both would be too much, but ultimately it depends on the values they get back from them - if both only returned 1 stamina, then no, if either returned too much, then too much.
I prefer the idea of dodge because it helps just NB tanks a lot more than the other roles. Don't get me wrong, i do love all the other ideas, but they may help other NB roles too much. Also stamina steal does not help NB healer, and they may need help? no clue there on the state of that role. I think the targeting it the main issue with MO...
There are literally a ton of options, they could even make our shades proc SA - it's borderline buggy they don't if you read the description :P (The shades are mine, and thus their light attacks are also mine - that's a stretch though...)
But again, any changes need to be balanced correctly and too much in one direction would lead to more balance issues elsewhere. Which I think is the crux of the issues around PvE/PvP and all roles therein. All I know is with most balance changes come a seemingly lessening of class uniqueness, which should be avoided where possible.
RavenSworn wrote: »You guys might have me sold on the stamina steal idea though its a bit of an overkill don't you think? Leeching strikes + dodge stamina return passive + stamina steal shades. That would prove to be quite a combo for Stam blades dps, especially in pvp.
However, I wouldn't want to have all the tools of a tank or at least what is expected of a tank be handed to the nb. I want a nb tank to be excellent at certain parts of tanking but needing perhaps gear or perhaps a different weapon skill to complement the build. Homogeneous skills does not diversity make. If a nb tank needs to be slightly selfish in terms of tanking so be it as long as its viable for endgame.
RavenSworn wrote: »both would be too much, but ultimately it depends on the values they get back from them - if both only returned 1 stamina, then no, if either returned too much, then too much.
I prefer the idea of dodge because it helps just NB tanks a lot more than the other roles. Don't get me wrong, i do love all the other ideas, but they may help other NB roles too much. Also stamina steal does not help NB healer, and they may need help? no clue there on the state of that role. I think the targeting it the main issue with MO...
There are literally a ton of options, they could even make our shades proc SA - it's borderline buggy they don't if you read the description :P (The shades are mine, and thus their light attacks are also mine - that's a stretch though...)
But again, any changes need to be balanced correctly and too much in one direction would lead to more balance issues elsewhere. Which I think is the crux of the issues around PvE/PvP and all roles therein. All I know is with most balance changes come a seemingly lessening of class uniqueness, which should be avoided where possible.
That is actually a better idea, and its a 'fix' as well for shades damage. One thing though, shades deal magic damage, thus doesn't scale well with Stam nb tanks. Would you change its damage type? Perhaps disease? But still having that magicka cost.
leeching strikes is ok for dps but I'd hardly compare it to dark deal, bull netch, or mountains blessing/helping hands.
RavenSworn wrote: »both would be too much, but ultimately it depends on the values they get back from them - if both only returned 1 stamina, then no, if either returned too much, then too much.
I prefer the idea of dodge because it helps just NB tanks a lot more than the other roles. Don't get me wrong, i do love all the other ideas, but they may help other NB roles too much. Also stamina steal does not help NB healer, and they may need help? no clue there on the state of that role. I think the targeting it the main issue with MO...
There are literally a ton of options, they could even make our shades proc SA - it's borderline buggy they don't if you read the description :P (The shades are mine, and thus their light attacks are also mine - that's a stretch though...)
But again, any changes need to be balanced correctly and too much in one direction would lead to more balance issues elsewhere. Which I think is the crux of the issues around PvE/PvP and all roles therein. All I know is with most balance changes come a seemingly lessening of class uniqueness, which should be avoided where possible.
That is actually a better idea, and its a 'fix' as well for shades damage. One thing though, shades deal magic damage, thus doesn't scale well with Stam nb tanks. Would you change its damage type? Perhaps disease? But still having that magicka cost.
Shades deal pathetic damage in the grand scheme of things, making it disease damage would change nothing. I'd be happy with them proccing the return from leeching attacks though, at least then I wouldnt have to constantly be spamming light attacks to take advantage of it.
