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I used to be a tank like you . . .

  • nordsavage
    nordsavage
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    For every guy who likes the change there are twenty or more who do not. If you are for the change post a video so we can see if you do anything more than lack luster basics or invite me to a difficult run and I'll see what you are made of in person . . . then I'll post the video. You want to come on here in favor of the change put your money where your mouth is, developers included. I'm calling all of you types out. Don't be surprised if I invite you in in game.
    Edited by nordsavage on October 7, 2015 7:55AM
    I didn't choose tank life, tank life chose me.
  • jakeedmundson
    jakeedmundson
    ✭✭✭✭✭
    I have less than 100 cp... i play on ps4 and have been playing a lot since the release on console...
    Since that time... i have been a tank. Always wore heavy armor... used sword and shield... made tank builds.

    I had no issues tanking most dungeons if i had the right gear, skills, and rotation. (there was always the occasional death... but hey, that happens)
    After this last patch... i tried to keep tanking. My old build didn't work well so i tried new armor sets, new skills, new rotations...
    But, i have to say... i cannot try certain builds because i don't pvp... its a huge time dump when i already spend so much time playing pve. I have no time for it... and no interest in it.... which sucks because i cannot get that gear.
    Also, i cannot make 9 trait armor/weapons yet... i have 7 or 8 traits for all my gear... still waiting on that 23+ days :neutral:

    BUT... having all of that gear should not completely dictate failure or success in a dungeon. (There should be other sets that still allow someone to get through dungeons)

    Because of this 1.7 patch... and the limited access to gear i can obtain... i completely dropped tanking.
    I am DPS now. I will not go back to tanking until there are some gear changes and/or skill changes to benefit tanks.
    CP690
    Lv 50 Dunmer DragonKnight Tank/Dps
    Lv 50 Altmer Sorcerer Dps
    Lv 50 Breton Templar Healer/Dps
    Lv 50 Altmer Nightblade Dps
    Lv 50 Redguard Sorcerer Dps
    PS4 - DC
    vSOHM - vAAHM - vHRC - vMA Flawless

    My version of a Heavy Attack Sorc build
    https://forums.elderscrollsonline.com/en/discussion/294724/magicka-sorc-heavy-attack-build-homestead-ready/p1?new=1
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    I have less than 100 cp... i play on ps4 and have been playing a lot since the release on console...
    Since that time... i have been a tank. Always wore heavy armor... used sword and shield... made tank builds.

    I had no issues tanking most dungeons if i had the right gear, skills, and rotation. (there was always the occasional death... but hey, that happens)
    After this last patch... i tried to keep tanking. My old build didn't work well so i tried new armor sets, new skills, new rotations...
    But, i have to say... i cannot try certain builds because i don't pvp... its a huge time dump when i already spend so much time playing pve. I have no time for it... and no interest in it.... which sucks because i cannot get that gear.
    Also, i cannot make 9 trait armor/weapons yet... i have 7 or 8 traits for all my gear... still waiting on that 23+ days :neutral:

    BUT... having all of that gear should not completely dictate failure or success in a dungeon. (There should be other sets that still allow someone to get through dungeons)

    Because of this 1.7 patch... and the limited access to gear i can obtain... i completely dropped tanking.
    I am DPS now. I will not go back to tanking until there are some gear changes and/or skill changes to benefit tanks.

    This is the crux of the problem now. The builds between PvP and PvE are too disparate now for the tanker. If you are built to be a tank in pve, even with alternate gear/skills for both pvp and pve, you grossly underperform in pvp. It is just better to go dps in pvp, and anyone telling you otherwise is selling you something because it has actually always been like that. Just because people wore a shield doesn't mean they were a tank. I'm going to hammer this issue til the cows come home because I think it needs to be heard. Mages have magicka. Rogues have Stamina. Warriors have ... what health? hahahah.

    Magic damage scales well with magicka and also supplies extreme resiliency to players as well as sustainability. Stamina does the same thing for the rogue (dps weapon builds). The Warrior aka the Knight aka the Tank gets a lifeless stat that neither scales damage nor resiliency,. There is no synergy here and it has gotten worse. Health needs to reduce costs of blocking, rolling, sprinting, bashing, and return more on light and heavy attacks. Health needs to scale/improve the magnitude of shields and the quality of resistance powers. It should also potentially enhance incoming heals. I'm not talking about something overpowered, but I'm talking about something where an all health character, a Warrior is actually viable. Such a character would not spam powers, and would be based more upon his mouse and light attacks, with occassional to moderate usage of abilities. In order for a playstyle (the tank) to be viable, health needs to be more viable. Non-Tanks should not get equal benefit from tanking powers and skills, its that simple. A player who goes all-in on magic should not get greater regen, resiliency, and damage output than someone who goes all in on Health.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • bigereard
    bigereard
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    This is the crux of the problem now. The builds between PvP and PvE are too disparate now for the tanker. If you are built to be a tank in pve, even with alternate gear/skills for both pvp and pve, you grossly underperform in pvp. It is just better to go dps in pvp, and anyone telling you otherwise is selling you something because it has actually always been like that. Just because people wore a shield doesn't mean they were a tank. I'm going to hammer this issue til the cows come home because I think it needs to be heard. Mages have magicka. Rogues have Stamina. Warriors have ... what health? hahahah.

