In 4 player dungeons the best groups are actually composed of Tank, Healer and 2 DPS. The issue is finding very well versed Tanks and Healers who can provide supplemental DPS along with their prospective role. When you do 'no' Tank or Healer dungeon runs it's with hodge-podge builds. Someone likely has a Taunt to control aggro, and someone has HOTs as well as everyone running self heals, damage mitigation, and CC.
GeorgeBlack wrote: »Human fighters 6 classes
Human mages 4 classes
Elven fighters 4 classes
Elven mages 3 classes
Dark Elf fighters 4 classes
Dark Elf mages 3 classes
Orc fighters 2 classes
Orc mages 2 classes
Dwarven Fighters 2 classes
Expansion added race 3 Battlemage classes
Class skills active passives. Gear stats only.
No constellations and other shit3 for passive stats
Roles:
Tanks
Dps (dmg per sec)
Assassins
Warriors (burst dmg,sustain+ aoe)
Mages nukers
Mages summoners
Mage buffers/debuffers
Healers
Fighter reinforcers (small scale buffs)
9man partys
3party raids
No instances. Open world hunting zones and lairs. Hundreds of world bosses 10 times harder than IC roaming bosses with serious drops. Epic bosses with legendary drops. (It would take 3 Guilds[an alliance..] to kill them).
Open world PvP.
Hero 1v1 3v3 arena
Massive maps. Yearly expanssions with serious content, lv cap increase new skills.
No pugs. No elitists. No solo.
Good players and bad players.
Balance.
Now enjoy 9 races 4 'classes' and forum talks
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
Jimbullbee85 wrote: »Jimbullbee85 wrote: »Jimbullbee85 wrote: »On another note I think the monster set drops are too specific from final bosses. For instance White Gold Tower. It's difficult getting tanks for that dungeon when they have no interest in the Molag Keena set. Why would they want to do it more than once when there are dungeons with monster drops that are more suitable to them. I never see tanks in WGT. It's normally a shed load of dps' and the occasional healer or hybrid.
Honestly with this and your previous comments it really sounds like you're talking about PUGs and the group finder. That sort of group has a rep for being bad. That's just the nature of the beast. Getting randoms to do anything is tricky. When you want something specific you collect people you know. I find Tanks and Healers for those dungeons because they have other characters, or it's give and take. I run something they want, they run something I want.
As a healer I normally go in with two of my sorcerer buddies. I'm head of a guild with almost 200 members and maybe two regular players are good tanks. Finding a good tank is difficult so the three of us go into group finder and very very rarely do we see tanks queuing up for WGT. Not all players who go into group finder are playing with randoms. Theres ways of getting into it with your pals too.
And yes we are ALL talking about group finder and the trinity system. That's the point of this conversation.
Trinity sure, Group Finder, not so much. This thread is mostly about the game becoming so easy that the role of Tank becomes obsolete. Read the last paragraph of the OP.
What's your point? The group dungeon is the perfect example of trinity in action.
My point is that if you're going into the group finder expecting anything but a #*%* show you're setting yourself up for disappointment. Particularly if you've going into ICP, WGT, or CoA. That's why ZOS is nerfing them. Of course the difficulty of those dungeons is not the real issue, but it's easier to nerf them than it is to address it.
The perfect example of a trinity group is a collection of players who each know their respective role and have the abilities (i.e. Skill lines leveled and slotted) and skill to fulfill it. I can as a DPS select all three roles without a taunt or heal slotted, with no intention of equipping either and the group finder doesn't care. It's a broken system. The product of trying to mix too much single player with multiplayer, and not actually teaching players how to perform their roles.
As a healer, for a while now, in daily vet pledges I have preferred 3 good dps.
I think many just seek a tank in zone just out of habit.
Like when it vet daily is Elden Hollow....really, you do not need a tank.
Rune_Relic wrote: »As a healer, for a while now, in daily vet pledges I have preferred 3 good dps.
I think many just seek a tank in zone just out of habit.
Like when it vet daily is Elden Hollow....really, you do not need a tank.
And soon enough with the way self heals ar going....you wont need a healer either.
Then what ?
Jimbullbee85 wrote: »On another note I think the monster set drops are too specific from final bosses. For instance White Gold Tower. It's difficult getting tanks for that dungeon when they have no interest in the Molag Keena set. Why would they want to do it more than once when there are dungeons with monster drops that are more suitable to them. I never see tanks in WGT. It's normally a shed load of dps' and the occasional healer or hybrid.
Looking at @personofsecrets very reasonable and insightful points in regards to tanking in eso...and now in light of the db nerfs to dungeons, i honestly wonder if it hasnt been zos goal to do away with the traditional mmo party structure.