I think the are two different problems here: as of this point, nb tanks have to be selfish and that makes us unwelcome in vet content. We don't have group shields unless we slot the (expensive) support ultimate, or good crowd control without gear (and even then it's soft cc, not hard cc), or resources to off-heal. I mean, I'm pretty much pug proof on base game vet dungeons - self heals, damage mitigation, some off damage with those heals - but that doesn't help me hold three heavy-hitting mobs in a group with a good healer. The tanking changes over the last year look like ZOS wants dps to take on some group buffing responsibilities, by way of making tanks need to be more selfish and use the wall ultimates; the problem is that dk & warden tanks can be useful in survival gear without warhorn, but nb tanks aren't.RavenSworn wrote: »However, I wouldn't want to have all the tools of a tank or at least what is expected of a tank be handed to the nb. I want a nb tank to be excellent at certain parts of tanking but needing perhaps gear or perhaps a different weapon skill to complement the build. Homogeneous skills does not diversity make. If a nb tank needs to be slightly selfish in terms of tanking so be it as long as its viable for endgame.
FWIW when I asked about the plans for nb tanks last summer, Wrobel answered, if indirectly. It was a live before HotR, and I'd asked in the discussion thread beforehand. That's where the tidbit about wanting the shadow tree to be the tanking tree came from. Wrobel knows we care about our nb tanks, and he probably has access to better data than we do. There's a plan.I think there is only problem here:
1) Us not knowing if the combat team are listening to player feedback, we are told they are but we literally never see replies to important topics. And if they are, why are they not telling us why they still want to proceed with the implementation. Does the convo go something like 'Hey combat team, your changes are going to remove NB tanks' Combat team: 'yeah that's cool, that's our plan' or combat team: 'oops we didn't spot that, too late now to change it, even though it's not on live yet'. The NB tank saga has been going on for a year now, and the only comment from @wrobel about NB (not directly tanks) started with 'um, yeah nightblades' Not exactly inspiring confidence. Is it too late for them to say oops we made an error with NB tanks, or NB tanks are where we want them, we just haven't balanced the other tanks yet so you'll just have to retire that toon for 12 months, or change role as the other tanks can tank end game. Some feedback on NB tanks from ZoS would REALLY go a long way right now.
This is really not like 'oh my bird is now dodgeable, the world will end' kinda post, this is the literal destruction of a class/role combination in end game, not that NB were really sought there in the first place
I personally think they should have made the malefic offering (the name escapes me) a heal that scales off of max health so high health nightblade tanks can push really good heals.
I personally think they should have made the malefic offering (the name escapes me) a heal that scales off of max health so high health nightblade tanks can push really good heals.
That would make the skill useful for tankblades and we can’t have that now can we. I have lost count on how many times I have asked for a class based burst heal that can be useful on tankblades. I don’t even bother asking anymore because it seems it will be a cold day in hell before tankblades get one.
I personally think they should have made the malefic offering (the name escapes me) a heal that scales off of max health so high health nightblade tanks can push really good heals.
That would make the skill useful for tankblades and we can’t have that now can we. I have lost count on how many times I have asked for a class based burst heal that can be useful on tankblades. I don’t even bother asking anymore because it seems it will be a cold day in hell before tankblades get one.
Personally I just run resto staff back bar. Though, to be honest, I've never desperately needed a massive chunk of health back that I can recall (but I run with pretty competent healers most of the time, and all of the little bits of healing a nightblade has really add up. I've usually got refreshing path, lifesteal, funnel health, sap essence, and mutagen going all at the same time).
I personally think they should have made the malefic offering (the name escapes me) a heal that scales off of max health so high health nightblade tanks can push really good heals.
That would make the skill useful for tankblades and we can’t have that now can we. I have lost count on how many times I have asked for a class based burst heal that can be useful on tankblades. I don’t even bother asking anymore because it seems it will be a cold day in hell before tankblades get one.
