We can all agree that HA is fine for PvE content.
The question is: how can we make HA viable in PvP?
The answer ofc lies in resource management and CC immunity which should not affect PvE much.
Somebody gave an idea that the Constitution passive should not have a cooldown, but rather have a X% to return mag and stam for each hit.
This is a perfect example that would improve HA performance in PvP while not buffing PvE performance too much.
Also, making the Immovable skill more attractive for PvP by adding 1 more second to the CC immunity duration for each piece of HA equipped would be awesome.
Remember: if you wish to tank in PvP, your job is not to kill. Your job is to infiltrate the enemy lines and make them dump their resources on you all the while you CC and debuff them.
I made a heavy Armour stam Templar once....played it for one vr lvl, damage out put was so dismal I couldn't stomach it and changed to med armor.
But he was hard to kill with all heavy and high heath stats, CP heavy armor , whatever i could to jack up heath and defense.
BUT it was like hitting a mob with a wet noodle, took like 5 times longer to kill mobs. I just couldn't stand it lol.
I may make another heavy and use magic instead, I dont know, I want 7 heavy because it does work for defense but for solo its utterly near useless standing there for 5 mins killing one mob......
Forestd16b14_ESO wrote: »Those who are tuning in and are posting about how HA can be good for PvP please go to pg6 for a re-done HA skill that the community wants to see in HA in U10.
Completely right about that post, too. HA is absolutely pathetic. I made a post a few days ago about my experiences with different types of tanking -> forums.elderscrollsonline.com/en/discussion/247258/whats-tanking-now#latest
It's straight fact that it needs to be updated to be on par with LA and MA.
Forestd16b14_ESO wrote: »
IDK were you seen "HA is OP" threads at nearly like 98% of the community agrees HA needs buffed.
We can all agree that HA is fine for PvE content.
The question is: how can we make HA viable in PvP?
The answer ofc lies in resource management and CC immunity which should not affect PvE much.
Somebody gave an idea that the Constitution passive should not have a cooldown, but rather have a X% to return mag and stam for each hit.
This is a perfect example that would improve HA performance in PvP while not buffing PvE performance too much.
Also, making the Immovable skill more attractive for PvP by adding 1 more second to the CC immunity duration for each piece of HA equipped would be awesome.
Remember: if you wish to tank in PvP, your job is not to kill. Your job is to infiltrate the enemy lines and make them dump their resources on you all the while you CC and debuff them.
ment this one. so role/classes can be nerfed cause of PvP but not buffed rofl
Eric Wrobel said they are looking into Stamina/Magicka parity balances for Update 10 (Dark Brotherhood, aka the next Update), which includes weapon abilities, world lines (vampire/werewolf), guild lines and Heavy Armor. He said their aim for the changes to Heavy is to make it really feel like you are hard to kill. They know that while innately Heavy Armor is better because it has higher armor rating, it falls behind once passives are factored in.
So, Update 10 is when to expect non-class balancing, including Heavy Armor.
Praeficere wrote: »To those saying HA is fine in PvE, it really isn't. (The following also applies to PvP.)
Yes, it's not like Tanks are squishy in PvE - they aren't. The issue however is that mitigation is tied almost entirelly to blocking. It's not Heavy Armour that makes you durable, it's blocking. Blocking should be smart, timed to counter the heavy blows and special attacks of certain enemies, not something you have to maintain for the majority of the time while fighting for even the smallest of scratches. This is a very dull playstyle, and of course, makes Heavy Armour practically fluff apart from the Reduced Block Cost Passive - which is the only thing Heavy Armour offers.
There are a lot of good suggestions here, here's mine which is also a common one:
- Reduce the amount of mitigation blocking provides.
- Increase the amount of resistance Heavy Armour gives.
- Increase the resistance cap.
This allows you to take some hits while in Heavy Armour without blocking 24/7. When you do block, it's timed and reactionary to add the extra mitigation when you need it against a certain attack. Blocking mitigation should be reduced alongside HA and general resistance changes to avoid a silly amount of mitigation. This also allows for a tank to carry another weapon on their 2nd bar such as a 2h or a Destruction Staff, rather than 2x Sword and Shield, adding variety and specialisation to tanking.
