Flameheart wrote: »
...but maybe I am wrong and all PUGs consist of Flawless Conquerers nowdays :-)
Lucius_Aelius wrote: »The only things that are needed for each role are for the Tank to hold Aggro and stay alive, the DPS to do damage and try not to stand where they shouldn't, and the healer to heal people and try not to stand where they shouldn't. People die sometimes but the only one who's job it is to actually stay alive is the Tank, if he's dying at all he's doing something wrong (which isn't to say I haven't died many times, I was being a bad Tank every time using sub-optimal flavor builds I thought might work and was disabused of that notion in the process of playing them, or just by being stupid and messing up). Everyone should try to stay alive of course, but if the Tank dies that's usually an automatic wipe moreso than with the other rolls, even the healer as long as the Tank has some ability to self-sustain.
I agree with what many others have said about the jobs of a tank with a long list of things to do, but that's for greatest possible effectiveness and that can often be boring to play, and if any game limits builds to a specific setup or else you're "doing it wrong" then that game has serious design issues. I have spent a great deal of time and effort devising different tanking builds, and the core of it is always to hold aggro and stay alive, I only feel like I'm failing if I fail at either of those tasks. That being said I'd never set foot in a hard mode Trial with a flavor build, that would be foolish. Maybe a few powers will be selected because they fit my style, but the rest are by necessity the standard things people expect the best Tanks to use, being optimal in this game usually means using cookie-cutter builds and that's just how it is.
You're not talking about a Hard Mode Trial though, or even a normal Trial, just a Dungeon. Unless the team is wiping (or someone isn't doing their job they assigned for themselves, like the DPS's are hitting like wet noodles, Tank not Taunting/dying a lot, or Healer not healing) there is no reason to ever criticize anyone for their build, if anything Dungeons are usually the place people go to test their builds and/or level up skills and skill lines they haven't used before. If they just aren't doing their job that's one thing, but there is absolutely zero reason to criticize any Tank so long as they're holding aggro and staying alive (of course excepting that they die last or die from being hit by an unbreakable CC or unavoidable attack that their team should be helping with and don't, you guys no the fights I mean, the Flesh Sculptor in ICP or the Atro on Kena in WGT, etc.).
Doing a PUG Dungeon run and holding it against people for being less than optimal is idiotic, it's a sandbox of experimentation and flavor builds and as long as people do their essential jobs then they don't need to be optimal. Speed running is for premade groups, PUGs take as long as they take and if it bothers you when they go long then that's your problem, no one else's. That said so long as you ask someone to do something differently and don't try to suggest they're doing something wrong for not being optimal, then that's fine, and only a jerk would take offense to that. This Tank the OP was talking about was right to say that wasn't his job and the OP was wrong for insisting it was, beyond that I can't comment on if he was being a good Tank or not without having been there. Not a big deal either way though, it was a bit rude to say someone's not doing their job just because they're not being perfect or using the most optimal setup but it's not some kind of serious unforgivable transgression, it's just something you shouldn't have done and hopefully won't again in the future.
xblackroxe wrote: »DRXHarbinger wrote: »What about templar healer who refuses to use shards and repent while other 3 person is stamina user ? says : im not responsible your sustain... /kill
Because repentance if you're a healer does very little. If you're a max stam build you get a much much bigger boost and you're right in the middle of the fight where are the healer won't be in range in most cases.
It is definitely better to run repentance on a stam dps. Give it a test and see how much more stam you get back.
You clearly have no idea how repentance works. It scales from either magicka or stamina depending on which is higher. As you normally have either around 29k or 32-33k stamina on a stamplar depending on if you have a max stamina racial or not and on magicka you have around 36-40k on a healer depending on if you have a slot for inner light or not the healer beats the stamina dd rependes easily.
cbaudersub17_ESO wrote: »xblackroxe wrote: »DRXHarbinger wrote: »What about templar healer who refuses to use shards and repent while other 3 person is stamina user ? says : im not responsible your sustain... /kill
Because repentance if you're a healer does very little. If you're a max stam build you get a much much bigger boost and you're right in the middle of the fight where are the healer won't be in range in most cases.
It is definitely better to run repentance on a stam dps. Give it a test and see how much more stam you get back.
You clearly have no idea how repentance works. It scales from either magicka or stamina depending on which is higher. As you normally have either around 29k or 32-33k stamina on a stamplar depending on if you have a max stamina racial or not and on magicka you have around 36-40k on a healer depending on if you have a slot for inner light or not the healer beats the stamina dd rependes easily.
