AcadianPaladin wrote: »I'm not going to disagree with you. Rather, let me mention a couple points that may be relevant and that I have found helpful. Inner fire provides for both a mag or stam morph and that choice can help manage/balance stam/mag usage. Similarly, DK tanks can pull with chains using mag or use silver leash to pull using stam. Those kinds of choices, again, help tanks manage and balance the demands on their resources. Finally, I find that trying to pull a foe in then melee taunt it can be another alternative sometimes to using the ranged taunt.
What I find much more frustrating than the cost of my ranged taunt is the short duration of lock down skills like DK talons or sorc encase/prison. That short duration not only lets ranged foes escape all too often but really eats magicka.
. Otherwise it's just way too expensive to justify using regularly as my taunt.
Lightspeedflashb14_ESO wrote: ». Otherwise it's just way too expensive to justify using regularly as my taunt.
It is not meant to be a main taunt, it is back up for pierce armor, which is your main taunt. Inner fire is meant for the couple of times you need it for range adds that you can't pull.
As for mag recovery, balance and deep thoughts render that a moo point.
Lightspeedflashb14_ESO wrote: ». Otherwise it's just way too expensive to justify using regularly as my taunt.
It is not meant to be a main taunt, it is back up for pierce armor, which is your main taunt. Inner fire is meant for the couple of times you need it for range adds that you can't pull.
As for mag recovery, balance and deep thoughts render that a moo point.
I believe it needs to be retooled so it can be used as a magicka-based main taunt. And it doesn't matter how much magicka recovery you have. If you use this spell as your main taunt it will drain you way too fast. It's just not consistent with the play style of tanks on this game. It's basically just a niche ability for rare situations where a ranged taunt is preferable.
AcadianPaladin wrote: »I'm not going to disagree with you. Rather, let me mention a couple points that may be relevant and that I have found helpful. Inner fire provides for both a mag or stam morph and that choice can help manage/balance stam/mag usage. Similarly, DK tanks can pull with chains using mag or use silver leash to pull using stam. Those kinds of choices, again, help tanks manage and balance the demands on their resources. Finally, I find that trying to pull a foe in then melee taunt it can be another alternative sometimes to using the ranged taunt.
What I find much more frustrating than the cost of my ranged taunt is the short duration of lock down skills like DK talons or sorc encase/prison. That short duration not only lets ranged foes escape all too often but really eats magicka.
The developers of this game seem to believe tanks just have endless amounts of magicka for some weird reason
.I believe it needs to be retooled so it can be used as a magicka-based main taunt.
. And it doesn't matter how much magicka recovery you have.
f047ys3v3n wrote: »I agree that inner fire is crazy high in cost given that all it does is taunt. The original developers agreed as well. Inner fire used to be very, very, cheap.
The net result of the change (was this 1.6 ish?) is that tanks no longer can use inner fire to quickly round up adds in trash pulls. This was the norm pre-change. You initially taunted and positioned whatever couldn't be chained with inner fire and than pierced it all for the 2nd taunt. Now tanks do some combination of "light" taunting with chains or caltrops and then run around like crazy trying to get actual taunts on things which can be tricky once enemies get in close quarters and start to have overlapping hit boxes.
The resultant change in how things are done means that often a "light" taunted enemy switches agro, in many trash pulls dps hold off and just sit and wait a while before entering the fray for the tank to run about. Inner fire is now really only used as a back up taunt for resource emergencies and not as unique skill with substantially different utility and tactics.
The inner fire mega cost increase (it many times over I think), was a rather strange and confusing change just as frost staff taunt was. I don't think you know who ever played tank though. I always remember him playing heals. I'm not sure he understood the basics of of how tanks handled most situations when he made the decisions on balance.
I do not understand OP's comments about inner fire. I have inner fire on all my tanks, just as a great many tanks in this game, and I seem to do just fine. It has been a staple skill for the tank build for many years. Of course tanks tend to build for sustain since Morrowind and that may be something OP is missing in their build. Skills should not be altered for an individual build.
Also, the reason most players play DPS is the same reason they do in pretty much every game that has tanks, healers, and dps. This game is really no different. Well, it is no different other than skilled tanks tend to avoid GF since the talent pool in ESO dips pretty low.
Lightspeedflashb14_ESO wrote: ».I believe it needs to be retooled so it can be used as a magicka-based main taunt.
But, like, why?. And it doesn't matter how much magicka recovery you have.
