pinstripesc wrote: »I'd really like to see an AoE in 1H/shield. It doesn't even have to be a taunt or 180 degrees, maybe just an arc, but one that pulls from stamina instead of magicka. As a NB I have 1 AoE, 2 if I want to morph Volcanic Rune the other way and have no AoECC whatsoever.
Kinda offtopic, but it's hard to talk about heavy armour and not relate 1H+shield.
Being an idiot, I just found this thread and this forum..... I am heavy armor, using dual wield and splitting armor between two forges. Level 45 and I have to say, I can deal with npc's at my level, up to 3 non daedra beasts, but cannot deal with a mob plus boss beyond about 5 levels below. I have no area denial weapons other than twirling. I need to find these trees being spoken of, or make some up, or somehow get a comparison going that isn't full of acronyms, which I have a serious problem decrypting. Thanks
Balorah
I definitely agree that Armor skill lines of all types should give benefits to all builds.
Survival absolutely benefits all builds, so that part of the Heavy tree comes rather easily, imo.
Actually, I think the issue is the flip side of that. All of the armor trees provide survivability in various ways, but both medium and light armor also provide strong offense/utility, while heavy... doesn't. That's its real problem, and that's what it needs help with if it's going to be competitive.
Neutronium_Dragon wrote: »Actually, I think the issue is the flip side of that. All of the armor trees provide survivability in various ways, but both medium and light armor also provide strong offense/utility, while heavy... doesn't. That's its real problem, and that's what it needs help with if it's going to be competitive.
It is pretty likely that we have all read the hubbub about the viability, or rather the lack of viability, of the Heavy Armor skill tree.
So let's talk about some (hopefully) sensible changes.
My suggestions:
- Resolve: Change to: "Reduces all incoming damage by 1% per piece of Heavy Armor equipped." This would improve to 2% and 3% per piece, respectively, for the second and third points in the skill. Max benefit: 21% reduction to all incoming damage.
- Constitution: Roll-in the benefits of the Rapid Mending passive, below, increasing healing received.
- Juggernaut: Replace this ability with:
- Retaliation: "When you block a single target attack, the attacker suffers damage equal to 0.5% of the damage blocked per piece of Heavy Armor equipped." This would improve to 1% per piece for the second point. Max benefit: 7% of blocked damage returned to the attacker.
- Bracing: Leave as is, I see no issue here
- Rapid Mending: The benefits of this ability have been rolled-in to the Constitution passive above. Replace with:
- Threatening Presence: "Block-slams and Shield slams taunt the target for 1 second per piece of Heavy Armor equipped." This would improve to 2 seconds per piece for the second point. Max benefit: 14 second taunt.
- Immovable: Change this ability to require 5 pieces of Heavy Armor, in order to prevent "cherry-picking", and to bring this ability in-line with the weapon abilities. Weapon based abilities require the use of the weapon they are connected with. Armor actives should receive the same treatment. The other two Armor skill line active abilities should be changed to fit this as well.
Ghostnight013 wrote: »For Resolve, I think we just need to bump the bonus from 1/2/3 to 1/3/5% bonus armor/spell resist and heavy will be in a good place as far as this stat goes.
Ghostnight013 wrote: »Change Blockade: After a successful block, your next attack gains 10% bonus attack power(spell and weapon) when wearing 5 pieces of heavy armor.
I would then change the final passive to:
Defensive Maneuvers: Reduce the cost of Block, Dodge Roll and CC Break by 1/2% per piece of heavy armor.
arnaldomoraleseb17_ESO wrote: »I don't think we should have one passive 100% PvE oriented.
timidobserver wrote: »Everything looks good except the change to unstoppable. All non-class actives are available to everyone with no restrictions.
timidobserver wrote: »I would add a 40% chance to remove all negative effects when taking damage on a 5-10 second cooldown to the 5 piece Heavy Passive.
timidobserver wrote: »Everything looks good except the change to unstoppable. All non-class actives are available to everyone with no restrictions.
