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should they make maul/maces the tank's backbar weapon?

Playboy_Shrek
Playboy_Shrek
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I haven't seen many people use mauls, am sure some do, but not many, whenever I do an arena or a dungeon or a trial. people don't want the mauls. the passives aren't great. redundant.

I have an idea about mauls passive giving weapon damage and some cleave damage to tanks so that they can overcome some miniscule dps checks like the storm atros in WGT. am not saying the tank should be doing 30k dps. all am saying is probably make the 2h maul and maces have their damage increased by maximum health quite possibly? or armor? or both. so that its not enough where its doing as much damage as an average dps. but a bit below it

lets say average dps in vet dungeon does 25k dps. then a tank barring maul/maces should be doing like 18k dps. something like that.

the damage would be heavily capped due to the front bar obviously. and its also something for some of us that hate ice/staves in general.
  • Stahlor
    Stahlor
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    Problem is that mauls are heavily used in PVP. So you probably can imagine what happens, if you increase the damage of mauls...
  • Thechuckage
    Thechuckage
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    Stahlor wrote: »
    Problem is that mauls are heavily used in PVP. So you probably can imagine what happens, if you increase the damage of mauls...

    Another argument for having skills/weapons behave differently in PvP and PvE. Maybe something in the CP can be changed to give tanks some more umph. Lord know we could use some.
  • actosh
    actosh
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    If a tank wants more umph they spec for it while doing their basic work aka support, taunt, buff debuff ect
  • vesselwiththepestle
    vesselwiththepestle
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    Hey, I tanked using SnB/2H on a Sorc tank in 4-player-content. You can apply crusher enchant similar to destro staff since they buffed Stampede a while back, so that got me the idea. I just used an Alkosh 2h sword, but you could also use a maul, it doesn't matter. Aside from not being able to bar swap out of Stampede instantly it worked good and it was nice to have thise charge ability including an aoe. Not sure why you would need to change anything to run a maul on your backbar. You could even run Alkosh through your front bar only and run a Master's 2h on your back bar for aoe dps support, if you want that.
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  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
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    This info is outdated now but when the game was released it was with the idea that the three roles would have two weapons each. Stamina DPS had Bow and DW, magic DPS and Healers has Destro and Restro you would just switch your main weapon and that left Tanks Sword and Shield and 2H. They should return to this framework in my opinion.

    Have the 2H line scale damage off max health, still costing stamina. Two Handed is a great tank back bar Cleave alone can save you outnumbered by adds that damage shield makes a big difference on classes without good shields. If you want to tank with 2H as your backbar do it. So long as you get better in your role that’s all that matters.
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  • honey_badger82
    honey_badger82
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    I have a Templar tank who 2hands on the back bar. I use a 2h sword and not maul however considering 20% resistance avoidance is the same about 2.7k pen increase on normal dungeon mobs I may consider using a infused maul with dmg boost glyph over the sword for dungeon content. I use stampede as my gap closer for mobs and initial agro grab, bar swap to sword and shield into casting radiant ward and deep slash followed by restoring focus. Having a 2h back bar allows me to not feel so useless in mob fights since its nigh impossible to taunt 15+ enemies. I just help burn them usually and fully tank bosses. Reviving barrier keeps everyone up usually for overly large mobs.

    what we really need, and I mean REALLY need for tanks is an AoE taunt. The shield charge skill would be perfect for this. One morph gives dmg shield, no stun and 12m AoE taunt, The other no shield, 3sec stun to all enemies in the 12m AoE radius.
  • Ladislao
    Ladislao
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    Stahlor wrote: »
    Problem is that mauls are heavily used in PVP. So you probably can imagine what happens, if you increase the damage of mauls...

    Another argument for having skills/weapons behave differently in PvP and PvE. Maybe something in the CP can be changed to give tanks some more umph. Lord know we could use some.

    I see no arguments here. Only the desire to see what is not.
    Everything is viable
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