You do know what Balance and Deep Thoughts are right?
f047ys3v3n wrote: »I agree that inner fire is crazy high in cost given that all it does is taunt. The original developers agreed as well. Inner fire used to be very, very, cheap.
The net result of the change (was this 1.6 ish?) is that tanks no longer can use inner fire to quickly round up adds in trash pulls. This was the norm pre-change. You initially taunted and positioned whatever couldn't be chained with inner fire and than pierced it all for the 2nd taunt. Now tanks do some combination of "light" taunting with chains or caltrops and then run around like crazy trying to get actual taunts on things which can be tricky once enemies get in close quarters and start to have overlapping hit boxes.
The resultant change in how things are done means that often a "light" taunted enemy switches agro, in many trash pulls dps hold off and just sit and wait a while before entering the fray for the tank to run about. Inner fire is now really only used as a back up taunt for resource emergencies and not as unique skill with substantially different utility and tactics.
The inner fire mega cost increase (it many times over I think), was a rather strange and confusing change just as frost staff taunt was. I don't think you know who ever played tank though. I always remember him playing heals. I'm not sure he understood the basics of of how tanks handled most situations when he made the decisions on balance.
This is interesting. The original developers made a lot more sense on a lot of things - so this doesn't really surprise me.
Lightspeedflashb14_ESO wrote: »f047ys3v3n wrote: »I agree that inner fire is crazy high in cost given that all it does is taunt. The original developers agreed as well. Inner fire used to be very, very, cheap.
The net result of the change (was this 1.6 ish?) is that tanks no longer can use inner fire to quickly round up adds in trash pulls. This was the norm pre-change. You initially taunted and positioned whatever couldn't be chained with inner fire and than pierced it all for the 2nd taunt. Now tanks do some combination of "light" taunting with chains or caltrops and then run around like crazy trying to get actual taunts on things which can be tricky once enemies get in close quarters and start to have overlapping hit boxes.
The resultant change in how things are done means that often a "light" taunted enemy switches agro, in many trash pulls dps hold off and just sit and wait a while before entering the fray for the tank to run about. Inner fire is now really only used as a back up taunt for resource emergencies and not as unique skill with substantially different utility and tactics.
The inner fire mega cost increase (it many times over I think), was a rather strange and confusing change just as frost staff taunt was. I don't think you know who ever played tank though. I always remember him playing heals. I'm not sure he understood the basics of of how tanks handled most situations when he made the decisions on balance.
This is interesting. The original developers made a lot more sense on a lot of things - so this doesn't really surprise me.
No idea what he is talking about, inner fire has had 4k mag cost since tamriel unlimited update, that is 2015.
Swen_von_Walhallion wrote: »inner fire cannot be main taunt for one reason and its major fracture and major breach on pierce. And if you add this debuff on inner fire it will be cost moch more then nov bc you get sepl with big advatage and without disatvantage. Piearce is cheap and very poverfull tool, but its balanced by thing you must have 1h/s eqviped and its close range
AcadianPaladin wrote: »I'm not going to disagree with you. Rather, let me mention a couple points that may be relevant and that I have found helpful. Inner fire provides for both a mag or stam morph and that choice can help manage/balance stam/mag usage. Similarly, DK tanks can pull with chains using mag or use silver leash to pull using stam. Those kinds of choices, again, help tanks manage and balance the demands on their resources. Finally, I find that trying to pull a foe in then melee taunt it can be another alternative sometimes to using the ranged taunt.
What I find much more frustrating than the cost of my ranged taunt is the short duration of lock down skills like DK talons or sorc encase/prison. That short duration not only lets ranged foes escape all too often but really eats magicka.
The developers of this game seem to believe tanks just have endless amounts of magicka for some weird reason
Maybe, just maybe if there was a skill that would give you a lot of magicka for, I don't know, health? Maybe it can have Major resistances too? Oh well... Such a shame endless magicka is not a thing, right?
Lightspeedflashb14_ESO wrote: »f047ys3v3n wrote: »I agree that inner fire is crazy high in cost given that all it does is taunt. The original developers agreed as well. Inner fire used to be very, very, cheap.
The net result of the change (was this 1.6 ish?) is that tanks no longer can use inner fire to quickly round up adds in trash pulls. This was the norm pre-change. You initially taunted and positioned whatever couldn't be chained with inner fire and than pierced it all for the 2nd taunt. Now tanks do some combination of "light" taunting with chains or caltrops and then run around like crazy trying to get actual taunts on things which can be tricky once enemies get in close quarters and start to have overlapping hit boxes.