This is not entirely true. You can only use weapon abilities when you have that weapon equipped. So for instance, I could not use grand healing unless I had my restoration staff out. All the OP is stating, and several of us are agreeing with is that to use any of the armor skill line trees that you actually need to be wearing a piece of that armor.timidobserver wrote: »I would add a 40% chance to remove all negative effects when taking damage on a 5-10 second cooldown to the 5 piece Heavy Passive.
This is another interesting idea that would fit into a heavy armor scheme, if we modify and balance the numbers of course.
very good suggestions. This would be a great start with combined efforts to the weapon trees and improved synergies between them.My suggestions
Cyrdemaceb17_ESO wrote: »Heavy Armor wasn't even mentioned on the Quakecon. Maybe they do something but I wouldn't bet on it.
They showed a lot of new armor looks and especially the heavy ones looked cool. But nothing about changes or improvements.
Cyrdemaceb17_ESO wrote: »And they added something to Juggernaut on PTS. Didn't notice this one yet. 7-pieces worn reduce Break Free stamina cost by 28%. Makes 3% with 1 point or 4% with 2 points in Juggernaut for each hvy armor piece worn.
Good change for PvP.
Those are some good ideas. Here are some of mine and what I agree with.
Resolve being changed to 0.5% damage reduction per piece is very similar to what myself and others have been saying in game.
Constitution agree with having Rapid Mending's benefit rolled in with it. Brings it in line with the change to medium armor's Wind Walker.
Juggernaut could be changed to 7% power. Removing the melee and weapon components. That would make it comparable but still less than the other armors.
Bracing is fine just as you said, and fits in with the scheme of heavy armor.
Rapid Mending would be better replaced with you Retaliation idea and add that the damage returned generates more threat than equal damage(but does not taunt). And the damage would probably need to be capped by some factor so that you cannot return a significant amount of damage.
I am also going to add in some ideas for the armor types to go along with that so that they fit the same mold.
Medium armor given its recent changes is fine as is. (However, the uses of stamina and a lot of the stamina abilities are not. But that's another thread.)
Evocation (for light armor) should be rolled in with Recovery and by effect reduced. It can be replaced with an effect similar to Magnus's Gift 3 piece set bonus to give them back the efficiency lost. Or perhaps something another kind soul comes up with.
It is pretty likely that we have all read the hubbub about the viability, or rather the lack of viability, of the Heavy Armor skill tree.
So let's talk about some (hopefully) sensible changes.
My suggestions:
- Resolve: Change to: "Reduces all incoming damage by 1% per piece of Heavy Armor equipped." This would improve to 2% and 3% per piece, respectively, for the second and third points in the skill. Max benefit: 21% reduction to all incoming damage.
- Constitution: Roll-in the benefits of the Rapid Mending passive, below, increasing healing received.
- Juggernaut: Replace this ability with:
- Retaliation: "When you block a single target attack, the attacker suffers damage equal to 0.5% of the damage blocked per piece of Heavy Armor equipped." This would improve to 1% per piece for the second point. Max benefit: 7% of blocked damage returned to the attacker.
- Bracing: Leave as is, I see no issue here
- Rapid Mending: The benefits of this ability have been rolled-in to the Constitution passive above. Replace with:
- Threatening Presence: "Block-slams and Shield slams taunt the target for 1 second per piece of Heavy Armor equipped." This would improve to 2 seconds per piece for the second point. Max benefit: 14 second taunt.
- Immovable: Change this ability to require 5 pieces of Heavy Armor, in order to prevent "cherry-picking", and to bring this ability in-line with the weapon abilities. Weapon based abilities require the use of the weapon they are connected with. Armor actives should receive the same treatment. The other two Armor skill line active abilities should be changed to fit this as well.
It is not enough for PvP and totally useless for PvE. My problem in PvP is not that I am CC because most of the time I use block, the problem is that I take almost the same damage when I block in light and heavy armor. Then the question is why should I use heavy armors when I can manage my resources better with light armors?