So you are saying that the loot drop is not based on dps?
Every time i bring an high dps to those fights i get loot 100% of the time when i play around a swarm of players. Its easy to see the difference when you are playing another role like tank in the same situation, usually you will not get loot and i cant understand why so could you explain how this system is set up, is it based of nr of interactions with the boss?
Peekachu99 wrote: »Leadership is a personality trait and has very little to do with modifiers to mechanics.
"leadership" doesn't keep you alive, though. By that logic any light armor DPS could take on the role of tank.
This is starting to annoy me so much that i just have to complain now.
When you are fighting a boss with your friends and you are tanking it you as a tank usually never get loot from the bosses because you have too low damage, only 12 players will get loot from certain bosses like world bosses or Molag-Bal in IC for example.
As a tank its your job to tank the damage away from your group, you have the boss on you the whole time and take almost all the damage from him and do minimal damage.
As a result you will not get anything for your effort in terms of loot because the top 12 damage dealers will only get something for their effort.
Can you please change this system because this is not fair at all for healers and tanks who are not focusing on damage but focusing on keeping the group alive.
@ZOS_GinaBruno
Peekachu99 wrote: »Leadership is a personality trait and has very little to do with modifiers to mechanics.
"leadership" doesn't keep you alive, though. By that logic any light armor DPS could take on the role of tank.
Yamakaziing wrote: »Pve tanks need to go back to simply having high resists to tank everything. Dodge rolling and having to block through heavy attacks for 20k with 35k resists is so dumb. What is the point of being a tank if you get one shorted by one simple mistake. Dps and healers get one shorted not tanks. And also should not be as simple as torugs and ebons. That should not be better than high resists and damage reducing. Makes no sense at all. People say I'm whining. But I say no tank should have to constantly sit there and hold block through everything when clearly they keep nerfing it. They are supposed to take all the damage and taunt! Not run away from everything red because if thy don't the get half their health taken away. That's not being a tank. Connecting the two with pvp and pve is a big mistake
Yamakaziing wrote: »omg too many of you thinking these mechanics are good.thats not boring at all! You are constantly apply taunts healing/debuffing and keeping enemies away from your allies. To also have to avoid one shots for no reason other than trying to make it a bit more difficult to get the sets you need for pvp is ridiculous.
Yamakaziing wrote: »omg too many of you thinking these mechanics are good.thats not boring at all! You are constantly apply taunts healing/debuffing and keeping enemies away from your allies. To also have to avoid one shots for no reason other than trying to make it a bit more difficult to get the sets you need for pvp is ridiculous.
VaranisArano wrote: »Yamakaziing wrote: »omg too many of you thinking these mechanics are good.thats not boring at all! You are constantly apply taunts healing/debuffing and keeping enemies away from your allies. To also have to avoid one shots for no reason other than trying to make it a bit more difficult to get the sets you need for pvp is ridiculous.
As someone who mains a tank, yeah, I think that mechanics are good.
Admittedly, I main a magDK tank for normal and vet dungeons so I can't speak to trials tanking. I also have the benefit of having the DK's crowd control options like talons and chains. So I typically am not constantly applying taunts more than the basic Pierce Armor every 15 seconds, but I am constantly providing crowd control. I did use more taunts in the HotR dungeons, just because it was easier to use Inner Fire to focus the beefier adds on me.
For the harder normal and Veteran dungeons, tanking is still a matter of knowing what you have to block/taunt as opposed to blocking or taunting everything. Just like a DPS knows which adds have to go down fast, a tank knows which enemies to crowd control. Just like a DPS learns which AOEs to roll out of or which boss attacks to block, a tank knows when to block/bash/interrupt. I know that I need to block early on Selene's Bear attack, or she'll one-shot me. I know to dance out of the Lava Queen's fire streams or I'll die fast. I know that on Falkreath Hold, the minotaurs in the trash mob are my job to hold because the DPS I run with can't go toe to toe with them like I can and I don't see anything wrong with expecting me to block/bash/interrupt even on "trash mobs" as well as boss fights.
Tanking is rarely passive. I don't mind having to stay alert and quick to respond on my tank. I've never felt too squishy with my full resistances and Ebon Armory gear, but I have felt like I needed to be paying attention and playing smart on harder content. In my opinion, that's a good thing.
(I also PVP and in fact just farmed Falkreath Hold for pvp gear for a stam warden. Being good at PVP does not preclude players from being good at PVE. If a PVP player doesn't want to invest the time/experience to get better at PVE, I don't think PVE content should be made easier for them, any more than I'm in favor of nerfing PVP for PVE players who don't want to put in the time/experience to get better at PVP.)
