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Returning player, is NB-Sap Tank still a thing?

aemanius
aemanius
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Hey guys, after a long time I'm back on ESO and my main was an argonian Sap Tank.
Didn't follow all the updates for a long time but it looks is it not still viable.. I was having so much fun with him.

1) Is NB-Sap tank totally died?
2) Is possible to redesign something similar using another class? A damage/self-healing tank.

I play PVE mostly casual solo.

My 2nd charater is a dunmer magDK he got nerfed aswell lol, would be nice to reproduce a siphoning tank on him at least..

Double nerf for me, just I don't have the fantasy to roll a new char..

Thanks for help!
Edited by aemanius on April 4, 2019 9:59PM
  • ChunkyCat
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    Casual PvE? Solo?

    Yeah man, you can run anything and make it work. Go have fun.
  • usmcjdking
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    Yes, sap-tank is dead. I don't mean metaphorically dead either, I mean funeral and everything. It no longer functions.
    0331
    0602
  • RavenSworn
    RavenSworn
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    I have a feeling there's gonna be a better sap tank when the necro comes out..
    Ingame: RavenSworn, Pc / NA.


    Of Wolf and Raven
    Solo / Casual guild for beginners and new players wanting to join the game. Pst me for invite!
  • darkblue5
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    Sap tanking still fundamentally works for casual play. You can even amp the damage with all the dps buffs NBs have gotten. The other side of it is that the tanking side of saptanking will be weaker. Bahraha's Curse and Leeching Plate still both work. The Psijic Meditate skill can sort of resembles old siphoning strikes. It isn't impossible, but it isn't the same.

    That said NBs are better at more normal tanking than they were. Silver leash now works on all enemies as a pull. Dark Cloak is now a %health HoT. So NB tanking is in a bit better place but more resembles DK tanking.
  • Silver_Strider
    Silver_Strider
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    darkblue5 wrote: »
    So NB tanking is in a bit better place but more resembles DK tanking.

    This one statement is just.........UUUUUUUUUUGGGGGHHHH.

    Every other style of tank has been nerfed to the ground and made into nothing but discount DK Tanks.

    Sap Tanks
    Blazing Shield Tanks
    Dodge Tanks
    Max Magic Shield Tanks

    CAN I GET SOME ORIGINALITY IN MY TANKING PLZ? If I wanted to play like a DK Tank, I'd BE a DK Tank. What's the point of having different classes when they all are suppose to play the same way? It's stupid design and even with this potential class redesigns, I doubt it'll be "good". I have absolutely 0 faith in ZOS doing even a semi-decent job at it and while this is one of the times I would absolutely LOVE to be proven wrong, 5 years of experience tell me otherwise.
    Edited by Silver_Strider on April 5, 2019 4:18PM
    Argonian forever
  • Tommy_The_Gun
    Tommy_The_Gun
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    usmcjdking wrote: »
    Yes, sap-tank is dead. I don't mean metaphorically dead either, I mean funeral and everything. It no longer functions.

    Yep pretty much this. Oh and if your main is an Argonian - argonian racial passive were gutted too recently. You still should be "ok" with overland content, RP, questing and normal base game dungeons. But as a vet dungeons & normal DLC dungeons - tanking on a NB argonian could be tough.

    This is the last "known" working sap - tank build, but this is old and most likely it wont work. NB had numerous nerfs since then. You might want to try to work arround that but well GL with that... :(
    https://forums.elderscrollsonline.com/en/discussion/258008/the-bloodletter-an-evolution-to-sap-tanking-nightblade-tank-build-morrowind-ready/p1

    Alternatively you might want to wait till U22 PTS starts and see if new update will change something. Technically it should as ZOS will be focusing on class abilities this time. Also, If you don't mind creating an alt and paying $ to ZOS, they are introducing new class - Necromancer that at the least for now, on "paper" looks like a "Sap Tank 2.0".
  • Alucardo
    Alucardo
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    darkblue5 wrote: »
    So NB tanking is in a bit better place but more resembles DK tanking.

    This one statement is just.........UUUUUUUUUUGGGGGHHHH.

    Every other style of tank has been nerfed to the ground and made into nothing but discount DK Tanks.

    Sap Tanks
    Blazing Shield Tanks
    Dodge Tanks
    Max Magic Shield Tanks

    CAN I GET SOME ORIGINALITY IN MY TANKING PLZ? If I wanted to play like a DK Tank, I'd BE a DK Tank. What's the point of having different classes when they all are suppose to play the same way? It's stupid design and I doubt that even with this potential class redesigns, I have absolutely 0 faith in ZOS doing even a semi-decent job at it and while this is one of the times I would absolutely LOVE to be proven wrong, 5 years of experience tell me otherwise.

    Couldn't agree more.

