I doubt it’s actually tankiness considering your setup, you should be bringing people under 20k resistances to near 0.
Sounds more like health regen or lots of self healing. Try and add major defile.
You are just now noticing this??
I've played a squishy stamblade full damage build on xbox for years.
It was fun for a long time until I realized many PATCHES ago that every other encounter in cyrodiil or bgs was met with enemies that do similar damage and face tank me at the same time. Admittedly I'm not good but with almost 8k damage I was having trouble finishing
people off. They just tanked and or healed through my burst. Boring. Now my nb is retired other than crafting gear for my tankier alts 😬
Well, a sharpened maul would bring someone down to 4K resistances from 20k.
If someone’s indestructible they’re either perma blocking or have really high self healing/health recovery or both. Major defile or fear does the trick.
Well, a sharpened maul would bring someone down to 4K resistances from 20k.
If someone’s indestructible they’re either perma blocking or have really high self healing/health recovery or both. Major defile or fear does the trick.
20000 - (3450 + 2752) = 13798. 20% ignored from maul = 11038 resistance left. Or am I missing something? Anyway I suppose its a combination of defensive PvP sets, self healing, damage shields and defensive class buffs and not only of resistances.
Well, a sharpened maul would bring someone down to 4K resistances from 20k.
If someone’s indestructible they’re either perma blocking or have really high self healing/health recovery or both. Major defile or fear does the trick.
20000 - (3450 + 2752) = 13798. 20% ignored from maul = 11038 resistance left. Or am I missing something? Anyway I suppose its a combination of defensive PvP sets, self healing, damage shields and defensive class buffs and not only of resistances.
Well, a sharpened maul would bring someone down to 4K resistances from 20k.
If someone’s indestructible they’re either perma blocking or have really high self healing/health recovery or both. Major defile or fear does the trick.
20000 - (3450 + 2752) = 13798. 20% ignored from maul = 11038 resistance left. Or am I missing something? Anyway I suppose its a combination of defensive PvP sets, self healing, damage shields and defensive class buffs and not only of resistances.
20k start
5k major fracture = 15k
20% maul = 12k
Spriggan’s plus sharpened = 6k
Isn’t that the right order of operations? I haven’t tested this stuff myself, I just went off what someone else said.
Trinity_Is_My_Name wrote: »Play as you want. Some are Tanky, some are Glass cannons. It is what it is.
Joy_Division wrote: »Trinity_Is_My_Name wrote: »Play as you want. Some are Tanky, some are Glass cannons. It is what it is.
The ones that are glass cannons do not know what they are doing.
Joy_Division wrote: »Trinity_Is_My_Name wrote: »Play as you want. Some are Tanky, some are Glass cannons. It is what it is.
The ones that are glass cannons do not know what they are doing.
Sadly. The benefit of investing into dmg stats over sustain or defense is virtually nonexistant.
Anyone else seeing an exponential increase in battlegrounds of these really tanky builds? Lately it seems like every other player I run into is just this indestructible damage sponge no matter the class. In response I've adapted my build to do more and more damage, but now I've reached a point where my survivability is crap, my damage vs 'normal' players is insane, and sustain is decent. However the tankier target's I still just can't really harm despite having invested significantly in armor penetration (maul, sharpened bow, spriggans, Onslaught ultimate that ignores resistance).
Joy_Division wrote: »Trinity_Is_My_Name wrote: »Play as you want. Some are Tanky, some are Glass cannons. It is what it is.
The ones that are glass cannons do not know what they are doing.
Sadly. The benefit of investing into dmg stats over sustain or defense is virtually nonexistant.
It’s rare to find a good player that isn’t running damage sets.
This patch made it easy to still be tanky while building for dmg.
There’s no reason to be in a 5pc tank set right now unless you’re targeting a very specific type of medium or large scale gameplay that involves zergbusting in laggy environments
Joy_Division wrote: »Trinity_Is_My_Name wrote: »Play as you want. Some are Tanky, some are Glass cannons. It is what it is.
The ones that are glass cannons do not know what they are doing.
Sadly. The benefit of investing into dmg stats over sustain or defense is virtually nonexistant.
It’s rare to find a good player that isn’t running damage sets.
This patch made it easy to still be tanky while building for dmg.
There’s no reason to be in a 5pc tank set right now unless you’re targeting a very specific type of medium or large scale gameplay that involves zergbusting in laggy environments
I meant that more along the line of running 2 (or 3 with monster) dmg sets and dmg enchants.
Yes most players wear 1 dmg set. But usually thats accompanied by either a sustain or tank set, tanky or atleast stat oriented jewelry traits and enchants and mundusstone.
I´m not blaming anyone mind you. It´s not that i´m doing anything different.
Joy_Division wrote: »Trinity_Is_My_Name wrote: »Play as you want. Some are Tanky, some are Glass cannons. It is what it is.
The ones that are glass cannons do not know what they are doing.
Sadly. The benefit of investing into dmg stats over sustain or defense is virtually nonexistant.
It’s rare to find a good player that isn’t running damage sets.
This patch made it easy to still be tanky while building for dmg.
There’s no reason to be in a 5pc tank set right now unless you’re targeting a very specific type of medium or large scale gameplay that involves zergbusting in laggy environments
I meant that more along the line of running 2 (or 3 with monster) dmg sets and dmg enchants.
