Yes. And not just one wrecking blower, you can tank 2-3 of them
Yes. And not just one wrecking blower, you can tank 2-3 of them
lol, only 2 or 3? Guess how many I could take when I was able to perma-block whilst using stamina pots? Put it this way, after a few mins of them bouncing off my shield they left you alone.
I also dont care for damage - im a pure tank.
Lastly, yeah, I would love you to prove to me that, whilst wearing full impenetrable, your better off now than with bracing on HA.
I look forward to your videos ...
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?
Yes. And not just one wrecking blower, you can tank 2-3 of them. More than that, you'll need them to have very low damage, or use Empowering Sweep :P
<Here> is what happens when you wrecking blow spam.
In next patch, WB spammers are even weaker & tanks stronger.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%
I'd gladly prove this in PTS if I had access to my Live character, but alas I've only 300 CP templates with garbage gear there
Also immovable should be buffed to what it was before 1.6. Reduce the cost, increase the immunity effect duration and make it require 5 piece heavy.
Immovable Brute:Requires at least 1 heavy armor equipped to cast.
Duration: 13,5 seconds 5 seconds
- Intensify your physical presence to gain Major Resolve and Major Ward, increasing Physical Resistance and Spell Resistance by 5280 for 13,5 seconds.
- Also grants you immunity to knockback and disabling effect for 5 seconds.
- Effect's duration is increased by 1,5 seconds for each piece of heavy armor equipped.
Unstoppable:Requires at least 1 heavy armor equipped to cast.
Duration: 13,5 seconds 5 seconds
- Intensify your physical presence to gain Major Protection, Major Resolve and Major Ward, reducing your damage taken by 30% and increasing Physical Resistance and Spell Resistance by 5280 for 13,5 seconds.
- Also reduces your Weapon Power and Spell power by 20%
- Also grants you immunity to knockback and disabling effect for 5 seconds.
- While slottedactive, the Stamina cost of breaking free from a disabling effect is reduced for each piece of Heavy Armor equipped.
- Effect's duration is increased by 1,5 seconds for each piece of heavy armor equipped.
Requires at least 1 heavy armor equipped to cast.
Duration: 13,5 seconds 5 seconds
- Intensify your physical presence to gain Major Resolve and Major Ward, increasing Physical Resistance and Spell Resistance by 5280 for 13,5 seconds.
- Also grants you immunity to knockback and disabling effect for 5 seconds.
- Effect's duration is increased by 2,5 seconds for each piece of heavy armor equipped.
- Knockback and disabling effect immunity is increased by 1,5 seconds for each piece of heavy armor equipped.
Dampen MagicRequires at least 1 light armor equipped to cast.
Duration: 20 seconds 5 seconds
- Surrond yourself with a net of magic negation to absorb up to X Spell Damage over 20 seconds.
- Effect's duration is increased by 2 seconds for each piece of light armor equipped.
Harness MagickaRequires at least 1 light armor equipped to cast.
Duration: 20 seconds 5 seconds
- Surrond yourself with a net of magic negation to absorb up to X Spell Damage over 20 seconds.
- Amount of damage absorbed is increased by 3% for each piece of light armor equipped.
- Effect's duration is increased by 2 seconds for each piece of light armor equipped.
Requires at least 1 light armor equipped to cast.
Duration: 20 seconds 5 seconds
- Surrond yourself with a net of magic negation to absorb up to X Spell Damage over 20 seconds.
- While active, up to three times when spell damage is absorbed, you are restored for X Magicka. This bonus increases by 3% for each piece of Light Armor equipped.
- Effect's duration is increased by 2 seconds for each piece of light armor equipped.
ShuffleRequires at least 1 medium armor equipped to cast.
Duration: 20 seconds 5 seconds
- Shroud yourself in mist to gain Major Evasion, which increases your dodge chance by 20% for 20 seconds.
- Effect's duration is increased by 2 seconds for each piece of medium armor equipped.
EludeRequires at least 1 medium armor equipped to cast.
Duration: 20 seconds 5 seconds
- Shroud yourself in mist to gain Major Evasion, which increases your dodge chance by 20% for 20 seconds.
- While wearing Medium Armor, removes and grant immunity to snaring effects. Increases snare immunity duration by ,5 seconds for each piece of Medium Armor equipped up to 3,5 seconds.
- Effect's duration is increased by 2 seconds for each piece of medium armor equipped.
Requires at least 1 medium armor equipped to cast.
Duration: 20 seconds 5 seconds
- Shroud yourself in mist to gain Major Evasion, which increases your dodge chance by 20% for 20 seconds.
- Duration is increased 5% for each piece of Medium Armor equipped.
- Effect's duration is increased by 3,5 seconds for each piece of medium armor equipped.
I have multiple clips of me tanking 5-10 people for minutes without permablock, I'll make sure to add a few of those to the build video
Even once had 5 people spending half an hour trying to kill me (I know that, because Shadowplay with 20min recording limit only caught half of it) - all without any kind of permablocking (or much blocking in general).
