Tormentor set bonus and Charge abilities not working

Mystrius_Archaion
Mystrius_Archaion
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I haven't tested them all, but I would assume Teleport Strike, and its morphs, are a "charge ability" since it works exactly like any other charge and closes the gap with the enemy along with some control, such as snare/stun/interrupt.
Teleport Strike does not trigger the taunt or the resistance buff from the Tormentor set.

@ZOS_Wrobel No "charge ability" even says "charge" in any clear-cut fashion so what makes an ability like Focused Charge or Shield Charge different than Teleport Strike? Does it really need to have "charge" in the name even if it is functionally identical?!
Please fix this so we have another option for tanking than being forced into one-hand and shield and being forced to be stamina or the undaunted skill Inner Fire which is lackluster honestly.

Edit: We would also all appreciate it if the AoE damage could also trigger the taunt, on the first tic for Lotus Fan since it is a DoT, as well so we could use one cast on big groups to clump them up for AoE. It's not like they're a threat, but it is useful and would make it different than Inner Fire.
Edited by Mystrius_Archaion on November 17, 2017 5:11AM
  • Masel
    Masel
    Class Representative
    I know this is old, but I'd like this fixed as well. Was really really disappointed when I noticed it doesn't work.
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  • VaranisArano
    VaranisArano
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    Yes, it needs to be a charge to proc Tormentor, not just a gap closer. Also, its not an AOE taunt, so only the primary target gets the taunt.
  • Mystrius_Archaion
    Mystrius_Archaion
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    Yes, it needs to be a charge to proc Tormentor, not just a gap closer. Also, its not an AOE taunt, so only the primary target gets the taunt.

    Ok, so how do you define a "charge ability"? Is all that matters the name even if the character doesn't move, or maybe it heals instead of damages?
    What if we called Puncturing Sweep "Charge Sweep" instead? Would that mean it should proc tormentor and taunt then?
    What if we made Crystal Blast heal on top of the high damage all because the warden skill Arctic Blast heals also, just because of the similar name?

    You're arguing from the perspective of an easily changed name of a skill. I'm arguing from the functional mechanics point of view for identically functioning skills.


    Edit:
    Why do I bother when the "name is everything" people do not listen?
    I'm comparing apples to apples and they want to say "'granny smith apples' and 'red delicious apples' do not both taste the same so therefore should not both be called apples".
    Edited by Mystrius_Archaion on January 4, 2018 10:27AM
  • VaranisArano
    VaranisArano
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    So you won't like this answer, but a "charge ability" is functionally defined right now as something that procs this set. Okay, okay, I know that's not helpful. Still, its an easy way to distinguish what ZOS does and does not consider "charging" the enemy.

    Judging by the answers in this thread: https://forums.elderscrollsonline.com/en/discussion/239450/charge-abilities-tormentor-set

    The charge abilities are when the player actually charges to the enemy, but not merely a gap closer like teleport strike or DK chains.

    Here's some additional testing:
    https://www.reddit.com/r/elderscrollsonline/comments/5qpn4l/has_anyone_tested_the_tormentor_set_with_a/
    Confirmed working:
    Crit rush
    Shield charge
    Templar charge (both morphs however Explosive charge only taunts primary target (one that takes primary damage).

    Again, another discussion: https://forums.elderscrollsonline.com/en/discussion/279341/what-abilities-are-considered-charge-abilities
    Working: Critical Charge, Shield Charge, Focused Charge

    For Pounce: https://forums.elderscrollsonline.com/en/discussion/215373/does-pounce-count-as-a-charge-ability-for-the-tormentor-set
    working: One hand and shield counts, Two Hander counts, Templar class closer counts, Werewolves jump counts
    There was an interesting rule of thumb that I have no way of testing because I'm not going to bother gathering the pieces of the set to test for you.
    As a basic rule of thumb if your gap closer is stopped by roots it's an charge if you can gap closer with a root on you as Nightblades can it's in a different category. Hope this helps.


    So the answer I'm finding is that teleport strike appears to be treating by the game as a "teleport" similar to Bolt Escape and thus does not proc Tormentor as opposed to abilities like Critical Charge (2-handed), Shield Charge (1-hand & shield), Focused Charge (templar), or Pounce (werewolf).

    If you find ZOS' wording to be unclear or confusing about what is or is not a charge, by all means complain at them. However, the fact that Teleport Strike and Bolt Escape and DK chains don't proc Tormentor is a pretty clear indication that ZOS distinguishes between all gap-closers and specific abilities to "charge" at the enemy. Functionally, only some things actually count as a "charge" in game and this set is the way to tell us which abilities count.

    I couldn't care less if they change this set to include more gap-closers. As long as they balanced the inevitably PVP tremorscale procs for the new taunts, I think it'd be a fine addition to tanking for more classes. However, you'll have to convince ZOS that teleports and other types of gap closers should all count as charging the emeny.
  • Foxpaw93_ESO
    Foxpaw93_ESO
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    The tormentor set not proccing for anything but sword & board and just another tool for the already broken Templar class is usually the first introduction to disappointment as a tank in ESO. It is the illusion of play how you want for a lot of new players and it seems any time im in the dungeon someone ends up discovering its limitations and being disappointed.

    whether it is intended or not- it brings up that core concept of play how you want. Except you can't. Aggro is one of those mechanics they just havent touched since launch and part of the reason there is such a lack of tanks. Because in part there is technically only one weapon you are allowed to use and after x years of being live people have gotten bored of it.There is no duel weilding rogue who can parry and dodge in a tank role. No ability to play out the 2handed sword Arthas fantasy or some mage who fights on the front lines with protective wards.

    I believe this comes from a lack of creative solutions. When faced with something like "dodge rating" we see zenimax avoid the problems dodge caused not by rethinking how to work into their world, but by merely scrapping it.

    I hope they think to at least rework the base classes and follow suit with how the handled the necromancer and warden, which can fit into any role as hybrid classes. It fees like they tried to stsrt doing this but stopped halfway. I would say take it further and rework weapons even. Allow the player to be the hero they want within the elder scrolls universe.

  • ZOS_Lunar
    ZOS_Lunar
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