Calling all Tanks!
The Dungeon and Gameplay teams would love to get some feedback from all of you damage sponge, block mastering, mitigation kings out there. This thread is going to mainly cover PvE encounters specifically in group dungeons or Trials. If you like to play a tank in ESO and want to have your voice heard, or you don't and want us to know why, please answer the following questions. Please make sure you mention if you primarily play on console or PC.
1. What do you like best about tanking in ESO?
2. What do you like least about tanking in ESO?
3. What is your favorite encounter to tank?
4. What is your least favorite encounter to tank?
5. Of the tools you have for tanking, which is your favorite?
6. Of the tools you have for tanking, which would you like to see improved the most?
Thanks a lot for your feedback. We look forward to hearing what you have to say!
1. What do you like best about tanking in ESO?
2. What do you like least about tanking in ESO?
3. What is your favorite encounter to tank?
4. What is your least favorite encounter to tank?
5. Of the tools you have for tanking, which is your favorite?
6. Of the tools you have for tanking, which would you like to see improved the most?
1. What do you like best about tanking in ESO?
To be responsible for my team to take as less dmg as possible.
2. What do you like least about tanking in ESO?
That in most Dungeons u dont need a Full Tank, a dps with Shield is often enough. You should change that.
3. What is your favorite encounter to tank?
The Flesh Sculptor in vICP! To Take him and the Atronarchs while Supporting the Group and Manage your ressources is a lot of fun. Daedroth in Banished >Cells Vet was fun in the Beginning, but ill just keep stanting in the fire.
4. What is your least favorite encounter to tank?
Enemy Players since Mitigation is pretty ***, since thx to the cp system armor/spellpen is stupidly high and u have no option to negate this. Rework a crafting trait(sturdy) to negate the pen nearly at all. (allready posted this suggestion) or make it a part of the heavy armor passives.
5. Of the tools you have for tanking, which is your favorite?
Chains. But your rework is killin my beloved tactic for example in city of ash at the ash titan, i often kite the 2 adds around and then i use chains to pull myself to the titan and get rid of the adds for around 8 secs ^^.
6. Of the tools you have for tanking, which would you like to see improved the most?
HEAVY ARMOR! Especially the passives.
Bring back reduced cc break,
reduce cooldown on constitution 2(secs, leave value untouched)
Raise the healing taken value by 100%
Add in Armorpen/Spellpenresistance per piece heavy worn and add it to 1 cp star, for example the heavy armor star.
Bring back weapon Dmg, 1% for each piece
I play on PC-EU und mostly tank with one of my dks. In the past I occasionally tanked on my nb and sometimes I use my templar as heal-tank for easier vet dungoens (like spindle or darkshade).1. What do you like best about tanking in ESO?
2. What do you like least about tanking in ESO?
3. What is your favorite encounter to tank?
4. What is your least favorite encounter to tank?
5. Of the tools you have for tanking, which is your favorite?
6. Of the tools you have for tanking, which would you like to see improved the most?
Heavy armor does not mitigate damage even at 33,500 hard cap. If that is even hard cap. One shots when not blocking are common. But you can't constantly block cause Stam regen was changed to zero. This forces you to rely on shards which are not always available. Ie non Templar healers combined with Stam builds need shards as bad as you do.
Footman is vr 13 and vr 14 is super rare and you can't even find it anymore. Drops from vet dsa which no one does.
Armor master pariah and juggernaut erc... have huge flaws in it that make it not a viable set. The bevy armor passives suck making medium armor better with Stam cost reduction. The only aoe taunt which it is not intended is caltrops cost over 5 k stamina making them hard to use as it burn the precious Stam you already need to block.
Suggestions:
Upgrade footman to vr 16 sell it for tel var or ap or gold from elite vendor, sell rings necklace boots belt gloves with decent traits no training or exploration or well fitted or sturdy.
Increase armor master armor time to 15 seconds to avoid recasting every 10 seconds.
Improve HA passives healing received 1 percent per ha piece constitution stamina and health restoration by double current amount. Make Stam regen not stop regen until 3 seconds if in five piece heavy armor.
Make a passive Caltrops are half As much stamina for five piece with 30 second cool down. 25 percent cheaper one skill point 50 percent 2 skill points.
Make 5 piece heavy armor have a reduce stamina cost reduction 20 percent over medium or one skill point 10 percent 2 at 20 percent stacks with others cost reduction sources.
dodgehopper_ESO wrote: »Heavy armor does not mitigate damage even at 33,500 hard cap. If that is even hard cap. One shots when not blocking are common. But you can't constantly block cause Stam regen was changed to zero. This forces you to rely on shards which are not always available. Ie non Templar healers combined with Stam builds need shards as bad as you do.
