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Why do people and this game itself hate tanks so much?

drsalvation
drsalvation
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Tank roles in PvP are completely useless, let's get that out of the way first. If you want to taunt other players, you need to sacrifice a gear set for another gear set that does what you're meant to be doing naturally in a tanking role (Vanguard's challenge), and you also get punished for doing so by taking 35% more damage (I mean, I guess it's a good set, but shouldn't tanks be able to taunt players for 10% with no side-effects and just use Vanguard's Challenge to amplify that effect?) making it the worst possible set to wear in a PvP environment. You also don't get rewarded for that, only for healing and dealing damage, so yeah, screw tanking in PvP.
But let's look back at PvE...
There's really no need for tanking in veteran vanilla dungeons, only DLC and Trial ones (but tanks can still get one-shot, so a DPS can pull aggro and do what the mechanic tells you to do in order to not die). Anyway, not much of an issue there, that's that, but at least they're still useful.

But man... Solo arenas...
Who sat down and thought that adding DPS checks on SOLO arenas would be a good idea?
You wanna do Vateshran and then do dungeons, you'll need to switch your build to a DPS one, and then switch back to Tanking, and in my char, skills cost 15k to change (I remember they used to charge you based on how many skill points you'd change, now they charge you based on how many total skill points you have even tho you're only changing a few skill trees... is it because people were no longer buying skill scrolls from crown store?) I spend around 30k just to do Vateshran and then back to tanking.
And yeah, armory is coming so I wouldn't need to pay every time...

But still, why are solo dungeons only for DPS builds?

And why does battle spirit completely destroys tanking builds as well, making good PvE tank builds completely obsolete in PvP, and yet somehow allowing players to one-shot tanks before they can even break free? I found myself surviving a lot more when I switched to a damage build in PvP than I ever did as a tank. In fact, "tanks" in PvP aren't really tanks, they just have the skills to bump their health regen by an awful lot since healing tends to scale with max magic/stam and weapon/spell damage.

In my opinion, tanking is really a huge waste of potential in this game, you sacrifice so much damage in exchange for mediocre defense, not that I'm expecting 50k DPS on a tank character, of course not, but there's no reason for a tank to be punished for their terrible DPS in vateshran by getting insta-killed in that ring of ghosts even tho you buffed up your best defenses and damage shields, or that the cold water in maelstrom does exponentially increasing damage to a point where you can't bounce back from it and will end up dead (wouldn't that make for a more interesting battle tho? As a tank having to constantly be defending yourself over cold water that does steady constant damage instead of increasing exponentially), if players can one-shot others, why not let tanks be tanks without a hitch on PvP? I mean, the main reason I try to stay alive is because I don't want to lose my tel-var stones in an instant by a sneaky nightblade, but I get punished for trying to not die... Heck, did you even read the notes on Hrothgar's chill?

The reason people don't like tanking is because they're extremely limited on what they can do and will find themselves switching to DPS to enjoy 100% of the game's content instead. We get DPS characters queuing up as tanks to get instantly queued, since there aren't many tanks left, and despite that, they can still run dungeons without problems (vanilla ones at the very least), making that role even more obsolete.


In the end, you just tank for DLC dungeons and Arenas, (but for the latter, you absolutely MUST be in a guild, nobody will ever do a PUG trial group with a random tank) Do you think player roles will ever be relevant in PvP or non-dungeon/trial contents? (Because you can run story mode on a naked lvl 3 char so roles aren't really necessary). Maybe by making tanking less of an inconvenience, more players would be inclined to that role?
Or should players just stick to damage builds to keep getting access all of the game's content? (I switched to damage builds to do everything with the same character, and while it works, I'm simply not enjoying it, especially pvp, it doesn't feel right for me to be a damage character, but now I can't go back to tanking because then I won't be able to grind for gladiator proofs I need for the pet lion, or run solo dungeons for weapons for other characters, or random trials because nobody will take tanks in PUGs -but WILL take DPS in PUGs-)
  • Hapexamendios
    Hapexamendios
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    At least the new armory system might make it easier to switch between a dps and tank. I don't see myself using that way though as I'll use it to switch between dungeon and trial gear.
  • VaranisArano
    VaranisArano
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    Tanking is a role in group content, primarily. The tank taunts the boss so it doesn't target the squishier group members. This is my main role in PVE.

    Solo Arenas are meant to be played solo, where you have to be tank, healer, and damage dealer. I'm not sure why you'd expect there to be no DPS checks in what's supposed to be challenging solo content. Somebody's gotta kill the boss, after all, and how much of a challenge is it if every boss can be slowly whittled down by a tank with mediocre damage?

    Random trials? If you are PUGing it, keep in mind that they only need one tank and off tank, and eight DDs. Of course the DDs get picked up.


    As for PVP...there's no real NPCs to taunt. So the traditional PVE tank that taunts bosses doesn't work unless you really spit fire at the enemy team. Imagine yelling "Come at me, bruh!" in whispers!

    That being said, tanky builds with high resistances have done extremely well in PVP. So well, in fact, that ZOS thought Hrothgar's Chill was an appropriate countermeasure, and has been adjusting Battle Spirit to match.

    Tanky builds were OP in CP Battlegrounds that ZOS' experiment with that didn't last more than a patch. And Tanky builds, played well, still draw a lot of attention in group battles in Cyrodiil. That's not because they use a taunt skill, but rather because their player knows what they are doing. If you wanna play a tanky character in PVP, be prepared that it's going to take a lot of practice. You won't be borderline unkillable like in PVE, and that's intentional.