    Magic damage scales well with magicka and also supplies extreme resiliency to players as well as sustainability. Stamina does the same thing for the rogue (dps weapon builds). The Warrior aka the Knight aka the Tank gets a lifeless stat that neither scales damage nor resiliency,. There is no synergy here and it has gotten worse. Health needs to reduce costs of blocking, rolling, sprinting, bashing, and return more on light and heavy attacks. Health needs to scale/improve the magnitude of shields and the quality of resistance powers. It should also potentially enhance incoming heals. I'm not talking about something overpowered, but I'm talking about something where an all health character, a Warrior is actually viable. Such a character would not spam powers, and would be based more upon his mouse and light attacks, with occassional to moderate usage of abilities. In order for a playstyle (the tank) to be viable, health needs to be more viable. Non-Tanks should not get equal benefit from tanking powers and skills, its that simple. A player who goes all-in on magic should not get greater regen, resiliency, and damage output than someone who goes all in on Health.

    Wow, this is exactly what's I've been thinking!

    But instead of reduce cost of stamina based ability,
    I always thinking that health should increase various resistance (element, etc), decrease duration/effect to disabling, debuff, & DoT (immunity for some debuff at certain point of investment), decrease effect of snare, increase duration to CC immunity, reduce critical damage, increase effect of recovery potion & increase duration to immovable potion.

    I also like your idea about health increase the healing taken.
    We will also need more skill that scale with health.

    I think it's good to have survivability method from every attributes.

  • hrothbern
    hrothbern
    ✭✭✭✭✭
    I have less than 100 cp... i play on ps4 and have been playing a lot since the release on console...
    Since that time... i have been a tank. Always wore heavy armor... used sword and shield... made tank builds.

    I had no issues tanking most dungeons if i had the right gear, skills, and rotation. (there was always the occasional death... but hey, that happens)
    After this last patch... i tried to keep tanking. My old build didn't work well so i tried new armor sets, new skills, new rotations...
    But, i have to say... i cannot try certain builds because i don't pvp... its a huge time dump when i already spend so much time playing pve. I have no time for it... and no interest in it.... which sucks because i cannot get that gear.
    Also, i cannot make 9 trait armor/weapons yet... i have 7 or 8 traits for all my gear... still waiting on that 23+ days :neutral:

    BUT... having all of that gear should not completely dictate failure or success in a dungeon. (There should be other sets that still allow someone to get through dungeons)

    Because of this 1.7 patch... and the limited access to gear i can obtain... i completely dropped tanking.
    I am DPS now. I will not go back to tanking until there are some gear changes and/or skill changes to benefit tanks.

    This is the crux of the problem now. The builds between PvP and PvE are too disparate now for the tanker. If you are built to be a tank in pve, even with alternate gear/skills for both pvp and pve, you grossly underperform in pvp. It is just better to go dps in pvp, and anyone telling you otherwise is selling you something because it has actually always been like that. Just because people wore a shield doesn't mean they were a tank. I'm going to hammer this issue til the cows come home because I think it needs to be heard. Mages have magicka. Rogues have Stamina. Warriors have ... what health? hahahah.

    Magic damage scales well with magicka and also supplies extreme resiliency to players as well as sustainability. Stamina does the same thing for the rogue (dps weapon builds). The Warrior aka the Knight aka the Tank gets a lifeless stat that neither scales damage nor resiliency,. There is no synergy here and it has gotten worse. Health needs to reduce costs of blocking, rolling, sprinting, bashing, and return more on light and heavy attacks. Health needs to scale/improve the magnitude of shields and the quality of resistance powers. It should also potentially enhance incoming heals. I'm not talking about something overpowered, but I'm talking about something where an all health character, a Warrior is actually viable. Such a character would not spam powers, and would be based more upon his mouse and light attacks, with occassional to moderate usage of abilities. In order for a playstyle (the tank) to be viable, health needs to be more viable. Non-Tanks should not get equal benefit from tanking powers and skills, its that simple. A player who goes all-in on magic should not get greater regen, resiliency, and damage output than someone who goes all in on Health.


    Well said !

    as you say....
    Magic damage scales well with magicka and also supplies extreme resiliency to players as well as sustainability. Stamina does the same thing for the rogue (dps weapon builds). The Warrior aka the Knight aka the Tank gets a lifeless stat that neither scales damage nor resiliency,. There is no synergy here and it has gotten worse. Health needs to reduce costs of blocking, rolling, sprinting, bashing, and return more on light and heavy attacks. Health needs to scale/improve the magnitude of shields and the quality of resistance powers. It should also potentially enhance incoming heals.

    My 2 cents:
    If more Magicka and Stamina increase the pool available to do damage AND have damage scaled from the pool, something similar should apply to Health.
    Something was mentioned from ZOS that the TTK Time To Kill should increase.... why does that not start with making Health more attractive and add scaling benefits from a bigger Health pool..

    Edited by hrothbern on October 8, 2015 2:07PM
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • a.skelton92
    a.skelton92
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    nordsavage wrote: »
    For every guy who likes the change there are twenty or more who do not. If you are for the change post a video so we can see if you do anything more than lack luster basics or invite me to a difficult run and I'll see what you are made of in person . . . then I'll post the video. You want to come on here in favor of the change put your money where your mouth is, developers included. I'm calling all of you types out. Don't be surprised if I invite you in in game.

