Restore Bracing - Never Ask for Buffs

  • Personofsecrets
    Personofsecrets
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    " I should have the option to pick my traits to suit my tanking build, not pick my traits to become a tank. "

    @Wrobel , That is the most educated sentence of this thread.
    Edited by Personofsecrets on April 28, 2016 10:38PM
  • Oompuh
    Oompuh
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    " I should have the option to pick my traits to suit my tanking build, not pick my traits to become a tank. "

    @Wrobel , That is the most educated sentence of this thread.

    That's basically it. I was hoping for Sturdy to improve my effectiveness and help me manage my resources better. Instead it is mandatory on every piece just to tank like I did last patch. Which means no infused and no divines.

    One thing I would like to see is choices in passives. For example: We can have Wrath or Bracing, Like a morph. Damage people are happy, mitigation people are happy. Everyone wins
    Xbox NA - Oompa
    Khajiit DK Tank
    Founder of Major Aegis
    Main Tank of Dissonant Crusade Uprising Savages
  • dodgehopper_ESO
    dodgehopper_ESO
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    DDuke wrote: »
    DDuke wrote: »
    Weesacs wrote: »
    I have multiple clips of me tanking 5-10 people for minutes without permablock, I'll make sure to add a few of those to the build video :p

    Even once had 5 people spending half an hour trying to kill me (I know that, because Shadowplay with 20min recording limit only caught half of it :s ) - all without any kind of permablocking (or much blocking in general).

    You obviously play against scrubs or dont get affected by the broken CC much. Blocking stops ALL CC (except fear). You also have your templar set up to heal more than mine - im a pure tank (with off heals). Yes, I could change my set up to fit in with the changes to become more of a healer, but then, why should I?

    Its a nerf to pure tanking and you know it.

    There's no such thing as "pure tanking". There's just tanking - how you do it doesn't matter (whether you hold block or mitigate & outheal damage).

    When you have atleast 28k health, 50%++ spell resistance, 40% physical resistance, 28.3% critical resistance & 18/14% reduced physical & spell damage from CPs, you can take CCs & sit for the whole duration of them without dying and then heal up with one or two button clicks. Of course there are times when you get CC'd at low health and you die, but such is life :)

    Tanking is about mitigating damage & surviving it, not necessarily about taping down the right mouse button & being an useless sponge in the battlefield.

    In fairness here, you're suggesting that the Magplar build is better. In that respect I agree with you, but I understand his sentiment that it is unfortunate that the 'Warrior' spec gets its teeth kicked in here. I see where he's coming from and I mirror his concerns, although to be honest I was planning to switch over to a build design similar to what you are using, in large part because I know it works. The only reason I haven't switched in the last few months is that I'm enjoying the TG content, and trying to mop up the last couple of achievements I need, and to do that well a big stamina pool is more effective. I'm also having fun with my Stamplar even though I feel my Stamblade is better at the role. You are right though, that vale tudo applies here 'Whatever works'. Currently the heal oriented build is what works best in this scenario.

    Oh, I'm fairly sure you can make heavy armor stamplar work as well :)

    You'll just have to base your defense on mitigation rather than roll dodges (that's the main difference).


    It's kind of why I'm still commenting here - we won't ever find out about all these different, fun builds if people stay fixated on the idea that tanking=permablocking.



    All the change in this patch means is that people have to hold block for 20% shorter duration - and then you'll get your stamina back way faster than before thanks to the changed Constitution passive.

    Part of why I dislike the deep devaluation of Blocking as a skill, is that it directly effects the value of passives on DK and Templar. If almost no one ever uses block, its very situational, like the potion passive can be at times on Argonian. The argument is a very similar one. I think blocking should at least be on par with dodge rolling or shielding, and I can't say that I think it is right now. Obviously skills do not exist in a vacuum, but some are mutually exclusive. While blocking you lack mobility (dodging gets you somewhere) and is mutually exclusive to rolling. Both have the effect of eating your stamina, but one lets you keep regenerating while the other does not. I think that's where my complaint comes in. I like the notion of using my shield, but the lack of mobility really sucks up the fun of the skill, and pushes things in favor of the medium. Anyway its just the line of thinking. I'm curious to try out the changes to Heavy once it goes live, and see how I like it. Given its more aggressive profile, I might actually enjoy going heavy in pvp. I'm concerned the output won't be as high as I want though and that I'll need to go back to 5L or 5M. We'll see.
    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>
  • Personofsecrets
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    @Wrobel @ZOS_Finn ,

    how about what @Oompuh says? Let us DECIDE through a morph system if we want wrath or bracing. This is 100% preferred than being shoehorned by the dev team.
  • Personofsecrets
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    Real good stuff everyone. Keep it coming.
  • dodgehopper_ESO
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    Armitas wrote: »
    laced wrote: »
    All this talkabout trials is great, but until you get attacked by a swarm of people in pvp you dont understand how awful this change really is. Not only will I lose my stamina much quicker due to bracing being scrapped and cost of blocking being increased, but I will no longer have my impen traits on my armor due to having to replace them with sturdy, meaning i will take more damage due to crits, and run out of stamina faster.

    Although PvE and PvP are both very important to me PvP will always be my primary love and is my first concern over this change. I expect the same thing to occur for me.
    ________________
    If people don't know what a tanking role is in PvP I will explain it. PvP tanking is not walking around holding block while casting the occasional skill, that is leaching. You don't draw aggro by permablocking. PvP tanking means being the first person to jump into an enemy raid to draw their fire, debuff (maim)them, CC, threaten and harass their weak and their healers so that the rest of the raid can safely enter without being nuked at the front. You have to build your threat manually. At least in my case I also provide a forward heal point for the rest of the raid through blessing of restoration and igneous mending. I don't permablock but I do block for short periods of time to catch up to the damage I am taking and keep from dying to radiant destruction which is painted on me 100% of the time.

    PvP tanking does play an important role if used with the rest of your faction in mind. Without it you have these pew pew stand offs where no one wants to push because as soon as they become noticeable in the herd they are targeted and killed. So they sit on either side killing the random person and rezing at a tent. The only way it ends is either a surprise ball flank or a PvP tank goes in and draws the fire long enough for their faction to realize and make the push.

    Part of succeeding in that role is being able to block for short periods of time to heal back up and still have enough stamina to break free from the CC that will occur every 5 seconds. PvP raids don't hit like raid mobs, they animation cancel and they use rotations. You will take far more hits per second than a PvE raid. Without that heavy armor block reduction your stamina will get nuked at once the moment you block leaving you without enough stamina to break CC. If you can't break CC you can't heal and you die. Of course you could add the block reduction, but not without losing mitigation or crit defense. To successfully PvP tank you need to live for at least 15 seconds in the middle of a raid on your own. That is about how long it takes for a guild to notice the opening and charge, or the scattered pugs to realize they can push.

