Please reread what i´ve wrote. Dodge =/= heals =/= shields. All of them are completely different mechanics. Heals repair dmg. Shields prevent a set amount of dmg. Dodge avoids dmg. You can´t use both shields and dodge without having actual heals.
Having both defenses reduced by the same offensive maneuver makes no sense. It would be the same as having dodge affected.
Shields and heals may be different, but they are similar enough for ZOS to both include them in battle spirit debuff. And it makes sense, because:
It makes sense, because shields are basically preemptive heals. If heals could be cast before taking damage to preemptively increase your health pool, they would basically fulfill the same function as shields do. Therefore, if heals have a debuff mechanics, shields should have one as well, for the same reason that makes shields affected by battle spirit.
For shields to be comparable to heals they need to have resistances, a working crit mechanic in both ways, working impen, working block dmg reduction and having all sets proc on them offensive and defensive ones (aswell as the removal of mechanics bypassing them).
No. What you listed would make shields next to identical to heals. Comparable, they already are. Heals counteract incoming damage reactively, shields counteract incoming damage preemptively. But they both counteract damage, that is their major function, thats why they both got included in battlespirit debuff, and that is why if one of them can be debuffed, the other should be debuffable as well.
Yeah it´s their major function - but they do this in totally different not comparable ways that´s why they should not have the same drawbacks or debuffs - it would dumb down the game.
The final result is the same - it keeps the player healthy. In what way it is achieveved, whether by healing damage that has been already done, or by preventing it from happening in the firstplace - thats just a technicality. In the end, both abilities serve the same purpose, therefore it makes no sense for one of them being debuffable and the other not. Just like it did not make sense for one of them being affected by battle spirit, and the other not.
The final result is the same - it keeps the player healthy. In what way it is achieveved, whether by healing damage that has been already done, or by preventing it from happening in the firstplace - thats just a technicality. In the end, both abilities serve the same purpose, therefore it makes no sense for one of them being debuffable and the other not. Just like it did not make sense for one of them being affected by battle spirit, and the other not.
That was exactly my point. And that is why this set will be OP for Sorcs.
It´s not - any competent player (especially stamina ones - breaking harness + hardened is a tiiiiny bit stupid) will break shields and dmg your hp. That´s always going to happen unless you´re fighting a potatoe. A shield will not fill your healthpool back up.
The fact that your shields can go down and you may have to use a heal to fill your HP back up doesn't mean shields don't keep you healthy. They still fulfill the same basic function as heals do (only preemptively instead of reactively) and therefore they should be debuffable just like heals are.
This argument is old, stale, and one sided.
I see DKs, Templars, and NBs that are far far far more tanky and resilient than any sorc on the regular. Sorcs are some of my easiest kills. Learn to burst.
Vigor, Rally, Dodgeroll, Block, Impen and wait for it, armor resistance provide far more defensive capabilities than our ONLY option, Hardened Ward.
They should be and they are, they´re even completely penetrable. Just not with healdebuffs. I rest my case.
They still fulfill the same basic function as heals do (only preemptively instead of reactively) and therefore they should be debuffable just like heals are.
There is no mechanic that would affect shields in the same manner/severity as heals are affected by heal debuffs.
Whatever other weaknesses shielding has compared to healing is more than generously compensated by unique strengths. Uncrittable, able to be cast in advance, immunity to execute moves, blocking mechanics that trigger on taking damage...
They are already debuffed. They have zero resistance. You hit for full force damage every single time, and you now also have the CP option to buff that damage a further 25%.
When you tank with health, much of your mitigation comes passively through resistance and impen. You dont have to spend any global cool downs, you dont even have to think about it. It's just free mitigation.
The no-mitigation card is already adequately countered by the uncrittable card, unexecutable card, etc. etc.
See that´s why we disagree. The value of the things you list does barely offset it´s disadvantages imo.
Shields are not immune to all execute dmg - only to some (an inconsistency that should not be in the game). Also on the pts there are no longer mechanics left that are blocked by shields apart from the winterborn set procc.
Siphon proc(from the resto staff line), for example, only procs when target takes hitpoint damage. And as for execute immunity - losing 50+% of your shield does not open you to an execute move, unlike losing 50+% of your health.
Rings come from mails, necklace - I believe you can buy it from the merchant.
MrTarkanian48 wrote: »Has anyone tested how this stacks?
1)Do CP into Befoul increase the sets effect?
2) Does the sets effect stack with Major Defile?
If either of these are true it would be possible to reduce an opponents healing to 0%.