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Time Stop and PvE nonDK tanking

  • DocFrost72
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    DocFrost72 wrote: »
    Ice
    Staff

    How has no one mentioned this thus far?

    I see where you're going, but consider this. Not at all tanks run sword and board + ice staff. Ice staff means committing to an entire weapon skill line to try to achieve what a PVE tank uses Time Stop (one skill) to achieve.

    I do think the cost increase to Time Stop is short-sighted and devalues the PVE experience of the skill.

    You are entirely correct. A tank with no ice staff cannot use ice staff skills, but at least the ice staff line isn't pay gated. And for the record, there's a lot more that goes into using a staff than you give credit to. Time Stop doesn't aoe maim, for example, through the chilled status effect. Time Stop doesn't allow for free ranged taunts that restore resources on some fights. Come next update, staves will not be affected by the enchant nerf meaning back barring a staff doubles the effect of the new crusher 1h.
    ZeroXFF wrote: »
    DocFrost72 wrote: »
    Ice
    Staff

    How has no one mentioned this thus far?

    It doesn't have a reliable AoE snare, so it's irrelevant to the issue at hand.

    Maybe if the circly dps thingie that applies minor (or was it major?) mangle that nobody uses was reworked to instead (or additionally) snare targets for 4+ seconds, it would be a good argument. But that is not on the radar.

    Wut. Just wut. It has a 60% snare.

    And btw you meant pulsar.

  • ZeroXFF
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    DocFrost72 wrote: »
    DocFrost72 wrote: »
    Ice
    Staff

    How has no one mentioned this thus far?

    I see where you're going, but consider this. Not at all tanks run sword and board + ice staff. Ice staff means committing to an entire weapon skill line to try to achieve what a PVE tank uses Time Stop (one skill) to achieve.

    I do think the cost increase to Time Stop is short-sighted and devalues the PVE experience of the skill.

    You are entirely correct. A tank with no ice staff cannot use ice staff skills, but at least the ice staff line isn't pay gated. And for the record, there's a lot more that goes into using a staff than you give credit to. Time Stop doesn't aoe maim, for example, through the chilled status effect. Time Stop doesn't allow for free ranged taunts that restore resources on some fights. Come next update, staves will not be affected by the enchant nerf meaning back barring a staff doubles the effect of the new crusher 1h.
    ZeroXFF wrote: »
    DocFrost72 wrote: »
    Ice
    Staff

    How has no one mentioned this thus far?

    It doesn't have a reliable AoE snare, so it's irrelevant to the issue at hand.

    Maybe if the circly dps thingie that applies minor (or was it major?) mangle that nobody uses was reworked to instead (or additionally) snare targets for 4+ seconds, it would be a good argument. But that is not on the radar.

    Wut. Just wut. It has a 60% snare.

    And btw you meant pulsar.

    Have you actually tried using it? Because if you did, you'd know it's not good enough. If the adds aren't rooted in place, it doesn't make a difference. At all.
  • DocFrost72
    DocFrost72
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    ZeroXFF wrote: »
    DocFrost72 wrote: »
    DocFrost72 wrote: »
    Ice
    Staff

    How has no one mentioned this thus far?

    I see where you're going, but consider this. Not at all tanks run sword and board + ice staff. Ice staff means committing to an entire weapon skill line to try to achieve what a PVE tank uses Time Stop (one skill) to achieve.

    I do think the cost increase to Time Stop is short-sighted and devalues the PVE experience of the skill.

    You are entirely correct. A tank with no ice staff cannot use ice staff skills, but at least the ice staff line isn't pay gated. And for the record, there's a lot more that goes into using a staff than you give credit to. Time Stop doesn't aoe maim, for example, through the chilled status effect. Time Stop doesn't allow for free ranged taunts that restore resources on some fights. Come next update, staves will not be affected by the enchant nerf meaning back barring a staff doubles the effect of the new crusher 1h.
    ZeroXFF wrote: »
    DocFrost72 wrote: »
    Ice
    Staff

    How has no one mentioned this thus far?

    It doesn't have a reliable AoE snare, so it's irrelevant to the issue at hand.

    Maybe if the circly dps thingie that applies minor (or was it major?) mangle that nobody uses was reworked to instead (or additionally) snare targets for 4+ seconds, it would be a good argument. But that is not on the radar.

    Wut. Just wut. It has a 60% snare.

    And btw you meant pulsar.

