HeroOfNone wrote: »I don't run what most guides run, since I typically have to bridge the gap between pugs that read some guide, PVP folks that don't have the gear, and new folks that have their first time in a dungeon. I love it though, spending an hour+ with a group trying hard to learn beats out the boring meta crowd that *** if we aren't in and out in under 15 minutes, like we're delivering a pizza. You can find a few examples on my youtube though.
Meanwhile, speaking about guides, I might put out another few discussing "adapting roles" since it seems to be an issue folks are running into again. That's the issue when most of these guides are having you memorize a method rather than teach a process.
newtinmpls wrote: »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.
Since this is not true of any other role, it seems highly unlikely to be somehow miraculously true of tanking.
My Orsimer Stam Sorc has a very different build and very different equipment than my Altmer Mag Sorc Pet Build.
A tank without penetration is absolutely useless, a DPS could slot Harness and taunt and be just as effective
David Allan Coe wrote:Tank this job and debuff it / I ain't working this role no more.
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.
newtinmpls wrote: »Since this is not true of any other role, it seems highly unlikely to be somehow miraculously true of tanking.
My Orsimer Stam Sorc has a very different build and very different equipment than my Altmer Mag Sorc Pet Build.
lol...nearly all DDs (if they go for max-DPS) use the same 3...5 magickasets or staminasets
Flameheart wrote: »Tanks are useless in 4 man dungeons
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 feather
You don't need to mention just the DLC bosses, some of the "old/new" veteran instances in hardmode, will be "fun" too without a tank who has a taunt at least and is able to position a mob and adds. Debuffs and support might help too to burn down the 5m+ or even 7m+ healthbars, without blocking or rolldodging (or chainrez?) dozens of oneshot mechanics for 5min +.
...but maybe I am wrong and all PUGs consist of Flawless Conquerers nowadays :-)
RazorCaltrops wrote: »Interesting perspective insisting something is someones job so they must play to the meta. Maybe think about your approach? As far as "jobs" go traditionally the tanks purpose has been to aggro mobs to absorb damage. That being said if you have an ability that does that and in addition debuffs a resistance it would make sense to help your group out by using it. Personally I try to use skills from both pools regardless of what build or role I am playing just because of the option it gives you. The off pool skill is usually weaker then someone who has the maxed out pool but since I am using it as a stop gap it doesn't need to be doing the max amount it is capable of.
Basically a pug is a gamble so would just keep that persons name as some one who you don't like to play with and move on.
Well said, pierce armor is fotm in PVE and one shotting players in PVP thanks to tremorscale and viper.
Nerf pierce armor. The time has come. Let unique tanks with dreugh king slayer/rattlecage burn the bosses. No more limitations !!!
Lol...
newtinmpls wrote: »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.newtinmpls wrote: »Since this is not true of any other role, it seems highly unlikely to be somehow miraculously true of tanking.
My Orsimer Stam Sorc has a very different build and very different equipment than my Altmer Mag Sorc Pet Build.lol...nearly all DDs (if they go for max-DPS) use the same 3...5 magickasets or staminasets
There was more, but here is where you lost me.
I get that there are a limited number of Kewel BiS current "must have" meta builds. Many of them (such as Blazing Shield vs Stam-something vs Magicka-something) do have serious differences.
Toss in a player with actual creativity, and you get even more differences.
OTOH just as a challenge, I'd throw out - give me a:
Tank build, DPS build and a Healer
1-that can do most non-vet content WELL
and
wait for it
wait for it
2-Use NO class skills or class ultimates.
So that literally "anyone could do it".
.
Personofsecrets wrote: »- The tank wasn't carrying the group. There is no way to carry a group as a tank if you just keep the boss taunted. You just fulfill your most basic job.
wrong
AtmaDarkwolf wrote: »yup.
Don't sass the tank.
remember they are absolute kings of this game, and the simple fact one of them decided to grace us with their most godly presence, we should be handing them any and all valuable loot we find. Plus 500g per mob we kill.
Cuz' tanks.
I've had ENDLESS bad experiences with tanks, (to be fair i run a lot of dungeons and NOT 'most' are ***, but a LARGE percentage of tanks, compared to healers or dps, among their respective groups, feel they are doing us all a huge favor/service by tanking
I've had the op's story happen to me multiple times, have had tanks NOT taunt and have the above, have had tanks claim they have the best gear in the game (Example: tormentors set...lol) and claim they have 'three taunts' yet the bosses run all over the place, and kill everyone, have had tanks *** talk dps for dying to one shots BECAUSE the tank isn't keeping agro, and so on.
