"metal cannon"
Just add 500 weapon and spell damage to the heavy passive tree with a set of 5 or more and this would help somewhat, every time i decide to play around with a set of heavy on my toons, its always the lack of damage that makes me take it back off and put on med/light.
Forestd16b14_ESO wrote: »Just add 500 weapon and spell damage to the heavy passive tree with a set of 5 or more and this would help somewhat, every time i decide to play around with a set of heavy on my toons, its always the lack of damage that makes me take it back off and put on med/light.
Uh sorry @Reevster but tanks are meant to take the damage not deal it it was unkillable tanks who could kill zergs that got tanks and HA nerfed to begin with.
Fizzlewizzle wrote: »Losing "50%" of your damage isn't the problem, its dying at the same speed even with 7/7 heavy armor.
I could life with 50% less damage if i survive 50% longer. I miss however 49% of the time i need extra to kill the enemy.
I say pump of defense. Screw offense. I don't wear heavy armor to kick your ass. I wear it to prevent you from kicking my ass.
Fizzlewizzle wrote: »Losing "50%" of your damage isn't the problem, its dying at the same speed even with 7/7 heavy armor.
I could life with 50% less damage if i survive 50% longer. I miss however 49% of the time i need extra to kill the enemy.
I say pump of defense. Screw offense. I don't wear heavy armor to kick your ass. I wear it to prevent you from kicking my ass.
Fizzlewizzle wrote: »If you wanna kill fast and rake up the exp, go light or medium armor.
If you wanna survive, go heavy.
Survival comes with a price: Slowness.
Fizzlewizzle wrote: »Losing "50%" of your damage isn't the problem, its dying at the same speed even with 7/7 heavy armor.
I could life with 50% less damage if i survive 50% longer. I miss however 49% of the time i need extra to kill the enemy.
I say pump of defense. Screw offense. I don't wear heavy armor to kick your ass. I wear it to prevent you from kicking my ass.
You need offense too , your saying you dont mind spending 50 percent more time lvling up /killing mobs? not many perfer that.
Fizzlewizzle wrote: »If you wanna kill fast and rake up the exp, go light or medium armor.
If you wanna survive, go heavy.
Survival comes with a price: Slowness.
Forestd16b14_ESO wrote: »Fizzlewizzle wrote: »Losing "50%" of your damage isn't the problem, its dying at the same speed even with 7/7 heavy armor.
I could life with 50% less damage if i survive 50% longer. I miss however 49% of the time i need extra to kill the enemy.
I say pump of defense. Screw offense. I don't wear heavy armor to kick your ass. I wear it to prevent you from kicking my ass.Fizzlewizzle wrote: »If you wanna kill fast and rake up the exp, go light or medium armor.
If you wanna survive, go heavy.
Survival comes with a price: Slowness.
Exactly I really could care less about kill I just wanna debuff and slow down the enemy so that my friends can kill them which isn't that the job of a PvP tank ? But alas DPS cry babies always whining about "the annoying tank".
Forestd16b14_ESO wrote: »Fizzlewizzle wrote: »Losing "50%" of your damage isn't the problem, its dying at the same speed even with 7/7 heavy armor.
I could life with 50% less damage if i survive 50% longer. I miss however 49% of the time i need extra to kill the enemy.
I say pump of defense. Screw offense. I don't wear heavy armor to kick your ass. I wear it to prevent you from kicking my ass.Fizzlewizzle wrote: »If you wanna kill fast and rake up the exp, go light or medium armor.
If you wanna survive, go heavy.
Survival comes with a price: Slowness.
Exactly I really could care less about kill I just wanna debuff and slow down the enemy so that my friends can kill them which isn't that the job of a PvP tank ? But alas DPS cry babies always whining about "the annoying tank".
That is what we should do. Sadly PvP noob @wrobel has zero knowledge about PvP builds and how they should function. If you heal a lot you are not supposed to DPS a lot, if shield stack and mitigate tons of damage you shouldnt be able at the same time to have strong DPS. They fixed only the blocking. What they had to do was to apply a damage debuf for players who block (80%).
