paulsimonps wrote: »Going against the meta just to go against the meta... Well yea, you can do it, I mean I did say there was a difference between clearing content and doing so as best and fast as possible. But you do know that by doing so you are also preventing everyone in your group from achieving their max potential right? Which is probably why most won't let you go in with just any set up in Trials. Doing it differently "just cause" sounds like a bad idea, but you do you. I mean I guess it can be fun, but I don't see the appeal in choosing a play style that instead of boost your abilities, diminishes you abilities.
Also Max Stamina will not save you from running out of stamina on long boss fights. Max Stamina does not increase the amount of resources gained from Heavy Attacks, Constitution, Helping Hand, Battle Roar, Potions, Shards or Orbs. These are the things that matter, sure you get slightly more from Undaunted Command but that won't make or break your blocking. Learning when to drop block and to use your abilities at the right time and not to early is the way to achieve great stamina sustain. Your stamina gives you a bigger buffer to work with and can help in some situations, and obviously to little stamina is a thing, but one should not be trying to push every little bit of stamina they can out of their gear and skill choices in the hopes of making it easier to perma block.
Personally won't be getting any more stamina than I already have, think I am gonna be just fine. A bit of a transition period for sure with how long my stamina will last but with more reliable synergies and knowing when to drop block, I won't have to change much if anything.
Now to the video it was the fact I do not play the meta live does not mean I do not use it to test other ideas
@Nolic1
Even with this here you said , I honestly don't understand why you want to make an obviously weaker build . You can still make a proper build that can compete with meta . You don't have to gimp the group that much just to play your own style . I mean , when I first completed the 5th platform nuke on Rakkhat HM , I was using a build that is far from what people considered meta during that time . Did I prove it to be as effective as meta builds ? Hell yes . There were only a few groups that done it back then and I was one of them , playing with an absurd build . If you want me to believe that your build is as effective as meta , show me some videos and scores . I am gonna be honest here . I took me about a month to make a proper Warden Main Tank build . I was raiding with different gear and CP setups everytime to find what works best . That build has proven itself in leaderboards . When you publish 10 end-game tank builds for a patch that is not even out yet , that makes me doubt these tests you are doing . Especially the ones that makes you think higher Max Stamina gives more sustain .usmcjdking wrote: »
Any class can permablock.
Any. Class.
Some classes require more effort and direct customization towards being able to do it - but any class can do it and to say otherwise is patently false.
I was referring to his reasoning for people choosing DK over other classes . Not the ''any class can permablock'' part . I thought this was very clear but whatever ^^
paulsimonps wrote: »Going against the meta just to go against the meta... Well yea, you can do it, I mean I did say there was a difference between clearing content and doing so as best and fast as possible. But you do know that by doing so you are also preventing everyone in your group from achieving their max potential right? Which is probably why most won't let you go in with just any set up in Trials. Doing it differently "just cause" sounds like a bad idea, but you do you. I mean I guess it can be fun, but I don't see the appeal in choosing a play style that instead of boost your abilities, diminishes you abilities.
Also Max Stamina will not save you from running out of stamina on long boss fights. Max Stamina does not increase the amount of resources gained from Heavy Attacks, Constitution, Helping Hand, Battle Roar, Potions, Shards or Orbs. These are the things that matter, sure you get slightly more from Undaunted Command but that won't make or break your blocking. Learning when to drop block and to use your abilities at the right time and not to early is the way to achieve great stamina sustain. Your stamina gives you a bigger buffer to work with and can help in some situations, and obviously to little stamina is a thing, but one should not be trying to push every little bit of stamina they can out of their gear and skill choices in the hopes of making it easier to perma block.
Personally won't be getting any more stamina than I already have, think I am gonna be just fine. A bit of a transition period for sure with how long my stamina will last but with more reliable synergies and knowing when to drop block, I won't have to change much if anything.
One never said I was against the meta I do not play the meta cause it offers me nothing I want to play. As for everything else I am only here to offer ideas nothing more if you do not like my choice in what I play go find like minded people to play with.
As for the rest of your comment do you all have to keep pushing this idea I do not know the meta cause repeating the same stuff is not going to change my idea of the game its making you look like a bully forcing me into something I do not want to do. And here again lies the problem with every end game meta player and none meta player so can we just stop and let this go and get back on topic of how to make the block cost work.
So you know I did test it and with a 23k stam I was able to hold the block down and still do all the things listed above and was fine tanking with perma block thanks to the help of others. With the cost going up to 336 you could maybe get away with it being 20k but I like a cushion to fall back on.
Permablock is only a feature available to some classes, DK mainly, and potentially warden. It looks like the latter will no longer be perma blocking after this patch which may well leave only DK. If ZOS want to stop permablocking they should only tweak the classes that can still do it. NB used to be able to perma block, but Morrowind changed that because a class skill was changed. Sorcs can't because they have a cast time on stamina regen. The crazy thing was my DK got better sustain from the class changes in morrowid! The forum is complaining about PVP perma blocking DK's and the fix is looking like it will be one that wil mainly affect all classes in PVE?
Honestly, I think perma blocking is/was fine, at least in PVE, but there should be sacrifices. Like increased cost of skills you 'block cast' or wearing a set that has a 5 piece that helps in some way (be either through reduced block cost, pooling the cost between mag/stam, etc) This would go quite a way to remove the expectation of tanks to be wearing DPS support sets too.
Tanking should be a lot more fun than it is. There needs to be greater balance between he classes, I really hope we'll see a class get a skill tree split today.
Any class can perma block its that the DK Iron skin gives more in block damage that it why so many play them. As for a sorc adjust the stamina pool and you can perma block just like the DK you will take 10% more damage is all. The reason for Argonian is there passive for potions makes it easier with the lower stam and magicka to manage the lower resource pools along with some of the other passives. Woeler tanks with a Khajitt DK with the same meta set up many others do and does it fine with a 35k hp and 17k stam and 17k magicka.
As for Block Casting costing more no what they need to look into is changing the mechanics for how often we have to block things to a lesser degree so we can have time to manage resources on tanks like through heavy attacks and such. But I think we will not see that till the next major update when we could see changes in alot of other things because by then it will have been a 1 year sense Morrowind which would of given them time to gather alot more data and have time to adjust things accordingly or at least thats what I am hoping they do.
The more I read this meta tanking the more sounds like it's some kind of Godlike creature. Like you have to do things so precisely and timed if you miss with 0.00000001 seconds the whole group will wipe. Please tell me it's not true and these experienced tanks just want some attention.
(I've never tanked vet trials yet so keep your flame for yourself)
Been said the whole permablocking is rubbish, shouldn't be a thing. End of story. ZOS should rework some mechanics to make tanking a fun "job". I played tanks in other MMOs and they were a lot of fun, here I liked also very much and I played as an active tank, means I tried to block at the right time, not perma holding the block. Yes sometimes I made bad timing so I flew back, happens. Since I'm up to 50k+ Health I had the luxury to be able to take 1-2 hits. While so many tanks died from some bosses I still had 5-20k HP and I was ok and could ress all the member if they died. I'm not a pro tank, nor some super experienced but hell I want to tank for fun, not for some kind of meta boring let's hold block as long as you can. The only thing made it interesting that I was running around and took all the trashes, otherwise just take the big mobs and bosses and hold block. So boring. ZOS is right, should end this permablock thing in PvP and PvE also. Garbage, rubbish, end it, rework mechanics, rework tanks.
You guys don't see this or just blindfolded because of you used to this boring tanking? And wearing Alkosh not a tanking set is another ridiculous move. Call me selfish wearing tanking sets. Alkosh shouldn't be a thing either. There must be a support tank set but not Alkosh.
Permablock is only a feature available to some classes, DK mainly, and potentially warden. It looks like the latter will no longer be perma blocking after this patch which may well leave only DK. If ZOS want to stop permablocking they should only tweak the classes that can still do it. NB used to be able to perma block, but Morrowind changed that because a class skill was changed. Sorcs can't because they have a cast time on stamina regen. The crazy thing was my DK got better sustain from the class changes in morrowid! The forum is complaining about PVP perma blocking DK's and the fix is looking like it will be one that wil mainly affect all classes in PVE?
Honestly, I think perma blocking is/was fine, at least in PVE, but there should be sacrifices. Like increased cost of skills you 'block cast' or wearing a set that has a 5 piece that helps in some way (be either through reduced block cost, pooling the cost between mag/stam, etc) This would go quite a way to remove the expectation of tanks to be wearing DPS support sets too.
Tanking should be a lot more fun than it is. There needs to be greater balance between he classes, I really hope we'll see a class get a skill tree split today.
Any class can perma block its that the DK Iron skin gives more in block damage that it why so many play them. As for a sorc adjust the stamina pool and you can perma block just like the DK you will take 10% more damage is all. The reason for Argonian is there passive for potions makes it easier with the lower stam and magicka to manage the lower resource pools along with some of the other passives. Woeler tanks with a Khajitt DK with the same meta set up many others do and does it fine with a 35k hp and 17k stam and 17k magicka.
