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Suggestions on how to improve heavy armor

Strider_Roshin
Strider_Roshin
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Let's here some good suggestions people! Here are some of my ideas:
1. At rank 3 Resolve should give you 1% mitigation from damage from all sources per piece of heavy armor.
2. Juggernaut should also give you resistance to critical hits.
3. Double the magicka and stamina you get back from Constitution and reduce the cooldown to every 2 seconds. Heavy armor gives no cost reduction; this is completely reasonable.
4. Juggernaut should also reduce the cost of break free by 3% per piece of heavy armor equipped in order to mirror medium armor's dodge roll cost reduction.

Those are my ideas, what are yours?
  • Pepsi2853_ESO
    Pepsi2853_ESO
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    5 or more pieces of heavy armor on gives +1800 phsyical + spell resistance
  • starkerealm
    starkerealm
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    I still think a perk that increases the damage resist cap for each piece of heavy would probably be the simplest solution.

    Right now, damage mitigation caps at 50%, as I recall. Increasing that, even by just 2% per equipped heavy armor would make that feel much more protective. Even if the normal player couldn't tell the statistical difference.
  • Dyride
    Dyride
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    I definitely agree with number 3, and this could make Black Rose a decent set.

    Resolve passive should include an increase to the achievable hardcap of mitigation per piece of heavy armor worn.

    This would allow a full heavy user to reach a higher mitigation value than that reached by light or medium wearers because right now, you can reach hardcap in light armor using buffs, CP, and sets like Armor Master.

    For example, if it was 1/2/3% increase in the achievable hardcap per heavy piece, wearing 7 Heavy would make the hardcap become .50*1.21=0.605 which is 60.5*650=39325 Armor and spell resist.

    This could also allow them to put in mechanics that require high passive mitigation outside of block and increase the viability of tanks.
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    1. Master_Kas
      Master_Kas
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      5 piece heavy armor: 50% or up to 80% stamina regen while blocking.
      EU | PC
    2. dday3six
      dday3six
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      Most HA buffs requests center around PVP concerns. For that resource management is the biggest issue. So I'd like to see a 5pc heavy passive that restores Stamina and Magicka for blocking incoming damage. Perhaps returns tied to amount of each resource the player is missing.

      Most of the players I know who want to run heavy armor in PVP would like to have the ability to stablize through initial player burst, and then outlast their attackers. It's a fine line to not over apply, but I prefer ZOS move in the direction of resource management rather than heaps more DR and effect/CC immunity that I have seen many suggest.
    3. DephlaterMouse
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      I'd like to see them combine a couple of the increase health and the health regeneration into a single perk, and add 1 perk that will actually increase survivability and resource management in PVP/PVE.

      Add a 15/30% chance when struck by a critical hit to generate a shield bubble 5/10% max health and increase magical/stamina regeneration by 40/60% for 4 seconds.

      I believe that would be a "must wear 5 pieces" ability. This kind of ability would IMHO make it possible to put most of your points into health, and count on this passive to keep you in resources in PVE and PVP.

      This is the kind of perk that would make me not feel like a newb for rocking heavy armor in PVP.
      USA to New Zealand transplant.
    4. tinythinker
      tinythinker
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      My standard reply for "buff heavy armor" threads :)


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      Heavy Armor and Tanking

      "Resolve: Increases your Armor for each piece of Heavy Armor equipped."
      :+1: Fine as it is, I would take a buff to the values if offered, but I'm not worried about it. If anything I would add critical damage resistance per piece, which players could stack with the impenetrable trait and the Resistant perk from the Champion System to be really super tanky or they could use other bonuses if not tanking in Cyrodiil. Options are nice, and this would increase the (gasp) mitigation value of HA.

      "Constitution: Increases Health Recovery by 2%/4% per piece of Heavy Armor equipped. Also restores Magicka and Stamina each time you are hit, but only once every 8/4 seconds. Amount restored is increased per piece of Heavy Armor equipped."
      :-1: A good idea for sustain but the values for magicka and stamina return are too low with the cool-down at 8/4 seconds. It should be based on how much aggro you have, which the cool-down negates (i.e. this should be awesome if you are getting wailed on by a ton of enemies constantly). At the current values for what you get per hit they need to drop the cool-down to every 3/1.5 or 2/1 seconds. Yes they could keep the cool-down time the same and raise the return per hit but that negates the value of being tanky and drawing lots of aggro onto yourself.

      "Juggernaut: Increases Max Health by 0.5%/1% per piece of Heavy Armor equipped."
      :+1: Good passive, but would be better if you took less damage while CCed and received limited resistance to snares. A good synergy with Argonian passives (for those who care like me).

      "Bracing: Decreases Stamina cost of blocking by 10%/20%."
      :-1: Good passive before the nerf to stamina regen while blocking. Outdated now. I agree with the general sentiments expressed here. Would change it to either 20%/40% reduction to cost of blocking *or* allow stamina regen at 25% of normal rate while blocking. This is the "requires 5 pieces of this armor type" passive so it's not like LA or MA block-casters could abuse it. If they lowered the cool-down on Constitution as per the above recommendation these changes might not even be needed when playing like a tank.

      "Rapid Mending: Increases healing received by 0.5%/1% per piece of Heavy Armor equipped."
      :+1: I like this, and it goes also goes well with Argonian passives. I might add in "and reduces the duration of negative status effects" though to make this really solid.
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