MrMazurski wrote: »Its like, "I cant killing people with my gank build at BG, pls change the game."
No. if BG were to look like a big roulette with one shot / combo builds ... BG has had enough problems.
MrMazurski wrote: »Its like, "I cant killing people with my gank build at BG, pls change the game."
No. if BG were to look like a big roulette with one shot / combo builds ... BG has had enough problems.
Technically squishy, high penetration builds SHOULD counter tanks. There's nothing more demoralising than building a tank shredder and barely denting their armor, because that's all you're good for.
SkaraMinoc wrote: »It's very easy to build 40k resist + major/minor protection and become unkillable while still doing enough damage to kill non-tanks. Not sure why they are changing battle spirit to reduce player damage even further.
MrMazurski wrote: »Its like, "I cant killing people with my gank build at BG, pls change the game."
No. if BG were to look like a big roulette with one shot / combo builds ... BG has had enough problems.
Technically squishy, high penetration builds SHOULD counter tanks. There's nothing more demoralising than building a tank shredder and barely denting their armor, because that's all you're good for.
MrMazurski wrote: »Its like, "I cant killing people with my gank build at BG, pls change the game."
No. if BG were to look like a big roulette with one shot / combo builds ... BG has had enough problems.
Technically squishy, high penetration builds SHOULD counter tanks. There's nothing more demoralising than building a tank shredder and barely denting their armor, because that's all you're good for.
MrMazurski wrote: »Its like, "I cant killing people with my gank build at BG, pls change the game."
No. if BG were to look like a big roulette with one shot / combo builds ... BG has had enough problems.
veeboraub17_ESO wrote: »MrMazurski wrote: »Its like, "I cant killing people with my gank build at BG, pls change the game."
No. if BG were to look like a big roulette with one shot / combo builds ... BG has had enough problems.
Just one correction, I haven't asked anybody to change the game. I am just clarifying that the tank is the meta, not the damage.
It is important to other people like me not to get misled spending weeks to level and build a high damage char, instead of building the tank that will bring you much more fun.
veeboraub17_ESO wrote: »MrMazurski wrote: »Its like, "I cant killing people with my gank build at BG, pls change the game."
No. if BG were to look like a big roulette with one shot / combo builds ... BG has had enough problems.
Just one correction, I haven't asked anybody to change the game. I am just clarifying that the tank is the meta, not the damage.
Waffennacht wrote: »MrMazurski wrote: »Its like, "I cant killing people with my gank build at BG, pls change the game."
No. if BG were to look like a big roulette with one shot / combo builds ... BG has had enough problems.
Technically squishy, high penetration builds SHOULD counter tanks. There's nothing more demoralising than building a tank shredder and barely denting their armor, because that's all you're good for.
Nooooo squishy targets destroy other squishy targets.
Wtf is the point in being a tank if a single DD can rip through your defense?
Squishy should LOSE to longer TTK tanky specs and blow up other squishies
Waffennacht wrote: »MrMazurski wrote: »Its like, "I cant killing people with my gank build at BG, pls change the game."
No. if BG were to look like a big roulette with one shot / combo builds ... BG has had enough problems.
Technically squishy, high penetration builds SHOULD counter tanks. There's nothing more demoralising than building a tank shredder and barely denting their armor, because that's all you're good for.
Nooooo squishy targets destroy other squishy targets.
Wtf is the point in being a tank if a single DD can rip through your defense?
Squishy should LOSE to longer TTK tanky specs and blow up other squishies
I'm not saying they should be able to one shot a 40k tank. I'm saying you should be able to dent their armor and at least apply some pressure before they leap on you and kill you in a single blow.
It is high damage patch because ZoS removed old cp and but compensated only for loss of offensive cp. 10% damage reduction per player is negated by reducing battle spirit damage reduction to 44%. Players build more tanky to compensate damage increase. Players build tanky but they are not really tanky. Even with pariah defense is difficult.