I have multiple clips of me tanking 5-10 people for minutes without permablock, I'll make sure to add a few of those to the build video
Even once had 5 people spending half an hour trying to kill me (I know that, because Shadowplay with 20min recording limit only caught half of it) - all without any kind of permablocking (or much blocking in general).
You obviously play against scrubs or dont get affected by the broken CC much. Blocking stops ALL CC (except fear). You also have your templar set up to heal more than mine - im a pure tank (with off heals). Yes, I could change my set up to fit in with the changes to become more of a healer, but then, why should I?
Its a nerf to pure tanking and you know it.
I have multiple clips of me tanking 5-10 people for minutes without permablock, I'll make sure to add a few of those to the build video
Even once had 5 people spending half an hour trying to kill me (I know that, because Shadowplay with 20min recording limit only caught half of it) - all without any kind of permablocking (or much blocking in general).
You obviously play against scrubs or dont get affected by the broken CC much. Blocking stops ALL CC (except fear). You also have your templar set up to heal more than mine - im a pure tank (with off heals). Yes, I could change my set up to fit in with the changes to become more of a healer, but then, why should I?
Its a nerf to pure tanking and you know it.
There's no such thing as "pure tanking". There's just tanking - how you do it doesn't matter (whether you hold block or mitigate & outheal damage).
When you have atleast 28k health, 50%++ spell resistance, 40% physical resistance, 28.3% critical resistance & 18/14% reduced physical & spell damage from CPs, you can take CCs & sit for the whole duration of them without dying and then heal up with one or two button clicks. Of course there are times when you get CC'd at low health and you die, but such is life
Tanking is about mitigating damage & surviving it, not necessarily about taping down the right mouse button & being an useless sponge in the battlefield.
So it went from "you can't do it" to
"it must have been scrubs"
I have a better answer: Decimus pays more attention to the game, what is possible, and gears accordingly. This is also known as being a good player.
Your response: "OMG I CANT PERMA BLOCK WAH WAH WAH"
There's no such thing as "pure tanking". There's just tanking - how you do it doesn't matter (whether you hold block or mitigate & outheal damage).
When you have atleast 28k health, 50%++ spell resistance, 40% physical resistance, 28.3% critical resistance & 18/14% reduced physical & spell damage from CPs, you can take CCs & sit for the whole duration of them without dying and then heal up with one or two button clicks. Of course there are times when you get CC'd at low health and you die, but such is life
Tanking is about mitigating damage & surviving it, not necessarily about taping down the right mouse button & being an useless sponge in the battlefield.
By pure tanking I mean not healing (but I think you knew that anyway) - of course there are different ways to tank. Also, why is perma-blocking being a useless sponge? Many a times ive used perma-block to survive a zerg whilst my group picks off the enemies.
I use perma-block, your using perma-healing when its needed. Im geared to perma-block - why should a nerf (and again, its a nerf) make me have to change to be more healing spec to survive attacks from enemies?
There's nothing wrong with perma-blocking when its needed, just like theres nothing wrong with perma-healing when its needed - but then, this isnt about healing, this is about blocking.
So, for me to be able to tank successfully as I do when Im perma-blocking, I would need to re-gear and change to a more healing spec to compensate for less amount of blocks I could take - or trait sturdy but then im losing impenetrable.
As I said, its a nerf to tanking and you know it.
Because it's better? <.<
Well yes, there is. And not only permablocking, but the whole "infinite resources" type of gameplay - it's not engaging. If all you have to do is hold down one button to survive, there's a problem.
Block should be meant as more of a reactive/situational ability, which you use when needed (not all the time), which is what I believe the developers are aiming at.
As a side note, why would you use Impenetrable if you're playing a permablock build? You are aware that people can't crit you at all while you block, right (unless I've missed some patch notes again)?
It's not a nerf to tanking, it's a nerf to permablocking.
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 urge you to take a look at several RPG archetypes, such as "Warrior" or "Paladin", which have always traditionally used heavy armor while dealing damage.
Shoehorning damage dealers into either becoming "rogues" or "mages" helps nobody & monotonizes the game.
I'm happy that after 2 years, ZOS is finally taking some steps to alleviate this problem.
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.
vMoL & possibly new SO might be a different story, but people will adapt & survive. Just like they did when "tanking died" after they removed stamina regen while blocking.
vladimilianoub17_ESO1 wrote: »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 urge you to take a look at several RPG archetypes, such as "Warrior" or "Paladin", which have always traditionally used heavy armor while dealing damage.
Shoehorning damage dealers into either becoming "rogues" or "mages" helps nobody & monotonizes the game.
I'm happy that after 2 years, ZOS is finally taking some steps to alleviate this problem.
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.
vMoL & possibly new SO might be a different story, but people will adapt & survive. Just like they did when "tanking died" after they removed stamina regen while blocking.
By putting brackets in " tanking died" are you implaying that tanking are not dying and there are many of them in game?You living under a rock? Why you think ZOS even made a thread to improve them?
vladimilianoub17_ESO1 wrote: »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 urge you to take a look at several RPG archetypes, such as "Warrior" or "Paladin", which have always traditionally used heavy armor while dealing damage.
