"Vitality":
"Increases base Magicka and Stamina by 2%/4% per piece of heavy armor equipped. (max being 15%/28%)"
Resolve
Increases Armor by 1%/3%/5% and base Spell Resist by 1%/3%/5% for each piece of Heavy Armor Equipped.
Chance to parry a melee attack, and return 25% of parried attack's damage as Bleed damage over 5 seconds, by 1%/2%/3% per piece of Heavy Armor equipped. Can occur once every 3 seconds.Constitution
Increases Health Recovery by 2%/4% and healing received by 2%/4% per piece of Heavy Armor equipped.
Reduces the duration of negative effects by 2.5%/5% per piece of Heavy Armor equipped.Juggernaut
Increases all damage by 1%/2% per piece of Heavy Armor equipped.
Reduces the cost of Break Free by 2%/4% per piece of Heavy Armor equipped.Bracing
Reduces the Stamina cost of Blocking by 10%/20% when a Heavy Armor set of 5 or more pieces is equipped.
While casting or channeling a spell or ability, reduces incoming spell (or ranged) damage by 20%/40% when a Heavy Armor set of 5 or more pieces is equipped.Vitality
Increases base Magicka and Stamina by 2%/4% per piece of Heavy Armor equipped.
Restore .15% of Max Health as Magicka and Stamina each time you are hit. Value is increased per piece of Heavy Armor equipped, and can occur once every 4/2 seconds.
CaptainSilverbrow wrote: »
•Reduce Immovable's duration to 3 seconds (down from 8), but increase it by 1 second per piece of Heavy Armor equipped. Minor buff for actual Heavy Armor wearers, discourages non-Heavy Armor wearers abusing it.
•Some sort of damage return on hit. I'm not sure what you mean by "Bleed damage over 5 seconds by 1%/2%/3%," but regardless, this passive equates to increasing your DPS by at least 5% of your opponent's DPS, and can overlap on to multiple attackers (lasts for 5 seconds, can occur every 3 seconds).
I'm not a fan of the phrasing, personally. I should've added commas to begin with, I'll correct that. What it does is negate a physical melee attack, doesn't include Bow attacks, and spells don't even apply, so the majority of class skills cannot be parried. When an attack is successfully parried, that damage is negated, and a fourth of it is applied to the attacker instead as a DoT. Bleed damage is mitigated by Armor rating, as it's Physical Damage. This isn't a new mechanic. I'm uncertain as to where the "5% of an opponent's DPS" and "~50 DPS increase" figures are coming from, but it's too limited in scope and applicability, and wouldn't occur frequently enough to constitute a DPS increase of too great a magnitude. It could be on a higher ICD (and I think could occur less frequently), but bear in mind that its ICD will mostly be occupied parrying light swing weapon attacks.Chance to parry a melee attack, and return 25% of parried attack's damage as Bleed damage over 5 seconds, by 1%/2%/3% per piece of Heavy Armor equipped. Can occur once every 3 seconds.