The resultant change in how things are done means that often a "light" taunted enemy switches agro, in many trash pulls dps hold off and just sit and wait a while before entering the fray for the tank to run about. Inner fire is now really only used as a back up taunt for resource emergencies and not as unique skill with substantially different utility and tactics.
The inner fire mega cost increase (it many times over I think), was a rather strange and confusing change just as frost staff taunt was. I don't think you know who ever played tank though. I always remember him playing heals. I'm not sure he understood the basics of of how tanks handled most situations when he made the decisions on balance.
This is interesting. The original developers made a lot more sense on a lot of things - so this doesn't really surprise me.
No idea what he is talking about, inner fire has had 4k mag cost since tamriel unlimited update, that is 2015.
Some of us have been playign since 2014. I imagine he is one of those.
AcadianPaladin wrote: »I'm not going to disagree with you. Rather, let me mention a couple points that may be relevant and that I have found helpful. Inner fire provides for both a mag or stam morph and that choice can help manage/balance stam/mag usage. Similarly, DK tanks can pull with chains using mag or use silver leash to pull using stam. Those kinds of choices, again, help tanks manage and balance the demands on their resources. Finally, I find that trying to pull a foe in then melee taunt it can be another alternative sometimes to using the ranged taunt.
What I find much more frustrating than the cost of my ranged taunt is the short duration of lock down skills like DK talons or sorc encase/prison. That short duration not only lets ranged foes escape all too often but really eats magicka.
The developers of this game seem to believe tanks just have endless amounts of magicka for some weird reason
Maybe, just maybe if there was a skill that would give you a lot of magicka for, I don't know, health? Maybe it can have Major resistances too? Oh well... Such a shame endless magicka is not a thing, right?
Why would a tank want to pointlessly blow all their magicka taunting monsters so they could slot an extra skill to trade health for magicka when instead they could just use a cheaper taunt that is easy to sustain and keep all their health and the ability to heal themselves in the process?
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »f047ys3v3n wrote: »I agree that inner fire is crazy high in cost given that all it does is taunt. The original developers agreed as well. Inner fire used to be very, very, cheap.
The net result of the change (was this 1.6 ish?) is that tanks no longer can use inner fire to quickly round up adds in trash pulls. This was the norm pre-change. You initially taunted and positioned whatever couldn't be chained with inner fire and than pierced it all for the 2nd taunt. Now tanks do some combination of "light" taunting with chains or caltrops and then run around like crazy trying to get actual taunts on things which can be tricky once enemies get in close quarters and start to have overlapping hit boxes.
The resultant change in how things are done means that often a "light" taunted enemy switches agro, in many trash pulls dps hold off and just sit and wait a while before entering the fray for the tank to run about. Inner fire is now really only used as a back up taunt for resource emergencies and not as unique skill with substantially different utility and tactics.
The inner fire mega cost increase (it many times over I think), was a rather strange and confusing change just as frost staff taunt was. I don't think you know who ever played tank though. I always remember him playing heals. I'm not sure he understood the basics of of how tanks handled most situations when he made the decisions on balance.
This is interesting. The original developers made a lot more sense on a lot of things - so this doesn't really surprise me.
No idea what he is talking about, inner fire has had 4k mag cost since tamriel unlimited update, that is 2015.
Some of us have been playign since 2014. I imagine he is one of those.
we are talking less the a year here, the game was released April 4, 2014 and tamriel unlimited was 03/17/2015. does it make sense to you that "many times" times applies here, when the cost has been the same for the last 1553 days, that saying the cost from those first 357 days is the correct one and the one that makes the most sense?
i also just don't understand how you are having so much trouble with the current cost, either you are over taunting or you are trying to taunt all the adds, which is not the tanks job, you are only supposed to taunt the 3-6 most important ones (read 2h guys and s/b guys) and the rest you can just ignore, their damage to your team is not enough to matter.
and there is also the fact that you can use stamina on the skill too, i just swapped the skill to use stam, as i was always at a surplus to stam on my breton tankcer.
again, all my tank have 20k+ max stam and mag, planty to taunt and pull and hold mobs still, when i need to. what does your build look like?
AcadianPaladin wrote: »I'm not going to disagree with you. Rather, let me mention a couple points that may be relevant and that I have found helpful. Inner fire provides for both a mag or stam morph and that choice can help manage/balance stam/mag usage. Similarly, DK tanks can pull with chains using mag or use silver leash to pull using stam. Those kinds of choices, again, help tanks manage and balance the demands on their resources. Finally, I find that trying to pull a foe in then melee taunt it can be another alternative sometimes to using the ranged taunt.