    -Note: I play a healer in PVP, which does best in a group or guild. Tanky players with a focus on CC can do quite well in guilds, though Hrothgar's Chill may make it less of a winning strategy than it used to be.


    (Finally, I think the icy water you are dying to in Maelstrom is the fith Ice Arena? That's not actually a DPS race for most of the fight. The giant matriarch will break the platforms at specific health intervals. So instead, you need to pace yourself on the first two platforms, doing steady damage while killing the adds. Especially the trolls! Learn the mechanics of the health percentages so you can move to the next platform before or when she breaks the one you are on. Try to leave the big platform with two sigils for last. Then grab the Power Sigil to increase your DPS and burn her on the final platform. That IS a DPS race so you don't get dumped in the water, but it's very doable with the Power Sigil. The first time I beat that fight on Vet, I was probably doing around 10k DPS. Good luck!)
    Edited by VaranisArano on November 1, 2021 4:55AM
  • Artim_X
    Artim_X
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    Vet solo arenas are designed to test everything you got in terms of sustain, dodging, blocking, self healing, and of course damage. Going in there as a full tank/healer is just setting yourself up for a bad time.

    Vanguard's challenge is a niche way for a tanky player to support others in a PvP environment, but you're better off going into pvp as a full on troll tank build if tanking is what you want to do. If you stand in the right spot your mere existence of being unable to die acts like aoe taunt for the enemy and can mess up keep/outpost takes. Also can slot a bunch of support skills to help your faction clear the field.

    Player roles are absolutely relevant in PvP. With Battlegrounds objectives coming back you'll see plenty of opportunities to tank and as mentioned earlier tanking is present in Cyrodiil.

    People in Craglorn at least on PCNA are always looking for pug tanks in zone chat.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
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    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
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    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
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    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
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    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
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    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • DonHardstyle
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    I main an dd, but I do like to tank occasionally. The problem is tho, if I do an random normal of vet dungeon. For some reason I always get grouped up with the lowest dps possible. Where it then takes ages to clear the dungeon.

    Normal dungeons ain't fun to tank, just hold block and you're fine.
    Vet dungeons if you as unlucky as me, it will takes ages.

    Only thing I like to tank are trials. But even then when you pug them you must be lucky.

    That's why I rather play my dd, instead of my tank. Cous I know I can carry the group DPS wise.
  • Thepeug
    Thepeug
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    I began ESO as a tank, and have mained the same character for two years now. Yes, I quickly discovered that completing pretty much any content in the game as a tank is exponentially more tedious than doing so as a dps, but I love tanking group content so much that it's been worth the sacrifice.

    I will admit, though, that solo arenas as a tank can be a serious pain! Neither DSA nor MA were too tough, but Vatershran is a nightmare with the DPS check. I just beat it tonight on NOMRAL for the first time, and I'm CP 1150 (it's quite possible that I'm just terrible at the game, but still). Trying to deal with the black ghosts once the adds start piling up is intense.
    Leeching Plate ftw
  • Grandchamp1989
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    These are my opinions and observations:

    I think there's a very good reason why Tanking is the least played out of all roles.. And I think the consistant decrease in QoL every patch is one of the reasons. This patch alone tanks lose soft taunt and mist form.

    Proc sets now scale off of max ressource/weapon/spell dmg making it impossible for Tanks to get anywhere close to the dmg that was possible previously, while Tanking. This completely puts you at the mercy of your DDs to perform.

    The sustained dmg on Tanks also seem to increase every patch.. Rockgrove HM is an excellent example. Heck even the adds in regular vet RG can melt a blocking tank in seconds.

    And yes, for most content a Tank isn't needed. It's like a Tank is either not needed at all or it is REALLY needed. This makes leveling a Tank really brutal. for 80% of the content you don't learn anything and just tag along.. And then you get put into a Vet DLC or Vet Trial where most things one-shots you if you miss a block..

    So in summery:

    - Leveling Tanks is one of two extremes.. Either you face no resistance and learn nothing or most things outright kill you.
    - You're more than ever at the mercy of your DDs to perform their role
    - It becomes progressively harder to fulfill the Tank role (QoL)
    - Dmg and punishment on Tanks seem to increase in scope every new release (Rockgrove and Dread Cellar are excellent examples)

    I can see why we got a massive Tank shortage..

    Edit:
    As for PvP I remember someone made an excellent quote along the lines of:
    "The best way to protect someone in PvP is to kill the ones attacking him"
    Edited by Grandchamp1989 on November 3, 2021 11:59AM
  • KhajiitLivesMatter
    KhajiitLivesMatter
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    Tank roles in PvP are completely useless, let's get that out of the way first. If you want to taunt other players, you need to sacrifice a gear set for another gear set that does what you're meant to be doing naturally in a tanking role (Vanguard's challenge), and you also get punished for doing so by taking 35% more damage (I mean, I guess it's a good set, but shouldn't tanks be able to taunt players for 10% with no side-effects and just use Vanguard's Challenge to amplify that effect?) making it the worst possible set to wear in a PvP environment. You also don't get rewarded for that, only for healing and dealing damage, so yeah, screw tanking in PvP.
    But let's look back at PvE...
    There's really no need for tanking in veteran vanilla dungeons, only DLC and Trial ones (but tanks can still get one-shot, so a DPS can pull aggro and do what the mechanic tells you to do in order to not die). Anyway, not much of an issue there, that's that, but at least they're still useful.