Personally I just run resto staff back bar. Though, to be honest, I've never desperately needed a massive chunk of health back that I can recall (but I run with pretty competent healers most of the time, and all of the little bits of healing a nightblade has really add up. I've usually got refreshing path, lifesteal, funnel health, sap essence, and mutagen going all at the same time).
Run solo in pvp as a stam tankblade and you will understand my perspective.
I personally think they should have made the malefic offering (the name escapes me) a heal that scales off of max health so high health nightblade tanks can push really good heals.
That would make the skill useful for tankblades and we can’t have that now can we. I have lost count on how many times I have asked for a class based burst heal that can be useful on tankblades. I don’t even bother asking anymore because it seems it will be a cold day in hell before tankblades get one.
Personally I just run resto staff back bar. Though, to be honest, I've never desperately needed a massive chunk of health back that I can recall (but I run with pretty competent healers most of the time, and all of the little bits of healing a nightblade has really add up. I've usually got refreshing path, lifesteal, funnel health, sap essence, and mutagen going all at the same time).
Run solo in pvp as a stam tankblade and you will understand my perspective.
There's the catch. I dont partake in pvp (at least not when I can avoid it, unfortunately have to for things like assault/support skill lines). Whenever I talk about a 'tank', I'm only referring to the pve side of things. Up until morrowind tanks didnt exist in pvp - you were just a tougher character to kill. Now we have one armor set that actually makes pvp tanking possible (vanguard's challenge) and hardly anyone uses it.
victoriana-blue wrote: »I think the are two different problems here: as of this point, nb tanks have to be selfish and that makes us unwelcome in vet content. We don't have group shields unless we slot the (expensive) support ultimate, or good crowd control without gear (and even then it's soft cc, not hard cc), or resources to off-heal. I mean, I'm pretty much pug proof on base game vet dungeons - self heals, damage mitigation, some off damage with those heals - but that doesn't help me hold three heavy-hitting mobs in a group with a good healer. The tanking changes over the last year look like ZOS wants dps to take on some group buffing responsibilities, by way of making tanks need to be more selfish and use the wall ultimates; the problem is that dk & warden tanks can be useful in survival gear without warhorn, but nb tanks aren't.RavenSworn wrote: »However, I wouldn't want to have all the tools of a tank or at least what is expected of a tank be handed to the nb. I want a nb tank to be excellent at certain parts of tanking but needing perhaps gear or perhaps a different weapon skill to complement the build. Homogeneous skills does not diversity make. If a nb tank needs to be slightly selfish in terms of tanking so be it as long as its viable for endgame.
The resource problem is complicated because we used to have utility through sap essence, but we don't have the resources for it anymore and path is situational (it doesn't help anyone else on big bosses or mobile bosses). ZOS wants us to stop permablocking and they keep hitting resources, but they really need to adjust the content instead - even three axes are a challenge to drop block on because of the way their heavies are spread out, so just saying "bring an off-tank" doesn't cut it.
(Oh shades. The tanking morph really needs an aoe pulse debuff, like a tinier volatile familiar - we have two shades, but because of pet ai they only attack the mob we heavy attacked.. And we don't have many opportunities to swap their targets within the 4 second debuff window. It feels like a waste, not awesome. I'd love aoe maim because that would help reduce damage to the group from enemies lower on the taunt priority list. Stamina steal would be awesome, but I don't think shades is the ability for it even if ZOS would relax their "stop permablocking" vision.)
The health cost of Malevolent Offering will be halved in Dragon Bones, iirc, so we might see more people using it in PvE. That said, how many skills in this game cost one resource but scale off of another? I don't use it on my tank because I haven't invested in magicka damage or crit, and that makes it a very pathetic heal.I personally think they should have made the malefic offering (the name escapes me) a heal that scales off of max health so high health nightblade tanks can push really good heals.
