esoub17_ESO30 wrote: »I agree with everything Actosh said except the 10% proc being just a complimentary effect.
Sap tanks don't ave an AE CC like Talons or a native pull mechanic to cluster mobs and keep them clustered. The combination of 10% SS proc on all attacks makes spamming Sap an effective AE agro option on large packs. On a 5-pack, that's a 50% chance to return 2/3 the cost of Sap. Loosing the proc destroys this.
Honestly I don't see how the light/heavy attack requirement is even remotely balanced with a cast and forget (Templar) or cast once for large immediate return (DK, Sorc) skill. This needs to be factored into the efficiency balance.
For proper balance with other classes, the skill needs one of the following adjustments:
1) Nets a total resource restore nearly double that of comparable skills from other classes that aren't limited to light/heavy atk.
2) Provides a significant benefit to the rest of the group (group buff or AE mob debuff).
3) Procs 100% resource off ALL atks. or increased effect proportional to reduced proc chance.
The cost for the skill simply can't be more than double the return if attacking is required. Anything more makes the break even questionable in typical combat conditions.
A small cost is required to avoid spamming it for the passive activation it provides.
I will never use a staff and thre is still no need to do so. I can understand why they killed the 10% chance to restore ressources.
But sa needs a buff to be in line with other ressource restore mechanics since it forces us to drop block.
Lapin_Logic wrote: »NIGHTBLADE TANK. It is not even viable anymore, the changes to siphoning strikes leave the magicka based nightblade sap tank with no way to gain stamina.
PVE on live i use funnel health regularly single target or sap in AOE trash to proc the small chance for stamina gain, i then suppliment this with dropping block when safe to light attack, this allows me to bring utility heal over time to my group, keep my own buffs up and sustain my stamina.
From a TANK perspective, the change now means my ONLY choice is to invest more into stamina & repeatedly drop block to either spam siphoning strikes light attacks (increasing the chances to get stunned/CC) or just charge up heavy attacks (not easy in a big trash pull when the nightblade had no holding CC i.e.tallons. also i now have to choose stamina or magicka return. when i need magicka to constantly heal (because nightblade had no class burst heal) and i need stamina to block because ice staff tanking does not offer the resistances or block efficiency of 1h and shield.
if SAP tank does not work then i am left with stamina tank, that means i give NO group utility, (already forced to run swarm mothers helm for a chains/CC) and MUST run PVP to unlock VIGOR as a half decent heal.
NB needs sap to function as it currently does on the live server as NB on the PTS is now the worst TANK class. sorc can shield stack or dark deal stamina back. DK has its ignious shields and ultimates way of gaining stamina. Templar can have other people synergise spears & repentance corpses for stamina and the Warden can have the BULL NETCH poot stamina directly into your pool.
Give NB its old siphoning attacks back or at least 1 morph that works as it does on live. or a new better way for a tank to gain stamina. the new pts morphs are great for DPS but not for TANKS.
there is not an armor set i can change to make it work because the whole skill does not exsist any more.
I think you're missing something in the math at work here, or the overall CC/Agro implications as compared to DK.The impact of these changes will be most obvious in group pulls, but if you're a NB tank and relying on SA + Sap Essence to sustain you in AoE pulls, it's time to learn how to do it properly. That method is inefficient and unnecessary; you should be weaving your light attacks on trash pulls too.
ZOS_GinaBruno wrote: »
Templar
- Aedric Spear
- Spear Shards: The synergy from this ability and its morphs now restores Magicka or Stamina based on whichever has the highest maximum, instead of whichever has the largest missing percentage.
Developer Comments:
- Known Issue: Luminous Shard’s resource return for the casting Templar is still restoring resources based on the largest missing percent. This will be fixed in future PTS patch.
Based on initial PTS feedback, we’ve changed the Magicka or Stamina this synergy gives you (as well as the Necrotic Orb synergy) to always restore the resource you have the highest maximum of so that it’s more consistent and reliable for your build type.
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esoub17_ESO30 wrote: »I think you're missing something in the math at work here, or the overall CC/Agro implications as compared to DK.The impact of these changes will be most obvious in group pulls, but if you're a NB tank and relying on SA + Sap Essence to sustain you in AoE pulls, it's time to learn how to do it properly. That method is inefficient and unnecessary; you should be weaving your light attacks on trash pulls too.On live, you need 544 mag rec to break even WHILE light attacking, or 1568 without light attacks.
- Sap Essence costs 3240 base to cast, or 2592 with 20% cost redux.
- Siphoning restores 2048, 50% of the time on a 5 pack, call it an average of 1024 per cast.
