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NB Changes v5.0.1: Problem Areas and Potential Solutions

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TL;DR
Problem: grim focus is lacking functionality
Solution: grim focus should grant major brutality/sorcery. Drain power would lose major brutality/sorcery.

Problem: mark target is lacking functionality.
Solution: mark target should grant minor vulnerability instead of major fracture/breach. Teleport strike would lose minor vulnerability.

Problem: lotus fan is overloaded with functionality.
Solution: teleport strike should lose minor vulnerability. Ambush morph should stun the enemy, even if they are a player.

Problem: incapacitating strike is lacking functionality, on account of minor mangle having very limited usefulness.
Solution: incapacitating strike should lose minor mangle, but stun at the base ability cost of 70 ultimate (instead of 120 ultimate)

Problem: veiled strike is granting too much defense and not enough offense for an offensive spammable.
Solution: veiled strike should be moved to the assassination skill tree, and blur should take its place in the shadow skill tree. Surprise attack should be given major fracture, concealed weapon should be given major breach

I understand why ZOS is rebalancing the NB class. I also agree with their stated goals in Update 22 Combat Direction. And, for the most part, they have been pretty good at working toward those goals in their most recent changes. But the class is nowhere near done, in my opinion. There are a few aspects of the class that still need work, and the following is my detailed explanation of why, followed by some potential solutions to how they could be resolved.

Goals of Class Rebalance, According to Update 22 Combat Direction
1. Eliminate redundancy in class toolkit. If one skill grants a certain function (ex/ major expedition), no other skill within the same class should also grant that function.
2. Redistribute skill functionality. Some skills have too much functionality, while others have too little. The goal is to try to balance functionality between individual skills.

The State of the NB Class as of v5.0.1
1. Redundancy has been resolved. With the removal of fracture from surprise attack, expedition from cripple and double take, and maim from mass hysteria, there are no more instances of multiple NB class skills granting the same function.
2. Functionality between class skills is still not balanced. Some issues of overloaded functionality have been resolved (ex/ surprise attack losing major fracture, incapacitating strike losing major defile, grim focus losing minor berserk and minor endurance), but others still exist (or in some cases have been introduced). Other skills have gained much needed functionality (double take receiving snare removal and immunity), but some others are still underwhelming. I will address these individual cases in detail, which brings me to:

Problem Areas within the NB Class as of v5.0.1
1. Grim Focus and it's morphs is lacking functionality. With the removal of berserk and endurance, this skill is now the only skill in the game (accross all classes) that does not give anything back to the user upon the initial cast. 100% of the functionality of this skill is reliant on the user activating the ability (for resource cost), successfully landing 5 light attacks on an enemy, and then activating the ability again (for more resource cost). To gain the benefit of this skill, the user must sacrifice 2 GCD and also deplete their resources twice, all the while adhering to the skill's complex conditional of landing 5 successful light attacks. No other skill in the game does this. Its an empty skill. Relative to the cost and functionality of other skills in the NB toolkit, this one is severely lacking.
2. Mark Target and its morphs is still lacking functionality. To bump up the relative functionality of Mark Target, major fracture was removed from surprise attack, leaving Mark as the only armor debuff in the NB toolkit. This, however, does not increase the value of the skill on its own, especially when compared to similar skills like elemental drain. Both of these skills provide a major debuff to the enemy's armor, can be used at range, and have similar durations. Mark target costs resources though, where elemental drain does not. Mark target can be applied to only one target, while elemental drain can be applied to many. Mark target's additional functionality (a heal when the marked target dies) relies on a conditional, while elemental drain's magicka steal does not. For the added inconvenience Mark Target brings in comparison to elemental drain, it's benefit is extremely underwhelming.
3. Lotus Fan (morph of Teleport Strike) is overloaded in functionality. This skill acts as a gap closer, applies minor vulnerability to the enemy, snares the enemy, and provides a very strong AoE DoT. Compare this to cripple, which is only a single target DoT and immobilize (half of what Lotus Fan is), and the imbalance in functionality becomes clear.
4. Incapacitating Strike is lacking functionality. Right now, minor mangle is being applied after the damage portion of incapacitating strike. In PvP, this means that after using incap on an enemy, mangle is reducing their max hp by 10%, but this 10% of their hp has already been lost due to the damage of incap itself or the damage of other skills used before incap in combo. It is contributing nothing in PvP. In PvE, mangle can be useful for eliminating potentially millions of hp from enemy bosses. But this is only the case with 100% uptime, and this is not achievable given the ultimate cost and short duration of mangle provided by incapacitating strike. Minor mangle is adding virtually nothing to the skill, leaving the only difference between Incapacitating Strike and the base skill, Death Stroke, to be that for increased ultimate cost the ability stuns the enemy. Compare this to the other morph, soul harvest, which gains major defile and also ultimate generation for killing enemies and incap becomes extremely underwhelming. If you compare incap to dawn breaker (which costs only 5 ultimate more), the skill becomes even more underwhelming. Dawn breaker does everything incap does (for a similar cost), but acts as an AoE when incap is single target. The DoT of DB offsets the 20% damage increase of incap. Incapacitating Strike is definitely lacking, especially considering how it is an ultimate ability.
5. Veiled Strike has enough functionality, but it's focus should shift away from defense and toward offense. As a spammable attack, this skill should be used primarily for its offensive capabilities. But as a skill in the shadow tree, it is currently granting the user defensive bonuses in major ward and resolve on account of the shadow barrier passive. With the boost to power extraction's tooltip damage and the removal of fracture from surprise attack, this single target spammable is just barely ahead of the NB AoE spammable in terms of damage output. I find myself primarily using this ability for access to major ward and resolve. This skill should be more oriented toward offense, and not defense.