To me, selfish survival gear means gear like plague doctor, hist bark, and engine guardian, stuff with max stats & resist on the 2-5 pieces and which only benefit you; not ebon, dragon guard, or tava. Tava f'ex has two resource regen bonuses - one stamina, one magicka - and one is useless while blocking no matter which tanking weapon you're using, and the 5pc is mostly used for buffing. Don't get me wrong, I love bolstering darkness and I think it's tragically underrated, but in encounters like the axes having damage reduction doesn't really help if I'm out of my block resource, at which point I need to use the selfish wall ult or be sent flying. (And aedra forfend the tank doesn't give the dps their warhorns.RavenSworn wrote: »victoriana-blue wrote: »I think the are two different problems here: as of this point, nb tanks have to be selfish and that makes us unwelcome in vet content. We don't have group shields unless we slot the (expensive) support ultimate, or good crowd control without gear (and even then it's soft cc, not hard cc), or resources to off-heal. I mean, I'm pretty much pug proof on base game vet dungeons - self heals, damage mitigation, some off damage with those heals - but that doesn't help me hold three heavy-hitting mobs in a group with a good healer. The tanking changes over the last year look like ZOS wants dps to take on some group buffing responsibilities, by way of making tanks need to be more selfish and use the wall ultimates; the problem is that dk & warden tanks can be useful in survival gear without warhorn, but nb tanks aren't.RavenSworn wrote: »However, I wouldn't want to have all the tools of a tank or at least what is expected of a tank be handed to the nb. I want a nb tank to be excellent at certain parts of tanking but needing perhaps gear or perhaps a different weapon skill to complement the build. Homogeneous skills does not diversity make. If a nb tank needs to be slightly selfish in terms of tanking so be it as long as its viable for endgame.
The resource problem is complicated because we used to have utility through sap essence, but we don't have the resources for it anymore and path is situational (it doesn't help anyone else on big bosses or mobile bosses). ZOS wants us to stop permablocking and they keep hitting resources, but they really need to adjust the content instead - even three axes are a challenge to drop block on because of the way their heavies are spread out, so just saying "bring an off-tank" doesn't cut it.
(Oh shades. The tanking morph really needs an aoe pulse debuff, like a tinier volatile familiar - we have two shades, but because of pet ai they only attack the mob we heavy attacked.. And we don't have many opportunities to swap their targets within the 4 second debuff window. It feels like a waste, not awesome. I'd love aoe maim because that would help reduce damage to the group from enemies lower on the taunt priority list. Stamina steal would be awesome, but I don't think shades is the ability for it even if ZOS would relax their "stop permablocking" vision.)
Then I wonder why we do not change the group setup to accommodate different builds. There is definitely a 'best' way to do dungeons or trials, but it's not the only way. But the mindset of players are so hard to change when you don't follow the meta classes for each role.
I don't agree though that we can't hold our own in survival gear. We are still the perennial class to use tavas and dragon guard pumping that bolstering darkness / warhorn.
But I digress. We still need help in the nb tanking department. They have buffed(somewhat) for nb healers with the minor mending passive. NB tanks, both magicka and more importantly stamina, need some love too.