    I can last for 15-20 seconds on average in the middle of an enemy raid without permablocking now, but without that bracing passive I don't expect to last longer than 10 seconds to any competent raid because periodic blocking is essential to staying on top of the damage you are taking. It is a delicate balance between doing enough damage to be identified as a threat and living long enough to get your faction in safely. I feel that balance is seriously hindered by decoupling blocking from heavy armor. I can survive this with the blocking reduction trait, but it shouldn't be this way. I should have the option to pick my traits to suit my tanking build, not pick my traits to become a tank.

    @armitas I gave you an awesome. You are saying what I've been trying to say about pvp tanking for a very long time. The heavy armor shield wearer should be a line breaker, that is its point. You laid out the purpose beautifully.
    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>
  • Jade1986
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    Oompuh wrote: »
    " I should have the option to pick my traits to suit my tanking build, not pick my traits to become a tank. "

    @Wrobel , That is the most educated sentence of this thread.

    That's basically it. I was hoping for Sturdy to improve my effectiveness and help me manage my resources better. Instead it is mandatory on every piece just to tank like I did last patch. Which means no infused and no divines.

    One thing I would like to see is choices in passives. For example: We can have Wrath or Bracing, Like a morph. Damage people are happy, mitigation people are happy. Everyone wins

    That would make too much sense.
  • SirSilverMask
    Oompuh wrote: »
    " I should have the option to pick my traits to suit my tanking build, not pick my traits to become a tank. "

    @Wrobel , That is the most educated sentence of this thread.

    That's basically it. I was hoping for Sturdy to improve my effectiveness and help me manage my resources better. Instead it is mandatory on every piece just to tank like I did last patch. Which means no infused and no divines.

    One thing I would like to see is choices in passives. For example: We can have Wrath or Bracing, Like a morph. Damage people are happy, mitigation people are happy. Everyone wins

    That sounds like what the game actually needs to do. There are too many problems introduced when trying to balance the pve and pvp content. The developers continue working a lot attempting to keep things balanced in both areas, but honestly that is almost impossible to get correct.
    Additions could be made to say that certain passives only work in Cyrodiil or only work outside of Cyrodiil, and the same on certain abilities.
    Additionally, as you pointed out, if players could choose passive morphs as well that would provide more incentive to play however you want to and provide more interesting gameplay and the possibility better differentiate the roles of tank, damage dealer, and healer.
  • Personofsecrets
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    With the morph route (as with attributes and CP) respec should cost less. I think it would cost 28k to change everything if I decide that I want to PVP for a while before my next PVE raid comes up.
  • Necesseraph
    Oompuh wrote: »
    " I should have the option to pick my traits to suit my tanking build, not pick my traits to become a tank. "

    @Wrobel , That is the most educated sentence of this thread.

    That's basically it. I was hoping for Sturdy to improve my effectiveness and help me manage my resources better. Instead it is mandatory on every piece just to tank like I did last patch. Which means no infused and no divines.

    One thing I would like to see is choices in passives. For example: We can have Wrath or Bracing, Like a morph. Damage people are happy, mitigation people are happy. Everyone wins

    That sounds like what the game actually needs to do. There are too many problems introduced when trying to balance the pve and pvp content. The developers continue working a lot attempting to keep things balanced in both areas, but honestly that is almost impossible to get correct.
    Additions could be made to say that certain passives only work in Cyrodiil or only work outside of Cyrodiil, and the same on certain abilities.
    Additionally, as you pointed out, if players could choose passive morphs as well that would provide more incentive to play however you want to and provide more interesting gameplay and the possibility better differentiate the roles of tank, damage dealer, and healer.

    The concept may actually work, though a lot more thought would need to go into examining the main problems in pvp and pve and finding a way to separate the problems and correct them in such a way that would be easy for the majority of players to understand and adapt around. As for the cost, yes 28K gold is a lot, on the other hand if you don't want to pay that gold, it really doesn't take long to get a new character up to lvl 50 if you care that much about having the perfect build you probably have the time to create different characters focused on either pve or pvp.
  • Personofsecrets
    Personofsecrets
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    Oompuh wrote: »
    " I should have the option to pick my traits to suit my tanking build, not pick my traits to become a tank. "

    @Wrobel , That is the most educated sentence of this thread.

    That's basically it. I was hoping for Sturdy to improve my effectiveness and help me manage my resources better. Instead it is mandatory on every piece just to tank like I did last patch. Which means no infused and no divines.

    One thing I would like to see is choices in passives. For example: We can have Wrath or Bracing, Like a morph. Damage people are happy, mitigation people are happy. Everyone wins

    That sounds like what the game actually needs to do. There are too many problems introduced when trying to balance the pve and pvp content. The developers continue working a lot attempting to keep things balanced in both areas, but honestly that is almost impossible to get correct.
    Additions could be made to say that certain passives only work in Cyrodiil or only work outside of Cyrodiil, and the same on certain abilities.
    Additionally, as you pointed out, if players could choose passive morphs as well that would provide more incentive to play however you want to and provide more interesting gameplay and the possibility better differentiate the roles of tank, damage dealer, and healer.

    The concept may actually work, though a lot more thought would need to go into examining the main problems in pvp and pve and finding a way to separate the problems and correct them in such a way that would be easy for the majority of players to understand and adapt around. As for the cost, yes 28K gold is a lot, on the other hand if you don't want to pay that gold, it really doesn't take long to get a new character up to lvl 50 if you care that much about having the perfect build you probably have the time to create different characters focused on either pve or pvp.

    Good point, I forgot that leveling alts will be easier.

    I mostly want to level my main character in Alliance War for more skill points so that can't be done with a different too, but still good point.
  • Oompuh
    Oompuh
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    Oompuh wrote: »
    " I should have the option to pick my traits to suit my tanking build, not pick my traits to become a tank. "

    @Wrobel , That is the most educated sentence of this thread.

    That's basically it. I was hoping for Sturdy to improve my effectiveness and help me manage my resources better. Instead it is mandatory on every piece just to tank like I did last patch. Which means no infused and no divines.

    One thing I would like to see is choices in passives. For example: We can have Wrath or Bracing, Like a morph. Damage people are happy, mitigation people are happy. Everyone wins

    That sounds like what the game actually needs to do. There are too many problems introduced when trying to balance the pve and pvp content. The developers continue working a lot attempting to keep things balanced in both areas, but honestly that is almost impossible to get correct.
    Additions could be made to say that certain passives only work in Cyrodiil or only work outside of Cyrodiil, and the same on certain abilities.
    Additionally, as you pointed out, if players could choose passive morphs as well that would provide more incentive to play however you want to and provide more interesting gameplay and the possibility better differentiate the roles of tank, damage dealer, and healer.

    The concept may actually work, though a lot more thought would need to go into examining the main problems in pvp and pve and finding a way to separate the problems and correct them in such a way that would be easy for the majority of players to understand and adapt around. As for the cost, yes 28K gold is a lot, on the other hand if you don't want to pay that gold, it really doesn't take long to get a new character up to lvl 50 if you care that much about having the perfect build you probably have the time to create different characters focused on either pve or pvp.