Potential Solutions
1. Grim Focus and it's morphs should grant major brutality/sorcery. Providing these major buffs would distribute much needed functionality to this skill, while at the same time keeping the overall power of the NB class unchanged because they already have access to these through other skills. To resolve potential redundancy issues, major brutality/sorcery should be removed from drain power and its morphs (which provide enough functionality on their own without these buffs).
2. Mark Target and it's morphs should apply minor vulnerability instead of major fracture and breach. This would provide a very powerful debuff that is capable of stacking with outside sources of fracture and breach, and make the skill a lot more valuable in group play, while keeping almost exactly the same value in solo play. To resolve redundancy issues, minor vulnerability should be removed from Teleport Strike and it's morphs, which brings me to:
3. Teleport Strike should no longer provide minor vulnerability, and the Ambush morph should stun the enemy (even if it is an enemy player). This change would remove some of the functionality from the currently overloaded Lotus Fan, while at the same time keeping the Ambush morph up to speed. The removal of minor vulnerability on this ability opens up the door for minor vulnerability on mark target as well.
4. Incapacitating strike should lose minor mangle and instead stun the enemy at 70 ultimate (the base cost of the ability) instead of 120 ultimate. The loss of mangle wouldn't hurt the skill much (uselessness of mangle outlined above), but it would allow for the price of the stun to be dropped down to the base ability cost in compensation. This way, in comparison to the base skill death stroke, incapacitating strike would flat out gain a stun (without the conditional of a higher cost) which would allow it to compete with soul harvest's major defile and ultimate generation. It would also differentiate it from Dawn breaker, allowing it to be a cheaper, single target alternative.
5. Veiled strike and it's morphs should be moved to the assassination skill tree, and blur and it's morphs should be moved to the shadow skill tree. Then, surprise attack could provide major fracture and concealed weapon could provide major breach. Having major fracture on surprise attack was too strong because, as a shadow skill, surprise attack was also granting the user major ward/resolve on account of the shadow barrier passive. Moving this skill out of the shadow tree would eliminate this defensive bonus, and allow the skill to keep its major armor debuff, emphasizing its offensive capability and highlighting the high risk/high reward playstyle of the NB class. Removing the major resistances from the main spammable attack would force NB to periodically go on the defensive as opposed to continuously attacking, emphasizing their bursty nature. I highly doubt this change has any chance of being implemented, but that's not going to stop me from posting it here as I feel it's the right direction to take the class.


