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Discussion on merging the tank and healer roles

  • Nurable
    Nurable
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    Personally I'd hate it and I think it would be the end for me. I love healing and my most played char is my Templar healer. I've spoken at length on these forums on how boring tanking is (I've had a tank for four years) so if I had to tank and heal, I'd rather do damage, and then I'd get bored quickly.

    Imho, you're trying to find a solution to an issue that already has a solution. The reason there aren't enough tanks is because the role isn't attractive to people. Make it enjoyable and more people will play a tank.
  • DenniMyuu
    DenniMyuu
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    Please don't merge roles.
    As if it wasn't already the issue that with enough Magblades in the group a healer isn't particularly needed.
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  • SoLooney
    SoLooney
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    No thanks

    Tanks and healers already have a lot going on in their own respective roles.

    You really expect some super human to be able to tank bosses and heal the group? Lmao

    I'd love to see a support role tanking zmaja and the mini bosses while healing the group
  • Rungar
    Rungar
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    well zmaga is a trial so its not part of this discussion because you would still have a main healer. If your tank died though your healer could step up so that would actually be an advantage.

    the truth of it is though is that all they would need to do is increase taunt to 18-20 seconds or so and the same with the pierce armor and heroic slash debuffs and there would be plenty of time for other activities. perhaps duration of armor buffs. Certainly enough time for a mutagen and healing springs. Combat prayer isnt required when you have 3 dps though you could use it if you wanted.

    beyond that templars would still do their templar thing (i was a templar main for the longest time). All templar skills actually fit the tanking role they just dont have the stam regen the dk does but it seems zos is working on it.

    the game would be better for it because dps will have to learn to survive a little better in the dungeons. If the healer dies in a dungeon nobody dies they just heal themselves in most cases so it isnt a great stretch.

    consolidation of support would require minimal changes to the game as what i describe is already occuring to some degree and would greatly reduce the groupfinder times through more available tanks and more dps in the group.

    the games going that way anyway. I dont see the point in fighting it because your idea of what is is stuck in stone. I certainly dont want to see every classes self healing crushed to justify a role that's not really needed.

    Edited by Rungar on November 21, 2018 11:24AM
  • PoseidonEvil
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    i made a support tank for pvp (warden) and oddily enough in pve gear he does GREAT, off heals that work so well it removes some of the stress from the healer. you can taunt aoe immobolize much like the DK with talons as well as heal yourself and group members. i can even give major vitality with the passive so no need for ebony imo. i have no deathed vet dungeons with a pug group which i didnt think would be possible haha.
    In-game ID: alchelvly
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  • UndeniablyAVG
    UndeniablyAVG
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    I think in the earlier dungeons on normal difficulty, a high level experienced player could do both these roles easily. What happens when I queue and end up with a CP20 player who hardly knows what their doing?

    I think this would cause far more problems than it would alleviate.
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  • RavenSworn
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    I don't get this, you can already que for either or both right now. The freedom is already there for you to make your own build and tank/heal, the tools are a given. You can even create a group on your own with you being that tank/heal.

    HOWEVER, if you think you can excel in it, I don't think it's an optimal strategy for trials, leader boards or vet dlc. There is also still a need for pure tanks or healers for those who want to start that role, be it at low levels or just a change of roles. If new players can't even learn how to basic tank or heal properly, what makes you think they can do it as a tank / heals?
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  • Roboplus
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    Rungar wrote: »
    the truth of it is though is that all they would need to do is increase taunt to 18-20 seconds or so and the same with the pierce armor and heroic slash debuffs and there would be plenty of time for other activities. perhaps duration of armor buffs. Certainly enough time for a mutagen and healing springs. Combat prayer isnt required when you have 3 dps though you could use it if you wanted.

    NB tanks already have most of this. Shade + passive is a 20 second Minor Maim and Piercing Mark's Major Fracture/Breach lasts a full 30 seconds. You're not even losing an ability slot since you already have Inner Fire on bar anyway.

    Find a DPS to queue as healer while you queue as tank and go random for the other two. If that's what you want, that's how you do it.
    Edited by Roboplus on November 21, 2018 7:36PM
  • Hochstapler
    Hochstapler
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    The MMORPG holy trinity is very loose in ESO.
    I don't need special classes or builds to perform all three rolls in a vet dungeon.
    I tank, heal myself and dps vet dungeons (not all of them) with my Magblade.
    The only change I'm doing is slaping a taunt on the bar and change Scoria for Troll King.
    So I only need dps classes in my group for all of the non-DLC vet pledges.
    So I don't understand the OP because you can already play multi roles in dungeons without major changes to your build.
    I care about your gaming "problems" and teenage anxieties, just not today.
  • Rontabs77
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    Dungeon setup should have 3 damage dealers. Just increase dungeon difficulty when necessary. This will most likely result to a shorter queuing time for DPS.