    Have you actually tried using it? Because if you did, you'd know it's not good enough. If the adds aren't rooted in place, it doesn't make a difference. At all.

    I do use it, and it does root up to one mob a second. Also doesn't stun them so you can pull them with leash if need be.

    And nice work moving those goalposts from "reliable snare" to "if the adds aren't rooted".

    If you don't *like* the ice staff option that's fine. Not admitting it is an option is why I commented in the first place. That, and a whole lot of factual inaccuracies.
    Edited by DocFrost72 on February 5, 2019 4:34PM
  • Excelsus
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    Kadoin wrote: »
    Just a question: what did you all do before time stop existed? Just curious.

    Got kicked from dungeons mostly and hate telled for not being a DK. And I am a nightblade tank that relies on this skill which was designed to give all tanks equal access to cc. And even on my DK tank (I enjoy tanking despite it being the constant target of pvp nerfs) Ill use time stop a lot for HM DLC dungeons. I encourage all these 'walk a mile in my shoes' pvpers to tank HM vFL where you die and cause a team wipe if a bug so much as tickles you. Then tell me the cost increase was fair for everyone. All they had to do was up the cost of the healing reduction morph since thats the one thats 'destroying' Cyrodill this week.
  • GrumpyDuckling
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    DocFrost72 wrote: »
    DocFrost72 wrote: »
    Ice
    Staff

    How has no one mentioned this thus far?

    I see where you're going, but consider this. Not at all tanks run sword and board + ice staff. Ice staff means committing to an entire weapon skill line to try to achieve what a PVE tank uses Time Stop (one skill) to achieve.

    I do think the cost increase to Time Stop is short-sighted and devalues the PVE experience of the skill.

    You are entirely correct. A tank with no ice staff cannot use ice staff skills, but at least the ice staff line isn't pay gated. And for the record, there's a lot more that goes into using a staff than you give credit to. Time Stop doesn't aoe maim, for example, through the chilled status effect. Time Stop doesn't allow for free ranged taunts that restore resources on some fights. Come next update, staves will not be affected by the enchant nerf meaning back barring a staff doubles the effect of the new crusher 1h.
    ZeroXFF wrote: »
    DocFrost72 wrote: »
    Ice
    Staff

    How has no one mentioned this thus far?

    It doesn't have a reliable AoE snare, so it's irrelevant to the issue at hand.

    Maybe if the circly dps thingie that applies minor (or was it major?) mangle that nobody uses was reworked to instead (or additionally) snare targets for 4+ seconds, it would be a good argument. But that is not on the radar.

    Wut. Just wut. It has a 60% snare.

    And btw you meant pulsar.

    I get it, there are more bonuses to ice staff tanking than simply replacing Time Stop. It's a nice alternative for Time Stop using tanks to consider, but I think a blanket nerf to Time Stop to fix a PVP problem shouldn't have to force PVE tanks to get into those alternatives.
  • Lord_Eomer
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    cokkto wrote: »
    Psijic Order
    Time Stop: Increased the base cost of this ability to 8100 from 4590. Keep in mind that this is before the passive cost reduction from the skill line, or the passive cost reduction from the ability rank up.
    Developer Comment:

    Time Stop is an incredibly powerful ability that allows large areas to be controlled by the caster, and we’ve noticed that a core contributing factor to the ability’s strength is the low cost and high uptime a single user can have. With this change, we want to ensure Time Stop is still powerful, but incurs a high risk of loss of resources to prevent it from being used too often. The cost is based off our other PvP-based abilities such as Purge or Rapid Maneuvers, as this ability is primarily best suited for PvP environments. We will continue to monitor the performance overall to determine if additional changes are needed in the future.

    I am sorcerer tank using Time Stop to control trash groups as Talons do on DK. Except DKs sorcerers (not sure about other classes) have no other such good mob-cc tool, and even this one requires some skill to apply due to stun coming after 3 seconds. Now it costs half of my mana pool, whilst Dks can keep using talons at modest cost.

    Guys, again? Stop crushing PvE due to unbalanced PvP. If you want to alter spells for PvP - add adjustments as Battle spirit or whatsoever AvA/Battleground related aura. Please, add a sticky note on your scrumboard like "did I miss a PvE effect on my latest PvP nerf?" Thanks

    PVE is just a drama to stop this nerf,

    hardly tanks uses this skill due to already high cost, this skill need nerf and currently in worst state for PVP
  • IzzyStardust
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    Aliyavana wrote: »
    Its not our fault zos hasnt separated balancing between gameplay styles. Pvpers dont go with the intention to nerf pve

    Maybe not, but you guys really will find anything to moan about.