Shoehorning damage dealers into either becoming "rogues" or "mages" helps nobody & monotonizes the game.
I'm happy that after 2 years, ZOS is finally taking some steps to alleviate this problem.
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.
vMoL & possibly new SO might be a different story, but people will adapt & survive. Just like they did when "tanking died" after they removed stamina regen while blocking.
By putting brackets in " tanking died" are you implaying that tanking are not dying and there are many of them in game?You living under a rock? Why you think ZOS even made a thread to improve them?
Yes, and I actually think there's starting to be more & more different tank builds in the game.
Peronally, two of my four V16 characters are tanks, and neither of them is a permablocker or in any significant way hampered by this change to Bracing
The buffs tanks are getting in this patch greatly outweigh the cons, unless all you do is hold right mouse button.
It's good ZOS made that thread on how to improve tanking even further, just like they made feedback threads on almost everything else.
Personofsecrets wrote: »vladimilianoub17_ESO1 wrote: »The worst thing its they say nothing.Not even a hint on why the change was made.
I think that people have mostly figured it out.
There were some people that wanted more damage as a tank and most of the top tier talks about increasing tank damage. For some reason the developers took that as a signal to remove the best heavy armor passive. I understand where they got the signal from, but I have no idea why they honed in on the best heavy armor passive and I hope that we can convince them that we can live in a world with both the bracing passive and the new sturdy trait. If we can't then just get rid of the sturdy trait - nobody is going to end up happy as a result of the muddied trait pool screwing up their otherwise BIS gear.
vladimilianoub17_ESO1 wrote: »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 urge you to take a look at several RPG archetypes, such as "Warrior" or "Paladin", which have always traditionally used heavy armor while dealing damage.
Shoehorning damage dealers into either becoming "rogues" or "mages" helps nobody & monotonizes the game.
I'm happy that after 2 years, ZOS is finally taking some steps to alleviate this problem.
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.
vMoL & possibly new SO might be a different story, but people will adapt & survive. Just like they did when "tanking died" after they removed stamina regen while blocking.
By putting brackets in " tanking died" are you implaying that tanking are not dying and there are many of them in game?You living under a rock? Why you think ZOS even made a thread to improve them?
Yes, and I actually think there's starting to be more & more different tank builds in the game.
Peronally, two of my four V16 characters are tanks, and neither of them is a permablocker or in any significant way hampered by this change to Bracing
The buffs tanks are getting in this patch greatly outweigh the cons, unless all you do is hold right mouse button.
It's good ZOS made that thread on how to improve tanking even further, just like they made feedback threads on almost everything else.
And have your tanks survived the AA axes or the vMoL pulls? Or are they PvP "tanks"?
In other words, we should tell tanks, "Screw you, go deal with it."Whatever the case, they'll still be doable (I will again refer you to the people claiming AA hardmode would become impossible after regen nerf)
Sorry guys, but this discussion is degrading from the Topic being about Bracing and Block costs towards the viability of different Tank builds and Play styles in PvP only.
I get it that there are viable and maybe even good Builds for PvP Tanks and HA Hybrid DPs but the core of it is: The Place where Tanks are really needed in This game are the Endgame Trials in PvE. Nearly all other content is sadly easily playable without a dedicated Tank, more so after the Nerfs to vWGT, vICP and vCoA.
This leaves the only PvE Tanking to be done the Trials, be it the Axes in the Archive, the Warrior in Hel-Ra, the Manticora or the Serpent in Sanctum or nearly every Pull in vMoL.
Since a good Number of those encounters can one-shot a Tank with mitigation via Armor if the Tank is not blocking all the time the Nerf is happening there.
The impact on players, that play Raidcontent is huge, and hugely expensive too. I do not think that Tanking will be outright impossible after the changes, but that the hurdles to get into Tanking in a PvE environment are getting even higher, so the playerbase playing Tanks wears thin. This makes this change a huge expense for the PvE players, which will in turn lead to the PvE content further being watered down to counteract the sudden and steep Learning curve. This perpetual cycle of nerfs to content following Nerfs to Important elements of group play will lead to people being fed up with a game holding no real Mechanic apart from stack and burn anymore.
This in turn leads to the ongoing PvP vs PvE discussion, which will in this case neither benefit the game nor its community.
vladimilianoub17_ESO1 wrote: »This change to Bracing looks like more in favor of heavy armor DPS builds which i think you only find them in PvP..
Imo HA should offer more health. Passive gives 10% health with 5 piece, it should give 20% at least.
The value of glyphs have been buffed in the DB update; Is this exclusively for weapon enchants, or all enchants?
Can someone with the PTS please let me know what the amount of block cost reduction is awarded for a "champion 160 equivalent" jewelry glyph?
The value of glyphs have been buffed in the DB update; Is this exclusively for weapon enchants, or all enchants?
Can someone with the PTS please let me know what the amount of block cost reduction is awarded for a "champion 160 equivalent" jewelry glyph?