Can not be 100% sure, but @DRXHarbinger appears to be drawing the benefit distinction on positioning while engaging hostiles. For example, a stamina-based Templar DPS that is played mostly in melee range. In fight, the character is usually in the middle of corpses, or able to easily grab dead spawned boss adds before any de-spawn. Not arguing the mechanics of the ability, because 1:1 you are correct. But the gap can be closed (or widened) by X:Y beneficial casts of opportunity while in combat.
Flameheart wrote: »
...but maybe I am wrong and all PUGs consist of Flawless Conquerers nowdays :-)
I actually got such a PUG once. I queued for random dungeon as tank and got VWGT which was also pledge that day. The other 3 were two stormproofs and a flawless conqueror, all max CP. They were probably pre-made and couldn't find a tank for the pledge so they queued in tool. Needless to say the run was quick and smooth, well under 20 minutes with just 1-2 deaths but no wipes. I've run with many people who beat VMA and I've noticed that they tend to always do the right things - avoid AoE, block and interrupt themselves when I can't and as a result not die and tie down the healer and other DD to res them. The overall DPS is much better, even if their burst DPS is not necessarily higher.
Incidentally one of the best healers I've run with has FC - he keeps everybody at full health while pulling nice DPS. We and his buddy tried the SotH dungeons a couple of days after they came out and beat the hard mode on both on 1st run. To date they are the only people I managed that feat with: VCoS twice, but VRoM only once. The 2nd VCoS HM clear was actually more of a 3 man job, since they picked up a DD which was the opposite - he was so squishy he pushed daisies for 3/4 of the boss fight, and hit the dust again as soon as was resurrected. Those dungeons are really hard. For VRoM I can't even find groups most times, and most people I pick up have no actual clue about the mechanics. Most simply bail out at Xal-Nur after failing them in all possible ways. We try HM a couple of times, with wipe at > 70% boss health, then barely manage the non-HM after additional wipes. Some of the mechanics in the old dungeons took most people by surprised, post-buff too. Most people neither know the mechanics, nor actually pay attention to learn them.
daedalusAI wrote: »Lucius_Aelius wrote: »The only things that are needed for each role are for the Tank to hold Aggro and stay alive, the DPS to do damage and try not to stand where they shouldn't, and the healer to heal people and try not to stand where they shouldn't. People die sometimes but the only one who's job it is to actually stay alive is the Tank, if he's dying at all he's doing something wrong (which isn't to say I haven't died many times, I was being a bad Tank every time using sub-optimal flavor builds I thought might work and was disabused of that notion in the process of playing them, or just by being stupid and messing up). Everyone should try to stay alive of course, but if the Tank dies that's usually an automatic wipe moreso than with the other rolls, even the healer as long as the Tank has some ability to self-sustain.
I agree with what many others have said about the jobs of a tank with a long list of things to do, but that's for greatest possible effectiveness and that can often be boring to play, and if any game limits builds to a specific setup or else you're "doing it wrong" then that game has serious design issues. I have spent a great deal of time and effort devising different tanking builds, and the core of it is always to hold aggro and stay alive, I only feel like I'm failing if I fail at either of those tasks. That being said I'd never set foot in a hard mode Trial with a flavor build, that would be foolish. Maybe a few powers will be selected because they fit my style, but the rest are by necessity the standard things people expect the best Tanks to use, being optimal in this game usually means using cookie-cutter builds and that's just how it is.
You're not talking about a Hard Mode Trial though, or even a normal Trial, just a Dungeon. Unless the team is wiping (or someone isn't doing their job they assigned for themselves, like the DPS's are hitting like wet noodles, Tank not Taunting/dying a lot, or Healer not healing) there is no reason to ever criticize anyone for their build, if anything Dungeons are usually the place people go to test their builds and/or level up skills and skill lines they haven't used before. If they just aren't doing their job that's one thing, but there is absolutely zero reason to criticize any Tank so long as they're holding aggro and staying alive (of course excepting that they die last or die from being hit by an unbreakable CC or unavoidable attack that their team should be helping with and don't, you guys no the fights I mean, the Flesh Sculptor in ICP or the Atro on Kena in WGT, etc.).
