you have 3 Direct Damage AOE DoT Frost skills
Major Heroism is only applicable in fights where the boss or adds shoot projectiles at you, which is a small minority. And they are not shooting at you all the time. It is possible to have 100% up time on Minor Heroism and the similar generic buff at the same time. The first 2 1H+S skills: Pierce Armor & Heroic Slash are part of every tank build, regardless of class, in the same way Combat Prayer and Healing Springs (and in some fights Mutagen/Rapid Regeneration) are part of every healer build regardless of class. In fact those are the only 2 skills shared between my DK, Warden, Sorcerer and NB tanks.
Major Heroism is only applicable in fights where the boss or adds shoot projectiles at you, which is a small minority. And they are not shooting at you all the time. It is possible to have 100% up time on Minor Heroism and the similar generic buff at the same time. The first 2 1H+S skills: Pierce Armor & Heroic Slash are part of every tank build, regardless of class, in the same way Combat Prayer and Healing Springs (and in some fights Mutagen/Rapid Regeneration) are part of every healer build regardless of class. In fact those are the only 2 skills shared between my DK, Warden, Sorcerer and NB tanks.
I used to use shades when tanking on NB - lost minor herosim, but saved stamina - trade off for different playstyles, and this was pre-morrowind where stamina was a lot easier to get
Lightspeedflashb14_ESO wrote: »@Maura_Neysa what do your bars look like? I would love to use a frost staff but I simply have no place for blockade. Or for deceptive predator.
also you say this-you have 3 Direct Damage AOE DoT Frost skills
that is meaningless, there are only 2 different kinds of AoE skills, those that are just "Area-of-effect abilities", those are like Impulse and morphs and the initial hit of Eruption, the second hit of Inhale and morphs and Drain Power and morphs, where they do all the damage in one hit in an area. these skills, if they can apply status effect, have a base percentage chance of 5% that goes up with passives. these are different from "Area-of-effect damage-over-time abilities" which all three of the skill you have listed ought to be, those being Elemental Blockade, Gripping Shards and Arctic Blast as they do there damage in an area over a certain amount of time, these only have a base 1% chance per tick, that goes up to 3% without a staff equipped or 4% with. if this is not how they are behaving, then it is a bug, like how Twisting Path was considered direct damage.
Arguably that's not necessary in dungeons, where group buffs are not necessary, but are necessary in trials where you want as much Aggressive Horn Major Force as possible. This discussion is focused on end game tanking, which is vetaran trials. In a dungeon you can pretty much run any other 11 skills if you equip a taunt and still finish without much of a hassle, even some of the DLC dungeons HM.
Arguably that's not necessary in dungeons, where group buffs are not necessary, but are necessary in trials where you want as much Aggressive Horn Major Force as possible. This discussion is focused on end game tanking, which is vetaran trials. In a dungeon you can pretty much run any other 11 skills if you equip a taunt and still finish without much of a hassle, even some of the DLC dungeons HM.
No no no!!! YOU as in @Asardes can pretty much equip 11 other skills and get by, but 99% of the tanking population can't. You can do it because you know the mechanics perfectly, probably for every fight in the game. I consider this thread to be 'PvE Tanking Discussion for Dragon Bones' not 'Vet Trials PvE Tanking Discussion for Dragon Bones' and the people posting here are extremely knowledgable, more so than me - especially with non-NB tanks. The stuff Liofa posted was probably with end game in mind, but a lot of that same stuff still applies all the way down to the bottom. The big difference is the end game tanks will adapt faster than the poor souls that log on once a week and can barely keep up as it is, this patch will hurt those the mostHonestly i'm not really worried for vet trials tanks, i'm more worried about the other 99% that will be put off playing because they don't like tanking anymore and are now getting bored waiting 45 minutes in finder for a tank - you the ones, those folks that pour the money in to ESO and help keep it alive for us.
ESO used to be a lot more fun and that's a pretty important thing to have in any recreational activity. These changes remove a little more fun, again.
Posion Inject and Arrow Spray.
I have also heard it described as DoTs tick faster than 1/sec which is why Flurry and Jabs.
SunDrenched wrote: »Just tested some of these on PTS; Master-at-Arms affects both components of DK's Eruption; does affect Volley and Caltrops; does not affect Flurry.
Strange. How is Flurry a DoT?
Eruption, Volley, Caltrops are ground AoE; perhaps they are not considered DoTs.
Flurry and Jabs are DoTs because they tick faster than once/secSunDrenched wrote: »Just tested some of these on PTS; Master-at-Arms affects both components of DK's Eruption; does effect Volley and Caltrops; does not affect Flurry.
