I'd like to see the mitigation cap raised. Damaged isn't capped, why is mitigation? But without that, I already have a lot of ways to get my phys and spell resist over cap. I don't need it in armor.
I'd like to see a set bonus that reduces damage dealt but increases the utilities that a tank requires significantly.
Technically mitigation is not capped. Mitigation from the armor and spell resist stats are capped but it's possible to get 94% and above in mitigation.
I'd like to see a set bonus that reduces damage dealt but increases the utilities that a tank requires significantly.
I'd be on board with that. Increase ultimate generation, maybe. Reduced taunt costs.Technically mitigation is not capped. Mitigation from the armor and spell resist stats are capped but it's possible to get 94% and above in mitigation.
Are you talking about Hardy, etc.? Hardened puts me at about 38k, but I don't use it because I was under the impression in PvE nothing over ~32k was effective?
I'd like to see the mitigation cap raised. Damaged isn't capped, why is mitigation? But without that, I already have a lot of ways to get my phys and spell resist over cap. I don't need it in armor.
Technically mitigation is not capped. Mitigation from the armor and spell resist stats are capped but it's possible to get 94% and above in mitigation.
I'd like to see a set bonus that reduces damage dealt but increases the utilities that a tank requires significantly.
ThatNeonZebraAgain wrote: »Woops, looks like I misread the poll (that's what I get for browsing before coffee heh).
Anyways, as an Argonian NB tank, I actually really like +healing received bonuses, but I guess I'm in the minority. The main problems with the current +healing received bonuses, however, is that they are too small and many mechanics essentially ignore it due to 1-shot mechanics. The devs treat it like it is equal to damage, regen, or a flat stat, but it is much more limited in power/utility than those (this is one of the arguments us Argonians have been making about our racial stat for a long time). Healing received bonuses on gear sets should be at least 8%.
So personally, I like +healing received on some armor sets (RIP pre-IC Shalidor's Curse). The stat works best when stacked though, so even I admit having a single +4% take up an set bonus slot is not ideal. It's also not ideal for Trials tanking when group utility and mechanics necessitate the tank being more of a support role rather than self-reliant like in 4-man content.
Ops, should have read it properly before voting. I missed the "not" in the question. Can't change vote either, bah.
Put me down for "Both 4% Healing Taken and 129 Health Recovery", don't want them.
DK Tank here. I want all of them with magicka recovery which I can convert to stamina.
I'd like to see a set bonus that reduces damage dealt but increases the utilities that a tank requires significantly.
I'd be on board with that. Increase ultimate generation, maybe. Reduced taunt costs.Technically mitigation is not capped. Mitigation from the armor and spell resist stats are capped but it's possible to get 94% and above in mitigation.
Are you talking about Hardy, etc.? Hardened puts me at about 38k, but I don't use it because I was under the impression in PvE nothing over ~32k was effective?
The mitigation you get from armor and spell resist caps out. From what I've experienced those batches are additive with other forms of mitigation through abilities or armor sets.
I'd like to see a set bonus that reduces damage dealt but increases the utilities that a tank requires significantly.
I'd be on board with that. Increase ultimate generation, maybe. Reduced taunt costs.Technically mitigation is not capped. Mitigation from the armor and spell resist stats are capped but it's possible to get 94% and above in mitigation.
Are you talking about Hardy, etc.? Hardened puts me at about 38k, but I don't use it because I was under the impression in PvE nothing over ~32k was effective?
The mitigation you get from armor and spell resist caps out. From what I've experienced those batches are additive with other forms of mitigation through abilities or armor sets.
Mitigation from physical resistance and spell resistance are converted to a % damage reduction. All % damage reductions in this game are multiplicative with each other. Otherwise you could very easily get 100% damage reduction in this game with a few passives and skills.
For example if I cap resists at 50%, then add 19% (or more) from Templar ultimate, 33% from Undeath, well there you go. Old Cyrodiils Light set for 25% DR while channeling and I could be an invincible PS spamming Templar.