"End-game" groups if you mean by trial score runs? They will run what kill mobs fast as it betters the score. Really that simple.
However, you can use non warhorn ults in plenty of non trial PvE content. For example My sorc tank uses negate in Vet MHK HM - it is in general far more useful than a warhorn. At the end burn? Sure, but otherwise the DPS far like me to just negate all the adds.
March is very similar. I also use negate during HM to lock down the wolves for the mass AoE. A warhorn isn't gonna change much as its isn't a DPS race its about survival.
Sometimes I slot barrier with newer DPS. Warhorn doesn't make bad DPS good it makes good DPS great. Extra crit doesn't really help when your teaching a player a dungeon and they are panicking trying to dance to AoE's messing up their rotation anyway.
So it all depends, at least to me.
Protossyder wrote: »So in general everyone seems to agree that being a buffbot for the rest of the group is not fun, but it is what it is.
Thank you for the feedback guys
Your definition of fun seems very boring to me. Only having to taunt and hold the bosses and adds would be lame as hell. Of course you can slot and use any ultimate you want as long as you are not part of an end game group.
What's not fun is building your character for someone else's benefit. If I make a squishy buff bot, my tank doesn't feel powerful or enjoyable. I don't know how you can find it fun to watch debuff trackers. People love to call certain tank builds "selfish" and look down on people that use those builds, but nobody complains about a DD building selfishly to boost his own performance in his primary role.
The current design is broken if you call it progression when you wear worse gear.
Also, if you think that all a tank does is hold block and taunt, you haven't really tanked in this game. Have fun in vCR with that approach. No amount of buff sets is going to save you if that's all you do there.
That is an odd stance to take for someone who willingly chose a support role. When you play with a group, it is no longer just about you and your "enjoyment". You are a part of a team who is depending on you to fulfill your role.
Healers do the same thing. I don't go into end-game with Lich and Julianos, because although they're fantastic sets that can potentially give me fantastic stats for healing, they are missing the group utility element. I need sets like Olorime and Worms and Mending, because it buffs the dmg for the entire group and/or protects them from taking further dmg during a fight. I slot my Solar Prison Ulti because it provides further dmg mitigation for my group. Mitigation>reactive healing and enables you to throw out more buffs and debuffs, which creates the best form of dmg mitigation (killing things faster before they can kill you. Tanks have to set themselves up the same way.
It's a symbiotic system that enables players to push for higher scores on the leaderboards and complete super challenging content. Yes, a player who has to do nothing but this for the duration of their time in game will eventually burn out on it, but that's why players rarely ever play JUST a tank. You have to allow yourself to branch out and try out multiple roles so you don't pigeon hole yourself into only one playstyle.
1. Tank is not a "support role". Support is a "support role" and doesn't exist in ESO (unlike for example Rift). Tank is a core role of the MMO trinity.
2. The game is not for my enjoyment? Aside from the obvious irony of that statement, whose enjoyment is it for? The DD's? Guess we found out the area requiring the most balancing...
3. All of the sets you listed that healers use for "support" also have stats useful to the healers themselves. Find me a single one useful tank stat on Alkosh. That set is poorly designed garbage, which is why it's forced on tanks rather than being used by the role it was intended for.
So, I never said the game isn't about your enjoyment. If you read closely, I said it isn't JUST about your enjoyment. You are not the only person in the instance, and the team does not revolve around you, nor are you the solo star of the show. It's a team effort, and every member of that team makes or breaks that run based on what they are bringing to the table.
In this game, tank is a support role, whether part of the trinity or not. You are supporting the team, just as the healers are. In a 12 person raid, the healers and tank essentially serve as the four pillars holding the dps up so they can function at max potential. Alkosh may be an admittedly odd set for a tank, on the surface, but the debuff makes it a valuable set, especially when you consider the tank is in the ideal place to activate the constant barrage of synergies being tossed at the boss.
As a healer, I run skills like Power of the Light (a stam ability) which does negligible dmg on my min/max mag build, but the debuff makes an overall difference for the team, so I slot it (if there is no stamplar in the group)and keep going. We slot Bone Shield, another stam based ability, which makes it difficult to keep up, and we have to use sets like Ebon and Plague Doctor on occasion during runs where we're kiting dmg as well as healing. Those aren't healing sets, and stam abilities aren't optimal on us, but it somehow works, and I'm up to the challenge of making it work for the sake of my team's success (which also translates into my own success).
Also, Alkosh isn't the only base set tanks use. I don't know where you got that idea, but tanks are just as fluid with their sets as a healer, and have to adapt to the content constantly. You got some bad info, and now it's making you sour when you don't need to be.
Protossyder wrote: »So in general everyone seems to agree that being a buffbot for the rest of the group is not fun, but it is what it is.
Thank you for the feedback guys
Your definition of fun seems very boring to me. Only having to taunt and hold the bosses and adds would be lame as hell. Of course you can slot and use any ultimate you want as long as you are not part of an end game group.
What's not fun is building your character for someone else's benefit. If I make a squishy buff bot, my tank doesn't feel powerful or enjoyable. I don't know how you can find it fun to watch debuff trackers. People love to call certain tank builds "selfish" and look down on people that use those builds, but nobody complains about a DD building selfishly to boost his own performance in his primary role.
The current design is broken if you call it progression when you wear worse gear.
Also, if you think that all a tank does is hold block and taunt, you haven't really tanked in this game. Have fun in vCR with that approach. No amount of buff sets is going to save you if that's all you do there.
That is an odd stance to take for someone who willingly chose a support role. When you play with a group, it is no longer just about you and your "enjoyment". You are a part of a team who is depending on you to fulfill your role.
Healers do the same thing. I don't go into end-game with Lich and Julianos, because although they're fantastic sets that can potentially give me fantastic stats for healing, they are missing the group utility element. I need sets like Olorime and Worms and Mending, because it buffs the dmg for the entire group and/or protects them from taking further dmg during a fight. I slot my Solar Prison Ulti because it provides further dmg mitigation for my group. Mitigation>reactive healing and enables you to throw out more buffs and debuffs, which creates the best form of dmg mitigation (killing things faster before they can kill you. Tanks have to set themselves up the same way.
It's a symbiotic system that enables players to push for higher scores on the leaderboards and complete super challenging content. Yes, a player who has to do nothing but this for the duration of their time in game will eventually burn out on it, but that's why players rarely ever play JUST a tank. You have to allow yourself to branch out and try out multiple roles so you don't pigeon hole yourself into only one playstyle.
1. Tank is not a "support role". Support is a "support role" and doesn't exist in ESO (unlike for example Rift). Tank is a core role of the MMO trinity.
2. The game is not for my enjoyment? Aside from the obvious irony of that statement, whose enjoyment is it for? The DD's? Guess we found out the area requiring the most balancing...
3. All of the sets you listed that healers use for "support" also have stats useful to the healers themselves. Find me a single one useful tank stat on Alkosh. That set is poorly designed garbage, which is why it's forced on tanks rather than being used by the role it was intended for.
So, I never said the game isn't about your enjoyment. If you read closely, I said it isn't JUST about your enjoyment. You are not the only person in the instance, and the team does not revolve around you, nor are you the solo star of the show. It's a team effort, and every member of that team makes or breaks that run based on what they are bringing to the table.
In this game, tank is a support role, whether part of the trinity or not. You are supporting the team, just as the healers are. In a 12 person raid, the healers and tank essentially serve as the four pillars holding the dps up so they can function at max potential. Alkosh may be an admittedly odd set for a tank, on the surface, but the debuff makes it a valuable set, especially when you consider the tank is in the ideal place to activate the constant barrage of synergies being tossed at the boss.
As a healer, I run skills like Power of the Light (a stam ability) which does negligible dmg on my min/max mag build, but the debuff makes an overall difference for the team, so I slot it (if there is no stamplar in the group)and keep going. We slot Bone Shield, another stam based ability, which makes it difficult to keep up, and we have to use sets like Ebon and Plague Doctor on occasion during runs where we're kiting dmg as well as healing. Those aren't healing sets, and stam abilities aren't optimal on us, but it somehow works, and I'm up to the challenge of making it work for the sake of my team's success (which also translates into my own success).