What I find much more frustrating than the cost of my ranged taunt is the short duration of lock down skills like DK talons or sorc encase/prison. That short duration not only lets ranged foes escape all too often but really eats magicka.
The developers of this game seem to believe tanks just have endless amounts of magicka for some weird reason
Maybe, just maybe if there was a skill that would give you a lot of magicka for, I don't know, health? Maybe it can have Major resistances too? Oh well... Such a shame endless magicka is not a thing, right?
Why would a tank want to pointlessly blow all their magicka taunting monsters so they could slot an extra skill to trade health for magicka when instead they could just use a cheaper taunt that is easy to sustain and keep all their health and the ability to heal themselves in the process?
Because it works? Balance is pretty much endless magicka so why not use it? Even tanks who use that cheaper taunt utilise it so why wouldn't you use it on a magicka intensive build?
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »f047ys3v3n wrote: »I agree that inner fire is crazy high in cost given that all it does is taunt. The original developers agreed as well. Inner fire used to be very, very, cheap.
The net result of the change (was this 1.6 ish?) is that tanks no longer can use inner fire to quickly round up adds in trash pulls. This was the norm pre-change. You initially taunted and positioned whatever couldn't be chained with inner fire and than pierced it all for the 2nd taunt. Now tanks do some combination of "light" taunting with chains or caltrops and then run around like crazy trying to get actual taunts on things which can be tricky once enemies get in close quarters and start to have overlapping hit boxes.
The resultant change in how things are done means that often a "light" taunted enemy switches agro, in many trash pulls dps hold off and just sit and wait a while before entering the fray for the tank to run about. Inner fire is now really only used as a back up taunt for resource emergencies and not as unique skill with substantially different utility and tactics.
The inner fire mega cost increase (it many times over I think), was a rather strange and confusing change just as frost staff taunt was. I don't think you know who ever played tank though. I always remember him playing heals. I'm not sure he understood the basics of of how tanks handled most situations when he made the decisions on balance.
This is interesting. The original developers made a lot more sense on a lot of things - so this doesn't really surprise me.
No idea what he is talking about, inner fire has had 4k mag cost since tamriel unlimited update, that is 2015.
Some of us have been playign since 2014. I imagine he is one of those.
we are talking less the a year here, the game was released April 4, 2014 and tamriel unlimited was 03/17/2015. does it make sense to you that "many times" times applies here, when the cost has been the same for the last 1553 days, that saying the cost from those first 357 days is the correct one and the one that makes the most sense?
i also just don't understand how you are having so much trouble with the current cost, either you are over taunting or you are trying to taunt all the adds, which is not the tanks job, you are only supposed to taunt the 3-6 most important ones (read 2h guys and s/b guys) and the rest you can just ignore, their damage to your team is not enough to matter.
and there is also the fact that you can use stamina on the skill too, i just swapped the skill to use stam, as i was always at a surplus to stam on my breton tankcer.
again, all my tank have 20k+ max stam and mag, planty to taunt and pull and hold mobs still, when i need to. what does your build look like?
That poster was referring to the initial cost of the skill back when the game first came out. Not a year later after it was changed. So I'm not sure why you keep bringing up 2015 after it was changed as if that is relevant to what he was saying. It's not.
As to your second point - I never said It was "having trouble" with it. The cost of it is prohibitive to the point I rarely trouble with it all. That's the point of this thread. It costs too much for tanks to trouble themselves and is basically just a niche skill. That's what I believe needs to change. This thread has nothing to do with me or any build. It has to do with the fact this skill simply costs too much when compared to its counterpart.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »f047ys3v3n wrote: »I agree that inner fire is crazy high in cost given that all it does is taunt. The original developers agreed as well. Inner fire used to be very, very, cheap.
The net result of the change (was this 1.6 ish?) is that tanks no longer can use inner fire to quickly round up adds in trash pulls. This was the norm pre-change. You initially taunted and positioned whatever couldn't be chained with inner fire and than pierced it all for the 2nd taunt. Now tanks do some combination of "light" taunting with chains or caltrops and then run around like crazy trying to get actual taunts on things which can be tricky once enemies get in close quarters and start to have overlapping hit boxes.
The resultant change in how things are done means that often a "light" taunted enemy switches agro, in many trash pulls dps hold off and just sit and wait a while before entering the fray for the tank to run about. Inner fire is now really only used as a back up taunt for resource emergencies and not as unique skill with substantially different utility and tactics.