    Once again someone talking a load of s**t and making it out to be fact. "for every guy who likes the change there are twenty or more who do not".. Where did you pull that one out from?.. No actually dont tell me, i can guess.. And no, before you say it; the few randoms in your guild that agree do not add value to your uninformed argument.
  • jakeedmundson
    jakeedmundson
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    nordsavage wrote: »
    For every guy who likes the change there are twenty or more who do not. If you are for the change post a video so we can see if you do anything more than lack luster basics or invite me to a difficult run and I'll see what you are made of in person . . . then I'll post the video. You want to come on here in favor of the change put your money where your mouth is, developers included. I'm calling all of you types out. Don't be surprised if I invite you in in game.

    Once again someone talking a load of s**t and making it out to be fact. "for every guy who likes the change there are twenty or more who do not".. Where did you pull that one out from?.. No actually dont tell me, i can guess.. And no, before you say it; the few randoms in your guild that agree do not add value to your uninformed argument.

    On console my friends and guild members have a hard time getting a tank for dungeons... we've been 3 dps'ing regular dungeons because we're tired of waiting for a tank.

    I also dropped tanking because it's either
    A) too boring play to when you just have to stand there taunting and try not to die and/or lose your resource pool because you taunt, keep up buffs, and try to help with dps or
    B) You can't make the 9 trait gear needed and/or buy the pvp gear that people use to be successful now.

    The fact is... histbark and footmans doesn't work well anymore. I've tried...
    They do well for regular dungeons... but when you get into vet ones and other high end game material... it's a little ridiculous to work with.
    CP690
    Lv 50 Dunmer DragonKnight Tank/Dps
    Lv 50 Altmer Sorcerer Dps
    Lv 50 Breton Templar Healer/Dps
    Lv 50 Altmer Nightblade Dps
    Lv 50 Redguard Sorcerer Dps
    PS4 - DC
    vSOHM - vAAHM - vHRC - vMA Flawless

    My version of a Heavy Attack Sorc build
    https://forums.elderscrollsonline.com/en/discussion/294724/magicka-sorc-heavy-attack-build-homestead-ready/p1?new=1
  • nordsavage
    nordsavage
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    nordsavage wrote: »
    For every guy who likes the change there are twenty or more who do not. If you are for the change post a video so we can see if you do anything more than lack luster basics or invite me to a difficult run and I'll see what you are made of in person . . . then I'll post the video. You want to come on here in favor of the change put your money where your mouth is, developers included. I'm calling all of you types out. Don't be surprised if I invite you in in game.

    Once again someone talking a load of s**t and making it out to be fact. "for every guy who likes the change there are twenty or more who do not".. Where did you pull that one out from?.. No actually dont tell me, i can guess.. And no, before you say it; the few randoms in your guild that agree do not add value to your uninformed argument.

    You take the twenty to one too literaly. Most of the people I play with and talk to about tanking are very much against the change. Ask around for yourself. The dozens of threads against it filled with hundreds of comment against it are where I get my "number from". Just go through this thread and read the majority against. Your comment was neither for or against it was just you being irrelevant. As for uninformed, I have been tanking since the game came out. In and out of every run. If anyone has a perspective on tanking it is a player like me. Your comment had nothing to do with the thread. I bet you did not read the main body of the thread. Hell what I listed in my post is probably a third of the issues against the change I can list. If you make them too long not everyone will read. I also wanted the rest of the dissatisfied players to have room to voice their concerns. Talk about adding no value @a.skeleton92, you're no daisy, you're no daisy at all.
    Edited by nordsavage on October 8, 2015 4:02PM
    I didn't choose tank life, tank life chose me.
  • bigereard
    bigereard
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    Hmmm....

    I think we are all agree that some player having more fun and some player having less fun with the new change.
    The number, I think we are all agree we don't know the number.

    The only number we have right now is 17 agree from 2.7k view.

    "I also wanted the rest of the dissatisfied players to have room to voice their concerns"
    This statement is so true, that's why we have a forum, and thank you for initiated this topic.

    However, we can't use the "number" because of the same reason:
    "dissatisfied players to have room to voice their concerns"
    The number of satisfied players in a room for dissatisfied players is not representative at all.

    I think ZoS is already aware with many complaint against blocking's stamina regen. They will do their job, good or bad.


    And yes, I also tanking since the games out. (I also build a blocking tank in one of my 3 tank, so I think my opinion is still relevant in this thread)

    I agree no stamina regen is not a good solution or at least it's not a complete solutions, It's not give a content to the devoted tank & team, but at least it's encourage more team playing.
    However I feel people's reaction is exaggerated.

    The complaint with no stamina regen is: "tanking is easily doable but just not fun, not fun because we no longer can do damage, CC, heal, AoE, etc while tanking... umm, actually we still can do it, but it will make us depends on other and not self sufficient, and that will make us looks bad in team..."

    And if you tanking in a lot of MMORPG you'll realize that even now, tanking in ESO is not hard and still luxurious.
    A self-sufficient tank that can do Damage, CC, heal, support, while have top tier mitigation (Jack of all trades, master of tanking), i personally think it's not really fit the MMORPG world that encourage teamwork.
    Most of the time in many games, the main tank is just do aggro management, positioning, and desperately staying alive and/or protect their team, even when supported with buffer and/or healer and/or secondary/off-tank...
    As a main tank become efficient is essential.. Good timing, positioning, and read opponent pattern becomes the habit even for an average main tank.