Its of course always YOUR fault if they die.
And yes, either you get a facefull of scathing venomous insults, or the said tank just drops group, if you DARE to suggest (EVEN in respectful NON insulting or pretentious manner)
And once more, just to be clear, i don't mean 'most' tanks, i simply mean, amount each the respective roles, the largest amount of people within each group with this attitude are tanks.
Lucius_Aelius wrote: »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.
You're entirely missing the point though, there's a difference between pulling your weight and being optimal, and as long as DPS's are doing decent damage (enough to clear any DPS checks and not get swarmed by adds), Healers are healing and Tanks are holding Aggro and staying alive, that's par for the course. If you want to do better than par then you need to optimize, but in the less challenging content of PUG Dungeons (compared to Trials or speedruns in either Dungeons or Trials) it's simply not necessary to be optimal as long as you're satisfactory.
And the fact is that satisfactory is all anyone needs to be for anything, but different content with different difficulty levels have different standards, and Dungeons can be managed just fine with any range of sub-optimal builds so long as the people using them are competent and know the fight. This is not a discussion about speedrunning Vet Hard Mode Trials, which have much higher standards and require maximally optimized builds for a player to be satisfactory. Suggesting relatively easy content should have the same standards as the hardest group content in the game is preposterous and laughable, and you need to l2p if you think otherwise.
If you want to set higher standards for your Dungeon runs then you're allowed to, but not when PUGing, that attitude belongs in premade groups and only premade groups. If they add Vet Hard Mode Trials to the group finder then sure that'd be different and even when PUGing you'd need to be fully optimized and should expect all others you get matched with to be also, but Dungeons are more about knowledge of mechanics than anything else and competent players don't need to be playing a superleet build to pull their weight just fine.
Can somebody please post a link to these 'rules' for dungeons and trials that show the exact skills that everybody MUST have for these roles. I presume this link would also show the DPS a player MUST have in order to eligible to use group finder . Oh, and I would be keen to what it says about the minimum CP levels required for different dungeons.
A DPS should primarily do damage, a tank should primarily pull agro and a healer should primarily heal! Beyond that, all I've found are peoples opinions on how best to play the game. Very valid opinions on what is optimal play style but no rules! Judging by the level of ire induced by non-compliance with these opinions, I can only assume that there must be a set of clear rules to which so many people are refusing to adhere.
newtinmpls wrote: »don't know about skills.... but I got "notification" from one of my guilds that there will be mandatory equipment for trials. I'll try and track it down.

easy....
You can do nonvet-content with anything.
Healer:
1st: rapid regen, combat prayer, healing springs/healing bubble, force siphon, magelight Ult: meteor
2nd: ele-drain, orbs, anythin, anything, entropy, magelight, Ulti: warhorn/healult
Mana-DPS:
1st: wall of elements, force pulse, entropy, impulse, magelight, shooting star
2nd: rearming trap, anything (doesn't matter), Ult: destrostaffultimate
for stam, just use any useful dw/bow-skills + trap and fill with fighters guild abilities
tank: pierce armor, heroic slash, absorb magic, immovable, warhorn or 1h/s-ultimate
fill with whatever you want...doesn't matter that much.
no idea, why you thought this could be difficult...
newtinmpls wrote: »I had been looking for a build for the basic roles that didn't use any class abilities but worked well.easy....
You can do nonvet-content with anything.
Healer:
1st: rapid regen, combat prayer, healing springs/healing bubble, force siphon, magelight Ult: meteor
2nd: ele-drain, orbs, anythin, anything, entropy, magelight, Ulti: warhorn/healult
Mana-DPS:
1st: wall of elements, force pulse, entropy, impulse, magelight, shooting star
2nd: rearming trap, anything (doesn't matter), Ult: destrostaffultimate
for stam, just use any useful dw/bow-skills + trap and fill with fighters guild abilities
tank: pierce armor, heroic slash, absorb magic, immovable, warhorn or 1h/s-ultimate
fill with whatever you want...doesn't matter that much.
no idea, why you thought this could be difficult...
I thank you for your answer.
It doesn't really look like you are taking this seriously (and maybe you are the kind of player for whom this question could never be considered seriously - maybe you are just "too far away" from having to do actual work to get through non-vet content.
I still struggle with some of it.