The inner fire mega cost increase (it many times over I think), was a rather strange and confusing change just as frost staff taunt was. I don't think you know who ever played tank though. I always remember him playing heals. I'm not sure he understood the basics of of how tanks handled most situations when he made the decisions on balance.
This is interesting. The original developers made a lot more sense on a lot of things - so this doesn't really surprise me.
No idea what he is talking about, inner fire has had 4k mag cost since tamriel unlimited update, that is 2015.
Some of us have been playign since 2014. I imagine he is one of those.
we are talking less the a year here, the game was released April 4, 2014 and tamriel unlimited was 03/17/2015. does it make sense to you that "many times" times applies here, when the cost has been the same for the last 1553 days, that saying the cost from those first 357 days is the correct one and the one that makes the most sense?
i also just don't understand how you are having so much trouble with the current cost, either you are over taunting or you are trying to taunt all the adds, which is not the tanks job, you are only supposed to taunt the 3-6 most important ones (read 2h guys and s/b guys) and the rest you can just ignore, their damage to your team is not enough to matter.
and there is also the fact that you can use stamina on the skill too, i just swapped the skill to use stam, as i was always at a surplus to stam on my breton tankcer.
again, all my tank have 20k+ max stam and mag, planty to taunt and pull and hold mobs still, when i need to. what does your build look like?
That poster was referring to the initial cost of the skill back when the game first came out. Not a year later after it was changed. So I'm not sure why you keep bringing up 2015 after it was changed as if that is relevant to what he was saying. It's not.
As to your second point - I never said It was "having trouble" with it. The cost of it is prohibitive to the point I rarely trouble with it all. That's the point of this thread. It costs too much for tanks to trouble themselves and is basically just a niche skill. That's what I believe needs to change. This thread has nothing to do with me or any build. It has to do with the fact this skill simply costs too much when compared to its counterpart.
they are used for different things, one is range and one is not. one has necessary debuffs, one does not. you are not supposed to use the range one all the time. not sure what makes you feel like you need to be able too. next you will be saying that ice staff heavys need to be instant.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »f047ys3v3n wrote: »I agree that inner fire is crazy high in cost given that all it does is taunt. The original developers agreed as well. Inner fire used to be very, very, cheap.
The net result of the change (was this 1.6 ish?) is that tanks no longer can use inner fire to quickly round up adds in trash pulls. This was the norm pre-change. You initially taunted and positioned whatever couldn't be chained with inner fire and than pierced it all for the 2nd taunt. Now tanks do some combination of "light" taunting with chains or caltrops and then run around like crazy trying to get actual taunts on things which can be tricky once enemies get in close quarters and start to have overlapping hit boxes.
The resultant change in how things are done means that often a "light" taunted enemy switches agro, in many trash pulls dps hold off and just sit and wait a while before entering the fray for the tank to run about. Inner fire is now really only used as a back up taunt for resource emergencies and not as unique skill with substantially different utility and tactics.
The inner fire mega cost increase (it many times over I think), was a rather strange and confusing change just as frost staff taunt was. I don't think you know who ever played tank though. I always remember him playing heals. I'm not sure he understood the basics of of how tanks handled most situations when he made the decisions on balance.
This is interesting. The original developers made a lot more sense on a lot of things - so this doesn't really surprise me.
No idea what he is talking about, inner fire has had 4k mag cost since tamriel unlimited update, that is 2015.
Some of us have been playign since 2014. I imagine he is one of those.
we are talking less the a year here, the game was released April 4, 2014 and tamriel unlimited was 03/17/2015. does it make sense to you that "many times" times applies here, when the cost has been the same for the last 1553 days, that saying the cost from those first 357 days is the correct one and the one that makes the most sense?
i also just don't understand how you are having so much trouble with the current cost, either you are over taunting or you are trying to taunt all the adds, which is not the tanks job, you are only supposed to taunt the 3-6 most important ones (read 2h guys and s/b guys) and the rest you can just ignore, their damage to your team is not enough to matter.
and there is also the fact that you can use stamina on the skill too, i just swapped the skill to use stam, as i was always at a surplus to stam on my breton tankcer.
again, all my tank have 20k+ max stam and mag, planty to taunt and pull and hold mobs still, when i need to. what does your build look like?
That poster was referring to the initial cost of the skill back when the game first came out. Not a year later after it was changed. So I'm not sure why you keep bringing up 2015 after it was changed as if that is relevant to what he was saying. It's not.
