Hitting the bolded points since that is what OP is highlighting as the significant message.
DPS waiting for a group when using GF is pretty standards in most MMOs. It is tanks that must wait, or actually be decent, when it comes to getting into a raid group. Join a guild and run dungeons with them. That is the normal way to avoid dealing with the GF in most MMOs.
I do not think it is our concern if you going tank is extreme. Do it if you want. Any class can easily tank the dungeons, which goes to your first point.
Back to waiting for a GF queue to pop for a DPS. Please see the previous point.
Honestly, the post has zero to do with the title. It seems more about OP not wanting to tank and has no experience tanking. The part he quoted from another thread concerns a specific tank build which was easy street for resource management pre-moorwind. Since it required drastic changes most just stopped tanking on their NB. It is not that different than tanking on a Templar and there are players that still do that.
It really seems as though OP just does not want to tank and not sure any class would suit his desire for tanking since that desire is clearly not there.
Oakmontowls_ESO wrote: »You can easily tank the vet dungeons with any class. The big thing that dk has over other classes is chains.
My only issue with tanks in this game (and everyone is going to say "duh") is that they contribute almost 0 DPS. When I queue random I often end up with low DPS DPSers, which makes matters worse since I then really feel like I'm not contributing, since I then have to whack away at mobs for a couple minutes watching their health bar not move.
Oakmontowls_ESO wrote: »You can easily tank the vet dungeons with any class. The big thing that dk has over other classes is chains.
Curragraigue wrote: »Oakmontowls_ESO wrote: »You can easily tank the vet dungeons with any class. The big thing that dk has over other classes is chains.
Nope the big thing that DKs have that makes them the one and only for main tank is Helping Hands. It lets DKs perma block which was supposed to be removed by no stam regen while blocking but is effectively still there because of that passive and CPs.
ztyhurstub17_ESO wrote: »
What I would like to see happen:
Nightblades:
Dark Shades attacks teleport enemies to the player (dark shades target in-combat enemies furthest from the player). (Shadow Image morph stays the same and allows player to teleport).
Make 2h weapons count as 2 set pieces, and there will be a ton of ice staff tanks that can survive just as easily as DKs can. Add an ability that would allow to pull in enemies to the undaunted skill line, and make the blockade of frost immobilize all (non-player, if it would otherwise be a problem for pvp) enemies, not just chilled ones, and everyone will have access to everything that a tank needs to be effective.
dodgehopper_ESO wrote: »Curragraigue wrote: »Oakmontowls_ESO wrote: »You can easily tank the vet dungeons with any class. The big thing that dk has over other classes is chains.
Nope the big thing that DKs have that makes them the one and only for main tank is Helping Hands. It lets DKs perma block which was supposed to be removed by no stam regen while blocking but is effectively still there because of that passive and CPs.
Wardens have their Netch so it is possible that advantage is no longer held by one class. Meanwhile Nightblades have lost their siphoning-based strength in this arena.
Curragraigue wrote: »dodgehopper_ESO wrote: »Curragraigue wrote: »Oakmontowls_ESO wrote: »You can easily tank the vet dungeons with any class. The big thing that dk has over other classes is chains.
Nope the big thing that DKs have that makes them the one and only for main tank is Helping Hands. It lets DKs perma block which was supposed to be removed by no stam regen while blocking but is effectively still there because of that passive and CPs.
Wardens have their Netch so it is possible that advantage is no longer held by one class. Meanwhile Nightblades have lost their siphoning-based strength in this arena.
Been awhile since I have played my Warden but I seem to remember netch cast drops block. The NB skill required light attacks again dropping block. DK passive activates from Earthen Heart tree skill and the DK shield in Earthen Heart can be block cast.
Make 2h weapons count as 2 set pieces, and there will be a ton of ice staff tanks that can survive just as easily as DKs can. Add an ability that would allow to pull in enemies to the undaunted skill line, and make the blockade of frost immobilize all (non-player, if it would otherwise be a problem for pvp) enemies, not just chilled ones, and everyone will have access to everything that a tank needs to be effective.
most 2h weapons have a huge advantage which is they work from range. 2h sword being the exception and they have a closer. getting up close and personal and then having to dodge out of a ton of red stuff and ending up out of melee range is a big dps loss. DW is great on dummies but it is so tough in the real world compared to a ranged weapon it's unreal.
[ Also, all classes have ranged abilities, and nobody is preventing you from going with a 2h weapon on the 2nd bar to have access to the 2h charge or a bow/staff for ranged attacks.
[ Also, all classes have ranged abilities, and nobody is preventing you from going with a 2h weapon on the 2nd bar to have access to the 2h charge or a bow/staff for ranged attacks.
just like no one is preventing someone slotting ranged class abilities and two daggers (or swords) for the 5 piece (and utilising the twin blade & blunt passive). There actually used to be a lot of builds like this.
Maybe they should just do one class. Then nobody can complain that class A is better than class B at thing X.
Funny about that, when I first started playing ESO, coming from Skyrim, I was very surprised that I had to choose a "class" for my character. I was like, wait a minute, what? Am I not supposed to just put points into those of like 15 skill lines that I want to use?