    I've always found tanking on the boring side, so I'd like to spice it up by doing something different. My first tank was a blazing shield templar. This thing could actually help contribute to some DPS, especially around trash mob fights. Boy I wish I had that now with all these < CP160s in the dungeon finder at the moment. I shouldn't be able to set off 4 war horns before the boss dies.
    Second tank was a pure sap tank with malubeth. I don't know why, but I just felt awesome as hell playing this one. They were pretty strong in PvP also.
    Third tank was another nightblade grinding undaunted, and I made that a dodge tank using Nocturnal's Favor. Kind of wish I never golded that set out now.
    Now I run a basic stam dk tank. Lots of health, lots of resistances, and nothing special about it.

    Edited by Alucardo on April 5, 2019 6:11AM
  • aemanius
    aemanius
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    Thanks for all the replies. I'm so sorry to hear that, so I'm investigating about the necro to see if is possible to make a sort of SapTank 2.0.

    Trying to be a magDK / magSorc but simply it doesn't suits me.


    Edited by aemanius on April 5, 2019 6:33AM
  • _Salty_
    _Salty_
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    Long gone bud.
    Psn l---Salty---l

    Patiently waiting to make a Stankcromancer.
  • Blinkin8r
    Blinkin8r
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    Nightblade Sap Tank? Haven't heard that name in years.
    II Blinkin II
    Xbox 1 NA
    "A man without the sauce is lost, but the same man can become lost in the sauce."
  • Tryxus
    Tryxus
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    I had a sap tank once, but then it got destroyed and he's now my crafter :'( . I think the Morrowind update 2 years ago was when the playstyle got killed.

    "Stand strong, stay true and shelter all."
    Tryxus - Guardian of the Green - Warden - PC/EU
  • Integral1900
    Integral1900
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    It was deemed to be too much fun....

    After all, we can’t have people enjoying tanking...

    This kind of nerf hammer nonsense is why I walked away from all things vet, the meta can get stuffed, I stick to normal now and having witnessed the staggering diaspora of builds that work there I’m afraid there is no way on this earth I would ever go back 🤩
  • code65536
    code65536
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    darkblue5 wrote: »
    So NB tanking is in a bit better place but more resembles DK tanking.

    This one statement is just.........UUUUUUUUUUGGGGGHHHH.

    Every other style of tank has been nerfed to the ground and made into nothing but discount DK Tanks.

    Sap Tanks
    Blazing Shield Tanks
    Dodge Tanks
    Max Magic Shield Tanks

    CAN I GET SOME ORIGINALITY IN MY TANKING PLZ? If I wanted to play like a DK Tank, I'd BE a DK Tank. What's the point of having different classes when they all are suppose to play the same way? It's stupid design and even with this potential class redesigns, I doubt it'll be "good". I have absolutely 0 faith in ZOS doing even a semi-decent job at it and while this is one of the times I would absolutely LOVE to be proven wrong, 5 years of experience tell me otherwise.

    Saptanking was how I got started in tanking. My first tank was a saptank. And boy, it was fun.

    Sap Essence did AoE damage and healed me (and my allies). And that heal scaled with the number of targets hit. So we had a heal that scaled with the number of enemies on me.

    And then Siphoning Strikes back then had a chance on direct damage ticks to return a hefty amount of resources. Each enemy hit by each cast of Sap thus had a chance of granting me resources. So we had a means of resource sustain that scaled with the number of enemies on me.

    If I had a large number of enemies beating up on me, I was literally invincible. My magicka, stamina, and health returns all scaled up, and I could just stand there, spam sap, and never die and never run out of resources! It was FUN!

    But let's be real here: It was also terrible game design.

    Why need a healer, when I outhealed most healers? Why bother with DDs when I, as a tank, would often out-DPS PUG DDs? Why did I need anyone? I could literally solo vet dungeons with a saptank.

    One of the changes that ZOS has made over the years--and this is a 2-pronged effort in both combat mechanics and dungeon design--is to force tanks to actually be tanky. And this is, frankly, good for the game.

