Mmm, you mean those ultimate regen tools walking around Cyro? They're my favorite. Please don't nerf.
Gotta love it when these Heavy Armor, unlimited sustain, permablock Magicka Templars/DKs stand on Imperial City District flags and stop them from being taken because nothing happens if the flag is contested.
Well thought out for sure.
Gotta love it when these Heavy Armor, unlimited sustain, permablock Magicka Templars/DKs stand on Imperial City District flags and stop them from being taken because nothing happens if the flag is contested.
Well thought out for sure.
That is true of anyone you are unable to kill for any reason.
Gotta love it when these Heavy Armor, unlimited sustain, permablock Magicka Templars/DKs stand on Imperial City District flags and stop them from being taken because nothing happens if the flag is contested.
Well thought out for sure.
That is true of anyone you are unable to kill for any reason.
No, not really. That is true of Heavy Armor builds which are extremely prevalent in PvP this patch. Heavy armor doesn't just provide you greater resources (especially for permablocking) than other Armor weights. It also gives high mitigation, so users cannot die easily from burst. It should also be noted that DoT ticks separately proc Heavy Armor passives, allowing them to constantly reach their full potential.
And if you defend a big oversight by ZOS in their Imperial City District capture system, it's really sad. The tank sits on a flag, contests it, then waits for his group to constantly die/respawn extremely close by until they eventually defeat their opposition. That is bad gameplay right there. Makes people not want to PvP in Imperial City when it happens.
Either you don't know how tanky these builds can get, or you run one of these builds. Rest assured, they will eventually be properly balanced.
Gotta love it when these Heavy Armor, unlimited sustain, permablock Magicka Templars/DKs stand on Imperial City District flags and stop them from being taken because nothing happens if the flag is contested.
Well thought out for sure.
That is true of anyone you are unable to kill for any reason.
No, not really. That is true of Heavy Armor builds which are extremely prevalent in PvP this patch. Heavy armor doesn't just provide you greater resources (especially for permablocking) than other Armor weights. It also gives high mitigation, so users cannot die easily from burst. It should also be noted that DoT ticks separately proc Heavy Armor passives, allowing them to constantly reach their full potential.
And if you defend a big oversight by ZOS in their Imperial City District capture system, it's really sad. The tank sits on a flag, contests it, then waits for his group to constantly die/respawn extremely close by until they eventually defeat their opposition. That is bad gameplay right there. Makes people not want to PvP in Imperial City when it happens.
Either you don't know how tanky these builds can get, or you run one of these builds. Rest assured, they will eventually be properly balanced.
So tanks being useful by not being easy to kill, is an oversight? Sorry if tanky tanks go against the "everything must die" burst meta people seemed to love so much, but there are builds other than max damage ones as well.
Gotta love it when these Heavy Armor, unlimited sustain, permablock Magicka Templars/DKs stand on Imperial City District flags and stop them from being taken because nothing happens if the flag is contested.
Well thought out for sure.
That is true of anyone you are unable to kill for any reason.
No, not really. That is true of Heavy Armor builds which are extremely prevalent in PvP this patch. Heavy armor doesn't just provide you greater resources (especially for permablocking) than other Armor weights. It also gives high mitigation, so users cannot die easily from burst. It should also be noted that DoT ticks separately proc Heavy Armor passives, allowing them to constantly reach their full potential.
And if you defend a big oversight by ZOS in their Imperial City District capture system, it's really sad. The tank sits on a flag, contests it, then waits for his group to constantly die/respawn extremely close by until they eventually defeat their opposition. That is bad gameplay right there. Makes people not want to PvP in Imperial City when it happens.
Either you don't know how tanky these builds can get, or you run one of these builds. Rest assured, they will eventually be properly balanced.
So tanks being useful by not being easy to kill, is an oversight? Sorry if tanky tanks go against the "everything must die" burst meta people seemed to love so much, but there are builds other than max damage ones as well.
We don't need a max damage burst meta. However, we also really don't need a tank meta.
Tank meta. Ugh
Doesn't that sound stupid to you? Everyone standing still and just soaking in damage but never dying and all?
You know, I saw an interesting battle take place yesterday. Stood far away and watched because I thought it was really sad. An EP tank fended off three AD players, then another EP tank player showed up ~30 seconds later. Two more AD players showed up, one damage dealer typical build and a tank. All of the player kept throwing Ults and damage around for 5 minutes straight and they eventually all stopped moving, turned around, and walked away. This actually happened. If that's how you want PvP to play out, where fights either last 5 seconds or 15 minutes, then I'd rather the meta changed already because it sucks right now.
Gotta love it when these Heavy Armor, unlimited sustain, permablock Magicka Templars/DKs stand on Imperial City District flags and stop them from being taken because nothing happens if the flag is contested.
Well thought out for sure.
That is true of anyone you are unable to kill for any reason.
No, not really. That is true of Heavy Armor builds which are extremely prevalent in PvP this patch. Heavy armor doesn't just provide you greater resources (especially for permablocking) than other Armor weights. It also gives high mitigation, so users cannot die easily from burst. It should also be noted that DoT ticks separately proc Heavy Armor passives, allowing them to constantly reach their full potential.
And if you defend a big oversight by ZOS in their Imperial City District capture system, it's really sad. The tank sits on a flag, contests it, then waits for his group to constantly die/respawn extremely close by until they eventually defeat their opposition. That is bad gameplay right there. Makes people not want to PvP in Imperial City when it happens.
Either you don't know how tanky these builds can get, or you run one of these builds. Rest assured, they will eventually be properly balanced.
So tanks being useful by not being easy to kill, is an oversight? Sorry if tanky tanks go against the "everything must die" burst meta people seemed to love so much, but there are builds other than max damage ones as well.
