OTOH, why is that necessarily a problem? "Healers in ESO are more about supporting the group with unique (de)buffs*, less about giving health back" seems rather fine.
* I'm not saying that this is the case at the moment. It's (often) not. But it's imho more important to ask how healers could be more useful, not only or necessarily healing.Survive, taunt, pack & debuff (in order of importance) enough to ditch healer for a 3rd dps to burn thing easierTank should not be concerned with direct DPS, they do indirect DPS by debuffing the enemies and buffing their allies.
If they do a good job of this, then the DPS who have optimized their damage can get even more out of their builds.
I feel the same way about healers. Healing is secondary to buffing, most players can heal themselves just fine. Only a few builds are in desperate need of a pocket healer.
@Tasear
This is how healing is looked at currently in the game by players.
Don't exactly know why healers are brought up in a tank thread, but thought as healer class rep, it's important for you to see this issue.
Yeah, for dungeons though, and only certain ones.
For trials, you won't see anyone saying they can "heal themselves just fine". They would cry if there was no healer.
Because there was a discussion in the healer discord about how to make healing relevant in all content, not just trials.
Overworld, dungeons, and trials.
The responses I posted give insight into how healing is seen, so relevant to the healer rep who is in communication with the development team.
Healers aren't meant to be bards, throwing out buffs and debuffs, at least, not before healing. That's why it's called being a healer. As of now, it's backwards.
That's a problem, and one that the dev team (according to the class rep) also sees as a problem.
unless we're doing hard modes we take a magblade with spc, refreshing path and funnel health instead of a "healer" these days.
the sad fact is that having a dedicated healer over heals the group for 95% of the content. It's not just not required, it's a detriment.
Survive, taunt, pack & debuff (in order of importance) enough to ditch healer for a 3rd dps to burn thing easierTank should not be concerned with direct DPS, they do indirect DPS by debuffing the enemies and buffing their allies.
If they do a good job of this, then the DPS who have optimized their damage can get even more out of their builds.
I feel the same way about healers. Healing is secondary to buffing, most players can heal themselves just fine. Only a few builds are in desperate need of a pocket healer.
@Tasear
This is how healing is looked at currently in the game by players.
Don't exactly know why healers are brought up in a tank thread, but thought as healer class rep, it's important for you to see this issue.
OTOH, why is that necessarily a problem? "Healers in ESO are more about supporting the group with unique (de)buffs*, less about giving health back" seems rather fine.
* I'm not saying that this is the case at the moment. It's (often) not. But it's imho more important to ask how healers could be more useful, not only or necessarily healing.Survive, taunt, pack & debuff (in order of importance) enough to ditch healer for a 3rd dps to burn thing easierTank should not be concerned with direct DPS, they do indirect DPS by debuffing the enemies and buffing their allies.
If they do a good job of this, then the DPS who have optimized their damage can get even more out of their builds.
I feel the same way about healers. Healing is secondary to buffing, most players can heal themselves just fine. Only a few builds are in desperate need of a pocket healer.
@Tasear
This is how healing is looked at currently in the game by players.
Don't exactly know why healers are brought up in a tank thread, but thought as healer class rep, it's important for you to see this issue.
Yeah, for dungeons though, and only certain ones.
For trials, you won't see anyone saying they can "heal themselves just fine". They would cry if there was no healer.
Because there was a discussion in the healer discord about how to make healing relevant in all content, not just trials.
Overworld, dungeons, and trials.
The responses I posted give insight into how healing is seen, so relevant to the healer rep who is in communication with the development team.
Healers aren't meant to be bards, throwing out buffs and debuffs, at least, not before healing. That's why it's called being a healer. As of now, it's backwards.
That's a problem, and one that the dev team (according to the class rep) also sees as a problem.
unless we're doing hard modes we take a magblade with spc, refreshing path and funnel health instead of a "healer" these days.
the sad fact is that having a dedicated healer over heals the group for 95% of the content. It's not just not required, it's a detriment.
MartiniDaniels wrote: »
OTOH, why is that necessarily a problem? "Healers in ESO are more about supporting the group with unique (de)buffs*, less about giving health back" seems rather fine.