    Good point, I forgot that leveling alts will be easier.

    I mostly want to level my main character in Alliance War for more skill points so that can't be done with a different too, but still good point.

    Yeah, morph cost would have to be considered. This is how I see this working.

    Example:

    Passive X increases damage mitigation by 5%. That's 1 skill point
    Passive X1: increase damage mitigation by 5% and increase weapon damage on hit by X. 1 more Skill point OR
    Passive X2: increase damage mitigation by 5% and decrease block cost by 20%. 1 more skill point

    No need for more skill points, we put 2 skill points in each passive anyway.
    Edited by Oompuh on April 29, 2016 1:54AM
    Xbox NA - Oompa
    Khajiit DK Tank
    Founder of Major Aegis
    Main Tank of Dissonant Crusade Uprising Savages
  • Personofsecrets
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    Oompuh wrote: »
    Oompuh wrote: »
    " I should have the option to pick my traits to suit my tanking build, not pick my traits to become a tank. "

    @Wrobel , That is the most educated sentence of this thread.

    That's basically it. I was hoping for Sturdy to improve my effectiveness and help me manage my resources better. Instead it is mandatory on every piece just to tank like I did last patch. Which means no infused and no divines.

    One thing I would like to see is choices in passives. For example: We can have Wrath or Bracing, Like a morph. Damage people are happy, mitigation people are happy. Everyone wins

    That sounds like what the game actually needs to do. There are too many problems introduced when trying to balance the pve and pvp content. The developers continue working a lot attempting to keep things balanced in both areas, but honestly that is almost impossible to get correct.
    Additions could be made to say that certain passives only work in Cyrodiil or only work outside of Cyrodiil, and the same on certain abilities.
    Additionally, as you pointed out, if players could choose passive morphs as well that would provide more incentive to play however you want to and provide more interesting gameplay and the possibility better differentiate the roles of tank, damage dealer, and healer.

    The concept may actually work, though a lot more thought would need to go into examining the main problems in pvp and pve and finding a way to separate the problems and correct them in such a way that would be easy for the majority of players to understand and adapt around. As for the cost, yes 28K gold is a lot, on the other hand if you don't want to pay that gold, it really doesn't take long to get a new character up to lvl 50 if you care that much about having the perfect build you probably have the time to create different characters focused on either pve or pvp.

    Good point, I forgot that leveling alts will be easier.

    I mostly want to level my main character in Alliance War for more skill points so that can't be done with a different too, but still good point.

    Yeah, morph cost would have to be considered. This is how I see this working.

    Example:

    Passive X increases damage mitigation by 5%. That's 1 skill point
    Passive X1: increase damage mitigation by 5% and increase weapon damage on hit by X. 1 more Skill point OR
    Passive X2: increase damage mitigation by 5% and decrease block cost by 20%. 1 more skill point

    No need for more skill points, we put 2 skill points in each passive anyway.

    @ZOS_RichLambert ,
    @Wrobel
    @ZOS_Finn

    This is one of the best ideas on the forums in ages.
  • Personofsecrets
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    Big news.

    STURDY IN TANDEM WITH FORTRESS GIVES ABOUT 12.5 BLOCK COST MITIGATION INSTEAD OF THE FULL 24% THAT IT PROMISES.

    THIS IS IN NO WAY MAKING UP FOR BRACING AND ESPECIALLY NOT SO BECAUSE WE LOSE ALL OF OUR GOOD TRAITS TO USE STURDY.

    @Wrobel

    Bracing is the best HA passive for a good reason.
  • Oompuh
    Oompuh
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    Oompuh wrote: »
    Oompuh wrote: »
    " I should have the option to pick my traits to suit my tanking build, not pick my traits to become a tank. "

    @Wrobel , That is the most educated sentence of this thread.

    That's basically it. I was hoping for Sturdy to improve my effectiveness and help me manage my resources better. Instead it is mandatory on every piece just to tank like I did last patch. Which means no infused and no divines.

    One thing I would like to see is choices in passives. For example: We can have Wrath or Bracing, Like a morph. Damage people are happy, mitigation people are happy. Everyone wins

    That sounds like what the game actually needs to do. There are too many problems introduced when trying to balance the pve and pvp content. The developers continue working a lot attempting to keep things balanced in both areas, but honestly that is almost impossible to get correct.
    Additions could be made to say that certain passives only work in Cyrodiil or only work outside of Cyrodiil, and the same on certain abilities.
    Additionally, as you pointed out, if players could choose passive morphs as well that would provide more incentive to play however you want to and provide more interesting gameplay and the possibility better differentiate the roles of tank, damage dealer, and healer.

    The concept may actually work, though a lot more thought would need to go into examining the main problems in pvp and pve and finding a way to separate the problems and correct them in such a way that would be easy for the majority of players to understand and adapt around. As for the cost, yes 28K gold is a lot, on the other hand if you don't want to pay that gold, it really doesn't take long to get a new character up to lvl 50 if you care that much about having the perfect build you probably have the time to create different characters focused on either pve or pvp.

    Good point, I forgot that leveling alts will be easier.

    I mostly want to level my main character in Alliance War for more skill points so that can't be done with a different too, but still good point.

    Yeah, morph cost would have to be considered. This is how I see this working.

    Example:

    Passive X increases damage mitigation by 5%. That's 1 skill point
    Passive X1: increase damage mitigation by 5% and increase weapon damage on hit by X. 1 more Skill point OR
    Passive X2: increase damage mitigation by 5% and decrease block cost by 20%. 1 more skill point

    No need for more skill points, we put 2 skill points in each passive anyway.

    @ZOS_RichLambert ,
    @Wrobel
    @ZOS_Finn

    This is one of the best ideas on the forums in ages.

    6967641276_1297c426a0_n.jpg
    Xbox NA - Oompa
    Khajiit DK Tank
    Founder of Major Aegis
    Main Tank of Dissonant Crusade Uprising Savages
  • Inklings
    Inklings
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    LEAVE BLOCKING ALONE!

    LeaveBritneyAlone.jpg
  • Sk000tch
    Sk000tch
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    Armitas wrote: »
    laced wrote: »
    All this talkabout trials is great, but until you get attacked by a swarm of people in pvp you dont understand how awful this change really is. Not only will I lose my stamina much quicker due to bracing being scrapped and cost of blocking being increased, but I will no longer have my impen traits on my armor due to having to replace them with sturdy, meaning i will take more damage due to crits, and run out of stamina faster.