    But man... Solo arenas...
    Who sat down and thought that adding DPS checks on SOLO arenas would be a good idea?
    You wanna do Vateshran and then do dungeons, you'll need to switch your build to a DPS one, and then switch back to Tanking, and in my char, skills cost 15k to change (I remember they used to charge you based on how many skill points you'd change, now they charge you based on how many total skill points you have even tho you're only changing a few skill trees... is it because people were no longer buying skill scrolls from crown store?) I spend around 30k just to do Vateshran and then back to tanking.
    And yeah, armory is coming so I wouldn't need to pay every time...

    But still, why are solo dungeons only for DPS builds?

    And why does battle spirit completely destroys tanking builds as well, making good PvE tank builds completely obsolete in PvP, and yet somehow allowing players to one-shot tanks before they can even break free? I found myself surviving a lot more when I switched to a damage build in PvP than I ever did as a tank. In fact, "tanks" in PvP aren't really tanks, they just have the skills to bump their health regen by an awful lot since healing tends to scale with max magic/stam and weapon/spell damage.

    In my opinion, tanking is really a huge waste of potential in this game, you sacrifice so much damage in exchange for mediocre defense, not that I'm expecting 50k DPS on a tank character, of course not, but there's no reason for a tank to be punished for their terrible DPS in vateshran by getting insta-killed in that ring of ghosts even tho you buffed up your best defenses and damage shields, or that the cold water in maelstrom does exponentially increasing damage to a point where you can't bounce back from it and will end up dead (wouldn't that make for a more interesting battle tho? As a tank having to constantly be defending yourself over cold water that does steady constant damage instead of increasing exponentially), if players can one-shot others, why not let tanks be tanks without a hitch on PvP? I mean, the main reason I try to stay alive is because I don't want to lose my tel-var stones in an instant by a sneaky nightblade, but I get punished for trying to not die... Heck, did you even read the notes on Hrothgar's chill?

    The reason people don't like tanking is because they're extremely limited on what they can do and will find themselves switching to DPS to enjoy 100% of the game's content instead. We get DPS characters queuing up as tanks to get instantly queued, since there aren't many tanks left, and despite that, they can still run dungeons without problems (vanilla ones at the very least), making that role even more obsolete.


    In the end, you just tank for DLC dungeons and Arenas, (but for the latter, you absolutely MUST be in a guild, nobody will ever do a PUG trial group with a random tank) Do you think player roles will ever be relevant in PvP or non-dungeon/trial contents? (Because you can run story mode on a naked lvl 3 char so roles aren't really necessary). Maybe by making tanking less of an inconvenience, more players would be inclined to that role?
    Or should players just stick to damage builds to keep getting access all of the game's content? (I switched to damage builds to do everything with the same character, and while it works, I'm simply not enjoying it, especially pvp, it doesn't feel right for me to be a damage character, but now I can't go back to tanking because then I won't be able to grind for gladiator proofs I need for the pet lion, or run solo dungeons for weapons for other characters, or random trials because nobody will take tanks in PUGs -but WILL take DPS in PUGs-)

    did only read the first part its a long wall of text....
    so many tanks i know have a dps setup anyway cause there are some raids where u dont need 2 tanks all the time just at the end so one goes for a dd setup which obviously isnt optimised but u can still do alot of dmg with it - the raid guild i joined a long while ago i met randomly and only noticed them cause i was randomly in a raid with them where to offtank did 60k dps(a few years ago this was very much) on a boss
  • Jeremy
    Jeremy
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    Tank roles in PvP are completely useless, let's get that out of the way first. If you want to taunt other players, you need to sacrifice a gear set for another gear set that does what you're meant to be doing naturally in a tanking role (Vanguard's challenge), and you also get punished for doing so by taking 35% more damage (I mean, I guess it's a good set, but shouldn't tanks be able to taunt players for 10% with no side-effects and just use Vanguard's Challenge to amplify that effect?) making it the worst possible set to wear in a PvP environment. You also don't get rewarded for that, only for healing and dealing damage, so yeah, screw tanking in PvP.
    But let's look back at PvE...
    There's really no need for tanking in veteran vanilla dungeons, only DLC and Trial ones (but tanks can still get one-shot, so a DPS can pull aggro and do what the mechanic tells you to do in order to not die). Anyway, not much of an issue there, that's that, but at least they're still useful.

    But man... Solo arenas...
    Who sat down and thought that adding DPS checks on SOLO arenas would be a good idea?
    You wanna do Vateshran and then do dungeons, you'll need to switch your build to a DPS one, and then switch back to Tanking, and in my char, skills cost 15k to change (I remember they used to charge you based on how many skill points you'd change, now they charge you based on how many total skill points you have even tho you're only changing a few skill trees... is it because people were no longer buying skill scrolls from crown store?) I spend around 30k just to do Vateshran and then back to tanking.
    And yeah, armory is coming so I wouldn't need to pay every time...

    But still, why are solo dungeons only for DPS builds?

    And why does battle spirit completely destroys tanking builds as well, making good PvE tank builds completely obsolete in PvP, and yet somehow allowing players to one-shot tanks before they can even break free? I found myself surviving a lot more when I switched to a damage build in PvP than I ever did as a tank. In fact, "tanks" in PvP aren't really tanks, they just have the skills to bump their health regen by an awful lot since healing tends to scale with max magic/stam and weapon/spell damage.