I would like to know how you build such tanks that don’t even get pressured before they one shoot you. The pressure if a player with high damage or a few zerglings attack me is usually that high that block-heal doesn’t help. Have also heard that block would be bugged but probably they are just pressuring threw block(usually pressure by spamming spam able and burst skills). With block heal my stamina also goes empty very fast but often damage still kills me earlier. Keeping up endless pressure seems to be possible without sustain issues. Dodge roll also doesn’t seem reliable I regulary still get hit. And getting distance is also difficult because most players don’t have problems following me if I sprint away with major expedition.
Waffennacht wrote: »MrMazurski wrote: »Its like, "I cant killing people with my gank build at BG, pls change the game."
No. if BG were to look like a big roulette with one shot / combo builds ... BG has had enough problems.
Technically squishy, high penetration builds SHOULD counter tanks. There's nothing more demoralising than building a tank shredder and barely denting their armor, because that's all you're good for.
Nooooo squishy targets destroy other squishy targets.
Wtf is the point in being a tank if a single DD can rip through your defense?
Squishy should LOSE to longer TTK tanky specs and blow up other squishies
I'm not saying they should be able to one shot a 40k tank. I'm saying you should be able to dent their armor and at least apply some pressure before they leap on you and kill you in a single blow.
Waffennacht wrote: »MrMazurski wrote: »Its like, "I cant killing people with my gank build at BG, pls change the game."
No. if BG were to look like a big roulette with one shot / combo builds ... BG has had enough problems.
Technically squishy, high penetration builds SHOULD counter tanks. There's nothing more demoralising than building a tank shredder and barely denting their armor, because that's all you're good for.
Nooooo squishy targets destroy other squishy targets.
Wtf is the point in being a tank if a single DD can rip through your defense?
Squishy should LOSE to longer TTK tanky specs and blow up other squishies
I'm not saying they should be able to one shot a 40k tank. I'm saying you should be able to dent their armor and at least apply some pressure before they leap on you and kill you in a single blow.
This is gross exaggeration.
If it's a 40k tank, that means they pumped their health and armor to there point where their damage is going to be low.
With stats, you have to make tradeoff decisions. There's no such thing as a high health, high armor, and high damage build.
For sure DK leap is powerful, but from a tank it's main to apply CC / disrupt and recover resources. It's the squishier high-damage builds that pack heavy burst with leap and follow-up attacks (Dizzying -> Execution / Reverse Slice).
It is high damage patch because ZoS removed old cp and but compensated only for loss of offensive cp. 10% damage reduction per player is negated by reducing battle spirit damage reduction to 44%. Players build more tanky to compensate damage increase. Players build tanky but they are not really tanky. Even with pariah defense is difficult.
This thread is about noCP.I would like to know how you build such tanks that don’t even get pressured before they one shoot you. The pressure if a player with high damage or a few zerglings attack me is usually that high that block-heal doesn’t help. Have also heard that block would be bugged but probably they are just pressuring threw block(usually pressure by spamming spam able and burst skills). With block heal my stamina also goes empty very fast but often damage still kills me earlier. Keeping up endless pressure seems to be possible without sustain issues. Dodge roll also doesn’t seem reliable I regulary still get hit. And getting distance is also difficult because most players don’t have problems following me if I sprint away with major expedition.
You break LoS (line of sight). That means you try to fight at the places where you can run around the corners indefinitely (ever wondered why 1xX players like edge towers and resource towers?).
Block-heal is a last resort. And you can't sustain 1v2 pressure using costly heals, you need to remove uptime on their damage and don't allow them to combine their burst - and LoS break does exactly that.
Whether you use block and rolls more proactively depends on their cost. You can stack sturdy or stack well-fitted.
And yes, offense cost less resources than defense. So find the openings to put some delayed skills on, find time when they are separated to burst in several GCD. If it doesn't work, put your heals up and continue.