As for Block Casting costing more no what they need to look into is changing the mechanics for how often we have to block things to a lesser degree so we can have time to manage resources on tanks like through heavy attacks and such. But I think we will not see that till the next major update when we could see changes in alot of other things because by then it will have been a 1 year sense Morrowind which would of given them time to gather alot more data and have time to adjust things accordingly or at least thats what I am hoping they do.
There is a lot of info here that doesn't quite hit the mark. No, any class cannot perma-block in hard situations (nobody really cares about the easy stuff), and DK's using earthen heart to get stam back while holding block adds to their ability to do so. What ZoS needs to do is add little ways to allow for every class to work for stam while blocking besides squeezing in heavies (as it's no always do-able).
And, Woeler is a good tank, but a horrible example to use in situations like this. It's a cakewalk to tank for a high-end group vs. your everyday raid team or group. Anyone that has ever tanked with a wide variety of players of different skills can tell you how easy it is to tank for a super group vs. even an average/good one (not even going to say a bad group). Talk to tanks that are working with groups to just now clear vAS HM and not the guys that probably did it in the first couple weeks - those are the tanks that have to deal with real resource management.
I do agree they need to look into the mechanics of fights that require perma-block situations though, but I doubt they will.
usmcjdking wrote: »paulsimonps wrote: »Going against the meta just to go against the meta... Well yea, you can do it, I mean I did say there was a difference between clearing content and doing so as best and fast as possible. But you do know that by doing so you are also preventing everyone in your group from achieving their max potential right? Which is probably why most won't let you go in with just any set up in Trials. Doing it differently "just cause" sounds like a bad idea, but you do you. I mean I guess it can be fun, but I don't see the appeal in choosing a play style that instead of boost your abilities, diminishes you abilities.
Also Max Stamina will not save you from running out of stamina on long boss fights. Max Stamina does not increase the amount of resources gained from Heavy Attacks, Constitution, Helping Hand, Battle Roar, Potions, Shards or Orbs. These are the things that matter, sure you get slightly more from Undaunted Command but that won't make or break your blocking. Learning when to drop block and to use your abilities at the right time and not to early is the way to achieve great stamina sustain. Your stamina gives you a bigger buffer to work with and can help in some situations, and obviously to little stamina is a thing, but one should not be trying to push every little bit of stamina they can out of their gear and skill choices in the hopes of making it easier to perma block.
Personally won't be getting any more stamina than I already have, think I am gonna be just fine. A bit of a transition period for sure with how long my stamina will last but with more reliable synergies and knowing when to drop block, I won't have to change much if anything.
One never said I was against the meta I do not play the meta cause it offers me nothing I want to play. As for everything else I am only here to offer ideas nothing more if you do not like my choice in what I play go find like minded people to play with.
As for the rest of your comment do you all have to keep pushing this idea I do not know the meta cause repeating the same stuff is not going to change my idea of the game its making you look like a bully forcing me into something I do not want to do. And here again lies the problem with every end game meta player and none meta player so can we just stop and let this go and get back on topic of how to make the block cost work.
So you know I did test it and with a 23k stam I was able to hold the block down and still do all the things listed above and was fine tanking with perma block thanks to the help of others. With the cost going up to 336 you could maybe get away with it being 20k but I like a cushion to fall back on.
MetaPermablock is only a feature available to some classes, DK mainly, and potentially warden. It looks like the latter will no longer be perma blocking after this patch which may well leave only DK. If ZOS want to stop permablocking they should only tweak the classes that can still do it. NB used to be able to perma block, but Morrowind changed that because a class skill was changed. Sorcs can't because they have a cast time on stamina regen. The crazy thing was my DK got better sustain from the class changes in morrowid! The forum is complaining about PVP perma blocking DK's and the fix is looking like it will be one that wil mainly affect all classes in PVE?
Honestly, I think perma blocking is/was fine, at least in PVE, but there should be sacrifices. Like increased cost of skills you 'block cast' or wearing a set that has a 5 piece that helps in some way (be either through reduced block cost, pooling the cost between mag/stam, etc) This would go quite a way to remove the expectation of tanks to be wearing DPS support sets too.
Tanking should be a lot more fun than it is. There needs to be greater balance between he classes, I really hope we'll see a class get a skill tree split today.
Any class can perma block its that the DK Iron skin gives more in block damage that it why so many play them. As for a sorc adjust the stamina pool and you can perma block just like the DK you will take 10% more damage is all. The reason for Argonian is there passive for potions makes it easier with the lower stam and magicka to manage the lower resource pools along with some of the other passives. Woeler tanks with a Khajitt DK with the same meta set up many others do and does it fine with a 35k hp and 17k stam and 17k magicka.
As for Block Casting costing more no what they need to look into is changing the mechanics for how often we have to block things to a lesser degree so we can have time to manage resources on tanks like through heavy attacks and such. But I think we will not see that till the next major update when we could see changes in alot of other things because by then it will have been a 1 year sense Morrowind which would of given them time to gather alot more data and have time to adjust things accordingly or at least thats what I am hoping they do.
There is a lot of info here that doesn't quite hit the mark. No, any class cannot perma-block in hard situations (nobody really cares about the easy stuff), and DK's using earthen heart to get stam back while holding block adds to their ability to do so. What ZoS needs to do is add little ways to allow for every class to work for stam while blocking besides squeezing in heavies (as it's no always do-able).
And, Woeler is a good tank, but a horrible example to use in situations like this. It's a cakewalk to tank for a high-end group vs. your everyday raid team or group. Anyone that has ever tanked with a wide variety of players of different skills can tell you how easy it is to tank for a super group vs. even an average/good one (not even going to say a bad group). Talk to tanks that are working with groups to just now clear vAS HM and not the guys that probably did it in the first couple weeks - those are the tanks that have to deal with real resource management.
I do agree they need to look into the mechanics of fights that require perma-block situations though, but I doubt they will.
This notion that no other class but DK can permablock is so ridiculously false - why do people keep repeating it?
Doctordarkspawn wrote: »Mostly just posting to get rid of the forum glitch where it keeps trying to make me doublepost, but I will say this.
If you look through the battlemasters corner, you'll find a tank build a little further down that was a saptank that actually didn't use a sword an dshield. It taunted with the undaunted taunt, but mitigated damage completely through stacking heal over time effects.
It's not like the game cant do it, it's been possible in the past. It's just the designers refuse to give us the tools and encourage it.
paulsimonps wrote: »The more I read this meta tanking the more sounds like it's some kind of Godlike creature. Like you have to do things so precisely and timed if you miss with 0.00000001 seconds the whole group will wipe. Please tell me it's not true and these experienced tanks just want some attention.
(I've never tanked vet trials yet so keep your flame for yourself)
Been said the whole permablocking is rubbish, shouldn't be a thing. End of story. ZOS should rework some mechanics to make tanking a fun "job". I played tanks in other MMOs and they were a lot of fun, here I liked also very much and I played as an active tank, means I tried to block at the right time, not perma holding the block. Yes sometimes I made bad timing so I flew back, happens. Since I'm up to 50k+ Health I had the luxury to be able to take 1-2 hits. While so many tanks died from some bosses I still had 5-20k HP and I was ok and could ress all the member if they died. I'm not a pro tank, nor some super experienced but hell I want to tank for fun, not for some kind of meta boring let's hold block as long as you can. The only thing made it interesting that I was running around and took all the trashes, otherwise just take the big mobs and bosses and hold block. So boring. ZOS is right, should end this permablock thing in PvP and PvE also. Garbage, rubbish, end it, rework mechanics, rework tanks.
You guys don't see this or just blindfolded because of you used to this boring tanking? And wearing Alkosh not a tanking set is another ridiculous move. Call me selfish wearing tanking sets. Alkosh shouldn't be a thing either. There must be a support tank set but not Alkosh.
Why, cause its medium armor? Would you think of it as a thing that shouldn't be if it was heavy?
usmcjdking wrote: »paulsimonps wrote: »Going against the meta just to go against the meta... Well yea, you can do it, I mean I did say there was a difference between clearing content and doing so as best and fast as possible. But you do know that by doing so you are also preventing everyone in your group from achieving their max potential right? Which is probably why most won't let you go in with just any set up in Trials. Doing it differently "just cause" sounds like a bad idea, but you do you. I mean I guess it can be fun, but I don't see the appeal in choosing a play style that instead of boost your abilities, diminishes you abilities.
Also Max Stamina will not save you from running out of stamina on long boss fights. Max Stamina does not increase the amount of resources gained from Heavy Attacks, Constitution, Helping Hand, Battle Roar, Potions, Shards or Orbs. These are the things that matter, sure you get slightly more from Undaunted Command but that won't make or break your blocking. Learning when to drop block and to use your abilities at the right time and not to early is the way to achieve great stamina sustain. Your stamina gives you a bigger buffer to work with and can help in some situations, and obviously to little stamina is a thing, but one should not be trying to push every little bit of stamina they can out of their gear and skill choices in the hopes of making it easier to perma block.