Alright, so I'm at a loss now. I've tried every type of build so far in PvE and PvP. I main PvP, so the testing for that is where I'm able to truly come to a point that the build is truly effective. Whether it be magicka, stamina, or health, tanking just seems imbalanced to the point where I've pretty much given hope going to this role. I'll go over my experiences with each type of tanking and how each type is more effective than the other.
Magicka(Full Light Armor):
- While running a magicka DK, I've noticed that I'm extremely viable in every aspect. Healing, tankiness, and damage(somewhat). Be though as it may, I don't really like this method of tanking. I'm not really "tanking" at all. I'm simply running around in Mist Form or spamming Healing Ward+Igneous Shield+Blessing of Protection until my ultimate is ready. Once it is ready, my cycle then repeats and it can sometimes last for minutes at a time before I die. The one thing that ends me is the lack of stamina because of the constant WBs being thrown up my crack.
Stamina(Full Medium Armor):
- Stamina DK, alright. I love this one the most out of all of them. Throw on Bloodspawn, Hunding's, Night's Silence, Agility, weave in Heroic slash and I feel basically invincible. The ulti gain I receive from a build like this is truly amazing and is what makes DKs excel in being truly tanks. I have access to unlimited roll dodges, breakfrees, and heals. Not only that, but I can also actually do damage and kill players within seconds with the proper burst timing.
Health(Full Heavy Armor):
- Full health and health regen DK. I thought that maybe ZOS knew better than the players on what tanking should be; like stacking into full health and health regen. So I assumed that since they destroyed blocking and that DKs/Heavy Armor get health passives that maybe going full resistances, 40K+ health, and 4.7K+ health regen would be the optimal way of tanking. I cannot stress how wrong my assumption was. This out of any of the other methods is complete trash. Literally. My mitigation, even though it's nearly at the cap WITH 1.7K impen and 15% crit resist into CP, felt severely lacking. Still getting hit by 5K+ SAs, 6K+ frags, 7K+ WBs, 8K+ dark flares, 6K+ dets, 8K+ snipes, etc. with that mitigation potential? It's pathetic. There's many posts of buffing up Heavy Armor and mitigation in general. I know this, but I can honestly say that Heavy Armor is just those type of armors you wear just to look good 'n' tough. There's ZERO use for it.
EDIT: Forgot to mention that with health regen, its bonuses get cut in half in Cyrodiil by Battle Spirit somehow. Activating Dragon's Blood only gives me HALF the health regen is should and Orgnum's Scales proc also only gives HALF of what it should. Maybe if this didn't happen would a health build be slightly more viable. Until then, I'll go with the assumption that it's a stealth nerf being as it hasn't been stated(to my knowledge).
I've seen the recent ESO Live stream. When the question for Heavy Armor popped up for Wroble, I got excited. Shortly after, I went to straight disappointment. I know I'm not the only one that thought he was very reluctant in answering on how he was going to work with Heavy Armor. I just don't understand why he doesn't like tanking as a role. I assume he hates tanking as a role because when he went on about the block nerf a while back, it gave me the impression that he thinks the role should vaguely exist.
So I ask those of you who are still faithful tanks. Which type do you prefer and why? Magicka, the mist form bubble spamming bats lover; Stamina, the roll dodging ulti generating leaper; or Health, the regenerating slab of meat whose sole purpose is to stand there and inevitably die.
P.S. Please for the love of God fix Dragon's Blood already. At 42K health and 12% health left I get a 6K+ heal.
Class balancing is what ZOS stated Update 9 would be about. And their Update schedule is quarterly (every 3 months), so stop it with the pessimism.
Eric Wrobel said they are looking into Stamina/Magicka parity balances for Update 10 (Dark Brotherhood, aka the next Update), which includes weapon abilities, world lines (vampire/werewolf), guild lines and Heavy Armor. He said their aim for the changes to Heavy is to make it really feel like you are hard to kill. They know that while innately Heavy Armor is better because it has higher armor rating, it falls behind once passives are factored in.