It is high damage patch because ZoS removed old cp and but compensated only for loss of offensive cp. 10% damage reduction per player is negated by reducing battle spirit damage reduction to 44%. Players build more tanky to compensate damage increase. Players build tanky but they are not really tanky. Even with pariah defense is difficult.
This thread is about noCP.I would like to know how you build such tanks that don’t even get pressured before they one shoot you. The pressure if a player with high damage or a few zerglings attack me is usually that high that block-heal doesn’t help. Have also heard that block would be bugged but probably they are just pressuring threw block(usually pressure by spamming spam able and burst skills). With block heal my stamina also goes empty very fast but often damage still kills me earlier. Keeping up endless pressure seems to be possible without sustain issues. Dodge roll also doesn’t seem reliable I regulary still get hit. And getting distance is also difficult because most players don’t have problems following me if I sprint away with major expedition.
You break LoS (line of sight). That means you try to fight at the places where you can run around the corners indefinitely (ever wondered why 1xX players like edge towers and resource towers?).
Block-heal is a last resort. And you can't sustain 1v2 pressure using costly heals, you need to remove uptime on their damage and don't allow them to combine their burst - and LoS break does exactly that.
Whether you use block and rolls more proactively depends on their cost. You can stack sturdy or stack well-fitted.
And yes, offense cost less resources than defense. So find the openings to put some delayed skills on, find time when they are separated to burst in several GCD. If it doesn't work, put your heals up and continue.
veeboraub17_ESO wrote: »Waffennacht wrote: »MrMazurski wrote: »Its like, "I cant killing people with my gank build at BG, pls change the game."
No. if BG were to look like a big roulette with one shot / combo builds ... BG has had enough problems.
Technically squishy, high penetration builds SHOULD counter tanks. There's nothing more demoralising than building a tank shredder and barely denting their armor, because that's all you're good for.
Nooooo squishy targets destroy other squishy targets.
Wtf is the point in being a tank if a single DD can rip through your defense?
Squishy should LOSE to longer TTK tanky specs and blow up other squishies
I'm not saying they should be able to one shot a 40k tank. I'm saying you should be able to dent their armor and at least apply some pressure before they leap on you and kill you in a single blow.
This is gross exaggeration.
If it's a 40k tank, that means they pumped their health and armor to there point where their damage is going to be low.
With stats, you have to make tradeoff decisions. There's no such thing as a high health, high armor, and high damage build.
For sure DK leap is powerful, but from a tank it's main to apply CC / disrupt and recover resources. It's the squishier high-damage builds that pack heavy burst with leap and follow-up attacks (Dizzying -> Execution / Reverse Slice).
My point is that if you go Stam NB full damage, you won't get close to kill a decent tank. And, the tank low damage is more than enough to kill a full-on NightBlade damage build as long as it has a gap closer.
chuckythexii wrote: »It is high damage patch because ZoS removed old cp and but compensated only for loss of offensive cp. 10% damage reduction per player is negated by reducing battle spirit damage reduction to 44%. Players build more tanky to compensate damage increase. Players build tanky but they are not really tanky. Even with pariah defense is difficult.
This thread is about noCP.I would like to know how you build such tanks that don’t even get pressured before they one shoot you. The pressure if a player with high damage or a few zerglings attack me is usually that high that block-heal doesn’t help. Have also heard that block would be bugged but probably they are just pressuring threw block(usually pressure by spamming spam able and burst skills). With block heal my stamina also goes empty very fast but often damage still kills me earlier. Keeping up endless pressure seems to be possible without sustain issues. Dodge roll also doesn’t seem reliable I regulary still get hit. And getting distance is also difficult because most players don’t have problems following me if I sprint away with major expedition.
You break LoS (line of sight). That means you try to fight at the places where you can run around the corners indefinitely (ever wondered why 1xX players like edge towers and resource towers?).
Block-heal is a last resort. And you can't sustain 1v2 pressure using costly heals, you need to remove uptime on their damage and don't allow them to combine their burst - and LoS break does exactly that.
Whether you use block and rolls more proactively depends on their cost. You can stack sturdy or stack well-fitted.