    So let's go through your examples of "dead" tank types...
    1. Healing (sap) tanks: If a tank can survive through just self-healing, then what this also means is that if a healer focuses healing on a tank, that tank can just AFK and not die. There needs to be something more. This is why there has been so much content "damage creep" over the years. In vMHK, you have trash mobs that do as much damage as DLC trials bosses with hits whose base damage values exceed 100K. These are must-block (or must-dodge) hits. If you block it, you'll lose about 20K health and will need to be healed up before you can take another. A tank's ability to self-heal just means less reliance on a healer to babysit them (and I can run vMHK without a healer), but that healing is not--and should not--be their primary means of survival, because for that 100K hit, the healing only covers recovering the 20K that I lost--the other 80K is block and resistances.
      • Even if we still had the old Siphoning Attacks, even if there were no changes in combat design at all, saptanking would only be viable in legacy content. The level of incoming damage in trials and in newer vet dungeons simply requires a lot more from the tank than just healing and resource sustain.
    2. Shield tanks: Shield tanks don't work. Because shields don't benefit from block mitigation. They've never had block mitigation. So in that sense, shield tanks had never worked. The reason people used shield tanks once upon a time was because the base damage values from enemies were so inconsequentially low back in the day. Back when bosses would hit for 20K, a 10K shield actually meant something. Now, when bosses hit in excess of 100K, the same 10K shield is a pittance. Even a 25K shield would be irrelevant. When I use Absorb Magic on Z'Maja's heavy attack, which effectively gives me a shield in excess of 20K, the best I can say is that "it slightly dulls the sting".
    3. Dodge tanks: Um. What exactly is a dodge tank, anyway?
      • If you're talking about passive dodging via Evasion, good riddance. RNG dodge is not a good combat mechanic. Not to mention, it's never been reliable. If I get lucky, I might RNG-dodge a hard-hitting heavy attack. But I can't plan/build around being lucky. I need to build for the possibility that I get back luck and don't get RNG dodges on anything important, in which case, what was the point of the RNG dodge in the first place?
      • If you're talking about active roll dodging, then this is most certainly not dead, and it is in fact growing in popularity. With the high amounts of damage in newer content, roll dodging is pretty much the norm these days. And in some places, it's required. If you block a Centurion heavy attack instead of dodging it while the defile is active in Frostvault HM, you've pretty much signed your death sentence. Although, here too, ZOS is wary of dodge roll trivializing mechanics, which is why Nocturnal's Favor from Z'Maja cannot be dodged.

    So what exactly do people mean when they say "DK tank"? I mean, DK is not a playstyle. Do they mean block tank? If so, then let's take a moment to look at why ZOS chose blocking as the primary means of survival for a tank...

    It's because in order for block to be most effective, you need to build for it. It means sacrificing jewelry enchants and/or armor traits for block cost. It means restricting your weapon choice to 1H/S or ice staff. And because blocking stops regeneration of the blocking resource, it means players have to be smart about it. In exchange for all that, blocking provides an amazing level of survival and mitigation.

    If, for example, shield-tanking were to be made viable for real tanking, then shields need to be much more effective. But it needs to be done in such a way that shields become that effective only for someone who makes substantial concessions in building for a tank. How would you go about doing that?

    (The elephant in the room here is dodge rolling, since that's a skill not exclusive to tank builds and the mitigation from it is 100%, making it even better than block. It's why every serious tank has to learn dodge roll timings. It wouldn't surprise me if undodgeable mechanics like Nocturnal's Favor or the use of strong DoTs like Ablative Fallout become more commonplace in the future as a result.)
    Edited by code65536 on April 5, 2019 9:52PM
    Nightfighters ― PC/NA and PC/EU

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  • HEBREWHAMMERRR
    HEBREWHAMMERRR
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    The siphoning strikes and mirage changes really put saptank in the ground unfortunately :(
  • Tasear
    Tasear
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    Honestly... tanking in ESO has been neglected in many ascepts. Changes have been made for DPS first. I don't see tanking playstles recongized except perm blocking tank. This though isn't fault of developers alone, but people not provide proof of existence and success in game.

    K now back on topic try nerco tanking it looks like it will provide what you want.
  • code65536
    code65536
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    Tasear wrote: »
    Honestly... tanking in ESO has been neglected in many ascepts. Changes have been made for DPS first. I don't see tanking playstles recongized except perm blocking tank. This though isn't fault of developers alone, but people not provide proof of existence and success in game.

    K now back on topic try nerco tanking it looks like it will provide what you want.

    Um. Tanking has improved. And yes, the higher demands being placed on tanks in newer content has put some tanking styles out to pasture. But there is a good reason for that, and tanking has finally gotten a well-defined identity.
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:
    PC/Console Add-Ons: Combat AlertsGroup Buff Panels
    Media: YouTubeTwitch
  • Trinity_Is_My_Name
    Trinity_Is_My_Name
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    Unfortunately the SAP Tank is long gone....
  • Tasear
    Tasear
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    code65536 wrote: »
    Tasear wrote: »
    Honestly... tanking in ESO has been neglected in many ascepts. Changes have been made for DPS first. I don't see tanking playstles recongized except perm blocking tank. This though isn't fault of developers alone, but people not provide proof of existence and success in game.

    K now back on topic try nerco tanking it looks like it will provide what you want.

    Um. Tanking has improved. And yes, the higher demands being placed on tanks in newer content has put some tanking styles out to pasture. But there is a good reason for that, and tanking has finally gotten a well-defined identity.

    I disagree if you consider chains is a must and got to pick knock off more expensive chains. Then there's enchant changes. There's DPS set alkoash or go home. There's healers or dps taking Rome in trials but especially dungeons. Let's not forget tanks have worst level up experience.
  • Nevasca
    Nevasca
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    Technically, if you use Leeching Plate + Bahrahas Curse + Malubeth you can sap tank with any class in the game in PvE. Obviously not the same thing as before, but that playstyle with infinite stamina is dead.