    Best regards,
    Rontabs
  • mocap
    mocap
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    i don't get it - you already can merge it by using tank-healer hybrid build (google) with Warden as BiS for this. Run something like SPC + Ebon. Spam Healing Tickets. Obviously doesn't work or way less effective with randoms.

    Though i think healer needs more exclusive buffs for resto tree as well as exclude them from any class skills. So you will not think like "wtf im using Combat Prayer? That NB guy already have it!".

    Also, Necromancer tree with something like "Drain HP" skill will be awesome. Something like this:
    - drain x% HP from player with highest HP pool in the group and provide X bonus to spell/weapon damage for other players for X seconds. This can kinda solve "fake tank" problem and making healers more preferable.
  • Rungar
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    Right now the focus of healers is to give dps more dps. Spell power cure or Olorime both have little to do with healing. Additionally any player can provide debuffs based on class/skill lines so you dont need a dedicated healer for that.

    less requirement for healers will actually improve the functionality of dps because they will have to learn to stay alive ( which is not an unreasonable proposition in dungeons) on their own with more limited healing support.

    This doesnt prevent magplars or stamdens or stam dks. All this really does is consolidate support so a space is freed up to accommodate the vast majority of players. Other options are to increase group size to 5 but even that wont increase tanks in any way and could easily backfire as it would require great changes to all the group content.

    So if you look at the tank role as the support role and adjust a few skills durations and how heals work i really dont see a downside.

    Nothing wrong with a little adaptation.

  • aeowulf
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    No because tanks like to tank and not heal, and healers like to heal and not tank.

    You will find there will be even less of either.

    I think it would be a better place if DPS actually got more tanky and slot a self heal or two - and I think that's what ZoS want them to do.

    but again - my above point would stil apply, but to less playing DPS.

    If you want more tanks/healers then work out why people are not playing them and pester ZoS to fix <that>
    Edited by aeowulf on November 22, 2018 12:06PM
  • Rungar
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    so templar and warden tanks dont like to heal? dk tanks dont have any heals and nightblade tanks dont heal.

    not buying it.
  • zaria
    zaria
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    Royaji wrote: »
    If there are two roles you can efficiently combine it is healer and DD, not tank. Heals and damage scale from the same stat so a character built for healing is usually capable of being a solid DD.

    What about tanks? They have abysmal Spell Damage and low max magická since they don't build for damage. Unless heals are %health based they are very small on your average tank.

    Give tanks an option to have more healing? Well you remember about healing scaling from the same stats as damage? Yep, this will lead to tanky builds with strong healing and damage. And no one (including ZOS) wants that.

    I'm sorry but this idea just shows that you do not understand the underlying game mechanics.
    This, you can also easy go from DD / off heal to full heal by some changes to bar and other gear.
    You can even do this in dungeon, priority on damage up to last boss.

    Tanks and healers on the other hand is fundamentally different.
    And as you say this would screw up balance all over, PvP is obvious or require an total change of combat mechanics.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • VaranisArano
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    Rungar wrote: »
    so templar and warden tanks dont like to heal? dk tanks dont have any heals and nightblade tanks dont heal.

    not buying it.

    My warden tank is perfectly happy to heal herself and thus give secondary healing to the group while she crowd controls adds, holds boss aggro, buffs, debuffs, and deals with mechanics. Same thing with my Sorc tank and the twilight.

    My warden tank would not enjoy being wholly responsibile for the survival of the entire group of PUGs on top of doing all the above. Neither would my sorc.

    As for my MagDK tank, LOL. Sure, I'll throw Healing Springs, Combat Prayer, and Healing ward into my rotation somewhere in the middle of talons, chains, Pierce Armor, Inner Fire, Burning Embers, Igneous Weapons, and Igneous Shield. It'll go fine, I'm sure!

    Have you considered that lots of PUG groyps suck and need a competent healer?

    Have you considered that a good tank is already doing a full tank rotation to maintain control of the battlefield and that any healing they provide is secondary? Especially on harder dungeons.

    Have you considered that non-warden Stam Tanks have very little healing options? What's a StamDK supposed to use to heal the group, Vigor?

