Yesterday in Cyro I was at a keep fight with an enemy ball group that had players with up to 90k shields. They were actively taking siege damage too so no telling how high their shields could actually reach. Feels pretty ridiculous that not long ago the most I saw in shields was 40-50k and that was already overpowered, so now we have double that amount. Not sure why zos (and most players) have chosen to focus their attention on hots when clearly meta ball groups have long moved away from focusing on hot stacking for survivabillity and are now optimizing for having high shields with high uptime.
The problem has been compounding for a while now, it first started becoming a problem when arcanist and scribing came out, it then expanded to new sets that gave group shields as well as optimizing builds with subclassing, and now sorc class mastery has really upped the shields strength potential on some builds. Some groups have also started running magma shell, which was buffed with the DK rework. One major issue is shield strength scaling off max hp, with shielders in groups now having a minimum of 60-70k hp, even with an hp cap on some skills. Groups can get away with building that high hp because sustain is already widely ignored when running multiple sets of Recovery Convergence in group. I'm also not sure if this is still as big of an issue, but when the ball group shield meta was first starting to emerge, groups would run multiple Arkasis in group with infused potion cooldown glyphs on jewelry so they could have a barrier rotation which made it so they would have a barrier up at all times.
This problem should be looked at sooner rather than later, there's no way that having over 90k shields on top of over 40k hp is anywhere near balanced. It's pretty ridiculous that not even another ball group (you can forget about small groups and pug groups) has enough burst to burn through their shields and even touch their hp bars. There are multiple solutions that could be used to fix this. You can put a hard cap on shields so no matter how many shields they stack they wont be able to go over that amount, put a reasonable cap on hp scaling of existing skills, limit how many shields can be active in a group or even on a per player basis, get rid of hp scaling shields all together and have them scale with something else for a reasonable amount, or even adjust shield strength in battle spirit. Another option to look at would be adjusting dispel on the trample scibing skill. You could get rid of the cast time on trample, speed up the mount, or even up the amount of shields it can get rid of (currently 1). Either way, it's a good mechanic that has a lot of potential but doesn't get used because of those limiting factors. Either way this problem is only going to get worse if not addressed.






Edited by RaidingTraiding on 25 June 2026 19:30