dodgehopper_ESO wrote: »On Topic , Nord is bad race , use something with 10% max stamina/magicka.
Having more resource pools will make you do more damage and heal for more , because it makes your skills more powerfull.
This is more a problem with bad sweeping changes to the underlying game they've made. I'm definitely thinking their changes have been anti-tank to the extreme this year.
Pretty much zos hates heavy armor and tanks in general. Oh and dks and temps.
Like the buff to light armor, was it really needed? You're wearing cloth ffs and now my 5/1/1 light build gives me 17k odd armor buffed.
Really for wearing cloth? That's nearly what a heavy armor wearer has unbuffed.
Really they need to increase the hard cap on armor, make it so heavy armor is useful, bring it up to 75% from the current 50% (due to all the pen running around) give tanks a reason to want to wear heavy in pvp.
david31741 wrote: »dodgehopper_ESO wrote: »
I don't disagree, but if your goal is to heal in pvp, I don't really think 5-10% more damage or even heals are necessarily the most important things to be worrying about. A healer in pvp just needs to heal good enough to do the job, and survival/sustainability is actually better over and above that, because it means you can keep dishing out the heals (a Dead healer isn't healing).
That's basically what I said regarding the group pvp healer role.
For non-ball pvp I don't see anyone playing "healer" in pvp. Exception being spammers looking to grind ranks.
Solo and small group pvp race can make a big dif especially these days where you need to burst to overcome everyone's defenses. Templar has the weakest burst potential and 5-10% dps makes a big difference. a 6% dam reduction in pvp is not noticeable especially on a templar which already has decent defensive options.
And yeah, I am a nord templar playing pvp since release - and I regret being Nord 100%. It wasn't a thought out choice. I just saved a name for a crafting mule - but who knew templar would be so much fun.