    In my opinion, tanking is really a huge waste of potential in this game, you sacrifice so much damage in exchange for mediocre defense, not that I'm expecting 50k DPS on a tank character, of course not, but there's no reason for a tank to be punished for their terrible DPS in vateshran by getting insta-killed in that ring of ghosts even tho you buffed up your best defenses and damage shields, or that the cold water in maelstrom does exponentially increasing damage to a point where you can't bounce back from it and will end up dead (wouldn't that make for a more interesting battle tho? As a tank having to constantly be defending yourself over cold water that does steady constant damage instead of increasing exponentially), if players can one-shot others, why not let tanks be tanks without a hitch on PvP? I mean, the main reason I try to stay alive is because I don't want to lose my tel-var stones in an instant by a sneaky nightblade, but I get punished for trying to not die... Heck, did you even read the notes on Hrothgar's chill?

    The reason people don't like tanking is because they're extremely limited on what they can do and will find themselves switching to DPS to enjoy 100% of the game's content instead. We get DPS characters queuing up as tanks to get instantly queued, since there aren't many tanks left, and despite that, they can still run dungeons without problems (vanilla ones at the very least), making that role even more obsolete.


    In the end, you just tank for DLC dungeons and Arenas, (but for the latter, you absolutely MUST be in a guild, nobody will ever do a PUG trial group with a random tank) Do you think player roles will ever be relevant in PvP or non-dungeon/trial contents? (Because you can run story mode on a naked lvl 3 char so roles aren't really necessary). Maybe by making tanking less of an inconvenience, more players would be inclined to that role?
    Or should players just stick to damage builds to keep getting access all of the game's content? (I switched to damage builds to do everything with the same character, and while it works, I'm simply not enjoying it, especially pvp, it doesn't feel right for me to be a damage character, but now I can't go back to tanking because then I won't be able to grind for gladiator proofs I need for the pet lion, or run solo dungeons for weapons for other characters, or random trials because nobody will take tanks in PUGs -but WILL take DPS in PUGs-)

    Good post.

    I learned a long time ago that this game hates tanks and have made posts very similar to yours in the past. It's in love with DPS, and caters to them wholesale at the expense of everyone else... especially tanks/defensive characters. It also ignores major issues if it effects tanks in a negative way - such as summons or other graphics that completely block a tank's field of view so he or she can't see when to block. This has been a problem forever. But if it's an issue with tanks supposedly being "OP" and actually putting up a good defense and staying alive, they are quick as lightning to nerf it into the ground. Nothing angers the developers more than a tank that can actually defend against other players and their precious DPS.

    And as you mention: the solo arenas in particular are a source of horrid game design because they exclude tanks entirely with their silly DPS checks. You probably won't get much support on this board (probably because most of the full time tanks have already quit) but I hear you, don't worry.
  • FeedbackOnly
    FeedbackOnly
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    How about solo content for tanks or healers?
  • Aliniel
    Aliniel
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    ESO has an issue with the power creep. On higher Champion Points and decent gear, people are able to solo normal/vet dungeons easily. This shouldn't be the case imo.

    This creates a huge issue with random dungeons. Imagine a person queuing as tank (even though he's full dps spec) and getting into a DLC dungeon which is much more difficult than the vanilla ones. You can kick the fake tank person and wait 15 minutes for the next one. Fake tanks need to be discouraged.

    On the other hand, in a normal dungeon tank is completely useless. BUT the random dungeon cannot start without one!
    I have a crafting alt which I do occasional random normal dungeon on. He's tank specced with basic abilities (taunt, protection, etc) and some heavy armor. I just run around like a fool while the big boys bring the Unholy Wrath of Oblivion onto the poor mobs. Also, I barely get healed (or need to be healed) even when I tank a boss and do take some damage.

    So, in terms of dungeons, the difficulty needs to be modified in a way where tanks are very much needed.
    It could be something as simple as getting a buff/debuff (at least for bosses):
    * You're a tank: -20% dmg taken.
    * You're not a tank: +20% dmg taken.

    As for the PvP, taunting players? Am I missing something? Is this a thing? Shouldn't be unless it's a form of short cc. Tanks can still be useful though. Run straight in, go to their healers, interrupt them...
  • mocap
    mocap
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    Tank roles in PvP are completely useless, let's get that out of the way first
    it seems only i see small scale premades with players running perma block, then cast Dark Conv + a lot of ults = melting almost any zerg.

    PvP tank with S&B permablock + proc set is current small scale meta.
  • Rowjoh
    Rowjoh
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    Get creative with your tank ! :)

    Tanks generally speaking, have been much less exciting to play than DD's and Healers.

    It's always been easy to quickly swap out a defensive monster set for an offensive one, and vice-versa.

    But with all the changes to sets etc this year it's now possible to create much more interesting and totally viable hybrid builds that can still effectively tank in most situations but can also do decent damage and in some cases heal as well.

    Also there are 18 character slots on offer and it's pretty quick and easy to level a character, so why not create at least 2 or 3 interesting builds for different scenarios ?

    R.I.P boring tank builds !


  • KhajiitLivesMatter
    KhajiitLivesMatter
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    Aliniel wrote: »
    ESO has an issue with the power creep. On higher Champion Points and decent gear, people are able to solo normal/vet dungeons easily. This shouldn't be the case imo.

    This creates a huge issue with random dungeons. Imagine a person queuing as tank (even though he's full dps spec) and getting into a DLC dungeon which is much more difficult than the vanilla ones. You can kick the fake tank person and wait 15 minutes for the next one. Fake tanks need to be discouraged.