Personally won't be getting any more stamina than I already have, think I am gonna be just fine. A bit of a transition period for sure with how long my stamina will last but with more reliable synergies and knowing when to drop block, I won't have to change much if anything.
One never said I was against the meta I do not play the meta cause it offers me nothing I want to play. As for everything else I am only here to offer ideas nothing more if you do not like my choice in what I play go find like minded people to play with.
As for the rest of your comment do you all have to keep pushing this idea I do not know the meta cause repeating the same stuff is not going to change my idea of the game its making you look like a bully forcing me into something I do not want to do. And here again lies the problem with every end game meta player and none meta player so can we just stop and let this go and get back on topic of how to make the block cost work.
So you know I did test it and with a 23k stam I was able to hold the block down and still do all the things listed above and was fine tanking with perma block thanks to the help of others. With the cost going up to 336 you could maybe get away with it being 20k but I like a cushion to fall back on.
MetaPermablock is only a feature available to some classes, DK mainly, and potentially warden. It looks like the latter will no longer be perma blocking after this patch which may well leave only DK. If ZOS want to stop permablocking they should only tweak the classes that can still do it. NB used to be able to perma block, but Morrowind changed that because a class skill was changed. Sorcs can't because they have a cast time on stamina regen. The crazy thing was my DK got better sustain from the class changes in morrowid! The forum is complaining about PVP perma blocking DK's and the fix is looking like it will be one that wil mainly affect all classes in PVE?
Honestly, I think perma blocking is/was fine, at least in PVE, but there should be sacrifices. Like increased cost of skills you 'block cast' or wearing a set that has a 5 piece that helps in some way (be either through reduced block cost, pooling the cost between mag/stam, etc) This would go quite a way to remove the expectation of tanks to be wearing DPS support sets too.
Tanking should be a lot more fun than it is. There needs to be greater balance between he classes, I really hope we'll see a class get a skill tree split today.
Any class can perma block its that the DK Iron skin gives more in block damage that it why so many play them. As for a sorc adjust the stamina pool and you can perma block just like the DK you will take 10% more damage is all. The reason for Argonian is there passive for potions makes it easier with the lower stam and magicka to manage the lower resource pools along with some of the other passives. Woeler tanks with a Khajitt DK with the same meta set up many others do and does it fine with a 35k hp and 17k stam and 17k magicka.
As for Block Casting costing more no what they need to look into is changing the mechanics for how often we have to block things to a lesser degree so we can have time to manage resources on tanks like through heavy attacks and such. But I think we will not see that till the next major update when we could see changes in alot of other things because by then it will have been a 1 year sense Morrowind which would of given them time to gather alot more data and have time to adjust things accordingly or at least thats what I am hoping they do.
There is a lot of info here that doesn't quite hit the mark. No, any class cannot perma-block in hard situations (nobody really cares about the easy stuff), and DK's using earthen heart to get stam back while holding block adds to their ability to do so. What ZoS needs to do is add little ways to allow for every class to work for stam while blocking besides squeezing in heavies (as it's no always do-able).
And, Woeler is a good tank, but a horrible example to use in situations like this. It's a cakewalk to tank for a high-end group vs. your everyday raid team or group. Anyone that has ever tanked with a wide variety of players of different skills can tell you how easy it is to tank for a super group vs. even an average/good one (not even going to say a bad group). Talk to tanks that are working with groups to just now clear vAS HM and not the guys that probably did it in the first couple weeks - those are the tanks that have to deal with real resource management.
I do agree they need to look into the mechanics of fights that require perma-block situations though, but I doubt they will.
This notion that no other class but DK can permablock is so ridiculously false - why do people keep repeating it?
I suppose it's more accurate to say that no class can perma-block every situation the game (especially if they aren't in a build that is not completely focused on just that, but even so). But DK has an easier time of attempting it. You can say that's not accurate, but I'm talking vHM trials, vHM new dungeon stuff, etc. You know I tank on every class JD and you know I've tanked everything in the game from PvP to PvE HM stuff, I've seen plenty situations that cannot be perma-blocked and I've seen several situations that a non-dk would have trouble with on that road before a DK.
usmcjdking wrote: »paulsimonps wrote: »Going against the meta just to go against the meta... Well yea, you can do it, I mean I did say there was a difference between clearing content and doing so as best and fast as possible. But you do know that by doing so you are also preventing everyone in your group from achieving their max potential right? Which is probably why most won't let you go in with just any set up in Trials. Doing it differently "just cause" sounds like a bad idea, but you do you. I mean I guess it can be fun, but I don't see the appeal in choosing a play style that instead of boost your abilities, diminishes you abilities.
Also Max Stamina will not save you from running out of stamina on long boss fights. Max Stamina does not increase the amount of resources gained from Heavy Attacks, Constitution, Helping Hand, Battle Roar, Potions, Shards or Orbs. These are the things that matter, sure you get slightly more from Undaunted Command but that won't make or break your blocking. Learning when to drop block and to use your abilities at the right time and not to early is the way to achieve great stamina sustain. Your stamina gives you a bigger buffer to work with and can help in some situations, and obviously to little stamina is a thing, but one should not be trying to push every little bit of stamina they can out of their gear and skill choices in the hopes of making it easier to perma block.
Personally won't be getting any more stamina than I already have, think I am gonna be just fine. A bit of a transition period for sure with how long my stamina will last but with more reliable synergies and knowing when to drop block, I won't have to change much if anything.
One never said I was against the meta I do not play the meta cause it offers me nothing I want to play. As for everything else I am only here to offer ideas nothing more if you do not like my choice in what I play go find like minded people to play with.
As for the rest of your comment do you all have to keep pushing this idea I do not know the meta cause repeating the same stuff is not going to change my idea of the game its making you look like a bully forcing me into something I do not want to do. And here again lies the problem with every end game meta player and none meta player so can we just stop and let this go and get back on topic of how to make the block cost work.
So you know I did test it and with a 23k stam I was able to hold the block down and still do all the things listed above and was fine tanking with perma block thanks to the help of others. With the cost going up to 336 you could maybe get away with it being 20k but I like a cushion to fall back on.
MetaPermablock is only a feature available to some classes, DK mainly, and potentially warden. It looks like the latter will no longer be perma blocking after this patch which may well leave only DK. If ZOS want to stop permablocking they should only tweak the classes that can still do it. NB used to be able to perma block, but Morrowind changed that because a class skill was changed. Sorcs can't because they have a cast time on stamina regen. The crazy thing was my DK got better sustain from the class changes in morrowid! The forum is complaining about PVP perma blocking DK's and the fix is looking like it will be one that wil mainly affect all classes in PVE?
Honestly, I think perma blocking is/was fine, at least in PVE, but there should be sacrifices. Like increased cost of skills you 'block cast' or wearing a set that has a 5 piece that helps in some way (be either through reduced block cost, pooling the cost between mag/stam, etc) This would go quite a way to remove the expectation of tanks to be wearing DPS support sets too.
Tanking should be a lot more fun than it is. There needs to be greater balance between he classes, I really hope we'll see a class get a skill tree split today.
Any class can perma block its that the DK Iron skin gives more in block damage that it why so many play them. As for a sorc adjust the stamina pool and you can perma block just like the DK you will take 10% more damage is all. The reason for Argonian is there passive for potions makes it easier with the lower stam and magicka to manage the lower resource pools along with some of the other passives. Woeler tanks with a Khajitt DK with the same meta set up many others do and does it fine with a 35k hp and 17k stam and 17k magicka.
As for Block Casting costing more no what they need to look into is changing the mechanics for how often we have to block things to a lesser degree so we can have time to manage resources on tanks like through heavy attacks and such. But I think we will not see that till the next major update when we could see changes in alot of other things because by then it will have been a 1 year sense Morrowind which would of given them time to gather alot more data and have time to adjust things accordingly or at least thats what I am hoping they do.
There is a lot of info here that doesn't quite hit the mark. No, any class cannot perma-block in hard situations (nobody really cares about the easy stuff), and DK's using earthen heart to get stam back while holding block adds to their ability to do so. What ZoS needs to do is add little ways to allow for every class to work for stam while blocking besides squeezing in heavies (as it's no always do-able).
And, Woeler is a good tank, but a horrible example to use in situations like this. It's a cakewalk to tank for a high-end group vs. your everyday raid team or group. Anyone that has ever tanked with a wide variety of players of different skills can tell you how easy it is to tank for a super group vs. even an average/good one (not even going to say a bad group). Talk to tanks that are working with groups to just now clear vAS HM and not the guys that probably did it in the first couple weeks - those are the tanks that have to deal with real resource management.
I do agree they need to look into the mechanics of fights that require perma-block situations though, but I doubt they will.
This notion that no other class but DK can permablock is so ridiculously false - why do people keep repeating it?