    Although PvE and PvP are both very important to me PvP will always be my primary love and is my first concern over this change. I expect the same thing to occur for me.
    ________________
    If people don't know what a tanking role is in PvP I will explain it. PvP tanking is not walking around holding block while casting the occasional skill, that is leaching. You don't draw aggro by permablocking. PvP tanking means being the first person to jump into an enemy raid to draw their fire, debuff (maim)them, CC, threaten and harass their weak and their healers so that the rest of the raid can safely enter without being nuked at the front. You have to build your threat manually. At least in my case I also provide a forward heal point for the rest of the raid through blessing of restoration and igneous mending. I don't permablock but I do block for short periods of time to catch up to the damage I am taking and keep from dying to radiant destruction which is painted on me 100% of the time.

    PvP tanking does play an important role if used with the rest of your faction in mind. Without it you have these pew pew stand offs where no one wants to push because as soon as they become noticeable in the herd they are targeted and killed. So they sit on either side killing the random person and rezing at a tent. The only way it ends is either a surprise ball flank or a PvP tank goes in and draws the fire long enough for their faction to realize and make the push.

    Part of succeeding in that role is being able to block for short periods of time to heal back up and still have enough stamina to break free from the CC that will occur every 5 seconds. PvP raids don't hit like raid mobs, they animation cancel and they use rotations. You will take far more hits per second than a PvE raid. Without that heavy armor block reduction your stamina will get nuked at once the moment you block leaving you without enough stamina to break CC. If you can't break CC you can't heal and you die. Of course you could add the block reduction, but not without losing mitigation or crit defense. To successfully PvP tank you need to live for at least 15 seconds in the middle of a raid on your own. That is about how long it takes for a guild to notice the opening and charge, or the scattered pugs to realize they can push.

    I can last for 15-20 seconds on average in the middle of an enemy raid without permablocking now, but without that bracing passive I don't expect to last longer than 10 seconds to any competent raid because periodic blocking is essential to staying on top of the damage you are taking. It is a delicate balance between doing enough damage to be identified as a threat and living long enough to get your faction in safely. I feel that balance is seriously hindered by decoupling blocking from heavy armor. I can survive this with the blocking reduction trait, but it shouldn't be this way. I should have the option to pick my traits to suit my tanking build, not pick my traits to become a tank.

    This is so well explained that I have little to add.

    I don't tank trials, but I do sympathize and understand their concerns. PvP is an entirely different animal. There are times where you cannot selectively block in PvP, and if you have chosen to make the regen and damage sacrifices that a HA Shield build comes with, you should be able to take more than a few seconds of pressure before being out of juice.

  • Sk000tch
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    DDuke wrote: »
    Sorry, but everyone claiming that the changes are going to hurt tanks in PvP is so detached from reality we need a space shuttle to get you down.

    My templar is only getting stronger next patch - I'm actually happy they removed the block cost reduction because it'd be straight out overpowered otherwise.

    Saying tanking gets nerfed in trials is ok, I can understand that.
    Saying tanking gets nerfed in general I strongly disagree with, but eh - I can see why someone only looking at trials might think so.
    Saying tanking gets nerfed in PvP is just ridiculous.

    1vx'ing on a dps Templar isn't the only type of 'tanking.' I appreciate your skill and agree that your build is getting buffed, but you're taking a rather narrow view of the issue.

  • HoloYoitsu
    HoloYoitsu
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    ✭✭✭
    Oompuh wrote: »
    Oompuh wrote: »
    " I should have the option to pick my traits to suit my tanking build, not pick my traits to become a tank. "

    @Wrobel , That is the most educated sentence of this thread.

    That's basically it. I was hoping for Sturdy to improve my effectiveness and help me manage my resources better. Instead it is mandatory on every piece just to tank like I did last patch. Which means no infused and no divines.

    One thing I would like to see is choices in passives. For example: We can have Wrath or Bracing, Like a morph. Damage people are happy, mitigation people are happy. Everyone wins

    That sounds like what the game actually needs to do. There are too many problems introduced when trying to balance the pve and pvp content. The developers continue working a lot attempting to keep things balanced in both areas, but honestly that is almost impossible to get correct.
    Additions could be made to say that certain passives only work in Cyrodiil or only work outside of Cyrodiil, and the same on certain abilities.
    Additionally, as you pointed out, if players could choose passive morphs as well that would provide more incentive to play however you want to and provide more interesting gameplay and the possibility better differentiate the roles of tank, damage dealer, and healer.

    The concept may actually work, though a lot more thought would need to go into examining the main problems in pvp and pve and finding a way to separate the problems and correct them in such a way that would be easy for the majority of players to understand and adapt around. As for the cost, yes 28K gold is a lot, on the other hand if you don't want to pay that gold, it really doesn't take long to get a new character up to lvl 50 if you care that much about having the perfect build you probably have the time to create different characters focused on either pve or pvp.

    Good point, I forgot that leveling alts will be easier.

    I mostly want to level my main character in Alliance War for more skill points so that can't be done with a different too, but still good point.

    Yeah, morph cost would have to be considered. This is how I see this working.

    Example:

    Passive X increases damage mitigation by 5%. That's 1 skill point
    Passive X1: increase damage mitigation by 5% and increase weapon damage on hit by X. 1 more Skill point OR
    Passive X2: increase damage mitigation by 5% and decrease block cost by 20%. 1 more skill point

    No need for more skill points, we put 2 skill points in each passive anyway.
    What it boils down to is, they don't know how to code that.
  • Weesacs
    Weesacs
    ✭✭✭✭✭
    Armitas wrote: »
    laced wrote: »
    All this talkabout trials is great, but until you get attacked by a swarm of people in pvp you dont understand how awful this change really is. Not only will I lose my stamina much quicker due to bracing being scrapped and cost of blocking being increased, but I will no longer have my impen traits on my armor due to having to replace them with sturdy, meaning i will take more damage due to crits, and run out of stamina faster.

    Although PvE and PvP are both very important to me PvP will always be my primary love and is my first concern over this change. I expect the same thing to occur for me.
    ________________
    If people don't know what a tanking role is in PvP I will explain it. PvP tanking is not walking around holding block while casting the occasional skill, that is leaching. You don't draw aggro by permablocking. PvP tanking means being the first person to jump into an enemy raid to draw their fire, debuff (maim)them, CC, threaten and harass their weak and their healers so that the rest of the raid can safely enter without being nuked at the front. You have to build your threat manually. At least in my case I also provide a forward heal point for the rest of the raid through blessing of restoration and igneous mending. I don't permablock but I do block for short periods of time to catch up to the damage I am taking and keep from dying to radiant destruction which is painted on me 100% of the time.

    PvP tanking does play an important role if used with the rest of your faction in mind. Without it you have these pew pew stand offs where no one wants to push because as soon as they become noticeable in the herd they are targeted and killed. So they sit on either side killing the random person and rezing at a tent. The only way it ends is either a surprise ball flank or a PvP tank goes in and draws the fire long enough for their faction to realize and make the push.