Yes most players wear 1 dmg set. But usually thats accompanied by either a sustain or tank set, tanky or atleast stat oriented jewelry traits and enchants and mundusstone.
I´m not blaming anyone mind you. It´s not that i´m doing anything different.
That combined with the horrible usual forum advice of telling people to spec glass canon with no defense while learning to pvp.
New players have caught on that they aren’t learning anything constantly respawning and padding other pvp players kill stats.
Kidgangster101 wrote: »Anyone else seeing an exponential increase in battlegrounds of these really tanky builds? Lately it seems like every other player I run into is just this indestructible damage sponge no matter the class. In response I've adapted my build to do more and more damage, but now I've reached a point where my survivability is crap, my damage vs 'normal' players is insane, and sustain is decent. However the tankier target's I still just can't really harm despite having invested significantly in armor penetration (maul, sharpened bow, spriggans, Onslaught ultimate that ignores resistance).
The reason we have tanky people is because they enjoy pvp. The reason meta shifted to heavy armor is because damage is way to high.
People enjoy pvp and don't like dieing in 3 seconds so tank meta will always exist because of this.
There is a subtle difference between building so you don't die in 3 seconds, and building so you don't die.
There is a subtle difference between building so you don't die in 3 seconds, and building so you don't die.
The problem has two dimensions though.
1. Not dying in 3 seconds depends very heavily on the player being able to utilize the games active defense mechanics.
2. Because of 1. and ZOS trying to cater to people incapable of fulfilling this requirement gearing allows to build tanky enough to not ever die in 3s.
Kidgangster101 wrote: »Anyone else seeing an exponential increase in battlegrounds of these really tanky builds? Lately it seems like every other player I run into is just this indestructible damage sponge no matter the class. In response I've adapted my build to do more and more damage, but now I've reached a point where my survivability is crap, my damage vs 'normal' players is insane, and sustain is decent. However the tankier target's I still just can't really harm despite having invested significantly in armor penetration (maul, sharpened bow, spriggans, Onslaught ultimate that ignores resistance).
The reason we have tanky people is because they enjoy pvp. The reason meta shifted to heavy armor is because damage is way to high.
People enjoy pvp and don't like dieing in 3 seconds so tank meta will always exist because of this.
dodgehopper_ESO wrote: »
Well, a sharpened maul would bring someone down to 4K resistances from 20k.
If someone’s indestructible they’re either perma blocking or have really high self healing/health recovery or both. Major defile or fear does the trick.
20000 - (3450 + 2752) = 13798. 20% ignored from maul = 11038 resistance left. Or am I missing something? Anyway I suppose its a combination of defensive PvP sets, self healing, damage shields and defensive class buffs and not only of resistances.
11k resistance is nothing at all practically.
I think you guys are looking at it from a dueling or very small group perspective.
Sure in those settings anticipating one person’s actions work and you can block or dodge roll one person’s actions. However, even in a battleground this is impossible because you can’t keep track of what 8 people are doing.
Myself I much prefer building tanky. The whole glass canon thing is ridiculous to me - he who gets the burst/stun combo off wins. I even dislike being grouped in BGs with those type of players because they’re unhealable, so end up being really passive and try to use their team as a shield and blow up in seconds in any engagement.
I don’t know what the game was like before, but building tanky makes the game more like other pvp games where fights aren’t over in less then 5 seconds. ESO is too high damage and healing compared to other games, and building tanky makes the game feel like a proper MMO pvp game.
I think you guys are looking at it from a dueling or very small group perspective.
Sure in those settings anticipating one person’s actions work and you can block or dodge roll one person’s actions. However, even in a battleground this is impossible because you can’t keep track of what 8 people are doing.
Myself I much prefer building tanky. The whole glass canon thing is ridiculous to me - he who gets the burst/stun combo off wins. I even dislike being grouped in BGs with those type of players because they’re unhealable, so end up being really passive and try to use their team as a shield and blow up in seconds in any engagement.
I don’t know what the game was like before, but building tanky makes the game more like other pvp games where fights aren’t over in less then 5 seconds. ESO is too high damage and healing compared to other games, and building tanky makes the game feel like a proper MMO pvp game.
I think you guys are looking at it from a dueling or very small group perspective.
Sure in those settings anticipating one person’s actions work and you can block or dodge roll one person’s actions. However, even in a battleground this is impossible because you can’t keep track of what 8 people are doing.
Myself I much prefer building tanky. The whole glass canon thing is ridiculous to me - he who gets the burst/stun combo off wins. I even dislike being grouped in BGs with those type of players because they’re unhealable, so end up being really passive and try to use their team as a shield and blow up in seconds in any engagement.
I don’t know what the game was like before, but building tanky makes the game more like other pvp games where fights aren’t over in less then 5 seconds. ESO is too high damage and healing compared to other games, and building tanky makes the game feel like a proper MMO pvp game.
Thats fine in my book.
I have nothing against building tanky in general. But i also think building as a glass cannon should be legitimate and vaible - which it currently is not.
The reason i dislike building tanky in eso currently is that it comes without a real tradeoff. A glasscannon makes huge sacrifices in tankiness AND sustain to achieve between 15 and 25% higher damage output.
As a result someone building for tankiness and sustain makes marginal sacrifices in dmg to gain massive sustain and survivability.
The root issue of this is imo defensive sets being magnitudes stronger than offensive sets.