I suppose it's more accurate to say that no class can perma-block every situation the game (especially if they aren't in a build that is not completely focused on just that, but even so). But DK has an easier time of attempting it. You can say that's not accurate, but I'm talking vHM trials, vHM new dungeon stuff, etc. You know I tank on every class JD and you know I've tanked everything in the game from PvP to PvE HM stuff, I've seen plenty situations that cannot be perma-blocked and I've seen several situations that a non-dk would have trouble with on that road before a DK.
Did you purposely not include the debuff or what?paulsimonps wrote: »The more I read this meta tanking the more sounds like it's some kind of Godlike creature. Like you have to do things so precisely and timed if you miss with 0.00000001 seconds the whole group will wipe. Please tell me it's not true and these experienced tanks just want some attention.
(I've never tanked vet trials yet so keep your flame for yourself)
Been said the whole permablocking is rubbish, shouldn't be a thing. End of story. ZOS should rework some mechanics to make tanking a fun "job". I played tanks in other MMOs and they were a lot of fun, here I liked also very much and I played as an active tank, means I tried to block at the right time, not perma holding the block. Yes sometimes I made bad timing so I flew back, happens. Since I'm up to 50k+ Health I had the luxury to be able to take 1-2 hits. While so many tanks died from some bosses I still had 5-20k HP and I was ok and could ress all the member if they died. I'm not a pro tank, nor some super experienced but hell I want to tank for fun, not for some kind of meta boring let's hold block as long as you can. The only thing made it interesting that I was running around and took all the trashes, otherwise just take the big mobs and bosses and hold block. So boring. ZOS is right, should end this permablock thing in PvP and PvE also. Garbage, rubbish, end it, rework mechanics, rework tanks.
You guys don't see this or just blindfolded because of you used to this boring tanking? And wearing Alkosh not a tanking set is another ridiculous move. Call me selfish wearing tanking sets. Alkosh shouldn't be a thing either. There must be a support tank set but not Alkosh.
Why, cause its medium armor? Would you think of it as a thing that shouldn't be if it was heavy?
No, because these:
(2 Items) Adds 833 Weapon Critical
(3 Items) Gain Minor Slayer at all times, increasing your damage done to Dungeon and Trial Monsters by 5%.
(4 Items) Adds 129 Weapon Damage
(5 Items) When you activate a synergy, you send a shockwave from your position that deals 1720 Physical Damage and an additional 12040 Physical Damage over 10 seconds.
paulsimonps wrote: »The more I read this meta tanking the more sounds like it's some kind of Godlike creature. Like you have to do things so precisely and timed if you miss with 0.00000001 seconds the whole group will wipe. Please tell me it's not true and these experienced tanks just want some attention.
(I've never tanked vet trials yet so keep your flame for yourself)
Been said the whole permablocking is rubbish, shouldn't be a thing. End of story. ZOS should rework some mechanics to make tanking a fun "job". I played tanks in other MMOs and they were a lot of fun, here I liked also very much and I played as an active tank, means I tried to block at the right time, not perma holding the block. Yes sometimes I made bad timing so I flew back, happens. Since I'm up to 50k+ Health I had the luxury to be able to take 1-2 hits. While so many tanks died from some bosses I still had 5-20k HP and I was ok and could ress all the member if they died. I'm not a pro tank, nor some super experienced but hell I want to tank for fun, not for some kind of meta boring let's hold block as long as you can. The only thing made it interesting that I was running around and took all the trashes, otherwise just take the big mobs and bosses and hold block. So boring. ZOS is right, should end this permablock thing in PvP and PvE also. Garbage, rubbish, end it, rework mechanics, rework tanks.
You guys don't see this or just blindfolded because of you used to this boring tanking? And wearing Alkosh not a tanking set is another ridiculous move. Call me selfish wearing tanking sets. Alkosh shouldn't be a thing either. There must be a support tank set but not Alkosh.
Why, cause its medium armor? Would you think of it as a thing that shouldn't be if it was heavy?
No, because these:
(2 Items) Adds 833 Weapon Critical
(3 Items) Gain Minor Slayer at all times, increasing your damage done to Dungeon and Trial Monsters by 5%.
(4 Items) Adds 129 Weapon Damage
(5 Items) When you activate a synergy, you send a shockwave from your position that deals 1720 Physical Damage and an additional 12040 Physical Damage over 10 seconds.
Did you purposely not include the debuff or what?paulsimonps wrote: »The more I read this meta tanking the more sounds like it's some kind of Godlike creature. Like you have to do things so precisely and timed if you miss with 0.00000001 seconds the whole group will wipe. Please tell me it's not true and these experienced tanks just want some attention.
(I've never tanked vet trials yet so keep your flame for yourself)
Been said the whole permablocking is rubbish, shouldn't be a thing. End of story. ZOS should rework some mechanics to make tanking a fun "job". I played tanks in other MMOs and they were a lot of fun, here I liked also very much and I played as an active tank, means I tried to block at the right time, not perma holding the block. Yes sometimes I made bad timing so I flew back, happens. Since I'm up to 50k+ Health I had the luxury to be able to take 1-2 hits. While so many tanks died from some bosses I still had 5-20k HP and I was ok and could ress all the member if they died. I'm not a pro tank, nor some super experienced but hell I want to tank for fun, not for some kind of meta boring let's hold block as long as you can. The only thing made it interesting that I was running around and took all the trashes, otherwise just take the big mobs and bosses and hold block. So boring. ZOS is right, should end this permablock thing in PvP and PvE also. Garbage, rubbish, end it, rework mechanics, rework tanks.
You guys don't see this or just blindfolded because of you used to this boring tanking? And wearing Alkosh not a tanking set is another ridiculous move. Call me selfish wearing tanking sets. Alkosh shouldn't be a thing either. There must be a support tank set but not Alkosh.
Why, cause its medium armor? Would you think of it as a thing that shouldn't be if it was heavy?
No, because these:
(2 Items) Adds 833 Weapon Critical
(3 Items) Gain Minor Slayer at all times, increasing your damage done to Dungeon and Trial Monsters by 5%.
(4 Items) Adds 129 Weapon Damage
(5 Items) When you activate a synergy, you send a shockwave from your position that deals 1720 Physical Damage and an additional 12040 Physical Damage over 10 seconds.
This is some next level arrogance
Sorry to burst your little bubble, but guess what, when you're doing trials you do it as a group, stop playing for yourself because of your own arrogance to wear a set because you don't want to adapt a playstyle, I don't care how harsh or elitist this comes across, but at least I and many other tanks are the ones playing as a team.Did you purposely not include the debuff or what?paulsimonps wrote: »The more I read this meta tanking the more sounds like it's some kind of Godlike creature. Like you have to do things so precisely and timed if you miss with 0.00000001 seconds the whole group will wipe. Please tell me it's not true and these experienced tanks just want some attention.
(I've never tanked vet trials yet so keep your flame for yourself)
Been said the whole permablocking is rubbish, shouldn't be a thing. End of story. ZOS should rework some mechanics to make tanking a fun "job". I played tanks in other MMOs and they were a lot of fun, here I liked also very much and I played as an active tank, means I tried to block at the right time, not perma holding the block. Yes sometimes I made bad timing so I flew back, happens. Since I'm up to 50k+ Health I had the luxury to be able to take 1-2 hits. While so many tanks died from some bosses I still had 5-20k HP and I was ok and could ress all the member if they died. I'm not a pro tank, nor some super experienced but hell I want to tank for fun, not for some kind of meta boring let's hold block as long as you can. The only thing made it interesting that I was running around and took all the trashes, otherwise just take the big mobs and bosses and hold block. So boring. ZOS is right, should end this permablock thing in PvP and PvE also. Garbage, rubbish, end it, rework mechanics, rework tanks.
You guys don't see this or just blindfolded because of you used to this boring tanking? And wearing Alkosh not a tanking set is another ridiculous move. Call me selfish wearing tanking sets. Alkosh shouldn't be a thing either. There must be a support tank set but not Alkosh.
Why, cause its medium armor? Would you think of it as a thing that shouldn't be if it was heavy?
No, because these:
(2 Items) Adds 833 Weapon Critical
(3 Items) Gain Minor Slayer at all times, increasing your damage done to Dungeon and Trial Monsters by 5%.
(4 Items) Adds 129 Weapon Damage
(5 Items) When you activate a synergy, you send a shockwave from your position that deals 1720 Physical Damage and an additional 12040 Physical Damage over 10 seconds.
This is some next level arrogance
Yes it was by purpose I missed the debuff out. As that itself won't make the set a tanking set. Could be a nice support set for stamina DDs but unfortunately lost it's purpose. But anyway so many good sets out there people are just not using since "Elites" are all about achievements and the game itself let these things happen.
usmcjdking wrote: »usmcjdking wrote: »paulsimonps wrote: »Going against the meta just to go against the meta... Well yea, you can do it, I mean I did say there was a difference between clearing content and doing so as best and fast as possible. But you do know that by doing so you are also preventing everyone in your group from achieving their max potential right? Which is probably why most won't let you go in with just any set up in Trials. Doing it differently "just cause" sounds like a bad idea, but you do you. I mean I guess it can be fun, but I don't see the appeal in choosing a play style that instead of boost your abilities, diminishes you abilities.