    Part of succeeding in that role is being able to block for short periods of time to heal back up and still have enough stamina to break free from the CC that will occur every 5 seconds. PvP raids don't hit like raid mobs, they animation cancel and they use rotations. You will take far more hits per second than a PvE raid. Without that heavy armor block reduction your stamina will get nuked at once the moment you block leaving you without enough stamina to break CC. If you can't break CC you can't heal and you die. Of course you could add the block reduction, but not without losing mitigation or crit defense. To successfully PvP tank you need to live for at least 15 seconds in the middle of a raid on your own. That is about how long it takes for a guild to notice the opening and charge, or the scattered pugs to realize they can push.

    I can last for 15-20 seconds on average in the middle of an enemy raid without permablocking now, but without that bracing passive I don't expect to last longer than 10 seconds to any competent raid because periodic blocking is essential to staying on top of the damage you are taking. It is a delicate balance between doing enough damage to be identified as a threat and living long enough to get your faction in safely. I feel that balance is seriously hindered by decoupling blocking from heavy armor. I can survive this with the blocking reduction trait, but it shouldn't be this way. I should have the option to pick my traits to suit my tanking build, not pick my traits to become a tank.

    Nail on head - that's exactly how I role - some great points. Also just to add to this, as a PvP tank who wears the reactive set from IC with full impenetrable, if I'm not too overrun with enemies I tend to just let any CC run its course due to the 35% reduction in damage from the armour set plus the reduced crit cost from the impenetrable traits - this is particularly important due to the broken CC mechanisms currently in PvP (I've posted a YouTube video of this in a previous post in this debate). I don't need to break the CC and can reserve my stamina resource for other things.

    In this particular situation, and with the removal of Bracing from the HA skill line, I would have to slot sturdy and lose my impenetrable traits to make up for the reduced blocking cost, which would then mean I take more damage from enemy crits whilst CC'd, thus reducing my survivability.

    It really doesn't take a genius to see just how much the removal of bracing is going to adversely affect this type of tanking in PvP which myself and @Armitas adopts (and I'm sure we aren't the only ones).

    Anyway, hopefully ZOS sees sense here and common sense prevails in the end and they put Bracing back in in some shape or form.
    Breton Templar
    PS5 - EU - DC
  • hrothbern
    hrothbern
    ✭✭✭✭✭
    Weesacs wrote: »
    Armitas wrote: »
    laced wrote: »
    All this talkabout trials is great, but until you get attacked by a swarm of people in pvp you dont understand how awful this change really is. Not only will I lose my stamina much quicker due to bracing being scrapped and cost of blocking being increased, but I will no longer have my impen traits on my armor due to having to replace them with sturdy, meaning i will take more damage due to crits, and run out of stamina faster.

    Although PvE and PvP are both very important to me PvP will always be my primary love and is my first concern over this change. I expect the same thing to occur for me.
    ________________
    If people don't know what a tanking role is in PvP I will explain it. PvP tanking is not walking around holding block while casting the occasional skill, that is leaching. You don't draw aggro by permablocking. PvP tanking means being the first person to jump into an enemy raid to draw their fire, debuff (maim)them, CC, threaten and harass their weak and their healers so that the rest of the raid can safely enter without being nuked at the front. You have to build your threat manually. At least in my case I also provide a forward heal point for the rest of the raid through blessing of restoration and igneous mending. I don't permablock but I do block for short periods of time to catch up to the damage I am taking and keep from dying to radiant destruction which is painted on me 100% of the time.

    PvP tanking does play an important role if used with the rest of your faction in mind. Without it you have these pew pew stand offs where no one wants to push because as soon as they become noticeable in the herd they are targeted and killed. So they sit on either side killing the random person and rezing at a tent. The only way it ends is either a surprise ball flank or a PvP tank goes in and draws the fire long enough for their faction to realize and make the push.

    Part of succeeding in that role is being able to block for short periods of time to heal back up and still have enough stamina to break free from the CC that will occur every 5 seconds. PvP raids don't hit like raid mobs, they animation cancel and they use rotations. You will take far more hits per second than a PvE raid. Without that heavy armor block reduction your stamina will get nuked at once the moment you block leaving you without enough stamina to break CC. If you can't break CC you can't heal and you die. Of course you could add the block reduction, but not without losing mitigation or crit defense. To successfully PvP tank you need to live for at least 15 seconds in the middle of a raid on your own. That is about how long it takes for a guild to notice the opening and charge, or the scattered pugs to realize they can push.

    I can last for 15-20 seconds on average in the middle of an enemy raid without permablocking now, but without that bracing passive I don't expect to last longer than 10 seconds to any competent raid because periodic blocking is essential to staying on top of the damage you are taking. It is a delicate balance between doing enough damage to be identified as a threat and living long enough to get your faction in safely. I feel that balance is seriously hindered by decoupling blocking from heavy armor. I can survive this with the blocking reduction trait, but it shouldn't be this way. I should have the option to pick my traits to suit my tanking build, not pick my traits to become a tank.

    Nail on head - that's exactly how I role - some great points. Also just to add to this, as a PvP tank who wears the reactive set from IC with full impenetrable, if I'm not too overrun with enemies I tend to just let any CC run its course due to the 35% reduction in damage from the armour set plus the reduced crit cost from the impenetrable traits - this is particularly important due to the broken CC mechanisms currently in PvP (I've posted a YouTube video of this in a previous post in this debate). I don't need to break the CC and can reserve my stamina resource for other things.

    In this particular situation, and with the removal of Bracing from the HA skill line, I would have to slot sturdy and lose my impenetrable traits to make up for the reduced blocking cost, which would then mean I take more damage from enemy crits whilst CC'd, thus reducing my survivability.

    It really doesn't take a genius to see just how much the removal of bracing is going to adversely affect this type of tanking in PvP which myself and @Armitas adopts (and I'm sure we aren't the only ones).

    Anyway, hopefully ZOS sees sense here and common sense prevails in the end and they put Bracing back in in some shape or form.

    My guess is that ZOS will never give Bracing back to HA.....

    But why not a Crit Resist passive on HA ?
    For example: per piece of HA you get 300 Crit Resist ?

    Crit strikes are precision strikes in your weak spot.
    Plate Armor has no weak spots.
    "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
  • TheValkyn
    TheValkyn
    ✭✭✭✭✭
    I made a tiny suggestion for the Sturdy trait to also have a 0.5% damage reduction per quality rank as well as the block cost reduction.

    The game needs fewer % reduction modifiers. It's the cause of a lot of "Immortal" problems in PvP.
  • Weesacs
    Weesacs
    ✭✭✭✭✭
    hrothbern wrote: »
    Weesacs wrote: »
    Armitas wrote: »
    laced wrote: »
    All this talkabout trials is great, but until you get attacked by a swarm of people in pvp you dont understand how awful this change really is. Not only will I lose my stamina much quicker due to bracing being scrapped and cost of blocking being increased, but I will no longer have my impen traits on my armor due to having to replace them with sturdy, meaning i will take more damage due to crits, and run out of stamina faster.