    On the other hand, in a normal dungeon tank is completely useless. BUT the random dungeon cannot start without one!
    I have a crafting alt which I do occasional random normal dungeon on. He's tank specced with basic abilities (taunt, protection, etc) and some heavy armor. I just run around like a fool while the big boys bring the Unholy Wrath of Oblivion onto the poor mobs. Also, I barely get healed (or need to be healed) even when I tank a boss and do take some damage.

    So, in terms of dungeons, the difficulty needs to be modified in a way where tanks are very much needed.
    It could be something as simple as getting a buff/debuff (at least for bosses):
    * You're a tank: -20% dmg taken.
    * You're not a tank: +20% dmg taken.

    As for the PvP, taunting players? Am I missing something? Is this a thing? Shouldn't be unless it's a form of short cc. Tanks can still be useful though. Run straight in, go to their healers, interrupt them...

    how do u wanna interupt a healer stun him? most of them have immo and if u come close u get focused
    litterly interupt him? no one uses cast abilities

    * You're a tank: -20% dmg taken.
    * You're not a tank: +20% dmg taken.
    * something like this wouldnt solve the problem it would garantee tanks are needed for vet hm but for normal dungoens u still dont need a tank

    the fake tank "problem" can hardly be fixed - the problem isnt even someone queing as tank and being a dd the problem is why they do it and this simply is 1. dungoens are faster without tank and 2. waiting for a tank takes forever so u would need to propably give the person queues as tank -99% dmg done/-99%healing done AND u would need to somehow get more players to play tank

    how to do the 2. thing no idea stuff like better rewards would be unfair(and would lead to people faking roles again) ...


    also what would help is a queue where roles dont matter this would filter alot of people faking roles

    and to the stuff about pvp tanks there is a set where if u taunt an enemie he deals 35% less dmg but 35% more to u
    Edited by KhajiitLivesMatter on November 1, 2021 9:08AM
  • hafgood
    hafgood
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    If therr was no dps check in a solo arena then literally everyone could complete them, and thatvkind of defeats the point of them. They are designed to be challenging (yes I know once you are high CP normal is pretty easy, but not everyone is high CP) and so taking out dps checks takes away the challenge.

    I'd suggest you went out hunting for skyshards and doing content that grants skill points as I've all the skills I need and 87 spare skill points, which would be more than enough to add the skills needed to be a tank as well as a dd.....
  • SgtWinnie
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    Why do people hate tanks?

    Because we are awesome. :open_mouth:
    It's a jealousy thing.
  • Uvi_AUT
    Uvi_AUT
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    hafgood wrote: »
    If therr was no dps check in a solo arena then literally everyone could complete them, and thatvkind of defeats the point of them. They are designed to be challenging (yes I know once you are high CP normal is pretty easy, but not everyone is high CP) and so taking out dps checks takes away the challenge.

    I'd suggest you went out hunting for skyshards and doing content that grants skill points as I've all the skills I need and 87 spare skill points, which would be more than enough to add the skills needed to be a tank as well as a dd.....

    There need to be seperate Solos for Tanks, DPS and Healers.
    WoW did that one perfectly with the Mage Tower Challenge.
    Tankchallenge was all about Soaking Hits, taking Damage and pulling stuff around, in other stuff or away from stuff. It was amazingly fun.
    Registered since 2014, Customer Service lost my Forum-Account and can't find it.....
  • Freakin_Hytte
    Freakin_Hytte
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    Or should players just stick to damage builds to keep getting access all of the game's content? (I switched to damage builds to do everything with the same character, and while it works, I'm simply not enjoying it, especially pvp, it doesn't feel right for me to be a damage character, but now I can't go back to tanking because then I won't be able to grind for gladiator proofs I need for the pet lion, or run solo dungeons for weapons for other characters, or random trials because nobody will take tanks in PUGs -but WILL take DPS in PUGs-)

    The reason people don't really find tanks useful in PvP is because tanks are useless in pvp, that have been the case in most mmos I've played, forget the word "tank" when it comes to PvP altogether, that's a PvE thing. A "PvE" style tank in PvP is absolutely trash, however a pvp style support can be very good. Your aim can be to be an unkillable buffing machine helping your group, it can be a debuffer or just a very tanky healer. A good support in a PvP group can make your entire group unkillable.

    What do you think they should change to solo arenas in order so that tanks are succesful? The only thing I can think of is a mage tower style arena from Wow during Legion and even if it would be awesome, I don't see that coming.
  • Parasaurolophus
    Parasaurolophus
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    Aliniel wrote: »
    ESO has an issue with the power creep. On higher Champion Points and decent gear, people are able to solo normal/vet dungeons easily. This shouldn't be the case imo.

    This creates a huge issue with random dungeons. Imagine a person queuing as tank (even though he's full dps spec) and getting into a DLC dungeon which is much more difficult than the vanilla ones. You can kick the fake tank person and wait 15 minutes for the next one. Fake tanks need to be discouraged.

    On the other hand, in a normal dungeon tank is completely useless. BUT the random dungeon cannot start without one!
    I have a crafting alt which I do occasional random normal dungeon on. He's tank specced with basic abilities (taunt, protection, etc) and some heavy armor. I just run around like a fool while the big boys bring the Unholy Wrath of Oblivion onto the poor mobs. Also, I barely get healed (or need to be healed) even when I tank a boss and do take some damage.

    So, in terms of dungeons, the difficulty needs to be modified in a way where tanks are very much needed.
    It could be something as simple as getting a buff/debuff (at least for bosses):
    * You're a tank: -20% dmg taken.
    * You're not a tank: +20% dmg taken.