    If you want off healing as a tank, Warden is pretty neat since their main heal also heals everyone else, and it's a big burst heal.

    If you want to solo open world PvE, you can make it work since it's not as intensive as dungeons.
  • ccfeeling
    ccfeeling
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    Casual run? Its alright, sap tank is still fun to play.

    4man HM, vet trial or trial HM? No definately NO.
  • Silver_Strider
    Silver_Strider
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    code65536 wrote: »
    darkblue5 wrote: »
    So NB tanking is in a bit better place but more resembles DK tanking.

    This one statement is just.........UUUUUUUUUUGGGGGHHHH.

    Every other style of tank has been nerfed to the ground and made into nothing but discount DK Tanks.

    Sap Tanks
    Blazing Shield Tanks
    Dodge Tanks
    Max Magic Shield Tanks

    CAN I GET SOME ORIGINALITY IN MY TANKING PLZ? If I wanted to play like a DK Tank, I'd BE a DK Tank. What's the point of having different classes when they all are suppose to play the same way? It's stupid design and even with this potential class redesigns, I doubt it'll be "good". I have absolutely 0 faith in ZOS doing even a semi-decent job at it and while this is one of the times I would absolutely LOVE to be proven wrong, 5 years of experience tell me otherwise.

    Saptanking was how I got started in tanking. My first tank was a saptank. And boy, it was fun.

    Sap Essence did AoE damage and healed me (and my allies). And that heal scaled with the number of targets hit. So we had a heal that scaled with the number of enemies on me.

    And then Siphoning Strikes back then had a chance on direct damage ticks to return a hefty amount of resources. Each enemy hit by each cast of Sap thus had a chance of granting me resources. So we had a means of resource sustain that scaled with the number of enemies on me.

    If I had a large number of enemies beating up on me, I was literally invincible. My magicka, stamina, and health returns all scaled up, and I could just stand there, spam sap, and never die and never run out of resources! It was FUN!

    But let's be real here: It was also terrible game design.

    Why need a healer, when I outhealed most healers? Why bother with DDs when I, as a tank, would often out-DPS PUG DDs? Why did I need anyone? I could literally solo vet dungeons with a saptank.

    One of the changes that ZOS has made over the years--and this is a 2-pronged effort in both combat mechanics and dungeon design--is to force tanks to actually be tanky. And this is, frankly, good for the game.

    So let's go through your examples of "dead" tank types...
    1. Healing (sap) tanks: If a tank can survive through just self-healing, then what this also means is that if a healer focuses healing on a tank, that tank can just AFK and not die. There needs to be something more. This is why there has been so much content "damage creep" over the years. In vMHK, you have trash mobs that do as much damage as DLC trials bosses with hits whose base damage values exceed 100K. These are must-block (or must-dodge) hits. If you block it, you'll lose about 20K health and will need to be healed up before you can take another. A tank's ability to self-heal just means less reliance on a healer to babysit them (and I can run vMHK without a healer), but that healing is not--and should not--be their primary means of survival, because for that 100K hit, the healing only covers recovering the 20K that I lost--the other 80K is block and resistances.
      • Even if we still had the old Siphoning Attacks, even if there were no changes in combat design at all, saptanking would only be viable in legacy content. The level of incoming damage in trials and in newer vet dungeons simply requires a lot more from the tank than just healing and resource sustain.
    2. Shield tanks: Shield tanks don't work. Because shields don't benefit from block mitigation. They've never had block mitigation. So in that sense, shield tanks had never worked. The reason people used shield tanks once upon a time was because the base damage values from enemies were so inconsequentially low back in the day. Back when bosses would hit for 20K, a 10K shield actually meant something. Now, when bosses hit in excess of 100K, the same 10K shield is a pittance. Even a 25K shield would be irrelevant. When I use Absorb Magic on Z'Maja's heavy attack, which effectively gives me a shield in excess of 20K, the best I can say is that "it slightly dulls the sting".
    3. Dodge tanks: Um. What exactly is a dodge tank, anyway?
      • If you're talking about passive dodging via Evasion, good riddance. RNG dodge is not a good combat mechanic. Not to mention, it's never been reliable. If I get lucky, I might RNG-dodge a hard-hitting heavy attack. But I can't plan/build around being lucky. I need to build for the possibility that I get back luck and don't get RNG dodges on anything important, in which case, what was the point of the RNG dodge in the first place?
      • If you're talking about active roll dodging, then this is most certainly not dead, and it is in fact growing in popularity. With the high amounts of damage in newer content, roll dodging is pretty much the norm these days. And in some places, it's required. If you block a Centurion heavy attack instead of dodging it while the defile is active in Frostvault HM, you've pretty much signed your death sentence. Although, here too, ZOS is wary of dodge roll trivializing mechanics, which is why Nocturnal's Favor from Z'Maja cannot be dodged.