    It just never ends. Timestop doesn’t kill you - it inconveniences you.

    Our things got nerfed because PVPers are inconvenienced by it.

    Omg I cannot see aoe! Nerf it! Omg I cannot break free! Nerf pls.

    @ZOS_Gilliam
    The problem is that this just basically made the ‘all roles on all classes’ meme that everyone seems to want, worse, not better.
  • ZeroXFF
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    DocFrost72 wrote: »
    ZeroXFF wrote: »
    DocFrost72 wrote: »
    DocFrost72 wrote: »
    Ice
    Staff

    How has no one mentioned this thus far?

    I see where you're going, but consider this. Not at all tanks run sword and board + ice staff. Ice staff means committing to an entire weapon skill line to try to achieve what a PVE tank uses Time Stop (one skill) to achieve.

    I do think the cost increase to Time Stop is short-sighted and devalues the PVE experience of the skill.

    You are entirely correct. A tank with no ice staff cannot use ice staff skills, but at least the ice staff line isn't pay gated. And for the record, there's a lot more that goes into using a staff than you give credit to. Time Stop doesn't aoe maim, for example, through the chilled status effect. Time Stop doesn't allow for free ranged taunts that restore resources on some fights. Come next update, staves will not be affected by the enchant nerf meaning back barring a staff doubles the effect of the new crusher 1h.
    ZeroXFF wrote: »
    DocFrost72 wrote: »
    Ice
    Staff

    How has no one mentioned this thus far?

    It doesn't have a reliable AoE snare, so it's irrelevant to the issue at hand.

    Maybe if the circly dps thingie that applies minor (or was it major?) mangle that nobody uses was reworked to instead (or additionally) snare targets for 4+ seconds, it would be a good argument. But that is not on the radar.

    Wut. Just wut. It has a 60% snare.

    And btw you meant pulsar.

    Have you actually tried using it? Because if you did, you'd know it's not good enough. If the adds aren't rooted in place, it doesn't make a difference. At all.

    I do use it, and it does root up to one mob a second. Also doesn't stun them so you can pull them with leash if need be.

    And nice work moving those goalposts from "reliable snare" to "if the adds aren't rooted".

    If you don't *like* the ice staff option that's fine. Not admitting it is aren't option is why I commented in the first place. That, and aren't whole lot of factual inaccuracies.

    No goalposts moved, I just pointed out how it's unreliable. And tbh I never even used Time Stop because how it's unreliable too (because of CC immunity), but it was still more reliable than blockade or clench.
  • DocFrost72
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    DocFrost72 wrote: »
    DocFrost72 wrote: »
    Ice
    Staff

    How has no one mentioned this thus far?

    I see where you're going, but consider this. Not at all tanks run sword and board + ice staff. Ice staff means committing to an entire weapon skill line to try to achieve what a PVE tank uses Time Stop (one skill) to achieve.

    I do think the cost increase to Time Stop is short-sighted and devalues the PVE experience of the skill.

    You are entirely correct. A tank with no ice staff cannot use ice staff skills, but at least the ice staff line isn't pay gated. And for the record, there's a lot more that goes into using a staff than you give credit to. Time Stop doesn't aoe maim, for example, through the chilled status effect. Time Stop doesn't allow for free ranged taunts that restore resources on some fights. Come next update, staves will not be affected by the enchant nerf meaning back barring a staff doubles the effect of the new crusher 1h.
    ZeroXFF wrote: »
    DocFrost72 wrote: »
    Ice
    Staff

    How has no one mentioned this thus far?

    It doesn't have a reliable AoE snare, so it's irrelevant to the issue at hand.

    Maybe if the circly dps thingie that applies minor (or was it major?) mangle that nobody uses was reworked to instead (or additionally) snare targets for 4+ seconds, it would be a good argument. But that is not on the radar.

    Wut. Just wut. It has a 60% snare.

    And btw you meant pulsar.

    I get it, there are more bonuses to ice staff tanking than simply replacing Time Stop. It's a nice alternative for Time Stop using tanks to consider, but I think a blanket nerf to Time Stop to fix a PVP problem shouldn't have to force PVE tanks to get into those alternatives.