Doing a PUG Dungeon run and holding it against people for being less than optimal is idiotic, it's a sandbox of experimentation and flavor builds and as long as people do their essential jobs then they don't need to be optimal. Speed running is for premade groups, PUGs take as long as they take and if it bothers you when they go long then that's your problem, no one else's. That said so long as you ask someone to do something differently and don't try to suggest they're doing something wrong for not being optimal, then that's fine, and only a jerk would take offense to that. This Tank the OP was talking about was right to say that wasn't his job and the OP was wrong for insisting it was, beyond that I can't comment on if he was being a good Tank or not without having been there. Not a big deal either way though, it was a bit rude to say someone's not doing their job just because they're not being perfect or using the most optimal setup but it's not some kind of serious unforgivable transgression, it's just something you shouldn't have done and hopefully won't again in the future.
I hope you realize ESO is a party game if you venture into group content.
If you only play solo I don't care if you run around naked in your underwear as a vampire with an empty bar and killing enemies with only light attacks with your resto staff - but the moment you step into a dungeon and you either don't do your job or only do the bare minimum I will point my finger at you and criticize you.
What do you mean with essential?
Essential as in taunting a mob as a tank and doing nothing else like the tank from the OP - or essential as this is ESO and buffs/debuffs are a huge part of party play and it's expected that you provide what you can(the only exception are new players which need to learn the game)?
I don't know if I can take you seriously when you agree with this thin-skinned tank from the OP who left after being pointed out he should to more than the bare minimum and even go so far as to put the blame on the OP for pointing that out.
Hey let's make a group for a vet dungeon when my now lvl 48 healer is higher: I will only heal with the essence drain resto staff passive and maybe throw a regeneration when you're < 15% hp.
Going by your logic that should suffice as doing my job.
HeroOfNone wrote: »Did he keep the boss taunted?
Did you kill the boss?
I don't see thst much of an issue here.
He might not run the debuff to give your team a damage boost, but most of us can adapt to different builds. Some bosses may take longer due to group makeup and mechanics, but as long as they die I'm the end it really doesn't matter too much.
I also don't know what the OP'S attitude to this player was but I would give a word of caution to anyone brow beating folks into a meta. Be kind and offer help when folks ask for help, adjust your builds to suit the group, and don't tell folks "how" to play unsolicited, you're being toxic and it sucks to deal with you.
We're here to have fun after all, not to be micromanaged because you red a guide or because your friends did it in a certain way.
Another guy who didn't read or understand any of my comments...
newtinmpls wrote: »Have you seen him stream? Seriously, he's a scary demon kitty...
Is he fun? Is he personable? Does he actually 'splain things?
I used to try and learn from some of @Deltia 's videos - then ran into a few that were along the lines of "when you are with a perfectly optimized group" (with no explanation of what the heck that means, because apparently everyone who follows streamers knows this already) and the min-maxeness of it just lost me.
I became allergic to streamers when several-who-shall-not-be-named-by-me started claiming things that sounded a heck of a lot like sunlight was streaming out of parts unmentioned and that they and their ilk were the be-all and end-all of ESO greatness.
And then I happened to run into one of them by being ganked 3-4 times in a row in IC. I was about level 18 (something below 20) and this jerk who was CP a billion clearly went out of his/her way to troll me. Really? I could not possibly have been any kind of challenge. And I had no damn time to accumulate any telvar stones.
So likely no.... not much for streaming.
Anyway.. I'm still new to tanking, and this has been an interesting thread.
xblackroxe wrote: »cbaudersub17_ESO wrote: »xblackroxe wrote: »DRXHarbinger wrote: »What about templar healer who refuses to use shards and repent while other 3 person is stamina user ? says : im not responsible your sustain... /kill
Because repentance if you're a healer does very little. If you're a max stam build you get a much much bigger boost and you're right in the middle of the fight where are the healer won't be in range in most cases.
It is definitely better to run repentance on a stam dps. Give it a test and see how much more stam you get back.
You clearly have no idea how repentance works. It scales from either magicka or stamina depending on which is higher. As you normally have either around 29k or 32-33k stamina on a stamplar depending on if you have a max stamina racial or not and on magicka you have around 36-40k on a healer depending on if you have a slot for inner light or not the healer beats the stamina dd rependes easily.
Can not be 100% sure, but @DRXHarbinger appears to be drawing the benefit distinction on positioning while engaging hostiles. For example, a stamina-based Templar DPS that is played mostly in melee range. In fight, the character is usually in the middle of corpses, or able to easily grab dead spawned boss adds before any de-spawn. Not arguing the mechanics of the ability, because 1:1 you are correct. But the gap can be closed (or widened) by X:Y beneficial casts of opportunity while in combat.