    So what exactly do people mean when they say "DK tank"? I mean, DK is not a playstyle. Do they mean block tank? If so, then let's take a moment to look at why ZOS chose blocking as the primary means of survival for a tank...

    It's because in order for block to be most effective, you need to build for it. It means sacrificing jewelry enchants and/or armor traits for block cost. It means restricting your weapon choice to 1H/S or ice staff. And because blocking stops regeneration of the blocking resource, it means players have to be smart about it. In exchange for all that, blocking provides an amazing level of survival and mitigation.

    If, for example, shield-tanking were to be made viable for real tanking, then shields need to be much more effective. But it needs to be done in such a way that shields become that effective only for someone who makes substantial concessions in building for a tank. How would you go about doing that?

    (The elephant in the room here is dodge rolling, since that's a skill not exclusive to tank builds and the mitigation from it is 100%, making it even better than block. It's why every serious tank has to learn dodge roll timings. It wouldn't surprise me if undodgeable mechanics like Nocturnal's Favor or the use of strong DoTs like Ablative Fallout become more commonplace in the future as a result.)

    Poor design or not, removing those playstyles didn't do anything positive for the game either, it just removed Tanking option that were available and gave you the ultimatum of "DK Tank or Bust". Even Warden Tanks have seen several nerfs and while some were understandable, like the Shimmering Shield Nerf, others were completely unnecessary, like Arctic Blast. Even if they only worked in Legacy content, it would at least help with the Duty Finder issue of never having enough tanks to run content as now there's some actual Tanks. Removing flavor and narrowing the scope of tanking has made it bland and with every nerf to Tanking, it drives more people away than it does towards.

    Your argument against Healing Tanks is that a Tank that can self heal can just AFK when the healer focus them, which isn't true as mechanics were still in play that could 1 shot even the most sturdy of tanks. The old Sap Tank builds could perma block because Siphoning Strikes completely covered you in terms of blocking and you could Sap with near impunity. The only problem was that it didn't have enough Self Healing when it came to 1v1 confrontation or multiple enemies were spread around to far that Sap Tanking was ineffective. Even now, Tanks are fully expected to be able to self sustain enough on their own to heal themselves should **** hit the fan and they're required to rez. Then, we have those 1Tank/3DPS groups that are still everywhere and really what has changed by removing Sap Tanks?

    As for Shield Tanks, it's not that the playstyle wasn't really a thing but rather that ZOS kept nerfing Shields that prevented it from being a thing. I remember when Blazing Shield Templars in PvP were among the more annoying playstyles to come across; 70k Health and a damage shield that just burnt thru you like a hot knife thru butter but instead of giving Templar Tanks the love they needed to make that playstyle viable, ZOS nerfed Blazing Shield into obscurity. Max Magic Shield Sorcs also died off as Tanks once Shield strength got tied in with max Health and made those shields hardly worth anything as bosses would rip thru them instantly now whereas before, they could take a beating. Then there's the other nerf shields have had over the years, like the 6 second duration nerf that made Shields a hell of a lot less potent when they used to last 20+ seconds. For Shield Tanking to be a thing, I think that shields should be made into passive thing. You apply a shield and they provide the same mitigation as blocking, draining resources when getting it and disabling when you're out of resources. Alter Invigorating to be the Damage Shield equivalent of Sturdy (or just tack it onto Sturdy trait) and introduce a new essence rune for Damage Shield Play Enchantments (they've introduced Runes and Alchemy mats before so this really shouldn't be a huge stretch either). As for how to balance this against natural blocking, make it so that shields also naturally drain resources for being active, making Damage Shield a bigger resource drain than natural blocking but with slightly more freedom since you don't have permablock and be unable to retaliate

    While I wasn't a fan of the RNG Dodge Tanking method either, it's more so that it helped newbie tanks to learn. Histbark used to be one of the best sets for new tanks to use because it offered a ton of extra resistances as well as gave them some mild sustain help via the passive dodge feature built into it that made it a no brainer to help teach tanking but now people are just thrown to the wolves when it comes to tanking and I don't really feel that to be a good thing. The fact that it also took NB Tank's only remaining niche away just sort of soured it out for me as well since its literally the only thing that NB Tank offered at that point that removing it was just another kick in the nads that NB Tanks didn't need.

    IDK, seeing so much wasted potential has just left me really jaded about the Tank role in ESO. I've never been much for Tanking in MMOs but ESO takes the cake as the worst game for Tanking as ZOS constantly make an already painful job and turn the screws to it every chance they get.
    Argonian forever
  • darkblue5
    darkblue5
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    code65536 wrote: »
    ...If I had a large number of enemies beating up on me, I was literally invincible. My magicka, stamina, and health returns all scaled up, and I could just stand there, spam sap, and never die and never run out of resources! It was FUN!

    But let's be real here: It was also terrible game design.