As to your second point - I never said It was "having trouble" with it. The cost of it is prohibitive to the point I rarely trouble with it all. That's the point of this thread. It costs too much for tanks to trouble themselves and is basically just a niche skill. That's what I believe needs to change. This thread has nothing to do with me or any build. It has to do with the fact this skill simply costs too much when compared to its counterpart.
they are used for different things, one is range and one is not. one has necessary debuffs, one does not. you are not supposed to use the range one all the time. not sure what makes you feel like you need to be able too. next you will be saying that ice staff heavys need to be instant.
And I don't understand why you feel the spell needs to be so expensive either - or why you feel people shouldn't be using ranged taunts often. You've yet to give a reason for either of those feelings. So neither of us understand each other it seems.
Giving Ice Staff heavies a quicker taunt would also be a step in the right direction. Though it would be easier to simply make Inner Fire cheap enough to use as a consistent taunt. There is no good reason why it's so expensive.
Give it major debuffs and i will agree.Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »f047ys3v3n wrote: »I agree that inner fire is crazy high in cost given that all it does is taunt. The original developers agreed as well. Inner fire used to be very, very, cheap.
The net result of the change (was this 1.6 ish?) is that tanks no longer can use inner fire to quickly round up adds in trash pulls. This was the norm pre-change. You initially taunted and positioned whatever couldn't be chained with inner fire and than pierced it all for the 2nd taunt. Now tanks do some combination of "light" taunting with chains or caltrops and then run around like crazy trying to get actual taunts on things which can be tricky once enemies get in close quarters and start to have overlapping hit boxes.
The resultant change in how things are done means that often a "light" taunted enemy switches agro, in many trash pulls dps hold off and just sit and wait a while before entering the fray for the tank to run about. Inner fire is now really only used as a back up taunt for resource emergencies and not as unique skill with substantially different utility and tactics.
The inner fire mega cost increase (it many times over I think), was a rather strange and confusing change just as frost staff taunt was. I don't think you know who ever played tank though. I always remember him playing heals. I'm not sure he understood the basics of of how tanks handled most situations when he made the decisions on balance.
This is interesting. The original developers made a lot more sense on a lot of things - so this doesn't really surprise me.
No idea what he is talking about, inner fire has had 4k mag cost since tamriel unlimited update, that is 2015.
Some of us have been playign since 2014. I imagine he is one of those.
we are talking less the a year here, the game was released April 4, 2014 and tamriel unlimited was 03/17/2015. does it make sense to you that "many times" times applies here, when the cost has been the same for the last 1553 days, that saying the cost from those first 357 days is the correct one and the one that makes the most sense?
i also just don't understand how you are having so much trouble with the current cost, either you are over taunting or you are trying to taunt all the adds, which is not the tanks job, you are only supposed to taunt the 3-6 most important ones (read 2h guys and s/b guys) and the rest you can just ignore, their damage to your team is not enough to matter.
and there is also the fact that you can use stamina on the skill too, i just swapped the skill to use stam, as i was always at a surplus to stam on my breton tankcer.
again, all my tank have 20k+ max stam and mag, planty to taunt and pull and hold mobs still, when i need to. what does your build look like?
That poster was referring to the initial cost of the skill back when the game first came out. Not a year later after it was changed. So I'm not sure why you keep bringing up 2015 after it was changed as if that is relevant to what he was saying. It's not.
As to your second point - I never said It was "having trouble" with it. The cost of it is prohibitive to the point I rarely trouble with it all. That's the point of this thread. It costs too much for tanks to trouble themselves and is basically just a niche skill. That's what I believe needs to change. This thread has nothing to do with me or any build. It has to do with the fact this skill simply costs too much when compared to its counterpart.
they are used for different things, one is range and one is not. one has necessary debuffs, one does not. you are not supposed to use the range one all the time. not sure what makes you feel like you need to be able too. next you will be saying that ice staff heavys need to be instant.
And I don't understand why you feel the spell needs to be so expensive either - or why you feel people shouldn't be using ranged taunts often. You've yet to give a reason for either of those feelings. So neither of us understand each other it seems.
Giving Ice Staff heavies a quicker taunt would also be a step in the right direction. Though it would be easier to simply make Inner Fire cheap enough to use as a consistent taunt. There is no good reason why it's so expensive.
okay. look at it this way, with inner fire you have a 2463 square meter area to taunt in, with pierce armor, you have a 78 meter area to taunt in, that is 31.5 times the area to taunt, for only 2.3 the cost( with inner rage, inner beast is 2 times the cost of pierce armor). don't you thing that makes it a steal?