I've seen DK's and templars dive into enemy raids alone lately. Not only surviving for an impressive time by tanking dmg but at the same time dishing out enough damage to kill a few people of the enemy raid.
So... Yea tanky builds can be succesfull I guess. All those DK's/templars seemed to be magicka builds btw. Blockcasters in heavy armor.
Forestd16b14_ESO wrote: »I've seen DK's and templars dive into enemy raids alone lately. Not only surviving for an impressive time by tanking dmg but at the same time dishing out enough damage to kill a few people of the enemy raid.
So... Yea tanky builds can be succesfull I guess. All those DK's/templars seemed to be magicka builds btw. Blockcasters in heavy armor.
Yes they can be but that's only with the help shield stacking / dodge rolling. This is about heavy armor and defence in general cause defense shouldn't be this heavy dependent on magical shields / dodge rolling which as a reminder are suited for LA and MA and not HA. HA is meant to take the magical freeze ray that freezes you and less than a second later break out of your icey statue shrug off the frost and laugh at the guy. What's the point if shield stacking in LA armor and rolling out of the way in MA is much more useful cause MA and LA give massive DPS boost too. Cause that's the problem HA only give defensive bonuses while MA and LA give defensive and offensive bonuses.
I've seen DK's and templars dive into enemy raids alone lately. Not only surviving for an impressive time by tanking dmg but at the same time dishing out enough damage to kill a few people of the enemy raid.
So... Yea tanky builds can be succesfull I guess. All those DK's/templars seemed to be magicka builds btw. Blockcasters in heavy armor.
Samuel_Bantien wrote: »Heavy Armor requires a buff. A buff that was once mighty and powerful, but is now a shallow husk that has turned into a morph for Immovable. A morph for Immovable that requires a slot on both bars to work to its max potential. - CC Break cost reduction was a huge advantage for Heavy Armor back in 1.5. It allowed Heavy Armor to be able to keep up with their stamina. 1.5 Heavy Armor + Arena? NICE STAM SUSTAIN BRUH. Now it is 7/7 Heavy + Immovable Brute slotted on both bars + Arena (NICE STAM SUSTAIN BUT YOU LOSE 2 WHOLE SLOTS BRUH). At the moment there are several abilities that require the player to CC break, dodge roll or meet inevitable doom: Fear, Petrify, AoEs, and the cursed and annoying Caltrops (that will cost stamina when blocking inside of it w/ the Snare). Heavy Armor could also use a defensive buff, because without it, players are only looking at 16k armor/spell resist in full 7/7 heavy without Reinforced or Nirnhoned. Heavy Armor should again... be tanky.[to much text]
Not only should Heavy Armor be tanky - and a passive that should be restored to its former glory, there is a certain passive that requires a look at: Increases Health Regeneration by %/% per piece of Heavy Armor - USELESS - in most cases as this is arguably the WORST stat to stack. There are also 0 passives that would make Heavy Armor be used offensively - Light Armor; 5k spell pen, 10% spell crit, & cost reductions for spells. Medium Armor has the following; 21% weapon crit, 12% weapon damage & cost reductions for stamina abilities and other necessities that scale with stamina. Heavy Armor has; Block Reduction by 20% - which can be argued if offensive or defense, but check this: BLOCK COST REDUCTION ENCHANTS (A.K.A. 200 cost reduction per block & 300 cost reduction for shield bash) and these enchants even work for light and medium armor too, AMAZING! Don't have enough block cost reduction? Try Defensive Posture! 8% less cost of block with 8% more damage mitigated! 30% passive block cost from S&B added with 8% - 38% Block Cost Reduction! Why bother wearing Heavy Armor for PvP when your resources deplete faster than everyone else's? OMG: Constitution, meh passive, 4 second cooldown, would rather run Light Armor. Meh, atleast Heavy Armor has Health Regeneration - which is also really, REALLY good for vampires. Heavy Armor used to have a weapon damage passive that granted 1% more damage per piece of Heavy - atleast the very lease garbage passive, but it was an offensive - kind of.