    This is the quote of the thread, but the post is also the post of the thread.
  • Alucardo
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    I mean would bringing back sap tanking REALLY hurt anybody? The only way a sap tank could benefit in PvP is if they were outnumbered. I remember watching clips of these guys who would take forever to die, but they had literally tons of people around them, so they had plenty of bodies to drain, and it obviously made it harder for them. I think it's a fair trade off.
    Then you had Blazing Shield. I mean come on - just don't hit the giant yellow egg. But no, people bashed on the yellow egg with all of their friends and died to their stupidity, then proceeded to cry about it on the forums, and now we can't even use that as a fun zerg buster. Without a lot of people hitting a BS templar, they were useless. Why nerf them?
    Tanking needs to be fun, but you're funnelling all of the tanks into a single play style, and it's boring. This is one of the reasons it's so easy to find a tank when doing dungeons. Nobody wants to stand there, taunt, and hold block. Well some do, but I don't understand it personally.
  • code65536
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    darkblue5 wrote: »
    code65536 wrote: »
    ...If I had a large number of enemies beating up on me, I was literally invincible. My magicka, stamina, and health returns all scaled up, and I could just stand there, spam sap, and never die and never run out of resources! It was FUN!

    But let's be real here: It was also terrible game design.

    This is the quote of the thread, but the post is also the post of the thread.

    Yes, my bolding and juxtaposition of that was quite deliberate. People may think that my calling something "fun" as "terrible game design" is emblematic of what's wrong, but it's really emblematic of the differences between a single-player game and a multi-player game in general, and a MMO in particular.
    Edited by code65536 on April 6, 2019 12:40PM
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:
    PC/Console Add-Ons: Combat AlertsGroup Buff Panels
    Media: YouTubeTwitch
  • code65536
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    Poor design or not, removing those playstyles didn't do anything positive for the game either, it just removed Tanking option that were available and gave you the ultimatum of "DK Tank or Bust". Even Warden Tanks have seen several nerfs and while some were understandable, like the Shimmering Shield Nerf, others were completely unnecessary, like Arctic Blast. Even if they only worked in Legacy content, it would at least help with the Duty Finder issue of never having enough tanks to run content as now there's some actual Tanks. Removing flavor and narrowing the scope of tanking has made it bland and with every nerf to Tanking, it drives more people away than it does towards.
    Their "removal" came largely by way of content that those tanking styles could no longer support. As I noted, even if the game mechanics had not changed, none of those styles would be able to survive modern content. When I saptanked, I was basically a DPS, except in heavy armor and with some more health. Today, when I tank, the role feels unique. And, in many ways, more engaging, as the demands on the tank are increased. Good tanking is more important than ever and the tank is now the centerpiece of mechanics. Those are all positives.

    Your argument against Healing Tanks is that a Tank that can self heal can just AFK when the healer focus them, which isn't true as mechanics were still in play that could 1 shot even the most sturdy of tanks.
    Exactly. Blocking was still the primary means of mitigation even back then. And self-healing is still used by tanks today. So, then, what's really different?

    When I first DK-tanked, I just stood there, held block, spammed igneous, and... that was it. But the Morrowind changes affected everyone, not just nightblades and Siphoning Attacks. The return from igneous is no longer tied to stamina pool, and is lower as a result. My stamina pool is lower in general because new content demands more health (and because it no longer affects the igneous return). And I can't spam igneous because like I could pre-Morrowind it's expensive and magicka sustain was hit hard. ZOS wanted to kill permablocking, and they did. No matter what class you tank on, you need to drop block and get heavy attacks in. It's not a nightblade thing. Not a DK thing. It's something every tank has to do because they, for better or for worse, killed permablocking.

    I guess my main quibble with what you say is that you liken everything to "DK tanking"... what does that even mean? It's just tanking. And it's not really that different than what tanking used to be. You still block important stuff. The damage creep in content has led to higher health (I used to tank with 24K, and now I tank with almost 40K), bigger penalties for missed blocks, and increased the importance of dodge rolls. The sustain changes (for everyone, not just tanks) means no more "easy mode" sustain and more care has to be given to things like working in heavy attacks for sustain.

    I've seen a video of someone tanking vCR +3 on a nightblade. I have a friend who's tanked it on a sorc. I run with someone who tanks it on a warden. And having watched those other three classes tank vCR +3, and comparing it to how I tank it on my DK, I'd say that the DK is arguably the hardest. The Warden's Shimmering Shield makes makes Nocturnal's Favor much more forgiving. The sorc has a much stronger and reliable burst self-heal and can streak out of Favor+cone combos. Even the nightblade has advantages over the DK: superior self-healing and better mobility. The only thing that the DK has in its favor is better group support--chains for the small add spawns and Engulfing. But in terms of dealing with the mechanics, they are probably the worst out of those four classes.