VaranisArano wrote: »Yamakaziing wrote: »omg too many of you thinking these mechanics are good.thats not boring at all! You are constantly apply taunts healing/debuffing and keeping enemies away from your allies. To also have to avoid one shots for no reason other than trying to make it a bit more difficult to get the sets you need for pvp is ridiculous.
As someone who mains a tank, yeah, I think that mechanics are good.
Admittedly, I main a magDK tank for normal and vet dungeons so I can't speak to trials tanking. I also have the benefit of having the DK's crowd control options like talons and chains. So I typically am not constantly applying taunts more than the basic Pierce Armor every 15 seconds, but I am constantly providing crowd control. I did use more taunts in the HotR dungeons, just because it was easier to use Inner Fire to focus the beefier adds on me.
For the harder normal and Veteran dungeons, tanking is still a matter of knowing what you have to block/taunt as opposed to blocking or taunting everything. Just like a DPS knows which adds have to go down fast, a tank knows which enemies to crowd control. Just like a DPS learns which AOEs to roll out of or which boss attacks to block, a tank knows when to block/bash/interrupt. I know that I need to block early on Selene's Bear attack, or she'll one-shot me. I know to dance out of the Lava Queen's fire streams or I'll die fast. I know that on Falkreath Hold, the minotaurs in the trash mob are my job to hold because the DPS I run with can't go toe to toe with them like I can and I don't see anything wrong with expecting me to block/bash/interrupt even on "trash mobs" as well as boss fights.
Tanking is rarely passive. I don't mind having to stay alert and quick to respond on my tank. I've never felt too squishy with my full resistances and Ebon Armory gear, but I have felt like I needed to be paying attention and playing smart on harder content. In my opinion, that's a good thing.
(I also PVP and in fact just farmed Falkreath Hold for pvp gear for a stam warden. Being good at PVP does not preclude players from being good at PVE. If a PVP player doesn't want to invest the time/experience to get better at PVE, I don't think PVE content should be made easier for them, any more than I'm in favor of nerfing PVP for PVE players who don't want to put in the time/experience to get better at PVP.)
VaranisArano wrote: »Yamakaziing wrote: »omg too many of you thinking these mechanics are good.thats not boring at all! You are constantly apply taunts healing/debuffing and keeping enemies away from your allies. To also have to avoid one shots for no reason other than trying to make it a bit more difficult to get the sets you need for pvp is ridiculous.
As someone who mains a tank, yeah, I think that mechanics are good.
Admittedly, I main a magDK tank for normal and vet dungeons so I can't speak to trials tanking. I also have the benefit of having the DK's crowd control options like talons and chains. So I typically am not constantly applying taunts more than the basic Pierce Armor every 15 seconds, but I am constantly providing crowd control. I did use more taunts in the HotR dungeons, just because it was easier to use Inner Fire to focus the beefier adds on me.
For the harder normal and Veteran dungeons, tanking is still a matter of knowing what you have to block/taunt as opposed to blocking or taunting everything. Just like a DPS knows which adds have to go down fast, a tank knows which enemies to crowd control. Just like a DPS learns which AOEs to roll out of or which boss attacks to block, a tank knows when to block/bash/interrupt. I know that I need to block early on Selene's Bear attack, or she'll one-shot me. I know to dance out of the Lava Queen's fire streams or I'll die fast. I know that on Falkreath Hold, the minotaurs in the trash mob are my job to hold because the DPS I run with can't go toe to toe with them like I can and I don't see anything wrong with expecting me to block/bash/interrupt even on "trash mobs" as well as boss fights.
Tanking is rarely passive. I don't mind having to stay alert and quick to respond on my tank. I've never felt too squishy with my full resistances and Ebon Armory gear, but I have felt like I needed to be paying attention and playing smart on harder content. In my opinion, that's a good thing.
(I also PVP and in fact just farmed Falkreath Hold for pvp gear for a stam warden. Being good at PVP does not preclude players from being good at PVE. If a PVP player doesn't want to invest the time/experience to get better at PVE, I don't think PVE content should be made easier for them, any more than I'm in favor of nerfing PVP for PVE players who don't want to put in the time/experience to get better at PVP.)
Totally agree with that. A tank that perma-blocks isn't needed anywhere in the game except a few isolated instances like vAA when you have 5+ axes. I never set out to minimize my block cost and ignore every other stats like some "gurus" advise new players. In fact, tanking with PuGs for my 1st year in the game I learned to self sustain stamina and magicka, heal myself, keep aggro and full buffs and debuffs, and outlast everybody else (they died to avoidable AoEs) then resurrect them with all the mobs beating on me. Those PuGs rarely had a fully functioning healer: to some people I had to provide non-set, dropped healing staves, and instruct them where to find shards or elemental drain in their skill tree. And some of those were already at Veteran rank back in the day. Not to mention the heavy armor "DD"s spamming magicka and stamina skills at the same time, then getting pissed at me for criticizing their build: "u elitist bruh, I have 15K tooltip on sinpe!1!1!1!".
