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  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    LordTareq wrote: »
    All serious tanks already had a staff back bar. You are simply limiting yourself unnecessarily when you double bar s/b.

    Such an elitist attitude lol. Just because someone runs a cookiecutter build he/she just copied from what others say is 'best' doesn't make for a serious or even good tank, just as likely its just a lazy one.

    Lol me? Elitist? I am stating fact. I have 10 toons, including 2 tanks. While I do have the end game vet trial experience the op claims to have, mostly because I have a full time third shift job that changes schedules a lot making it impossible to schedule a video game around, I do have loads of tanking experience. I have around since nova was actually used in vet trials, since we didn't have cp to cover for damage.

    @jesse318sub17_ESO @zvavi look at you two, making lists such. So cute.

    Honestly at this point I'm pretty sure he's just trolling. Nova is still a staple skill for vet trials, especially for vHoF HM during execute, please don't listen to what he just said... lol

    What makes people call troll so fast when people say things that don't align with there own world view? It is very frustrating. Maybe give me the benefit of the doubt and show me a high level score run on vhof that uses nova? Shirley you can find an example on YouTube.
    Edited by Lightspeedflashb14_ESO on February 10, 2019 9:56AM
  • Aedaryl
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    1h enchant need to be nerfed for PvP anyway (I'm looking at you, 1h&S fury + 7th legion Stam kind of build) , and the nerf is good because it touch all tanks the same way, making it fair in PvE.
  • Olupajmibanan
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    Aedaryl wrote: »
    1h enchant need to be nerfed for PvP anyway (I'm looking at you, 1h&S fury + 7th legion Stam kind of build) , and the nerf is good because it touch all tanks the same way, making it fair in PvE.

    You had the choice to pick staff on back bar before. Now you are forced to pick staff on back bar. It's not a nerf, it's a choice limitation which is never a good thing.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Aedaryl wrote: »
    1h enchant need to be nerfed for PvP anyway (I'm looking at you, 1h&S fury + 7th legion Stam kind of build) , and the nerf is good because it touch all tanks the same way, making it fair in PvE.

    You had the choice to pick staff on back bar before. Now you are forced to pick staff on back bar. It's not a nerf, it's a choice limitation which is never a good thing.

    You are forced to use a vMA staff back bar on a mag build. You are forced to use both relequin and the vMA bow back bar for Stam DPS. You are forced into many limitations at the level where that extra 1k debuff matters.
  • zvavi
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    i think we are all supposed to talk about how time stop nerfs tanks other than dk and warden, now thats. thats really against the zos "all classes all roles" moto, and killing the meta much more. cause u know, enchantments, u still have choices, bow, lightening staff, frost staff. u can even keep your s/b. same as dps can do 30k and be fine with it and taken to vet trials.
    Edited by zvavi on February 10, 2019 11:46AM
  • validifyedneb18_ESO
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    Alcast builds are for beginners btw.

    Alcast himself is a clearly top notch player, but many of the people who read/rely on his builds do not think past simply copying the gear and rotation they're told to use. 90% of any build is predetermined by meta anyway.
    EU: Magden, Magknight, Stamsorc(*2), Magsorc
    NA: Magplar, Magden, PotatoBlade
  • SodanTok
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    Dunno, could be just me, but I dont get how at worst losing 2% of group DPS if tank chooses to not adapt or all DDs choose to not adapt (1k pen from CP is like 10-15 points) would be completely destructive to pve tanking. More so when 99% of PVE population plays to finish not to get 1st place on leaderboards. Group DPS got buffed by much more than 2% in recent patches.

    Every build in your group that wasnt meta stamblade/magblade in recent patches probably had more impact on group dps than this change. Hell, running something else than staff on your back already had impact.
    Edited by SodanTok on February 10, 2019 12:29PM
  • satanio
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    It's a shame, but what can we do? Slot staff and if you're worried that crusher will proc on that npc over there - slot bow with smaller aoe and remake your build to sustain more stamina skills (don't think that's a good idea).
    Torug's won't be necessary, Infused weapon trait on 2h is enough.

    Current public stam parses on Iron Atro so far (esologs)
    DW&Bow
    DW&2H
    2H&Bow
    Bow&Bow

    Current public mag parses on Iron Atro (esologs)
    (non cheese)
    ESOLEAKS CASUALTIES:
    Checkmath
    Tasear
    RIP
  • satanio
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    zvavi wrote: »
    i think we are all supposed to talk about how time stop nerfs tanks other than dk and warden, now thats. thats really against the zos "all classes all roles" moto, and killing the meta much more. cause u know, enchantments, u still have choices, bow, lightening staff, frost staff. u can even keep your s/b. same as dps can do 30k and be fine with it and taken to vet trials.

