Most of the sets are designed after lore or their dungeon mechanics, Alkosh was designed based on the Shatter mechanic, it shatters your armor, it's exactly what Alkosh does.@Nifty2g
So why Alkosh is not a DD set then. Last bonus is what makes tanks using it. If You ditch that or half it. Change slightly noone would ever use that. I don't think it's designed after any lore. Anyway they are changing the game and not adjusting the sets nor adding any new which could replace the actual meta.
I understand your team support meta build but you don't understand my point.
Going to be honest, the set dropping in Robust is another reason why I love it. Healthy is mostly pointless.Bevik, Alkosh is a DD set, it's just a set that tanks run b/c of the debuff. That is why it drops in medium, with robust jewelry and why all the bonuses are based around doing damage. Very similar to other debuff sets, giving you more pen allows more damage.
But the fact that it's group based and triggered off a synergy, tanks started running it b/c it was an armor debuff everyone would get.
Going to be honest, the set dropping in Robust is another reason why I love it. Healthy is mostly pointless.Bevik, Alkosh is a DD set, it's just a set that tanks run b/c of the debuff. That is why it drops in medium, with robust jewelry and why all the bonuses are based around doing damage. Very similar to other debuff sets, giving you more pen allows more damage.
But the fact that it's group based and triggered off a synergy, tanks started running it b/c it was an armor debuff everyone would get.
I've completed vAS HM too, I get 96% crusher with torugs infused on average and 60-68% alkosh, Asylum is probably the best place for Alkosh. You get near 100% for when it actually matters.But I've done every piece of content in the game including vHM (we are working on vHM AS now) and can tell you for sure that Alkosh uptime isn't as great as people think. And DD would get more benefit out of having that 100% always up pen from CP and getting some other benefit from their tank. Heck, even Torug's isn't as great as people think, it's a little more uptime and a little more pen and most groups that talk about how it maximizes their dps never would even have needed it on every run I've ever seen them post.Going to be honest, the set dropping in Robust is another reason why I love it. Healthy is mostly pointless.Bevik, Alkosh is a DD set, it's just a set that tanks run b/c of the debuff. That is why it drops in medium, with robust jewelry and why all the bonuses are based around doing damage. Very similar to other debuff sets, giving you more pen allows more damage.
But the fact that it's group based and triggered off a synergy, tanks started running it b/c it was an armor debuff everyone would get.
Always awesome to see you and our fellow nb tanks around these threads.Hey vict , I'm with you , my main is NB tank as well .
I think we could tank all DLC but we need an amazing team lolvictoriana-blue wrote: »They don't want us permablocking in PvE either - Wrobel's gone on record a few times to say that the team wants blocking to be "strategic" and has adjusted heavy attacks to make us use them more, but they haven't adjusted earlier content to take this into account.RenagadeZA wrote: »as i understood the problem was perma blocking tanks in PVP why dont they add the changes to Battle Sprit instead of screwing over pve tanks
Edit: Spelling
I have no idea how we don't perma block at BF HM final phase , Im a NB tank
I don't want to get in a group's way either - I'm there to make my group's run easier, not harder. The agony disorient was always chancy since a stray aoe would break it, and frost blockade on my backbar slows mobs, but the elementals in HOTR really need some hard cc. Have you experimented with the mages guild skills at all?Hey vict , I'm with you , my main is NB tank as well .
I think we could tank all DLC but we need an amazing team lolvictoriana-blue wrote: »They don't want us permablocking in PvE either - Wrobel's gone on record a few times to say that the team wants blocking to be "strategic" and has adjusted heavy attacks to make us use them more, but they haven't adjusted earlier content to take this into account.RenagadeZA wrote: »as i understood the problem was perma blocking tanks in PVP why dont they add the changes to Battle Sprit instead of screwing over pve tanks
Edit: Spelling
I have no idea how we don't perma block at BF HM final phase , Im a NB tank
I've done vCoS and vRoM HM on Stam NB tank using my old Tava's (has become useless for the DK), Brands of Imperium and Swarm Mother (had those lying around) and it's not hard, but for vBF I really don't see how I could do it. And it's not just the perma-blocking, but the healing too. On DK I can hit GDB a few times to heal myself if the healer isn't paying attention, but there's no way I could heal myself without healer on NB and recover from such hits. Also I would consider vFH out of reach for this kind of tank due to the unreliability of pulls at the final boss - a DK (Unrelenting Grip) or Warden (Frozen Gate) can pull all the adds on a pilar when the boss shouts often, but I can't see a NB pull that many, even with the said monster set. As for trials, I wouldn't embarrass myself bringing a NB, when I have a Stam DK and Stam Warden which can do the job much better. Poor kitty would die as soon as the Manticora or Ra Kotu look at him ...
