AlienatedGoat wrote: »I thought it was stupid then and I still do, as an endgame tank shouldn't have to use a non-tank weapon to get the best crusher uptime or offbalance.
I do feel, however, that tanks should be given the option to have a full strength enchant on their swords. I think the introduction of a new shield glyph that increases the strength of the main hand enchant would suffice.
LiquidPony wrote: »AlienatedGoat wrote: »I thought it was stupid then and I still do, as an endgame tank shouldn't have to use a non-tank weapon to get the best crusher uptime or offbalance.
Ice staff is a tank weapon, though.
LiquidPony wrote: »AlienatedGoat wrote: »I thought it was stupid then and I still do, as an endgame tank shouldn't have to use a non-tank weapon to get the best crusher uptime or offbalance.
Ice staff is a tank weapon, though.
Fine. Make SnB a competive option for DPS than
MartiniDaniels wrote: »End game tank, everybody dream of: best armor - stamina dps set with zero tanking bonuses, lightning staff as main weapon for minuscule increase in off-balance status and self-inflicted ravage health potion for increased ulti-gain from bloodspawn.
starkerealm wrote: »I do feel, however, that tanks should be given the option to have a full strength enchant on their swords. I think the introduction of a new shield glyph that increases the strength of the main hand enchant would suffice.
That could be achieved with a modification to the S&B passives.
MartiniDaniels wrote: »End game tank, everybody dream of: best armor - stamina dps set with zero tanking bonuses, lightning staff as main weapon for minuscule increase in off-balance status and self-inflicted ravage health potion for increased ulti-gain from bloodspawn.
starkerealm wrote: »I do feel, however, that tanks should be given the option to have a full strength enchant on their swords. I think the introduction of a new shield glyph that increases the strength of the main hand enchant would suffice.
That could be achieved with a modification to the S&B passives.
But that wouldn't solve the problem of having 2 full strength enchants on sword and board. Having it as a shield enchant would would provide a tradeoff where if a tank wanted a full strength enchant on their sword they would have to give up the stat bonus enchant on their shield.
starkerealm wrote: »MartiniDaniels wrote: »End game tank, everybody dream of: best armor - stamina dps set with zero tanking bonuses, lightning staff as main weapon for minuscule increase in off-balance status and self-inflicted ravage health potion for increased ulti-gain from bloodspawn.
Yeah, see... this is the thing.
Alkosh is a DPS set. I understand why @Woeler used it. I get the legitimate arguments for including it on your tanks. But, it is basically a dead set pick to help the raid's overall DPS.
Tanks can get pretty creative with their back bar, if they're so inclined. I'm not even going to mock the idea of running a lightning staff back there, you can use it to apply crushing shock, and pick up a ranged interrupt. Bow isn't unusable, because you can use Bombard to get a cone immobilize. Normally something that only Sorcs get to play with. Ice Staff isn't a bad pick because Frost Blocade can lock up adds. (Again, at range, so you can manage them.) (You don't need the block passives or the taunt passive for a frost staff as a tank, and probably don't really want either one.)
But, even then, the lightning staff is kinda underwhelming as an option.
to:With one hand weapon and shield equipped
Increases your Weapon Damage by 5% and the amount of damage you can block by 20%.
With one hand weapon and shield equipped
Increases your Weapon Damage by 5% and the amount of damage you can block by 20%. Enchants on the main hand weapon now have 100% greater potency.
starkerealm wrote: »I do feel, however, that tanks should be given the option to have a full strength enchant on their swords. I think the introduction of a new shield glyph that increases the strength of the main hand enchant would suffice.
That could be achieved with a modification to the S&B passives.
LiquidPony wrote: »AlienatedGoat wrote: »I thought it was stupid then and I still do, as an endgame tank shouldn't have to use a non-tank weapon to get the best crusher uptime or offbalance.
Ice staff is a tank weapon, though.
FilteredRiddle wrote: »They should have altered the S&B passive, "Sword and Board" to counteract this change for tanks.
For example, Sword and Board II could have been changed from:to:With one hand weapon and shield equipped
Increases your Weapon Damage by 5% and the amount of damage you can block by 20%.With one hand weapon and shield equipped
Increases your Weapon Damage by 5% and the amount of damage you can block by 20%. Enchants on the main hand weapon now have 100% greater potency.
starkerealm wrote: »MartiniDaniels wrote: »End game tank, everybody dream of: best armor - stamina dps set with zero tanking bonuses, lightning staff as main weapon for minuscule increase in off-balance status and self-inflicted ravage health potion for increased ulti-gain from bloodspawn.
Yeah, see... this is the thing.
Alkosh is a DPS set. I understand why @Woeler used it. I get the legitimate arguments for including it on your tanks. But, it is basically a dead set pick to help the raid's overall DPS.
Tanks can get pretty creative with their back bar, if they're so inclined. I'm not even going to mock the idea of running a lightning staff back there, you can use it to apply crushing shock, and pick up a ranged interrupt. Bow isn't unusable, because you can use Bombard to get a cone immobilize. Normally something that only Sorcs get to play with. Ice Staff isn't a bad pick because Frost Blocade can lock up adds. (Again, at range, so you can manage them.) (You don't need the block passives or the taunt passive for a frost staff as a tank, and probably don't really want either one.)
But, even then, the lightning staff is kinda underwhelming as an option.
MartiniDaniels wrote: »End game tank, everybody dream of: best armor - stamina dps set with zero tanking bonuses, lightning staff as main weapon for minuscule increase in off-balance status and self-inflicted ravage health potion for increased ulti-gain from bloodspawn.
