Hi, I am not happy with this change of course. They are so afraid of the damage sinker a tank should be and used to be, that their change is making tank more like a hybrid.
I dont tank anymore, Im done with it until they reverse all the nerfing they done to this role. Now, I zap and slash with sorc and NB, they sort of push us out there.
Reorx_Holybeard wrote: »I too ran some simple block cost tests on Live/PTS to see the exact difference for my stamina DK tank. I used a custom add-on to get the stamina cost of blocking.
Setup was:
- 75 Points into Block Expertise (20.4%)
- Fortress + Defensive Stance
- Bracing on Live
- 3/2/1 Shield Play Jewelry Enchantments (Gold, 203 each)
Results are:
- Shield-Play Items : Live Block Cost : PTS Block Cost
- 3 : 463 : 683
- 2 : 548 : 809
- 1 : 633 : 935
In order to get the same block cost on PTS as live I basically have to get 8 Sturdy items or go 4-5 Sturdy items and max Block Expertise. This doesn't consider the resource return from Constitution. From playing around with it a bit it would seem to be a net gain of Stamina recovery when you're fighting 1/2 mobs in PVE but a Stamina recovery loss as some point when your fighting a larger number of mobs.
Reorx_Holybeard wrote: »I too ran some simple block cost tests on Live/PTS to see the exact difference for my stamina DK tank. I used a custom add-on to get the stamina cost of blocking.
Setup was:
- 75 Points into Block Expertise (20.4%)
- Fortress + Defensive Stance
- Bracing on Live
- 3/2/1 Shield Play Jewelry Enchantments (Gold, 203 each)
Results are:
- Shield-Play Items : Live Block Cost : PTS Block Cost
- 3 : 463 : 683
- 2 : 548 : 809
- 1 : 633 : 935
In order to get the same block cost on PTS as live I basically have to get 8 Sturdy items or go 4-5 Sturdy items and max Block Expertise. This doesn't consider the resource return from Constitution. From playing around with it a bit it would seem to be a net gain of Stamina recovery when you're fighting 1/2 mobs in PVE but a Stamina recovery loss as some point when your fighting a larger number of mobs.
Ugh. I'm sick and tired of PvE tanking taking a hit because of PvP. The stam regen nerf was in response to PvP permablockers. And now this "improvement" of heavy armor is in response to PvPers who, for some reason, think that it's a great idea to do DPS in heavy.
I hope you all know that the Constitution passive stam regen on hit does not work while blocking, already tested it with full Black Rose on. So is this the end for pure PvE tanks?
I hope you all know that the Constitution passive stam regen on hit does not work while blocking, already tested it with full Black Rose on. So is this the end for pure PvE tanks?
Dan_Fazzyub17_ESO wrote: »The overhual to the Heavy Armor passive Bracing into Wrath.
Wrath is REALLY nice I am enjoying the damage increase, but losing the 20% Block Cost reduction really hurt heavy armor. That passive was one of the the biggest reasons people used Heavy Armor to begin with.
Now Heavy Armor builds are almost forced into using Sturdy to get back that lost reduction. 7 Pieces of Gold Sturdy will give you 21% reduced block cost reduction. So after getting back the lost 20%...Sturdy is actually only benefiting the HA user by 1%. (Consider the player already has 100 points to Block Expertise.) So as far as block cost goes for Heavy Armor...there is no change, only a nerf.
This seems a little ridiculous considering the changes to Well-Fitted and how Medium Armor's Athletics Passive didn't change. So Medium armor suffers no loss to the cost of roll-dodge and can benefit immediately from using Well-Fitted as a trait. Medium Armor still also receives the base weapon damage buff (Agility Passive 12% increased weapon damage at Rank 2.) that no other armor passive had up until this patch, so the argument trade off damage for our block cost reduction doesn't seem valid considering Medium Armor has always had this passive and 12% of X Wep Dmg is, in most cases, way more that the fully stacked 200 of Wrath.
If anything, perhaps the Passive Rapid Mending could be changed into giving Heavy Armor it's 20% Block Cost Reduction back over the increased healing. That is the only suggestion that comes to mind.
I will lose 3 Infused and 4 Divines effect for %1 cost reduction increase . Thanks for the great buff to the heavy armor . Now I can do more DPS with Pierce Armor ! Isn't this just great for PvE tanks ? How I love getting nerfed in every patch for ''PvP purposes'' .
In the next DLC :
Heavy Armor passive added . ''Stupidly Brave'' : If using 5 or more Heavy , gain the ability ''Helmet Throw'' . Throw your helmet to the enemy , dealing no damage but 0.5 second stun and gain Minor Expedition until you get your helmet back . It takes 2 slots in your Ability Bar due to throwing and taking the helmet are different actions .
I don't know where ZOS gets the idea that people (who know how to play this game) want these idiotic hybrid builds. DPS in heavy armor? Why? Heavy armor is for tanking. Removing the most important tanking passive in heavy armor and replacing it with this hybrid nonsense? What in bloody blazes was @Wrobel thinking?!
