Nelson_Rebel wrote: »Because no matter that resource changes, ult gen, and damage reduction have all gone to crap. Let's keep tanks in the same place where only less than 1% of the games population will ever be able to use one outside of some dungeons.
Thats alot of fun there. And loads of diversity and game satisfying play as long as only a few are allowed to play it of course
Nelson_Rebel wrote: »Because no matter that resource changes, ult gen, and damage reduction have all gone to crap. Let's keep tanks in the same place where only less than 1% of the games population will ever be able to use one outside of some dungeons.
Thats alot of fun there. And loads of diversity and game satisfying play as long as only a few are allowed to play it of course
Maura_Neysa wrote: »Oh in that case you're just unaware of the rest of what tanks do. How often to you ever hear anyone beside the tank calling out a fight, and those are just the mechanics we can't do anything about. A good tank is stopping/controlling every possible mechanic they can from happening to anyone else besides them through interrupts or enemy positioning.
For example Tree-Minder Na-Kesh.
- You have totems, Amberplasm and the statue to call out.
- Stone(whatever) NPCs that will one-shot DPS, archers to gather up so the DPS can AOE them down,
- Tree Minders and Chudans frontal AOEs to control. Xal-Nur constant charging to call out. At least now his charge doesn't negate the taunt anymore, Up until Horns, it wiped taunt.
- You're own health to watch (Healer gets silenced), your stamina (Which takes specific actions to restore or you leave yourself wide open)
Well, there is a workaround for AOE taunt, but only for templar - radiant aura is usually doing AOE aggro in 28m. And this aggro is pretty strong, at least in group dungeons it looks like taunt unless tank will use real taunt skills. I am not sure about other abilities who will put magica steal aura on large area, but this one works like charm for me.
-vovus
Nelson_Rebel wrote: »I've got a picture of itVaranisArano wrote: »Do you really think ZoS wants an AoE tank skill that goes against his "play as you want trademark"? They have changed even frost staff to make it able for tanking without adding an AoE skill.
Besides, that skill + tremorscales in PvP will be awful, with dune rippers popping up like sandworms in Arrakis
Paul: Stilgar, do we have wormsign?
Stilgar: Usul, we have wormsign the likes of which even God has never seen.
Between Tremorscale and Vanguard's Challenge, PVP is not ready for an AOE taunt.
Have battle spirit reduce taunt amount and internal cooldown. Coupled with the 5'meter range (and have it's range NOT affected by battle
spirit) It really would not be used in any major fights outside small grouplay. Your pvp is left unscathed
VaranisArano wrote: »Maura_Neysa wrote: »Oh in that case you're just unaware of the rest of what tanks do. How often to you ever hear anyone beside the tank calling out a fight, and those are just the mechanics we can't do anything about. A good tank is stopping/controlling every possible mechanic they can from happening to anyone else besides them through interrupts or enemy positioning.
For example Tree-Minder Na-Kesh.
- You have totems, Amberplasm and the statue to call out.
- Stone(whatever) NPCs that will one-shot DPS, archers to gather up so the DPS can AOE them down,
- Tree Minders and Chudans frontal AOEs to control. Xal-Nur constant charging to call out. At least now his charge doesn't negate the taunt anymore, Up until Horns, it wiped taunt.
- You're own health to watch (Healer gets silenced), your stamina (Which takes specific actions to restore or you leave yourself wide open)
Relax. I don't disagree with you.
If you want to know what I think about tanking, look here on the Tanking University thread. https://forums.elderscrollsonline.com/en/discussion/377221/tanking-university
Or how I usually pithily describe the job of a tank:
The basic job of a tank is to taunt the boss, hold boss aggro, and don't die. If you can do that, you are a tank.
A good tank taunts the boss, holds, boss aggro, doesn't die, holds the boss more or less still, debuffs the boss, buffs the group, and provides crowd control.
I don't disagree with you. Good tanking is not a no brainer job. I also think that there's no need for an AOE taunt, which would effectively turn tanks into aoe taunting-permablockers which I think is boring. So...chill out with the assumption that I don't understand tanking. If I have not been entirely clear, I'm sorry, but we are in fundamental agreement here.
Nelson_Rebel wrote: »Because no matter that resource changes, ult gen, and damage reduction have all gone to crap. Let's keep tanks in the same place where only less than 1% of the games population will ever be able to use one outside of some dungeons.
Thats alot of fun there. And loads of diversity and game satisfying play as long as only a few are allowed to play it of course
Nelson_Rebel wrote: »I've got a picture of itVaranisArano wrote: »Do you really think ZoS wants an AoE tank skill that goes against his "play as you want trademark"? They have changed even frost staff to make it able for tanking without adding an AoE skill.
Besides, that skill + tremorscales in PvP will be awful, with dune rippers popping up like sandworms in Arrakis
Paul: Stilgar, do we have wormsign?
Stilgar: Usul, we have wormsign the likes of which even God has never seen.
Between Tremorscale and Vanguard's Challenge, PVP is not ready for an AOE taunt.
Have battle spirit reduce taunt amount and internal cooldown. Coupled with the 5'meter range (and have it's range NOT affected by battle
spirit) It really would not be used in any major fights outside small grouplay. Your pvp is left unscathed
How do you reduce taunt amount? How do you reduce taunt from frost staff?
Maura_Neysa wrote: »VaranisArano wrote: »Maura_Neysa wrote: »Oh in that case you're just unaware of the rest of what tanks do. How often to you ever hear anyone beside the tank calling out a fight, and those are just the mechanics we can't do anything about. A good tank is stopping/controlling every possible mechanic they can from happening to anyone else besides them through interrupts or enemy positioning.
For example Tree-Minder Na-Kesh.
- You have totems, Amberplasm and the statue to call out.
- Stone(whatever) NPCs that will one-shot DPS, archers to gather up so the DPS can AOE them down,
- Tree Minders and Chudans frontal AOEs to control. Xal-Nur constant charging to call out. At least now his charge doesn't negate the taunt anymore, Up until Horns, it wiped taunt.
- You're own health to watch (Healer gets silenced), your stamina (Which takes specific actions to restore or you leave yourself wide open)
Relax. I don't disagree with you.
If you want to know what I think about tanking, look here on the Tanking University thread. https://forums.elderscrollsonline.com/en/discussion/377221/tanking-university
Or how I usually pithily describe the job of a tank:
The basic job of a tank is to taunt the boss, hold boss aggro, and don't die. If you can do that, you are a tank.
A good tank taunts the boss, holds, boss aggro, doesn't die, holds the boss more or less still, debuffs the boss, buffs the group, and provides crowd control.
I don't disagree with you. Good tanking is not a no brainer job. I also think that there's no need for an AOE taunt, which would effectively turn tanks into aoe taunting-permablockers which I think is boring. So...chill out with the assumption that I don't understand tanking. If I have not been entirely clear, I'm sorry, but we are in fundamental agreement here.
@VaranisArano saying slot a taunt and don’t die is the equivalent of saying slot Breath of Life and spam it and you’re a healer, or slot Snipe and spam it and you’re DPS. While technically right, it’s still annoying AF if that’s what you roll on the Random Dungeons que.