Enough ragging about Heavy Armor there is still some advantages even with the QQ. Bracing is still a huge role for Heavy Armor PvP Tanking, although it can be argued with Block Cost Reduction Jewelry enchants there is still hope! With a sword and shield you have a passive 50% less block cost without Defensive Posture - 58% w/ Defensive Posture which is a good amount if you run it. Constitution is at the very best - decent - if you just want to be a turtle, not that much help if you're getting CC locked, or players can just flat out ignore you cause they know you'll just hold block and not do anything else. Resolve is nice and all, but Medium Armor is just wearing cowhides and it has 3/4ths the Armor we have? Keep the armor stats of Medium, but buff Heavies a bit - Heavy Armor is supposed to feel tanky which is why players want to use it. Stam builds still shreds through tanks if the tank does not block - possibly not enough armor even when hard capped?
Small List to keep things for Heavy in check without going too overboard.
1. Return the infamous CC cost reduction passive for heavy armor.
2. Increase the armor and spell resist of Heavy Armor while keeping other armors (Light & Medium) the same. - Tanks gotta tank.
3. Repeat step 1, maybe toss it in with the glorious Constitution passive.
4. Repeat step 2, maybe toss it in with the Juggernaught passive - names do make sense.
5. Redo the constitution passive, maybe instead of 4% health regeneration per piece, we could have 1% or 2% regeneration for each stat. - Just a little bit more survivability - Tanks gotta tank.
6. Add a sustain, Constitution is not enough and does not allow Heavy Armor users to use as much abilities as we would like to - i.e. LA has 3% spell cost reduction to all spells, MA has 4% cost reduction to all stam abilities, HA has take damage get .5% of your resources back every 4 seconds. 1% or 1.5% cost reduction for both stam/magic abilites would be enough with this Constitution's take damage passive.
7. Rapid Mending? May as well have Swim Speed. 7% more heals taken is a little low considering most healers can spam healing springs forever and/or spam their other heals for a long burst period and even that, that is 7/7 Heavy. Most players in heavy would run 5 heavy, 1/2 of a different armor piece. Maybe bring back one our old friends of 1.0.2, the 600 damage bashes on players with 1.8k hp - ye' olde Bash Damage Jewelry Enchant stack! Except, bashes shouldn't kill players with 6k bashes, that'd be a little absurd. Add 50% or 100%, even 200% when wearing a full set of heavy, A.K.A. 5 piece (like Light Armor's Concentration passive). Two 5 piece passives? - Yikes Light Armor! Maybe this could be our only offensive passive. - 60 More Bash Damage per Jewelry Enchant, really? Can't tell if kidding or... MOST FABULOUS ENCHANT! 180 more bash damage on top of my 500! That'd surely kill their 23067 HP in no time!
This was how 1.0 was like for Heavy PvP:
EXCEPT LESS SKIMPIER.
