Khivas_Carrick wrote: »
Juggernaut:
This is where the DPS part kicks in for this armor type. The main issue here is that Medium and Light offer things to make Casters, Healers, and Physical DPS viable in one way or another, and while there are other underlying issues that affect that status, right now Medium and Light offer trade offs that make them more DPS friendly than Heavy. However, I still agree that a man in Heavy Armor should be able to DPS, what I do not agree with is that it should be DPS with just anything lying around. To that end, I suggest the following changes to Juggernaut.
1) As of now it adds a 1% increase per piece of armor to melee attacks. I believe this should be as is, but instead of damage with melee attacks, change it to Raw Weapon Damage for Melee Weapons and Staffs. This affects multiple things and will go nicely with many changes that have been proposed elsewhere on these forums as linked above, and would help support the Battlemage Archetype (Heavy armor, Destro Skills/Staff).
Khivas_Carrick wrote: »If you're serious that actually makes me rather happy as I wasn't sure if I would be flamed or not, but thank you.
Also thank you to the guy on the horse. Whoever he is, let him he looks most badass.
There are manly tears rolling down my face, for you honor me and my ancestors!jamie.goddenrwb17_ESO wrote: »Khivas_Carrick wrote: »If you're serious that actually makes me rather happy as I wasn't sure if I would be flamed or not, but thank you.
Also thank you to the guy on the horse. Whoever he is, let him he looks most badass.
Completely serious, your suggestions are not over the top but still address the shortcomings of the set. People seem to be in a hurry to match armor to a specific role, as though they have a set idea of what each is supposed to look like.
I was under the impression that the skill system in this game was trying to break down the wall so to speak.
Please keep these open minded suggestions going, I don't feel like it is too late yet
Khivas_Carrick wrote: »If that's the case then why the hell am I able to tank in full light armor nearly if not just as well as a guy in heavy.
And tbh I'm with you on the dwindling interest part.
Khivas_Carrick wrote: »Constitution:
This is a tricky one, and frankly they're going in the right direction, similar for the above Resolve Passive, but it needs a bigger oomph to make it's bang really worth it's buck. The first half of Constitution, the Health Regen can stay as is but would be better optimized if it increase all forms of regeneration, including Magicka and Stamina.
The second half however is a bit of a joke/tease if all it restores in .15% per piece of heavy armor. Note that is -point- One-Five, Fifteen, not a full 15%. To that end, I would be much agreed to see that this skill does a full 1% Per Piece of Armor instead. I believe that would go quite a long way in helping to maintain resources while tanking or DPSing.
Khivas_Carrick wrote: »I didn't know NB's had regen like that, that's actually rather upsetting to know because as a Templar I get zero regen, and I was under the impression other classes also had little to no regen ability and this was tailored specifically for tanks and juggernauts in both PvE and PvP.
Khivas_Carrick wrote: »Much like another wondrous player did for Two Handed Skills in the Weapons Forum, I'm going to toss some ideas to make Heavy Armor much more viable for both Tanking and Melee DPS, and even to help support the original Battlemage Archetype that seems to have died off/altered beyond recognition in ESO.
This is mainly for discussion and flaming will get nobody anywhere, so I ask that you please refrain from being blatant *** and hyperbole in everything and simply offer legitimate suggestions and ideas and critiques, so that our lovely Devs-Iin-Charge can read and take the hint.
Resolve:
Minor increase to the amount of Armor and Spell Resistance gained. Right now it's 3% per piece. I'd much rather see it be 5%.
Constitution:
This is a tricky one, and frankly they're going in the right direction, similar for the above Resolve Passive, but it needs a bigger oomph to make it's bang really worth it's buck. The first half of Constitution, the Health Regen can stay as is but would be better optimized if it increase all forms of regeneration, including Magicka and Stamina.
The second half however is a bit of a joke/tease if all it restores in .15% per piece of heavy armor. Note that is -point- One-Five, Fifteen, not a full 15%. To that end, I would be much agreed to see that this skill does a full 1% Per Piece of Armor instead. I believe that would go quite a long way in helping to maintain resources while tanking or DPSing.