At launch my NB tank was my main and we had many happy months together, but nerf after nerf has taken its toll and now even though i could still use him theres just no fun in it anymore and thats if a group doesnt pull out the torch and pitchforks on a non DK tank.
DeathHouseInc wrote: »Hitting the bolded points since that is what OP is highlighting as the significant message.
DPS waiting for a group when using GF is pretty standards in most MMOs. It is tanks that must wait, or actually be decent, when it comes to getting into a raid group. Join a guild and run dungeons with them. That is the normal way to avoid dealing with the GF in most MMOs.
I do not think it is our concern if you going tank is extreme. Do it if you want. Any class can easily tank the dungeons, which goes to your first point.
Back to waiting for a GF queue to pop for a DPS. Please see the previous point.
Honestly, the post has zero to do with the title. It seems more about OP not wanting to tank and has no experience tanking. The part he quoted from another thread concerns a specific tank build which was easy street for resource management pre-moorwind. Since it required drastic changes most just stopped tanking on their NB. It is not that different than tanking on a Templar and there are players that still do that.
It really seems as though OP just does not want to tank and not sure any class would suit his desire for tanking since that desire is clearly not there.
As to my desire for tanking it completely changed since trying it as stated. I think the game has a serious lack of skill variety and usefulness as a whole but it is glaringly obvious when trying all the classes as tank /shrug. Normal is easy street veterans and trials = a clear obvious division. In fact it is so obvious that expert players like you that are awesome at everything don;t even bother to make builds with the other classes.
2cents
Thunderknuckles wrote: »I'm another player who loves to tank with my DK. Don't spend much time on him, though, unless we're running dungeons primarily because the DPS is so dismal it's just plain tedious. lol For certain, though, if you want almost insta pop queues then run a tank.
Sigh. There is nothing wrong with tanking in this game. And making the classes more equal in tanking isn't going to help with the queue problem. Everyone in this thread is barking up the wrong tree.
- Experienced tanks avoid the group finder.
- I've tanked every vet trial in this game, but you will never see my trials tank in the group finder. Why not? Because tanks are at the mercy of the DPS. If I'm in a group with two "DPS" pulling 5K each, the dungeon is going to be a painful slog. For 4-man dungeons, good tanks cannot carry bad DPS, but good DPS can carry bad tanks. Tanks just aren't that important in 4-man content and there isn't much that a good tank can do to make the dungeon go faster if the rest of the group is bad. (Trials are a different matter though, of course.)
- For normal dungeons, I will queue my DPS as a tank. This is because with slotting Inner Fire on the back bar, I can hold aggro and survive while also doing DPS in a normal dungeon (which are almost all soloable anyway). So I'm not at the mercy of the group and I can carry the group and ensure that the group will always clear.
- For vet dungeons, I can't queue my DPS as a tank because for most vet dungeons, a proper tank is needed. Some dungeons you can do without a proper tank, but not all and it's going to be rough anyway. But if I queue my proper tank, then I am at the mercy of the group--if it's bad, I can't "carry" the group.
- So the end result is that I never PUG with my tank. I'll PUG with my DPS and I'll even wait the queue time, because I know if the group is bad, I can still carry it through to a relatively painless clear. But that's something that as a tank, I just don't have the ability to do: Even the best positioning and aggro management is worthless if I am stuck with DPS who spam light attacks. When I need to do a dungeon on my tank, I run with friends and guildies.
- This isn't just me--most tanks I know share this sentiment, where they just don't want to PUG.
- People unfamiliar with tanking are afraid of the responsibility. Tell someone that your job is to take all the hits and survive, be the spearhead, handle positioning and be in charge of group tactics, a lot of people will just shy away from that. People have the impression that DPS is the "easier" job, free of any special responsibilities. This of course is not true for endgame play, but on the surface, it seems that way.
- Everyone is a DPS by default. The game makes reasonable and necessary tradeoffs: in general, if you want survivability, you have to sacrifice damage. This is absolutely the way it should be. A tank, as a support role, has to make that tradeoff. Which is fine. But most of the game is solo gameplay. And there is no room for support roles in solo gameplay. Why not? Because there is nobody for you to support! The very idea of a support role makes zero sense in solo gameplay. People love to complain about how vMA forces tanks and healers to spec out of tanking and healing, and I always scoff at those complaints: It's a solo gameplay, so why the hell are you using a support role when there is nobody to support. There is absolutely nothing wrong with vMA being DPS-biased for the simple fact that support roles make zero sense outside of group content. Of course, most of the solo content in this game is easy enough that someone speced as a support role can get through them. My trials tank can solo-kill a delve boss. But it's slow and annoying. Anyway, the point is that the questing and solo play that make up 95% of the game is not content for support roles. And that's just the way it is.
You'll notice that these three main reasons have absolutely nothing to do with class design, class balance, or even the design of the game. Frankly, those things are fine. Not perfect, but they're fine. You will always find a lack of support roles, and that's just because of the nature of support roles. This problem isn't unique in ESO nor is this problem caused by flaws in ESO's design. This is simply because (1) support roles by the nature of being support roles, have limited capacity to carry bad DPS (2) support roles carry responsibilities that people new to group content are probably afraid of and (3) support roles make no sense for the vast majority of the game's solo content where there is nothing to support.