* I'm not saying that this is the case at the moment. It's (often) not. But it's imho more important to ask how healers could be more useful, not only or necessarily healing.Survive, taunt, pack & debuff (in order of importance) enough to ditch healer for a 3rd dps to burn thing easierTank should not be concerned with direct DPS, they do indirect DPS by debuffing the enemies and buffing their allies.
If they do a good job of this, then the DPS who have optimized their damage can get even more out of their builds.
I feel the same way about healers. Healing is secondary to buffing, most players can heal themselves just fine. Only a few builds are in desperate need of a pocket healer.
@Tasear
This is how healing is looked at currently in the game by players.
Don't exactly know why healers are brought up in a tank thread, but thought as healer class rep, it's important for you to see this issue.
Yeah, for dungeons though, and only certain ones.
For trials, you won't see anyone saying they can "heal themselves just fine". They would cry if there was no healer.
Because there was a discussion in the healer discord about how to make healing relevant in all content, not just trials.
Overworld, dungeons, and trials.
The responses I posted give insight into how healing is seen, so relevant to the healer rep who is in communication with the development team.
Healers aren't meant to be bards, throwing out buffs and debuffs, at least, not before healing. That's why it's called being a healer. As of now, it's backwards.
That's a problem, and one that the dev team (according to the class rep) also sees as a problem.
unless we're doing hard modes we take a magblade with spc, refreshing path and funnel health instead of a "healer" these days.
the sad fact is that having a dedicated healer over heals the group for 95% of the content. It's not just not required, it's a detriment.
You (dps mains) constantly say that "majority of vet dungeons doesn't require tank or/and heal" but somehow weak tank or heal usually make dungeon run much longer, tedious and difficult and if they are fake it just ends up kicking or cp780 fake escapes by himself with words "i'm tired of noobs"..
And then normal, non-hybrid, noob, cp300 tank or healer comes to the rescue and boss which you previously struggled to take to 50% of health 5 times, that boss is dealt within minute. But of course tank and heal are just "supports of limited use" they should be semi-dps like OP asked.
Anyone who says tanks should DPS is just a bad DPS and is looking for someone to blame.
That said, if you're pugging as a tank you 100% want to have a backup set of gear you can swap to just in case you've got one of those 10k group dps. You can literally double the group dps doing this.
Personally I would never take my trials tank into a pug. Sure, i'll never die, but that pug might take 2 hours. I use a dps specc'd stam sorc tank (knight errant, seventh legion, tremor scale) for any content where I don't know the dps just in case things go badly.
OTOH, why is that necessarily a problem? "Healers in ESO are more about supporting the group with unique (de)buffs*, less about giving health back" seems rather fine.
* I'm not saying that this is the case at the moment. It's (often) not. But it's imho more important to ask how healers could be more useful, not only or necessarily healing.Survive, taunt, pack & debuff (in order of importance) enough to ditch healer for a 3rd dps to burn thing easierTank should not be concerned with direct DPS, they do indirect DPS by debuffing the enemies and buffing their allies.
If they do a good job of this, then the DPS who have optimized their damage can get even more out of their builds.
I feel the same way about healers. Healing is secondary to buffing, most players can heal themselves just fine. Only a few builds are in desperate need of a pocket healer.
@Tasear
This is how healing is looked at currently in the game by players.
Don't exactly know why healers are brought up in a tank thread, but thought as healer class rep, it's important for you to see this issue.
Yeah, for dungeons though, and only certain ones.
For trials, you won't see anyone saying they can "heal themselves just fine". They would cry if there was no healer.
Because there was a discussion in the healer discord about how to make healing relevant in all content, not just trials.
Overworld, dungeons, and trials.
The responses I posted give insight into how healing is seen, so relevant to the healer rep who is in communication with the development team.
Healers aren't meant to be bards, throwing out buffs and debuffs, at least, not before healing. That's why it's called being a healer. As of now, it's backwards.
That's a problem, and one that the dev team (according to the class rep) also sees as a problem.
unless we're doing hard modes we take a magblade with spc, refreshing path and funnel health instead of a "healer" these days.
the sad fact is that having a dedicated healer over heals the group for 95% of the content. It's not just not required, it's a detriment.