Footman is vr 13 and vr 14 is super rare and you can't even find it anymore. Drops from vet dsa which no one does.
Armor master pariah and juggernaut erc... have huge flaws in it that make it not a viable set. The bevy armor passives suck making medium armor better with Stam cost reduction. The only aoe taunt which it is not intended is caltrops cost over 5 k stamina making them hard to use as it burn the precious Stam you already need to block.
Suggestions:
Upgrade footman to vr 16 sell it for tel var or ap or gold from elite vendor, sell rings necklace boots belt gloves with decent traits no training or exploration or well fitted or sturdy.
Increase armor master armor time to 15 seconds to avoid recasting every 10 seconds.
Improve HA passives healing received 1 percent per ha piece constitution stamina and health restoration by double current amount. Make Stam regen not stop regen until 3 seconds if in five piece heavy armor.
Make a passive Caltrops are half As much stamina for five piece with 30 second cool down. 25 percent cheaper one skill point 50 percent 2 skill points.
Make 5 piece heavy armor have a reduce stamina cost reduction 20 percent over medium or one skill point 10 percent 2 at 20 percent stacks with others cost reduction sources.
This caltrops point is a very good one. Its the best CC a tank has if they are not a dragon knight, and it draws from the same pool needed for blocking. Unfortunately, DK is also the best at keeping stamina up while blocking, further damaging other classes ability to tank. I realize that Sorcerer has a 'path' based cc which is fairly decent, but requires much greater positioning than talons or caltrops. You make a very good point here @DHale .
I'm excited for an opportunity to get my voice to the ZOS development teams with respect to tanking in ESO. Tanking is something I have always enjoyed and the role in which I perform the best in MMORPGs. There are a lot of tanks on this thread who I feel deserve to be heard, and as someone who typically pursues unorthodox and unique build types, I hope to add something valuable to this discussion. Based on what I've seen throughout the forums, I am not convinced that what I do in ESO as a NB tank is entirely unique, although certain aspects of my playstyle might be.
It is my hope to convey some very crucial components to tanking in ESO that are not mainstream, but are still incredibly important in the ESO universe, with respect to player build diversity and class-based tanking viability. I have been playing on the NA PC server since beta. Let's get started!
1. What do you like best about tanking in ESO?This is a very difficult question to answer, as it is such a broad and generic topic. Perhaps what I enjoy most about tanking in ESO is the AI's logic & rationale system, which is highly predictable but makes sense. I know that if I line-of-sight a target around a corner, one of two things will happen: if the unit is ranged, it will strafe until it can see me, keeping itself at range, and if it is melee, it will come to me anyway, following me around whatever obstacle I've used to LOS. From a PvE perspective, having these types of consistencies is crucial. Being able to make decisions on the fly, or simply knowing exactly what effect will result from a particular decision I've made or tactic I've used, is incredibly important for tanking in a fast-pased, high risk scenario.
2. What do you like least about tanking in ESO?I could give many specific examples of one particular issue that I find least likeable about tanking, but it all boils down to a single concept: Tanking in ESO is too easy. There isn't currently (and arguably hasn't ever been) a reason to hard cap mitigation. There is no need to min/max armor and spell resist, no need to optimize block cost reduction and maximize the amount of damage that can be mitigated. Most tanks in ESO to my knowledge put "just enough" of any particular stat into their build, whether that's reduced cost of blocking or a particular resistance, and dump everything they can afford to into some other trinity role, i.e. healing or damage.
There are only two taunts in this game, neither of which is particularly remarkable, although I would like to note that both have their place. Pierce Armor is and will continue to be invaluable with it's debuffs to armor and spell resist, however Inner Fire is in desperate need of a rework. It simply costs too much, regardless of chosen morph, and is highly situational. There are no methods to silence casters in this game, and there should be (e.g. a skill that forces casters to do weapon or light & heavy attacks, or come to melee range).
There are no AoE taunts, and while I have a great deal of experience with tanking in ESO and have a pretty good grasp as to why things are the way they are, I believe adding a means to control groups of enemies that is available to every class is essential for making tanking more challenging. I feel that enemies who are not focusing on the tank should be a significantly more threatening mechanic, and having an enemy who is aggro'd on a dps or healer in the party should be a serious problem. Tanks in ESO have never been required to taunt everything, rather emphasis has always been on the "key" enemies (typically melee, high damage enemies). I would argue that the good and great tanks in ESO have always aggro'd everything, despite the inherent challenges to doing so.
