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Genuine question about the modification on armor and CP

Grimm_Cortex
Grimm_Cortex
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As I understood in trial we will have specialist on DPS (with no resist because of the stars in CP), specialist in heal and tanking.
So far, I think i'm correct.

So my question will be because we will loose so mitigation on Tank (no more roll dodge on VSS for example) on Healer and DPS because of the stars system (if they go too much in proctection they will loose too much in DPS and Heal output).

Did ZOS consider to remove the armor max actually at 33 000 in PVE to allow player to find a way to mitigate the loose in defense ?
  • honey_badger82
    honey_badger82
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    [snip] I am not a trial runner however for most content the accepted armor for tanks was about 27k for defense.

    We are indeed losing a lot of resistance, more so than the added health will offset. This seems to me ZoS's attempt to force tanks to be more tanky and invest in a higher defense number to see the same survivability. Now if I had to guess I would assume as close to max (33000) will be the new goal for endgame content.

    Despite their best attempts my hybrid Imperial Templar tank/dps will be rolling out in 5med 2heavy with only 2 pieces needing to be reinforced. On my tank bar I will have 29k physical and 31.7k spell resistance while above 50% health. Should I drop below 50% health it will 32.5k and 35k resistance.

    As of the last patch notes release I will be using 5 Ancient Dragonguard, 5 Torug's pact, 1 mythic (Bloodlord's Embrace) And 1 piece Domihaus. This will be the setup I use for harder content, easier and solo I will ditch the Bloodlord's for 2x Domihaus. This setup should allow me to perma block and cast Radiant Ward every 2 seconds for a 12k+ damage shield.

    [Edited to remove Rude Comments]
    Edited by ZOS_ConnorG on February 16, 2021 11:59AM
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