Feedback: tanking experience since season 1

Wanted to share my own experience with tanking before and after the recent changes of Season 1.

Will begin with a disclaimer that I am not a seasoned verteran in new world, nor a speed runner or clear time record holder so cannot speak on behalf of those people.

I do however main a tank and have been tanking mutations as my main activity in the game including M10s, some of which were gold.
I feel that the nerfs to Refreshing move as well as the nerfs to Fortify compound on each other and make it way more difficult for me to do my job because previously I would gather a pack of mobs, taunt, CC, then light attack with a refreshing move sword to bring taunt out of cooldown which I could afford to do because the fortifying sacred ground from the healer helped to keep me alive while attacking.

Now with fortify greatly nerfed even for heavy armor users, I need to hold up block way more than before, that along with refreshing move only being able to proc once per hit means it takes me longer than before to get defende’s resolve taunt back, as well as being unable to attack mobs some of the time in order to keep their aggro which causes a general mess in some mob pulls where healers and dps take way more aggro than they should and I don’t seem to have the tools to keep the group safe.

I realize that for an optimized and highly skilled team this may not be an issue because they can dps down a group of mobs before their taunts expire, but for groups that are only ‘decent’ or even average, it is way harder than it used to be to keep mobs under control from murdering the healer and DPS.

After doing a couple of relatively high level tempest mutations yesterday (8+9) I am for the first time not looking forward to logging on today and running mutations with my company and friends. I used to be hyped for that part of my day for the last several weeks.

To my limited understanding, these changes to refreshing move and fortify were made for PvP reasons. So is it not possible to make them apply only there?

Again, that’s just my own experience, I realize i’m no elite speedrunner, but based on feedback from others I am at least a competent tank, and I seem to be lacking the tools to do my job properly now.

6 Likes

pvp and pve should be balanced separately. FF14 does this and it works great.

2 Likes

great sword has an amazing aoe taunt with a short CD so you could pair that with your sword and shield taunts too

I haven’t tanked for this patch yet but from what I’ve seen tanks use so far is sns, hammer and GS quite a bit

the refreshing move nerf has changed things up quite a bit so you will need to get creative with your tank build

Thank you for this, this is exactly how I feel as well.
I’m not the best tank, but I feel I’m not so bad either.

With the Empyrean Forge dungeon it still felt oke. I feel they made that dungeon based on the new changes.
Yesterday I played Genesis, personally one of the more easier dungeon and I couldn’t for the life of me, properly tank the keeper (first boss)
Event though I have M10 gold on tempest, ennead, depths and other dungeons, I could not tank an M10 Genesis with my “fortifying” build. Every big enemy just hits so hard.

I was looking at stats and what not and fortifying just isn’t viable anymore.
Any video I check talks about pvp and there you can use ele/phys aversion to counter this. But since in pvp everybody used bow and flamethrower this actually works because it only counts for range.

As a PvE tank, I see no immediate compensation or item that could fix this.

Yes ofcourse if you are one of those veteran/seasoned tanks you will say “just get good and get more experience”. But as a “normal” tank it just doesn’t get easy at this point.

I understand if certain stuff in PvP needs to be changed, but (unintentionally) taking down stuff in PvE as well is a no no.
They need to create a wall between pve and pvp when it comes down to nerfs and buffs, items, perks and whatnot where it both has different values and uses.

2 Likes

I recently started talking myself, out of curiosity, what attributes you run?

I only died on my tank when i directly screwed up the pulls and did not plan ahead. I can at any time with and have fortify cap even without healer help, and regenerate my health at a reasonable rate.

Fortify is very reliable and very noticeable. Tried it out on final boss in EF.

Fortify no longer has a cap, but the values of armor and fortify have changed.
I tried 300 con 200str and visa versa (after patch) but they both don’t do it for me.

lower muts are fine tho.

It caps at 50%. I can get a good 60-70 fortify by myself and it always keeps the 50% ratio on armor rating.

50% cap was before the patch yeah, it’s no cap now.

Well like i said i tried it after patch, in Forge. I have static 2.2k and it gives me a cap of 3.1~ no matter how many bonuses i have. Can give it a go later on again and check, but 50% is still cap from what i can see.

Yeah forge :smiley: that’s what I said, forge had no issue.
Check my message :smiley:

Well the effects should not only apply to Forge does it? - Granted they might have just tested and balanced it out in regard to that in the teatserver, and not adjusted all the other dungeons accordingly.

I will have to check this out!

No. They were made so all weapons do benefit same way with same perks. It was unfair that mele could get 5x refreshing perk on armor from swining weapon every few seconds.

Problem is not that ags change stuff. Problem is that some ppl expect to play same game over and over and refuse to adapt.

Ok so how did you adapt to the whole aggro management situation since the patch? I’m curious to know

Just use a backstab build. You can taunt roughly every 10seconds. And you can also taunt with your offhand if you put a carnelian in it. Accelerated resolve is a very viable perk with this build.

1 Like

Adapt.

I dont have the time to always get a full new gear set once AGS decides “to balance”, which basically means to make specific perks simply useless.

Then don’t go for full bis? Im serious. Why ppl think that its fine to pay 400-500k per item while they do play lets say 10-20h per week? Buy items that are good enuogh and wont require you to farm next 12months to get gold for them.

Reality is that a lot of great pvpers on arena and opr are not runnign more than 1-2 bis items. BIS items are nice but difference between bis and good one is not worth 50k vs 500k price difference.

the refreshing move nerf really hurt pve tanking. if SnS didnt have the leadership perk i would drop it for GS/hatchet tanking over SnS/hatchet tanking

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