So, Update 10 is when to expect non-class balancing, including Heavy Armor.
You just say, that i must wait about 3-4 months before they fix my role in group?
Forestd16b14_ESO wrote: »
Sorry but the point of a tank is to take damage not deal. When PC launched almost 2 years ago that was the case of heavy armor dunmer DK vampires were able to tank on zergs and I mean real 25+ zergs. They lost 0 health and fire impulsed spammed and when they lost health or ready to finish off the zerg the would spam their swarm ulti.
That's were the tank nerfs started was of course players were abusing something that was broken or slightly OP same case with immovable. ZOS for some reason thought it be a good idea to allow players to use armor skills with out even needing to wear not only to correct armor but no armor at all. So because of that players of course abused it and every one ran immovable making them immune to CC and of course players cried that CC didn't work so instead of doing the right way of making so you need 5+pieces of HA to use immovable they just flat out nerf it to be useless to HA users.
Those who are tuning in and are posting about how HA can be good for PvP please go to pg6 for a re-done HA skill that the community wants to see in HA in U10.
Ya but that was pure OPedness due to flaws in Vamp and DKs back then, I am talking about "now" Heavy armors works but in order to go all heavy you lose too much damage output to the point where soloing is a joke, I mean ya Tanks shouldn't out damage DPS "but" they should be at least a somewhat viable build when soloing /PvE content and it is just not atm.
EdmundTowers wrote: »Prolly already mentioned in thread, but I think heavy armor should provide a bonus to melee power attacks. More weight to go behind the attack.
The 5 piece bonus is just reduced stamina cost when blocking. Pretty lame. How about this? X% increased damage and X% increased stamina return when landing power attacks with a melee weapon.
That problem with heavy armor is that you sacrifice damage and resources for tankiness. The above bonus would counter act that sacrifice if you can throw in some power attacks while tanking.
What do you guys think?
slumber_sandb16_ESO wrote: »Change all passives/champion that increase resistances to increase it as a % of total rather than a flat amount. That way the ones who need it(TANKS!) will benefit the most from it while light and medium armour wont benefit from it that much. Either that or give tanks a way to gain a huge amount of weapon/spell power. If DPS/Healers can get the benefits of resistance then tanks should get the benefits of DPS.
Increase resistance cap to 35k-40k.
Buff HA passives.
1h+shield skill line scaling off health rather than stamina. So tanks can use the tank tree and get benefits from, you know, investing into health. Like tanks should. Because tanks.
Tank passives in certain skill lines buffed.
For example Scaled Armour gives 3300 spell resistance only for DK(the class that should be best at tanking), while NB shadow barrier gives +5k to both resistances for 11 seconds meaning permanent low cost major resistance buffs. Makes sense.
Better. Resource. Recovery. Skills. (mainly talking DK here.) Relying on ultimates, heavy attacks and passive regeneration isnt fun. Its BORING. Watching my stamina bar playing Stamina Simulator while my NB can cruise along with unlimited stamina and magicka thanks to siphoning attacks.
Stamina morphs for Sorc. How long does this need to be asked for?
*salty*
Forestd16b14_ESO wrote: »
As much as some players would like that that would be bad cause the point as a tank as said before is to take the damage not deal it. Before all the way back at PC launch I think HA did give a weapon damage bonus but was scrapped cause it was more useful to have HA instead of MA for DPSing.... or was the immovable brute that had that skill.....
I like and push for the concept of a competitive heavy armor DPS. I too think medium armor should be #1 for physical damage, but I want heavy armor DPS to be... existant. The Black Rose set is a step in that direction. If heavy armor were to get an increase to melee damage, testing would have to be made so the increase is not more than the 12% weapon damage increase from Agility. Although, I am also for removing the weapon damage buff from Agility, bringing player power level down (everything was more balanced at lower numbers).