Up %14 from the concurrently effective 21% increase to both, yes. Among my suggestions, there's a veritable legion of players that've already suggested this. Light Armor still pulls well ahead with the more valuable of the two.•35% Armor
•35% Spell Resistance
Already concurrently effective in-game.•28% Health Recovery
•28% Cost reduction on Break Free
•20% Cost reduction on Block
This is already effective in-game (I think you know that). At 3.4k HP in Cyrodiil, I get ~30 recovery when I'm attacked, on a 2 second ICD. They're following through on a paradigm I suggested awhile back, that Heavy Armor needs mechanics that bypass overcharge (mostly with regard to Armor). What they've done, which I think was a brilliant step, is make it so that this rewards the players for being attacked and in combat, exchanging health lost for a small boon to resources. It doesn't function so effectively as to constitute an extension of base Stam./Magicka Regen. rates, which is reserved for Medium and Light Armor wearers. It's more a tanking boon than anything.•~33 Magicka Recovery (ignores overcharge)
•~33 Stamina Recovery (ignores overcharge)
This isn't that tremendous, but could be reduced. I was more concerned with just rolling it into Resolve. I would, frankly, eliminate it entirely as it's presently too small to miss.•28% Healing Received
More or less, I'm just pitching these mechanics as defensive boons, values notwithstanding. Should have noted I'd meant for the casting buff to affect exclusively spell damage.•35% Shorter duration on debuffs
•40% Damage reduction when channeling
As opposed to increased Spell/Physical Penetration and Crit', which together generally output better damage, yes. Heavy Armor doesn't naturally bolster crit' of any kind as Medium and Light Armor do, nor penetration. It's the only strictly DPS bonus Heavy Armor provides wearers at present, but is too paltry to be effective; expanding it makes it somewhat more effective. Regardless, both Light Armor and Medium Armor pull well ahead.•14% Damage
Oh wow, I actually left the "one second per piece" line in, that was an accident. The only change I'd had in mind for it was to make it less appealing to casters and make so that Unstoppable provided some boost. Immovable itself would be 10 seconds in 7/7 Heavy Armor, Unstoppable shouldn't go higher than ~12.5. Ideally, the durations could remain as they are currently with the max being ~11 seconds (10.8 ), but keep the Immovable change so that casters aren't using it anymore.•17 Seconds of CC immunity, which is essentially full CC immunity
This is to increase the effectiveness of class abilities, as most of them scale with base Magicka, so Heavy Armor wearers actually deal less damage with their melee-based class abilities than casters do, which is why Light Armor off-hand melee Templars are more effective than Medium/Heavy Armor, wholesale melee Templars. This is also to somewhat compensate for giving up on far more superior boons from the other trees, (MA's Windwalker needs buffed, though). Benefits: Increases damage of class abilities so that HA wearers aren't wanting as much in that department, and less resource-starved due to no spell-cost reduction/straight resource regen. buffs.•28% Magicka
•28% Stamina
Higher, actually. I know, I didn't actually intend to publish the thread with that left in there (or that random emote!). I tend to sculpt and eke out the molds of my writings, undetailed or silly-looking planes intended to be revisited later. I missed that one.Right now heavy armor users get 10.8 duration thanks to the morph. With your change they would get 10 base, and 13.5 morphed. That's a 25% increase in duration over current. Not sure i would call that buff minor
Really bad that in this game you cannot stop enemy's movement with your body. No collisions = no tanks in pvp.
I mean - whats point of being a tank if you cant stop enemy AoE train - they dont care about your CC and your damage (heavy aoe damage from heavy armor tank? really?). Yeah you can survive their rush - and what's next? your allies already dead.
It's better to be another defensive AoE DD - (hi firestaff DK).
Tanks are usefull in pvp? Don't make me laugh.
(P.S. By tank in pvp i mean heavy armor guy who can stop the enemy's anvance with his body)
P.P.S. Now i'm rolling v12 DK with Shield/Sword+Destro Staff + full light armor. Wanna wear some heavy armor but...it's a trash. Don't need this garbage for now - no matter for pvp or pve (and i can be dd or tank without any problem).
Really bad that in this game you cannot stop enemy's movement with your body. No collisions = no tanks in pvp.
I mean - whats point of being a tank if you cant stop enemy AoE train - they dont care about your CC and your damage (heavy aoe damage from heavy armor tank? really?). Yeah you can survive their rush - and what's next? your allies already dead.
It's better to be another defensive AoE DD - (hi firestaff DK).
Tanks are usefull in pvp? Don't make me laugh.
(P.S. By tank in pvp i mean heavy armor guy who can stop the enemy's anvance with his body)
P.P.S. Now i'm rolling v12 DK with Shield/Sword+Destro Staff + full light armor. Wanna wear some heavy armor but...it's a trash. Don't need this garbage for now - no matter for pvp or pve (and i can be dd or tank without any problem).
1. Can't agree with you.You don't need collision to make tanks useful.
Just make the taunt abilities make players do lower damage to anyone except for the player that taunted them, like SWTOR PvP.
That was one of the few things that they really did right in that game.
1. Can't agree with you.You don't need collision to make tanks useful.
Just make the taunt abilities make players do lower damage to anyone except for the player that taunted them, like SWTOR PvP.
That was one of the few things that they really did right in that game.