The Effects of these Changes
In PvP, adopting these changes together wouldn't affect the overall power of the NB class, but it would make NB combat flow so much smoother. Right now, NB have too much of a "spin up time" on buffing themselves and debuffing enemy targets to gain maximum damage potential. They are expected to mark the target (for fracture/breach), then open with incap strike (for mangle), or with ambush (for vulnerability), or with drain power (for brutality/sorcery). Placing brutality/sorcery on Grim Focus instead of drain power and minor vulnerability on mark target instead of teleport strike both work toward streamlining the buffing/debuffing process and put less pressure on NB to open up a fight with a specific moveset. By condensing their buffs and debuff into two skills outside of their spammable (grim focus and mark target), it allows for a shorter time and resource investment to reach max damage potential and makes it easier to retain that potential while switching targets. It would also eliminate the opportunity cost of opening up with a specific skill instead of another. I believe these changes would drastically help the flow of NB combat, while both increasing balance between the abilities in the NB toolkit and also maintaining balance between NB and other classes.
On the PvE side of things, these changes would be a drastic boost to NB group utility. Letting mark target grant minor vulnerability would help open the door to NB in support roles (tank/healer). Right now, most healers are running infallible aether for reliable uptime on minor vulnerability. Putting a reliable source of minor vulnerability in the NB toolkit (without the drawback of gap closing to the target) would allow healers to forego infallible aether, and instead wear a different utility set. They still probably wouldn't be 100% meta, but it would definitely boost their competitiveness and finally give the NB class a near-exclusive class buff to bring to the table in group play.

POLL - SHOULD THE DROP RATE FOR WEEK 4 BE ADJUSTED?

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The drop rate for Jubilee Event Week 4 has left many players noticeably un-jubilous.
Is this intended or should ZOS jump in with a hotfix to save the day?

Are people grinding event boxes (especially ones that went into cyro even when they hated it)...

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addicted to them the same way people are addicted to playing the lotto. I'm really wondering and not trying to insult anyone but do y'all feel like you could stop grinding them if you wanted to? It just seems compulsive and the way people talk about grinding them even with so called "abysmal" drop rates makes me wonder if it's behavior you guys still have control over or not. If this doesn't pertain to you try not to get offended yea?

Jorvuld's Guidance or Worm's Raiment with SPC?

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Jorvuld's Guidance: increases the duration of all Major buffs, Minor buffs, and damage shields you apply to yourself and allies by 40%.
Worm's Raiment: reduces the cost of your Magicka abilities by 4% for you and up to 11 other group members within 28 meters of you.

I know there are other sets, but I'm wondering which one between these two I would wear for dungeons (and trials, but it depends on what the other healer wears). Which one do you prefer?

Console Improvement Thread

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Hello! :smiley:

For increased visibility, would any console players be willing to share their wish list here for making ESO better on Playstation/Xbox?

I am aware of poor performance on some platforms, which is definitely on point!

But what about other things? Like building in some kind of gear/ability bar saving feature that PC players get with add-ons? Etc?

What are the biggest pain points?

Can we get the Jubilee Cake as a furnishing please!

Suggestion: Increase Tel Var Stone loot

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Hi!

With the Elsweyr Patch, Imperial City will become its own campaign:
Imperial City is now its own Campaign. The doors in Cyrodiil have been shut down; to get into Imperial City, you simply use the Campaign selection menu. You’ll end up in the Sewers just as if you had entered from Cyrodiil.

This is likely to increase the population in Imperial City for two reasons:
- Instead of four or more instances, there will be only two.
- Currenty, travelling to the Imperial City is quite a hassle (apply for Cyrodil, then teleport to the nearest keep, then run/ride to the sewer entrance, i. e. three loading screens).

A lot of players will want to access the Imperial City for the PvE/quest content, which is quite enjoyable btw. Others will go there to fight each other or prey on PvE players. This will, as we all now, lead to grief and complaints.