Throwing "anything" on a bar, seems to indicate that it doesn't matter - and if that's the case, it's not going to be a useful build.
It seems especially weird to hear "doesn't matter" anywhere on a tank build after the intensity of this thread.
If the tank is holding aggro on big threats, that's all I care about.
If the healer is keeping everyone alive, that's all I care about.
Absolutely EVERYTHING else at that point is a bonus.
Yolokin_Swagonborn wrote: »Wow.
After nine pages of this, I am trying to figure out what we learned. People seem to have very specific and nuanced notions of what a tank "must" provide to the group beyond the basic definition of tanking. We are getting lost in the details here.
For basic Pugging, I tend to agree with @Silver_StriderIf the tank is holding aggro on big threats, that's all I care about.
If the healer is keeping everyone alive, that's all I care about.
Absolutely EVERYTHING else at that point is a bonus.
But that is not the REAL issue here. The real issue is ATTITUDE. A tank was asked by the group to provide a bit more utility and he responded very negatively.
But this can go both ways.
You can also have a group member DEMAND that your role run a certain skill and rage quit if you don't adjust your whole build to accommodate them. The details of "which skill" and what role should do what (beyond the basic definition of each role) are unimportant. The real issue is communication and kindness.
I tend to fulfill most "can you slot X skill" requests if they are reasonable and I can fit the skill in without compromising something that is "role critical" in my build. I will also suggest a certain role slot something different if I see a weakness in our group's composition that can be easily fixed by swapping one skill. But these are requests not demands and this dynamic only applies to PUG groups.
Yolokin_Swagonborn wrote: »Wow.
After nine pages of this, I am trying to figure out what we learned. People seem to have very specific and nuanced notions of what a tank "must" provide to the group beyond the basic definition of tanking. We are getting lost in the details here.
For basic Pugging, I tend to agree with @Silver_StriderIf the tank is holding aggro on big threats, that's all I care about.
If the healer is keeping everyone alive, that's all I care about.
Absolutely EVERYTHING else at that point is a bonus.
But that is not the REAL issue here. The real issue is ATTITUDE. A tank was asked by the group to provide a bit more utility and he responded very negatively.
But this can go both ways.
You can also have a group member DEMAND that your role run a certain skill and rage quit if you don't adjust your whole build to accommodate them. The details of "which skill" and what role should do what (beyond the basic definition of each role) are unimportant. The real issue is communication and kindness.
I tend to fulfill most "can you slot X skill" requests if they are reasonable and I can fit the skill in without compromising something that is "role critical" in my build. I will also suggest a certain role slot something different if I see a weakness in our group's composition that can be easily fixed by swapping one skill. But these are requests not demands and this dynamic only applies to PUG groups.
cbaudersub17_ESO wrote: »Yolokin_Swagonborn wrote: »Wow.
After nine pages of this, I am trying to figure out what we learned. People seem to have very specific and nuanced notions of what a tank "must" provide to the group beyond the basic definition of tanking. We are getting lost in the details here.
For basic Pugging, I tend to agree with @Silver_StriderIf the tank is holding aggro on big threats, that's all I care about.
If the healer is keeping everyone alive, that's all I care about.
Absolutely EVERYTHING else at that point is a bonus.
But that is not the REAL issue here. The real issue is ATTITUDE. A tank was asked by the group to provide a bit more utility and he responded very negatively.
But this can go both ways.
You can also have a group member DEMAND that your role run a certain skill and rage quit if you don't adjust your whole build to accommodate them. The details of "which skill" and what role should do what (beyond the basic definition of each role) are unimportant. The real issue is communication and kindness.
I tend to fulfill most "can you slot X skill" requests if they are reasonable and I can fit the skill in without compromising something that is "role critical" in my build. I will also suggest a certain role slot something different if I see a weakness in our group's composition that can be easily fixed by swapping one skill. But these are requests not demands and this dynamic only applies to PUG groups.
If you read the OP (and the OP'ster's clarifying comments of the situation), slotting Pierce Armor would not have made a bit of difference. If I am that tank AND the exchange of which taunt I should use happens AND it has absolutely nothing to do with beating the objective, I would consider dropping group, too. Think Dranos Valedor in Cradle of Shadows, holding aggro and other members of your party do not know what to do at that very special time...again....and again...and again...and again.
I largely agree with the sentiment of your post. PUGing ain't always easy. People need to manage their own expectations. If one finds that the group is not for them, it's probably best to drop group compared to potentially stirring up drama.