Strange. How is Flurry a DoT?
Eruption, Volley, Caltrops are ground AoE; perhaps they are not considered DoTs.
Flurry is a DoT because the damage happens 'over time'... just like Jabs.
paulsimonps wrote: »Btw guys, non DoT AoE are considered Direct Damage. And AoE DoT with their dmg going out every other second and not every second is also direct damage, an example Lightningform is every 1s and so its not a Direct Damage, Bladecloak is every 3s and is considered Direct Damage, how do I know? It proced Selene. It also was blockable while lightningform was not. Not sure that if it procs selenes means 100% that master at arms would buff it but it would be consistent with what I have seen. Further testing on all abilities needs to be done in as sterile of an environment as can be found.
SunDrenched wrote: »Just to fill in the picture, Thaumaturge has no effect on any part of Eruption, Volley, or Caltrops; but does up Flurry.
So, a "damage over time" effect is something you "inject" into an enemy which then damages it from within. This is not then "direct damage."
Ground AoE damage from "without" and so are not "true" DoTs.
Flurry I guess is a peculiar exception.
Very good one. Yes X damage over Y seconds is a DoT. X damage every y seconds is NOT a DoTSunDrenched wrote: »Yet Ground AoE, Point-blank AoE, and Returned damage all fit your definition of "DoT" yet are buffed by Master-at-Arms not by Thaumaturge.How to determine if something is Direct Damage or DoT.Direct damage = You have to stay in range and spam ability.
DoT = You hit the ability and then you can go do something else.
If it does X damage it's direct damage.
If it does X damage and then Y damage over Z seconds, only the first tick is direct damage...Then it turns into a DoT.
If it does X damage over Y seconds, it's a DoT
Better???
Quote"paulsimonps wrote: »Btw, for those that don't know. AoE DoTs that don't tick every second. Like the scamp or blade cloak are Direct damage. Tested it myself, bladecloak even proced Selens which only procs on direct damage.
Lightspeedflashb14_ESO wrote: »@Maura_Neysa
also after watch the video you have there, i think you are grossly overestimating the time you have chilled on that boss. i mean you didn't look at the boss the whole time and yes, there was a few time while you were watching the boss the chilled status effect proced while it was still up but there is a long time between procs sometimes and i consider that unacceptable. i would guess you have between 50% and 60% up time on minor maim on the boss just from the video you have there.
Thurmagture effects more things that Valkyn Skoria procs
Lightspeedflashb14_ESO wrote: »Thurmagture effects more things that Valkyn Skoria procs
Name three.
. Thats multiple sources including Redit.
.
.Why test a melee skill with a monster set that says Direct melee vs Direct?
Lightspeedflashb14_ESO wrote: ». Thats multiple sources including Redit.
.
So? Just find the links and link them..Why test a melee skill with a monster set that says Direct melee vs Direct?
For consistencies sake. Simple. What zos considers "direct melee" might be different then simply "direct".
?Your argument against Damages that happens multiple times is the same as DoTs is that not all Direct Damage from stamina skills are Direct melee Damage
Lightspeedflashb14_ESO wrote: »?Your argument against Damages that happens multiple times is the same as DoTs is that not all Direct Damage from stamina skills are Direct melee Damage
actually the reason i am going through all this is because i wouldn't leave minor miam up to chance, however high. simple as that. on top of that you are leaving an extra .6 ulti a second on the table, both of these things you are from not using heroic slash.
Lightspeedflashb14_ESO wrote: »Shalks? Is that really your response? I mean I was this close to seeing eye to eye with you, even after the clearly wrong "smoking DK on the CC capability" (dks have that in the bag with ONE skill, one "cast", choking talons, guaranteed AOE minor maim that last for 7 seconds, damaging synergy and a full second longer immobilize then gripping shards.) Herioc slash also does have a slow that last for only 4 seconds now, so it does have CC.
There is this "Crowd Control is the tanks job, not buffing the DPS". It is both, beyond the the fact you crowd control to make it easier for your dps to kill things, both by stoping your dps from getting hit and by stacking them to burn the mobs down faster. Tanks don't need sets that buff their own survaibiltiy, If they are any good that is. So you where sets that buff your team. Either directly, ebon, or indirect, dragonguard, alkosh, torugs pact. Not sure how you think different.
Good day.