Also, Alkosh isn't the only base set tanks use. I don't know where you got that idea, but tanks are just as fluid with their sets as a healer, and have to adapt to the content constantly. You got some bad info, and now it's making you sour when you don't need to be.
But DDs build JUST for their enjoyment and expect tanks and healers to enhance their enjoyment. It's not rare to see a 15k HP DD. If they had any consideration for the healer's enjoyment, they'd have 20k HP.
True Tanks don't exist in ESO PvE, unlike PvP. In PvE, the tank is a buffing/debuffing support unit, not a traditional tank like other MMOs.
"ZeroXF wrote:But DDs build JUST for their enjoyment and expect tanks and healers to enhance their enjoyment. It's not rare to see a 15k HP DD. If they had any consideration for the healer's enjoyment, they'd have 20k HP.
Protossyder wrote: »So in general everyone seems to agree that being a buffbot for the rest of the group is not fun, but it is what it is.
Thank you for the feedback guys
Your definition of fun seems very boring to me. Only having to taunt and hold the bosses and adds would be lame as hell. Of course you can slot and use any ultimate you want as long as you are not part of an end game group.
What's not fun is building your character for someone else's benefit. If I make a squishy buff bot, my tank doesn't feel powerful or enjoyable. I don't know how you can find it fun to watch debuff trackers. People love to call certain tank builds "selfish" and look down on people that use those builds, but nobody complains about a DD building selfishly to boost his own performance in his primary role.
The current design is broken if you call it progression when you wear worse gear.
Also, if you think that all a tank does is hold block and taunt, you haven't really tanked in this game. Have fun in vCR with that approach. No amount of buff sets is going to save you if that's all you do there.
That is an odd stance to take for someone who willingly chose a support role. When you play with a group, it is no longer just about you and your "enjoyment". You are a part of a team who is depending on you to fulfill your role.
Healers do the same thing. I don't go into end-game with Lich and Julianos, because although they're fantastic sets that can potentially give me fantastic stats for healing, they are missing the group utility element. I need sets like Olorime and Worms and Mending, because it buffs the dmg for the entire group and/or protects them from taking further dmg during a fight. I slot my Solar Prison Ulti because it provides further dmg mitigation for my group. Mitigation>reactive healing and enables you to throw out more buffs and debuffs, which creates the best form of dmg mitigation (killing things faster before they can kill you. Tanks have to set themselves up the same way.
It's a symbiotic system that enables players to push for higher scores on the leaderboards and complete super challenging content. Yes, a player who has to do nothing but this for the duration of their time in game will eventually burn out on it, but that's why players rarely ever play JUST a tank. You have to allow yourself to branch out and try out multiple roles so you don't pigeon hole yourself into only one playstyle.
1. Tank is not a "support role". Support is a "support role" and doesn't exist in ESO (unlike for example Rift). Tank is a core role of the MMO trinity.
2. The game is not for my enjoyment? Aside from the obvious irony of that statement, whose enjoyment is it for? The DD's? Guess we found out the area requiring the most balancing...
3. All of the sets you listed that healers use for "support" also have stats useful to the healers themselves. Find me a single one useful tank stat on Alkosh. That set is poorly designed garbage, which is why it's forced on tanks rather than being used by the role it was intended for.
So, I never said the game isn't about your enjoyment. If you read closely, I said it isn't JUST about your enjoyment. You are not the only person in the instance, and the team does not revolve around you, nor are you the solo star of the show. It's a team effort, and every member of that team makes or breaks that run based on what they are bringing to the table.
In this game, tank is a support role, whether part of the trinity or not. You are supporting the team, just as the healers are. In a 12 person raid, the healers and tank essentially serve as the four pillars holding the dps up so they can function at max potential. Alkosh may be an admittedly odd set for a tank, on the surface, but the debuff makes it a valuable set, especially when you consider the tank is in the ideal place to activate the constant barrage of synergies being tossed at the boss.
As a healer, I run skills like Power of the Light (a stam ability) which does negligible dmg on my min/max mag build, but the debuff makes an overall difference for the team, so I slot it (if there is no stamplar in the group)and keep going. We slot Bone Shield, another stam based ability, which makes it difficult to keep up, and we have to use sets like Ebon and Plague Doctor on occasion during runs where we're kiting dmg as well as healing. Those aren't healing sets, and stam abilities aren't optimal on us, but it somehow works, and I'm up to the challenge of making it work for the sake of my team's success (which also translates into my own success).
Also, Alkosh isn't the only base set tanks use. I don't know where you got that idea, but tanks are just as fluid with their sets as a healer, and have to adapt to the content constantly. You got some bad info, and now it's making you sour when you don't need to be.
But DDs build JUST for their enjoyment and expect tanks and healers to enhance their enjoyment. It's not rare to see a 15k HP DD. If they had any consideration for the healer's enjoyment, they'd have 20k HP.
As a healer, I enjoy the challenge
RogueShark wrote: »"ZeroXF wrote:But DDs build JUST for their enjoyment and expect tanks and healers to enhance their enjoyment. It's not rare to see a 15k HP DD. If they had any consideration for the healer's enjoyment, they'd have 20k HP.
My enjoyment comes from my own role. I'm going to wear what's needed for the group and content because it's my job to do everything I can to make the run go its best. Just like it's the tank's job... and, shockingly, the dps's. Dps do technically HAVE to wear certain sets, in the same sense tanks and healers do. People don't farm AY or spell strat because they're "okay" sets... dps have metas and builds and abilities that they are expected to use too, because they are expected to pull certain numbers.
Dps have expectations to meet same as tanks and healers.
If you don't enjoy how tanking functions in the game, then dps.
Protossyder wrote: »So in general everyone seems to agree that being a buffbot for the rest of the group is not fun, but it is what it is.
Thank you for the feedback guys
Your definition of fun seems very boring to me. Only having to taunt and hold the bosses and adds would be lame as hell. Of course you can slot and use any ultimate you want as long as you are not part of an end game group.
What's not fun is building your character for someone else's benefit. If I make a squishy buff bot, my tank doesn't feel powerful or enjoyable. I don't know how you can find it fun to watch debuff trackers. People love to call certain tank builds "selfish" and look down on people that use those builds, but nobody complains about a DD building selfishly to boost his own performance in his primary role.
The current design is broken if you call it progression when you wear worse gear.
Also, if you think that all a tank does is hold block and taunt, you haven't really tanked in this game. Have fun in vCR with that approach. No amount of buff sets is going to save you if that's all you do there.
That is an odd stance to take for someone who willingly chose a support role. When you play with a group, it is no longer just about you and your "enjoyment". You are a part of a team who is depending on you to fulfill your role.
Healers do the same thing. I don't go into end-game with Lich and Julianos, because although they're fantastic sets that can potentially give me fantastic stats for healing, they are missing the group utility element. I need sets like Olorime and Worms and Mending, because it buffs the dmg for the entire group and/or protects them from taking further dmg during a fight. I slot my Solar Prison Ulti because it provides further dmg mitigation for my group. Mitigation>reactive healing and enables you to throw out more buffs and debuffs, which creates the best form of dmg mitigation (killing things faster before they can kill you). Tanks have to set themselves up the same way.
It's a symbiotic system that enables players to push for higher scores on the leaderboards and complete super challenging content. Yes, a player who has to do nothing but this for the duration of their time in game will eventually burn out on it, but that's why players rarely ever play JUST a tank. You have to allow yourself to branch out and try out multiple roles so you don't pigeon hole yourself into only one playstyle.
RavenSworn wrote: »Protossyder wrote: »So in general everyone seems to agree that being a buffbot for the rest of the group is not fun, but it is what it is.
Thank you for the feedback guys
Your definition of fun seems very boring to me. Only having to taunt and hold the bosses and adds would be lame as hell. Of course you can slot and use any ultimate you want as long as you are not part of an end game group.