    Although PvE and PvP are both very important to me PvP will always be my primary love and is my first concern over this change. I expect the same thing to occur for me.
    ________________
    If people don't know what a tanking role is in PvP I will explain it. PvP tanking is not walking around holding block while casting the occasional skill, that is leaching. You don't draw aggro by permablocking. PvP tanking means being the first person to jump into an enemy raid to draw their fire, debuff (maim)them, CC, threaten and harass their weak and their healers so that the rest of the raid can safely enter without being nuked at the front. You have to build your threat manually. At least in my case I also provide a forward heal point for the rest of the raid through blessing of restoration and igneous mending. I don't permablock but I do block for short periods of time to catch up to the damage I am taking and keep from dying to radiant destruction which is painted on me 100% of the time.

    PvP tanking does play an important role if used with the rest of your faction in mind. Without it you have these pew pew stand offs where no one wants to push because as soon as they become noticeable in the herd they are targeted and killed. So they sit on either side killing the random person and rezing at a tent. The only way it ends is either a surprise ball flank or a PvP tank goes in and draws the fire long enough for their faction to realize and make the push.

    Part of succeeding in that role is being able to block for short periods of time to heal back up and still have enough stamina to break free from the CC that will occur every 5 seconds. PvP raids don't hit like raid mobs, they animation cancel and they use rotations. You will take far more hits per second than a PvE raid. Without that heavy armor block reduction your stamina will get nuked at once the moment you block leaving you without enough stamina to break CC. If you can't break CC you can't heal and you die. Of course you could add the block reduction, but not without losing mitigation or crit defense. To successfully PvP tank you need to live for at least 15 seconds in the middle of a raid on your own. That is about how long it takes for a guild to notice the opening and charge, or the scattered pugs to realize they can push.

    I can last for 15-20 seconds on average in the middle of an enemy raid without permablocking now, but without that bracing passive I don't expect to last longer than 10 seconds to any competent raid because periodic blocking is essential to staying on top of the damage you are taking. It is a delicate balance between doing enough damage to be identified as a threat and living long enough to get your faction in safely. I feel that balance is seriously hindered by decoupling blocking from heavy armor. I can survive this with the blocking reduction trait, but it shouldn't be this way. I should have the option to pick my traits to suit my tanking build, not pick my traits to become a tank.

    Nail on head - that's exactly how I role - some great points. Also just to add to this, as a PvP tank who wears the reactive set from IC with full impenetrable, if I'm not too overrun with enemies I tend to just let any CC run its course due to the 35% reduction in damage from the armour set plus the reduced crit cost from the impenetrable traits - this is particularly important due to the broken CC mechanisms currently in PvP (I've posted a YouTube video of this in a previous post in this debate). I don't need to break the CC and can reserve my stamina resource for other things.

    In this particular situation, and with the removal of Bracing from the HA skill line, I would have to slot sturdy and lose my impenetrable traits to make up for the reduced blocking cost, which would then mean I take more damage from enemy crits whilst CC'd, thus reducing my survivability.

    It really doesn't take a genius to see just how much the removal of bracing is going to adversely affect this type of tanking in PvP which myself and @Armitas adopts (and I'm sure we aren't the only ones).

    Anyway, hopefully ZOS sees sense here and common sense prevails in the end and they put Bracing back in in some shape or form.

    My guess is that ZOS will never give Bracing back to HA.....

    But why not a Crit Resist passive on HA ?
    For example: per piece of HA you get 300 Crit Resist ?

    Crit strikes are precision strikes in your weak spot.
    Plate Armor has no weak spots.

    Yeah sounds reasonable and is a very good suggestion - that would certainly compensate for the lose of impenetrable.

    However, I'm not sure if this would affect PvE much because I'm not really sure of the crit perecentage of mobs? No one seems to trait impenetrable in PvE therefore its probably negligible and would benefit PvP more.
    Edited by Weesacs on April 29, 2016 7:35AM
    Breton Templar
    PS5 - EU - DC
  • sebban
    sebban
    ✭✭✭✭
    hrothbern wrote: »
    Weesacs wrote: »
    Armitas wrote: »
    laced wrote: »
    All this talkabout trials is great, but until you get attacked by a swarm of people in pvp you dont understand how awful this change really is. Not only will I lose my stamina much quicker due to bracing being scrapped and cost of blocking being increased, but I will no longer have my impen traits on my armor due to having to replace them with sturdy, meaning i will take more damage due to crits, and run out of stamina faster.

    Although PvE and PvP are both very important to me PvP will always be my primary love and is my first concern over this change. I expect the same thing to occur for me.
    ________________
    If people don't know what a tanking role is in PvP I will explain it. PvP tanking is not walking around holding block while casting the occasional skill, that is leaching. You don't draw aggro by permablocking. PvP tanking means being the first person to jump into an enemy raid to draw their fire, debuff (maim)them, CC, threaten and harass their weak and their healers so that the rest of the raid can safely enter without being nuked at the front. You have to build your threat manually. At least in my case I also provide a forward heal point for the rest of the raid through blessing of restoration and igneous mending. I don't permablock but I do block for short periods of time to catch up to the damage I am taking and keep from dying to radiant destruction which is painted on me 100% of the time.

    PvP tanking does play an important role if used with the rest of your faction in mind. Without it you have these pew pew stand offs where no one wants to push because as soon as they become noticeable in the herd they are targeted and killed. So they sit on either side killing the random person and rezing at a tent. The only way it ends is either a surprise ball flank or a PvP tank goes in and draws the fire long enough for their faction to realize and make the push.

    Part of succeeding in that role is being able to block for short periods of time to heal back up and still have enough stamina to break free from the CC that will occur every 5 seconds. PvP raids don't hit like raid mobs, they animation cancel and they use rotations. You will take far more hits per second than a PvE raid. Without that heavy armor block reduction your stamina will get nuked at once the moment you block leaving you without enough stamina to break CC. If you can't break CC you can't heal and you die. Of course you could add the block reduction, but not without losing mitigation or crit defense. To successfully PvP tank you need to live for at least 15 seconds in the middle of a raid on your own. That is about how long it takes for a guild to notice the opening and charge, or the scattered pugs to realize they can push.

    I can last for 15-20 seconds on average in the middle of an enemy raid without permablocking now, but without that bracing passive I don't expect to last longer than 10 seconds to any competent raid because periodic blocking is essential to staying on top of the damage you are taking. It is a delicate balance between doing enough damage to be identified as a threat and living long enough to get your faction in safely. I feel that balance is seriously hindered by decoupling blocking from heavy armor. I can survive this with the blocking reduction trait, but it shouldn't be this way. I should have the option to pick my traits to suit my tanking build, not pick my traits to become a tank.

    Nail on head - that's exactly how I role - some great points. Also just to add to this, as a PvP tank who wears the reactive set from IC with full impenetrable, if I'm not too overrun with enemies I tend to just let any CC run its course due to the 35% reduction in damage from the armour set plus the reduced crit cost from the impenetrable traits - this is particularly important due to the broken CC mechanisms currently in PvP (I've posted a YouTube video of this in a previous post in this debate). I don't need to break the CC and can reserve my stamina resource for other things.