    As for the PvP, taunting players? Am I missing something? Is this a thing? Shouldn't be unless it's a form of short cc. Tanks can still be useful though. Run straight in, go to their healers, interrupt them...

    how do u wanna interupt a healer stun him? most of them have immo and if u come close u get focused
    litterly interupt him? no one uses cast abilities

    * You're a tank: -20% dmg taken.
    * You're not a tank: +20% dmg taken.
    * something like this wouldnt solve the problem it would garantee tanks are needed for vet hm but for normal dungoens u still dont need a tank

    the fake tank "problem" can hardly be fixed - the problem isnt even someone queing as tank and being a dd the problem is why they do it and this simply is 1. dungoens are faster without tank and 2. waiting for a tank takes forever so u would need to propably give the person queues as tank -99% dmg done/-99%healing done AND u would need to somehow get more players to play tank

    how to do the 2. thing no idea stuff like better rewards would be unfair(and would lead to people faking roles again) ...


    also what would help is a queue where roles dont matter this would filter alot of people faking roles

    and to the stuff about pvp tanks there is a set where if u taunt an enemie he deals 35% less dmg but 35% more to u

    Why the idea of buffs is bad:
    1) This will hit the rushers that help humans complete the normal dungeon for weaker players.
    2) The balance is already set up. If you give buffs, then the players who are already playing their roles in veteran content will become even stronger.
    3) What about those players who effectively deal with difficult dungeons without a healer?
    PC/EU
  • KhajiitLivesMatter
    KhajiitLivesMatter
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    Aliniel wrote: »
    ESO has an issue with the power creep. On higher Champion Points and decent gear, people are able to solo normal/vet dungeons easily. This shouldn't be the case imo.

    This creates a huge issue with random dungeons. Imagine a person queuing as tank (even though he's full dps spec) and getting into a DLC dungeon which is much more difficult than the vanilla ones. You can kick the fake tank person and wait 15 minutes for the next one. Fake tanks need to be discouraged.

    On the other hand, in a normal dungeon tank is completely useless. BUT the random dungeon cannot start without one!
    I have a crafting alt which I do occasional random normal dungeon on. He's tank specced with basic abilities (taunt, protection, etc) and some heavy armor. I just run around like a fool while the big boys bring the Unholy Wrath of Oblivion onto the poor mobs. Also, I barely get healed (or need to be healed) even when I tank a boss and do take some damage.

    So, in terms of dungeons, the difficulty needs to be modified in a way where tanks are very much needed.
    It could be something as simple as getting a buff/debuff (at least for bosses):
    * You're a tank: -20% dmg taken.
    * You're not a tank: +20% dmg taken.

    As for the PvP, taunting players? Am I missing something? Is this a thing? Shouldn't be unless it's a form of short cc. Tanks can still be useful though. Run straight in, go to their healers, interrupt them...

    how do u wanna interupt a healer stun him? most of them have immo and if u come close u get focused
    litterly interupt him? no one uses cast abilities

    * You're a tank: -20% dmg taken.
    * You're not a tank: +20% dmg taken.
    * something like this wouldnt solve the problem it would garantee tanks are needed for vet hm but for normal dungoens u still dont need a tank

    the fake tank "problem" can hardly be fixed - the problem isnt even someone queing as tank and being a dd the problem is why they do it and this simply is 1. dungoens are faster without tank and 2. waiting for a tank takes forever so u would need to propably give the person queues as tank -99% dmg done/-99%healing done AND u would need to somehow get more players to play tank

    how to do the 2. thing no idea stuff like better rewards would be unfair(and would lead to people faking roles again) ...


    also what would help is a queue where roles dont matter this would filter alot of people faking roles

    and to the stuff about pvp tanks there is a set where if u taunt an enemie he deals 35% less dmg but 35% more to u

    Why the idea of buffs is bad:
    1) This will hit the rushers that help humans complete the normal dungeon for weaker players.
    2) The balance is already set up. If you give buffs, then the players who are already playing their roles in veteran content will become even stronger.
    3) What about those players who effectively deal with difficult dungeons without a healer?

    so i first spoke about giving some classes debuffs
    2.i said the problem can hardly be fixed this was just my idea how it could be possible
    3. i dont care anyway cause i know zos wont do anything about it and for me it isnt even a problem
  • KhajiitLivesMatter
    KhajiitLivesMatter
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    Uvi_AUT wrote: »
    hafgood wrote: »
    If therr was no dps check in a solo arena then literally everyone could complete them, and thatvkind of defeats the point of them. They are designed to be challenging (yes I know once you are high CP normal is pretty easy, but not everyone is high CP) and so taking out dps checks takes away the challenge.

    I'd suggest you went out hunting for skyshards and doing content that grants skill points as I've all the skills I need and 87 spare skill points, which would be more than enough to add the skills needed to be a tank as well as a dd.....

    There need to be seperate Solos for Tanks, DPS and Healers.
    WoW did that one perfectly with the Mage Tower Challenge.
    Tankchallenge was all about Soaking Hits, taking Damage and pulling stuff around, in other stuff or away from stuff. It was amazingly fun.

    dont like the idea of that cause more arenas = more rewards = even dds or healer will than maybe need stuff from the tank arena (and even if only sword and board drops there pvper will need it anyway)
    and for me its harder to build 16dd chars to tank to do the arena than to build 2 tanks to dd and do mahlstrom(which i acutally did i got flawless on 11 chars inclusive my tanks and healer)
    Edited by KhajiitLivesMatter on November 1, 2021 11:07AM
  • Elo106
    Elo106
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    In PVE if you can replace the Tank and/or Healer with another DPS you get the dungeon done faster. Thats reason enough to replace them when possible. On harder content Tanks are obviously a must have.

