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Adicon

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  1. New article outlining their end game content. http://www.elderscrollsonline.com/en/news/post/2014/03/26/esos-veteran-content I like the competitive part of the timed Trials with leader board and all but am I the only one that is wishing for some raid content that isn’t all about rushing, maybe a nice deep story to it? Trials will hold me over but I will be disappointed in the long run if they don’t develop some raiding content with story since Elder Scrolls is all about a meaningful story. It’s almost like I’ll have to PvP since Trials will take up 2 hours of my week, and that will lead to a short subscription life, glad this information got released before I bought into the 6 month subscription, I’ll stick with the monthly for now in hopes they create adventure zones or other meaningful end game content for large groups.
  2. Here is some really important info that was disclosed in the Q&A with Paul Sage on Tamriel Foundry Originally Posted by Paul Sage Originally Posted by Haas-ta-ThiskThere has been some discussion on this site about Aggro versus Control tanking, and the apparent lack of taunts. Can you describe the ESO vision of tanking (it’s importance, basic mechanic)?I may have covered this earlier. However, again, tanking involves more than just hitting a taunt over and over. We have a multiple enemy game. Good tanks have good target acquisition. They know what to take on, and what not to. DPS and healers should also know what to take on. A good tank can hold aggro pretty readily with a few mobs, but they aren’t meant to hold all of the mobs. As an example, a tank can take on the big heavy in an encounter and keep its attention pretty easily without a taunt. Now if someone makes a mistake, they might have to use an ability to get away, but the tank should be able to reacquire the target. The taunt, however, is very helpful in harder situations. As we’ve said, other abilities will certainly add more hate, and part of this early game is figuring those out.So while nothing in the interface identifies a skill as a "bonus threat" one, they apparently do NOT expect us to spam a solo taunt on everything that moves. Of course that means that, on top of us figuring it out, we need DPS to know which skills to specifically avoid if they have added threat on them. On the other hand, it's not like spamming a taunt that has no cooldown and low cost is that much of a problem once there's few enemies remaining. I think the most important part will be how big AoEs will work when you just pulled. Other relevant info: Originally Posted by Paul Sage Originally Posted by ExtremetiesTanking roles – For those of us who enjoy being a “tank†type in these type of games, will there be a traditional tank in this game where you can manage threat of multiple mobs(unsure seeing how there only seems to be 1 taunt that we know of in the game) and also do you guys see yourselves implementing more skill lines for tank types? Theres some fantastic conversations here regarding this topic and some are saying no(which I hope is not the case because Im not looking forward to another Guild wars 2 dungeon mess dying 19821983 times) and some saying yes. Can you comment on this?I think if you try to get too specific with regards to what works with other games, it might be confusing. For instance, ESO is much more situational than some other games, and more active. Roles can be changed on the fly with weapon swap, and we expect everyone to stay engaged in combat. That said, there is an ability which will better pull monsters off of other players, but players also have abilities which will enable them to stop being the target of certain monsters. An example situation might be: A tank usually goes into the mix first, then DPS help focus fire or take on adds depending on the situation. Healers will still mix it up, but should only be taking one or two things at a time so they can pay attention to the health of their teammates. The fourth member of the group can be anything, but I generally like a tank with auxiliary heals or another heavy DPS with auxiliary heals. Originally Posted by Paul Sage Originally Posted by WitnessWhen playing as a tank in a dungeon encounter, if you use the “puncture†skill from the sword and board line will this give you the total attention of the dungeon boss, in that by using this skill when needed you can maintain the attention of the dungeon boss throughout an encounter even while your other party members are pouring on the damage?It will certainly not last forever. But you should be able to maintain attention, unless someone just tried to actively grab it from you. Originally Posted by Paul Sage Originally Posted by WitnessIn a dungeon encounter do stun, knockdowns and snares generate more agro than other types of attacks, and if so should these skills be used primarily by the tank character so that the tank can maintain as much agro as possible.Actually, heals can generate a lot of attention from the enemy. But other skills certainly add to it. I’m not trying to be cagey, but some of this you need to find out when you play.
  3. Your right I'm not a game developer and I haven't partaken in all the game content. I'm keeping an open mind and listing possibilities for when we know the amount of survival skills required and how much other skills we will be able to mix in to our builds. You're also right in that the pets probably won't be good, I agree but someone asked me to add it for them so I did. I'm not going to tell them they're wrong or disagree until the ideas can be fully proven in game. I see you are a developer or part of the closed beta?