2. Like Warhammer Online (Age of Reckoning) lol.
1. I can use a taunt...and sneak somewhere. Or shoot the enemy with my ranged abilities. Nice tank yeah?1. Are you disagreeing about taunts? Or are you saying that you do need collision detection to make tanks useful?
2. Because then you mention WAR, which did feature collision detection, and ran itself into the ground in under 5 years and is now widely seen as a failure...
1. I can use a taunt...and sneak somewhere. Or shoot the enemy with my ranged abilities. Nice tank yeah?1. Are you disagreeing about taunts? Or are you saying that you do need collision detection to make tanks useful?
2. Because then you mention WAR, which did feature collision detection, and ran itself into the ground in under 5 years and is now widely seen as a failure...
2. 5 years almost without any developer's support. The game was good.
1. NB can.1. You actually can't use stealth in combat, and taunting will put you in combat.
2. If you mean that you can taunt somebody and run away, sure, there's always that.
3. WAR being "good" is completely subjective, btw, and doesn't lend anything to the discussion. : )
1. NB can.1. You actually can't use stealth in combat, and taunting will put you in combat.
2. If you mean that you can taunt somebody and run away, sure, there's always that.
3. WAR being "good" is completely subjective, btw, and doesn't lend anything to the discussion. : )
2.I mean that with this taunt ability we will get a lot of light or medium armor ranged "tanks".
3. In WAR good shieldwall can lead you to victory. In TESO...well...there is no shieldwall in TESO.
My comment was for tanks in general, though, not specifically aimed at heavy armor tanks. I personally have no issue w/ light and medium armor tanks existing.
I do agree that they shouldn't completely outclass their heavy armor counterparts, though. They should all be equal in their own way.
1. You do realize that Invisibility isn't Stealth though, yes? And that everyone can Invis via potions (and many non NBs do).
2. There are plenty of light armor tanks. Moreso than heavy, in my experience, as heavy doesn't bring much to the table, unfortunately.
3. My comment was for tanks in general, though, not specifically aimed at heavy armor tanks. I personally have no issue w/ light and medium armor tanks existing.
4. I do agree that they shouldn't completely outclass their heavy armor counterparts, though. They should all be equal in their own way.
Sure we need more frags in pvp. I hope you are no DC player.jamie.goddenrwb17_ESO wrote: »YES!! It's Elder Scrolls dammit! Weird non-standard builds should be encouraged, not forced into one of the half-dozen typical ones!
Sure we need more frags in pvp. I hope you are no DC player.jamie.goddenrwb17_ESO wrote: »YES!! It's Elder Scrolls dammit! Weird non-standard builds should be encouraged, not forced into one of the half-dozen typical ones!
3. And what's the point of heavy armor then?
CaptainSilverbrow wrote: »Part deus of my suggestions series. First thread here.
With regard to the Heavy Armor tree, these suggestions are offered freely (as in all my threads), and are intended to bolster this tree's combat viability and better enable balance/efficacy with proper testing and numbers tweaking; values herein are more or less placeholders, with proper throughput and analysis anticipated to appropriately guage what values are best. I'm pitching mechanics. Incumbent passives and skill names are bolded.
Personal philosophy: Heavy Armor is not your tanking tree, SnS is. It should undoubtedly best compliment tanking, just as Light Armor better compliments the Resto tree, but it should primarily be designed with defensive playstyles in mind, rather than tanking playstyles. Naturally, what I have largely in mind is more effective defensive DPS, with both regard to PvP and PvE. The scope of this thread is more about efficaciously broadening Heavy Armor's situational defensiveness, and hopefully making it more fun.
•Increase Resolve's Armor/base Spell Resist bonus from 3% per piece of Heavy Armor equipped to 5%.
•Add effect to Resolve: "1%/2%/3% chance to parry a melee attack and reflect 25% of (the parried attack's) damage per piece pf Heavy Armor equipped." The damage would be applied via a "Wracking" bleed effect, over say 5 seconds, and would stack; put a 2-3 sec. ICD on it. I'm on the fence with this one, but I'd love to hear opinions.
•Change Juggernaut's Weapon Power increase to a flat damage increase, and raise its value from 1% per piece of Heavy Armor equipped to 2%.