    That being said a good tank will stack everything and DPS can focus on damage making stuff go a lot smoother, sadly most tanks dont really stack stuff or start kiting away in a line, having to recast AOEs all the time is annoying af.

    In PVP Tanks are just there to waste your time, they wont ever kill you, its like playing against someone who just wants to stall for time and force a draw. Great to build resources and ultimate though
  • Eshkerigal
    Eshkerigal
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    Personally i don't like tanking mechanics in this game. Taunt spam to keep aggro is bad mechanic. There is no threat mechanic and no aoe taunt. Corner pulls don't work here too.
  • KhajiitLivesMatter
    KhajiitLivesMatter
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    Eshkerigal wrote: »
    Personally i don't like tanking mechanics in this game. Taunt spam to keep aggro is bad mechanic. There is no threat mechanic and no aoe taunt. Corner pulls don't work here too.

    aoe taunt would just make it easier and honestly taunting 2-3 enemies is not that hard
  • Troodon80
    Troodon80
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    As for PVP...there's no real NPCs to taunt. So the traditional PVE tank that taunts bosses doesn't work unless you really spit fire at the enemy team. Imagine yelling "Come at me, bruh!" in whispers!

    That being said, tanky builds with high resistances have done extremely well in PVP. So well, in fact, that ZOS thought Hrothgar's Chill was an appropriate countermeasure, and has been adjusting Battle Spirit to match.
    Just a clarification on this. While you don't taunt stuff in PvP as you do in PvE, there are (or can be) tank roles in group play. They generally serve a similar role to PvE in that they buff the group or debuff the enemy. Sets like Arkasis, Drake's Rush, Crimson Oath, and Dragon's Defilement serve a purpose in ball groups and other coordinated groups looking to build ultimate fast and output the most burst damage, while, for example, Vanguard's Challenge (along with Harbinger and Malacath's Band, for example) can be nice in smaller groups. But it is group play. Playing "full" tank solo in either PvE or PvP generally isn't considered fun.
    @Troodon80 PC | EU
    Guild: N&S
    Hand of Alkosh | Dawnbringer | Immortal Redeemer | Tick Tock Tormentor | Gryphon Heart
    Deep Dive into Dreadsail Reef Mechanics
  • Troodon80
    Troodon80
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    Eshkerigal wrote: »
    Personally i don't like tanking mechanics in this game. Taunt spam to keep aggro is bad mechanic. There is no threat mechanic and no aoe taunt. Corner pulls don't work here too.
    Corner pulls, or what I assume you're referred to as line of sight pulls, generally do work. There are line of sight positions in almost every dungeon. But a caveat to this is that you would either need to taunt absolutely everything or you need your group to be on the same page as you. One of potentially the most common is in Banished Cells I and II (same position in both), up the stairs right before last boss. In Banished Cells I, there are numerous skeletons that can be stacked neatly in a corner. In BC II, you have the Harvesters boss which can be stacked in the same way.
    @Troodon80 PC | EU
    Guild: N&S
    Hand of Alkosh | Dawnbringer | Immortal Redeemer | Tick Tock Tormentor | Gryphon Heart
    Deep Dive into Dreadsail Reef Mechanics
  • SickDuck
    SickDuck
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    I see how tanking is not lucrative to the masses, since being a dps is so much easier most of the times. But there are so many inaccuracies in the OP.

    1.) DPS - if you can't change your clothes and skill bar, probably you got bigger problems in this game anyway. Btw that goes to everyone else - a DPS can have secondary gear and jump in as a heal or tank for most but the hardest content. With the current Armoury system being released it is even much better, because you can switch between complete builds (including stats, CP and everything else) with a click of a button. Finally my main can switch to a hardcore tank mid-dungeon, not just to a mediocre one as before. Definitely a QoL improvement and "love" from ZOS.

    2.) PvP - see above. No reason to try and play as a PvE tank in PvP. But that doesn't mean you can't create tanky builds in PvP, as mentioned above.

    3.) Pug trials are using random tanks, thank you very much. Many are actually looking for them desperately because the lack of them. If you are a tank it is very easy to get into trial or DLC dungeon runs, or just to start one. Getting DDs is never a problem, only challenge could be to get some good healers - but definitely much easier than to get tanks. While many DDs have a decent healer alt the same could not be said for tanks. Mainly because learning tanking is much harder, mistakes are usually fatal, which cannot be said for DDs or even healers. Recent content is also stretching the abilities of tanks, while there is not much middle-ground for tanks to learn and prepare for the big league. Actually that would be my biggest issue with the whole current state. Although it's worth to mention that the current view is that DDs should never sacrifice their damage and rely on tanks to resolve all the dangerous situations (with some support from the healer maybe). Truth is in some overwhelming situations the DDs could very much help the tank to ease the burden and use 1-2 skills for cc or support.
    Holdviola - Khira'de Regalo - Lélekvadász - Used To Be An Adventurer - Zetor - Does-Not-Give-A-Duck - Lord Sugar - Tenar Arha - Da'rinka - Violent Moon - Extreme Runner
  • Eshkerigal
    Eshkerigal
    ✭✭✭
    Troodon80 wrote: »
    Eshkerigal wrote: »
    Personally i don't like tanking mechanics in this game. Taunt spam to keep aggro is bad mechanic. There is no threat mechanic and no aoe taunt. Corner pulls don't work here too.
    Corner pulls, or what I assume you're referred to as line of sight pulls, generally do work. There are line of sight positions in almost every dungeon. But a caveat to this is that you would either need to taunt absolutely everything or you need your group to be on the same page as you. One of potentially the most common is in Banished Cells I and II (same position in both), up the stairs right before last boss. In Banished Cells I, there are numerous skeletons that can be stacked neatly in a corner. In BC II, you have the Harvesters boss which can be stacked in the same way.

