Main reason i don't play a tank is because DPS is just more versatile as opposed to tanks. the main thing that has kept me from making a tank character is the idea that i would have to re-spec my character on a regular basis, which doesn't trill me there are other things i'd rather spend my gold on.
Main reason i don't play a tank is because DPS is just more versatile as opposed to tanks. the main thing that has kept me from making a tank character is the idea that i would have to re-spec my character on a regular basis, which doesn't trill me there are other things i'd rather spend my gold on.
I actually really love tanking. The main issue is that I prefer highly agile forms of tanking, likes swashbuckling or kiting with ranged attacks. In some games, such forms of tanking are built into the game mechanics. But in ESO it's almost an absolute necessity to tank by blocking with a shield. Evasion effects help a bit, but ultimately the damage is way too spiky without going fully into health and damage reduction.
It's particularly stressful on my Sorcerer, since the spillover damage from Hardened Ward is not mitigated. You could have 99.9% damage reduction, but still be killed instantly because of the Ward mechanics. So the only option for a Sorcerer is traditional heavy-armor-and-shield tanking with out using wards.
I've tried using Medium armor with Armor Master and using Immovable for high mitigation, but the short duration on the Armor Master buff makes it really difficult to keep up with, especially since many Sorc builds are already low on skill bar space to begin with.
Maybe there would be a place for alternative tanking forms if there were some Trials/Dungeons based on a high rate of small damage numbers, and one-shot attacks that are telegraphed enough for a quick response. Bosses with a lot of ranged attacks could be fun as well, especially if Light Armor's extra Spell Resistance could be a way to soak up damage.
LegendaryNinja wrote: »I tought Damage shields had no mitigation, they take raw damage. I'm I correct?
LegendaryNinja wrote: »I tought Damage shields had no mitigation, they take raw damage. I'm I correct?
Yeah, that's the issue. I'm fine with them taking full damage, but the issue is that the spillover damage also doesn't use mitigation.
For example, let's say you have 20k health and 99.995% mitigation (impossible I know, but for sake of argument), and you have 1 point of the Ward left.
You get hit for 20,001 damage. Your ward is gone, and you take 20k spillover damage. With your mitigation, this would only be 1 damage. But because that damage spilled over from a ward, you're instantly killed.
Nonsense. Have you even tried vWGT without a tank? I've done that dungeon a couple hundred times by now, and I still wouldn't do that without a tank. Not with Kena whose attacks can almost 1-shot my 16K Harness Magicka; good groups will die when their tank dies on that fight. Not with those Crematorial Guards that can kill tanks if the healer's not on the ball.
Nonsense. Have you even tried vWGT without a tank? I've done that dungeon a couple hundred times by now, and I still wouldn't do that without a tank. Not with Kena whose attacks can almost 1-shot my 16K Harness Magicka; good groups will die when their tank dies on that fight. Not with those Crematorial Guards that can kill tanks if the healer's not on the ball.
Even easy vet dungeons can pose a challenge without a tank. Are they doable? Sure. But it's so much harder. Some guildies and I were 3-DPSing vet Elden a couple of weeks ago. And we wiped on a boss and came close to wiping on another. In vet Elden, of all places! After that near-wipe, I caved and put on my heavy armor to tank the last boss. Could we have done it without a tank? Most likely. But this notion that "3 DPS and a healer will make things go so much faster" is nonsense. Even with just 2 DPS, things were a nukefest--3 DPS was actually slower because, without a tank, the DPS couldn't DPS properly when they had to worry about aggro and staying alive.
That said, I often solo or two-man nonvet dungeons without a dedicated tank for the challenge. But for vet dungeons, things are not "fairly easy without a tank". Here are the fights in the other vet dungeons where having a tank would be much easier than adding another DPS:
- Spindleclutch: Blood Spawn
- Banished Cells: that giant fire Daedroth, and if pledge, holding three Daedroths at bay.
- Fungal Grotto: chainer boss, Spawn of Mephala, Reggar (mostly because his magicka drain will mean your healer won't be able to heal much)
- Darkshade: ok, you don't really need a tank here
- Wayrest: final boss (I often go tankless up to that point, and then swap into tank gear for that fight)
- Elden: that twilight hits surprisingly hard, the lurcher boss, and the final boss
- Crypt of Hearts: you can go tankless if not going for the pledge challenge and if you're skipping Ilbegast; the 2-hander mobs can be dangerous, though
- City of Ash: Ash Titan, Skoria
dodgehopper_ESO wrote: »This doesn't convince a pvp'er to go 'full tank'. The main problem is the costs incurred of switching back and forth (both time and gold). Its simply too much of a hassle in the current system. Being a Tank for dungeon runs with your chums just means you can't use that character for anything else with any efficiency.
dodgehopper_ESO wrote: »This doesn't convince a pvp'er to go 'full tank'. The main problem is the costs incurred of switching back and forth (both time and gold). Its simply too much of a hassle in the current system. Being a Tank for dungeon runs with your chums just means you can't use that character for anything else with any efficiency.
