SirCritical wrote: »Narvuntien wrote: »3. Bonus problem can I please get a Hp, Stam and Mag Regen food or drink.
Jewels of Misrule is what you're searching for
SquareSausage wrote: »xI_The_Owl_Ix wrote: »PvP/Cyrodiil
- Theres no need to run a Tank in Cyrodiil. You barely get any AP for defending/debuffing/blocking enemy Players. I run a Minor/Major Defile Tank and I see that I help by debuffing people to the point where they cant heal themselves, but I dont benefit from it all. It feels like Im helping other players get AP instead of actually getting AP for helping.
Suggestions:
Make the "Guard" Skill give AP to the guarding Tank after absorbing enough damage or when the guarded Player gets a kill (but only if you absorbed damage before).
Give AP to everyone who debuffed an enemy Player just before their death.
Give AP to everyone who survives huge amounts of damage.
Just group the players then you get the AP too.
Solo play will always net you a lot less.
1) Make tanks useful in Cyro again. Tanks should push breachs, protect players, pull aggro and control the battlefield. But people whined about tanks doing their job, so now we have more unavoidable damage and stuns to kill tanks. More people tanked up, put on heavy armor and used the extra damage themselves and now most of Cyro is tanky, but not tanking as a role.
Heavy armor should buff sustain, provide utility and buff solo and group survivability, not damage. Heavy armor sets with damage bonuses need to go.
2) Immovable. Make this skill worthwhile. It's expensive AND it's total junk
My pain point is how much damage people can do in PvP while holding the block and basicly beeing a tank that do damage comparable to DD setups. They loose barely anything from offense since blocking is not wasting any cast times which is huge deal in fights but gain 50% dmg reduction , immunity to most of the critical hits and most of the CC effects. All of that while still keeping high damage pressure on enemie.
Few builds abuses it too much currently to the point the're almost permablocking and keeping high damage pressure on enemie that is unable to touch them. Block should have some drawbacks other then stam regen halt.
As versatile as ESO is I believe you should be able to tank/DPs. Someone mentioned allowing sword and board skill line to pull off of health, and honestly it should. All we ever see now is perma block tanks in the game. For instance wardens (glacier shards) skill should be doing some REAL high damage if its based off of how much health you have. But even with high heath the tooltip is low. That's just what I would like to see
SirCritical wrote: »Just convert Alkosh to a tanking set. Let it be heavy, with maxHP and 2*healing received boni. I don't care if it become more meta, but at least an understandable meta. ZOS even loves meta, anyways
Powerful Assault is not used by DDs. It's stamina equivalent of SPC and is used by stamina healers (=Warden).Silver_Strider wrote: »More interesting Tank support sets.
Ebon is fine, same with Torags since its crafted but by and large there are too many sets that are supposedly meant for tanks that just aren't very good (Honestly, how many tanks do you see running Immortal Yokudan or Lunar Bastion)? It's so bad that the best Tank support set is Alkosh, which was designed for Stamina DPS. Same with something like Powerful Assault, which offers some utility to the group but was designed for DPS to use. If we're going to be nothing but buff totems for the group then at least give us some variety in doing so.
Also, can we consider altering some skills in Frost Staff to be more useful for Tanking purposes? I like WoE, E Drain and Crushing Shock well enough but still feel Clutch and Impulse could be better. IDK, maybe make a morph of Impulse guarantee a status effect so chilled would be more easily applied creating a good synergy with WoE for more reliable CC rooting, it would be fairly interesting and useful overall. Not sure what to do with Clutch though.
BejaProphet wrote: »SirCritical wrote: »Just convert Alkosh to a tanking set. Let it be heavy, with maxHP and 2*healing received boni. I don't care if it become more meta, but at least an understandable meta. ZOS even loves meta, anyways
The draw back to doing that would be further cementing its necessity. Right now in trial raiding it is considered 100% essential for a tank because the last bonus is so useful. Can you imagine how much more so if they made the other bonuses tank stuff?
Bring back tanks to Cyrodiil. Yes, it sucks when you are unable to kill one guy, but tanks serve the purpose of being pug magnets to push breaches and such. The consistent nerfs to blocking have had the results of homogeneizing everyone's playstyle to the point where it just becomes a numbers game. I miss seeing DKs tank 20 people + away from a fight so their group could push through. They don't even need to damage, but man allow them to live a little bit longer than they can right now.
When did tanks leave Cyrodil?
