GallantGuardian wrote: »Can someone explain the changes to shields in regards to resistance ...
I’m hearing a lot about it and what I was reading didn’t seem
All that big a deal to me nothing game changing for me in regards to resistance
The cap is still around 34k right ?
GallantGuardian wrote: »Can someone explain the changes to shields in regards to resistance ...
I’m hearing a lot about it and what I was reading didn’t seem
All that big a deal to me nothing game changing for me in regards to resistance
The cap is still around 34k right ?
Changes only affect damage shields
Live: Shields have 0 resistances. No matter how high your resistances are they do not affect shields at all. As a payoff it is not possible to land a critical hit on shields (which does not matter for PvE since monsters can't crit). Basically shields take unmitigated damage.
PTS: Shields are affected by your resistances and are crit-able (again, nothing to do with PvE). As a result shields are a lot more sturdier than before and act as an actual health bar extension with full mitigation.
GallantGuardian wrote: »GallantGuardian wrote: »Can someone explain the changes to shields in regards to resistance ...
I’m hearing a lot about it and what I was reading didn’t seem
All that big a deal to me nothing game changing for me in regards to resistance
The cap is still around 34k right ?
Changes only affect damage shields
Live: Shields have 0 resistances. No matter how high your resistances are they do not affect shields at all. As a payoff it is not possible to land a critical hit on shields (which does not matter for PvE since monsters can't crit). Basically shields take unmitigated damage.
PTS: Shields are affected by your resistances and are crit-able (again, nothing to do with PvE). As a result shields are a lot more sturdier than before and act as an actual health bar extension with full mitigation.
Here’s my question on that tho... I’m a Templar tank who uses the warden morph on sun shield
Will the shields cap out like we do when it comes to resistance will it only go as high as I think resistance cap is 32/34k
Say we get our resistance at 40 k will that effect shields or will it too cap out
GallantGuardian wrote: »GallantGuardian wrote: »Can someone explain the changes to shields in regards to resistance ...
I’m hearing a lot about it and what I was reading didn’t seem
All that big a deal to me nothing game changing for me in regards to resistance
The cap is still around 34k right ?
Changes only affect damage shields
Live: Shields have 0 resistances. No matter how high your resistances are they do not affect shields at all. As a payoff it is not possible to land a critical hit on shields (which does not matter for PvE since monsters can't crit). Basically shields take unmitigated damage.
PTS: Shields are affected by your resistances and are crit-able (again, nothing to do with PvE). As a result shields are a lot more sturdier than before and act as an actual health bar extension with full mitigation.
Here’s my question on that tho... I’m a Templar tank who uses the warden morph on sun shield
Will the shields cap out like we do when it comes to resistance will it only go as high as I think resistance cap is 32/34k
Say we get our resistance at 40 k will that effect shields or will it too cap out
Resistances are capped at 33something k which is 50% mititgation. Shields will have the same mitigation (and thus resistances) as everything else (not affected by block mitigation though). So nothing changes about resistances cap.
Littlebluelizard wrote: »Your thoughts on Gossamer? Can't this set could potentialy make Major Evasion on Deadly Cloak obsolete? I am not sure how Gossamer works.
Littlebluelizard wrote: »Your thoughts on Gossamer? Can't this set could potentialy make Major Evasion on Deadly Cloak obsolete? I am not sure how Gossamer works.
To be honest, we don't really need Major Evasion but it's still a good buff to have. I think it may replace Jorvuld's on healer setups but it still has a cap on 6 as far as I know and only procs on actual healing and not on overhealing so its uptime is not really high.
Another point is, I would use Quick Cloak instead of Deadly for Speed buff and only maybe because it's such an expensive skill for a tank.
I main an imperial (templar tank; favors stamina) that I painstakingly modify to work each patch in order to run vet content. I'm looking forward to these changes in MM, my question regarding DW on the backbar for you Liofa is: should I aim for the same weapon type? SO if i run for example the Masters axes for the bleed damage or should I run one axe and one mace? or does it matter all that much considering the main point is really the enchants uptime?
Hey just a quick question about traits in Murkmire. If anything has changed at all there...
Rate the following in order of usefulness:
Sturdy
Divines
Reinforced
Nirnhoned
Bonus question: how does armor act in terms of resistances vs. Nirnhoned straight resists?
Hey just a quick question about traits in Murkmire. If anything has changed at all there...
Rate the following in order of usefulness:
Sturdy
Divines
Reinforced
Nirnhoned
Bonus question: how does armor act in terms of resistances vs. Nirnhoned straight resists?
I’m pretty sure that sturdy is the still the go to trait, with maybe infused on the large pieces. Divines is alright too, especially because a lot of tank builds use the atronach mundus so you can somewhat counteract divines traits with moving cp from arcanist to shadow ward (I don’t know the math offhand but I think you’ll get more block cost reduction AND magicka recovery from cp into arcananist and sturdy traits, though). I’ll use reinforced and nirnohoned pieces, but I’m not thrilled about them.
Also, nirnhoned just adds to your armor value. It’s basically the same as reinforced but with a set value instead of a percentage.
Hey just a quick question about traits in Murkmire. If anything has changed at all there...
Rate the following in order of usefulness:
Sturdy
Divines
Reinforced
Nirnhoned
Bonus question: how does armor act in terms of resistances vs. Nirnhoned straight resists?
I’m pretty sure that sturdy is the still the go to trait, with maybe infused on the large pieces. Divines is alright too, especially because a lot of tank builds use the atronach mundus so you can somewhat counteract divines traits with moving cp from arcanist to shadow ward (I don’t know the math offhand but I think you’ll get more block cost reduction AND magicka recovery from cp into arcananist and sturdy traits, though). I’ll use reinforced and nirnohoned pieces, but I’m not thrilled about them.
Also, nirnhoned just adds to your armor value. It’s basically the same as reinforced but with a set value instead of a percentage.
Ah I see thanks. Would it be fair to assume that nirn would be better on small pieces or light armor due to set value?