What costs? Tanking is expensive only if you want it to be. I love tanking on my nightblade, so I decked her out in the best money could buy: gold crafted VR16 gear with tri-stat enchants.
But my DK can tank just fine on zero budget: all her gear is unimproved (purple) dungeon-dropped gear (Imperium, Engine Guardian, Footman jewelry, Agility Shield/Sword). And when I first tested out tanking on that character, I used purple VR15 crafted gear. Hell, I know a couple of tanks still using VR14 gear. Oh, and her attributes and CP are fully spec'ed for DPS and tanking is entirely done via gear-swap, so there's zero respec cost.
You don't need VR16. You don't need gold gear.
From the TG patch notes:
The Lord
Heavy Armor Focus: This ability now grants a flat amount of Physical Resistance per point spent that scales with your level, instead of granting a percentage increase to Physical Resistance.
Meaning that tanking in LA and MA is favored at the expense of HA
Main reason i don't play a tank is because DPS is just more versatile as opposed to tanks. the main thing that has kept me from making a tank character is the idea that i would have to re-spec my character on a regular basis, which doesn't thrill me, there are other things i'd rather spend my gold on.
LegendaryNinja wrote: »
Heavy Armor does not make my character more "Tanky"
I love PVP, and I feel there is no place for Tanks
Nerf to Stam Regen While Blocking
It's too hard to play as a Tank
DPS wins all Day every Day
Other: Please Explain
It takes to long until I kill stuff
dodgehopper_ESO wrote: »Nonsense. Have you even tried vWGT without a tank? I've done that dungeon a couple hundred times by now, and I still wouldn't do that without a tank. Not with Kena whose attacks can almost 1-shot my 16K Harness Magicka; good groups will die when their tank dies on that fight. Not with those Crematorial Guards that can kill tanks if the healer's not on the ball.
Even easy vet dungeons can pose a challenge without a tank. Are they doable? Sure. But it's so much harder. Some guildies and I were 3-DPSing vet Elden a couple of weeks ago. And we wiped on a boss and came close to wiping on another. In vet Elden, of all places! After that near-wipe, I caved and put on my heavy armor to tank the last boss. Could we have done it without a tank? Most likely. But this notion that "3 DPS and a healer will make things go so much faster" is nonsense. Even with just 2 DPS, things were a nukefest--3 DPS was actually slower because, without a tank, the DPS couldn't DPS properly when they had to worry about aggro and staying alive.
That said, I often solo or two-man nonvet dungeons without a dedicated tank for the challenge. But for vet dungeons, things are not "fairly easy without a tank". Here are the fights in the other vet dungeons where having a tank would be much easier than adding another DPS:
- Spindleclutch: Blood Spawn
- Banished Cells: that giant fire Daedroth, and if pledge, holding three Daedroths at bay.
- Fungal Grotto: chainer boss, Spawn of Mephala, Reggar (mostly because his magicka drain will mean your healer won't be able to heal much)
- Darkshade: ok, you don't really need a tank here
- Wayrest: final boss (I often go tankless up to that point, and then swap into tank gear for that fight)
- Elden: that twilight hits surprisingly hard, the lurcher boss, and the final boss
- Crypt of Hearts: you can go tankless if not going for the pledge challenge and if you're skipping Ilbegast; the 2-hander mobs can be dangerous, though
- City of Ash: Ash Titan, Skoria
This doesn't convince a pvp'er to go 'full tank'. The main problem is the costs incurred of switching back and forth (both time and gold). Its simply too much of a hassle in the current system. Being a Tank for dungeon runs with your chums just means you can't use that character for anything else with any efficiency.
LegendaryNinja wrote: »
Heavy Armor does not make my character more "Tanky"
I love PVP, and I feel there is no place for Tanks
Nerf to Stam Regen While Blocking
It's too hard to play as a Tank
DPS wins all Day every Day
Other: Please Explain
It takes to long until I kill stuff
Fixed this for you.
Imo most players are hybrids or Off tanks but not a real tank.
They should be honest and chose the bold option ...
Imo thats their issue in any game, misunderstanding of their role.
Btw. I love PvP and I feel there is a lot of place for tanks, because I prefer to survive while others port all day and rush back from A to B.
If i want to lead Emp ranking, of course I am not roaming on my tank because I am slower than my full DPS classes solo, but i don't care because I prefer surviving and love to hold keeps in small scale groups for a very long time.
The speed of turning keep owners is a joke in this game, because nobody is actually really defending.
They all want to leech AP as quick as possible in their noob zergs, without teamspirit or faction pride.
You don't turn our keep within minutes, when we are there, you better bring some time ...
Something most players hate, long fights to kill stuff.
They actually don't like to play "trinity" or small scale, they just want to port 100 times the day and do max dps for fast APs. No problem, Tank is just not their role ...