- Light atk on live restores 1024.
Problem is that light attacking between saps, on a tank build, doesn't generate enough agro to keep mobs off decent DPS. We don't have talons to lock mobs down, nor chains to reel in the rangers, so the alternative is to run around and stab, which works... but is super annoying and far more effort than the DK method.
It's also useful group healing in a pinch.
The combination of lost cost redux and lost SA proc on AE destroys the skills utility specifically because it can't be spammed, and it doesn't do enough of either healing or damage to be effective without spamming.
Meanwhile, every other class can spam their AEs because their recovery is not limited by the need to light/heavy attack.
crobarXIII wrote: »ZOS_GinaBruno wrote: »
Templar
- Aedric Spear
- Spear Shards: The synergy from this ability and its morphs now restores Magicka or Stamina based on whichever has the highest maximum, instead of whichever has the largest missing percentage.
Developer Comments:
- Known Issue: Luminous Shard’s resource return for the casting Templar is still restoring resources based on the largest missing percent. This will be fixed in future PTS patch.
Based on initial PTS feedback, we’ve changed the Magicka or Stamina this synergy gives you (as well as the Necrotic Orb synergy) to always restore the resource you have the highest maximum of so that it’s more consistent and reliable for your build type.
[/list]
Guess that's it for magicka nb tanks
Don't take me the wrong way (I intend a constructive tone here), but why are you intentionally imposing a 2600 cost upon yourself for a 50% chance at getting 2k back? You can just light attack one of the X mobs you have surrounding you and recover 1024 without spending anything. This restores over 10X as much as it costs to block if built properly and can be combined with a skill in the same GCD.
esoub17_ESO30 wrote: »Don't take me the wrong way (I intend a constructive tone here), but why are you intentionally imposing a 2600 cost upon yourself for a 50% chance at getting 2k back? You can just light attack one of the X mobs you have surrounding you and recover 1024 without spending anything. This restores over 10X as much as it costs to block if built properly and can be combined with a skill in the same GCD.
Currently, SA + Sapping twice on a 5 pack is statistically the same resource return as SA + light attacking twice. The difference is that Sap hits everything in short range at once, building damage and heal agro.
Puncture x 5 costs more than double the resource of 1 Sap, takes longer, and requires you to melee each mob. While you're hitting the first 4 mobs, there's a good chance DPS or heals have pulled agro on the 5th mob, so now you're running it down or using Inner Fire to taunt it at range.
Still, my point is not that one method is better than the other... it's that other tanks have an AE agro/CC option that remains viable on test. Ours is basically lost if we're forced to LA for resources. Weather we could manage using single target skills is beside the point since other tanks can do that too.
I think I can just spec less into damage and I'll be ok.
Already using bloodthorn touch. Might not be the only one after next patch.
kylewwefan wrote: »I'd ask you to try one off the wall thing. NB Sap Tank in light armor. 5 light, 2 heavy. I've done quite well with it in Vet dungeons (mostly DLC dungeons) and normal trials.
Not sure how well it would hold up in Vet Trials? Actually not had much luck with anything but DK in vet trials.
Strider_Roshin wrote: »Oh yeah, this is definitely a RIP Nightblade tank patch.
-snip-
No, That's not what I said at all.You really believe Sap is completely useless without a resource proc chance?
Maybe if all you're considering is net cost. Vs a 5 pack... assuming you can puncture/LA in the same time it takes to cast 1 Sap (flawless weaving, no time lost chasing down mobs).Puncture x5 with light attack cancels is more efficient than Sap spam.
I have too, and I disagree. The lost cost redux combined with the lost proc effectively triples the cost. A typical tank build will get 4 or 5 cast before running out of Mag, at which point you're back to puncture. Yes it's workable, but it's nowhere near as viable as DK Talons x2, and not even remotely close to what I can do now on Live.I've been tanking on the PTS in dungeons and trials and I assure you that Sap is still equally as effective as an AoE aggro generator, heal, and damage ability as it has always been.
Silver_Strider wrote: »
Blur - Let this apply to members of your group as well as the NB themselves, either as a default function of the skill or as a synergy. Even if this only applied to 4 party members at a time, it would give NB tanks a niche utility in the form of providing Major Evasion, Major Expedition (with Double Take morph) or Minor Ward/Resolve (Mirage Morph) for the group and while you can imitate this with the Gossamer set and Combat Prayer, it would still be something of a unique perk for having a NB. (Gossamer is also fairly lackluster anyways)
Silver_Strider wrote: »
Path of Darkness - Give this ability a synergy that releases a miasma that ups the DoT damage. For Refreshing path, have it up the HoT component as well, while Twisting Path adds a snare and more damage
Regardless of the particulars of how ESO manages agro under the hood, clearly some skills pull more agro than others.@esoub17_ESO30
The reason it doesn't work when you test it is because there's not really a defined aggro table in ESO.
esoub17_ESO30 wrote: »Regardless of the particulars of how ESO manages agro under the hood, clearly some skills pull more agro than others.@esoub17_ESO30
The reason it doesn't work when you test it is because there's not really a defined aggro table in ESO.