And, no, Constitution is not suitable compensation for the simple fact that it does not scale. It's a flat resource return every X seconds, regardless of how many things are beating on you. Contrast that with block cost reduction, which reduces the cost of every block (vs. reducing the cost of one block every X seconds). If you're tanking a single enemy, sure, Constitution makes up for the difference. But if you are tanking those Trash Pulls From Hell in vMoL where there's a gazillion things beating on your, Constitution is a joke.
I will lose 3 Infused and 4 Divines effect for %1 cost reduction increase . Thanks for the great buff to the heavy armor . Now I can do more DPS with Pierce Armor ! Isn't this just great for PvE tanks ? How I love getting nerfed in every patch for ''PvP purposes'' .
In the next DLC :
Heavy Armor passive added . ''Stupidly Brave'' : If using 5 or more Heavy , gain the ability ''Helmet Throw'' . Throw your helmet to the enemy , dealing no damage but 0.5 second stun and gain Minor Expedition until you get your helmet back . It takes 2 slots in your Ability Bar due to throwing and taking the helmet are different actions .
200 weapon power and spell power is more damage then you'll get from divines or infused. If you went for bonus health you now get double the health bonus you got before; and you now get a crap ton more regen back as well... Under no circumstances are you being nerfed.
vladimilianoub17_ESO1 wrote: »The worst thing its they say nothing.Not even a hint on why the change was made.
I highly doubt that it will be revamped back(as such thing never happened before), so i think instead of asking of it to be revamped, we should ask:
1. Increase effectiveness of Wrath, coz lets be honest 200 spelldamage is weak and will be stacked to this maximum only when 3+ people will fight you Xv1 - than without Bracing you will be dead anyway and won't get any bonuses.
2. Increase effectivenss of other HA passives. Like, Resolve - super weak even in 7 heavy pieces, worse even than major armor buffs. Rapid Mending - 'This ability now increases the amount of resources your Heavy Attacks restore by 25/50% at Ranks I/II.' Seriously? Don't know about PvE tanks but in PvP HA required to fight while outnumbered, try to weave heavy attack there, in most cases you will be dead for trying it. Why don't just add Bracing reduce block cost here as it require to wear 5 pieces, so HA in DB really will be buffed.
I highly doubt that it will be revamped back(as such thing never happened before), so i think instead of asking of it to be revamped, we should ask:
1. Increase effectiveness of Wrath, coz lets be honest 200 spelldamage is weak and will be stacked to this maximum only when 3+ people will fight you Xv1 - than without Bracing you will be dead anyway and won't get any bonuses.
2. Increase effectivenss of other HA passives. Like, Resolve - super weak even in 7 heavy pieces, worse even than major armor buffs. Rapid Mending - 'This ability now increases the amount of resources your Heavy Attacks restore by 25/50% at Ranks I/II.' Seriously? Don't know about PvE tanks but in PvP HA required to fight while outnumbered, try to weave heavy attack there, in most cases you will be punished for trying it in form of instant CC(that will require you to waste stamina on increased-costed CC break) or simply dead. Why don't just add Bracing reduce block cost here as it require to wear 5 pieces, so HA in DB really will be buffed.
Also, as I've stated numerous times in this thread: you do not need to tape down RMB to tank in this game. If you do, you're doing something wrong.
Also, as I've stated numerous times in this thread: you do not need to tape down RMB to tank in this game. If you do, you're doing something wrong.
Bah, most of that content has been so overnerfed that you don't even need a tank. For the content where serious tanking is required, you're not going to have many (if any) 2-second pauses where you can let go.
It's not the end of the world, adapt & you'll find out tanks are in a much better place than before patch.
It's not the end of the world, adapt & you'll find out tanks are in a much better place than before patch.
As a PvP tank, how does replacing impenetrable (a must in PvP) with sturdy, put myself, as a pure PvP tank who needs to perma-block against perma-wrecking-blowers, and impenetrable for the broken CC, in a much better place?
Please do enlighten me.
You don't need to permablock, I've been saying that for ages here on this thread.
If you get enough mitigations (armor, spell resistance, crit resistance, CPs), you can easily take hits without blocking & just brush them off as they tickle you.
You don't need to permablock, I've been saying that for ages here on this thread.
If you get enough mitigations (armor, spell resistance, crit resistance, CPs), you can easily take hits without blocking & just brush them off as they tickle you.
Really? So a DK spamming wrecking blow 2 hander against me I can just stand there and 'tickle it off' without blocking due to my armour, crit resistance and CPs?
Wow ... I really need to see this to believe it ... anyone on PTS prove this to me?
Uppercut: This ability and the Wrecking Blow morph no longer knockback and stun enemies hit.
Juggernaut: Increased the amount of maximum health this passive grants per piece of Heavy Armor to 1/2% at Ranks I/II from 0.5/1%.
Rapid Mending:Increased the healing taken bonus to 4/8%