    In this particular situation, and with the removal of Bracing from the HA skill line, I would have to slot sturdy and lose my impenetrable traits to make up for the reduced blocking cost, which would then mean I take more damage from enemy crits whilst CC'd, thus reducing my survivability.

    It really doesn't take a genius to see just how much the removal of bracing is going to adversely affect this type of tanking in PvP which myself and @Armitas adopts (and I'm sure we aren't the only ones).

    Anyway, hopefully ZOS sees sense here and common sense prevails in the end and they put Bracing back in in some shape or form.

    My guess is that ZOS will never give Bracing back to HA.....

    But why not a Crit Resist passive on HA ?
    For example: per piece of HA you get 300 Crit Resist ?

    Crit strikes are precision strikes in your weak spot.
    Plate Armor has no weak spots.

    Crit resist is 100% useless in PvE. No thanks, just give us Bracing back.
    PC EU
    Dweia Ceban - StamDK
    Adara Ceban - MagBlade
    Daewa Ceban - MagSorc
    Tick-Tock Tormentor

    Chimaira.eu

    Friskyttarna.eu
  • Vangy
    Vangy
    ✭✭✭✭✭
    Cinbri wrote: »
    With this change i don't see a single reason to wear heavy armor in PvP:
    1. You can craft full light armor with block trait.
    2. In 7 light armor you will have perfect magicka sustain thx to passives so you can enchant more reduce block glyphs.
    3. In 7 light you will have +10% spellcrit and constant spell penetration that not reqire you to be a hitted dummy.
    4. In 7 light with revamped LA shield you will get very strong Dampen Magicka morph that will protect against all types of attacks.
    5. You can craft 7 LA of Armor Master set and activating Dampen Magicka won't just give you strong damage shield but also increase your HP and proc 5pc bonus - in 7 light you will have same numbers of armor as in HA.
    Overall in LA armor you will have more sustain, more survivability, more dps, equal armor rate.

    Only problem with this theory is that unless u intend to walk around with block or the new gimped 6 second shield 24/7, you are going to get 1 hit by stam builds from stealth because your impen is now replaced with sturdy lol.... But yes theoretically in a fair fight you would be strong. Just super vulnerable to the stray snipebush>incap>Kb combo....
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
    CP: 610 and counting

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates! Viva la revolutionz
  • Dubhliam
    Dubhliam
    ✭✭✭✭✭
    DDuke wrote: »
    @Personofsecrets @Liofa

    You both bring up trials as an example of where tanking is probably going to be more difficult as a result of these changes.
    I don't disagree.

    However, there's much more to tanking than Trials. If everywhere else in the game tanks become stronger, how is that a nerf?

    If you make these threads, say "trials tanking" instead, rather than using hyperboles like "tanks got nerfed".

    I know for certain that any tank that doesn't have to hold block 24/7 got buffed with this patch. This means all content apart from vMoL & possibly the new updated SO.

    Yes, even vCoA & vICP which were mentioned.

    @Personofsecrets you cannot block the poison damage from hoarvers, holding block there is useless. The key here is moving out of the circles & killing the hoarvers before they fill the whole area with them.

    You do not need to hold block against the hoarver light attacks, so the only times you need to block in that fight are the slow boss attacks which have a long wind up period allowing you to time your blocks accordingly.

    I usually get around 2-3 Puncturing Sweeps off at the boss & hoarvers before I have to block again, helping my group (and myself) much more than just standing there holding block (not a very engaging experience).


    @Liofa you mentioned vCoA - the only time you ever need to block in this dungeon is the 2nd boss AoE attack and some attacks from the last boss (which come at a very slow interval). Everything else you can mitigate with armor & outheal using skills like Sap Essence, Inhale or Puncturing Sweep, or simply by having a good healer.


    Again, I do agree that in trials this change to Bracing can be seen as a nerf. It is not a nerf to tanking in general however, not by a long shot.

    Much more to tanking than trials?

    If every other content was not stupidly easy, and people actually took tanks into dungeons, then EVERY content that required a tank would suffer.
    Because guess what?

    TANKING GOT NERFED!.

    Get it into your thick skull.

    And NO, it did not get a buff.
    If I wanted some more spell/weapon damage, I could have easily gained MORE than what Wrath will provide by simply changing Mundus or jewelry enchantments.

    In the end, it all comes down to the people that play tanking roles.
    Are they more encouraged after this change?
    Or are they more discouraged?

    I for sure fall into the latter category, and will surely swap my HA for MA.
    Because if "I should not permablock" then why would I pass up on great passives of MA?
    >>>Detailed Justice System Concept thread<<<
  • hrothbern
    hrothbern
    ✭✭✭✭✭
    sebban wrote: »
    hrothbern wrote: »
    Weesacs wrote: »
    Armitas wrote: »
    laced wrote: »
    All this talkabout trials is great, but until you get attacked by a swarm of people in pvp you dont understand how awful this change really is. Not only will I lose my stamina much quicker due to bracing being scrapped and cost of blocking being increased, but I will no longer have my impen traits on my armor due to having to replace them with sturdy, meaning i will take more damage due to crits, and run out of stamina faster.

    Although PvE and PvP are both very important to me PvP will always be my primary love and is my first concern over this change. I expect the same thing to occur for me.
    ________________
    If people don't know what a tanking role is in PvP I will explain it. PvP tanking is not walking around holding block while casting the occasional skill, that is leaching. You don't draw aggro by permablocking. PvP tanking means being the first person to jump into an enemy raid to draw their fire, debuff (maim)them, CC, threaten and harass their weak and their healers so that the rest of the raid can safely enter without being nuked at the front. You have to build your threat manually. At least in my case I also provide a forward heal point for the rest of the raid through blessing of restoration and igneous mending. I don't permablock but I do block for short periods of time to catch up to the damage I am taking and keep from dying to radiant destruction which is painted on me 100% of the time.

    PvP tanking does play an important role if used with the rest of your faction in mind. Without it you have these pew pew stand offs where no one wants to push because as soon as they become noticeable in the herd they are targeted and killed. So they sit on either side killing the random person and rezing at a tent. The only way it ends is either a surprise ball flank or a PvP tank goes in and draws the fire long enough for their faction to realize and make the push.

    Part of succeeding in that role is being able to block for short periods of time to heal back up and still have enough stamina to break free from the CC that will occur every 5 seconds. PvP raids don't hit like raid mobs, they animation cancel and they use rotations. You will take far more hits per second than a PvE raid. Without that heavy armor block reduction your stamina will get nuked at once the moment you block leaving you without enough stamina to break CC. If you can't break CC you can't heal and you die. Of course you could add the block reduction, but not without losing mitigation or crit defense. To successfully PvP tank you need to live for at least 15 seconds in the middle of a raid on your own. That is about how long it takes for a guild to notice the opening and charge, or the scattered pugs to realize they can push.