AlienatedGoat wrote: »starkerealm wrote: »MartiniDaniels wrote: »End game tank, everybody dream of: best armor - stamina dps set with zero tanking bonuses, lightning staff as main weapon for minuscule increase in off-balance status and self-inflicted ravage health potion for increased ulti-gain from bloodspawn.
Yeah, see... this is the thing.
Alkosh is a DPS set. I understand why @Woeler used it. I get the legitimate arguments for including it on your tanks. But, it is basically a dead set pick to help the raid's overall DPS.
Tanks can get pretty creative with their back bar, if they're so inclined. I'm not even going to mock the idea of running a lightning staff back there, you can use it to apply crushing shock, and pick up a ranged interrupt. Bow isn't unusable, because you can use Bombard to get a cone immobilize. Normally something that only Sorcs get to play with. Ice Staff isn't a bad pick because Frost Blocade can lock up adds. (Again, at range, so you can manage them.) (You don't need the block passives or the taunt passive for a frost staff as a tank, and probably don't really want either one.)
But, even then, the lightning staff is kinda underwhelming as an option.MartiniDaniels wrote: »End game tank, everybody dream of: best armor - stamina dps set with zero tanking bonuses, lightning staff as main weapon for minuscule increase in off-balance status and self-inflicted ravage health potion for increased ulti-gain from bloodspawn.
At competitive endgame, tanks are basically picking up the slack of everyone else. It becomes less about tanking and more about doing as much of everyone else's job as you can while still doing yours. I don't really like it, and I wish this wasn't the case, but that's how it is. There isn't much room for creativity or variability in tank loadouts, since there is always that one tank setup that the top guilds find works best for certain score runs and then everyone else copies it into the ground. Then it becomes "the" tank setup, and any deviation is met with scorn.
That's why its so upsetting to me that ZOS would go out of their way to further pigeonhole endgame tanks into one setup. We don't have much wiggle room to begin with.
LiquidPony wrote: »AlienatedGoat wrote: »starkerealm wrote: »MartiniDaniels wrote: »End game tank, everybody dream of: best armor - stamina dps set with zero tanking bonuses, lightning staff as main weapon for minuscule increase in off-balance status and self-inflicted ravage health potion for increased ulti-gain from bloodspawn.
Yeah, see... this is the thing.
Alkosh is a DPS set. I understand why @Woeler used it. I get the legitimate arguments for including it on your tanks. But, it is basically a dead set pick to help the raid's overall DPS.
Tanks can get pretty creative with their back bar, if they're so inclined. I'm not even going to mock the idea of running a lightning staff back there, you can use it to apply crushing shock, and pick up a ranged interrupt. Bow isn't unusable, because you can use Bombard to get a cone immobilize. Normally something that only Sorcs get to play with. Ice Staff isn't a bad pick because Frost Blocade can lock up adds. (Again, at range, so you can manage them.) (You don't need the block passives or the taunt passive for a frost staff as a tank, and probably don't really want either one.)
But, even then, the lightning staff is kinda underwhelming as an option.MartiniDaniels wrote: »End game tank, everybody dream of: best armor - stamina dps set with zero tanking bonuses, lightning staff as main weapon for minuscule increase in off-balance status and self-inflicted ravage health potion for increased ulti-gain from bloodspawn.
At competitive endgame, tanks are basically picking up the slack of everyone else. It becomes less about tanking and more about doing as much of everyone else's job as you can while still doing yours. I don't really like it, and I wish this wasn't the case, but that's how it is. There isn't much room for creativity or variability in tank loadouts, since there is always that one tank setup that the top guilds find works best for certain score runs and then everyone else copies it into the ground. Then it becomes "the" tank setup, and any deviation is met with scorn.
That's why its so upsetting to me that ZOS would go out of their way to further pigeonhole endgame tanks into one setup. We don't have much wiggle room to begin with.
How's this really any different from what healers or DPS do, though?
You said you think it is stupid even in light of noting the fabulous benefits.
Not sure what stupid about that since the tank meta has not been about tank TTK for a more than 2 years. It has been about buffing the group and debuffing the targets so they bosses die faster. Considering the toughest content has been successfully tanked in that manner it is certainly not stupid.
Lets be clear. You can tank as you want, but you seem to already know that limiting yourself would also limit opportunities. Zos is not the one that decides, the player base does, and has.
Zos is not the one that decides, the player base does, and has.
AlienatedGoat wrote: »You said you think it is stupid even in light of noting the fabulous benefits.
Not sure what stupid about that since the tank meta has not been about tank TTK for a more than 2 years. It has been about buffing the group and debuffing the targets so they bosses die faster. Considering the toughest content has been successfully tanked in that manner it is certainly not stupid.
Lets be clear. You can tank as you want, but you seem to already know that limiting yourself would also limit opportunities. Zos is not the one that decides, the player base does, and has.
I do think it's stupid, and I was pretty clear about why. I shouldn't be forced to backbar a staff as a tank in order to be competitive in endgame. Endgame tanks shouldn't be forced into a single playstyle. You can disagree if you want, but that's how I feel, and how I've felt for a long time. Not going to change.
Tanking design in this game is just terrible, it's like they have no design and have tried to just wing it as the game evolves.
My idea of a tank is a build that is 100% selfish, yet its not selfish because the tank is holding agro from the rest of the team as they buff and heal him. He wears heavy armour and has a massive shield and looks like a god. And he absolutely does not have a damn staff.