This is how 1.6 is like for Heavy PvP:
#BuffTheHeavy
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Samuel_Bantien wrote: »Heavy Armor requires a buff. A buff that was once mighty and powerful, but is now a shallow husk that has turned into a morph for Immovable. A morph for Immovable that requires a slot on both bars to work to its max potential. - CC Break cost reduction was a huge advantage for Heavy Armor back in 1.5. It allowed Heavy Armor to be able to keep up with their stamina. 1.5 Heavy Armor + Arena? NICE STAM SUSTAIN BRUH. Now it is 7/7 Heavy + Immovable Brute slotted on both bars + Arena (NICE STAM SUSTAIN BUT YOU LOSE 2 WHOLE SLOTS BRUH). At the moment there are several abilities that require the player to CC break, dodge roll or meet inevitable doom: Fear, Petrify, AoEs, and the cursed and annoying Caltrops (that will cost stamina when blocking inside of it w/ the Snare). Heavy Armor could also use a defensive buff, because without it, players are only looking at 16k armor/spell resist in full 7/7 heavy without Reinforced or Nirnhoned. Heavy Armor should again... be tanky.[to much text]
Not only should Heavy Armor be tanky - and a passive that should be restored to its former glory, there is a certain passive that requires a look at: Increases Health Regeneration by %/% per piece of Heavy Armor - USELESS - in most cases as this is arguably the WORST stat to stack. There are also 0 passives that would make Heavy Armor be used offensively - Light Armor; 5k spell pen, 10% spell crit, & cost reductions for spells. Medium Armor has the following; 21% weapon crit, 12% weapon damage & cost reductions for stamina abilities and other necessities that scale with stamina. Heavy Armor has; Block Reduction by 20% - which can be argued if offensive or defense, but check this: BLOCK COST REDUCTION ENCHANTS (A.K.A. 200 cost reduction per block & 300 cost reduction for shield bash) and these enchants even work for light and medium armor too, AMAZING! Don't have enough block cost reduction? Try Defensive Posture! 8% less cost of block with 8% more damage mitigated! 30% passive block cost from S&B added with 8% - 38% Block Cost Reduction! Why bother wearing Heavy Armor for PvP when your resources deplete faster than everyone else's? OMG: Constitution, meh passive, 4 second cooldown, would rather run Light Armor. Meh, atleast Heavy Armor has Health Regeneration - which is also really, REALLY good for vampires. Heavy Armor used to have a weapon damage passive that granted 1% more damage per piece of Heavy - atleast the very lease garbage passive, but it was an offensive - kind of.
Enough ragging about Heavy Armor there is still some advantages even with the QQ. Bracing is still a huge role for Heavy Armor PvP Tanking, although it can be argued with Block Cost Reduction Jewelry enchants there is still hope! With a sword and shield you have a passive 50% less block cost without Defensive Posture - 58% w/ Defensive Posture which is a good amount if you run it. Constitution is at the very best - decent - if you just want to be a turtle, not that much help if you're getting CC locked, or players can just flat out ignore you cause they know you'll just hold block and not do anything else. Resolve is nice and all, but Medium Armor is just wearing cowhides and it has 3/4ths the Armor we have? Keep the armor stats of Medium, but buff Heavies a bit - Heavy Armor is supposed to feel tanky which is why players want to use it. Stam builds still shreds through tanks if the tank does not block - possibly not enough armor even when hard capped?
Small List to keep things for Heavy in check without going too overboard.
1. Return the infamous CC cost reduction passive for heavy armor.
2. Increase the armor and spell resist of Heavy Armor while keeping other armors (Light & Medium) the same. - Tanks gotta tank.
3. Repeat step 1, maybe toss it in with the glorious Constitution passive.
4. Repeat step 2, maybe toss it in with the Juggernaught passive - names do make sense.
5. Redo the constitution passive, maybe instead of 4% health regeneration per piece, we could have 1% or 2% regeneration for each stat. - Just a little bit more survivability - Tanks gotta tank.
6. Add a sustain, Constitution is not enough and does not allow Heavy Armor users to use as much abilities as we would like to - i.e. LA has 3% spell cost reduction to all spells, MA has 4% cost reduction to all stam abilities, HA has take damage get .5% of your resources back every 4 seconds. 1% or 1.5% cost reduction for both stam/magic abilites would be enough with this Constitution's take damage passive.
7. Rapid Mending? May as well have Swim Speed. 7% more heals taken is a little low considering most healers can spam healing springs forever and/or spam their other heals for a long burst period and even that, that is 7/7 Heavy. Most players in heavy would run 5 heavy, 1/2 of a different armor piece. Maybe bring back one our old friends of 1.0.2, the 600 damage bashes on players with 1.8k hp - ye' olde Bash Damage Jewelry Enchant stack! Except, bashes shouldn't kill players with 6k bashes, that'd be a little absurd. Add 50% or 100%, even 200% when wearing a full set of heavy, A.K.A. 5 piece (like Light Armor's Concentration passive). Two 5 piece passives? - Yikes Light Armor! Maybe this could be our only offensive passive. - 60 More Bash Damage per Jewelry Enchant, really? Can't tell if kidding or... MOST FABULOUS ENCHANT! 180 more bash damage on top of my 500! That'd surely kill their 23067 HP in no time!