  4. My guild Elderblade

  5. I just copy pasted this post from my guild site, enjoy!
  6. Tanking class comparison I've made a list of abilities you will want available as a tank on the spreadsheet linked at the bottom of the thread. To avoid this getting to wordy most will be point form. General summary for tanking: -Any class can tank, just need proper attribute distribution, heavy armor, and a 1 handed weapon equipped with a shield. -Class skills provide variety, CC, buffs, heals, DoTs, Ultimates, Debuffs, AoE and resource management skills to round out the build -You don't want anything that has a cast if you can help it, stick to auras or instant abilities if you can in order to keep your shield up blocking as best as possible. It's not the most dynamic way of playing but ensuring you have your skills active at all times while focusing on blocking, body position, dodging and taunting. -Stamina Stamina Stamina Stamina! Did I mention stamina? One thing I noticed is that all of your core tank abilities from the sword and board or heavy armor tree require stamina, not to mention blocking, dodging and heavy attacks. At first I though magicka would be an issue but I've now come to the conclusion that stamina will be your priority. -Puncture: does decent dmg, taunts and sunders the enemies armor is priority #1 keep it up -Low slash: does dmg, snares and reduces enemies weapon damage is priority #2 -To get all of the sword and board, heavy armor and class skill Active abilities and passives it will take 48 Skill points by the time you're done morphing. Class summaries: Dragonknight Dragonknight Skill points (SP's): 48 SP from the general skills 44 SP from the dragonknight skills 24 for one crafting profession 10 for abilities I missed abilities I missed 126 is the Approx. total Dragonknight Pros -Ultimate, DoTs, HoTs, Auras, lots of CC, and shields. The dragonknight has it all, but you only have 10 slots Dragonknight Cons -Well since it has it all you will want it all and that is going to take lots of skill points, 44 skill points by my count. This will be the most skill point intensive build if you try to get all the different options and that is the only negative I could see. Templar Templar Skill points 48 SP from the general skills 34 SP from the Templar skills 24 for one crafting profession 10 for abilities I missed abilities I missed 116 is the Approx. total Templar Pros -Shields w/ AoE, buffs/aura/regen, Ultimate ability. The templar will accel at keeping buffs and auras on those around him and having shields that damage the enemy Templar Cons -They have little to no CC to control mob groups Sorcerer Sorcerer Skill points 48 SP from the general skills 30 SP from the sorcerer skills 24 for one crafting profession 10 for abilities I missed abilities I missed 112 is the Approx. total Sorcerer Pros -Bound armor!, pets, CC and AoE will fill out the tanking hot bars nicely. Sorcerer Cons -There are no buffs or auras for you or your surrounding party Nightblade Nightblade Skill points 48 SP from the general skills 26 SP from the nightblade skills 24 for one crafting profession 10 for abilities I missed abilities I missed 108 is the Approx. total Nightblade Pros -Great resource management, DoTs, HoTs, and debuffs Nightblade Cons -No tank ultimate and little to no CC to control mob groups My thoughts and why: -This is just a guide! You can do whatever you want with your skill selections I've just gone through them all and are trying to help people decide which class fits there playstyle best. -The skill point calculations are very loose and I based them on morphing all the abilities in my spreadsheet and maxing the passives I've noted. You may choose to take less and reduce the skill point totals or add others. -I tried to take only the abilities that would aid tanking in the form of buffs, debuffs, CC, AoE, group Aura's, heals, DoTs, HoT's etc. -I really like DoTs for tanking, easy dmg ability to fit into a rotation involving Puncture/Low slash/Dots/Debuff's/Buffs and just keeping those abilities active on their respective targets. I really hope they add a timer mod soon after release so I don't have to count Mississippi's in my head Spreadsheet Link to look at complete list of abilities I've chosen https://docs.google.com/spreadsheet/...3c&usp=sharing
  7. DK's For tanking I feel Dark talons is going to be a good DK ability for multiple mobs, combined with some Ash cloud. Templars Great class with lots of utility but lacking AoE CC abilities to control. Maybe their ultimate Nova Sorcerer Encase and repulse can control and lightning form will be highlights for multiple mobs Nightblade Little to no AoE CC for the nightblade, may find it hard controlling fight
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