And this is exactly why Zos asked class reps to gather information on how to make healers more needed in all content.
Just because it's this way now absolutely doesn't mean it can't or won't change in the future.
https://forums.elderscrollsonline.com/en/discussion/431237/shields-do-not-make-healers-useless-and-why-they-should-not-be-nerfed
This is just one idea, that comes from Wrobel, about changes to make healers needed.
And while I strongly disagree shields are the answer, Zos is looking to change things to lessen the dps "burn all the things" mentality players have.
Survive, taunt, pack & debuff (in order of importance) enough to ditch healer for a 3rd dps to burn thing easierTank should not be concerned with direct DPS, they do indirect DPS by debuffing the enemies and buffing their allies.
If they do a good job of this, then the DPS who have optimized their damage can get even more out of their builds.
I feel the same way about healers. Healing is secondary to buffing, most players can heal themselves just fine. Only a few builds are in desperate need of a pocket healer.
@Tasear
This is how healing is looked at currently in the game by players.
Don't exactly know why healers are brought up in a tank thread, but thought as healer class rep, it's important for you to see this issue.
They can, hell I ran a vet dungeon on my tank i believe it was Tempest island, and my tank wears plague doctor and necropotence on a argonian templar, and i was helping out alot with tanking and dps.
FrancisCrawford wrote: »Survive, taunt, pack & debuff (in order of importance) enough to ditch healer for a 3rd dps to burn thing easierTank should not be concerned with direct DPS, they do indirect DPS by debuffing the enemies and buffing their allies.
If they do a good job of this, then the DPS who have optimized their damage can get even more out of their builds.
I feel the same way about healers. Healing is secondary to buffing, most players can heal themselves just fine. Only a few builds are in desperate need of a pocket healer.
@Tasear
This is how healing is looked at currently in the game by players.
Don't exactly know why healers are brought up in a tank thread, but thought as healer class rep, it's important for you to see this issue.They can, hell I ran a vet dungeon on my tank i believe it was Tempest island, and my tank wears plague doctor and necropotence on a argonian templar, and i was helping out alot with tanking and dps.
Necropotence on a templar?
Healers aren't meant to be bards, throwing out buffs and debuffs, at least, not before healing. That's why it's called being a healer. As of now, it's backwards.
WuffyCerulei wrote: »Recently I saw a conversation in zone chat about how pve tanks should have a dps backbar to burn through hard mode dungeons. I think they were talking about base-game dungeons. But it was an interesting take on that.
I personally only expect the tank to, at the very least, hold agro of the boss and not die to its attacks. Optimally, they should hold agro, debuff, and position the boss or bosses at the best spot. I only expect the first when it comes to pug tanks, as you truly don't know what you're getting with them. However, when it comes to running with good tanks and especially vet trials, they need to do more than that. I don't expect them to dps as they need those resources to agro, debuff, heal/buff themselves, pull adds in, and more. Dropping dots and whatnot could eat up a resource they need. However, if the tank can do all that, and they want to run a skill that does damage like blockade or executioner(with the AS greatsword), I won't complain.
What do you guys expect your pve tanks to do? If you're a tank, what do you think your role encompasses?
Healers aren't meant to be bards, throwing out buffs and debuffs, at least, not before healing. That's why it's called being a healer. As of now, it's backwards.
That is just traditional terminology, borrowed from other games where the Holy Trinity was established. No one prevents ZOS from implementing it in other ways, as long as there's a need for a third class.
I'm not saying that they should but desperately trying to bolster healing just because it's the traditional name of the class, is restrictive.
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Everyone being able to heal themselves is a somewhat logical result of the "play as you like" philosophy: As long as they don't restrict classes to certain roles, there will be ways to heal yourself because a nightblade or DK healer has to be somewhat viable. Maybe not for high-level endgame but for most content. And no-one prevents DDs from slotting some ability that belongs to the healing part of their class.
And the other things about the base-game dungeons is that they suffer from severe power-creep. That won't be solved unless they overhaul those dungeons themselves, instead of the players' abilities.