This was how 1.0 was like for Heavy PvP:
EXCEPT LESS SKIMPIER.
This is how 1.6 is like for Heavy PvP:
#BuffTheHeavy
you should definatly take some lessons by the heavy dk tanks out there completly impossible to be killed as a mag user and a 15+ min fight as a stam user wich then is a 50/50 chance to either end dead...
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Samuel_Bantien wrote: »Heavy Armor requires a buff. A buff that was once mighty and powerful, but is now a shallow husk that has turned into a morph for Immovable. A morph for Immovable that requires a slot on both bars to work to its max potential. - CC Break cost reduction was a huge advantage for Heavy Armor back in 1.5. It allowed Heavy Armor to be able to keep up with their stamina. 1.5 Heavy Armor + Arena? NICE STAM SUSTAIN BRUH. Now it is 7/7 Heavy + Immovable Brute slotted on both bars + Arena (NICE STAM SUSTAIN BUT YOU LOSE 2 WHOLE SLOTS BRUH). At the moment there are several abilities that require the player to CC break, dodge roll or meet inevitable doom: Fear, Petrify, AoEs, and the cursed and annoying Caltrops (that will cost stamina when blocking inside of it w/ the Snare). Heavy Armor could also use a defensive buff, because without it, players are only looking at 16k armor/spell resist in full 7/7 heavy without Reinforced or Nirnhoned. Heavy Armor should again... be tanky.
Not only should Heavy Armor be tanky - and a passive that should be restored to its former glory, there is a certain passive that requires a look at: Increases Health Regeneration by %/% per piece of Heavy Armor - USELESS - in most cases as this is arguably the WORST stat to stack. There are also 0 passives that would make Heavy Armor be used offensively - Light Armor; 5k spell pen, 10% spell crit, & cost reductions for spells. Medium Armor has the following; 21% weapon crit, 12% weapon damage & cost reductions for stamina abilities and other necessities that scale with stamina. Heavy Armor has; Block Reduction by 20% - which can be argued if offensive or defense, but check this: BLOCK COST REDUCTION ENCHANTS (A.K.A. 200 cost reduction per block & 300 cost reduction for shield bash) and these enchants even work for light and medium armor too, AMAZING! Don't have enough block cost reduction? Try Defensive Posture! 8% less cost of block with 8% more damage mitigated! 30% passive block cost from S&B added with 8% - 38% Block Cost Reduction! Why bother wearing Heavy Armor for PvP when your resources deplete faster than everyone else's? OMG: Constitution, meh passive, 4 second cooldown, would rather run Light Armor. Meh, atleast Heavy Armor has Health Regeneration - which is also really, REALLY good for vampires. Heavy Armor used to have a weapon damage passive that granted 1% more damage per piece of Heavy - atleast the very lease garbage passive, but it was an offensive - kind of.
Enough ragging about Heavy Armor there is still some advantages even with the QQ. Bracing is still a huge role for Heavy Armor PvP Tanking, although it can be argued with Block Cost Reduction Jewelry enchants there is still hope! With a sword and shield you have a passive 50% less block cost without Defensive Posture - 58% w/ Defensive Posture which is a good amount if you run it. Constitution is at the very best - decent - if you just want to be a turtle, not that much help if you're getting CC locked, or players can just flat out ignore you cause they know you'll just hold block and not do anything else. Resolve is nice and all, but Medium Armor is just wearing cowhides and it has 3/4ths the Armor we have? Keep the armor stats of Medium, but buff Heavies a bit - Heavy Armor is supposed to feel tanky which is why players want to use it. Stam builds still shreds through tanks if the tank does not block - possibly not enough armor even when hard capped?
Small List to keep things for Heavy in check without going too overboard.