What's not fun is building your character for someone else's benefit. If I make a squishy buff bot, my tank doesn't feel powerful or enjoyable. I don't know how you can find it fun to watch debuff trackers. People love to call certain tank builds "selfish" and look down on people that use those builds, but nobody complains about a DD building selfishly to boost his own performance in his primary role.
The current design is broken if you call it progression when you wear worse gear.
Also, if you think that all a tank does is hold block and taunt, you haven't really tanked in this game. Have fun in vCR with that approach. No amount of buff sets is going to save you if that's all you do there.
That is an odd stance to take for someone who willingly chose a support role. When you play with a group, it is no longer just about you and your "enjoyment". You are a part of a team who is depending on you to fulfill your role.
Healers do the same thing. I don't go into end-game with Lich and Julianos, because although they're fantastic sets that can potentially give me fantastic stats for healing, they are missing the group utility element. I need sets like Olorime and Worms and Mending, because it buffs the dmg for the entire group and/or protects them from taking further dmg during a fight. I slot my Solar Prison Ulti because it provides further dmg mitigation for my group. Mitigation>reactive healing and enables you to throw out more buffs and debuffs, which creates the best form of dmg mitigation (killing things faster before they can kill you). Tanks have to set themselves up the same way.
It's a symbiotic system that enables players to push for higher scores on the leaderboards and complete super challenging content. Yes, a player who has to do nothing but this for the duration of their time in game will eventually burn out on it, but that's why players rarely ever play JUST a tank. You have to allow yourself to branch out and try out multiple roles so you don't pigeon hole yourself into only one playstyle.
DPS dont do much towards the team effort with that logic though. the problem is that there are sets that helps with group utility but the most optimal ones are the ones that help with dps numbers. Thats the issue. Its one thing to have a team mentality but when 2 out of the 3 roles are there only for that 1 role, that sucks the life out of doing those roles. Ive yet to see a group that has a dps dishing out Veil of Blades / Bolstering Darkness or Negate Magic. (note that if you already are able to dish out 50-60k dps, having one ultimate that is not damage based wont bring it down to 20-30k yeah?)
There were times when it was actually good to have the magdps do elemental drain since its their primary weapon and sunderflame / nmg was good for stamdps so that this helps the overall numbers. But those days are long gone.
Can someone please explain why it is that Warhorn is needed by every single tank?
I understand what it does, I just do not understand why the whole end-game is based around an ultimate.
Where is the build diversification for tanks if they always have to use this? To me, it seems like Warhorn does not fit the goals ZOS is striving for, especially with the race changes.
Are there even any end-game groups that do not require the tank to use this? It seems very constricting and limiting, because every other option the tank could use as an ultimate is a huge dps loss for the group.
Maybe this has been answered before?
Thank you
RogueShark wrote: »"ZeroXF wrote:But DDs build JUST for their enjoyment and expect tanks and healers to enhance their enjoyment. It's not rare to see a 15k HP DD. If they had any consideration for the healer's enjoyment, they'd have 20k HP.
My enjoyment comes from my own role. I'm going to wear what's needed for the group and content because it's my job to do everything I can to make the run go its best. Just like it's the tank's job... and, shockingly, the dps's. Dps do technically HAVE to wear certain sets, in the same sense tanks and healers do. People don't farm AY or spell strat because they're "okay" sets... dps have metas and builds and abilities that they are expected to use too, because they are expected to pull certain numbers.
Dps have expectations to meet same as tanks and healers.
If you don't enjoy how tanking functions in the game, then dps.
And still all their sets are boosting their performance and not someone else's. So what you just did was draw a false equivalence.
John_Falstaff wrote: »RogueShark wrote: »"ZeroXF wrote:But DDs build JUST for their enjoyment and expect tanks and healers to enhance their enjoyment. It's not rare to see a 15k HP DD. If they had any consideration for the healer's enjoyment, they'd have 20k HP.
My enjoyment comes from my own role. I'm going to wear what's needed for the group and content because it's my job to do everything I can to make the run go its best. Just like it's the tank's job... and, shockingly, the dps's. Dps do technically HAVE to wear certain sets, in the same sense tanks and healers do. People don't farm AY or spell strat because they're "okay" sets... dps have metas and builds and abilities that they are expected to use too, because they are expected to pull certain numbers.
Dps have expectations to meet same as tanks and healers.
If you don't enjoy how tanking functions in the game, then dps.
And still all their sets are boosting their performance and not someone else's. So what you just did was draw a false equivalence.
Well tank is, by definition, a support role. Tank's performance is measured by how good he's helping the team. So... doing what is needed for the group is the tank's duty and raison d'etre, there's no way around it. Selfish tank is an oxymoron. So...yes, if there's an urge to go selfish, then damage. ^^
John_Falstaff wrote: »RogueShark wrote: »"ZeroXF wrote:But DDs build JUST for their enjoyment and expect tanks and healers to enhance their enjoyment. It's not rare to see a 15k HP DD. If they had any consideration for the healer's enjoyment, they'd have 20k HP.
My enjoyment comes from my own role. I'm going to wear what's needed for the group and content because it's my job to do everything I can to make the run go its best. Just like it's the tank's job... and, shockingly, the dps's. Dps do technically HAVE to wear certain sets, in the same sense tanks and healers do. People don't farm AY or spell strat because they're "okay" sets... dps have metas and builds and abilities that they are expected to use too, because they are expected to pull certain numbers.
Dps have expectations to meet same as tanks and healers.
If you don't enjoy how tanking functions in the game, then dps.
And still all their sets are boosting their performance and not someone else's. So what you just did was draw a false equivalence.
Well tank is, by definition, a support role. Tank's performance is measured by how good he's helping the team. So... doing what is needed for the group is the tank's duty and raison d'etre, there's no way around it. Selfish tank is an oxymoron. So... yes, if there's an urge to go selfish, then damage. ^^
RavenSworn wrote: »Protossyder wrote: »So in general everyone seems to agree that being a buffbot for the rest of the group is not fun, but it is what it is.
Thank you for the feedback guys
Your definition of fun seems very boring to me. Only having to taunt and hold the bosses and adds would be lame as hell. Of course you can slot and use any ultimate you want as long as you are not part of an end game group.
What's not fun is building your character for someone else's benefit. If I make a squishy buff bot, my tank doesn't feel powerful or enjoyable. I don't know how you can find it fun to watch debuff trackers. People love to call certain tank builds "selfish" and look down on people that use those builds, but nobody complains about a DD building selfishly to boost his own performance in his primary role.
The current design is broken if you call it progression when you wear worse gear.
Also, if you think that all a tank does is hold block and taunt, you haven't really tanked in this game. Have fun in vCR with that approach. No amount of buff sets is going to save you if that's all you do there.
That is an odd stance to take for someone who willingly chose a support role. When you play with a group, it is no longer just about you and your "enjoyment". You are a part of a team who is depending on you to fulfill your role.
Healers do the same thing. I don't go into end-game with Lich and Julianos, because although they're fantastic sets that can potentially give me fantastic stats for healing, they are missing the group utility element. I need sets like Olorime and Worms and Mending, because it buffs the dmg for the entire group and/or protects them from taking further dmg during a fight. I slot my Solar Prison Ulti because it provides further dmg mitigation for my group. Mitigation>reactive healing and enables you to throw out more buffs and debuffs, which creates the best form of dmg mitigation (killing things faster before they can kill you). Tanks have to set themselves up the same way.
It's a symbiotic system that enables players to push for higher scores on the leaderboards and complete super challenging content. Yes, a player who has to do nothing but this for the duration of their time in game will eventually burn out on it, but that's why players rarely ever play JUST a tank. You have to allow yourself to branch out and try out multiple roles so you don't pigeon hole yourself into only one playstyle.
DPS dont do much towards the team effort with that logic though. the problem is that there are sets that helps with group utility but the most optimal ones are the ones that help with dps numbers. Thats the issue. Its one thing to have a team mentality but when 2 out of the 3 roles are there only for that 1 role, that sucks the life out of doing those roles. Ive yet to see a group that has a dps dishing out Veil of Blades / Bolstering Darkness or Negate Magic. (note that if you already are able to dish out 50-60k dps, having one ultimate that is not damage based wont bring it down to 20-30k yeah?)