    I can last for 15-20 seconds on average in the middle of an enemy raid without permablocking now, but without that bracing passive I don't expect to last longer than 10 seconds to any competent raid because periodic blocking is essential to staying on top of the damage you are taking. It is a delicate balance between doing enough damage to be identified as a threat and living long enough to get your faction in safely. I feel that balance is seriously hindered by decoupling blocking from heavy armor. I can survive this with the blocking reduction trait, but it shouldn't be this way. I should have the option to pick my traits to suit my tanking build, not pick my traits to become a tank.

    Nail on head - that's exactly how I role - some great points. Also just to add to this, as a PvP tank who wears the reactive set from IC with full impenetrable, if I'm not too overrun with enemies I tend to just let any CC run its course due to the 35% reduction in damage from the armour set plus the reduced crit cost from the impenetrable traits - this is particularly important due to the broken CC mechanisms currently in PvP (I've posted a YouTube video of this in a previous post in this debate). I don't need to break the CC and can reserve my stamina resource for other things.

    In this particular situation, and with the removal of Bracing from the HA skill line, I would have to slot sturdy and lose my impenetrable traits to make up for the reduced blocking cost, which would then mean I take more damage from enemy crits whilst CC'd, thus reducing my survivability.

    It really doesn't take a genius to see just how much the removal of bracing is going to adversely affect this type of tanking in PvP which myself and @Armitas adopts (and I'm sure we aren't the only ones).

    Anyway, hopefully ZOS sees sense here and common sense prevails in the end and they put Bracing back in in some shape or form.

    My guess is that ZOS will never give Bracing back to HA.....

    But why not a Crit Resist passive on HA ?
    For example: per piece of HA you get 300 Crit Resist ?

    Crit strikes are precision strikes in your weak spot.
    Plate Armor has no weak spots.

    Crit resist is 100% useless in PvE. No thanks, just give us Bracing back.

    I understand that PVE raids want to keep Bracing

    but again:
    my guess is that ZOS will never ever give Bracing back to HA
    my guess is that this is not a matter of tweaking balancing builds to be viable in either PVP or PVE
    this transferring of Block Cost reduction to the for every Armor type available Traits is a principle decision of ZOS.
    And usual principle decisions of that nature are non-negotiable.

    So we can make war with ZOS over this principle stance of them....
    or we can negotiate with ZOS, pointing out that the HA we have now is not viable enough to be a desired Armor type in PVE and PVP.

    Important is that HA needs to be balanced and desirable compared to other Armor types in both PVE as PVP.
    But PVE and PVP are different animals. Both for DPS/HPS as for tanky Tanks.
    But the difference between PVE and PVP is for tanky builds much higher than for DPS/HPS builds!!!
    That is pretty nasty.
    So the trick can be to balance-buff HA with more Crit Resist in PVP (not influencing PVE Armor balance)
    And to balance-buff HA with more mitigation when HA has taunted a Boss (not influencing PVP Armor balance).

    The amount of Crit Resist and the amount of taunt mitigation are negotiable.
    We can put forward arguments and logic.
    We can point out that there are hardly Tanks left for raids.
    ZOS can see in their statistics how many players actually play with 5+ HA in endgame.

    and out of that you get a balancing of 10% more of this and 20% more of that.


    Edited by hrothbern on April 29, 2016 8:33AM
    "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
  • Dubhliam
    Dubhliam
    ✭✭✭✭✭
    hrothbern wrote: »
    For Tanks that are worried that they run into Stamina issues

    In the bigger picture of the DB DLC Poisons were added, and the following Poison is particulary useful for Magicka and Stamina regain.

    It procs from Light Attacks. But I do not have a precise proc chance. I also tested whether it procs from Pierce Armor, and it does, but very, very irreliable (so a low chance).
    You can see in the CLS log that the tooltip values of the Poison do indeed also appear in CLS.
    So... if you are low in either Stamina or Magicka you can for both get around 3k with a LA, and the 4k Heal is not bad too.
    No real need for a risky Heavy Attack :)

    In the screenshot shown, there is no Stamina restore, but that does function as well. So normally in combat you get all three.
    You can BTW do different Poisons on the two Weapon bars.

    hHM4Jun.jpg?1

    For people that are not yet well informed about Poisons.
    Every time you make "a" Poison, you get 16 flasks.

    Now THIS is actually something that will benefit tanking.
    Thank you, it was easily overlooked.

    However, I still believe HA has the worst passives of the three armors which clearly shows ZOS has no love for tanks.
    >>>Detailed Justice System Concept thread<<<
  • Greydir
    Greydir
    ✭✭✭✭✭
    Sorry for all our Poison enthusiasts, but please do not forget that even in the patchnotes it is mentioned, that multi effect poisons are not finished and are far stronger than intended. There will be a dilution system wich lowers the effectiveness of every poison effect per added effect. If 2 effects would half the effect and 3 dilute it down to 1/3 (which would make sense) the bonus would have a far smaler impact.
    Ebenherzpakt
    Sir Greydir - Dunmer DK
    Don Greydir - Kajit NB
    Ser Greydir - Imperial DK
    Dieser-Greydir-Heilt - Argonier Templer
    Greydir Finsterklinge - Bretone NB
    Greydir Drakenson - Nord Hüter
    Clear: vAA HM - vHrC HM - vSO HM - vMoL HM - vHoF TTT - vAS [+2] - vCR [+3] GH - vSS HM - vKA HM - vRG
  • Jade1986
    Jade1986
    ✭✭✭✭✭
    ✭✭✭
    Dubhliam wrote: »
    hrothbern wrote: »
    For Tanks that are worried that they run into Stamina issues

    In the bigger picture of the DB DLC Poisons were added, and the following Poison is particulary useful for Magicka and Stamina regain.

    It procs from Light Attacks. But I do not have a precise proc chance. I also tested whether it procs from Pierce Armor, and it does, but very, very irreliable (so a low chance).
    You can see in the CLS log that the tooltip values of the Poison do indeed also appear in CLS.
    So... if you are low in either Stamina or Magicka you can for both get around 3k with a LA, and the 4k Heal is not bad too.
    No real need for a risky Heavy Attack :)

    In the screenshot shown, there is no Stamina restore, but that does function as well. So normally in combat you get all three.
    You can BTW do different Poisons on the two Weapon bars.

    hHM4Jun.jpg?1

    For people that are not yet well informed about Poisons.
    Every time you make "a" Poison, you get 16 flasks.

    Now THIS is actually something that will benefit tanking.
    Thank you, it was easily overlooked.

    However, I still believe HA has the worst passives of the three armors which clearly shows ZOS has no love for tanks.

    It blows my mind that blocking does not have an official thread, and everything else does this PTS. Another indicator that ZoS does not care about HA or blocking.
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