Well true on what you say but in most trash packs its better for the healer to kinda stack with the dds/ tank so that if some mob is not taunted it will naturally go on a dd for initial aggro as this can be drawn by simply damagein the mob. And even if the healer doesn't really stack he still should be in range to heal everybody which mostly means that everybody gets the repentance anyways.
Also templar dds are much rarer than templar healers anyway so the chance of being the only templar in the group as healer is pretty high.
xblackroxe wrote: »
rustic_potato wrote: »xblackroxe wrote: »
@xblackroxe So my guild makes tanks use ransack citing that pierce armor overrides ele drain buff.. Not really sure who is correct anymore..
rustic_potato wrote: »xblackroxe wrote: »
@xblackroxe So my guild makes tanks use ransack citing that pierce armor overrides ele drain buff.. Not really sure who is correct anymore..
Giles.floydub17_ESO wrote: »Good point. However, if the tank moves away from the last boss it pulls her out of her deadly aoe allowing melee dps to do their work and the tank can still use pierce armor. The room is large enough to pull her both directions easily. Something tells me you already know this.
And this is exactly why I prefer the ranged taunt for that fight. I need to range her to pull her out of the AoE. A traditional tank would typically use both taunts for that fight: one for when you're kiting, and one for debuffing. A nightblade tank has the luxury of doing the debuff from range.
rustic_potato wrote: »xblackroxe wrote: »
@xblackroxe So my guild makes tanks use ransack citing that pierce armor overrides ele drain buff.. Not really sure who is correct anymore..
Giles.floydub17_ESO wrote: »Giles.floydub17_ESO wrote: »Good point. However, if the tank moves away from the last boss it pulls her out of her deadly aoe allowing melee dps to do their work and the tank can still use pierce armor. The room is large enough to pull her both directions easily. Something tells me you already know this.
And this is exactly why I prefer the ranged taunt for that fight. I need to range her to pull her out of the AoE. A traditional tank would typically use both taunts for that fight: one for when you're kiting, and one for debuffing. A nightblade tank has the luxury of doing the debuff from range.
True.
cbaudersub17_ESO wrote: »Giles.floydub17_ESO wrote: »Giles.floydub17_ESO wrote: »Good point. However, if the tank moves away from the last boss it pulls her out of her deadly aoe allowing melee dps to do their work and the tank can still use pierce armor. The room is large enough to pull her both directions easily. Something tells me you already know this.
And this is exactly why I prefer the ranged taunt for that fight. I need to range her to pull her out of the AoE. A traditional tank would typically use both taunts for that fight: one for when you're kiting, and one for debuffing. A nightblade tank has the luxury of doing the debuff from range.
True.
Wait...what? Is this the one in a million or are we up to two in a million now?
Mag Sorc Tank here.. If you got the shards I got the Ransack.
Well, I have Ransack regardless. I spam it probably more often than I need to.
I would kill for an AOE taunt. Seriously.
Tanks are useless in 4 man dungeons
Sure, im pretty darn sure if tanks were useless then they wouldn't be a choice in the game, no? Not to mention, that im pretty sure many of the dungeons are a pain in the ass without a tank to keep that boss who oneshots you still. THAT and im sure the debuffs and that critical damage increase will definitely be a big reason to bring a tank. So basically reasons to bring tank:
- Can keep bosses, and trash still in one place for easier kills from DD
- Can maximise DD DPS
- Can debuff boss by a massive amount
- Works as a support
Reasons to NOT bring a tank
- Dungeon takes slightly longer due to not as much DPS
- ....
I think Ill take a tank to 4 man dungeons any time of the day
Yep. I've heard that getting hit by Velidreth "corpulence" as 18K HP DD is totally survivable. And Xal-Nur the slaver does not even fear-break aggro-charge so why should anyone interrupt him? Not to mention the Overfiend and Abomination, whose cleave attacks are light as a featherTanks are useless in 4 man dungeons
Doesn't matter which class, all classes have the same tasks as a tank and you can use the same sets on all classes to help and support your group. I'm not playing DK-tank atm either...but still, gearing up is exactly the same like it is on DK. You just have to adjust your playstyle a little bit.
xblackroxe wrote: »Also templar dds are much rarer than templar healers anyway so the chance of being the only templar in the group as healer is pretty high.