In my experience, spamming Sap without light weaving pretty reliably holds agro off healers and DPS. This is true even on test, up until you run out of Magicka.
What doesn't work is mixing in other skills like LA. In this case you very quickly loose agro.
But once again, that's all kinda beside the point. The point is DK has useful AE crowd control above and beyond what a KB can do. KB needs a similar capability. Sap or perhaps Path are the obvious choices to tweak.
kylewwefan wrote: »Totally selfish. Guilty as charged. Gilliam build, Baharas Curse/leeching/ monster. Got the curse light armor very easy and started running it. I've been super impressed and amazed how well you can tank in light armor.
If you're a nightblade tank, adding all this group utility stuff isn't really ever your thing the way I see it. You got No igneous stuff. No chains. No hard cc.
I run close to 3k magic recovery. front bar is Inner fire, Path, Siphoning, swallow soul, sap. Don't need much magic for your sap to heal plenty. You can spam it all day long.
Don't block tons of mobs. Maybe only 2H heavy attack you see coming miles away. Spam sap keep up path for shadow barrier. It's amazing.
Could use pierce armor....but it's costly to use.
Btw, NightBlade makes ultimate like crazy fast without doing anything special.
Backbar utility. Venom arrow, mirage, shades, blood alter or crushing shock, elemental drain etc.
Now you're just being insulting and intentionally obtuse.So much ignorance; you obviously don't understand tanking as well as you think...
esoub17_ESO30 wrote: »Don't take me the wrong way (I intend a constructive tone here), but why are you intentionally imposing a 2600 cost upon yourself for a 50% chance at getting 2k back? You can just light attack one of the X mobs you have surrounding you and recover 1024 without spending anything. This restores over 10X as much as it costs to block if built properly and can be combined with a skill in the same GCD.
Currently, SA + Sapping twice on a 5 pack is statistically the same resource return as SA + light attacking twice. The difference is that Sap hits everything in short range at once, building damage and heal agro.
Puncture x 5 costs more than double the resource of 1 Sap, takes longer, and requires you to melee each mob. While you're hitting the first 4 mobs, there's a good chance DPS or heals have pulled agro on the 5th mob, so now you're running it down or using Inner Fire to taunt it at range.
Still, my point is not that one method is better than the other... it's that other tanks have an AE agro/CC option that remains viable on test. Ours is basically lost if we're forced to LA for resources. Weather we could manage using single target skills is beside the point since other tanks can do that too.
You really believe Sap is completely useless without a resource proc chance? We have always done light attacks for resources. That comment makes no sense as light attacks are and always have been the core component of NB sustain. As I mentioned in my original post, the proc chance is supplementary and has historically always been overkill when we could sustain literally everything with just light attacks.
Puncture x5 with light attack cancels is more efficient than Sap spam. Puncture for me is approximately 1300 stam cost and a light attack cancel is 1024 restored; multiply both by 5 and take the difference for the net cost, which is just under 1400 stam. So after 6 whole seconds into the pull you are now down only 1400 stamina. It doesn't take any longer to do Pierce + light attack cancel than it does to Sap + light attack, as all are limited to the same global cooldown restrictions. But Puncture also forces aggro and applies Fracture/Breach and affords the same chance at the 10% resource return throughout the process, so if you get a single one of those Punctures to proc it becomes a net gain. The chance on a single Puncture for that proc is a lot lower yes, but it's also half the cost of Sap and provides a lot of utility. There are reasons to do an occasional Sap if you're looking for Sap utility, but that's not the primary objective of tanking. Buffs, debuffs, and aggro are the primary objectives, so to this end, Sap is not a primary tanking utility.
I've been tanking on the PTS in dungeons and trials and I assure you that Sap is still equally as effective as an AoE aggro generator, heal, and damage ability as it has always been. Those NB tanks who have learned to get along without spamming Sap for resources are going to be just fine, but those who don't use light attacking effectively on live are going to have a very difficult time in Morrowind; I've seen this first-hand already. Managing resources on boss fights is actually quite easy; it's the group pulls that hard to manage.