For normal dungeons a tank is not necessary. You can simply get any stamina 2H character and spam brawler, and be almost immune to any damage and keep aggro at the same time trough DoTs. For magicka just slot Harness Magicka (or Hardened Ward on sorcerer), put a few ground based DoT AoE, and only taunt the boss with Inner Rage (I put that instead of Inner Light on my front bar). I "tanked" numerous dungeons with that setup. I did normal Bloodroot Forge with my Magicka Sorcerer as tank, and I had no trouble carrying the whole group (>60% of DPS) as well as keeping aggro on bosses. I also tanked Ruins of Mazzatun on a medium armor 2W stamina NB, albeit I roll-dodged a lot (the secret is to do it in place, so the enemy stays in the AoEs), and relied on Deadly Cloak AoE damage reduction for survival. So there are plenty of ways to do it, without actully speccing for it.
Regarning PvP and "tanking", usually people don't spec for that either. Rather they have 1H+S on a bar, and 2H or staff on the other. Blocking alone has huge mitigation, even if you are in medium and even light armor, and battle spirit ensures you don't get one-shot, especially while blocking. If I were to farm IC with a group, I'd spec just like that: put some damage on the boss for loot, and be able to hold my own if the enemy zerg happens to come by. I find PvP very instructive for players, even if they mainly PvE: you need the skills anyway, especially if you play a support role on that caracter - in end game PvE you're basically worthless as healer or tank if you don't slot Aggressive Horn, Barrier comes in handy, Purge is a must in some trials, and even Magicka Aid passive is helpful if you want to stack high magicka recovery. Not to mention that Stamina players from 3/5 classes are basically dead without Vigor, and Caltrops make a big chunk of your DPS. Also PvP teaches abilities that are essential in end-game PvE: timely block, dodge, break CC. So I do agree that someone who's good in PvP will probably ace hard PvE content, like trials & vMA if they get the right build and gear, which isn't hard since with crafted gear only you can pull ~95% of the DPS you would pull with BiS dropped gear, using the same rotation.
People who say "I mainly PvP therefore I suck at PvE" are certainly just zerg surfers that learned nothing trough their long hours of play, some with multiple stars I've seen spamming snipe and light attacks from the middle of the group. If you can avoid, mitigate and damage coming from players that react in real time, and kill them you can certainly do the same for dumb, automated NPCs that usually don't react to your attacks, but have automatic attack sequences based on timer and/or health bar percentages. So if I see someone with PvP tresses and "Stormproof" title I'm almost certain he'll understand what to do in a dungeon, maybe die once or twice to some mechanic, but beat it the 3rd time.
I see the discussion as one about normal mode, which is designed to be done by anyone with at least a few functioning neurons between the ears. Of course, that can be frustrating too, if those are lacking, as I exemplified before. If a player frustrates the others by messing mechanics, and he doesn't abide by the advice you give him, the solution is to simply kick him, or leave the group if that fails. The frustration comes not from the difficulty of the content, which should test brains, rather than brawn to be interesting, but from the inability, and in many cases the unwillingness of some players to do the minimum in terms of listening to others or quickly opening a browser and checking the walk-trough.
And I stand by my words about aggro. When I do spec as tank, which I rarely do when I PuG since most DDs that queue can't kill anything, it suffices to damage the mob at the start, and keep some damage on it to keep aggro. I always do the pre-pull with a ground based DoT that positively draws all mobs to me, and only taunt the big ones: Volatile Armor, Cinder Storm, Razor Caltrops, Elemental Blockade, Gripping Shards, Refreshing Path all work. In most normal PuGs the bosses and mobs ignored the other players and targeted me almost exclusively, if I kept the DoTs on them, even if I didn't taunt.
The problem with fake tanks is not the gear, but rather their knowledge of the game. They do crap DPS, they don't know how to block or roll dodge, to keep aggro (even trough DoTs), and when they manage to, then they proceed to ruin it for everyone else by constantly kiting the target from your ground DoTs that make the bulk of the DPS on any build. And those are usually expensive to reapply. When they eat damage and keel over, after repeatedly failing to follow the directions I give in chat, I don't even bother wasting a gem on them, because they are not worth it. I'd rather solo a boss that stays on me and keeps eating that Endless Hail, Liquid Lightning or Blockade, than one that runs around like a headless chicken