I've completed vAS HM too, I get 96% crusher with torugs infused on average and 60-68% alkosh, Asylum is probably the best place for Alkosh. You get near 100% for when it actually matters.But I've done every piece of content in the game including vHM (we are working on vHM AS now) and can tell you for sure that Alkosh uptime isn't as great as people think. And DD would get more benefit out of having that 100% always up pen from CP and getting some other benefit from their tank. Heck, even Torug's isn't as great as people think, it's a little more uptime and a little more pen and most groups that talk about how it maximizes their dps never would even have needed it on every run I've ever seen them post.Going to be honest, the set dropping in Robust is another reason why I love it. Healthy is mostly pointless.Bevik, Alkosh is a DD set, it's just a set that tanks run b/c of the debuff. That is why it drops in medium, with robust jewelry and why all the bonuses are based around doing damage. Very similar to other debuff sets, giving you more pen allows more damage.
But the fact that it's group based and triggered off a synergy, tanks started running it b/c it was an armor debuff everyone would get.
Having a stamplar with 80-90% power of the light up time, I don't understand how going into penetration would give more damage, but yeah like I've been saying earlier, if you put the effort in with alkosh and even torugs you're increasing your whole raids dps by an incredible amount
As for healthy, it's not needed I can reach 50k with alkosh and torugs if you build for that high but it's not needed once you get used to it, I prefer to have higher stamina pool instead of running around with 13-14k
paulsimonps wrote: »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.
You know that some tanks even used to use light armor set with no inherent "Tank" bonuses. The heresy I tell you.
Firstly, can people please stop *** that somehow alkosh was intended to be a tank set?
It's not. It's used by tanks and not DD because tanks can use it and it's pretty rubbish on a DD because of the way synergies work. This might be addressed in dragon bones, but I have a feeling alkosh will still be bad on a DD.
Secondly, you can tank in any 5pc heavy armour set plus literally any other set.
Light, medium, whatever. The sooner you can ditch the "tanks can only run heavy sets" mentality the better. Personally I'm using 7pc heavy (ebon, lord warden) and 5pc adjustable to the situation. (jewellery & sword & shield). the only problem with this is how much of a pain getting jewellery and 2* weapons & shields for dungeon sets.
The only thing that really matters is that you can sustain 33k resists 100% of the time.
Thirdly, as far as I can see there is only 2 sets which actually assist with tanking directly and that's Hist Bark which gives you the massive boost of 1 free block every 7 hits and VO which gives you 8% cost reduction on your taunt.
No other set helps you taunt better.
No other set helps you block better.
And no one is using either of them for tanking because the benefits are simply too small to bother.
I will allow that Dragon or Potentates allows you to use your ult more often, which can also be beneficial, especially when you consider that the only way to safely heavy attack is to use Shield Wall.
This will probably be my go to solution for perma-blocking in Dragon-bones.
In fact, as far as I can see the real impact of the block cost reduction might be taking tanks out of the war-horn rotation. Will see how it plays out.
rustic_potato wrote: »Firstly, can people please stop *** that somehow alkosh was intended to be a tank set?
It's not. It's used by tanks and not DD because tanks can use it and it's pretty rubbish on a DD because of the way synergies work. This might be addressed in dragon bones, but I have a feeling alkosh will still be bad on a DD.
Secondly, you can tank in any 5pc heavy armour set plus literally any other set.
Light, medium, whatever. The sooner you can ditch the "tanks can only run heavy sets" mentality the better. Personally I'm using 7pc heavy (ebon, lord warden) and 5pc adjustable to the situation. (jewellery & sword & shield). the only problem with this is how much of a pain getting jewellery and 2* weapons & shields for dungeon sets.
The only thing that really matters is that you can sustain 33k resists 100% of the time.
Thirdly, as far as I can see there is only 2 sets which actually assist with tanking directly and that's Hist Bark which gives you the massive boost of 1 free block every 7 hits and VO which gives you 8% cost reduction on your taunt.
No other set helps you taunt better.
No other set helps you block better.
And no one is using either of them for tanking because the benefits are simply too small to bother.
I will allow that Dragon or Potentates allows you to use your ult more often, which can also be beneficial, especially when you consider that the only way to safely heavy attack is to use Shield Wall.