Also Max Stamina will not save you from running out of stamina on long boss fights. Max Stamina does not increase the amount of resources gained from Heavy Attacks, Constitution, Helping Hand, Battle Roar, Potions, Shards or Orbs. These are the things that matter, sure you get slightly more from Undaunted Command but that won't make or break your blocking. Learning when to drop block and to use your abilities at the right time and not to early is the way to achieve great stamina sustain. Your stamina gives you a bigger buffer to work with and can help in some situations, and obviously to little stamina is a thing, but one should not be trying to push every little bit of stamina they can out of their gear and skill choices in the hopes of making it easier to perma block.
Personally won't be getting any more stamina than I already have, think I am gonna be just fine. A bit of a transition period for sure with how long my stamina will last but with more reliable synergies and knowing when to drop block, I won't have to change much if anything.
One never said I was against the meta I do not play the meta cause it offers me nothing I want to play. As for everything else I am only here to offer ideas nothing more if you do not like my choice in what I play go find like minded people to play with.
As for the rest of your comment do you all have to keep pushing this idea I do not know the meta cause repeating the same stuff is not going to change my idea of the game its making you look like a bully forcing me into something I do not want to do. And here again lies the problem with every end game meta player and none meta player so can we just stop and let this go and get back on topic of how to make the block cost work.
So you know I did test it and with a 23k stam I was able to hold the block down and still do all the things listed above and was fine tanking with perma block thanks to the help of others. With the cost going up to 336 you could maybe get away with it being 20k but I like a cushion to fall back on.
MetaPermablock is only a feature available to some classes, DK mainly, and potentially warden. It looks like the latter will no longer be perma blocking after this patch which may well leave only DK. If ZOS want to stop permablocking they should only tweak the classes that can still do it. NB used to be able to perma block, but Morrowind changed that because a class skill was changed. Sorcs can't because they have a cast time on stamina regen. The crazy thing was my DK got better sustain from the class changes in morrowid! The forum is complaining about PVP perma blocking DK's and the fix is looking like it will be one that wil mainly affect all classes in PVE?
Honestly, I think perma blocking is/was fine, at least in PVE, but there should be sacrifices. Like increased cost of skills you 'block cast' or wearing a set that has a 5 piece that helps in some way (be either through reduced block cost, pooling the cost between mag/stam, etc) This would go quite a way to remove the expectation of tanks to be wearing DPS support sets too.
Tanking should be a lot more fun than it is. There needs to be greater balance between he classes, I really hope we'll see a class get a skill tree split today.
Any class can perma block its that the DK Iron skin gives more in block damage that it why so many play them. As for a sorc adjust the stamina pool and you can perma block just like the DK you will take 10% more damage is all. The reason for Argonian is there passive for potions makes it easier with the lower stam and magicka to manage the lower resource pools along with some of the other passives. Woeler tanks with a Khajitt DK with the same meta set up many others do and does it fine with a 35k hp and 17k stam and 17k magicka.
As for Block Casting costing more no what they need to look into is changing the mechanics for how often we have to block things to a lesser degree so we can have time to manage resources on tanks like through heavy attacks and such. But I think we will not see that till the next major update when we could see changes in alot of other things because by then it will have been a 1 year sense Morrowind which would of given them time to gather alot more data and have time to adjust things accordingly or at least thats what I am hoping they do.
There is a lot of info here that doesn't quite hit the mark. No, any class cannot perma-block in hard situations (nobody really cares about the easy stuff), and DK's using earthen heart to get stam back while holding block adds to their ability to do so. What ZoS needs to do is add little ways to allow for every class to work for stam while blocking besides squeezing in heavies (as it's no always do-able).
And, Woeler is a good tank, but a horrible example to use in situations like this. It's a cakewalk to tank for a high-end group vs. your everyday raid team or group. Anyone that has ever tanked with a wide variety of players of different skills can tell you how easy it is to tank for a super group vs. even an average/good one (not even going to say a bad group). Talk to tanks that are working with groups to just now clear vAS HM and not the guys that probably did it in the first couple weeks - those are the tanks that have to deal with real resource management.
I do agree they need to look into the mechanics of fights that require perma-block situations though, but I doubt they will.
This notion that no other class but DK can permablock is so ridiculously false - why do people keep repeating it?
I suppose it's more accurate to say that no class can perma-block every situation the game (especially if they aren't in a build that is not completely focused on just that, but even so). But DK has an easier time of attempting it. You can say that's not accurate, but I'm talking vHM trials, vHM new dungeon stuff, etc. You know I tank on every class JD and you know I've tanked everything in the game from PvP to PvE HM stuff, I've seen plenty situations that cannot be perma-blocked and I've seen several situations that a non-dk would have trouble with on that road before a DK.
That's the entire point I'm making. The information being given as feedback to other players here and hopefully to the developers needs to be precise and actual. There needs to be no "well" "but" "I meant" but the proofs need to be the actual claim else you get half-baked wrobelizations of ideas.
If the claim is "DK is able to permablock utilizing a wide variety of gear that other classes cannot and this has created a performance disparity with different classes tanking in content that require things to be permablocked" then that needs to be the claim given so there is no confusion on the receiving end as to what is intended to be understood.
paulsimonps wrote: »usmcjdking wrote: »paulsimonps wrote: »Going against the meta just to go against the meta... Well yea, you can do it, I mean I did say there was a difference between clearing content and doing so as best and fast as possible. But you do know that by doing so you are also preventing everyone in your group from achieving their max potential right? Which is probably why most won't let you go in with just any set up in Trials. Doing it differently "just cause" sounds like a bad idea, but you do you. I mean I guess it can be fun, but I don't see the appeal in choosing a play style that instead of boost your abilities, diminishes you abilities.
Also Max Stamina will not save you from running out of stamina on long boss fights. Max Stamina does not increase the amount of resources gained from Heavy Attacks, Constitution, Helping Hand, Battle Roar, Potions, Shards or Orbs. These are the things that matter, sure you get slightly more from Undaunted Command but that won't make or break your blocking. Learning when to drop block and to use your abilities at the right time and not to early is the way to achieve great stamina sustain. Your stamina gives you a bigger buffer to work with and can help in some situations, and obviously to little stamina is a thing, but one should not be trying to push every little bit of stamina they can out of their gear and skill choices in the hopes of making it easier to perma block.
Personally won't be getting any more stamina than I already have, think I am gonna be just fine. A bit of a transition period for sure with how long my stamina will last but with more reliable synergies and knowing when to drop block, I won't have to change much if anything.
One never said I was against the meta I do not play the meta cause it offers me nothing I want to play. As for everything else I am only here to offer ideas nothing more if you do not like my choice in what I play go find like minded people to play with.
As for the rest of your comment do you all have to keep pushing this idea I do not know the meta cause repeating the same stuff is not going to change my idea of the game its making you look like a bully forcing me into something I do not want to do. And here again lies the problem with every end game meta player and none meta player so can we just stop and let this go and get back on topic of how to make the block cost work.
So you know I did test it and with a 23k stam I was able to hold the block down and still do all the things listed above and was fine tanking with perma block thanks to the help of others. With the cost going up to 336 you could maybe get away with it being 20k but I like a cushion to fall back on.
MetaPermablock is only a feature available to some classes, DK mainly, and potentially warden. It looks like the latter will no longer be perma blocking after this patch which may well leave only DK. If ZOS want to stop permablocking they should only tweak the classes that can still do it. NB used to be able to perma block, but Morrowind changed that because a class skill was changed. Sorcs can't because they have a cast time on stamina regen. The crazy thing was my DK got better sustain from the class changes in morrowid! The forum is complaining about PVP perma blocking DK's and the fix is looking like it will be one that wil mainly affect all classes in PVE?
Honestly, I think perma blocking is/was fine, at least in PVE, but there should be sacrifices. Like increased cost of skills you 'block cast' or wearing a set that has a 5 piece that helps in some way (be either through reduced block cost, pooling the cost between mag/stam, etc) This would go quite a way to remove the expectation of tanks to be wearing DPS support sets too.
Tanking should be a lot more fun than it is. There needs to be greater balance between he classes, I really hope we'll see a class get a skill tree split today.
Any class can perma block its that the DK Iron skin gives more in block damage that it why so many play them. As for a sorc adjust the stamina pool and you can perma block just like the DK you will take 10% more damage is all. The reason for Argonian is there passive for potions makes it easier with the lower stam and magicka to manage the lower resource pools along with some of the other passives. Woeler tanks with a Khajitt DK with the same meta set up many others do and does it fine with a 35k hp and 17k stam and 17k magicka.
As for Block Casting costing more no what they need to look into is changing the mechanics for how often we have to block things to a lesser degree so we can have time to manage resources on tanks like through heavy attacks and such. But I think we will not see that till the next major update when we could see changes in alot of other things because by then it will have been a 1 year sense Morrowind which would of given them time to gather alot more data and have time to adjust things accordingly or at least thats what I am hoping they do.