In PvP at launch we had Templars, DKs and NB who were able to mitigate tons of damage and hold the line. Then we had these so called tanks who were at the front line and holding the enemies. These tanks had a good dps (which should be nerfed but not the their survivability). These tanks should hold the form line and give a chance to the dps to reposition if they are attacked. Now nobody holds the front line and we can see that classes without mobility are doomed.
kendellking_chaosb14_ESO wrote: »My Idea
Immovable:
Add an Armor and Spell penetration resist to the base power.
Resolve:
Add Armor and Spell Penetration 1/3/5% Penetration resist per piece of Heavy Armor equipped.
Constitution:
Increase Health recovery by 4/8% Also restores Magicka and Stamina each time you are hit, but only once every 4 seconds. Amount restored is increased per piece of Heavy Armor equipped.
Juggernaut:
Increases Max Health by .5/1%. Decrease the cost of break free 3/5% per piece of Heavy Armor equipped.
Efficient Brace:
Decreases Stamina cost of blocking by 10/20%. Grant 25/50% max stamina recovery with five or more pieces of heavy armor.
Rapid Mending:
Increases healing received by 1/2% per piece of Heavy Armor equipped.
OP, the ideas that you posted are not from other people, those are your suggestions which are still overkill.
This is more down to earth:kendellking_chaosb14_ESO wrote: »My Idea
Immovable:
Add an Armor and Spell penetration resist to the base power.
Resolve:
Add Armor and Spell Penetration 1/3/5% Penetration resist per piece of Heavy Armor equipped.
Constitution:
Increase Health recovery by 4/8% Also restores Magicka and Stamina each time you are hit, but only once every 4 seconds. Amount restored is increased per piece of Heavy Armor equipped.
Juggernaut:
Increases Max Health by .5/1%. Decrease the cost of break free 3/5% per piece of Heavy Armor equipped.
Efficient Brace:
Decreases Stamina cost of blocking by 10/20%. Grant 25/50% max stamina recovery with five or more pieces of heavy armor.
Rapid Mending:
Increases healing received by 1/2% per piece of Heavy Armor equipped.
Me like.
Forestd16b14_ESO wrote: »OP, the ideas that you posted are not from other people, those are your suggestions which are still overkill.
This is more down to earth:kendellking_chaosb14_ESO wrote: »My Idea
Immovable:
Add an Armor and Spell penetration resist to the base power.
Resolve:
Add Armor and Spell Penetration 1/3/5% Penetration resist per piece of Heavy Armor equipped.
Constitution:
Increase Health recovery by 4/8% Also restores Magicka and Stamina each time you are hit, but only once every 4 seconds. Amount restored is increased per piece of Heavy Armor equipped.
Juggernaut:
Increases Max Health by .5/1%. Decrease the cost of break free 3/5% per piece of Heavy Armor equipped.
Efficient Brace:
Decreases Stamina cost of blocking by 10/20%. Grant 25/50% max stamina recovery with five or more pieces of heavy armor.
Rapid Mending:
Increases healing received by 1/2% per piece of Heavy Armor equipped.
Me like.
Sorry no that is just way to weak compared to what DPS is now in case you haven't heard magicka users achieve 5,000+ spell damage now. Heavy armor needs massive buffs to be any good in PvP and I am sorry but please stop posting on this thread for what you are suggesting are tiny things that won't do anything for HA and from you been posting it's looking like you are one of those DPS players who want only easy kills in PvP and want tanks and heavy armor to stay weak.
So again please stop posting on this thread. Thank you.
@Fizzlewizzle I'd recommend changing Immovable Brute's counter weight to a 90% snare rather than a root. Not moving at all is very difficult to deal with in any game.
Fizzlewizzle wrote: »Suggestions for the Armor active skills(s):
Immovable:
- Toggle
When toggled on:
- Increase damage resistance by 1% for each piece of heavy armor equipped.
- Increase max health by 2% for each piece of heavy armor equipped.
Immovable Brute:
- Toggle
When Toggled on:
- Increase max health by 4/6/8/10% for each piece of heavy armor equipped.
- Increase Health, Magicka and Stamina regen by 2/4/6/8% for each piece of heavy armor equipped.
- Become Immune to all CC effects.
- Snares the player (90% snare, 10% movement speed.).
Unstoppable:
- Toggle
When toggled on:
- Increase damage resistance by 2/4/6/8% for each piece of heavy armor equipped.