    And finally, are you going to bother to respond to any of my points, since you've otherwise ignored me?
  • aeowulf
    aeowulf
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    Rungar wrote: »
    so templar and warden tanks dont like to heal? dk tanks dont have any heals and nightblade tanks dont heal.

    not buying it.

    But aren't you talking about forcing tanks to heal and healers to tank by merging their roles? Right now it's maybe semi-optional for some classes & I can guarantee there is at least one templar out there that DOES NOT like to tank - in fact she usually physically hits me if something nasty attacks her...
  • Rungar
    Rungar
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    there would be no need for the tank to bear the full burden of healing as it would be better distributed among all the players.

    so tank healing could be enhanced especially with aoe heals but dps self sufficiency could be improved upon as well.



  • SugaComa
    SugaComa
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    Let's be honest here ...

    Get 4 friends together doesn't matter what you do ... Run as 4 healers if you choose ...

    You n 3 mates can run 3 DDS with one healtank hybrid

    Or run as 1 tank one off heal DD and 2 DD

    Pug groups should respect the holy trinity and run as they perform and not force their will onto others but that's where the rub is isn't it ...

    The vote to kick is there for you to police the groups yourself ...

    And we need to bring back that kind of thing

    I remember socom where one weapon was so op the community banned it any player on your own team using it was removed from game if they didnt swap after being asked to

    ESO needs more of that ...but today's gamers aren't bothered about sportsmanship ... They'll play dirty n not care
  • Reistoph
    Reistoph
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    I think Warden are already good as a Tank Off-Heal. You don't really need the player who can do almost anything. With 56k HP, you can heal all your surrounding allies a whopping amount of 8k HP, and can crits. On top of that, u also have a very cheap ultimate heal that also heals a lot. And lastly u have Lotus Flower, where normal attacks heals 1k while heavy attacks heals 4k to you or allies with lower health which can also proc Minor Toughness to allies, Major Mending to yourself for better heals, and return resources for every heals you make on allies. Warden also got Leeching Vines, which can applies Minor Lifesteal to enemies. Like DK, Warden also have CC which is Gripping Shard, where the damages scale off HP, Major Protection buff, Major Resolve and Major Ward buff to allies, which make Warden a very, very solid Tank Off-Heal. Thing is, Templar should play this role coz they're some kind like Paladin..
    Edited by Reistoph on November 25, 2018 6:36PM
  • VaranisArano
    VaranisArano
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    Rungar wrote: »
    there would be no need for the tank to bear the full burden of healing as it would be better distributed among all the players.

    so tank healing could be enhanced especially with aoe heals but dps self sufficiency could be improved upon as well.



    So...in an effort to avoid ZOS nerfing more things to make healers more necessary, you propose that we go whole hog towards making healers officially unnecessary?

    That's pretty hilarious actually.
  • Rungar
    Rungar
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    Reistoph wrote: »
    I think Warden are already good as a Tank Off-Heal. You don't really need the player who can do almost anything. With 56k HP, you can heal all your surrounding allies a whopping amount of 8k HP, and can crits. On top of that, u also have a very cheap ultimate heal that also heals a lot. And lastly u have Lotus Flower, where normal attacks heals 1k while heavy attacks heals 4k to you or allies with lower health which can also proc Minor Toughness to allies, Major Mending to yourself for better heals, and return resources for every heals you make on allies. Warden also got Leeching Vines, which can applies Minor Lifesteal to enemies. Like DK, Warden also have CC which is Gripping Shard, where the damages scale off HP, Major Protection buff, Major Resolve and Major Ward buff to allies, which make Warden a very, very solid Tank Off-Heal. Thing is, Templar should play this role coz they're some kind like Paladin..

    i fully agree. This isnt the stretch some make it out to be. I would also like to see templars be able to do this in their own way.

  • RogueShark
    RogueShark
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    I like to heal.
    I don't like to tank.
    PC NA
    Will heal DPS for memes.
  • max_only
    max_only
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    No.

    That’s basically one person carrying 3. One person with all the responsibilities and 3 people who get to spin in place. No. No. No. Who would do this thankless job? I already heal with my tank as an incidental result of my skills, now you want people to build for that?

    How do you suppose hat will even work?
    Stack stamina to get long blocks
    Stack Magicka to get strong heals
    Can’t have both. If you try stamina healing while tanking then you are using the stam to heal 4 people, block, roll and fire abilities.
    Magicka stacking means lower stamina pool for blocking, interrupting etc

    Just no. No.
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