And yes, offense cost less resources than defense. So find the openings to put some delayed skills on, find time when they are separated to burst in several GCD. If it doesn't work, put your heals up and continue.
It depends on your build, for a tank it is cheaper to heal for dps it is cheaper to attack. it has to do with effective HP, a tanks healing with full resist is effectively four times the number on the tooltip due to ~50% damage reduction and 50% armor mitigation. conversely a DPS damage tool tip is roughly 1/4 what is displayed against a tank but only about 1/2 against a squishy, plus the DPS likely doesn't have as high armor so its own healing is less effective.
This is why tanks have an increasing advantage the longer the fight lasts against a glass cannon.
veeboraub17_ESO wrote: »Waffennacht wrote: »MrMazurski wrote: »Its like, "I cant killing people with my gank build at BG, pls change the game."
No. if BG were to look like a big roulette with one shot / combo builds ... BG has had enough problems.
Technically squishy, high penetration builds SHOULD counter tanks. There's nothing more demoralising than building a tank shredder and barely denting their armor, because that's all you're good for.
Nooooo squishy targets destroy other squishy targets.
Wtf is the point in being a tank if a single DD can rip through your defense?
Squishy should LOSE to longer TTK tanky specs and blow up other squishies
I'm not saying they should be able to one shot a 40k tank. I'm saying you should be able to dent their armor and at least apply some pressure before they leap on you and kill you in a single blow.
This is gross exaggeration.
If it's a 40k tank, that means they pumped their health and armor to there point where their damage is going to be low.
With stats, you have to make tradeoff decisions. There's no such thing as a high health, high armor, and high damage build.
For sure DK leap is powerful, but from a tank it's main to apply CC / disrupt and recover resources. It's the squishier high-damage builds that pack heavy burst with leap and follow-up attacks (Dizzying -> Execution / Reverse Slice).
My point is that if you go Stam NB full damage, you won't get close to kill a decent tank. And, the tank low damage is more than enough to kill a full-on NightBlade damage build as long as it has a gap closer.
If you're dying to a high-health, high-armor tank, that is a skill issue. Regardless of what class / build you have.
I play in higher/high-end MMR, and I see plenty of Stamblades would do great.
You are not taking into account the effective healing/damage differential which is caused by the superior mitigation of a tank.chuckythexii wrote: »It is high damage patch because ZoS removed old cp and but compensated only for loss of offensive cp. 10% damage reduction per player is negated by reducing battle spirit damage reduction to 44%. Players build more tanky to compensate damage increase. Players build tanky but they are not really tanky. Even with pariah defense is difficult.
This thread is about noCP.I would like to know how you build such tanks that don’t even get pressured before they one shoot you. The pressure if a player with high damage or a few zerglings attack me is usually that high that block-heal doesn’t help. Have also heard that block would be bugged but probably they are just pressuring threw block(usually pressure by spamming spam able and burst skills). With block heal my stamina also goes empty very fast but often damage still kills me earlier. Keeping up endless pressure seems to be possible without sustain issues. Dodge roll also doesn’t seem reliable I regulary still get hit. And getting distance is also difficult because most players don’t have problems following me if I sprint away with major expedition.
You break LoS (line of sight). That means you try to fight at the places where you can run around the corners indefinitely (ever wondered why 1xX players like edge towers and resource towers?).
Block-heal is a last resort. And you can't sustain 1v2 pressure using costly heals, you need to remove uptime on their damage and don't allow them to combine their burst - and LoS break does exactly that.
Whether you use block and rolls more proactively depends on their cost. You can stack sturdy or stack well-fitted.
And yes, offense cost less resources than defense. So find the openings to put some delayed skills on, find time when they are separated to burst in several GCD. If it doesn't work, put your heals up and continue.