    In ESO we have a self-skill that can provide more than 80% mitigation to all type of attack, from all angle, stack with other defensive thing, no cooldown, can be very low cost, give some cc immunity, still can be healed, and (pre 2.1) activated and deactivated anytime without penalty, only with average investment: 1h&S, 5 heavy, 3 jewelry enchantment, decent stamina regen, 1 slot of slotted passive skill.
    Pre 2.1 tank don't really need good timing, positioning, and read opponent pattern, with this skill we don't really need to concern about our survival in a fight, we just block most of the time to survive and do other think between the block like damage, cc, heal, support, etc..

    When I do theorycrafting when ESO still beta, I almost don't believe blocking is this good, even templar's sun shield that have far lower resource to mitigation ratio still have penalty of no magicka regen at that time.
    Mist form that have similar mitigation makes you can't do anything, can't be healed, and need you to become a vampire that vulnerable to fire & many fighter's guild skill (and now it stopped your magicka regen).
    Combine with easy single target aggro management, I think blocking will be too easy for boss tanking...
    But when it's go live.. wow, it's true!
    With the removal of soft cap (include the stamina regen), the blocking build survival is goes crazy.

    Now, just one simple penalty for one method of tanking, for the first time tank need little help from others to survive (maybe, just in some case) ... and for some people the whole world of ESO tanking is crumble.


    Last, I think Dodgehopper have very good argument:
    "Non-Tanks should not get equal benefit from tanking powers and skills"
    So, tanks should not get equal benefit from non-tanking power and skills

    So, a tanks should focus on tanking, an leave damage, control, support, and heal to their teammates.
    With this, specialist build will get better place in team playing than jack of all trades build, even in PvP.

    But of course ZoS will really need to redesign many think (and received many complaint) to make this works.
    Good luck for them, and for us all...
  • nordsavage
    nordsavage
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    @bigereard thank you for actually putting thread related input as opposed to @a.skeleton92. You guys need to stop taking what I said "for every one guy there are twenty more" as an exact number. It is like being stuck in heavy traffic and saying its gonna take years to get home at this rate. It is not really going to take years but it sure will take a long time. There may not be one for every twenty against, in my experience it is higher, but the majority are against. Do not forget the many threads filled with players against this change not only after the fact, but before the patch as well. I hope I do not have to explain the "number" again. As for the rest of your comment if I can read through your bad English is that you are for the change. Let us see you post a video tanking Molag Kena in vet mode at v16 or do you stick to simple runs. Anyone with windows 10 can record so lets see it. I was recently asked to replace a tank in that boss fight and the healer could not keep up with healing much less support the tank. Since they were friends I was rotated out in favor of a sorcerer tank to take advantage of the negate glitch. Even with the glitch they went to bed without finishing the dungeon. So the way I see it is taking away individual self reliance was not a good idea as there are too many variables and imbalance in and between classes. Had I not been hobbled by no stamina regen I may have been able to compensate and pull the team through as I had been able to more often in the toughest situations before the update. Why should the tank be co-dependent when the other classes are very much self sufficient. They did not want players hiding behind shields but that's pretty much what it has been twisted into. There is little room for much else compared to before the change at least for stamina prominent builds such what I run. I have an off dps set that I rotate because you cannot always be the tank so I have to balance my stats to do both adequately if not well so I cannot jamb my health up super high like the punching bag builds you see now. A final note on your comments is if you think that it was never a tanks job to do crowd control, healing, supplemental damage and other "support actions" I cannot say I would have considered you a good tank. Good tanks taunted, blocked and cycled continuous peripheral actions of every type as I noted in my main body at the top.
    I didn't choose tank life, tank life chose me.
  • Van_0S
    Van_0S
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    Hahaha!! What a good title!
  • posthumecaver
    posthumecaver
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    Are you really having that much hard time.

    Sure I had to change my tanking style, now I am only blocking the heavy hits or my healths go so low that I can give my healer a break and directly go to my 2nd bar to cast Igneous Shield/Dragon Blood while blocking.

    For this reason I dedicated gear and CP points to the Magicka Regen/Reduction, when I am above %60 HP I am always casting Shields/Self heals, magicka too low, pop ultimate (dragon leap) get resources, rinse repeat, it feels much more active and fun.
  • jakeedmundson
    jakeedmundson
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    Are you really having that much hard time.

    Sure I had to change my tanking style, now I am only blocking the heavy hits or my healths go so low that I can give my healer a break and directly go to my 2nd bar to cast Igneous Shield/Dragon Blood while blocking.

    For this reason I dedicated gear and CP points to the Magicka Regen/Reduction, when I am above %60 HP I am always casting Shields/Self heals, magicka too low, pop ultimate (dragon leap) get resources, rinse repeat, it feels much more active and fun.

    I always run out of magic if i use ing. shield and dragon blood (shield runs out so quick and uses a lot of magic)... i can only get to around 15k magic 30k health 17k stam (using footmans and histbark)
    If i replace histbark with seducer... i have survival issues (less health,phys resist, and no dodge)
    I have to use hardened armor and dragon blood just to stay alive most of the time. and the stamina you get back from dragon leap isn't nearly enough to help with much for me to keep blocking and taunting groups.

    I also dedicated some cp (of my 100) to magicka regen/reduction.... but its not even close to enough.