Maura_Neysa wrote: »Lightspeedflashb14_ESO wrote: »Shalks? Is that really your response? I mean I was this close to seeing eye to eye with you, even after the clearly wrong "smoking DK on the CC capability" (dks have that in the bag with ONE skill, one "cast", choking talons, guaranteed AOE minor maim that last for 7 seconds, damaging synergy and a full second longer immobilize then gripping shards.) Herioc slash also does have a slow that last for only 4 seconds now, so it does have CC.
There is this "Crowd Control is the tanks job, not buffing the DPS". It is both, beyond the the fact you crowd control to make it easier for your dps to kill things, both by stoping your dps from getting hit and by stacking them to burn the mobs down faster. Tanks don't need sets that buff their own survaibiltiy, If they are any good that is. So you where sets that buff your team. Either directly, ebon, or indirect, dragonguard, alkosh, torugs pact. Not sure how you think different.
Good day.
LMAO 1 Skill I cast Gripping cc Same as Talons AND 30% slow, AND now still does its damage whether the enemy is cc-able or not. Sure the cc from that skill is I second longer, but that doesn't matter because Deep Freeze will just re-cc off of the same cast, and the Minor Maim with it.
Shalks is Health, Spell Damage, Spell Crit, Ulti, not exactly what I'd call selfish. DK has to every 4 second cast the same skill to do what a Warden does just by maintaining their buffs
All trying to out DPS mechanics gets you is a Vet SO run with no deaths except on the Manikora because you have a full legion of Target Dummy Warriors.
In Ebon & Alkosh in Cradle (orbs are bugged)
Wearing Troll King in vSO and run Leeching, so that would be out everywhere
Running Merida's in PvP because I'm making them miss my alleys
And honestly the number of DKs not running Talons is pretty mind blowing considering it's as essential as Pierce Armor. Most seem to rely on slash for their maim...
Lightspeedflashb14_ESO wrote: »Maura_Neysa wrote: »Lightspeedflashb14_ESO wrote: »Shalks? Is that really your response? I mean I was this close to seeing eye to eye with you, even after the clearly wrong "smoking DK on the CC capability" (dks have that in the bag with ONE skill, one "cast", choking talons, guaranteed AOE minor maim that last for 7 seconds, damaging synergy and a full second longer immobilize then gripping shards.) Herioc slash also does have a slow that last for only 4 seconds now, so it does have CC.
There is this "Crowd Control is the tanks job, not buffing the DPS". It is both, beyond the the fact you crowd control to make it easier for your dps to kill things, both by stoping your dps from getting hit and by stacking them to burn the mobs down faster. Tanks don't need sets that buff their own survaibiltiy, If they are any good that is. So you where sets that buff your team. Either directly, ebon, or indirect, dragonguard, alkosh, torugs pact. Not sure how you think different.
Good day.
LMAO 1 Skill I cast Gripping cc Same as Talons AND 30% slow, AND now still does its damage whether the enemy is cc-able or not. Sure the cc from that skill is I second longer, but that doesn't matter because Deep Freeze will just re-cc off of the same cast, and the Minor Maim with it.
Shalks is Health, Spell Damage, Spell Crit, Ulti, not exactly what I'd call selfish. DK has to every 4 second cast the same skill to do what a Warden does just by maintaining their buffs
All trying to out DPS mechanics gets you is a Vet SO run with no deaths except on the Manikora because you have a full legion of Target Dummy Warriors.
In Ebon & Alkosh in Cradle (orbs are bugged)
Wearing Troll King in vSO and run Leeching, so that would be out everywhere
Running Merida's in PvP because I'm making them miss my alleys
And honestly the number of DKs not running Talons is pretty mind blowing considering it's as essential as Pierce Armor. Most seem to rely on slash for their maim...
I said good day.
Maura_Neysa wrote: »Lightspeedflashb14_ESO wrote: »Maura_Neysa wrote: »Lightspeedflashb14_ESO wrote: »Shalks? Is that really your response? I mean I was this close to seeing eye to eye with you, even after the clearly wrong "smoking DK on the CC capability" (dks have that in the bag with ONE skill, one "cast", choking talons, guaranteed AOE minor maim that last for 7 seconds, damaging synergy and a full second longer immobilize then gripping shards.) Herioc slash also does have a slow that last for only 4 seconds now, so it does have CC.
There is this "Crowd Control is the tanks job, not buffing the DPS". It is both, beyond the the fact you crowd control to make it easier for your dps to kill things, both by stoping your dps from getting hit and by stacking them to burn the mobs down faster. Tanks don't need sets that buff their own survaibiltiy, If they are any good that is. So you where sets that buff your team. Either directly, ebon, or indirect, dragonguard, alkosh, torugs pact. Not sure how you think different.
Good day.