I get that you don't have to agree but I'm telling you how it is on PTS, not what I think is going to happen. I tied it back to how it is on live to demonstrate the gap that needs to be filled, and to help people understand that relying on procs via Sap is not even possible anymore. I'd hoped with this information that those of you relying on this proc chance would take my advice and use the time you have left on live to get used to sustaining without it. I've already made many changes to my build on PTS and begun stress-testing it. Survivability as a NB tank got better (though I don't think it was necessary) but resource management tanked, not because of the loss of that proc chance, but because light attack return values plummeted.
Will that 10% proc chance be missed? Of course it will, it's not like I don't see the value of it, or like I never use it at all. But that's not the primary function of the skill; it is supplementary and unnecessary for us. I would take the light attack component over the proc chance any day. Frankly, if they would just remove the up-front cost of SA and LS on the PTS versions this would be totally okay. If there's an up-front cost then the per-attack return benefit needs to be increased. The proc chance is just whatever, we can easily live without that.
CurvedSwords123 wrote: »esoub17_ESO30 wrote: »Don't take me the wrong way (I intend a constructive tone here), but why are you intentionally imposing a 2600 cost upon yourself for a 50% chance at getting 2k back? You can just light attack one of the X mobs you have surrounding you and recover 1024 without spending anything. This restores over 10X as much as it costs to block if built properly and can be combined with a skill in the same GCD.
Currently, SA + Sapping twice on a 5 pack is statistically the same resource return as SA + light attacking twice. The difference is that Sap hits everything in short range at once, building damage and heal agro.
Puncture x 5 costs more than double the resource of 1 Sap, takes longer, and requires you to melee each mob. While you're hitting the first 4 mobs, there's a good chance DPS or heals have pulled agro on the 5th mob, so now you're running it down or using Inner Fire to taunt it at range.
Still, my point is not that one method is better than the other... it's that other tanks have an AE agro/CC option that remains viable on test. Ours is basically lost if we're forced to LA for resources. Weather we could manage using single target skills is beside the point since other tanks can do that too.
You really believe Sap is completely useless without a resource proc chance? We have always done light attacks for resources. That comment makes no sense as light attacks are and always have been the core component of NB sustain. As I mentioned in my original post, the proc chance is supplementary and has historically always been overkill when we could sustain literally everything with just light attacks.
Puncture x5 with light attack cancels is more efficient than Sap spam. Puncture for me is approximately 1300 stam cost and a light attack cancel is 1024 restored; multiply both by 5 and take the difference for the net cost, which is just under 1400 stam. So after 6 whole seconds into the pull you are now down only 1400 stamina. It doesn't take any longer to do Pierce + light attack cancel than it does to Sap + light attack, as all are limited to the same global cooldown restrictions. But Puncture also forces aggro and applies Fracture/Breach and affords the same chance at the 10% resource return throughout the process, so if you get a single one of those Punctures to proc it becomes a net gain. The chance on a single Puncture for that proc is a lot lower yes, but it's also half the cost of Sap and provides a lot of utility. There are reasons to do an occasional Sap if you're looking for Sap utility, but that's not the primary objective of tanking. Buffs, debuffs, and aggro are the primary objectives, so to this end, Sap is not a primary tanking utility.
I've been tanking on the PTS in dungeons and trials and I assure you that Sap is still equally as effective as an AoE aggro generator, heal, and damage ability as it has always been. Those NB tanks who have learned to get along without spamming Sap for resources are going to be just fine, but those who don't use light attacking effectively on live are going to have a very difficult time in Morrowind; I've seen this first-hand already. Managing resources on boss fights is actually quite easy; it's the group pulls that hard to manage.
I get that you don't have to agree but I'm telling you how it is on PTS, not what I think is going to happen. I tied it back to how it is on live to demonstrate the gap that needs to be filled, and to help people understand that relying on procs via Sap is not even possible anymore. I'd hoped with this information that those of you relying on this proc chance would take my advice and use the time you have left on live to get used to sustaining without it. I've already made many changes to my build on PTS and begun stress-testing it. Survivability as a NB tank got better (though I don't think it was necessary) but resource management tanked, not because of the loss of that proc chance, but because light attack return values plummeted.
Will that 10% proc chance be missed? Of course it will, it's not like I don't see the value of it, or like I never use it at all. But that's not the primary function of the skill; it is supplementary and unnecessary for us. I would take the light attack component over the proc chance any day. Frankly, if they would just remove the up-front cost of SA and LS on the PTS versions this would be totally okay. If there's an up-front cost then the per-attack return benefit needs to be increased. The proc chance is just whatever, we can easily live without that.
If you're doing so well as an NB tank after Morrowind, how about u disclose ur build?