    I've found time stop bad on other tanks, rather use frost blockade. Targets gets CC imunnity after they're chained so time stop won't stun them. Frost blockade has sweet slow and chance to proc immobilize.
    Current public stam parses on Iron Atro so far (esologs)
    DW&Bow
    DW&2H
    2H&Bow
    Bow&Bow

    Current public mag parses on Iron Atro (esologs)
    (non cheese)
    ESOLEAKS CASUALTIES:
    Checkmath
    Tasear
    RIP
  • Blackleopardex
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    One idea I had: Add a extra effect to one of the s&b passives, that basically increases the enchantment for the 1h when using S&B to the same strength as using a 2h weapon. I think this makes sense since you can't possibly benefit from that other then when using S&B. It could look something like this:

    "When using one-handed and shield, increase the weapon enchant of your one-handed weapon by 100%.
    6 NB: Tank, Healer, Mag/Stam PVE&PVP.
    I don't read long signatures: https://www.youtube.com/user/Blackleopardex
  • Austinseph1
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    So this is how they make Ice tanks competitive XD
  • Aedaryl
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    One idea I had: Add a extra effect to one of the s&b passives, that basically increases the enchantment for the 1h when using S&B to the same strength as using a 2h weapon. I think this makes sense since you can't possibly benefit from that other then when using S&B. It could look something like this:

    "When using one-handed and shield, increase the weapon enchant of your one-handed weapon by 100%.

    S&B is too powerfull in PvP, the damage and defense it give is too strong, if you want to keep the enchantment, then remove the passive increasing the 1h weapon damage.
    Edited by Aedaryl on February 10, 2019 4:42PM
  • Blackleopardex
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    Aedaryl wrote: »
    One idea I had: Add a extra effect to one of the s&b passives, that basically increases the enchantment for the 1h when using S&B to the same strength as using a 2h weapon. I think this makes sense since you can't possibly benefit from that other then when using S&B. It could look something like this:

    "When using one-handed and shield, increase the weapon enchant of your one-handed weapon by 100%.

    S&B is too powerfull in PvP, the damage and defense it give is too strong, if you want to keep the enchantment, then remove the passive increasing the 1h weapon damage.

    Strange that not everyone is running S&B then...
    6 NB: Tank, Healer, Mag/Stam PVE&PVP.
    I don't read long signatures: https://www.youtube.com/user/Blackleopardex
  • bovardjeff_ESO
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    I agree that the nerf sucks...it feels like the pre-infused buff times are back BUT.....its not a build killer (unless you only rely on enchantments which is kinda stupid and just asking to be nerfed whether intentional or just collateral.

    I would say that enchanting itself needs a rehash. Enchanting has pretty much been the same since launch with no major changes that i can remember to enchanting itself. I say let us customize the enchant strength like in skyrim or oblivion. If you want a heavy hitting enchantment then you can do so but your weapon takes alot of gems to fully power and wont last as long....added onto that would be the reintroduction of different soul gem levels with grand and black being the largest gems with the most power (though filling a black soul gem should require the death of innocence as part of justice system) and grand soul gems requiring you to bind a dungeon boss.
  • John_Falstaff
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    @bovardjeff_ESO , mmkay, give stamina some other source of 400 flat stamina regen other than Absorb Stamina glyph, and we'll stop being stupid by relying on it. Minor Staminasteal just begs to be introduced, for instance.
  • commdt
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    I like the change. Already use a build for the new patch: destro infused crusher back bar, infused electro damage main bar for full effect (in tank + 3DD content). In trials you can just use decisive on main bar with whatever enchant or poison
    Rawr
  • Juhasow
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    Aedaryl wrote: »
    One idea I had: Add a extra effect to one of the s&b passives, that basically increases the enchantment for the 1h when using S&B to the same strength as using a 2h weapon. I think this makes sense since you can't possibly benefit from that other then when using S&B. It could look something like this:

    "When using one-handed and shield, increase the weapon enchant of your one-handed weapon by 100%.

    S&B is too powerfull in PvP, the damage and defense it give is too strong, if you want to keep the enchantment, then remove the passive increasing the 1h weapon damage.

    Strange that not everyone is running S&B then...

    Not everyone is running stamblade either. Does that mean stamblade isnt strong ?
  • MartiniDaniels
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    I tried using double S&B once, but I felt like my hands are in shackles, limited in my actions, i rly don't know how anybody may play double s&b.. it's advantages over S&B/icestaff.. i don't know.. symmetrical stats and slightly more resistance? While ice bar is at the very minimum 100% crusher uptime, blocking with other resource if needed, free ranged taunt when mechanics allow it.
  • John_Falstaff
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    @MartiniDaniels , the ranged taunt is a very dubious selling point, as for Crusher - with ground AoE, you can't guarantee that glyph will proc on the boss when fight has adds. Especially after you chained them in and rooted, the glyph procs on closest target and will keep proccing on it until WoE is recast.
  • MartiniDaniels
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    i still don't get it why ice staff crusher which procs from ice blockade is worse then s&b crusher which procs from direct hits and so in second case never will be 100%
  • MartiniDaniels
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    @MartiniDaniels , the ranged taunt is a very dubious selling point, as for Crusher - with ground AoE, you can't guarantee that glyph will proc on the boss when fight has adds. Especially after you chained them in and rooted, the glyph procs on closest target and will keep proccing on it until WoE is recast.

    In case of ton of mobs around boss you just use direct ice attack, which is absolutely the same as direct s&b attack. And with s&b you may same way occasionally hit mob and lose those 5 seconds of enchantments too.
    I specially wrote that ranged taunt from ice staff is situational mechanic dependent and so it can't replace inner rage as "main" ranged taunt. But it's still there. Boss jumped you charge staff while moving to him and so you keep him taunted and restored resources instead of spending them.
  • MartiniDaniels
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    But of course I agree those changes to enchantments are bad and unnecessary, again ZOS is ruining PVE experience for ton of people due to PVP balancing.
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