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Tanks with Staves

AlienatedGoat
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There is a very concerning meta right now for endgame tanks concerning backbar staves.

Tanks have been using backbar lightning staves for a while now for offbalance and crusher uptimes. 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 begrudgingingly accepted it when that happened, but the 1-handed enchantment changes seem to have made this meta permanent. As it is now, if you want to tank seriously at endgame, you have to backbar a staff now or you will have half-strength crusher pen, and most groups won't accept that.

Let me be clear here: I don't want to have to use a staff at all on an endgame tank. The fact that the enchantment changes made staves mandatory is bad design. It effectively shoehorns any serious endgame tank into backbarring a staff.

Sword & board having half the pen of a big stick? You can do better, ZOS.
PC-NA Goat - Bleat Bleat Baaaa
  • Jayroo
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    They could just nerf the crusher enchant period
  • twing1_
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    They don't have to use a staff. They can use a bow.

    It's still not as bad as endgame stamina DDs being shoehorned into using a bow back bar.

    The 1h enchantment changes were intended to nerf dw and unfortunately sword and board enchantments seem to have been just collateral damage. That being said, I can also see ZOS's logic for keeping the sword and board enchantment nerf.

    Shields themselves have a full strength enchantment, so allowing the sword paired with them to have a full strength enchantment on top of this would effectively allow sword and board to have two full strength enchants, the exact thing they were trying to suppress in dw builds. Part of me is surprised they didn't bump down shield enchantments to half value as well.

    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 way, if a tank wanted to run a full strength enchant on their sword, they would have to give up the max stat bonus on their shields, which I think is a pretty fair trade.
    Edited by twing1_ on March 3, 2019 2:45AM
  • LiquidPony
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    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.
  • Numerikuu
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    Amen. I can understand dual wield glyphs being nerfed, but sword and shield should not have been touched.
  • Froil
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    Well there's nothing wrong with having a staff for your backbar as a tank.
    Ideally you'd want ice staff since ZOS made that a tanking weapon, but since chilled procs Minor Maim (or whatever it is that gives ice staves Minor Maim), it's less useful since tanks already have Low Slash on their S&B bar compared to the not-so-common Concussed and Off-Balance. Were it not for that one CP star that gives increased damage to off-balanced enemies, it wouldn't be so good.
    But staves also offer more flavor to tanking than just dual S&B; at which point if you are, you're just gimping yourself of extra buffs and debuffs. I'm also sure most serious endgame tanks would have already had staves.
    "Best" healer PC/NA
  • starkerealm
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    twing1_ 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.
  • Mojmir
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    LiquidPony 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
  • starkerealm
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    Mojmir wrote: »
    LiquidPony 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

    Then*

    "Than" is comparative. Ex: "one is greater than the other."

    And, yeah, it'd be cool if there was some way to, actually, use S&B for DPS. Though that might be better suited to an ability altering set in the future.
  • MartiniDaniels
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    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.
  • Mojmir
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    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.

    Yea. Ill stick to traditional.
  • twing1_
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    twing1_ 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
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    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.
  • starkerealm
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    twing1_ wrote: »
    twing1_ 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.

    This is assuming that the initial problem was the S&B having access to two full power enchants. The problem was DW's ability to run double weapon enchants, but S&B gains an 8th body slot, which is relevant, but not nearly as powerful, especially given that tanks will usually run hybrid builds anyway, where the extra enchant doesn't transform into a meaningful DPS bump.
  • Lightspeedflashb14_ESO
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    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.

    Bow also has a ranged interrupt, venom arrow.

    I must say before the advant of back bar ice saffs, running s/b of both bar felt funny to me. All my other toons run front bar weapons that are different then my back bar, even if it is just a vMA staff.
    Edited by Lightspeedflashb14_ESO on March 3, 2019 4:07AM
  • FilteredRiddle
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    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:
    With one hand weapon and shield equipped
    Increases your Weapon Damage by 5% and the amount of damage you can block by 20%.
    to:
    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.
    Xbox One NA
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  • D0PAMINE
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    twing1_ 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.