1. Return the infamous CC cost reduction passive for heavy armor.
2. Increase the armor and spell resist of Heavy Armor while keeping other armors (Light & Medium) the same. - Tanks gotta tank.
3. Repeat step 1, maybe toss it in with the glorious Constitution passive.
4. Repeat step 2, maybe toss it in with the Juggernaught passive - names do make sense.
5. Redo the constitution passive, maybe instead of 4% health regeneration per piece, we could have 1% or 2% regeneration for each stat. - Just a little bit more survivability - Tanks gotta tank.
6. Add a sustain, Constitution is not enough and does not allow Heavy Armor users to use as much abilities as we would like to - i.e. LA has 3% spell cost reduction to all spells, MA has 4% cost reduction to all stam abilities, HA has take damage get .5% of your resources back every 4 seconds. 1% or 1.5% cost reduction for both stam/magic abilites would be enough with this Constitution's take damage passive.
7. Rapid Mending? May as well have Swim Speed. 7% more heals taken is a little low considering most healers can spam healing springs forever and/or spam their other heals for a long burst period and even that, that is 7/7 Heavy just for 7% more heals. Most players in heavy would run 5 heavy, 1/2 of a different armor piece. Maybe bring back one our old friends of 1.0.2, the 600 damage bashes on players with 1.8k hp - ye' olde Bash Damage Jewelry Enchant stack! Except, bashes shouldn't kill players with 6k bashes, that'd be a little absurd. Add 50% or 100%, even 200% when wearing a full set of heavy, A.K.A. 5 piece (like Light Armor's Concentration passive). Two 5 piece passives? - Yikes Light Armor! Maybe this could be our only offensive passive. - 60 More Bash Damage per Jewelry Enchant, really? Can't tell if kidding or... MOST FABULOUS ENCHANT! 180 more bash damage on top of my 500! That'd surely kill their 23067 HP in no time!
This was how 1.0 was like for Heavy PvP:
EXCEPT LESS SKIMPIER.
This is how 1.6 is like for Heavy PvP:
#BuffTheHeavy
Edit - Saw something wrong with #7, CORRECTED!
Samuel_Bantien wrote: »
This was how 1.0 was like for Heavy PvP:
EXCEPT LESS SKIMPIER.
well heavy armor is not ment to be offensive, its a pure defensive armor type wich it does nearly perfectly fine.
and as you are agreeing with me that heavy armor users are hard to be killed the purpose of heavy armor is fullfilled.
I've seen DK's and templars dive into enemy raids alone lately. Not only surviving for an impressive time by tanking dmg but at the same time dishing out enough damage to kill a few people of the enemy raid.
So... Yea tanky builds can be succesfull I guess. All those DK's/templars seemed to be magicka builds btw. Blockcasters in heavy armor.
Sadly no.well heavy armor is not ment to be offensive, its a pure defensive armor type wich it does nearly perfectly fine.
and as you are agreeing with me that heavy armor users are hard to be killed the purpose of heavy armor is fullfilled.
In pve I can see the need of a tank in a group, in pvp I do not. Smart ppl just ignore the tank because their dps is pretty much noneexistant.
Sadly no.well heavy armor is not ment to be offensive, its a pure defensive armor type wich it does nearly perfectly fine.
and as you are agreeing with me that heavy armor users are hard to be killed the purpose of heavy armor is fullfilled.
Maybe yes for pure tank builds with extreme block cost reductions. But outside of that, it is just a light armor when you consider the amount of debuffs that coming in your way.
So, wearing 5 piece of heavy armor just to have little more survivability over the battle, is not that good. You can do much better than that with light armor and shield stacking. Shields have no counter, nor limits(hardcaps) like the way you reduce damage with armor, nor they affect by debuffs and dots. You probably will have almost same survivability as that pure tank build with a dps build. (minus block cost) Even more, some classes like sorc can do that much more effectively without sacrificing their damage.