LMAO 1 Skill I cast Gripping cc Same as Talons AND 30% slow, AND now still does its damage whether the enemy is cc-able or not. Sure the cc from that skill is I second longer, but that doesn't matter because Deep Freeze will just re-cc off of the same cast, and the Minor Maim with it.
Shalks is Health, Spell Damage, Spell Crit, Ulti, not exactly what I'd call selfish. DK has to every 4 second cast the same skill to do what a Warden does just by maintaining their buffs
All trying to out DPS mechanics gets you is a Vet SO run with no deaths except on the Manikora because you have a full legion of Target Dummy Warriors.
In Ebon & Alkosh in Cradle (orbs are bugged)
Wearing Troll King in vSO and run Leeching, so that would be out everywhere
Running Merida's in PvP because I'm making them miss my alleys
And honestly the number of DKs not running Talons is pretty mind blowing considering it's as essential as Pierce Armor. Most seem to rely on slash for their maim...
I said good day.
DKs unlike Wardens care about Ultimate for selfish reason. A DK who can't Ulti dump on cool down is only in slightly better place then a Templar waiting for a dead body.
Wardens though get no benifit from Ultis for the group, especially War Horn since I already have Minor Toughness too. So don't pretend like its all about the group buff, cause its not.
Lightspeedflashb14_ESO wrote: »@Maura_Neysa i have spent a couple hours at a dummy, we are both right and we are both wrong. take a look at this
wall of elements is clearly an "Area-of-effect damage-over-time ability"
see here with a stam sorc with no destro passives unlocked and nothing into magic at all-
chilled is easy to track because it is only one damage tick, so in the picture you can see that wall of frost hit 751 times and chilled only procs 6 times, making that a chance of .7%, which is close enough to 1%
the fact that wall is an "Area-of-effect damage-over-time ability", i did the same on my warden with all the destro passives unlocked, results here-
you will see that blockade hits for 788 times but only procs chilled 30 times. making that a 3.8% chance, close enough to the 2% it ought to be. or the 4 maybe if the warden's "Glacial Presence" was applying to it as well, though it should not be as it says, specifically "winters embrace" int eh description, see here, "Increase chance of applying Chilled to enemies with Winter's Embrace abilities by 200%"
so i was right about wall.
now you were right about gripping shards, it is procing chilled like an "Area-of-effect ability" ie 5%, see here-
as you can see, out of 778 damage ticks, chilled proced 98 times, which is 12.5% of the time. closer to 15% then the 3 or 4% that it would be if the game classified as an "Area-of-effect damage-over-time ability". you were correct with this skill, so good job.
then there is arctic blast. this skill is counting as a "Single-target direct attack ability" as you can see here-out of 592 ticks of damage, chilled proced a staggering 179 times, meaning a proc rate of 30%. without the wardens passive, that would go down to 10%. so we were both wrong about this ability.
both arctic blast and gripping shards were tested with no destro staff equipped, only s/b. so add 10% chance to arctic blast and 5% chance to gripping shards if you have a destro staff equipped .
i believe all three of the aforementioned skills ought to be the same, as they all do damage over time and they all do it in an area, wither around you or on the ground. i would classify arctic blast and gripping shards behavior as bugs.
now i do not wish to get back into an argument, you are dead set on not using heroic slash, i will not stop using it and i like the heals i can put out with polar wind but with this data, the kind i know you can't get by being a console, we are both more informed and anyone else that see this data can make a more informed decision.
good day.
So the effects of ice abilities have even worse Minor Maim uptime than I expected. This means that my point about Heroic Slash is even more valid, since you can't really afford to have high downtimes on Minor Maim, with hard hitting bosses. Few people realize, but applying Minor Maim to the boss also decreases the damage taken by players from mechanics linked to that boss, but not directly cast by it. In this case, if you really don't want to use Heroic Slash and/or need to debuff multiple enemies, a good alternative is Thurvokun monster set. If the boss constantly attacks you - which is true in most fights - you can have close to 100% up time on that set, since the cooldown is equal to the effect duration. Also ground based AoE DoTs are very effective at grabbing and keeping aggro if you don't want to re-taunt the adds too, so the pool will have further benefits.
Thurvokun (Fang Lair)
1 items) Adds 1206 Max Health
(2 items) When a nearby enemy damages you, summon a growing pool of desecrated bile for 8 seconds. Enemies in the bile receive 430 Disease Damage every 1 second and are afflicted with Minor Maim and Minor Defile, reducing their damage done and healing received by 15%. This effect can occur once every 8 seconds.
Probability of an outcome composed of different events is not the sum of probability