    I really hope they look into something like this. Im fine with using different sets, and using a staff, but I still like S&B tanking.
  • AlienatedGoat
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    LiquidPony 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.

    If you read again, you'll see I'm talking about lightning staves.

    But frost staves are just as bad. They're clunky and inferior to S&B in every way (except enchantment now).
    PC-NA Goat - Bleat Bleat Baaaa
  • AlienatedGoat
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    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:
    With one hand weapon and shield equipped
    Increases your Weapon Damage by 5% and the amount of damage you can block by 20%.
    to:
    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.

    Not a half bad idea. If only ZOS had the foresight to come up with it beforehand.
    PC-NA Goat - Bleat Bleat Baaaa
  • AlienatedGoat
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    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.
    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.
    PC-NA Goat - Bleat Bleat Baaaa
  • Mr_Walker
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    I like playing a tank, and thanks Zos for making overland just that little bit more painful for us.
  • BattleAxe
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    First like someone else said give shields their own set of enchantments one being increase potency of weapon enchant secondly this nerf to 1h enchants is a direct nerf to dw in pve and pvp and snb in pvp. Side effect this also is a buff to bring 2h in line with dw for dps. Now as for ice staves the moment they gave a free range taunt was the moment I began using an ice stave I’ve been manning a tank since launch and have been waiting up till that change to get out of double barring snb. Another work around begins with a question. Why is tanks only ones using crusher wouldn’t that be a good enchant for say the healer to run? Tanks could then either use absorb health mage or stam enchants or enchants that reduce enemy damage. Tanks role and focus should be to control the battlefield by grouping trash mobs with roots and chaining in external adds. Now with that said I also back up main is a healer. A healer role is a keep group alive and should be providing group buffs as well as enemy nerfs. Sadly this game every one wants to be a damage dealer and support roles are sorely needing something interesting. No offense to anyone but the dd players are beyond spoiled in this game.

    Example:
    tanks are almost expected to run sets not really meant for tanks besides like ebon.
  • LiquidPony
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    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.
    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?
  • idk
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    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.
    Edited by idk on March 3, 2019 5:43AM
  • Revelzdevelz
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    This has been Meta for a long time.
  • AlienatedGoat
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    LiquidPony 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.
    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?

    Because virtually any buff/skill/debuff/effect that can be moved from the DPS or healer gets shunted to the tank, not the other way around.
    PC-NA Goat - Bleat Bleat Baaaa
  • AlienatedGoat
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    idk 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.
    PC-NA Goat - Bleat Bleat Baaaa
  • Calboy
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    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.
  • AlienatedGoat
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    idk wrote: »
    Zos is not the one that decides, the player base does, and has.

    Also this is BS.

    The playerbase didn't ask for crusher enchants to be halved on S&B. ZOS decided that on their own, and in so doing they shoehorned every endgame tank into using a staff to retain full crusher pen.

    Players don't craft the meta, ZOS does with their changes. The players just identify it and preach it.
    PC-NA Goat - Bleat Bleat Baaaa
  • Lightspeedflashb14_ESO
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    idk 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.

    Every end game two-handed player feels the same as you. Every bow/bow end game player feels the same way as you. Every dw/two-handed melee build end game player feels the same as you. Every endgame player dual weild mag build feels the same as you. Every end game Stam healer feels the same as you. Every healer that does not want to run a lightning staff back bar feels the same way as you. Tanks are not special when it comes down to end game optimization.
  • D0PAMINE
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    Calboy wrote: »
    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.

    Sometimes you need to be a bit selfish. I generally heal myself, yet still offer synergies all the time as well as off heals on my DK Main Tank and on my Warden Vet Dungeon Tank, main heals and spell/wep damage buff and forrest/warhorn or the Bear if needed to help my friends stress a bit less., although I run Lord Warden on that build.
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