And it's sad
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Sadly no.well heavy armor is not ment to be offensive, its a pure defensive armor type wich it does nearly perfectly fine.
and as you are agreeing with me that heavy armor users are hard to be killed the purpose of heavy armor is fullfilled.
Maybe yes for pure tank builds with extreme block cost reductions. But outside of that, it is just a light armor when you consider the amount of debuffs that coming in your way.
So, wearing 5 piece of heavy armor just to have little more survivability over the battle, is not that good. You can do much better than that with light armor and shield stacking. Shields have no counter, nor limits(hardcaps) like the way you reduce damage with armor, nor they affect by debuffs and dots. You probably will have almost same survivability as that pure tank build with a dps build. (minus block cost) Even more, some classes like sorc can do that much more effectively without sacrificing their damage.
And it's sad
so instead of a balanced heavy armor you just want an overpowered jack af all trades with no down side, i see...
regarding shields what do you want?
hardcounter - any type of dmg as
they do not provide any dmg reduction how do you want to debuff them?
they do have a hard cap its called ability cool down - you can only build a certain amount of protection in a given time frame if thats exceeded you are nothing but dead while this amount of prot/time is <10th of that a tank is observing counting his HP+heals while blocking wich you can do indefinitly properly build.
all dots (beside the 3 bleeds) work perfectly fine vs shields play a shield user your self against a dot dk and you are doing nothing but recasting your shields as those 2-3k dot ticks(thx to no mitigation) eat them up faster than anything.
as a shield stacker you cant survive 2 attackers (unless they are total scrubs) while you can tank in heavy with a tank build for quite some time (see that every day on my sorc and my DK).
Sadly no.well heavy armor is not ment to be offensive, its a pure defensive armor type wich it does nearly perfectly fine.
and as you are agreeing with me that heavy armor users are hard to be killed the purpose of heavy armor is fullfilled.
Maybe yes for pure tank builds with extreme block cost reductions. But outside of that, it is just a light armor when you consider the amount of debuffs that coming in your way.
So, wearing 5 piece of heavy armor just to have little more survivability over the battle, is not that good. You can do much better than that with light armor and shield stacking. Shields have no counter, nor limits(hardcaps) like the way you reduce damage with armor, nor they affect by debuffs and dots. You probably will have almost same survivability as that pure tank build with a dps build. (minus block cost) Even more, some classes like sorc can do that much more effectively without sacrificing their damage.
And it's sad
so instead of a balanced heavy armor you just want an overpowered jack af all trades with no down side, i see...
regarding shields what do you want?
hardcounter - any type of dmg as
they do not provide any dmg reduction how do you want to debuff them?
they do have a hard cap its called ability cool down - you can only build a certain amount of protection in a given time frame if thats exceeded you are nothing but dead while this amount of prot/time is <10th of that a tank is observing counting his HP+heals while blocking wich you can do indefinitly properly build.
all dots (beside the 3 bleeds) work perfectly fine vs shields play a shield user your self against a dot dk and you are doing nothing but recasting your shields as those 2-3k dot ticks(thx to no mitigation) eat them up faster than anything.
as a shield stacker you cant survive 2 attackers (unless they are total scrubs) while you can tank in heavy with a tank build for quite some time (see that every day on my sorc and my DK).
and thats the point heavy armor is ment to be used by this extreme tank builds or as a supplemental when used in 5L or medium.My intention was to pointing out that the redundancy of choosing heavy armor over shields just for protection for your "balanced/non extreme" build. Don't mind the hyperbole in my previous post.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
And that point drags you to that you can't have Warrior type somewhat tanky dps build. Like jack of all trades. It isn't optimal at least. You will not have enough stamina/regen to block all the damage plus break free and you will not have enough burst to kill someone. And if you do not block or cast shield, you will die before you even notice what hit you.and thats the point heavy armor is ment to be used by this extreme tank builds or as a supplemental when used in 5L or medium.My intention was to pointing out that the redundancy of choosing heavy armor over shields just for protection for your "balanced/non extreme" build. Don't mind the hyperbole in my previous post.