There is a lot of info here that doesn't quite hit the mark. No, any class cannot perma-block in hard situations (nobody really cares about the easy stuff), and DK's using earthen heart to get stam back while holding block adds to their ability to do so. What ZoS needs to do is add little ways to allow for every class to work for stam while blocking besides squeezing in heavies (as it's no always do-able).
And, Woeler is a good tank, but a horrible example to use in situations like this. It's a cakewalk to tank for a high-end group vs. your everyday raid team or group. Anyone that has ever tanked with a wide variety of players of different skills can tell you how easy it is to tank for a super group vs. even an average/good one (not even going to say a bad group). Talk to tanks that are working with groups to just now clear vAS HM and not the guys that probably did it in the first couple weeks - those are the tanks that have to deal with real resource management.
I do agree they need to look into the mechanics of fights that require perma-block situations though, but I doubt they will.
This notion that no other class but DK can permablock is so ridiculously false - why do people keep repeating it?
I suppose it's more accurate to say that no class can perma-block every situation the game (especially if they aren't in a build that is not completely focused on just that, but even so). But DK has an easier time of attempting it. You can say that's not accurate, but I'm talking vHM trials, vHM new dungeon stuff, etc. You know I tank on every class JD and you know I've tanked everything in the game from PvP to PvE HM stuff, I've seen plenty situations that cannot be perma-blocked and I've seen several situations that a non-dk would have trouble with on that road before a DK.
Before these block cost changes everything could be permablocked. Can't think of a situation where I could not. Except for no CP PvP.
Sorry to burst your little bubble, but guess what, when you're doing trials you do it as a group, stop playing for yourself because of your own arrogance to wear a set because you don't want to adapt a playstyle, I don't care how harsh or elitist this comes across, but at least I and many other tanks are the ones playing as a team.Did you purposely not include the debuff or what?paulsimonps wrote: »The more I read this meta tanking the more sounds like it's some kind of Godlike creature. Like you have to do things so precisely and timed if you miss with 0.00000001 seconds the whole group will wipe. Please tell me it's not true and these experienced tanks just want some attention.
(I've never tanked vet trials yet so keep your flame for yourself)
Been said the whole permablocking is rubbish, shouldn't be a thing. End of story. ZOS should rework some mechanics to make tanking a fun "job". I played tanks in other MMOs and they were a lot of fun, here I liked also very much and I played as an active tank, means I tried to block at the right time, not perma holding the block. Yes sometimes I made bad timing so I flew back, happens. Since I'm up to 50k+ Health I had the luxury to be able to take 1-2 hits. While so many tanks died from some bosses I still had 5-20k HP and I was ok and could ress all the member if they died. I'm not a pro tank, nor some super experienced but hell I want to tank for fun, not for some kind of meta boring let's hold block as long as you can. The only thing made it interesting that I was running around and took all the trashes, otherwise just take the big mobs and bosses and hold block. So boring. ZOS is right, should end this permablock thing in PvP and PvE also. Garbage, rubbish, end it, rework mechanics, rework tanks.
You guys don't see this or just blindfolded because of you used to this boring tanking? And wearing Alkosh not a tanking set is another ridiculous move. Call me selfish wearing tanking sets. Alkosh shouldn't be a thing either. There must be a support tank set but not Alkosh.
Why, cause its medium armor? Would you think of it as a thing that shouldn't be if it was heavy?
No, because these:
(2 Items) Adds 833 Weapon Critical
(3 Items) Gain Minor Slayer at all times, increasing your damage done to Dungeon and Trial Monsters by 5%.
(4 Items) Adds 129 Weapon Damage
(5 Items) When you activate a synergy, you send a shockwave from your position that deals 1720 Physical Damage and an additional 12040 Physical Damage over 10 seconds.
This is some next level arrogance
Yes it was by purpose I missed the debuff out. As that itself won't make the set a tanking set. Could be a nice support set for stamina DDs but unfortunately lost it's purpose. But anyway so many good sets out there people are just not using since "Elites" are all about achievements and the game itself let these things happen.
And tell us, what good sets out there are people not using, I'll let you know why people are not using them and I'll be as non biased as possible.
Do you understand team building composition, I can help out a little bit. What other set are you going to wear, and I mean really, what set are you going to wear and why would you wear said sets, I want you to answer this to nullify my example of why you should wear alkosh.Sorry to burst your little bubble, but guess what, when you're doing trials you do it as a group, stop playing for yourself because of your own arrogance to wear a set because you don't want to adapt a playstyle, I don't care how harsh or elitist this comes across, but at least I and many other tanks are the ones playing as a team.Did you purposely not include the debuff or what?paulsimonps wrote: »The more I read this meta tanking the more sounds like it's some kind of Godlike creature. Like you have to do things so precisely and timed if you miss with 0.00000001 seconds the whole group will wipe. Please tell me it's not true and these experienced tanks just want some attention.
(I've never tanked vet trials yet so keep your flame for yourself)
Been said the whole permablocking is rubbish, shouldn't be a thing. End of story. ZOS should rework some mechanics to make tanking a fun "job". I played tanks in other MMOs and they were a lot of fun, here I liked also very much and I played as an active tank, means I tried to block at the right time, not perma holding the block. Yes sometimes I made bad timing so I flew back, happens. Since I'm up to 50k+ Health I had the luxury to be able to take 1-2 hits. While so many tanks died from some bosses I still had 5-20k HP and I was ok and could ress all the member if they died. I'm not a pro tank, nor some super experienced but hell I want to tank for fun, not for some kind of meta boring let's hold block as long as you can. The only thing made it interesting that I was running around and took all the trashes, otherwise just take the big mobs and bosses and hold block. So boring. ZOS is right, should end this permablock thing in PvP and PvE also. Garbage, rubbish, end it, rework mechanics, rework tanks.
You guys don't see this or just blindfolded because of you used to this boring tanking? And wearing Alkosh not a tanking set is another ridiculous move. Call me selfish wearing tanking sets. Alkosh shouldn't be a thing either. There must be a support tank set but not Alkosh.
Why, cause its medium armor? Would you think of it as a thing that shouldn't be if it was heavy?
No, because these:
(2 Items) Adds 833 Weapon Critical
(3 Items) Gain Minor Slayer at all times, increasing your damage done to Dungeon and Trial Monsters by 5%.
(4 Items) Adds 129 Weapon Damage
(5 Items) When you activate a synergy, you send a shockwave from your position that deals 1720 Physical Damage and an additional 12040 Physical Damage over 10 seconds.
This is some next level arrogance
Yes it was by purpose I missed the debuff out. As that itself won't make the set a tanking set. Could be a nice support set for stamina DDs but unfortunately lost it's purpose. But anyway so many good sets out there people are just not using since "Elites" are all about achievements and the game itself let these things happen.
And tell us, what good sets out there are people not using, I'll let you know why people are not using them and I'll be as non biased as possible.
As I said above it's not about playsyle or a team. Alkosh is a DPS set. Sets like giving less damage from Dungeons and Trials.
Do you understand team building composition, I can help out a little bit. What other set are you going to wear, and I mean really, what set are you going to wear and why would you wear said sets, I want you to answer this to nullify my example of why you should wear alkosh.Sorry to burst your little bubble, but guess what, when you're doing trials you do it as a group, stop playing for yourself because of your own arrogance to wear a set because you don't want to adapt a playstyle, I don't care how harsh or elitist this comes across, but at least I and many other tanks are the ones playing as a team.Did you purposely not include the debuff or what?paulsimonps wrote: »The more I read this meta tanking the more sounds like it's some kind of Godlike creature. Like you have to do things so precisely and timed if you miss with 0.00000001 seconds the whole group will wipe. Please tell me it's not true and these experienced tanks just want some attention.
(I've never tanked vet trials yet so keep your flame for yourself)
Been said the whole permablocking is rubbish, shouldn't be a thing. End of story. ZOS should rework some mechanics to make tanking a fun "job". I played tanks in other MMOs and they were a lot of fun, here I liked also very much and I played as an active tank, means I tried to block at the right time, not perma holding the block. Yes sometimes I made bad timing so I flew back, happens. Since I'm up to 50k+ Health I had the luxury to be able to take 1-2 hits. While so many tanks died from some bosses I still had 5-20k HP and I was ok and could ress all the member if they died. I'm not a pro tank, nor some super experienced but hell I want to tank for fun, not for some kind of meta boring let's hold block as long as you can. The only thing made it interesting that I was running around and took all the trashes, otherwise just take the big mobs and bosses and hold block. So boring. ZOS is right, should end this permablock thing in PvP and PvE also. Garbage, rubbish, end it, rework mechanics, rework tanks.
You guys don't see this or just blindfolded because of you used to this boring tanking? And wearing Alkosh not a tanking set is another ridiculous move. Call me selfish wearing tanking sets. Alkosh shouldn't be a thing either. There must be a support tank set but not Alkosh.