    No opinion on that, and that's a fair discussion to have by all accounts.
    ZeroXFF wrote: »
    DocFrost72 wrote: »
    ZeroXFF wrote: »
    DocFrost72 wrote: »
    DocFrost72 wrote: »
    Ice
    Staff

    How has no one mentioned this thus far?

    I see where you're going, but consider this. Not at all tanks run sword and board + ice staff. Ice staff means committing to an entire weapon skill line to try to achieve what a PVE tank uses Time Stop (one skill) to achieve.

    I do think the cost increase to Time Stop is short-sighted and devalues the PVE experience of the skill.

    You are entirely correct. A tank with no ice staff cannot use ice staff skills, but at least the ice staff line isn't pay gated. And for the record, there's a lot more that goes into using a staff than you give credit to. Time Stop doesn't aoe maim, for example, through the chilled status effect. Time Stop doesn't allow for free ranged taunts that restore resources on some fights. Come next update, staves will not be affected by the enchant nerf meaning back barring a staff doubles the effect of the new crusher 1h.
    ZeroXFF wrote: »
    DocFrost72 wrote: »
    Ice
    Staff

    How has no one mentioned this thus far?

    It doesn't have a reliable AoE snare, so it's irrelevant to the issue at hand.

    Maybe if the circly dps thingie that applies minor (or was it major?) mangle that nobody uses was reworked to instead (or additionally) snare targets for 4+ seconds, it would be a good argument. But that is not on the radar.

    Wut. Just wut. It has a 60% snare.

    And btw you meant pulsar.

    Have you actually tried using it? Because if you did, you'd know it's not good enough. If the adds aren't rooted in place, it doesn't make a difference. At all.

    I do use it, and it does root up to one mob a second. Also doesn't stun them so you can pull them with leash if need be.

    And nice work moving those goalposts from "reliable snare" to "if the adds aren't rooted".

    If you don't *like* the ice staff option that's fine. Not admitting it is aren't option is why I commented in the first place. That, and aren't whole lot of factual inaccuracies.

    No goalposts moved, I just pointed out how it's unreliable. And tbh I never even used Time Stop because how it's unreliable too (because of CC immunity), but it was still more reliable than blockade or clench.

    Sure Jan.
  • Browiseth
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    Feanor wrote: »
    Restraining Prison - the tanking morph of Encase - does exactly what you want and even gives 2s Major Vitality for every enemy hit. PvE complaints about nerfs would be more credible if there weren’t tools available.

    there's 3 other classes in this game you know, I dunno if you're aware @Feanor
    skingrad when zoscharacters:
    • EP - M - Strikes-with-Arcane - Argonian Stamina Sorc - lvl 50 - The Flawless Conqueror/Spirit Slayer
    • EP - F - Melina Elinia - Dunmer Magicka Dragonknight - lvl 50
    • EP - F - Sinnia Lavellan - Altmer Warden Healer - lvl 50
    • EP - M - Follows-the-Arcane - Argonian Healer Sorcerer- lvl 50
    • EP - F - Ashes-of-Arcane - Argonian Magicka Necromancer - lvl 50
    • EP - M - Bolgrog the Sinh - Orc Stamina Dragonknight - lvl 50
    • EP - F - Moonlight Maiden - Altmer Magicka Templar - lvl 50
    • EP - F - Maxine Cauline - Breton Magicka Nightblade - lvl 50
    • EP - M - Garrus Loridius - Imperial Stamina Templar - lvl 50
    • EP - F - Jennifer Loridius - Imperial Necromancer tank - lvl 50
    PC/NA but live in EU 150+ ping lyfe
  • josiahva
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    I am a DK tank myself and prefer time-stop in many situations over talons(especially say the last boss of vFL because time stop will ALWAYS grab both scarabs, where talons will sometimes only grab one). Time Stop is a STAPLE for my PvE tanking...but ZOS doesnt care...they stated outright they considered it a PvP ability...the pathetic thing is that it is INCREDIBLY EASY to avoid in PvP and the only places its problematic are pinch points...but there is area lot more deadly things than time stop in pinch points.
  • FrankonPC
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    Aliyavana wrote: »
    Its not our fault zos hasnt separated balancing between gameplay styles. Pvpers dont go with the intention to nerf pve

    Maybe not, but you guys really will find anything to moan about.

    It just never ends. Timestop doesn’t kill you - it inconveniences you.