    IDK, seeing so much wasted potential has just left me really jaded about the Tank role in ESO. I've never been much for Tanking in MMOs but ESO takes the cake as the worst game for Tanking as ZOS constantly make an already painful job and turn the screws to it every chance they get.
    I disagree and think that tanking is in a better place now than it has been in a while, and I'm saying that as someone who's tanked everything. There are some pain points, though. It seems like the dungeon team thinks of sadistic new ways to torture tanks each patch and at times the stuff that's being thrown at me feels overwhelming (ahem, effluvium+ablative in Frostvault HM... that *** isn't fun for anyone). But on the whole, I'm pretty okay with how things are.
    Edited by code65536 on April 6, 2019 5:59PM
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:
    PC/Console Add-Ons: Combat AlertsGroup Buff Panels
    Media: YouTubeTwitch
  • Iskiab
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    Personally I think this could work but have never tried it:
    https://en.uesp.net/wiki/Special:EsoBuildData?id=132662

    With an experienced group you can do normal vets without a tank or healer (one or the other), so this would be for HM or DLC vets.

    I usually heal in pve and the thing is your traditional DK tank doesn’t need healing unless it’s a DLC vet. One hot maybe and providing them resources is all you need.

    I’d try it but the problem is I’d have to change up all my skills and CPs to give it a go. I might make a 2nd toon just to try but I’m waiting to see the upcoming combat changes before deciding. So make a magblade brawler for pvp and use the toon for pve tanking.

    The advantage is dps to speed up the trash because your traditional DK tank is built for trials. They take so little damage when I heal I try to get my dps up, but when the dps in the group take damage you have to spot heal which limits how much a healer can dps.
    Edited by Iskiab on April 6, 2019 1:30PM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • exeeter702
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    The act if using sap to tank with siphoning attacks to fuel both recoveries is dead.

    However NB tanks are not dead. Just go ebon/torugs/bloodspawn infused jewely with reduced cd potion glyphs and decisive 1h, infused frost staff back bar with crusher on a nord.

    Keep refreshing path and frost wall down and use the new tank heal shadow cloak for big incoming hits, keep heroic slash rolling, use sap essense or swallow soul every 6 seconds, pop pot when off CD and invigorating drain on snb bar when you are free to do so.

    Enjoy 38 second warhorns. :wink:
    Edited by exeeter702 on April 6, 2019 5:57PM
  • Mojmir
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    i still use gilliams old sap tank build with bahraras curse and bloodthorn/alt mastery. did falkreath hold vet HM last night with it. *shrugs*

    its a shell of its former self for sure though.
  • Gnortranermara
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    You can still do it just fine. The main problem with the spec is that past nerfs cut into its sustain, but now you can nullify all sustain issues by using 3 Infused cost reduction glyphs on jewels. On an Argonian NB that not only gives you insane resource sustain, but tons of ulti too.
  • Silver_Strider
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    code65536 wrote: »
    Poor design or not, removing those playstyles didn't do anything positive for the game either, it just removed Tanking option that were available and gave you the ultimatum of "DK Tank or Bust". Even Warden Tanks have seen several nerfs and while some were understandable, like the Shimmering Shield Nerf, others were completely unnecessary, like Arctic Blast. Even if they only worked in Legacy content, it would at least help with the Duty Finder issue of never having enough tanks to run content as now there's some actual Tanks. Removing flavor and narrowing the scope of tanking has made it bland and with every nerf to Tanking, it drives more people away than it does towards.

    Their "removal" came largely by way of content that those tanking styles could no longer support. As I noted, even if the game mechanics had not changed, none of those styles would be able to survive modern content. When I saptanked, I was basically a DPS, except in heavy armor and with some more health. Today, when I tank, the role is starkly different and unique. And, in many ways, more engaging, as the demands on the tank are increased. Good tanking is more important than ever and the tank is now the centerpiece of mechanics.

    Their removal was unnecessary. Considering that you can Tank with any class, removing the flavor of each didn't really do anything other than limit their options. You still blocked and performed your role as a Tank, you just had varied ways of going about doing it but those were greatly limited, if not outright impossible, to do anymore do to the severity of the sustain changes. NB Tanks lost the ability to convert Magic into Stamina with the Siphoning Strike changes, not to mention it no longer proccing on ability usage and being solely tied to Light and Heavy Attacks, which greatly limited NB's ability to utilize their magic for anything outside of the most basic of effects and while DK was affected somewhat by the changes as well, they still kept the larger part of their sustain intact, making them more sustainable in the long term. When push came to shove, a DK had some wiggle room, a NB did not and it wasn't until Summerset that NB Tanks finally go some wiggle room by getting Dark Cloak but it was a struggle from Morrowind til Summerset for most non DK Tanks. Now, it's simply the utility that DK offers as well as their general ease of use that keeps them ahead of other Tanks of equal skill.