Why, cause its medium armor? Would you think of it as a thing that shouldn't be if it was heavy?
No, because these:
(2 Items) Adds 833 Weapon Critical
(3 Items) Gain Minor Slayer at all times, increasing your damage done to Dungeon and Trial Monsters by 5%.
(4 Items) Adds 129 Weapon Damage
(5 Items) When you activate a synergy, you send a shockwave from your position that deals 1720 Physical Damage and an additional 12040 Physical Damage over 10 seconds.
This is some next level arrogance
Yes it was by purpose I missed the debuff out. As that itself won't make the set a tanking set. Could be a nice support set for stamina DDs but unfortunately lost it's purpose. But anyway so many good sets out there people are just not using since "Elites" are all about achievements and the game itself let these things happen.
And tell us, what good sets out there are people not using, I'll let you know why people are not using them and I'll be as non biased as possible.
As I said above it's not about playsyle or a team. Alkosh is a DPS set. Sets like giving less damage from Dungeons and Trials.
The set offers a very powerful debuff, easy to manage debuff with good team synergy and get close to 100% uptime, allowing your group to get more damage by using other sets and using stronger mundus stones as a result. So in question, why would you put this set on a DD in your group lowering his damage for what it could be, and not to mention a DD will not get as many synergies as a tank would get because of placement and how synergies work.
I just want to talk about these 2 points you had3. It does not, in any way, have 100% up time, the uptime on Alkosh is horrible. Not even counting synergy trouble, any change in ground height can cause it not to apply and even if there is no change, I've triggered it and watched the stuff I'm facing not get any of the effect of it on debuffs.Do you understand team building composition, I can help out a little bit. What other set are you going to wear, and I mean really, what set are you going to wear and why would you wear said sets, I want you to answer this to nullify my example of why you should wear alkosh.Sorry to burst your little bubble, but guess what, when you're doing trials you do it as a group, stop playing for yourself because of your own arrogance to wear a set because you don't want to adapt a playstyle, I don't care how harsh or elitist this comes across, but at least I and many other tanks are the ones playing as a team.Did you purposely not include the debuff or what?paulsimonps wrote: »The more I read this meta tanking the more sounds like it's some kind of Godlike creature. Like you have to do things so precisely and timed if you miss with 0.00000001 seconds the whole group will wipe. Please tell me it's not true and these experienced tanks just want some attention.
(I've never tanked vet trials yet so keep your flame for yourself)
Been said the whole permablocking is rubbish, shouldn't be a thing. End of story. ZOS should rework some mechanics to make tanking a fun "job". I played tanks in other MMOs and they were a lot of fun, here I liked also very much and I played as an active tank, means I tried to block at the right time, not perma holding the block. Yes sometimes I made bad timing so I flew back, happens. Since I'm up to 50k+ Health I had the luxury to be able to take 1-2 hits. While so many tanks died from some bosses I still had 5-20k HP and I was ok and could ress all the member if they died. I'm not a pro tank, nor some super experienced but hell I want to tank for fun, not for some kind of meta boring let's hold block as long as you can. The only thing made it interesting that I was running around and took all the trashes, otherwise just take the big mobs and bosses and hold block. So boring. ZOS is right, should end this permablock thing in PvP and PvE also. Garbage, rubbish, end it, rework mechanics, rework tanks.
You guys don't see this or just blindfolded because of you used to this boring tanking? And wearing Alkosh not a tanking set is another ridiculous move. Call me selfish wearing tanking sets. Alkosh shouldn't be a thing either. There must be a support tank set but not Alkosh.
Why, cause its medium armor? Would you think of it as a thing that shouldn't be if it was heavy?
No, because these:
(2 Items) Adds 833 Weapon Critical
(3 Items) Gain Minor Slayer at all times, increasing your damage done to Dungeon and Trial Monsters by 5%.
(4 Items) Adds 129 Weapon Damage
(5 Items) When you activate a synergy, you send a shockwave from your position that deals 1720 Physical Damage and an additional 12040 Physical Damage over 10 seconds.
This is some next level arrogance
Yes it was by purpose I missed the debuff out. As that itself won't make the set a tanking set. Could be a nice support set for stamina DDs but unfortunately lost it's purpose. But anyway so many good sets out there people are just not using since "Elites" are all about achievements and the game itself let these things happen.
And tell us, what good sets out there are people not using, I'll let you know why people are not using them and I'll be as non biased as possible.
As I said above it's not about playsyle or a team. Alkosh is a DPS set. Sets like giving less damage from Dungeons and Trials.
The set offers a very powerful debuff, easy to manage debuff with good team synergy and get close to 100% uptime, allowing your group to get more damage by using other sets and using stronger mundus stones as a result. So in question, why would you put this set on a DD in your group lowering his damage for what it could be, and not to mention a DD will not get as many synergies as a tank would get because of placement and how synergies work.
4. CP has gone up enough to replace the pen you'd get from Alkosh and you could allow your tank to wear something beneficial to the team in some other way. If you are pumping a ton of points into something that is already getting horrible diminishing returns instead of just taking some pen points, then it's a little selfish unless your whole team is building for some sort of burn strat on certain runs..
Do you understand team building composition, I can help out a little bit. What other set are you going to wear, and I mean really, what set are you going to wear and why would you wear said sets, I want you to answer this to nullify my example of why you should wear alkosh.Sorry to burst your little bubble, but guess what, when you're doing trials you do it as a group, stop playing for yourself because of your own arrogance to wear a set because you don't want to adapt a playstyle, I don't care how harsh or elitist this comes across, but at least I and many other tanks are the ones playing as a team.Did you purposely not include the debuff or what?paulsimonps wrote: »The more I read this meta tanking the more sounds like it's some kind of Godlike creature. Like you have to do things so precisely and timed if you miss with 0.00000001 seconds the whole group will wipe. Please tell me it's not true and these experienced tanks just want some attention.
(I've never tanked vet trials yet so keep your flame for yourself)
Been said the whole permablocking is rubbish, shouldn't be a thing. End of story. ZOS should rework some mechanics to make tanking a fun "job". I played tanks in other MMOs and they were a lot of fun, here I liked also very much and I played as an active tank, means I tried to block at the right time, not perma holding the block. Yes sometimes I made bad timing so I flew back, happens. Since I'm up to 50k+ Health I had the luxury to be able to take 1-2 hits. While so many tanks died from some bosses I still had 5-20k HP and I was ok and could ress all the member if they died. I'm not a pro tank, nor some super experienced but hell I want to tank for fun, not for some kind of meta boring let's hold block as long as you can. The only thing made it interesting that I was running around and took all the trashes, otherwise just take the big mobs and bosses and hold block. So boring. ZOS is right, should end this permablock thing in PvP and PvE also. Garbage, rubbish, end it, rework mechanics, rework tanks.
You guys don't see this or just blindfolded because of you used to this boring tanking? And wearing Alkosh not a tanking set is another ridiculous move. Call me selfish wearing tanking sets. Alkosh shouldn't be a thing either. There must be a support tank set but not Alkosh.
Why, cause its medium armor? Would you think of it as a thing that shouldn't be if it was heavy?
No, because these:
(2 Items) Adds 833 Weapon Critical
(3 Items) Gain Minor Slayer at all times, increasing your damage done to Dungeon and Trial Monsters by 5%.
(4 Items) Adds 129 Weapon Damage
(5 Items) When you activate a synergy, you send a shockwave from your position that deals 1720 Physical Damage and an additional 12040 Physical Damage over 10 seconds.
This is some next level arrogance
Yes it was by purpose I missed the debuff out. As that itself won't make the set a tanking set. Could be a nice support set for stamina DDs but unfortunately lost it's purpose. But anyway so many good sets out there people are just not using since "Elites" are all about achievements and the game itself let these things happen.
And tell us, what good sets out there are people not using, I'll let you know why people are not using them and I'll be as non biased as possible.
As I said above it's not about playsyle or a team. Alkosh is a DPS set. Sets like giving less damage from Dungeons and Trials.
The set offers a very powerful debuff, easy to manage debuff with good team synergy and get close to 100% uptime, allowing your group to get more damage by using other sets and using stronger mundus stones as a result. So in question, why would you put this set on a DD in your group lowering his damage for what it could be, and not to mention a DD will not get as many synergies as a tank would get because of placement and how synergies work.
The danger in big hits is the stun, not the health loss - a good healer can take care of that no problem. Even if you have the stamina to cc break that's at least a second where you can't reapply taunt, move mobs, refresh your buffs, or block the next big hit. That's enough time to lose control of the battlefield and cause a wipe.Been said the whole permablocking is rubbish, shouldn't be a thing. End of story. ZOS should rework some mechanics to make tanking a fun "job". I played tanks in other MMOs and they were a lot of fun, here I liked also very much and I played as an active tank, means I tried to block at the right time, not perma holding the block. Yes sometimes I made bad timing so I flew back, happens. Since I'm up to 50k+ Health I had the luxury to be able to take 1-2 hits. While so many tanks died from some bosses I still had 5-20k HP and I was ok and could ress all the member if they died. I'm not a pro tank, nor some super experienced but hell I want to tank for fun, not for some kind of meta boring let's hold block as long as you can.