    End game material shouldn't rely on 500+ cp and 9 trait gear... if that's the only way to make a DK worth using as a tank after you hit v16.... then i will probably get bored of the grind and stop playing... i'm guessing many others will end up doing the same.
    CP690
    Lv 50 Dunmer DragonKnight Tank/Dps
    Lv 50 Altmer Sorcerer Dps
    Lv 50 Breton Templar Healer/Dps
    Lv 50 Altmer Nightblade Dps
    Lv 50 Redguard Sorcerer Dps
    PS4 - DC
    vSOHM - vAAHM - vHRC - vMA Flawless

    My version of a Heavy Attack Sorc build
    https://forums.elderscrollsonline.com/en/discussion/294724/magicka-sorc-heavy-attack-build-homestead-ready/p1?new=1
  • Darnathian
    Darnathian
    ✭✭✭✭✭
    I never played at tank before IC release. After the release we had so much trouble finding tanks, that I decided to get some tank gear and start taking on my nightblade. For stamina regen I used siphoning strikes, which for some bosses works well. I can time light attacks in between blocks to regen. However on bosses with multiple adds all hitting me, you can't drop your guard without taking a bunch of hits. In some bosses it's nearly impossible to do.

    Also note they changed how potions work. They used to give a large amount of a resource and then a small amount over time. Now it's large amount + % regen. This means if you block after drinking a potion, you get no benefit from it other than that first large resource chunk from drinking it.

    I've heard the comment that before IC, all tanking was was standing around holding a shield up. I've run groups with a bad tank before so I know it was more involved than that. It was buffing players, healing, damage, keeping mobs off the DPS/Healer, all while blocking the incoming damage. Not sure why this change was needed for PVE. And like OP said, the change could have been put in PVP only.

    Not sure even what the issue was in PVP. Was easy to defeat perma blockers. NB fear made them drop guard and die nearly instantly if you had a few good people on them.

    Because the shield stackers and dodge rollers needed something to keep zos's attention so they wouldn't get fixed. They were the problem. Only dodge rollers have been fixed btw.
  • Paymon
    Paymon
    They really need to give the stamina regen back for PvE at least.. I don't have a lot of experience in the game yet with it but I know it will become a problem the higher I level and the stronger the fights get. I heard before buying the PS4 game that the community was dying but I still wanted to try it out. After reading this thread about nerfing one of the most important roles in the game I can see why it would be dying..

    So let's just take it to the next step of nerfing and reduce the regen for our healers as well. That would be fun.
  • usmcjdking
    usmcjdking
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    ✭✭✭
    It's a combination of things.

    Block nerf speaks for itself. Health doing *** all is another issue that's been addressed here.

    Removal of soft caps has lead to out of control healing/DPS (25k average DPS; Breath of Life's healing for 17K+) which has in turn caused developers to make content that hits harder and has more HP to compensate for over healing leaving the poorly scaling tank with almost nothing substantial to add to the team.

    Inclusion of massive broken DPS checks I.E. that essentially lock the casual players out of content: enraging flesh Atronachs, CoA gold key once again leaving the poorly scaling tank as little more than dead weight.
    Edited by usmcjdking on October 12, 2015 6:11PM
    0331
    0602
  • jakeedmundson
    jakeedmundson
    ✭✭✭✭✭
    usmcjdking wrote: »
    It's a combination of things.

    Block nerf speaks for itself. Health doing *** all is another issue that's been addressed here.

    Removal of soft caps has lead to out of control healing/DPS (25k average DPS; Breath of Life's healing for 17K+) which has in turn caused developers to make content that hits harder and has more HP to compensate for over healing leaving the poorly scaling tank with almost nothing substantial to add to the team.

    Inclusion of massive broken DPS checks I.E. that essentially lock the casual players out of content: enraging flesh Atronachs, CoA gold key once again leaving the poorly scaling tank as little more than dead weight.

    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    I didn't know how to put what i was thinking into words....
    That about does it... I dont' know how many dungeons my guild friends can't do on console because of these dps checks.
    seems to always come down to champion points lacking or unobtainable gear for casuals.
    CP690
    Lv 50 Dunmer DragonKnight Tank/Dps
    Lv 50 Altmer Sorcerer Dps
    Lv 50 Breton Templar Healer/Dps
    Lv 50 Altmer Nightblade Dps
    Lv 50 Redguard Sorcerer Dps
    PS4 - DC
    vSOHM - vAAHM - vHRC - vMA Flawless

    My version of a Heavy Attack Sorc build
    https://forums.elderscrollsonline.com/en/discussion/294724/magicka-sorc-heavy-attack-build-homestead-ready/p1?new=1
  • mr_wazzabi
    mr_wazzabi
    ✭✭✭✭✭
    Jim_Berry wrote: »
    nordsavage wrote: »
    *SNIP*

    ...For the most part if you were to tag all the enemies and block them at the same time you run out of stamina. This reduction in functionality limits peripheral actions such as crowd control, buffing/debuffing, supplemental Dps and heals. ...

    *SNIP*

    I agree with the tenfold, which is why, sadly, I now limit my usage of {Puncture} when in a dungeon against 4+ mobs. Funny part is, I tank better using {Brawler} from the Two-Handed tree since I can hit multiple enemies in front of me AND get a temporary shield buff.

    Honestly, this wasn't how I wanted to tank, though; wanted to full utilize it with my One-Hand & Shield.