There were times when it was actually good to have the magdps do elemental drain since its their primary weapon and sunderflame / nmg was good for stamdps so that this helps the overall numbers. But those days are long gone.
Protossyder wrote: »So in general everyone seems to agree that being a buffbot for the rest of the group is not fun, but it is what it is.
Thank you for the feedback guys
Your definition of fun seems very boring to me. Only having to taunt and hold the bosses and adds would be lame as hell. Of course you can slot and use any ultimate you want as long as you are not part of an end game group.
What's not fun is building your character for someone else's benefit. If I make a squishy buff bot, my tank doesn't feel powerful or enjoyable. I don't know how you can find it fun to watch debuff trackers. People love to call certain tank builds "selfish" and look down on people that use those builds, but nobody complains about a DD building selfishly to boost his own performance in his primary role.
The current design is broken if you call it progression when you wear worse gear.
Also, if you think that all a tank does is hold block and taunt, you haven't really tanked in this game. Have fun in vCR with that approach. No amount of buff sets is going to save you if that's all you do there.
That is an odd stance to take for someone who willingly chose a support role. When you play with a group, it is no longer just about you and your "enjoyment". You are a part of a team who is depending on you to fulfill your role.
Healers do the same thing. I don't go into end-game with Lich and Julianos, because although they're fantastic sets that can potentially give me fantastic stats for healing, they are missing the group utility element. I need sets like Olorime and Worms and Mending, because it buffs the dmg for the entire group and/or protects them from taking further dmg during a fight. I slot my Solar Prison Ulti because it provides further dmg mitigation for my group. Mitigation>reactive healing and enables you to throw out more buffs and debuffs, which creates the best form of dmg mitigation (killing things faster before they can kill you. Tanks have to set themselves up the same way.
It's a symbiotic system that enables players to push for higher scores on the leaderboards and complete super challenging content. Yes, a player who has to do nothing but this for the duration of their time in game will eventually burn out on it, but that's why players rarely ever play JUST a tank. You have to allow yourself to branch out and try out multiple roles so you don't pigeon hole yourself into only one playstyle.
1. Tank is not a "support role". Support is a "support role" and doesn't exist in ESO (unlike for example Rift). Tank is a core role of the MMO trinity.
2. The game is not for my enjoyment? Aside from the obvious irony of that statement, whose enjoyment is it for? The DD's? Guess we found out the area requiring the most balancing...
3. All of the sets you listed that healers use for "support" also have stats useful to the healers themselves. Find me a single one useful tank stat on Alkosh. That set is poorly designed garbage, which is why it's forced on tanks rather than being used by the role it was intended for.
So, I never said the game isn't about your enjoyment. If you read closely, I said it isn't JUST about your enjoyment. You are not the only person in the instance, and the team does not revolve around you, nor are you the solo star of the show. It's a team effort, and every member of that team makes or breaks that run based on what they are bringing to the table.
In this game, tank is a support role, whether part of the trinity or not. You are supporting the team, just as the healers are. In a 12 person raid, the healers and tank essentially serve as the four pillars holding the dps up so they can function at max potential. Alkosh may be an admittedly odd set for a tank, on the surface, but the debuff makes it a valuable set, especially when you consider the tank is in the ideal place to activate the constant barrage of synergies being tossed at the boss.
As a healer, I run skills like Power of the Light (a stam ability) which does negligible dmg on my min/max mag build, but the debuff makes an overall difference for the team, so I slot it (if there is no stamplar in the group)and keep going. We slot Bone Shield, another stam based ability, which makes it difficult to keep up, and we have to use sets like Ebon and Plague Doctor on occasion during runs where we're kiting dmg as well as healing. Those aren't healing sets, and stam abilities aren't optimal on us, but it somehow works, and I'm up to the challenge of making it work for the sake of my team's success (which also translates into my own success).
Also, Alkosh isn't the only base set tanks use. I don't know where you got that idea, but tanks are just as fluid with their sets as a healer, and have to adapt to the content constantly. You got some bad info, and now it's making you sour when you don't need to be.
But DDs build JUST for their enjoyment and expect tanks and healers to enhance their enjoyment. It's not rare to see a 15k HP DD. If they had any consideration for the healer's enjoyment, they'd have 20k HP.
John_Falstaff wrote: »RogueShark wrote: »"ZeroXF wrote:But DDs build JUST for their enjoyment and expect tanks and healers to enhance their enjoyment. It's not rare to see a 15k HP DD. If they had any consideration for the healer's enjoyment, they'd have 20k HP.
My enjoyment comes from my own role. I'm going to wear what's needed for the group and content because it's my job to do everything I can to make the run go its best. Just like it's the tank's job... and, shockingly, the dps's. Dps do technically HAVE to wear certain sets, in the same sense tanks and healers do. People don't farm AY or spell strat because they're "okay" sets... dps have metas and builds and abilities that they are expected to use too, because they are expected to pull certain numbers.
Dps have expectations to meet same as tanks and healers.
If you don't enjoy how tanking functions in the game, then dps.
And still all their sets are boosting their performance and not someone else's. So what you just did was draw a false equivalence.
Well tank is, by definition, a support role. Tank's performance is measured by how good he's helping the team. So... doing what is needed for the group is the tank's duty and raison d'etre, there's no way around it. Selfish tank is an oxymoron. So... yes, if there's an urge to go selfish, then damage. ^^
IzzyStardust wrote: »Protossyder wrote: »So in general everyone seems to agree that being a buffbot for the rest of the group is not fun, but it is what it is.
Thank you for the feedback guys
Your definition of fun seems very boring to me. Only having to taunt and hold the bosses and adds would be lame as hell. Of course you can slot and use any ultimate you want as long as you are not part of an end game group.
What's not fun is building your character for someone else's benefit. If I make a squishy buff bot, my tank doesn't feel powerful or enjoyable. I don't know how you can find it fun to watch debuff trackers. People love to call certain tank builds "selfish" and look down on people that use those builds, but nobody complains about a DD building selfishly to boost his own performance in his primary role.
The current design is broken if you call it progression when you wear worse gear.
Also, if you think that all a tank does is hold block and taunt, you haven't really tanked in this game. Have fun in vCR with that approach. No amount of buff sets is going to save you if that's all you do there.
That is an odd stance to take for someone who willingly chose a support role. When you play with a group, it is no longer just about you and your "enjoyment". You are a part of a team who is depending on you to fulfill your role.
Healers do the same thing. I don't go into end-game with Lich and Julianos, because although they're fantastic sets that can potentially give me fantastic stats for healing, they are missing the group utility element. I need sets like Olorime and Worms and Mending, because it buffs the dmg for the entire group and/or protects them from taking further dmg during a fight. I slot my Solar Prison Ulti because it provides further dmg mitigation for my group. Mitigation>reactive healing and enables you to throw out more buffs and debuffs, which creates the best form of dmg mitigation (killing things faster before they can kill you. Tanks have to set themselves up the same way.
It's a symbiotic system that enables players to push for higher scores on the leaderboards and complete super challenging content. Yes, a player who has to do nothing but this for the duration of their time in game will eventually burn out on it, but that's why players rarely ever play JUST a tank. You have to allow yourself to branch out and try out multiple roles so you don't pigeon hole yourself into only one playstyle.
1. Tank is not a "support role". Support is a "support role" and doesn't exist in ESO (unlike for example Rift). Tank is a core role of the MMO trinity.
2. The game is not for my enjoyment? Aside from the obvious irony of that statement, whose enjoyment is it for? The DD's? Guess we found out the area requiring the most balancing...
3. All of the sets you listed that healers use for "support" also have stats useful to the healers themselves. Find me a single one useful tank stat on Alkosh. That set is poorly designed garbage, which is why it's forced on tanks rather than being used by the role it was intended for.
So, I never said the game isn't about your enjoyment. If you read closely, I said it isn't JUST about your enjoyment. You are not the only person in the instance, and the team does not revolve around you, nor are you the solo star of the show. It's a team effort, and every member of that team makes or breaks that run based on what they are bringing to the table.