This will probably be my go to solution for perma-blocking in Dragon-bones.
In fact, as far as I can see the real impact of the block cost reduction might be taking tanks out of the war-horn rotation. Will see how it plays out.
You missed Footman's Fortune. Gives you more block mitigation. There are groups running this set in vAS and vHoF when they go through progression.
Leeching Plate is a great set for axes coupled with Bahraha's curse. U don't even have to re taunt axes as the damage output from the 2 sets is enough to keep axe aggo on you.
Firstly, can people please stop *** that somehow alkosh was intended to be a tank set?
It's not. It's used by tanks and not DD because tanks can use it and it's pretty rubbish on a DD because of the way synergies work. This might be addressed in dragon bones, but I have a feeling alkosh will still be bad on a DD.
Secondly, you can tank in any 5pc heavy armour set plus literally any other set.
Light, medium, whatever. The sooner you can ditch the "tanks can only run heavy sets" mentality the better. Personally I'm using 7pc heavy (ebon, lord warden) and 5pc adjustable to the situation. (jewellery & sword & shield). the only problem with this is how much of a pain getting jewellery and 2* weapons & shields for dungeon sets.
The only thing that really matters is that you can sustain 33k resists 100% of the time.
Thirdly, as far as I can see there is only 2 sets which actually assist with tanking directly and that's Hist Bark which gives you the massive boost of 1 free block every 7 hits and VO which gives you 8% cost reduction on your taunt.
No other set helps you taunt better.
No other set helps you block better.
And no one is using either of them for tanking because the benefits are simply too small to bother.
I will allow that Dragon or Potentates allows you to use your ult more often, which can also be beneficial, especially when you consider that the only way to safely heavy attack is to use Shield Wall.
This will probably be my go to solution for perma-blocking in Dragon-bones.
In fact, as far as I can see the real impact of the block cost reduction might be taking tanks out of the war-horn rotation. Will see how it plays out.
rustic_potato wrote: »Firstly, can people please stop *** that somehow alkosh was intended to be a tank set?
It's not. It's used by tanks and not DD because tanks can use it and it's pretty rubbish on a DD because of the way synergies work. This might be addressed in dragon bones, but I have a feeling alkosh will still be bad on a DD.
Secondly, you can tank in any 5pc heavy armour set plus literally any other set.
Light, medium, whatever. The sooner you can ditch the "tanks can only run heavy sets" mentality the better. Personally I'm using 7pc heavy (ebon, lord warden) and 5pc adjustable to the situation. (jewellery & sword & shield). the only problem with this is how much of a pain getting jewellery and 2* weapons & shields for dungeon sets.
The only thing that really matters is that you can sustain 33k resists 100% of the time.
Thirdly, as far as I can see there is only 2 sets which actually assist with tanking directly and that's Hist Bark which gives you the massive boost of 1 free block every 7 hits and VO which gives you 8% cost reduction on your taunt.
No other set helps you taunt better.
No other set helps you block better.
And no one is using either of them for tanking because the benefits are simply too small to bother.
I will allow that Dragon or Potentates allows you to use your ult more often, which can also be beneficial, especially when you consider that the only way to safely heavy attack is to use Shield Wall.
This will probably be my go to solution for perma-blocking in Dragon-bones.
In fact, as far as I can see the real impact of the block cost reduction might be taking tanks out of the war-horn rotation. Will see how it plays out.
You missed Footman's Fortune. Gives you more block mitigation. There are groups running this set in vAS and vHoF when they go through progression.
Leeching Plate is a great set for axes coupled with Bahraha's curse. U don't even have to re taunt axes as the damage output from the 2 sets is enough to keep axe aggo on you.
@Tannus15 Thirdly, as far as I can see there is only 2 sets which actually assist with tanking directly and that's Hist Bark which gives you the massive boost of 1 free block every 7 hits and VO which gives you 8% cost reduction on your taunt.
No other set helps you taunt better.
No other set helps you block better.
(I've never tanked vet trials yet so keep your flame for yourself)
SirCritical wrote: »
(I've never tanked vet trials yet so keep your flame for yourself)
Let me just quote this single sentence.
The time when you'll start doing vet trials, you'll experience the increase in difficulty, where your main job will be (after staying alive ofc) to support your group's DPS for skipping mechanisms, succeeding on DPS-checks, keeping your teammates alive etc.