- Decrease cost of blocking by 1/2/3/4% for each piece of heavy armor equiped.
- Decrease weapon and spell damage by 1/3/5/7% for each piece of heavy armor equipped.
Fizzlewizzle wrote: »Suggestions for the Armor active skills(s):
Immovable:
- Toggle
When toggled on:
- Increase damage resistance by 1% for each piece of heavy armor equipped.
- Increase max health by 2% for each piece of heavy armor equipped.
Immovable Brute:
- Toggle
When Toggled on:
- Increase max health by 4/6/8/10% for each piece of heavy armor equipped.
- Increase Health, Magicka and Stamina regen by 2/4/6/8% for each piece of heavy armor equipped.
- Become Immune to all CC effects.
- Roots the player (0% movement speed).
Unstoppable:
- Toggle
When toggled on:
- Increase damage resistance by 2/4/6/8% for each piece of heavy armor equipped.
- Decrease cost of blocking by 1/2/3/4% for each piece of heavy armor equiped.
- Decrease weapon and spell damage by 1/3/5/7% for each piece of heavy armor equipped.
I feel the improved damage reduction makes up for it. With the new Unstoppable morph, in 7/7, there is 28% block cost reduction and 56% flat damage reduction counterweighted by a 49% reduction in weapon/spell damage.
Major Resolve/Ward grants 5120 Resistance, which equates to 7.88% damage reduction.
Immovable Brute:- Intensify your physical presence to gain Major Resolve and Major Ward, increasing Physical Resistance and Spell Resistance by 5280 for 13,5 seconds.
- Also grants you immunity to knockback and disabling effect for 5 seconds.
Unstoppable:- Intensify your physical presence to gain Major Protection, Major Resolve and Major Ward, reducing your damage taken by 30% and increasing Physical Resistance and Spell Resistance by 5280 for 13,5 seconds.
- Also reduces your Weapon Power and Spell power by 20%
- Also grants you immunity to knockback and disabling effect for 5 seconds.
- While slotted, the Stamina cost of breaking free from a disabling effect is reduced for each piece of Heavy Armor equipped
The duration of CC immunity could be increased by 1,5 seconds per HA for example. Max total of 15,5 secs, compared to 15 sec immovability potions.- Intensify your physical presence to gain Major Resolve and Major Ward, increasing Physical Resistance and Spell Resistance by 5280 for 13,5 seconds.
- Also grants you immunity to knockback and disabling effect for 5 seconds.
- Effect's duration and CC immunity is increased for each piece of Heavy armor equipped.
Its all about trade-offs.Forestd16b14_ESO wrote: »Fizzlewizzle wrote: »Suggestions for the Armor active skills(s):
Immovable:
- Toggle
When toggled on:
- Increase damage resistance by 1% for each piece of heavy armor equipped.
- Increase max health by 2% for each piece of heavy armor equipped.
Immovable Brute:
- Toggle
When Toggled on:
- Increase max health by 4/6/8/10% for each piece of heavy armor equipped.
- Increase Health, Magicka and Stamina regen by 2/4/6/8% for each piece of heavy armor equipped.
- Become Immune to all CC effects.
- Rooted (0% movement speed)
Unstoppable:
- Toggle
When toggled on:
- Increase damage resistance by 2/4/6/8% for each piece of heavy armor equipped.
- Decrease cost of blocking by 1/2/3/4% for each piece of heavy armor equiped.
- Decrease weapon and spell damage by 1/3/5/7% for each piece of heavy armor equipped.
Interesting idea but if I may why only have one skill have CC immunity ? That was kinda the biggest benefit of immovable was the CC immunity.
Why?Yeah, I agree, currently anyone can use any armor skill which is not good.
I guess having armor skills require 5 pieces to activate might be a good idea, like OP suggested.
In which case the Break Free part from Immovable Brute should be reworked so that it's not a "while slotted" effect.
Although I highly doubt devs willake that change because that would directly gimp Armor Master set.
And we all know how much they love their DLC$.
In ESO, there is no agro table. If you taunt an enemy for the duration the agro will be on you. So it doesnt matter what is the DPS or the healing of the other players. If you taunt the boss he will attack you except if the boss has a special mechanic to cast a skill on a random player.
So I ask how you hold agro when other players are out DPSing you since your wearing HA with much less Damage output?