I don't run Alkosh, ftr, even though I have a full set.You guys don't see this or just blindfolded because of you used to this boring tanking? And wearing Alkosh not a tanking set is another ridiculous move. Call me selfish wearing tanking sets. Alkosh shouldn't be a thing either. There must be a support tank set but not Alkosh.
I'm sorry but this whole statement is contradicting.Do you understand team building composition, I can help out a little bit. What other set are you going to wear, and I mean really, what set are you going to wear and why would you wear said sets, I want you to answer this to nullify my example of why you should wear alkosh.Sorry to burst your little bubble, but guess what, when you're doing trials you do it as a group, stop playing for yourself because of your own arrogance to wear a set because you don't want to adapt a playstyle, I don't care how harsh or elitist this comes across, but at least I and many other tanks are the ones playing as a team.Did you purposely not include the debuff or what?paulsimonps wrote: »The more I read this meta tanking the more sounds like it's some kind of Godlike creature. Like you have to do things so precisely and timed if you miss with 0.00000001 seconds the whole group will wipe. Please tell me it's not true and these experienced tanks just want some attention.
(I've never tanked vet trials yet so keep your flame for yourself)
Been said the whole permablocking is rubbish, shouldn't be a thing. End of story. ZOS should rework some mechanics to make tanking a fun "job". I played tanks in other MMOs and they were a lot of fun, here I liked also very much and I played as an active tank, means I tried to block at the right time, not perma holding the block. Yes sometimes I made bad timing so I flew back, happens. Since I'm up to 50k+ Health I had the luxury to be able to take 1-2 hits. While so many tanks died from some bosses I still had 5-20k HP and I was ok and could ress all the member if they died. I'm not a pro tank, nor some super experienced but hell I want to tank for fun, not for some kind of meta boring let's hold block as long as you can. The only thing made it interesting that I was running around and took all the trashes, otherwise just take the big mobs and bosses and hold block. So boring. ZOS is right, should end this permablock thing in PvP and PvE also. Garbage, rubbish, end it, rework mechanics, rework tanks.
You guys don't see this or just blindfolded because of you used to this boring tanking? And wearing Alkosh not a tanking set is another ridiculous move. Call me selfish wearing tanking sets. Alkosh shouldn't be a thing either. There must be a support tank set but not Alkosh.
Why, cause its medium armor? Would you think of it as a thing that shouldn't be if it was heavy?
No, because these:
(2 Items) Adds 833 Weapon Critical
(3 Items) Gain Minor Slayer at all times, increasing your damage done to Dungeon and Trial Monsters by 5%.
(4 Items) Adds 129 Weapon Damage
(5 Items) When you activate a synergy, you send a shockwave from your position that deals 1720 Physical Damage and an additional 12040 Physical Damage over 10 seconds.
This is some next level arrogance
Yes it was by purpose I missed the debuff out. As that itself won't make the set a tanking set. Could be a nice support set for stamina DDs but unfortunately lost it's purpose. But anyway so many good sets out there people are just not using since "Elites" are all about achievements and the game itself let these things happen.
And tell us, what good sets out there are people not using, I'll let you know why people are not using them and I'll be as non biased as possible.
As I said above it's not about playsyle or a team. Alkosh is a DPS set. Sets like giving less damage from Dungeons and Trials.
The set offers a very powerful debuff, easy to manage debuff with good team synergy and get close to 100% uptime, allowing your group to get more damage by using other sets and using stronger mundus stones as a result. So in question, why would you put this set on a DD in your group lowering his damage for what it could be, and not to mention a DD will not get as many synergies as a tank would get because of placement and how synergies work.
If Alkosh debuff would be built-in in a proper tank set that would be ideal. The problem is the game design where tanks using DPS sets to get the desired debuff(s). Delete that bonus from Alkosh and put it on a taking set as it should be.
Tanks job should be taunt, CC, debuffing enemies, slightly buff team member mostly with survivability like shields, resistances. Other problem is there is no dedicated buffer in this game.
I've never said the meta is crap because how it is now, it's crap because of the game designed this way.
Tanks should have a low duration mass taunt aswell as someone mentioned before could add to the DK shield for example to "spray" a taunt around and hold it for 3-4 secs.
Just think about tanks now. Forget this ESO tanking. Tanks here using sets what are not even designed for tanking, not even a little bit.
If Alkosh debuff would be built-in in a proper tank set that would be ideal.
The problem is the game design where tanks using DPS sets to get the desired debuff(s)
Tanks job should be taunt, CC, debuffing enemies,
Tanks here using sets what are not even designed for tanking, not even a little bit.
I just want to talk about these 2 points you had3. It does not, in any way, have 100% up time, the uptime on Alkosh is horrible. Not even counting synergy trouble, any change in ground height can cause it not to apply and even if there is no change, I've triggered it and watched the stuff I'm facing not get any of the effect of it on debuffs.Do you understand team building composition, I can help out a little bit. What other set are you going to wear, and I mean really, what set are you going to wear and why would you wear said sets, I want you to answer this to nullify my example of why you should wear alkosh.Sorry to burst your little bubble, but guess what, when you're doing trials you do it as a group, stop playing for yourself because of your own arrogance to wear a set because you don't want to adapt a playstyle, I don't care how harsh or elitist this comes across, but at least I and many other tanks are the ones playing as a team.Did you purposely not include the debuff or what?paulsimonps wrote: »The more I read this meta tanking the more sounds like it's some kind of Godlike creature. Like you have to do things so precisely and timed if you miss with 0.00000001 seconds the whole group will wipe. Please tell me it's not true and these experienced tanks just want some attention.
(I've never tanked vet trials yet so keep your flame for yourself)
Been said the whole permablocking is rubbish, shouldn't be a thing. End of story. ZOS should rework some mechanics to make tanking a fun "job". I played tanks in other MMOs and they were a lot of fun, here I liked also very much and I played as an active tank, means I tried to block at the right time, not perma holding the block. Yes sometimes I made bad timing so I flew back, happens. Since I'm up to 50k+ Health I had the luxury to be able to take 1-2 hits. While so many tanks died from some bosses I still had 5-20k HP and I was ok and could ress all the member if they died. I'm not a pro tank, nor some super experienced but hell I want to tank for fun, not for some kind of meta boring let's hold block as long as you can. The only thing made it interesting that I was running around and took all the trashes, otherwise just take the big mobs and bosses and hold block. So boring. ZOS is right, should end this permablock thing in PvP and PvE also. Garbage, rubbish, end it, rework mechanics, rework tanks.
You guys don't see this or just blindfolded because of you used to this boring tanking? And wearing Alkosh not a tanking set is another ridiculous move. Call me selfish wearing tanking sets. Alkosh shouldn't be a thing either. There must be a support tank set but not Alkosh.
Why, cause its medium armor? Would you think of it as a thing that shouldn't be if it was heavy?
No, because these:
(2 Items) Adds 833 Weapon Critical
(3 Items) Gain Minor Slayer at all times, increasing your damage done to Dungeon and Trial Monsters by 5%.
(4 Items) Adds 129 Weapon Damage
(5 Items) When you activate a synergy, you send a shockwave from your position that deals 1720 Physical Damage and an additional 12040 Physical Damage over 10 seconds.
This is some next level arrogance
Yes it was by purpose I missed the debuff out. As that itself won't make the set a tanking set. Could be a nice support set for stamina DDs but unfortunately lost it's purpose. But anyway so many good sets out there people are just not using since "Elites" are all about achievements and the game itself let these things happen.
And tell us, what good sets out there are people not using, I'll let you know why people are not using them and I'll be as non biased as possible.
As I said above it's not about playsyle or a team. Alkosh is a DPS set. Sets like giving less damage from Dungeons and Trials.
The set offers a very powerful debuff, easy to manage debuff with good team synergy and get close to 100% uptime, allowing your group to get more damage by using other sets and using stronger mundus stones as a result. So in question, why would you put this set on a DD in your group lowering his damage for what it could be, and not to mention a DD will not get as many synergies as a tank would get because of placement and how synergies work.
4. CP has gone up enough to replace the pen you'd get from Alkosh and you could allow your tank to wear something beneficial to the team in some other way. If you are pumping a ton of points into something that is already getting horrible diminishing returns instead of just taking some pen points, then it's a little selfish unless your whole team is building for some sort of burn strat on certain runs..
1: Not sure how you are not getting close to 100% you have 3 usable synergies, sometimes 4 if you set up for it. It is quite easy to get close to 100%, and you also have an off tank running it too.
2: You are not at the point where CP can replace penetration. Apprentice with Torugs+Alkosh+Infused Crusher is still the best.
Side note for what you said about being more tanky and not running alkosh/torugs. You can get just over 50k health using torugs and alkosh.