Believe me, the 'meta tanks' know their job and what they're saying. I'm not a meta tank myself (except a few situations where I just mustn't do anything else), for example I'm near invincible in Leeching set if there are a crowd of enemies around me, but this is the fun part of it. In vet trials it's not needed to feel yourself fun, it's for the other 11 players to make them doing their job while enjoying it. You're the group-masochist, accept it.
Lightspeedflashb14_ESO wrote: »@Tannus15 Thirdly, as far as I can see there is only 2 sets which actually assist with tanking directly and that's Hist Bark which gives you the massive boost of 1 free block every 7 hits and VO which gives you 8% cost reduction on your taunt.
No other set helps you taunt better.
No other set helps you block better.
You don't see very far then. Alteration mastery reduces all costs, blocking, dodge rolling, ulti, break free this set alone is better then either of the ones you stated but here are some more. Quick Serpent provides the same 8% cost reduction. Both the vma s/b and vDSA s/b make the skills that you will be using better for you. Knight-Errant's Mail makes it so those skills also heal you or heal for more. All these set directly help you tank more Damage. No sure what you are on about.
Lightspeedflashb14_ESO wrote: »@Tannus15 I didn't claim "No other set helps you taunt better." You did. My list was not meant to be a complete list of tankiness sets or sets that help you tank. So I didn't miss anything because I wasn't trying to hit what you are assuming I was aiming for.
The resist cap is 33,100 (https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-updated-for-morrowind-new-calculator/p1) and you never really need to be there, I have tanked all the dlc dungeons in ebon and heavy sentinel of rekugums on my warden and my spell resist sits at around 30k and my physical sits at around 28k most of the time. So you "should" be sitting at what ever resists you get while supporting your team the most.
DK recovers fast spamming GDB, which can get back up to 45% of your missing health when paired with itself and it's class passives, Major Mending from Ingenous Shield and CP in Quick Recovery and Mending. On a high health build it is probably the strongest heal in the game.
Some may opt for Mages Guild:Balance for sustain instead of stacking recovery, but personally I dislike that skill for the self-heals debuff you get; it also bot nerfed precisely because the developers considered tanks were "overusing it" and "making content easier than intended". So unless you have a godly healer with lightning fast reflexes, that can top you up right after you cast it, I wouldn't recommend it.
Yeah this is what I was saying, you're basically getting 100% on Olms when it matters. Not to mention though for other trials and such, the main tank isn't the only one with Alkosh.@xaraan To be fair, the Olms shielding mechanic actually works in Alkosh's favor.
New protectors spawn approximately every 10s after the death of the previous protector (the exception is when a protector is left alive for 90s, in which case you get an additional protector spawn as a penalty, which is how you get two protectors).
So the window with which you have to DPS Olms is pretty predictable: it's always 10s (plus the few extra seconds it takes for the new protector to roll into position). So just like on the third boss of vHoF, DPS on Olms happens in predictable bursts that you can plan around. And the debuff from Alkosh lasts 10s, which lines up very neatly the 10s window that you get when you kill a protector.
The key to using Alkosh on Olms is to use it right after his shield drops, so that the Alkosh window lines up nicely with Olm's window of vulnerability. If you're just using Alkosh synergies willy-nilly without regards to the protector spawn timing, then, yes, Alkosh would be wasted.
As for the adds, they should be stacked near Olms, so they can be cleaved by the Alkosh cone.
This change will be annoying, but not crippling, to leaderboard-pushing endgame groups. The tanks will tweak a few enchants, play with CP a bit, and everything will be ok.
However, it will be devastating for new tanks. Sustain is already challenging, and this makes it even more so. Increased block cost makes it easier to run out of resources, and the crutch of using Shards is less likely to be available (the better the tank is, the less they depend on shards, so the cooldown change will predominantly affect new tanks). Tank is the most stressful role for new groups because mistakes are very visible and often result in a wipe, and many new trial groups have difficulty filling their tank roles already. This will make it even worse.
If this change goes through, there needs to be an associated change to the existing boxes to make them more compatible with “tactical blocking”. Things like the axes are already hell for new tanks, and this will exacerbate the problem (in the usual starting point for new vet trial groups, no less).
Olms is a decent example of a fight that works well with this change. He has a number of big hits that must be blocked, but also large windows where you can heavy attack if you need to. If this is the direction you want trial tanking to go, fine, but don’t ignore the fact that many of the existing bosses don’t work that way.
And, yes, tanking groups of adds will be much harder now. Stam drops really quickly when you have multiple things wailing on you.