    Many mobs just stuck on small pebbles, and other textures. For example - spindleclutch. Mobs have no idea how to cross that web bridge. When I was leveling skills in skyreach, casters didn't run to me - they waited behind wall, did nothing until I come to their line of sight. So... sometimes corner pulls work, but mostly they don't.

    About harvesters on bc II. I know how to stack them... but last time one harvester didn't come to us but she went downsairs (where last boss boss is) and stuck there XD
  • Aliniel
    Aliniel
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    Aliniel wrote: »
    ESO has an issue with the power creep. On higher Champion Points and decent gear, people are able to solo normal/vet dungeons easily. This shouldn't be the case imo.

    This creates a huge issue with random dungeons. Imagine a person queuing as tank (even though he's full dps spec) and getting into a DLC dungeon which is much more difficult than the vanilla ones. You can kick the fake tank person and wait 15 minutes for the next one. Fake tanks need to be discouraged.

    On the other hand, in a normal dungeon tank is completely useless. BUT the random dungeon cannot start without one!
    I have a crafting alt which I do occasional random normal dungeon on. He's tank specced with basic abilities (taunt, protection, etc) and some heavy armor. I just run around like a fool while the big boys bring the Unholy Wrath of Oblivion onto the poor mobs. Also, I barely get healed (or need to be healed) even when I tank a boss and do take some damage.

    So, in terms of dungeons, the difficulty needs to be modified in a way where tanks are very much needed.
    It could be something as simple as getting a buff/debuff (at least for bosses):
    * You're a tank: -20% dmg taken.
    * You're not a tank: +20% dmg taken.

    As for the PvP, taunting players? Am I missing something? Is this a thing? Shouldn't be unless it's a form of short cc. Tanks can still be useful though. Run straight in, go to their healers, interrupt them...

    how do u wanna interupt a healer stun him? most of them have immo and if u come close u get focused
    litterly interupt him? no one uses cast abilities

    * You're a tank: -20% dmg taken.
    * You're not a tank: +20% dmg taken.
    * something like this wouldnt solve the problem it would garantee tanks are needed for vet hm but for normal dungoens u still dont need a tank

    the fake tank "problem" can hardly be fixed - the problem isnt even someone queing as tank and being a dd the problem is why they do it and this simply is 1. dungoens are faster without tank and 2. waiting for a tank takes forever so u would need to propably give the person queues as tank -99% dmg done/-99%healing done AND u would need to somehow get more players to play tank

    how to do the 2. thing no idea stuff like better rewards would be unfair(and would lead to people faking roles again) ...


    also what would help is a queue where roles dont matter this would filter alot of people faking roles

    and to the stuff about pvp tanks there is a set where if u taunt an enemie he deals 35% less dmg but 35% more to u

    Why the idea of buffs is bad:
    1) This will hit the rushers that help humans complete the normal dungeon for weaker players.
    2) The balance is already set up. If you give buffs, then the players who are already playing their roles in veteran content will become even stronger.
    3) What about those players who effectively deal with difficult dungeons without a healer?

    1) Not everyone want rushers. They can break the experience for some people. New players would like to actually experience the dungeon the way it's meant to be experienced. Not just run around like lost puppies trying to keep up with ever running rushers who care nothing about other people doing quests.

    For example, I wanted to replay some vanilla dungeons - read the quests, explore what's going on. There's no way to do this via Dungeon Finder. You're gonna get people rushing things. I ended up watching YouTube videos! How pathetic is that? Instead of playing the game to experience it (a game I have bought, support with ESO+) I have to watch it on YouTube!

    (Save yourself comments about joining a guild. Guilds are optional and shouldn't be necessary to play a normal dungeon when there's a dungeon finder.)

    But I'm off topic here. :s
  • BXR_Lonestar
    BXR_Lonestar
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    Idk who your talking to but tanks (good ones) are the rockstars of the game, whereas healers are kind of like second class citizens - useful only "when necessary."

    In PVP, I can see where people hate them, but that's mainly because tanks could 1vX and be almost impossible to kill, while slowly whittling away at the group to wipe everyone. Not sure if that is still going to be true with the new armor system though.
  • deleted220614-000183
    SgtWinnie wrote: »
    Why do people hate tanks?

    Because we are awesome. :open_mouth:
    It's a jealousy thing.

    Well , look at it from the server perspective.
    The game server likes chars dealing big damage and dying fast because it saves CPU time.
    If fight occurs, let it be short whatever side wins.
    In PVE it is obvious, players are the winners nearly all the time so why make the fight unnecessary longer.
    In PVP if tank could hide/cover healer, DPS player with his own shield (which is reasonable as all historical battles worked like this) it would be maybe historically OK but probably a bit boring and not earning a lot of money.

    Just create and keep big formation for hours and smash everything in it's path like Roman legion did.
    What about all those crazy PVP monkeys jumping around and pressing 10 keys at once. They would be very unhappy as they would not have any chance as opponents

    And as members they would fall asleep after ten seconds in any formation, just taking orders and doing the same thing from the start till the end.

    That's why this game has no usage for tanks.

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