It depends on your build, for a tank it is cheaper to heal for dps it is cheaper to attack. it has to do with effective HP, a tanks healing with full resist is effectively four times the number on the tooltip due to ~50% damage reduction and 50% armor mitigation. conversely a DPS damage tool tip is roughly 1/4 what is displayed against a tank but only about 1/2 against a squishy, plus the DPS likely doesn't have as high armor so its own healing is less effective.
This is why tanks have an increasing advantage the longer the fight lasts against a glass cannon.
It costs to burst heal on tanks no less than it costs on DPS. Actually, even more, since DPS likely wear light/medium and have cost reductions coupled with better regen.
If you look on dot/delayed/spammable costs and look on burst heal costs, you'll immediately notice how much do they differ.
veeboraub17_ESO wrote: »Waffennacht wrote: »MrMazurski wrote: »Its like, "I cant killing people with my gank build at BG, pls change the game."
No. if BG were to look like a big roulette with one shot / combo builds ... BG has had enough problems.
Technically squishy, high penetration builds SHOULD counter tanks. There's nothing more demoralising than building a tank shredder and barely denting their armor, because that's all you're good for.
Nooooo squishy targets destroy other squishy targets.
Wtf is the point in being a tank if a single DD can rip through your defense?
Squishy should LOSE to longer TTK tanky specs and blow up other squishies
I'm not saying they should be able to one shot a 40k tank. I'm saying you should be able to dent their armor and at least apply some pressure before they leap on you and kill you in a single blow.
This is gross exaggeration.
If it's a 40k tank, that means they pumped their health and armor to there point where their damage is going to be low.
With stats, you have to make tradeoff decisions. There's no such thing as a high health, high armor, and high damage build.
For sure DK leap is powerful, but from a tank it's main to apply CC / disrupt and recover resources. It's the squishier high-damage builds that pack heavy burst with leap and follow-up attacks (Dizzying -> Execution / Reverse Slice).
My point is that if you go Stam NB full damage, you won't get close to kill a decent tank. And, the tank low damage is more than enough to kill a full-on NightBlade damage build as long as it has a gap closer.
If you're dying to a high-health, high-armor tank, that is a skill issue. Regardless of what class / build you have.
I play in higher/high-end MMR, and I see plenty of Stamblades would do great.
You can play a stamblade in stuhn, balorgh and heartland conquer with a sharpened axe or maul or play it in deadric trickery and pariah with balorgh, either way you are just not beating a standard werewolf build from this patch. Nothing has the consistent damage needed to widdle one down or have anything close to enough burst with enough tankyness to go toe to toe with a werewolf built properly.
veeboraub17_ESO wrote: »I can see Tanky Templar, Necromancer, eventually, DKs ruling the show. The Sorcs seems to be less tanky, but its burst damage and streak mobility seem to compensate for it.
chuckythexii wrote: »You are not taking into account the effective healing/damage differential which is caused by the superior mitigation of a tank.chuckythexii wrote: »It is high damage patch because ZoS removed old cp and but compensated only for loss of offensive cp. 10% damage reduction per player is negated by reducing battle spirit damage reduction to 44%. Players build more tanky to compensate damage increase. Players build tanky but they are not really tanky. Even with pariah defense is difficult.
This thread is about noCP.I would like to know how you build such tanks that don’t even get pressured before they one shoot you. The pressure if a player with high damage or a few zerglings attack me is usually that high that block-heal doesn’t help. Have also heard that block would be bugged but probably they are just pressuring threw block(usually pressure by spamming spam able and burst skills). With block heal my stamina also goes empty very fast but often damage still kills me earlier. Keeping up endless pressure seems to be possible without sustain issues. Dodge roll also doesn’t seem reliable I regulary still get hit. And getting distance is also difficult because most players don’t have problems following me if I sprint away with major expedition.
You break LoS (line of sight). That means you try to fight at the places where you can run around the corners indefinitely (ever wondered why 1xX players like edge towers and resource towers?).
Block-heal is a last resort. And you can't sustain 1v2 pressure using costly heals, you need to remove uptime on their damage and don't allow them to combine their burst - and LoS break does exactly that.