In this game, tank is a support role, whether part of the trinity or not. You are supporting the team, just as the healers are. In a 12 person raid, the healers and tank essentially serve as the four pillars holding the dps up so they can function at max potential. Alkosh may be an admittedly odd set for a tank, on the surface, but the debuff makes it a valuable set, especially when you consider the tank is in the ideal place to activate the constant barrage of synergies being tossed at the boss.
As a healer, I run skills like Power of the Light (a stam ability) which does negligible dmg on my min/max mag build, but the debuff makes an overall difference for the team, so I slot it (if there is no stamplar in the group)and keep going. We slot Bone Shield, another stam based ability, which makes it difficult to keep up, and we have to use sets like Ebon and Plague Doctor on occasion during runs where we're kiting dmg as well as healing. Those aren't healing sets, and stam abilities aren't optimal on us, but it somehow works, and I'm up to the challenge of making it work for the sake of my team's success (which also translates into my own success).
Also, Alkosh isn't the only base set tanks use. I don't know where you got that idea, but tanks are just as fluid with their sets as a healer, and have to adapt to the content constantly. You got some bad info, and now it's making you sour when you don't need to be.
But DDs build JUST for their enjoyment and expect tanks and healers to enhance their enjoyment. It's not rare to see a 15k HP DD. If they had any consideration for the healer's enjoyment, they'd have 20k HP.
Um no. DDs build to do Their Job which is High As Possible DPS.
So we do our jobs to facilitate that and protect them where need be; and to be real, in top tier groups excepting certain circumstances - the buffs and debuffs are far more necessary than the heals.
John_Falstaff wrote: »RogueShark wrote: »"ZeroXF wrote:But DDs build JUST for their enjoyment and expect tanks and healers to enhance their enjoyment. It's not rare to see a 15k HP DD. If they had any consideration for the healer's enjoyment, they'd have 20k HP.
My enjoyment comes from my own role. I'm going to wear what's needed for the group and content because it's my job to do everything I can to make the run go its best. Just like it's the tank's job... and, shockingly, the dps's. Dps do technically HAVE to wear certain sets, in the same sense tanks and healers do. People don't farm AY or spell strat because they're "okay" sets... dps have metas and builds and abilities that they are expected to use too, because they are expected to pull certain numbers.
Dps have expectations to meet same as tanks and healers.
If you don't enjoy how tanking functions in the game, then dps.
And still all their sets are boosting their performance and not someone else's. So what you just did was draw a false equivalence.
Well tank is, by definition, a support role. Tank's performance is measured by how good he's helping the team. So... doing what is needed for the group is the tank's duty and raison d'etre, there's no way around it. Selfish tank is an oxymoron. So... yes, if there's an urge to go selfish, then damage. ^^
It literally isn't. Tank is by definition a core role of the traditional MMO trinity. If you want to know what support is, go play Rift for a while.
And yeah, a selfish tank is an oxymoron, so whatever you call "selfish" isn't selfish at all, it's helping the group by keeping them safe from the big hits.IzzyStardust wrote: »Protossyder wrote: »So in general everyone seems to agree that being a buffbot for the rest of the group is not fun, but it is what it is.
Thank you for the feedback guys
Your definition of fun seems very boring to me. Only having to taunt and hold the bosses and adds would be lame as hell. Of course you can slot and use any ultimate you want as long as you are not part of an end game group.
What's not fun is building your character for someone else's benefit. If I make a squishy buff bot, my tank doesn't feel powerful or enjoyable. I don't know how you can find it fun to watch debuff trackers. People love to call certain tank builds "selfish" and look down on people that use those builds, but nobody complains about a DD building selfishly to boost his own performance in his primary role.
The current design is broken if you call it progression when you wear worse gear.
Also, if you think that all a tank does is hold block and taunt, you haven't really tanked in this game. Have fun in vCR with that approach. No amount of buff sets is going to save you if that's all you do there.
That is an odd stance to take for someone who willingly chose a support role. When you play with a group, it is no longer just about you and your "enjoyment". You are a part of a team who is depending on you to fulfill your role.
Healers do the same thing. I don't go into end-game with Lich and Julianos, because although they're fantastic sets that can potentially give me fantastic stats for healing, they are missing the group utility element. I need sets like Olorime and Worms and Mending, because it buffs the dmg for the entire group and/or protects them from taking further dmg during a fight. I slot my Solar Prison Ulti because it provides further dmg mitigation for my group. Mitigation>reactive healing and enables you to throw out more buffs and debuffs, which creates the best form of dmg mitigation (killing things faster before they can kill you. Tanks have to set themselves up the same way.
It's a symbiotic system that enables players to push for higher scores on the leaderboards and complete super challenging content. Yes, a player who has to do nothing but this for the duration of their time in game will eventually burn out on it, but that's why players rarely ever play JUST a tank. You have to allow yourself to branch out and try out multiple roles so you don't pigeon hole yourself into only one playstyle.
1. Tank is not a "support role". Support is a "support role" and doesn't exist in ESO (unlike for example Rift). Tank is a core role of the MMO trinity.
2. The game is not for my enjoyment? Aside from the obvious irony of that statement, whose enjoyment is it for? The DD's? Guess we found out the area requiring the most balancing...
3. All of the sets you listed that healers use for "support" also have stats useful to the healers themselves. Find me a single one useful tank stat on Alkosh. That set is poorly designed garbage, which is why it's forced on tanks rather than being used by the role it was intended for.
So, I never said the game isn't about your enjoyment. If you read closely, I said it isn't JUST about your enjoyment. You are not the only person in the instance, and the team does not revolve around you, nor are you the solo star of the show. It's a team effort, and every member of that team makes or breaks that run based on what they are bringing to the table.
In this game, tank is a support role, whether part of the trinity or not. You are supporting the team, just as the healers are. In a 12 person raid, the healers and tank essentially serve as the four pillars holding the dps up so they can function at max potential. Alkosh may be an admittedly odd set for a tank, on the surface, but the debuff makes it a valuable set, especially when you consider the tank is in the ideal place to activate the constant barrage of synergies being tossed at the boss.
As a healer, I run skills like Power of the Light (a stam ability) which does negligible dmg on my min/max mag build, but the debuff makes an overall difference for the team, so I slot it (if there is no stamplar in the group)and keep going. We slot Bone Shield, another stam based ability, which makes it difficult to keep up, and we have to use sets like Ebon and Plague Doctor on occasion during runs where we're kiting dmg as well as healing. Those aren't healing sets, and stam abilities aren't optimal on us, but it somehow works, and I'm up to the challenge of making it work for the sake of my team's success (which also translates into my own success).
Also, Alkosh isn't the only base set tanks use. I don't know where you got that idea, but tanks are just as fluid with their sets as a healer, and have to adapt to the content constantly. You got some bad info, and now it's making you sour when you don't need to be.
But DDs build JUST for their enjoyment and expect tanks and healers to enhance their enjoyment. It's not rare to see a 15k HP DD. If they had any consideration for the healer's enjoyment, they'd have 20k HP.
Um no. DDs build to do Their Job which is High As Possible DPS.
So we do our jobs to facilitate that and protect them where need be; and to be real, in top tier groups excepting certain circumstances - the buffs and debuffs are far more necessary than the heals.
Why can't I build to do MY job as well as possible? Why do people in ESO expect me to make builds in such a way that the DDs can do their jobs better instead?
It's bad design, that's what it is.
Can someone please explain why it is that Warhorn is needed by every single tank?
I understand what it does, I just do not understand why the whole end-game is based around an ultimate.
Where is the build diversification for tanks if they always have to use this? To me, it seems like Warhorn does not fit the goals ZOS is striving for, especially with the race changes.
Are there even any end-game groups that do not require the tank to use this? It seems very constricting and limiting, because every other option the tank could use as an ultimate is a huge dps loss for the group.
Maybe this has been answered before?