•Add effect to Bracing: "While channeling or casting a spell/ability, incoming damage is reduced by 20%/40%"; this will also require at least 5 pieces of heavy armor be equipped.
•Roll Rapid Mending's wording and effect into Constitution, allow it to take on that larger value (4%).
•Replace Rapid Mending in the final tier with new passive and effect;"Vitality":
"Increases base Magicka and Stamina by 2%/4% per piece of heavy armor equipped. (max being 15%/28%)"
•Roll Constitution's regenerative mechanic into Vitality, leave said mechanic and value as is.
•Add new effect to Constitution: "Reduces the duration of negative effects by 2.5%/5% per piece of Heavy Armor equipped." Most effectively reduces negative effects by a third their total duration.
•Reduce Immovable's duration to 3 seconds (down from 8 ), but increase it by 1 second per piece of Heavy Armor equipped. Minor buff for actual Heavy Armor wearers, discourages non-Heavy Armor wearers abusing it.
•Change Immovable's morphs accordingly:
••Immovable Brute: Increases base damage by 1% per piece of Heavy Armor equipped, as well as the former effect. With each rank, increase it moderately, with Rank 4 topping at 2% per piece of Heavy Armor equipped. Max, at rank 4, would grant 15% additional damage with 7/7 Heavy Armor.
••Unstoppable: Doubles the durational increase given per piece of Heavy Armor equipped to 2 seconds per piece. Max would be 17 seconds with 7/7 Heavy Armor. Didn't mean to publish with that. Ideally, the highest this should be is 12-12.5 seconds.
Here's how the passives would read, in order respecting their standing in the tree:Resolve
Increases Armor by 1%/3%/5% and base Spell Resist by 1%/3%/5% for each piece of Heavy Armor Equipped.
Chance to parry a melee attack, and return 25% of parried attack's damage as Bleed damage over 5 seconds, by 1%/2%/3% per piece of Heavy Armor equipped. Can occur once every 3 seconds.Constitution
Increases Health Recovery by 2%/4% and healing received by 2%/4% per piece of Heavy Armor equipped.
Reduces the duration of negative effects by 2.5%/5% per piece of Heavy Armor equipped.Juggernaut
Increases all damage by 1%/2% per piece of Heavy Armor equipped.
Reduces the cost of Break Free by 2%/4% per piece of Heavy Armor equipped.Bracing
Reduces the Stamina cost of Blocking by 10%/20% when a Heavy Armor set of 5 or more pieces is equipped.
While casting or channeling a spell or ability, reduces incoming spell (or ranged) damage by 20%/40% when a Heavy Armor set of 5 or more pieces is equipped.Vitality
Increases base Magicka and Stamina by 2%/4% per piece of Heavy Armor equipped.
Restore .15% of Max Health as Magicka and Stamina each time you are hit. Value is increased per piece of Heavy Armor equipped, and can occur once every 4/2 seconds.
Ruminate on this carefully before commenting, consider HA's current strengths (which are few and far between) and weaknesses. Thanks for reading~
Post has been edited for clarity and initially elusive typos.
Replace your Bow with the Resto Staff, you'll be delighted with the results when you've got that composition down pat. It's among the most popular cookie cutter specs for a reason.Bit too good.
CaptainSilverbrow wrote: »@Cogo I wasn't going to submit a response to this post as I've yet to address even Sasky, but my conscience will not abate. I'll keep it more subdued than the initial propensity inspiring it.
You're mistakenly correlating your experience and successes in the Sword and Shield line of skills and passives-- a very well-designed tree, mind you-- with your experience in 5/7 Heavy Armor. Your performance would improve in 5MA/2HA, though you'd be better served in some Light Armor. I promise you, you are not some lone, insightful stalwart that stands among a few souls that've "figured out how to make it work" and touched upon some element about the HA tree that the majority of the base have yet to fathom. No, that isn't what's happening; you're just enjoying the functionality and ease-of-use integral to what may be the simplest, most user-friendly skill line in this game. And it had to be well-designed because it's the only skill line that exists solely for tanking, even hazarding beingReplace your Bow with the Resto Staff, you'll be delighted with the results when you've got that composition down pat. It's among the most popular cookie cutter specs for a reason.Bit too good.