    Our things got nerfed because PVPers are inconvenienced by it.

    Omg I cannot see aoe! Nerf it! Omg I cannot break free! Nerf pls.

    @ZOS_Gilliam
    The problem is that this just basically made the ‘all roles on all classes’ meme that everyone seems to want, worse, not better.

    This goes both ways. you're inconvenienced by the cost of time stop when you can use a frost staff and wall of elements.

    You have a viable option, but you're still annoyed...man you really will find anything to moan about.
  • FrankonPC
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    josiahva wrote: »
    I am a DK tank myself and prefer time-stop in many situations over talons(especially say the last boss of vFL because time stop will ALWAYS grab both scarabs, where talons will sometimes only grab one). Time Stop is a STAPLE for my PvE tanking...but ZOS doesnt care...they stated outright they considered it a PvP ability...the pathetic thing is that it is INCREDIBLY EASY to avoid in PvP and the only places its problematic are pinch points...but there is area lot more deadly things than time stop in pinch points.

    It's incredibly easy to switch a skill and a weapon. Even easier than what you're proposing.
  • del9
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    Encase, Ice Staff, Caltrops, could even equip a bow and use bombard.

    nice try rip timestop stpam
    PCNA

  • Iskiab
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    josiahva wrote: »
    Time Stop is a STAPLE for my PvE tanking...but ZOS doesnt care...they stated outright they considered it a PvP ability...the pathetic thing is that it is INCREDIBLY EASY to avoid in PvP and the only places its problematic are pinch points...but there is area lot more deadly things than time stop in pinch points.

    It is incredibly easy to avoid. The reason people complained so much is because they were using a strategy that required grouping up. Instead of adapting and not grouping up they ran to the forums and complained.

    ESO is and will continue to be a ball Zerg pvp game. Any ranged aoe or cc will be complained about so the whiners can continue the strategy, reinforcing it’s strength. Then the whiners will call themselves experts and claim ‘knowing your class is the key to pvp’. It really is pathetic when you think about it.
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • josiahva
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    FrankonPC wrote: »
    josiahva wrote: »
    I am a DK tank myself and prefer time-stop in many situations over talons(especially say the last boss of vFL because time stop will ALWAYS grab both scarabs, where talons will sometimes only grab one). Time Stop is a STAPLE for my PvE tanking...but ZOS doesnt care...they stated outright they considered it a PvP ability...the pathetic thing is that it is INCREDIBLY EASY to avoid in PvP and the only places its problematic are pinch points...but there is area lot more deadly things than time stop in pinch points.

    It's incredibly easy to switch a skill and a weapon. Even easier than what you're proposing.

    There is no other skill in PvE that brings the same utility as time stop..which you might know if you actually tanked...time stop replaces 2 SKILLS as a tank.

    1. It replaces Caltrops as an aggro grabber/slowing spell, opening ability for mobs.
    2. It replaces Talons as a DK(or various other roots for other classes)

    Because of this one ability I was able to free up another slot on my bar...and yes, I use S&B front bar, Ice staff backbar...but the ice staff skills dont even come close to working as well as time stop. The addition of time stop was a huge boon to PvE tanks, especially non-DK tanks...and now you want to take it away because why exactly? Breaches are dangerous?
  • VaxtinTheWolf
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    It's just my opinion, but I never cared for this skill as a PvE Tank. To me, it's just something thrown in that is locked behind content so it does not fix the core aspect of the class lacking some sort of CC applicable for tanking. If you need DLC to obtain a 'required' Tanking skill then it just does not interest me.

    I got the chapter on sale a year later, but still have not done any of it's content. I would like Nightblade's Fear skill not to make the opponent run away, but cower in place instead. That would make it a great PvE skill to use at that point. For my Stamina Templar Tank I will occasionally use Caltrops. It's not perfect but it is still something.
    || AD - Rah'Jiin Lv50 Khajiit Nightblade (Damage) || EP - Generic Argonian Lv50 Argonian Nightblade (Tank) || DC - Zinkotsu Lv50 Breton Nightblade (Healer) ||
    || DC - Ja'Kiro Feral-Heart Lv50 Khajiit Dragonknight (Damage) || EP - VaxtinTheWolf Lv50 Redguard Templar (Tank) || AD - Velik Iranis Lv50 Dark Elf Sorcerer (Tank ) ||
    || EP - Einvarg The Frozen Lv50 Nord Warden (Tank/Healer) || EP - Keem-Ja Lv4 Argonian Necromancer (Healer/Tank) ||
    PC - North American Server (Champion 1300+)
  • josiahva
    josiahva
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    It's just my opinion, but I never cared for this skill as a PvE Tank. To me, it's just something thrown in that is locked behind content so it does not fix the core aspect of the class lacking some sort of CC applicable for tanking. If you need DLC to obtain a 'required' Tanking skill then it just does not interest me.