Thank you
John_Falstaff wrote: »RogueShark wrote: »"ZeroXF wrote:But DDs build JUST for their enjoyment and expect tanks and healers to enhance their enjoyment. It's not rare to see a 15k HP DD. If they had any consideration for the healer's enjoyment, they'd have 20k HP.
My enjoyment comes from my own role. I'm going to wear what's needed for the group and content because it's my job to do everything I can to make the run go its best. Just like it's the tank's job... and, shockingly, the dps's. Dps do technically HAVE to wear certain sets, in the same sense tanks and healers do. People don't farm AY or spell strat because they're "okay" sets... dps have metas and builds and abilities that they are expected to use too, because they are expected to pull certain numbers.
Dps have expectations to meet same as tanks and healers.
If you don't enjoy how tanking functions in the game, then dps.
And still all their sets are boosting their performance and not someone else's. So what you just did was draw a false equivalence.
Well tank is, by definition, a support role. Tank's performance is measured by how good he's helping the team. So... doing what is needed for the group is the tank's duty and raison d'etre, there's no way around it. Selfish tank is an oxymoron. So... yes, if there's an urge to go selfish, then damage. ^^
It literally isn't. Tank is by definition a core role of the traditional MMO trinity. If you want to know what support is, go play Rift for a while.
And yeah, a selfish tank is an oxymoron, so whatever you call "selfish" isn't selfish at all, it's helping the group by keeping them safe from the big hits.IzzyStardust wrote: »Protossyder wrote: »So in general everyone seems to agree that being a buffbot for the rest of the group is not fun, but it is what it is.
Thank you for the feedback guys
Your definition of fun seems very boring to me. Only having to taunt and hold the bosses and adds would be lame as hell. Of course you can slot and use any ultimate you want as long as you are not part of an end game group.
What's not fun is building your character for someone else's benefit. If I make a squishy buff bot, my tank doesn't feel powerful or enjoyable. I don't know how you can find it fun to watch debuff trackers. People love to call certain tank builds "selfish" and look down on people that use those builds, but nobody complains about a DD building selfishly to boost his own performance in his primary role.
The current design is broken if you call it progression when you wear worse gear.
Also, if you think that all a tank does is hold block and taunt, you haven't really tanked in this game. Have fun in vCR with that approach. No amount of buff sets is going to save you if that's all you do there.
That is an odd stance to take for someone who willingly chose a support role. When you play with a group, it is no longer just about you and your "enjoyment". You are a part of a team who is depending on you to fulfill your role.
Healers do the same thing. I don't go into end-game with Lich and Julianos, because although they're fantastic sets that can potentially give me fantastic stats for healing, they are missing the group utility element. I need sets like Olorime and Worms and Mending, because it buffs the dmg for the entire group and/or protects them from taking further dmg during a fight. I slot my Solar Prison Ulti because it provides further dmg mitigation for my group. Mitigation>reactive healing and enables you to throw out more buffs and debuffs, which creates the best form of dmg mitigation (killing things faster before they can kill you. Tanks have to set themselves up the same way.
It's a symbiotic system that enables players to push for higher scores on the leaderboards and complete super challenging content. Yes, a player who has to do nothing but this for the duration of their time in game will eventually burn out on it, but that's why players rarely ever play JUST a tank. You have to allow yourself to branch out and try out multiple roles so you don't pigeon hole yourself into only one playstyle.
1. Tank is not a "support role". Support is a "support role" and doesn't exist in ESO (unlike for example Rift). Tank is a core role of the MMO trinity.
2. The game is not for my enjoyment? Aside from the obvious irony of that statement, whose enjoyment is it for? The DD's? Guess we found out the area requiring the most balancing...
3. All of the sets you listed that healers use for "support" also have stats useful to the healers themselves. Find me a single one useful tank stat on Alkosh. That set is poorly designed garbage, which is why it's forced on tanks rather than being used by the role it was intended for.
So, I never said the game isn't about your enjoyment. If you read closely, I said it isn't JUST about your enjoyment. You are not the only person in the instance, and the team does not revolve around you, nor are you the solo star of the show. It's a team effort, and every member of that team makes or breaks that run based on what they are bringing to the table.
In this game, tank is a support role, whether part of the trinity or not. You are supporting the team, just as the healers are. In a 12 person raid, the healers and tank essentially serve as the four pillars holding the dps up so they can function at max potential. Alkosh may be an admittedly odd set for a tank, on the surface, but the debuff makes it a valuable set, especially when you consider the tank is in the ideal place to activate the constant barrage of synergies being tossed at the boss.
As a healer, I run skills like Power of the Light (a stam ability) which does negligible dmg on my min/max mag build, but the debuff makes an overall difference for the team, so I slot it (if there is no stamplar in the group)and keep going. We slot Bone Shield, another stam based ability, which makes it difficult to keep up, and we have to use sets like Ebon and Plague Doctor on occasion during runs where we're kiting dmg as well as healing. Those aren't healing sets, and stam abilities aren't optimal on us, but it somehow works, and I'm up to the challenge of making it work for the sake of my team's success (which also translates into my own success).
Also, Alkosh isn't the only base set tanks use. I don't know where you got that idea, but tanks are just as fluid with their sets as a healer, and have to adapt to the content constantly. You got some bad info, and now it's making you sour when you don't need to be.
But DDs build JUST for their enjoyment and expect tanks and healers to enhance their enjoyment. It's not rare to see a 15k HP DD. If they had any consideration for the healer's enjoyment, they'd have 20k HP.
Um no. DDs build to do Their Job which is High As Possible DPS.
So we do our jobs to facilitate that and protect them where need be; and to be real, in top tier groups excepting certain circumstances - the buffs and debuffs are far more necessary than the heals.
Why can't I build to do MY job as well as possible? Why do people in ESO expect me to make builds in such a way that the DDs can do their jobs better instead?
It's bad design, that's what it is.
Because good tanks can do their job as good as possible AND support their group.
Tanking without supporting would be pretty boring in ESO. Taunt and press right mouse button...sounds funny.
John_Falstaff wrote: »RogueShark wrote: »"ZeroXF wrote:But DDs build JUST for their enjoyment and expect tanks and healers to enhance their enjoyment. It's not rare to see a 15k HP DD. If they had any consideration for the healer's enjoyment, they'd have 20k HP.
My enjoyment comes from my own role. I'm going to wear what's needed for the group and content because it's my job to do everything I can to make the run go its best. Just like it's the tank's job... and, shockingly, the dps's. Dps do technically HAVE to wear certain sets, in the same sense tanks and healers do. People don't farm AY or spell strat because they're "okay" sets... dps have metas and builds and abilities that they are expected to use too, because they are expected to pull certain numbers.
Dps have expectations to meet same as tanks and healers.
If you don't enjoy how tanking functions in the game, then dps.
And still all their sets are boosting their performance and not someone else's. So what you just did was draw a false equivalence.
Well tank is, by definition, a support role. Tank's performance is measured by how good he's helping the team. So... doing what is needed for the group is the tank's duty and raison d'etre, there's no way around it. Selfish tank is an oxymoron. So... yes, if there's an urge to go selfish, then damage. ^^
It literally isn't. Tank is by definition a core role of the traditional MMO trinity. If you want to know what support is, go play Rift for a while.
And yeah, a selfish tank is an oxymoron, so whatever you call "selfish" isn't selfish at all, it's helping the group by keeping them safe from the big hits.IzzyStardust wrote: »Protossyder wrote: »So in general everyone seems to agree that being a buffbot for the rest of the group is not fun, but it is what it is.
Thank you for the feedback guys
Your definition of fun seems very boring to me. Only having to taunt and hold the bosses and adds would be lame as hell. Of course you can slot and use any ultimate you want as long as you are not part of an end game group.
What's not fun is building your character for someone else's benefit. If I make a squishy buff bot, my tank doesn't feel powerful or enjoyable. I don't know how you can find it fun to watch debuff trackers. People love to call certain tank builds "selfish" and look down on people that use those builds, but nobody complains about a DD building selfishly to boost his own performance in his primary role.
The current design is broken if you call it progression when you wear worse gear.