So, I have a suggestion to solve this and want to put this up for discussion:

Limit the Tel Var gain from killing other player characters to the amount you currently carry.

Why? This will introduce a fairer risk/reward ratio. Currently, you can enter the Imperial City with 0 Tel Var stones and just prey on others. This carries no risk to loose anything, but all the potential to get a huge payout from others.

The influx of players is, in my opinion, a good opportunity to introduce this change, and will at least limit the potential for conflict without removing the PvP aspect. Want to prey on others? Then show the courage to risk some of your own Tel Var riches.

What do you think?

Cruel Flurry Stam Necro?

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Is a build using the Cruel Flurry daggers practical on a Stam Necro? Why or why not?

Special 1 time armor and weapon sets that you cant get again

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This would be a very interesting idea , for seasonal or special rewards.
unique armor or weapon sets that you can only obtain for a limited time and cant ever get again unless you buy from another player

Did I miss the secret nerf to Jumping + Movement? Did you?

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Is this something that's always been there and I'm now just noticing it? Because I feel like this did not exist prior to approximately 2-3 weeks ago.

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I am losing 1-2 seconds of Major Expedition when I combine jump with movement. It's ridiculous. I might as well remove my A button (jump) from my controller. It's ruining combat and the overall fluidity to movement.

picking a pvp class question

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so I am relatively new to the game, i bought it when it first came out but only played a couple months and quit up until last january. I have been trying to learn the game as quickly as i can but i dont know all the classes very well yet so trying to understand the impact of these changes is difficult.

my question is basically in your opinion, preferably someone with extensive experience in pvp on each class, which class will be the best for what i am looking for if these changes were to go live as they are this moment, i know they will change of course, but im hoping i wont have to ask the same questions again when things get reworked to know if it will effect my playstyle or not.

so what im looking for, or what i was going for i should say before all these changes were announced was solo/small scale open world pvp. so i looked up builds when i started playing and the one that caught my eye was 2h/bow nightblade in a gryphon/agility/troll king and archers mind sets as seen in this video

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so with the coming NB changes im not sure if that setup will still be viable, i just want something that is self reliant and can go out solo but also perform well in small groups, maybe even keep capture.. i know NB wouldnt fit that description much but its just the class i first gravitated to.

the other class that caught my eye was the stamina DK which i know is also having significant changes coming and i havnt played one at all, my NB is only 205 cp even and i havnt pvped at all yet because i havnt acquired any of the above sets yet. i know from reading forums people say stam dk is boring or lacks identity, so yet again im only able to go off what i read and see in videos, but they seem very good in the live version of the game, will they be better or worse after these changes?

the video that has me thinking maybe i would like DK is also from the same person who maybe just really good at the game and makes every class look good, but hes really good at showcasing the type of playstyle i am after and explains the builds very thoroughly too.

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i know its still really early in the PTS so majority of people probably havnt even had a chance to play many builds in pvp but if anyone shares the same playstyle im talking about, what are your opinions for this coming patch?

thanks in advance for any info


Shield Breaker Set

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Testing out the new shield breaker set it appears that it's not a straight 6% damage increase. With 260 more stam in my shield breaker loadout and the exact same weapon damage and buffs against a target dummy, I was hitting for just over 4% more damage with spriggans with a two handed mace equipped which is pretty significant. I know that 6% damage increase can come before or after cp, armor etc. and wanted to bring it to the developers attention to make sure that it is working as intended.

You Decided to Scale Sorcerer's Streak? Why not Pets?

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ZOS, I 100% applaud that you are changing more skills to scale off highest stats:

Dragonknight - Inferno
Nightblade - Summon Shade
Sorcerer - Streak
Templar - Cleansing Ritual
Warden - Nature's Grasp

But why did you settle on Streak? A good chunk of the Dadedric Summoning skill line isn't even a consideration for stamina sorcerer. Why not make sorcerer pets scale with highest stats?