3. What is your favorite encounter to tank?My favorite encounters to tank in ESO are those that require multiple tanks, most notably the Mantikora in Sanctum Ophidia and the Mage in Aethian Archives (hardmode). It is my understanding that the Maw of Lorkaj in the Thieves Guild update will require two tanks, and I am extremely excited at this prospect. I want to see more encounters that require tanks to trade boss aggro, and mechanics like stackable damage over time effects which the boss places on the tank make for excellent opportunities to utilize multiple tanks.
In smaller group content, like 4-man vet dungeons, some of my favorite encounters to tank include fights like Hiath from vDSA, which puts a great deal of focus on a tank's ability to self-sustain. I don't think it's paramount for a tank to be completely self-sufficient, but fights like this really distinguish the good tanks from those that are simply "filling the group." Valkyn Skoria in vCoA is also quite enjoyable, as his mechanics force the group to separate, and not all of the mechanics fall on the healer or dps; it is necessary for the tank to be moving and focusing on boss placement to protect the group.
I notice a trend in dungeon development and consistency throughout the course of ESO's history to-date, being that as time goes, we tend to see more well-developed and more intricately-designed mob mechanics. The original dungeons (and their veteran versions) are arguably the simplest by design and least necessary for tanks to even present, which is evidenced by the fact that the majority of groups these days aren't even using tanks to complete their pledges. These are followed by content such as SO, vDSA and vCoA which all have more complex attack patterns and variables per encounter, and these instances still require tanks for a successful completion.
4. What is your least favorite encounter to tank?My least favorite encounters are those that barely merit a tank's presence. This is true, as noted above, for most vet dungeons. All of the following can be done without a tank: vCoH, vFG, vDC, vBC, vSC, vWS, vEH, vIP, and vWGT. Both vIP and vWGT are substantially more challenging, and most groups still require a tank, however I have both personally and through association confirmed that these are achievable without a dedicated tank.
I recognize in most of these cases that we've progressed far enough in character level and stats to have outpaced the dungeon difficulty. It does make sense that four vr16s with legendary gear might be able to do these without a tank, whereas players who are newer or are still leveling won't afford the same luxury. However, with battle-leveling and some experience, anyone is really capable of doing it, but it's perhaps just a matter of practice.
There are no encounters in Craglorn proper that I enjoy tanking, as the fights are far too simple and the enemies are too under-powered (since the scaling of our attributes x10) to be real obstacles. There are certain trial bosses which I also believe are far too easy to tank, particularly the Serpent, Stonebreaker, and Ozara from SO. These fights are virtually a tank-n-spank scenario, and most mechanics for the fights are almost completely lost on tanks, falling more to the dps and healers in group. I have never done more than stand in one place and keep taunts for these bosses, even through mechanics like the Serpent's frontal poison cleave.
Most content in ESO has become too damage-oriented, and in many cases this diminishes the necessity for a tank. Even Wrothgar world bosses can be done without a tank, and I have personally completed many of these world bosses by myself. Content such as vMA punishes anybody who is not in a high damage role; tanks and healers are not welcome. The Wispmother in AA is far too simple to take seriously, and is even frustrating at times when she randomly attacks other party members, despite being aggro'd on the tank and facing him/her. Even the Warrior in HRC is easy to tank, with almost all of the mechanics falling to the group, although I will note here that there is an obvious need for the tank to pay attention to boss positioning for the group's benefit. Every other boss in HRC is a tank-n-spank scenario, with the tank having little to do during the boss encounters but stand and block (which is boring).
5. Of the tools you have for tanking, which is your favorite?It is difficult for me to define "tools" in this context, as pure tanking tools really are just the only two taunts we have in the game. We can make the case that many other class abilities, such as Talons, Chains, Encase, Low Slash, Defensive Stance / Flappy Wings, are in fact tanking tools which most tanks will swear by without a second thought. To this point, while I agree that these are invaluable for tanks, I would like to note that these are "tools" which are only available to a select group. NB and Templar tanks (and many Sorcerer tanks) lack truly useful class skills that offer any noteworthy tanking utility. What utility we do have access to is found in guild or weapon skill lines, and many of these are either highly inefficient, or continue to get changed in favor of damage roles.
One tool I will swear by is Major Evasion, which can be accessed through the medium armor skill line, or as a NB tank. Having multiple forms of mitigation is crucial for the strongest of tank builds, and I've always suggested that the best form of mitigation is to not get hit at all. I have always, and will always use Major Evasion as a tank, regardless of class.