Also, if you think that all a tank does is hold block and taunt, you haven't really tanked in this game. Have fun in vCR with that approach. No amount of buff sets is going to save you if that's all you do there.
That is an odd stance to take for someone who willingly chose a support role. When you play with a group, it is no longer just about you and your "enjoyment". You are a part of a team who is depending on you to fulfill your role.
Healers do the same thing. I don't go into end-game with Lich and Julianos, because although they're fantastic sets that can potentially give me fantastic stats for healing, they are missing the group utility element. I need sets like Olorime and Worms and Mending, because it buffs the dmg for the entire group and/or protects them from taking further dmg during a fight. I slot my Solar Prison Ulti because it provides further dmg mitigation for my group. Mitigation>reactive healing and enables you to throw out more buffs and debuffs, which creates the best form of dmg mitigation (killing things faster before they can kill you. Tanks have to set themselves up the same way.
It's a symbiotic system that enables players to push for higher scores on the leaderboards and complete super challenging content. Yes, a player who has to do nothing but this for the duration of their time in game will eventually burn out on it, but that's why players rarely ever play JUST a tank. You have to allow yourself to branch out and try out multiple roles so you don't pigeon hole yourself into only one playstyle.
1. Tank is not a "support role". Support is a "support role" and doesn't exist in ESO (unlike for example Rift). Tank is a core role of the MMO trinity.
2. The game is not for my enjoyment? Aside from the obvious irony of that statement, whose enjoyment is it for? The DD's? Guess we found out the area requiring the most balancing...
3. All of the sets you listed that healers use for "support" also have stats useful to the healers themselves. Find me a single one useful tank stat on Alkosh. That set is poorly designed garbage, which is why it's forced on tanks rather than being used by the role it was intended for.
So, I never said the game isn't about your enjoyment. If you read closely, I said it isn't JUST about your enjoyment. You are not the only person in the instance, and the team does not revolve around you, nor are you the solo star of the show. It's a team effort, and every member of that team makes or breaks that run based on what they are bringing to the table.
In this game, tank is a support role, whether part of the trinity or not. You are supporting the team, just as the healers are. In a 12 person raid, the healers and tank essentially serve as the four pillars holding the dps up so they can function at max potential. Alkosh may be an admittedly odd set for a tank, on the surface, but the debuff makes it a valuable set, especially when you consider the tank is in the ideal place to activate the constant barrage of synergies being tossed at the boss.
As a healer, I run skills like Power of the Light (a stam ability) which does negligible dmg on my min/max mag build, but the debuff makes an overall difference for the team, so I slot it (if there is no stamplar in the group)and keep going. We slot Bone Shield, another stam based ability, which makes it difficult to keep up, and we have to use sets like Ebon and Plague Doctor on occasion during runs where we're kiting dmg as well as healing. Those aren't healing sets, and stam abilities aren't optimal on us, but it somehow works, and I'm up to the challenge of making it work for the sake of my team's success (which also translates into my own success).
Also, Alkosh isn't the only base set tanks use. I don't know where you got that idea, but tanks are just as fluid with their sets as a healer, and have to adapt to the content constantly. You got some bad info, and now it's making you sour when you don't need to be.
But DDs build JUST for their enjoyment and expect tanks and healers to enhance their enjoyment. It's not rare to see a 15k HP DD. If they had any consideration for the healer's enjoyment, they'd have 20k HP.
Um no. DDs build to do Their Job which is High As Possible DPS.
So we do our jobs to facilitate that and protect them where need be; and to be real, in top tier groups excepting certain circumstances - the buffs and debuffs are far more necessary than the heals.
Why can't I build to do MY job as well as possible? Why do people in ESO expect me to make builds in such a way that the DDs can do their jobs better instead?
It's bad design, that's what it is.
Because good tanks can do their job as good as possible AND support their group.
Tanking without supporting would be pretty boring in ESO. Taunt and press right mouse button...sounds funny.
If you think that that's all that tanks do, you obviously haven't tanked in ESO.
And don't try to sell me the crap that wearing Ebon or Alkosh makes tanking any more "fun". You do literally nothing to use Ebon, just equip it. And with Alkosh you press X every 10 seconds... something you'd do anyways. It's not fun, it's just annoying that I can't choose different gear (or skills) without hearing from entitled DDs that I'm "selfish".
All the gear and skills that would make tanking more fun are prohibited in trials, and you dare tell me that it's "fun" to "support" the group by doing nothing but buff their DPS. I'd like to use Werewolf Hide to plant trees every 10 seconds instead of being dependent on someone putting down a synergy for me to use on Alkosh and seeing literally no effect from doing so. And on the NB I want to use Hunt Leader so that I don't run out of stam right away if the healer didn't throw shards, or DDs are (so selflessly) taking all of them. Or use Automated Defense with Radial Sweep on my Templar with some ulti generating set to have Major Aegis up near 100% of the time.
But nope, no fun is permitted, and you bull*** vendors try to tell me that Ebon+Alkosh makes tanking "fun". It doesn't. It prohibits the use of fun setups.
John_Falstaff wrote: »RogueShark wrote: »"ZeroXF wrote:But DDs build JUST for their enjoyment and expect tanks and healers to enhance their enjoyment. It's not rare to see a 15k HP DD. If they had any consideration for the healer's enjoyment, they'd have 20k HP.
My enjoyment comes from my own role. I'm going to wear what's needed for the group and content because it's my job to do everything I can to make the run go its best. Just like it's the tank's job... and, shockingly, the dps's. Dps do technically HAVE to wear certain sets, in the same sense tanks and healers do. People don't farm AY or spell strat because they're "okay" sets... dps have metas and builds and abilities that they are expected to use too, because they are expected to pull certain numbers.
Dps have expectations to meet same as tanks and healers.
If you don't enjoy how tanking functions in the game, then dps.
And still all their sets are boosting their performance and not someone else's. So what you just did was draw a false equivalence.
Well tank is, by definition, a support role. Tank's performance is measured by how good he's helping the team. So... doing what is needed for the group is the tank's duty and raison d'etre, there's no way around it. Selfish tank is an oxymoron. So... yes, if there's an urge to go selfish, then damage. ^^
It literally isn't. Tank is by definition a core role of the traditional MMO trinity. If you want to know what support is, go play Rift for a while.
And yeah, a selfish tank is an oxymoron, so whatever you call "selfish" isn't selfish at all, it's helping the group by keeping them safe from the big hits.IzzyStardust wrote: »Protossyder wrote: »So in general everyone seems to agree that being a buffbot for the rest of the group is not fun, but it is what it is.
Thank you for the feedback guys
Your definition of fun seems very boring to me. Only having to taunt and hold the bosses and adds would be lame as hell. Of course you can slot and use any ultimate you want as long as you are not part of an end game group.
What's not fun is building your character for someone else's benefit. If I make a squishy buff bot, my tank doesn't feel powerful or enjoyable. I don't know how you can find it fun to watch debuff trackers. People love to call certain tank builds "selfish" and look down on people that use those builds, but nobody complains about a DD building selfishly to boost his own performance in his primary role.
The current design is broken if you call it progression when you wear worse gear.
Also, if you think that all a tank does is hold block and taunt, you haven't really tanked in this game. Have fun in vCR with that approach. No amount of buff sets is going to save you if that's all you do there.
That is an odd stance to take for someone who willingly chose a support role. When you play with a group, it is no longer just about you and your "enjoyment". You are a part of a team who is depending on you to fulfill your role.
Healers do the same thing. I don't go into end-game with Lich and Julianos, because although they're fantastic sets that can potentially give me fantastic stats for healing, they are missing the group utility element. I need sets like Olorime and Worms and Mending, because it buffs the dmg for the entire group and/or protects them from taking further dmg during a fight. I slot my Solar Prison Ulti because it provides further dmg mitigation for my group. Mitigation>reactive healing and enables you to throw out more buffs and debuffs, which creates the best form of dmg mitigation (killing things faster before they can kill you. Tanks have to set themselves up the same way.