Imperial Vs Nord

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My main is an Imperial, and has been so since the release of Morrowind (he is a Warden). I tend to focus mainly on Normal/Veteran Dungeons and Solo content. My builds rarely follow meta, and I tend to build them in a way that I sacrifice some DPS for survivability, which lets me solo most dungeons, even some on veteran. With the changes to racials, I feel that taking into consideration the way that I play, Nord would be optimal for me. I sacrifice some health and stamina, but I gain armor and ult generation. While this wouldn't be a good trade if I was purely DPS, it is a wonderful trade for the builds I run.

My problem is that I'm very fond of my Imperial, both when it comes to name and appearance, but I just can't help but notice that the Nord racials would be perfect for the way I tend to play this character. So, what are your opinions? Is it worth changing?

Pet Sorc - what does "hiding behind pets" mean?

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I was trying out a build and someone whispered me and called me a noob for "hiding behind pets" . What does that mean? I was in plain sight lol.

Official Discussion Thread for "ESO Live: April 26 @ 6PM EDT"

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This is the official discussion thread for the article ESO Live: April 26 @ 6PM EDT – The Evolving Home & Combat Team Chat. This week, Systems Designer Cullen Lee will talk about the amazing new home coming with Elsweyr, the Hall of the Lunar Champion, and show off some of its unique, year-long features. We'll also look at some of the submissions in the recent community-run “Create a Cake” housing contest.

Then, Combat Lead Brian Wheeler and Associate Combat Designer Gilliamtherogue will discuss some of the upcoming combat changes on the PTS. They’ll also be answering select questions from this forum thread so if you have any questions about combat changes currently on PTS, the Necromancer, Volundrung, or the upcoming campaign changes, just post them here!

How to farm masters weapons?

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Ive never been in a group for the Dragonstar arena. Are these groups easy to find/make? Should i be tanking to get into them quicker? Ive done Maelstrom arena on vet and i have it on farm ( my best score is 475k and 1hr 5 mins ) how difficult is the Dragonstar arena compared? I havent really seen any groups for dragonstar forming in zonechat in craglorn either, or maybe i havent been paying attention to it. Some startup info would be appriciated :)

What would inspire more people to pick tank role?

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What makes tanks happy in their role? Why do they enjoy it?

vMA token / fragment system

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Can we please atleast have token or fragment system for vMA the rng there is absolute horrendous it's no fun wasting 1 hr everyday just to grind weapon of your choice.

PvE Tanking Discussion for Elsweyr

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Hello everyone! We have a large amount of changes on PTS that will rebuild PvE tanking in many aspects. In this thread, we'll talk where the current standart tank builds will move towards and how they'll be played. Of course Necromancer will have its own topic.

NEW SETS
Call of the Undertaker – Heavy
2 – Adds 4% Healing Taken
3 – Adds 1206 Maximum Health
4 – Adds 4% Healing Done
5 – Adds 1206 Maximum Health
5 – When you deal damage with a Light Attack, you apply Minor Lifesteal to your enemy for 8 seconds, healing you and your allies for 600 Health every 1 second when damaging them. This effect can occur once every 8 seconds.

Sadly not a great set. Not only it's not up for 100% uptime in a realistic scenario, it gets outperformed by certain abilities such as Overflowing Altar and Leeching Vines. Light Attack requirement is another problem with it.
Senche-raht’s Grit
2 – Adds 4% Healing Done
3 – Adds 1206 Maximum Health
4 – Adds 4% Healing Taken
5 – After being damaged by a damage over time ability, increase your Healing Received by 6% and your Physical and Spell Resistance by 2585 for 3 seconds.

Even though it's an amazing stat to have, due to already having an insane amount of healing going on, Healing Received is somewhat unnecessary. Resistances share the same fate, especially when we look at how easy it is to reach Resistance cap using CP/Nord etc.
Perfected Claw of Yolnakhriin – Tank
2 – Adds 1206 Maximum Health
3 – Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%.
4 – Adds 1096 Maximum Stamina
5 – Adds 1206 Maximum Health
5 – When you taunt an enemy, you give yourself and 11 group members Minor Courage for 15 seconds, increasing your Weapon and Spell Damage by 129. This effect can occur once every 8 seconds.