6. Of the tools you have for tanking, which would you like to see improved the most?As someone who plays a NB tank primarily, I find this game lacks many crucial "tank tools." The list of tank tools which currently not all classes have access to include:
1. A ranged method of silencing casters.
2. An AoE root/snare found outside of class skills (unless you count Volcanic Rune as a viable means of AoE CC).
3. An AoE taunt, which should merit revisions to the impact of loose mobs on the group (because right now, one or two loose guys has very little to no impact on the group). An AoE taunt isn't necessary right now, but it should be. I'd like to see trash pulls and boss fights that merit more group-wide aggro and CC.
4. Better Heavy Armor passives that offset the lack of stamina recovery while blocking and incentivize tanks to stack health and full heavy gear, rather than orient towards the minimum requirements for tanking and dumping all else into damage or healing capabilities. Why do we have dps and healers if the tank needs to be doing that stuff too?
There are other items I could add to the list, but these are the ones I find most important.
In anticipation of the Thieves Guild update and some of the intended changes that were posted on the PTS natch potes, I want to reference a couple of threads (one of which is my own) that I feel are very insightful and constructive. These threads highlight a number of important concepts that are applicable to tanks of all classes, however the first two are more from the eyes of NB tanks, with the third being a more general approach:
Siphoning Attacks Feedback: An In-Depth NB Tanking Perspective
PTS Natch Pots: NB Resource Gain Nerf
Unofficial Feedback Thread for Tanking Thieves Guild
I very much appreciate you taking the time to read this and consider its content. There are a great many of knowledgeable and experienced tanks present here on the forums, and I feel it's important that voices from all classes and perspectives are considered. Most of the current "issues" with tanking as a viable role in ESO are consistent from person to person, regardless of class, so it is my belief that ZOS can determine an appropriate list of accommodations to the tanking role on an ongoing basis, as most of us are not providing conflicting perspectives.
ThatNeonZebraAgain wrote: »dodgehopper_ESO wrote: »Heavy armor does not mitigate damage even at 33,500 hard cap. If that is even hard cap. One shots when not blocking are common. But you can't constantly block cause Stam regen was changed to zero. This forces you to rely on shards which are not always available. Ie non Templar healers combined with Stam builds need shards as bad as you do.
Footman is vr 13 and vr 14 is super rare and you can't even find it anymore. Drops from vet dsa which no one does.
Armor master pariah and juggernaut erc... have huge flaws in it that make it not a viable set. The bevy armor passives suck making medium armor better with Stam cost reduction. The only aoe taunt which it is not intended is caltrops cost over 5 k stamina making them hard to use as it burn the precious Stam you already need to block.
Suggestions:
Upgrade footman to vr 16 sell it for tel var or ap or gold from elite vendor, sell rings necklace boots belt gloves with decent traits no training or exploration or well fitted or sturdy.
Increase armor master armor time to 15 seconds to avoid recasting every 10 seconds.
Improve HA passives healing received 1 percent per ha piece constitution stamina and health restoration by double current amount. Make Stam regen not stop regen until 3 seconds if in five piece heavy armor.
Make a passive Caltrops are half As much stamina for five piece with 30 second cool down. 25 percent cheaper one skill point 50 percent 2 skill points.
Make 5 piece heavy armor have a reduce stamina cost reduction 20 percent over medium or one skill point 10 percent 2 at 20 percent stacks with others cost reduction sources.
This caltrops point is a very good one. Its the best CC a tank has if they are not a dragon knight, and it draws from the same pool needed for blocking. Unfortunately, DK is also the best at keeping stamina up while blocking, further damaging other classes ability to tank. I realize that Sorcerer has a 'path' based cc which is fairly decent, but requires much greater positioning than talons or caltrops. You make a very good point here @DHale .
Caltrops was even better for NBs when it had a chance to proc Siphoning Attacks. /sad
Calling all Tanks!
1. What do you like best about tanking in ESO?
2. What do you like least about tanking in ESO?
3. What is your favorite encounter to tank?
4. What is your least favorite encounter to tank?
5. Of the tools you have for tanking, which is your favorite?
6. Of the tools you have for tanking, which would you like to see improved the most?
MisterBigglesworth wrote: »I'd like to see heavy armor provide so much mitigation that you basically never have to block, but make it so that player damage would completely ignore that extra mitigation, thereby making you a lot more tanky in PVE without it affecting PVP too much.
If you can make tanks a lot more tanky in PVE that means you can make bosses hit so hard that you actually NEED tanks in PVE. Three dps and a healer just won't cut it.
Another thing would be a buff that temporarily ramps up your DPS based on how much aggro you have, the purpose being to make tank builds have lower DPS in PvP and higher DPS in PVE