It's a symbiotic system that enables players to push for higher scores on the leaderboards and complete super challenging content. Yes, a player who has to do nothing but this for the duration of their time in game will eventually burn out on it, but that's why players rarely ever play JUST a tank. You have to allow yourself to branch out and try out multiple roles so you don't pigeon hole yourself into only one playstyle.
1. Tank is not a "support role". Support is a "support role" and doesn't exist in ESO (unlike for example Rift). Tank is a core role of the MMO trinity.
2. The game is not for my enjoyment? Aside from the obvious irony of that statement, whose enjoyment is it for? The DD's? Guess we found out the area requiring the most balancing...
3. All of the sets you listed that healers use for "support" also have stats useful to the healers themselves. Find me a single one useful tank stat on Alkosh. That set is poorly designed garbage, which is why it's forced on tanks rather than being used by the role it was intended for.
So, I never said the game isn't about your enjoyment. If you read closely, I said it isn't JUST about your enjoyment. You are not the only person in the instance, and the team does not revolve around you, nor are you the solo star of the show. It's a team effort, and every member of that team makes or breaks that run based on what they are bringing to the table.
In this game, tank is a support role, whether part of the trinity or not. You are supporting the team, just as the healers are. In a 12 person raid, the healers and tank essentially serve as the four pillars holding the dps up so they can function at max potential. Alkosh may be an admittedly odd set for a tank, on the surface, but the debuff makes it a valuable set, especially when you consider the tank is in the ideal place to activate the constant barrage of synergies being tossed at the boss.
As a healer, I run skills like Power of the Light (a stam ability) which does negligible dmg on my min/max mag build, but the debuff makes an overall difference for the team, so I slot it (if there is no stamplar in the group)and keep going. We slot Bone Shield, another stam based ability, which makes it difficult to keep up, and we have to use sets like Ebon and Plague Doctor on occasion during runs where we're kiting dmg as well as healing. Those aren't healing sets, and stam abilities aren't optimal on us, but it somehow works, and I'm up to the challenge of making it work for the sake of my team's success (which also translates into my own success).
Also, Alkosh isn't the only base set tanks use. I don't know where you got that idea, but tanks are just as fluid with their sets as a healer, and have to adapt to the content constantly. You got some bad info, and now it's making you sour when you don't need to be.
But DDs build JUST for their enjoyment and expect tanks and healers to enhance their enjoyment. It's not rare to see a 15k HP DD. If they had any consideration for the healer's enjoyment, they'd have 20k HP.
Um no. DDs build to do Their Job which is High As Possible DPS.
So we do our jobs to facilitate that and protect them where need be; and to be real, in top tier groups excepting certain circumstances - the buffs and debuffs are far more necessary than the heals.
Why can't I build to do MY job as well as possible? Why do people in ESO expect me to make builds in such a way that the DDs can do their jobs better instead?
It's bad design, that's what it is.
Because good tanks can do their job as good as possible AND support their group.
Tanking without supporting would be pretty boring in ESO. Taunt and press right mouse button...sounds funny.
If you think that that's all that tanks do, you obviously haven't tanked in ESO.
And don't try to sell me the crap that wearing Ebon or Alkosh makes tanking any more "fun". You do literally nothing to use Ebon, just equip it. And with Alkosh you press X every 10 seconds... something you'd do anyways. It's not fun, it's just annoying that I can't choose different gear (or skills) without hearing from entitled DDs that I'm "selfish".
All the gear and skills that would make tanking more fun are prohibited in trials, and you dare tell me that it's "fun" to "support" the group by doing nothing but buff their DPS. I'd like to use Werewolf Hide to plant trees every 10 seconds instead of being dependent on someone putting down a synergy for me to use on Alkosh and seeing literally no effect from doing so. And on the NB I want to use Hunt Leader so that I don't run out of stam right away if the healer didn't throw shards, or DDs are (so selflessly) taking all of them. Or use Automated Defense with Radial Sweep on my Templar with some ulti generating set to have Major Aegis up near 100% of the time.
But nope, no fun is permitted, and you bull*** vendors try to tell me that Ebon+Alkosh makes tanking "fun". It doesn't. It prohibits the use of fun setups.
Protossyder wrote: »So in general everyone seems to agree that being a buffbot for the rest of the group is not fun, but it is what it is.
Thank you for the feedback guys
Your definition of fun seems very boring to me. Only having to taunt and hold the bosses and adds would be lame as hell. Of course you can slot and use any ultimate you want as long as you are not part of an end game group.
What's not fun is building your character for someone else's benefit. If I make a squishy buff bot, my tank doesn't feel powerful or enjoyable. I don't know how you can find it fun to watch debuff trackers. People love to call certain tank builds "selfish" and look down on people that use those builds, but nobody complains about a DD building selfishly to boost his own performance in his primary role.
The current design is broken if you call it progression when you wear worse gear.
Also, if you think that all a tank does is hold block and taunt, you haven't really tanked in this game. Have fun in vCR with that approach. No amount of buff sets is going to save you if that's all you do there.
That is an odd stance to take for someone who willingly chose a support role. When you play with a group, it is no longer just about you and your "enjoyment". You are a part of a team who is depending on you to fulfill your role.
Healers do the same thing. I don't go into end-game with Lich and Julianos, because although they're fantastic sets that can potentially give me fantastic stats for healing, they are missing the group utility element. I need sets like Olorime and Worms and Mending, because it buffs the dmg for the entire group and/or protects them from taking further dmg during a fight. I slot my Solar Prison Ulti because it provides further dmg mitigation for my group. Mitigation>reactive healing and enables you to throw out more buffs and debuffs, which creates the best form of dmg mitigation (killing things faster before they can kill you. Tanks have to set themselves up the same way.
It's a symbiotic system that enables players to push for higher scores on the leaderboards and complete super challenging content. Yes, a player who has to do nothing but this for the duration of their time in game will eventually burn out on it, but that's why players rarely ever play JUST a tank. You have to allow yourself to branch out and try out multiple roles so you don't pigeon hole yourself into only one playstyle.
1. Tank is not a "support role". Support is a "support role" and doesn't exist in ESO (unlike for example Rift). Tank is a core role of the MMO trinity.
2. The game is not for my enjoyment? Aside from the obvious irony of that statement, whose enjoyment is it for? The DD's? Guess we found out the area requiring the most balancing...
3. All of the sets you listed that healers use for "support" also have stats useful to the healers themselves. Find me a single one useful tank stat on Alkosh. That set is poorly designed garbage, which is why it's forced on tanks rather than being used by the role it was intended for.
So, I never said the game isn't about your enjoyment. If you read closely, I said it isn't JUST about your enjoyment. You are not the only person in the instance, and the team does not revolve around you, nor are you the solo star of the show. It's a team effort, and every member of that team makes or breaks that run based on what they are bringing to the table.
In this game, tank is a support role, whether part of the trinity or not. You are supporting the team, just as the healers are. In a 12 person raid, the healers and tank essentially serve as the four pillars holding the dps up so they can function at max potential. Alkosh may be an admittedly odd set for a tank, on the surface, but the debuff makes it a valuable set, especially when you consider the tank is in the ideal place to activate the constant barrage of synergies being tossed at the boss.
As a healer, I run skills like Power of the Light (a stam ability) which does negligible dmg on my min/max mag build, but the debuff makes an overall difference for the team, so I slot it (if there is no stamplar in the group)and keep going. We slot Bone Shield, another stam based ability, which makes it difficult to keep up, and we have to use sets like Ebon and Plague Doctor on occasion during runs where we're kiting dmg as well as healing. Those aren't healing sets, and stam abilities aren't optimal on us, but it somehow works, and I'm up to the challenge of making it work for the sake of my team's success (which also translates into my own success).
Also, Alkosh isn't the only base set tanks use. I don't know where you got that idea, but tanks are just as fluid with their sets as a healer, and have to adapt to the content constantly. You got some bad info, and now it's making you sour when you don't need to be.
But DDs build JUST for their enjoyment and expect tanks and healers to enhance their enjoyment. It's not rare to see a 15k HP DD. If they had any consideration for the healer's enjoyment, they'd have 20k HP.