Star of the new patch. Saviour of tanks after several years of same gear. No need to talk about anything really. Amazing stats, nice support, an actual tank set in heavy armour. We'll be talking about this set a lot more and why it changes so many things next patch, under Enchantments section. Just know that we will be running this set.
Leeching Plate – Heavy

4 – 1206 Maximum Health
5 – When you take damage, you have a 20% chance to summon a cloud of leeching poison under the assailant. The cloud deals 1200 Poison Damage in a 5 meter radius every 1 second for 5 seconds and heals you for 100% of the damage caused.

One of the first sets that comes to mind when tanks want to survive on their own. Got a decent buff, worth mentioning.

NEW ALCHEMY INGREDIENTS
Dragon's Blood and Dragons Bile can be obtained by defeating Dragons. Both of these new Alchemy reagents carry the new effect trait of Minor Heroism!

Being honest, this most likely will not change anything. Heroic Slash is such an amazing skill that provides 100% Minor Maim and Minor Heroism and procs your enchant. Only reason running this new potion would be not using Heroic Slash. Do we really want to do that? Not really.

GAMEPLAY

Choice of Weapon and Enchantments

Here is the big change we may see next patch. The new set (Claw) will be used on a Main Tank just like Alkosh. So the question is, who is going to use Torug's? Healer. We probably will see a setup where Main Tank Claw + Alkosh, Off Tank Ebon + Powerful Assault, Healer 1 Torug + Infallible Aether and Healer 2 uses Olorime + Worm/Hircine. Currently, healers are using sets like Jorvuld's that doesn't provide that much compared to other sets, meaning we don't really need to get rid of Torug's all together. We can just keep using it on Healer and let them take care of Crusher. This strat already being used by a small number of high end groups, especially when tank is using Morag Tong.

This also opens up many opportunities for tanks. Currently, we have to use a Bow or Frost/Shock Staff because Crusher doubles in value when used on a two handed weapon. Now that we don't need to have Crusher, we can use whichever weapon we want. Removal of Minor Berserk from Grim Focus increased the value of Combat Prayer, which can be used on a tank. Or you can use Dual Wield with Cloak for Major Evasion. Or Bow for DPS. Or 2H for huge shields while fighting trash packs. Or another SnB for tankiness and extra stats. Or just go with the classic Frost/Shock Staff for Snare/Off Balance. Anything you prefer even though some of them, especially Bow, look better compared to others.

Weapon Skills
Arrow Spray: Removed the Snare from this ability and its morphs, but increased their damage by approximately 27% and reduced the costs by approximately 13%.
Bombard (morph): This morph retains the Snare and Immobilize, but ensures that both apply to the enemy, rather than only Snaring enemies who were initially affected by the Immobilize. Duration of the Immobilize now lasts up to 4 seconds, up from 2.

Many tanks use Bombard due to not having an AOE Root in their class skill line so here is a nice buff for you. Big cost reduction and duration increase.
Wall of Frost: Reduced the snare potency of this ability and its morphs to 40% from 60%.

It's somewhat big nerf to players who don't have AOE Root and use Staves for AOE snare instead.
Light's Champion (morph): This ability no longer grants Major Protection. In adjustment to this morph, the duration of the Major Force granted will now increase by 1 second for each rank of the morph, going from a duration of 5 seconds to 8 seconds at Rank IV.

Not sure how effective this will be. Aggressive Horn is still an amazing ultimate with the increased stat pools but again, cannot say anything until we test it. I have my doubts that it will be good since the heal is smart will go to the lowest health ally, which might already have the Major Force.

CLASS BALANCE

DRAGONKNIGHT

DK Tanks are still at top with Engulfing Flames and Minor Brutality, benefitting both types of DDs with necessary and important buffs. They are extremely easy to play, tanky and have nice self heals.
Hardened Armor: The damage shield granted from this ability will no longer extend in duration as the ability ranks up, but rather will increase by 1.1% in size per rank.

A small buff.
Reflective Scale: Converted the reflect function into a 50% damage reduction from projectiles. This happened to all 3 versions of the ability.