Anti_Virus wrote: »Tanks are bad because of attribute scaling.
more damage stats = more survival
a light armor dps with 10-15k hp can take more damage than a tank due to how much damage their shields can absorb, while dealing a ton of damage, investing into tanking resources such as health, resistances and blocking yields diminishing returns while damage resources(max stam/magicka and spell/weapon damage) scales infinitely with no cap on damage and healing/shielding tied to it why play a tank?
xI_The_Owl_Ix wrote: »SquareSausage wrote: »xI_The_Owl_Ix wrote: »PvP/Cyrodiil
- Theres no need to run a Tank in Cyrodiil. You barely get any AP for defending/debuffing/blocking enemy Players. I run a Minor/Major Defile Tank and I see that I help by debuffing people to the point where they cant heal themselves, but I dont benefit from it all. It feels like Im helping other players get AP instead of actually getting AP for helping.
Suggestions:
Make the "Guard" Skill give AP to the guarding Tank after absorbing enough damage or when the guarded Player gets a kill (but only if you absorbed damage before).
Give AP to everyone who debuffed an enemy Player just before their death.
Give AP to everyone who survives huge amounts of damage.
Just group the players then you get the AP too.
Solo play will always net you a lot less.
Honestly that can be said about every other class. Can you imagine healers not getting any AP for healing players who arent in their group? Or DDs not getting AP because another person got the kill who wasnt playing with them?
Every role has a way to gain AP, by healing or by getting kills/assists. The Tank has none. Tanks cant play their "tanking" role to get any AP.
There should be way to get AP as a tank without being in a group. Every other role can.
Powerful Assault is not used by DDs. It's stamina equivalent of SPC and is used by stamina healers (=Warden).Silver_Strider wrote: »More interesting Tank support sets.
Ebon is fine, same with Torags since its crafted but by and large there are too many sets that are supposedly meant for tanks that just aren't very good (Honestly, how many tanks do you see running Immortal Yokudan or Lunar Bastion)? It's so bad that the best Tank support set is Alkosh, which was designed for Stamina DPS. Same with something like Powerful Assault, which offers some utility to the group but was designed for DPS to use. If we're going to be nothing but buff totems for the group then at least give us some variety in doing so.
Also, can we consider altering some skills in Frost Staff to be more useful for Tanking purposes? I like WoE, E Drain and Crushing Shock well enough but still feel Clutch and Impulse could be better. IDK, maybe make a morph of Impulse guarantee a status effect so chilled would be more easily applied creating a good synergy with WoE for more reliable CC rooting, it would be fairly interesting and useful overall. Not sure what to do with Clutch though.
xI_The_Owl_Ix wrote: »SquareSausage wrote: »xI_The_Owl_Ix wrote: »PvP/Cyrodiil
- Theres no need to run a Tank in Cyrodiil. You barely get any AP for defending/debuffing/blocking enemy Players. I run a Minor/Major Defile Tank and I see that I help by debuffing people to the point where they cant heal themselves, but I dont benefit from it all. It feels like Im helping other players get AP instead of actually getting AP for helping.
Suggestions:
Make the "Guard" Skill give AP to the guarding Tank after absorbing enough damage or when the guarded Player gets a kill (but only if you absorbed damage before).
Give AP to everyone who debuffed an enemy Player just before their death.
Give AP to everyone who survives huge amounts of damage.
Just group the players then you get the AP too.
Solo play will always net you a lot less.
Honestly that can be said about every other class. Can you imagine healers not getting any AP for healing players who arent in their group? Or DDs not getting AP because another person got the kill who wasnt playing with them?
Every role has a way to gain AP, by healing or by getting kills/assists. The Tank has none. Tanks cant play their "tanking" role to get any AP.
There should be way to get AP as a tank without being in a group. Every other role can.
TankHealz2015 wrote: »BUT the hardest dungeon and trials content has mechanics that dictate the tanks wear -- dps buffer sets.
BejaProphet wrote: »The META is not so set in stone in dungeons.
With trials there are forces at work that aren't going to easily change. When suddenly you are now buffing 8 dedicated damage dealers then it is absolutely unavoidable that sets that buff damage dealers will increase in value dramatically. For example however powerful Alkosh or crusher enchant is going to be in a dungeon, it is now 4 X more important in a trial because its benefiting 4 X more damage dealers. And given that tanks (due to damage scaling on attributes) will always be in the worst position to contribute personal DPS, they are going to be the prime targets for wearing the sets that buff those damage dealers. This just isn't going to change, I predict. It would take a MAJOR rethinking of the combat system with larger scope change than anything we have seen in this game yet.