    I got the chapter on sale a year later, but still have not done any of it's content. I would like Nightblade's Fear skill not to make the opponent run away, but cower in place instead. That would make it a great PvE skill to use at that point. For my Stamina Templar Tank I will occasionally use Caltrops. It's not perfect but it is still something.

    How do you know if you like the skill if you have never used it? You just said you never completed any of the content(which includes the skill line). As for classes all having some weakness in some role or another...well, that is an entirely different discussion...we all know this game isn't "play as you want" but more like...each choice you make starting with race pigeonholes you further into a certain build(at least if you want to be optimized)
  • VaxtinTheWolf
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    @josiahva

    I am still very aware of what the skill does, and I was once excited to finally get a CC for my alts to use when tanking, but that was before I learned about it being only accessible upon purchasing the chapter. Any zone/chapter I have obtained so far has been on a sale. I don't have any dungeon DLC either, and got spell power cure during an ESO+ Trial.

    It is a great utility skill, but not everyone has purchased or wants to purchase a particular piece of content simply to be able to start competing on a similar level compared to another class. Adding unique skills to the game is all fine and encouraged, however I don't want them to just ignore the lacking capabilities of a chosen class either.
    || AD - Rah'Jiin Lv50 Khajiit Nightblade (Damage) || EP - Generic Argonian Lv50 Argonian Nightblade (Tank) || DC - Zinkotsu Lv50 Breton Nightblade (Healer) ||
    || DC - Ja'Kiro Feral-Heart Lv50 Khajiit Dragonknight (Damage) || EP - VaxtinTheWolf Lv50 Redguard Templar (Tank) || AD - Velik Iranis Lv50 Dark Elf Sorcerer (Tank ) ||
    || EP - Einvarg The Frozen Lv50 Nord Warden (Tank/Healer) || EP - Keem-Ja Lv4 Argonian Necromancer (Healer/Tank) ||
    PC - North American Server (Champion 1300+)
  • FrankonPC
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    josiahva wrote: »
    FrankonPC wrote: »
    josiahva wrote: »
    I am a DK tank myself and prefer time-stop in many situations over talons(especially say the last boss of vFL because time stop will ALWAYS grab both scarabs, where talons will sometimes only grab one). Time Stop is a STAPLE for my PvE tanking...but ZOS doesnt care...they stated outright they considered it a PvP ability...the pathetic thing is that it is INCREDIBLY EASY to avoid in PvP and the only places its problematic are pinch points...but there is area lot more deadly things than time stop in pinch points.

    It's incredibly easy to switch a skill and a weapon. Even easier than what you're proposing.

    There is no other skill in PvE that brings the same utility as time stop..which you might know if you actually tanked...time stop replaces 2 SKILLS as a tank.

    1. It replaces Caltrops as an aggro grabber/slowing spell, opening ability for mobs.
    2. It replaces Talons as a DK(or various other roots for other classes)

    Because of this one ability I was able to free up another slot on my bar...and yes, I use S&B front bar, Ice staff backbar...but the ice staff skills dont even come close to working as well as time stop. The addition of time stop was a huge boon to PvE tanks, especially non-DK tanks...and now you want to take it away because why exactly? Breaches are dangerous?

    ice staff has a snare with wall of elements and it's a range taunt. That looks like 2 SKILLS to me. Plus the snare does not stun the ads, allowing you to keep them pulled in. Sorry to inconvenience your problems with *checks notes*, PVE ads because a broken skill in PVP had to correctly get adjusted.

  • WeaselGod
    WeaselGod
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    Kadoin wrote: »
    Just a question: what did you all do before time stop existed? Just curious.

    As a Templar before silver leash was a thing? Nothing. You learn to adapt without cc and make up for it with something else. That being said I hardly ever use time stop except on trash mobs and very specific bosses like thurvokun where you need to stay away from his scarab. But even then literally any other DD or healer can just slot a cc, but I'm sure they prefer not to.
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