in response to the replies to my comment, the build is not finished yes, but that does not mean it does not work, the build is not made for trials, and NONE of my builds are, i don't enjoy trials, and i have tried them
i was going to say that i dont think it would be able to tank vet dlc dungeons, but then i thought a little longer about it, and i'm unsure, based one what it has done so far, it should be able to do it fine
the tank build does perfectly fine as i said, for the content i myself play,(PvP and some pve) and what i have tested it so far on: ( Duels, Cyrodiil, a few vet dungeons, most normal dungeons )
all of my builds go through very intensive testing, so i'm not going to say its finished unless i'm absolutely sure, its looking very good, and if i had more time to play lately, it would probably be finished, but i do plan to bring it to vet dlc dungeons like bloodroot forge, and others when i have the time, and i feel its ready and works great in every other test i put it through before
now i was asked to share what i have so i will do that, i rarely show the entirety of a build i make but i'll share some of it
role: tank/dps ( leaning more towards tanking )
how: self healing, pets, large amounts of damage negation by percentage buffs ( minor/major protection) as well as cloak to disengage and recover if needed
front bar: refreshing path, invigorating drain, dark cloak, baleful mist, inner light ---- ULT > soul tether
because i'm completely paranoid for no reason at certain things, thats all i will share, i just want to state that the back bar does play an important role besides just buffs
He's talking about a PvP tank, so the "disengage" would be to escape enemy players long enough to get some resources back before jumping back into the fray.in response to the replies to my comment, the build is not finished yes, but that does not mean it does not work, the build is not made for trials, and NONE of my builds are, i don't enjoy trials, and i have tried them
i was going to say that i dont think it would be able to tank vet dlc dungeons, but then i thought a little longer about it, and i'm unsure, based one what it has done so far, it should be able to do it fine
the tank build does perfectly fine as i said, for the content i myself play,(PvP and some pve) and what i have tested it so far on: ( Duels, Cyrodiil, a few vet dungeons, most normal dungeons )
all of my builds go through very intensive testing, so i'm not going to say its finished unless i'm absolutely sure, its looking very good, and if i had more time to play lately, it would probably be finished, but i do plan to bring it to vet dlc dungeons like bloodroot forge, and others when i have the time, and i feel its ready and works great in every other test i put it through before
now i was asked to share what i have so i will do that, i rarely show the entirety of a build i make but i'll share some of it
role: tank/dps ( leaning more towards tanking )
how: self healing, pets, large amounts of damage negation by percentage buffs ( minor/major protection) as well as cloak to disengage and recover if needed
front bar: refreshing path, invigorating drain, dark cloak, baleful mist, inner light ---- ULT > soul tether
because i'm completely paranoid for no reason at certain things, thats all i will share, i just want to state that the back bar does play an important role besides just buffs
This is for tanking, correct? I'm no expert, but in what world does a tank 'disengage' from an encounter, which sets the aggro onto one of the dps or healers?
victoriana-blue wrote: »He's talking about a PvP tank, so the "disengage" would be to escape enemy players long enough to get some resources back before jumping back into the fray.in response to the replies to my comment, the build is not finished yes, but that does not mean it does not work, the build is not made for trials, and NONE of my builds are, i don't enjoy trials, and i have tried them
i was going to say that i dont think it would be able to tank vet dlc dungeons, but then i thought a little longer about it, and i'm unsure, based one what it has done so far, it should be able to do it fine
the tank build does perfectly fine as i said, for the content i myself play,(PvP and some pve) and what i have tested it so far on: ( Duels, Cyrodiil, a few vet dungeons, most normal dungeons )
all of my builds go through very intensive testing, so i'm not going to say its finished unless i'm absolutely sure, its looking very good, and if i had more time to play lately, it would probably be finished, but i do plan to bring it to vet dlc dungeons like bloodroot forge, and others when i have the time, and i feel its ready and works great in every other test i put it through before
now i was asked to share what i have so i will do that, i rarely show the entirety of a build i make but i'll share some of it
role: tank/dps ( leaning more towards tanking )
how: self healing, pets, large amounts of damage negation by percentage buffs ( minor/major protection) as well as cloak to disengage and recover if needed
front bar: refreshing path, invigorating drain, dark cloak, baleful mist, inner light ---- ULT > soul tether
because i'm completely paranoid for no reason at certain things, thats all i will share, i just want to state that the back bar does play an important role besides just buffs
This is for tanking, correct? I'm no expert, but in what world does a tank 'disengage' from an encounter, which sets the aggro onto one of the dps or healers?
I'm not sure about Warden , but I believe it does .
To improve Nightblade Tanks (and to a lesser extent healers) without overly buffing their DPS, solo PVE, or PvP capabilities, three changes need to happen: They need a better way to get stamina back while holding block, they need some way to lock down mobs, and they need some form of group support.