class overcomes the light armour penalty with class specific skills, basically dark ward/bulwark. The assassin/shadow is generally the tank that takes the most spike damage, but to compensate, has the highest mitigation stats (non-armour stats) and the most utility and single/multi target threat generation. I often prefer to play on my assassin when tanking instead of my powertech and juggernaught for those reasons. In eso, the tank that would most likely resemble the assassin is the sorcerer. In my mind a rebalance that enables sorcerers to overcome the light armour penalties to tank in light armour and be the only class that can tank in light armour would be the best way to go.

    Erhm...so Tanks according to you SHOULD be pigeon-holed into a standing member of the trinity in TESO, whereas oh, sorc's et al are more than welcome to continue being everything to everyone eh?

    *Because TAUNT, or higher bonus of dps-induce aggro. And do something to medium and heavy armor, SOMETHING GOOD please along with stam REGEN.

    Edited by Anastasia on August 17, 2014 1:43AM
  • Persephonius
    Persephonius
    ✭✭✭
    Anastasia wrote: »
    Pmarsico9 wrote: »
    1)

    3) This is probably the most important: Buff the damage output bonuses for people in Heavy and Medium Armor to match the bonuses granted by light armor. This is where the biggest discrepancy lies. It's not the defensive, it's the offensive. Weapon damage can't keep up, at all, with pure magicka builds in Light Armor. Bump weapon crit bonus for medium up higher and weapon damage bonus higher for heavy. Weapon damage bonus needs addressed to make tanks viable DPSers. They are already LESS VIABLE healers due to lower magicka regen and higher magicka costs in heavy armor. So that isn't something that needs to be feared. Heavy and medium armor wearers shouldn't be very good healers. That's just the way that should go, light armor should be most conducive to healing.

    Wait a moment.

    There is a good reason why tanks do not deal as much damage as a dps specialized and geared character can. I have never played an MMO where a good tanks dps out-put is more than 50% of a good DPS's DPS output. If you give tanks viable dps output, then everyone will just want to be that. You will have the survivability of a tank with good dps to boot. <<<<<<**OGGLES!!

    The basic/general balance is along the lines of: a tank can take twice (or more) as much damage as a dps can but only dish out half (generalized ratios, they differ of course from game to game) the damage a dps can. It is relatively simple, if you want to tank, wear heavy armour, if you want to dps, wear medium or light, if you want to heal, wear light armour. The imbalance is more the case where players are able to tank in light armour, because they also want to dps. In my view it should be the opposite of what you said. Increases the defensive bonuses of heavy armour and reduce the defensive (applying a block mitigation penalty perhaps) viability of light armour wearers. I have played MMO's that do actually have light armoured tanks, the shadow/assassin from SwTOR for example. This class overcomes the light armour penalty with class specific skills, basically dark ward/bulwark. The assassin/shadow is generally the tank that takes the most spike damage, but to compensate, has the highest mitigation stats (non-armour stats) and the most utility and single/multi target threat generation. I often prefer to play on my assassin when tanking instead of my powertech and juggernaught for those reasons. In eso, the tank that would most likely resemble the assassin is the sorcerer. In my mind a rebalance that enables sorcerers to overcome the light armour penalties to tank in light armour and be the only class that can tank in light armour would be the best way to go.

    Erhm...so Tanks according to you SHOULD be pigeon-holed into a standing member of the trinity in TESO, whereas oh, sorc's et al are more than welcome to continue being everything to everyone eh?

    Umm, a tank is a role a player has chosen to play from potentially any class, where-as a sorcerer is a class that a player can choose to be a tank/dps/etc..... So.... what are you trying to say exactly?
  • Persephonius
    Persephonius
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    Range closer. The balance should be:
    Mages are OP ranged but up close, they are just wearing paper.
    DKs have a Shielded Assault and another charge as a range closer but the other half should be Cloth having a weakness to melee weapons.

    If a Sorcerer was very vulnerable to melee attacks, you would NOT see them wade through packs of mobs spamming AoE attacks. They'd stay in the back, safe behind the melee people.

    If that could be implemented (and FFS give tanks some sort of AoE Taunt - DK's Talons would be perfect - a Taunt morph), then life would be better.

    I have tried tanking mobs all at once just to see how things go when I started leveling a dragonknight. My observations were that the amount of stamina drained per attack blocked does not scale linearly or at all with the damage that you take. If you aoe taunt a pack of ten mobs and have them for 15 seconds, the incoming damage would be substantial (for sake of the argument, your ultimate is not quite charged yet) requiring you to block, and the frequency of hits would be quite high, depleting your stamina rather quickly. I am not sure an aoe taunt is that useful in eso.
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