    Doesn't mean I'm not still bored out of my mind when I tank on any class though because I really don't see it more engaging. I was dodging, blocking etc. when Sap Tanking was a viable thing so I never felt the role become more engaging but the exact opposite since the tools that I found engaging have now become nothing but a resource drain I can't afford to utilize. I've gone so far as to almost complete forgo Magic skills entirely on my NB Tank, with Dark Cloak and Mirage being the only consistently used magic skills on my bar at all, inner fire being a flex skill I opt in and out of depending on content requirements. I've dropped my Lightning Staff entirely for a Bow backbar, using Arrow Barrage (the dead morph of Endless Hail) for applying Crushers since it has a larger radius, and Bombard for CC on him; works like a charm but I don't find it engaging like my old Sap Tank used to be since these are all generic skills that have little to nothing to do with NB and can be easily replaced on another class.
    code65536 wrote: »
    Your argument against Healing Tanks is that a Tank that can self heal can just AFK when the healer focus them, which isn't true as mechanics were still in play that could 1 shot even the most sturdy of tanks.

    Exactly. Blocking was still the primary means of mitigation even back then. And self-healing is still used by tanks today. So, then, what's really different?

    When I first DK-tanked, I just stood there, held block, spammed igneous, and... that was it. But the Morrowind changes affected everyone, not just nightblades and Siphoning Attacks. The return from igneous is no longer tied to stamina pool, and is lower as a result. My stamina pool is lower in general because new content demands more health (and because it no longer affects the igneous return). And I can't spam igneous because like I could pre-Morrowind it's expensive and magicka sustain was hit hard. ZOS wanted to kill permablocking, and they did. No matter what class you tank on, you need to drop block and get heavy attacks in. It's not a nightblade thing. Not a DK thing. It's something every tank has to do because they, for better or for worse, killed permablocking.

    I guess my main quibble with what you say is that you liken everything to "DK tanking"... what does that even mean? It's just tanking. And it's not really that different than what tanking used to be. You still block important stuff. The damage creep in content has led to higher health (I used to tank with 24K, and now I tank with almost 40K), bigger penalties for missed blocks, and increased the importance of dodge rolls. The sustain changes (for everyone, not just tanks) means no more "easy mode" sustain and more care has to be given to things like working in heavy attacks for sustain.

    I've seen a video of someone tanking vCR +3 on a nightblade. I have a friend who's tanked it on a sorc. I run with someone who tanks it on a warden. And having watched those other three classes tank vCR +3, and comparing it to how I tank it on my DK, I'd say that the DK is arguably the hardest. The Warden's Shimmering Shield makes makes Nocturnal's Favor much more forgiving. The sorc has a much stronger and reliable burst self-heal and can streak out of Favor+cone combos. Even the nightblade has advantages over the DK: superior self-healing and better mobility. The only thing that the DK has in its favor is better group support--chains for the small add spawns and Engulfing. But in terms of survival, they are probably the worst out of those four classes.

    I'd argue DK has superior self healing than NB or Sorc when coupled with Igneous Shield but I digress. It's not impossible to play other Tanks but when it comes down to it, there's really not much difference between them other than incredibly minute things that doesn't really alter how they play, just what they offer the role and what's offered is really all anyone looks at anymore when it comes to Tanks. Even in your example, you're Sorc and NB Tanks are only praised for their mobility traits and while you argue that DK has the worst survivability, the question is "Did his lack of survivability hinder the group as much as his utility helped it?" The answer, is no. The bar for Tanks is so low that, even at the Top End of game play, if you can survive and prove utility, everything else is irrelevant as far as Tanking goes. You only need to be Tanky enough and anything more is wasted. It doesn't matter that I heal myself for 30k but rather that I made it thru the run and helped the team to the best of my ability but some classes are handicapped by the fact that they don't offer any help for the team vs another tank. What does NB Tank offer over Warden Tanks? What does Templar offer over Sorc? If there's no answer, then what's the point?
    code65536 wrote: »
    IDK, seeing so much wasted potential has just left me really jaded about the Tank role in ESO. I've never been much for Tanking in MMOs but ESO takes the cake as the worst game for Tanking as ZOS constantly make an already painful job and turn the screws to it every chance they get.

    I disagree and think that tanking is in a better place now than it has been in a while, and I'm saying that as someone who's tanked everything. There are some pain points, though. It seems like the dungeon team thinks of sadistic new ways to torture tanks each patch and at times the stuff that's being thrown at me feels overwhelming (ahem, effluvium+ablative in Frostvault HM... that *** isn't fun for anyone). But on the whole, I'm pretty okay with how things are.

    As someone that has also Tanked everything, I find the role lacking in any originality, dull as dirt and far less enjoyable than it started out as. Even my Warden Tank has lost so much of what made him interesting to me in the 1st place that I just question why I even have him or my NB Tank around anymore, other than nostalgia of days gone by. I just don't feel anything has realistically improved in terms of Tanking, they just gave classes the tools that other classes have had for year but nothing has realistically changed.
    Argonian forever
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