    Right now, brawler is probably the best aoe tank move in the game.
    Bosmer Stamina NB
    Altmer Magicka TEMP
    Dunmer DK both stam/mag (depends what I feel like)
    Altmer Magicka NB
    Breton Magicka Sorc
    Redguard Stam Sorc
    Max CP
  • mr_wazzabi
    mr_wazzabi
    ✭✭✭✭✭
    Anorak wrote: »
    When it comes to this I think it is good. All my friends who tank say it is more fun and more of a challenge. 9/10 you are running with a templar healer too as everyone knows they are superior in every way and the sorc nb and dk healers usually go more dps or off heal. I know templar should not have such power but that is the way ZoS has it atm.

    Now in terms of needing team support and potions I like that aspect as it MAKES SENSE. 1 dude vs a giant snakes spirit with the power to destroy tamreil good thing his shield is so strong and he is always protected -_- It interesting when the tank calls for a shard when running across vdsa final boss room and the healer throws one as he is full. It shows teamwork and that you help each other and not that the tank is a walking god.

    The problem with this is that it further separates the elite players from the casual/average players. Mmos need a casual playerbase to survive. When the game gets so hard that only the very best can beat vet dungeons, then the casuals will just quit and play destiny. A loss of casual playerbase will kill the lifeblood of the game and zos will have no choice but to shut the game down.
    Bosmer Stamina NB
    Altmer Magicka TEMP
    Dunmer DK both stam/mag (depends what I feel like)
    Altmer Magicka NB
    Breton Magicka Sorc
    Redguard Stam Sorc
    Max CP
  • jakeedmundson
    jakeedmundson
    ✭✭✭✭✭
    mr_wazzabi wrote: »
    Anorak wrote: »
    When it comes to this I think it is good. All my friends who tank say it is more fun and more of a challenge. 9/10 you are running with a templar healer too as everyone knows they are superior in every way and the sorc nb and dk healers usually go more dps or off heal. I know templar should not have such power but that is the way ZoS has it atm.

    Now in terms of needing team support and potions I like that aspect as it MAKES SENSE. 1 dude vs a giant snakes spirit with the power to destroy tamreil good thing his shield is so strong and he is always protected -_- It interesting when the tank calls for a shard when running across vdsa final boss room and the healer throws one as he is full. It shows teamwork and that you help each other and not that the tank is a walking god.

    The problem with this is that it further separates the elite players from the casual/average players. Mmos need a casual playerbase to survive. When the game gets so hard that only the very best can beat vet dungeons, then the casuals will just quit and play destiny. A loss of casual playerbase will kill the lifeblood of the game and zos will have no choice but to shut the game down.

    You take that back....

    I will never play destiny! i refuse...i'll go back to D3 before i pull that desperate move.
    CP690
    Lv 50 Dunmer DragonKnight Tank/Dps
    Lv 50 Altmer Sorcerer Dps
    Lv 50 Breton Templar Healer/Dps
    Lv 50 Altmer Nightblade Dps
    Lv 50 Redguard Sorcerer Dps
    PS4 - DC
    vSOHM - vAAHM - vHRC - vMA Flawless

    My version of a Heavy Attack Sorc build
    https://forums.elderscrollsonline.com/en/discussion/294724/magicka-sorc-heavy-attack-build-homestead-ready/p1?new=1
  • winterbornb14_ESO
    winterbornb14_ESO
    ✭✭✭
    PvE Pug tanking is almost dead, nice PvP Nerf ZO$.
  • mr_wazzabi
    mr_wazzabi
    ✭✭✭✭✭
    mr_wazzabi wrote: »
    Anorak wrote: »
    When it comes to this I think it is good. All my friends who tank say it is more fun and more of a challenge. 9/10 you are running with a templar healer too as everyone knows they are superior in every way and the sorc nb and dk healers usually go more dps or off heal. I know templar should not have such power but that is the way ZoS has it atm.

    Now in terms of needing team support and potions I like that aspect as it MAKES SENSE. 1 dude vs a giant snakes spirit with the power to destroy tamreil good thing his shield is so strong and he is always protected -_- It interesting when the tank calls for a shard when running across vdsa final boss room and the healer throws one as he is full. It shows teamwork and that you help each other and not that the tank is a walking god.

    The problem with this is that it further separates the elite players from the casual/average players. Mmos need a casual playerbase to survive. When the game gets so hard that only the very best can beat vet dungeons, then the casuals will just quit and play destiny. A loss of casual playerbase will kill the lifeblood of the game and zos will have no choice but to shut the game down.

    You take that back....

    I will never play destiny! i refuse...i'll go back to D3 before i pull that desperate move.

    Lol. Ok, SOME casuals will quit and play destiny. The rest will goto star wars battlefront :smiley:
    Bosmer Stamina NB
    Altmer Magicka TEMP
    Dunmer DK both stam/mag (depends what I feel like)
    Altmer Magicka NB
    Breton Magicka Sorc
    Redguard Stam Sorc
    Max CP
  • jakeedmundson
    jakeedmundson
    ✭✭✭✭✭
    mr_wazzabi wrote: »
    mr_wazzabi wrote: »
    Anorak wrote: »
    When it comes to this I think it is good. All my friends who tank say it is more fun and more of a challenge. 9/10 you are running with a templar healer too as everyone knows they are superior in every way and the sorc nb and dk healers usually go more dps or off heal. I know templar should not have such power but that is the way ZoS has it atm.

    Now in terms of needing team support and potions I like that aspect as it MAKES SENSE. 1 dude vs a giant snakes spirit with the power to destroy tamreil good thing his shield is so strong and he is always protected -_- It interesting when the tank calls for a shard when running across vdsa final boss room and the healer throws one as he is full. It shows teamwork and that you help each other and not that the tank is a walking god.