Whether you use block and rolls more proactively depends on their cost. You can stack sturdy or stack well-fitted.
And yes, offense cost less resources than defense. So find the openings to put some delayed skills on, find time when they are separated to burst in several GCD. If it doesn't work, put your heals up and continue.
It depends on your build, for a tank it is cheaper to heal for dps it is cheaper to attack. it has to do with effective HP, a tanks healing with full resist is effectively four times the number on the tooltip due to ~50% damage reduction and 50% armor mitigation. conversely a DPS damage tool tip is roughly 1/4 what is displayed against a tank but only about 1/2 against a squishy, plus the DPS likely doesn't have as high armor so its own healing is less effective.
This is why tanks have an increasing advantage the longer the fight lasts against a glass cannon.
It costs to burst heal on tanks no less than it costs on DPS. Actually, even more, since DPS likely wear light/medium and have cost reductions coupled with better regen.
If you look on dot/delayed/spammable costs and look on burst heal costs, you'll immediately notice how much do they differ.
to get the resource cost of doing damage you need to divide the tooltip damage by the tooltip cost then you have to reduce that by the target's mitigation to get the actual unit resource per unit damage cost.
chuckythexii wrote: »You are not taking into account the effective healing/damage differential which is caused by the superior mitigation of a tank.chuckythexii wrote: »It is high damage patch because ZoS removed old cp and but compensated only for loss of offensive cp. 10% damage reduction per player is negated by reducing battle spirit damage reduction to 44%. Players build more tanky to compensate damage increase. Players build tanky but they are not really tanky. Even with pariah defense is difficult.
This thread is about noCP.I would like to know how you build such tanks that don’t even get pressured before they one shoot you. The pressure if a player with high damage or a few zerglings attack me is usually that high that block-heal doesn’t help. Have also heard that block would be bugged but probably they are just pressuring threw block(usually pressure by spamming spam able and burst skills). With block heal my stamina also goes empty very fast but often damage still kills me earlier. Keeping up endless pressure seems to be possible without sustain issues. Dodge roll also doesn’t seem reliable I regulary still get hit. And getting distance is also difficult because most players don’t have problems following me if I sprint away with major expedition.
You break LoS (line of sight). That means you try to fight at the places where you can run around the corners indefinitely (ever wondered why 1xX players like edge towers and resource towers?).
Block-heal is a last resort. And you can't sustain 1v2 pressure using costly heals, you need to remove uptime on their damage and don't allow them to combine their burst - and LoS break does exactly that.
Whether you use block and rolls more proactively depends on their cost. You can stack sturdy or stack well-fitted.
And yes, offense cost less resources than defense. So find the openings to put some delayed skills on, find time when they are separated to burst in several GCD. If it doesn't work, put your heals up and continue.
It depends on your build, for a tank it is cheaper to heal for dps it is cheaper to attack. it has to do with effective HP, a tanks healing with full resist is effectively four times the number on the tooltip due to ~50% damage reduction and 50% armor mitigation. conversely a DPS damage tool tip is roughly 1/4 what is displayed against a tank but only about 1/2 against a squishy, plus the DPS likely doesn't have as high armor so its own healing is less effective.
This is why tanks have an increasing advantage the longer the fight lasts against a glass cannon.
It costs to burst heal on tanks no less than it costs on DPS. Actually, even more, since DPS likely wear light/medium and have cost reductions coupled with better regen.
If you look on dot/delayed/spammable costs and look on burst heal costs, you'll immediately notice how much do they differ.
to get the resource cost of doing damage you need to divide the tooltip damage by the tooltip cost then you have to reduce that by the target's mitigation to get the actual unit resource per unit damage cost.
This is incorrect. Effect/cost effectiveness doesn't define sustain, sustain is defined by cost/GCD, because you will spam abilities at this rate. It requires a whole lot of sustain to run full healer, for example, because burst heals cost a whole lot, and you will spam em (why else you are picking healer anyway?).