Juggernaut:
This is where the DPS part kicks in for this armor type. The main issue here is that Medium and Light offer things to make Casters, Healers, and Physical DPS viable in one way or another, and while there are other underlying issues that affect that status, right now Medium and Light offer trade offs that make them more DPS friendly than Heavy. However, I still agree that a man in Heavy Armor should be able to DPS, what I do not agree with is that it should be DPS with just anything lying around. To that end, I suggest the following changes to Juggernaut.
1) As of now it adds a 1% increase per piece of armor to melee attacks. I believe this should be as is, but instead of damage with melee attacks, change it to Raw Weapon Damage for Melee Weapons and Staffs. This affects multiple things and will go nicely with many changes that have been proposed elsewhere on these forums as linked above, and would help support the Battlemage Archetype (Heavy armor, Destro Skills/Staff).
2) Break Free part of Juggernaut should remain entirely as is, it works fine that way.
Bracing:
Rename this to Sundering and keep the Blocking bonus, but also include a cost reduction for Melee Attacks. Or something like that. Note: I say sundering because you are both sundering your enemies now and Sundering their attacks across your blocking ability.
Rapid Mending:
Seeing as this is mostly for Tanking and PvP, I'd say double this to get the most bang for your skill point buck. Maybe add in that whenever you critical strike an enemy with any skill, you get a small portion of that damage back as HP.
Khivas_Carrick wrote: »To be honest, there are actually only two things that really hold back heavy armor:
1) Armor and Spell Pen Caps
and
2) Lack of any sort of regeneration from it's passives.
Not saying it doesn't have any, but it's so little that it's a drop in a parched bucket, and when you're tanking you really need those precious resources to damage an enemy enough to make sure they stay on you (due to the sad and sorry nature of "threat" in this game), and in PvP.....Well, without anything coming back to you or at least something to really make you worth being used to hit stuff, there's little incentive to rock heavy armor other than it looks cool, because Light and Medium can get the same effect of surviving as heavy can, only better in Light's case.
However, since Medium armor now works to add raw weapon damage and in a rather large way, I think Juggernaut may need a different way to increase it's damage in this hypothetical rework, and frankly the first thing that came to mind was:
Juggernaut -
1) Increases Armor Penetration by 1/2% Per Piece of Heavy Armor and returns .25/.5% Base Stamina And Magicka for Each Successful Heavy Attack Per Piece of Heavy Armor.
2) Same as before.
Note I say Base, as is whatever you have without enchants, attribute points, and food buffs.
Thoughts?
Spacing is your friend.My 2 cents...
Resolve:
change resolve to 3/6/9 % physical damage reduction per piece of heavy. Take spell mitigation off of it and replace it with 2/5/10 % chance to reflect a single target spell back at the caster. I believe that spells should be the bane of heavy armor example-being cooked alive in your heavy plate. However if you shine that sumbish up proper like you have a chance to send it back downrange. I realize that with other reflect set bonus's some dragon knights may turn into disco balls on the battlefield, but I don't think it will be out of hand.
Constitution:
Increase health/magicka/stamina regen by 2/4 %(or some non o.p. number) per piece of heavy worn.Also reduces the cost of bash by 2/4% per piece of heavy armor worn. get your recovery from this talent, and if spells will be the heavy armors bane then reducing the cost of bashing them in their cake hole makes sense
Juggernaut:
Increases Heavy attack damage by 3/5 %(or some non o.p. number)per piece of heavy armor. This will make it more appealing to the battle mage people instead of melee only. So in heavy armor while your regenerating your magicka/stamina with heavy attacks your doing more damage.Keep the break free cost right where its at I feel its perfect.
Bracing:
Keep the block cost where it is, and add a talent to take less spell damage while blocking, maybe 2/4 %(or some non o.p. number)this will allow tanks to have some way of mitigating incoming spell damage.
just my two cents, I would also like to see immovable require 5 pcs of heavy armor. it just makes sense to me.