The issue with healing is that there are too many OHKO mechanics in the vet content, especially HM thus making smaller healing spells like hots redundant. If you want healer to be true healer, you should tone down the OHKO mechanics and replace them with heavy sustain damage. Scalecaller peak is a fine example for this. The winter phase is such a heavy sustain damage. And the poison is a OHKO instead. For example, remove the OHKO mechanic from the poison and replace it with a heavy dot which forces the healer to dish out massive healing for keeping the victim alive.Healers aren't meant to be bards, throwing out buffs and debuffs, at least, not before healing. That's why it's called being a healer. As of now, it's backwards.
That is just traditional terminology, borrowed from other games where the Holy Trinity was established. No one prevents ZOS from implementing it in other ways, as long as there's a need for a third class.
I'm not saying that they should but desperately trying to bolster healing just because it's the traditional name of the class, is restrictive.
---
Everyone being able to heal themselves is a somewhat logical result of the "play as you like" philosophy: As long as they don't restrict classes to certain roles, there will be ways to heal yourself because a nightblade or DK healer has to be somewhat viable. Maybe not for high-level endgame but for most content. And no-one prevents DDs from slotting some ability that belongs to the healing part of their class.
And the other things about the base-game dungeons is that they suffer from severe power-creep. That won't be solved unless they overhaul those dungeons themselves, instead of the players' abilities.
I agree with this. Futher, think of how much harder content like vMA now becomes without self healing or strong shields.
It's definitely a situation where Zos has painted themselves in a corner when it comes to healing. Honestly I'm not sure what can be feasibly done to improve it, but traditional or not, they are looking at ways to move in that direction.
That's all I'm saying here.
There's no single answer to the question, because the answer depends on the content; the tank's class; and whether the player is actually playing the class (as opposed to mostly playing a gear set & non-class skill loadout). Also, can the player afford to carry multiple well-improved gear sets; and does the player have the patience (and does the group give him/her time) to swap sets between fights.
With regard to non-DLC dungeons, run on vet/hm, if you truly tank the whole way:
1) Outside of special situations, my DK tank (flame tank) usually has puncture, slash, obsidian shield, talons, grip, and warhorn on the front bar and molten weapons, spiked armor, elemental blockade, GDB, engulfing flames, and magma armor on the back bar. I have no idea what DPS this brings, but I'm sure it's not a lot. I wouldn't dream of trying to solo a vet dungeon with this build. Probably not even a normal dungeon. Heck, it's not even much fun to do normal overland stuff with this build. But it's rock-solid for tanking, and there's nothing I'd sacrifice for the sake of trying to pull a little more DPS.
2) In contrast, I would say a sorc tank (at least, the shock tank variety) should bring the DPS because (a) all the tools are there, and (b) the sorc doesn't offer much in the way of group utility, so it might as well help melt things directly. While still being in full tanking build, a shock tank can quickly clear the path to the first boss, solo, while the rest of the group is getting coffee or clearing inventory.
3) I'm finding warden tank (particularly, ice tank) in full tanking build to be a notch or two up from DK in terms of DPS but several notches short of a shock tank. I can't think of anything I'd change to boost DPS that wouldn't compromise the basic playstyle. I suppose you could go with more destro skills than ice blockade, but I find that gripping shards, arctic wind, shimmering shield, frozen devices, and heavy/light attacks take up all my spare time between taunts, blocks, and refreshing self-buffs.
4) NB tank . . . outside of sap-spamming, I'm finding it hard to make an impression here, DPS-wise. That's even with the War Maiden set equipped to buff magic damage. And whereas shock and ice tanks can almost passively do damage constantly with AOE DoTs, sap-spamming requires you to forego crowd control, blocking, heavy attacking, taunting, etc. I'd say the better focus of the NB tank is to back up the healer (or even make it unnecessary to have a separate healer). Indeed, I'll be swapping SPC in for War Maiden, once I have the right pieces.
5) Templar tank . . . what can I say? Templars really have only one non-ultimate skill that's for tanking (restoring focus), so by necessity, a templar tank is fundamentally a DD or a healer. Consequently, I'd say a templar tank better bring the DPS or the heals to justify his presence. (Although I tell myself that queue times for DPS are so long, I'm doing people a favor by queuing as a tank even with my templar, though the previous groups that got my other tanks got better deals.)