So, here is a big change. Assuming that this works against projectiles from bosses, DK will be very tanky in certain fights such as Rakkhat and Z'Maja. Taking 50% less damage from certain boss heavy attacks (that are projectiles) can help by a ton in a progression group.
Ash Cloud: Increased healing of this ability by approximately 15%.
Cinder Storm (morph): Increased healing of this ability by approximately 4%.

Not sure if anyone uses this but this thing is kinda absurd in terms of healing. It is expensive but the healing is just too good. If you are in a stable boss fight where there isn't much movement, this skill can release so much pressure from your healer. We are looking at an even greater self healing skill next patch.
Magma Armor & morphs: Increased to 12 seconds from 10.8 seconds

Small buff.
Obsidian Shield & morphs: Increased to 8 seconds from 7.2 seconds

Note that this means Major Mending duration on Fragmented Shield is now 6 seconds instead of 5.4.

NIGHTBLADE

Nightblades got a huge survivability nerf but got a damage buff. The problem is that the damage buff they gained is Minor Vulnerability, which is something we already have from Infallible Aether. Not sure how it'll work but we'll see in the future.
Player abilities that fear targets will no longer cause them to flee in terror. Instead, they will now cower in terror, unable to move while feared.

Something NB Tanks wanted for so long. Even though it's a Hard CC, still something.
Teleport Strike: This ability and its morphs will no longer stun NPC enemies. Instead, targets affected by the initial damage will be afflicted with Minor Vulnerability for 8 seconds.

Here is the thing that makes people wonder if NB tank will be a viable choice. It's such an easy way to apply the debuff, can make healer run another set etc. The main problem is that Lotus Fan, even though it is an AOE morph, doesn't apply the debuff to all targets, only one. If that changes, NB Tank can be a lot better.
Mass Hysteria (morph): This morph no longer applies Minor Maim to the targets affected. Also increased the number of feared targets to 6 enemies from 2.

In addition to the fear change, Mass Hysteria will affect 6 targets, making it a lot better option as an AOE CC.
Dark Cloak: Adjusted how this ability operates. It will now heal the caster for 4.5% of their Max Health every 1 second, and duration can increase to a maximum of 8 seconds with other passives.

A lot of NB tanks are pissed about this change. They no longer have a burst heal that can keep them alive during short time burst attacks from bosses such as Thousand Cuts. Even though the total healing is higher compared to before, they lost their main survival tool. I believe there could be a better fix for this ability instead of making it useless for both PvE and PvP. Even Leeching Strikes heal is higher than a Dark Cloak tick on a 35k Health Tank build, which is pretty sad.

SORCERER

Sorcerers are still at the top in terms of sustain with Dark Deal and cost reduction passive after blocking. The cast time change makes it easier to use. They still lack the support though.
Removed the 200ms post global cooldown from cast time abilities.

This change mainly affected Sorcerer Tanks as they use Dark Deal for sustain. Dark Deal is pretty much the best sustain tool even though it's risky to use, nice change.

TEMPLAR

Templars got a nice buff to their already good sustain. With the PotL change, they'll have a lot more Stamina sustain compared to before.
Power of the Light: Duration of the Minor Fracture and Breach will last 9 seconds, up from 6 seconds at their final rank.

Templar tanks had the most stamina usage with Power of the Light. This change will help a lot and make the gameplay a lot easier by allowing an easier rotation.

WARDEN

Warden Tanks are still very strong with their Minor Toughness buff. I don't think you can get a better off tank than Warden, not current patch, not next patch. They are perfectly designed for the job.
Falcon’s Swiftness:
Reduced the cost of this ability and its morphs to 2700 from 3511 at base.
Major Expedition now lasts 6 seconds, up from 4 seconds. Note this ability is now considered a “rule breaker”, since it breaks the paradigm of Major Expedition lasting 4 seconds.

Wings got what they deserved. A nice buff. Huge cost reduction and 2 seconds longer Expedition.
Arctic Wind: Increased the Heal over Time from this ability and its morphs to 3% of your Max Health, up from 2%.

To be honest, I don't think this skill is worth using at all and this won't change it. It's just way too expensive.