    The problem with this is that it further separates the elite players from the casual/average players. Mmos need a casual playerbase to survive. When the game gets so hard that only the very best can beat vet dungeons, then the casuals will just quit and play destiny. A loss of casual playerbase will kill the lifeblood of the game and zos will have no choice but to shut the game down.

    You take that back....

    I will never play destiny! i refuse...i'll go back to D3 before i pull that desperate move.

    Lol. Ok, SOME casuals will quit and play destiny. The rest will goto star wars battlefront :smiley:

    That's probably more accurate
    CP690
    Lv 50 Dunmer DragonKnight Tank/Dps
    Lv 50 Altmer Sorcerer Dps
    Lv 50 Breton Templar Healer/Dps
    Lv 50 Altmer Nightblade Dps
    Lv 50 Redguard Sorcerer Dps
    PS4 - DC
    vSOHM - vAAHM - vHRC - vMA Flawless

    My version of a Heavy Attack Sorc build
    https://forums.elderscrollsonline.com/en/discussion/294724/magicka-sorc-heavy-attack-build-homestead-ready/p1?new=1
  • posthumecaver
    posthumecaver
    ✭✭
    Are you really having that much hard time.

    Sure I had to change my tanking style, now I am only blocking the heavy hits or my healths go so low that I can give my healer a break and directly go to my 2nd bar to cast Igneous Shield/Dragon Blood while blocking.

    For this reason I dedicated gear and CP points to the Magicka Regen/Reduction, when I am above %60 HP I am always casting Shields/Self heals, magicka too low, pop ultimate (dragon leap) get resources, rinse repeat, it feels much more active and fun.

    I always run out of magic if i use ing. shield and dragon blood (shield runs out so quick and uses a lot of magic)... i can only get to around 15k magic 30k health 17k stam (using footmans and histbark)
    If i replace histbark with seducer... i have survival issues (less health,phys resist, and no dodge)
    I have to use hardened armor and dragon blood just to stay alive most of the time. and the stamina you get back from dragon leap isn't nearly enough to help with much for me to keep blocking and taunting groups.

    I also dedicated some cp (of my 100) to magicka regen/reduction.... but its not even close to enough.

    End game material shouldn't rely on 500+ cp and 9 trait gear... if that's the only way to make a DK worth using as a tank after you hit v16.... then i will probably get bored of the grind and stop playing... i'm guessing many others will end up doing the same.

    Ok I am going little bit unusual way, there is this Akavari Dragon Guard set, %15 cost reduction of Ultimates(I know it is a PVP gear but works for me) , while I am not blocking that much footmen doesn't bring me that much so I take Histbark for that %20 dodge chance.

    So with 5 heavy/1 med/1 light undaunted bonuses, light armor, magicka bonuses, 3 state regen drink (no HP food I think you reach 30K HP with food 25K HP should be enough), Signet of Warlock, lots of CP in Magicka regen/red I have 1500 magicka regen so every 2 s I can cast Igneous Shield, with dragon blood every 4s, that should be enough every competent healer to heal me. And I have invested 20 attributes to HP all the rest to Stamina, so battle roar nearly never over caps and and %5 stamina return from Igneous shield is bigger every time you cast it.

    As I said before I only block when my healer needs break, when my HP pool is low, my Stamina pool is high, when my HP pool is high my Stamina is low. Rinse, repeat....

    Ohh also that %4 healing received from Dragon guard and also CP s in Blessed helps me a lot because of myself heals. I think GDB heals me of %50 my missing health when Igneous Shield is up.
    Edited by posthumecaver on October 13, 2015 9:08AM
  • Sukenlihol
    Sukenlihol
    ✭✭✭
    Tanks should understand this: No more Ransack+Block siesta.

    The game demands these from you: Use your magicka taunt and magicka pool. Think about self-heals, think about dps, think about solutions.

    So, Hakeijo says "hello".
  • jakeedmundson
    jakeedmundson
    ✭✭✭✭✭
    Totomushen wrote: »
    Tanks should understand this: No more Ransack+Block siesta.

    The game demands these from you: Use your magicka taunt and magicka pool. Think about self-heals, think about dps, think about solutions.

    So, Hakeijo says "hello".

    Sorry... but most of the time our magic pools are reserved for hardened armor, green dragon blood, and ing. shield so we can stay alive...do you even tank dungeons with a dk? if you're in a boss fight... 2 of those are always up and i try to save some magicka for gdb for the self heal and in an emergency only... i use the ranged undaunted taunt. (unless you have the master armor set... then you use the immovable skill from the heavy armor line)

    And think about dps?? ransack or pierce armor is 1 of 2 things that we can even do damage with (very small amounts of damage anyway)
    people are on here discussing this... because the solutions you want us to think about either aren't there... or they end up not working anyway.

    But what you're saying is...
    use the magicka pool that is already needed for other skills
    heal yourself more often (with that same magicka pool)
    and do more dps (with a sword and shield) when you already have to deal with resource issues

    Thanks....
    CP690
    Lv 50 Dunmer DragonKnight Tank/Dps
    Lv 50 Altmer Sorcerer Dps
    Lv 50 Breton Templar Healer/Dps
    Lv 50 Altmer Nightblade Dps
    Lv 50 Redguard Sorcerer Dps
    PS4 - DC
    vSOHM - vAAHM - vHRC - vMA Flawless

    My version of a Heavy Attack Sorc build
    https://forums.elderscrollsonline.com/en/discussion/294724/magicka-sorc-heavy-attack-build-homestead-ready/p1?new=1
  • posthumecaver
    posthumecaver
    ✭✭
    (unless you have the master armor set... then you use the immovable skill from the heavy armor line)
    There is a discussion about this, people suppose that evasion from the medium armor is better to slot (%20 dodge chance) then Immovable for Armor Master Set.