NECROMANCER

Right, here is Necro. Let's talk about it a bit and theorycraft. The main strenght of Necro Tank is having insane Ultimate Regeneration using corpse play and using the Resurrection Ultimate to get your dead allies up instantly and preventing wipes. We can use this in our advantage in many progression groups, especially in new trial. Here is what I came up with, feel free to add/comment on it.

Before we go over abilities that you want to have on a Necro Tank, you need to know certain mechanics about corpse play. In order to create a corpse from an ability, the summon needs to die, expire or have at least half of its duration spent alive. That means, in order to create a corpse, you cannot just spam the summon. You have to wait 10 seconds if the summon has 20 seconds duration.

Grave Lord

Avid Boneyard: Allowing a synergy for yourself to keep Alkosh uptime at least 50% even when you get no synergies at all. Very unique ability in that regard.

Bone Tyrant

Hungry Scythe: Main healing ability. 6k non-crit heals against single target while having 10k+ crits. It shines during trash fights though. Every extra enemy you deal damage to, the heal will increase and this increase can stack up to 5 times. Fairly cheap too.

Summoner's Armour: This or the other morph, doesn't matter. If you choose Summoner's morph, your Magicka sustain will be significantly higher thanks to the 12% cost reduction on summons. This is our first corpse ability. The duration is 20 seconds so you need to refresh it every 10 seconds if you want to maximize your corpses.

Necrotic Potency: Without a doubt, the best skill Necro Tank has to offer. Every corpse grants 6 Ultimate and heals for a decent amount. Single cast can be used on multiple corpses, which makes the skill even better. This is our main Ultimate Regeneration tool. It also activates Corpse Consumption passive, granting 10 Ultimate every 16 seconds. You can use this on your dead allies too, keep that in mind. That will help you especially when you want to reanimate them but your Ultimate is not ready yet.

Remote Totem: This ability is basically Circle of Protection but better. You can cast it from 28 meters range, has slightly bigger radius and costs Magicka. The other morph is not that great since we already have reliable sources of Minor Vulnerability. It's more of a flex spot ability though as Minor Protection is not really something you want all the time, only when your team is taking serious damage.

Living Death

Reanimate: Each morph has its uses. I prefer to have Reanimate Blastbones as that means more corpses to regain my Ultimate after I use it. This ability is, in my opinion, the main strength of Necro Tank. Combined with huge Ultimate Regeneration, you can use this very often and keep your team going without wiping which makes Necro Tank really useful in progression groups.

Resistant Flesh: Here is a unique ability. We won't use this for healing. It's for applying Minor Defile on ourselves. That means we can use Purify synergy from our Templar Healers whenever we want, without having to rely on a mechanic to apply a debuff to us. This will increase our Alkosh uptime noticably. Just combining this and Avid Boneyard can get you close 100% uptime on Alkosh.

Intensive Mender: Other morph will make you very tanky but here is why this morph is better. Because duration is halved. It's not for the stronger heal. Because duration is lower, that means we can get more corpses out of it. 8 seconds duration opposed to 16 seconds means we can refresh this summon every 4 seconds and get a corpse everytime. Use those corpses with Necrotic Potency and you'll regenerate Ultimate really fast.

Mortal Coil: It's not a skill I would use but it's worth mentioning. It's the only ability you have to regain Stamina while blocking. You will need a corpse to keep it up obviously. Also a decent heal.

There are the most important skills you can use on a Necro Tank. Rest will be Weapon Skills like Pierce Armour, Heroic Slash etc. If you want an example, here are my skill bars:

Pierce Armour / Heroic Slash / Hungry Scythe / Intensive Mender / Necrotic Potency / Animate Blastbones
Avid Boneyard / Endless Hail / Inner Rage / Summoner's Armour / Resistant Flesh / Aggressive Horn


That's all for this PvE Tanks on this patch really. I hope I could shed some light for you on new changes and how they'll affect PvE Tanking. Let me know if you have any questions regarding build/class etc. I'll try to answer as much as I can.

Liofa
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