    I still didn't researched 9-piece craftables so I can't say it is better or not.

  • jakeedmundson
    jakeedmundson
    ✭✭✭✭✭
    (unless you have the master armor set... then you use the immovable skill from the heavy armor line)
    There is a discussion about this, people suppose that evasion from the medium armor is better to slot (%20 dodge chance) then Immovable for Armor Master Set.

    I still didn't researched 9-piece craftables so I can't say it is better or not.

    I can't make a single piece with 9 traits either... but i know you can gain almost 10k for each resistance using that set + immovable.

    And tanks are going to need to use the medium armor passive if they want dodge in the future... i think histbark is losing its 5p bonus dodge change.
    CP690
    Lv 50 Dunmer DragonKnight Tank/Dps
    Lv 50 Altmer Sorcerer Dps
    Lv 50 Breton Templar Healer/Dps
    Lv 50 Altmer Nightblade Dps
    Lv 50 Redguard Sorcerer Dps
    PS4 - DC
    vSOHM - vAAHM - vHRC - vMA Flawless

    My version of a Heavy Attack Sorc build
    https://forums.elderscrollsonline.com/en/discussion/294724/magicka-sorc-heavy-attack-build-homestead-ready/p1?new=1
  • a.skelton92
    a.skelton92
    ✭✭✭
    nordsavage wrote: »
    @bigereard thank you for actually putting thread related input as opposed to @a.skeleton92. You guys need to stop taking what I said "for every one guy there are twenty more" as an exact number. It is like being stuck in heavy traffic and saying its gonna take years to get home at this rate. It is not really going to take years but it sure will take a long time. There may not be one for every twenty against, in my experience it is higher, but the majority are against. Do not forget the many threads filled with players against this change not only after the fact, but before the patch as well. I hope I do not have to explain the "number" again. As for the rest of your comment if I can read through your bad English is that you are for the change. Let us see you post a video tanking Molag Kena in vet mode at v16 or do you stick to simple runs. Anyone with windows 10 can record so lets see it. I was recently asked to replace a tank in that boss fight and the healer could not keep up with healing much less support the tank. Since they were friends I was rotated out in favor of a sorcerer tank to take advantage of the negate glitch. Even with the glitch they went to bed without finishing the dungeon. So the way I see it is taking away individual self reliance was not a good idea as there are too many variables and imbalance in and between classes. Had I not been hobbled by no stamina regen I may have been able to compensate and pull the team through as I had been able to more often in the toughest situations before the update. Why should the tank be co-dependent when the other classes are very much self sufficient. They did not want players hiding behind shields but that's pretty much what it has been twisted into. There is little room for much else compared to before the change at least for stamina prominent builds such what I run. I have an off dps set that I rotate because you cannot always be the tank so I have to balance my stats to do both adequately if not well so I cannot jamb my health up super high like the punching bag builds you see now. A final note on your comments is if you think that it was never a tanks job to do crowd control, healing, supplemental damage and other "support actions" I cannot say I would have considered you a good tank. Good tanks taunted, blocked and cycled continuous peripheral actions of every type as I noted in my main body at the top.



    Oh I can assure you that I do not take your drivel for gospel. But I assume you believe there is some element of truth behind your, "for every one guy there are 20 more" comment? Yeah there may not be (as you said it) "20 more". But that is just an exaggeration of the truth and you still believe there is more who dislike than who approve.. It does not matter how many calculations you try and fluff your uninformed argument up with, it does not make it any more credible. Yet again, preaching like a mad man. Your latest input did not add anything. You just continue to believe what you want to believe.. However, this time you added some past experiences in with your argument that mean nothing to anyone except yourself.

    Your talking out your arse.
    Edited by a.skelton92 on October 13, 2015 2:38PM
  • symonator
    symonator
    ✭✭✭
    I don't find it an issue.
    I have 200cp as of today on ps4.

    I put all attributes into stamina, then put infused on most pieces of gear and use health glyphs, along with 3 piece footman and 5 piece hist bark and a seducer bit for the recovery of magika, all vet 16 mostly legendary quality.
    I have some divines in the small parts and engine guardian set, i sit around 28.7k health with food and about 26 stamiina and approx 15k magika, I can still block for days, if not, i'll use my earthen heart abiilties like cinder storm to swap out magika for some more stamina, i drop a potion here and there.

    I really don't think the stam regen whilst blocking is a big issue, mostly i can chain in the adds, lock them down and i won't be blocking all the time. On any boss, you are more than self sustainable.

    I put my cp's into reduced cost of block and magika reduction, and the other things like bastion etc.
    For me it works really well, it's not like i struggle for stamina or anything and i don't die and am not squishy, so i am not sure why people with far more cp's seem to struggle.
    Edited by symonator on October 13, 2015 3:02PM

    v16 - Imperial - DK Tank
    v16 - Redguard -NB Dps
    v16 - Breton Templar - Heals
    Guildmaster of the witchers (PS4 eu) - 500 members trading guild in craglorn.
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