We don't need a max damage burst meta. However, we also really don't need a tank meta.
Tank meta. Ugh
Doesn't that sound stupid to you? Everyone standing still and just soaking in damage but never dying and all?
You know, I saw an interesting battle take place yesterday. Stood far away and watched because I thought it was really sad. An EP tank fended off three AD players, then another EP tank player showed up ~30 seconds later. Two more AD players showed up, one damage dealer typical build and a tank. All of the player kept throwing Ults and damage around for 5 minutes straight and they eventually all stopped moving, turned around, and walked away. This actually happened. If that's how you want PvP to play out, where fights either last 5 seconds or 15 minutes, then I'd rather the meta changed already because it sucks right now.
Sounds to me like the average pvp player has no idea how to deal with tanks then. Guess everyones used to the burst meta where everyones expected to kill or be killed in a matter of seconds. Sorry if that sounds boring to you, but having lengthened fights where more than one persons burst rotation matters sounds a lot more interesting to me.
Sandman929 wrote: »There is no build that can't be killed. There are many flavors of builds that will take multiple people to kill. Some of the tankier sorts will require 2-3 people, and they're dangerous because they're just solid heavy armor DPS. Some will require 10 people because they're legitimate tanks (watch for incoming siege, or bomb builds), some will take 15-20 because they're tank monsters.
All are fine. If you don't have enough people to kill one, simply don't keep trying to kill one.
Sandman929 wrote: »There is no build that can't be killed. There are many flavors of builds that will take multiple people to kill. Some of the tankier sorts will require 2-3 people, and they're dangerous because they're just solid heavy armor DPS. Some will require 10 people because they're legitimate tanks (watch for incoming siege, or bomb builds), some will take 15-20 because they're tank monsters.
All are fine. If you don't have enough people to kill one, simply don't keep trying to kill one.
And requiring 15-20 players to flip an Imperial City District flag because one tank decided to contest it is fine. Good balance? Really? Smh
IxskullzxI wrote: »Sandman929 wrote: »There is no build that can't be killed. There are many flavors of builds that will take multiple people to kill. Some of the tankier sorts will require 2-3 people, and they're dangerous because they're just solid heavy armor DPS. Some will require 10 people because they're legitimate tanks (watch for incoming siege, or bomb builds), some will take 15-20 because they're tank monsters.
All are fine. If you don't have enough people to kill one, simply don't keep trying to kill one.
And requiring 15-20 players to flip an Imperial City District flag because one tank decided to contest it is fine. Good balance? Really? Smh
If he's full tank why is that a problem? Play how you want unless it's a tank? I don't get why people have such a problem with people being full on tanks. You have to invest a lot to be able to block for long periods of time. If they invest that heavily into it, why is it a problem?

Gotta love it when these Heavy Armor, unlimited sustain, permablock Magicka Templars/DKs stand on Imperial City District flags and stop them from being taken because nothing happens if the flag is contested.
Well thought out for sure.
That is true of anyone you are unable to kill for any reason.
No, not really. That is true of Heavy Armor builds which are extremely prevalent in PvP this patch. Heavy armor doesn't just provide you greater resources (especially for permablocking) than other Armor weights. It also gives high mitigation, so users cannot die easily from burst. It should also be noted that DoT ticks separately proc Heavy Armor passives, allowing them to constantly reach their full potential.
And if you defend a big oversight by ZOS in their Imperial City District capture system, it's really sad. The tank sits on a flag, contests it, then waits for his group to constantly die/respawn extremely close by until they eventually defeat their opposition. That is bad gameplay right there. Makes people not want to PvP in Imperial City when it happens.
Either you don't know how tanky these builds can get, or you run one of these builds. Rest assured, they will eventually be properly balanced.
Sandman929 wrote: »There is no build that can't be killed. There are many flavors of builds that will take multiple people to kill. Some of the tankier sorts will require 2-3 people, and they're dangerous because they're just solid heavy armor DPS. Some will require 10 people because they're legitimate tanks (watch for incoming siege, or bomb builds), some will take 15-20 because they're tank monsters.
All are fine. If you don't have enough people to kill one, simply don't keep trying to kill one.
And requiring 15-20 players to flip an Imperial City District flag because one tank decided to contest it is fine. Good balance? Really? Smh
Sandman929 wrote: »There is no build that can't be killed. There are many flavors of builds that will take multiple people to kill. Some of the tankier sorts will require 2-3 people, and they're dangerous because they're just solid heavy armor DPS. Some will require 10 people because they're legitimate tanks (watch for incoming siege, or bomb builds), some will take 15-20 because they're tank monsters.
All are fine. If you don't have enough people to kill one, simply don't keep trying to kill one.
And requiring 15-20 players to flip an Imperial City District flag because one tank decided to contest it is fine. Good balance? Really? Smh
Gotta love it when these Heavy Armor, unlimited sustain, permablock Magicka Templars/DKs stand on Imperial City District flags and stop them from being taken because nothing happens if the flag is contested.
Well thought out for sure.
That is true of anyone you are unable to kill for any reason.
No, not really. That is true of Heavy Armor builds which are extremely prevalent in PvP this patch. Heavy armor doesn't just provide you greater resources (especially for permablocking) than other Armor weights. It also gives high mitigation, so users cannot die easily from burst. It should also be noted that DoT ticks separately proc Heavy Armor passives, allowing them to constantly reach their full potential.
And if you defend a big oversight by ZOS in their Imperial City District capture system, it's really sad. The tank sits on a flag, contests it, then waits for his group to constantly die/respawn extremely close by until they eventually defeat their opposition. That is bad gameplay right there. Makes people not want to PvP in Imperial City when it happens.
Either you don't know how tanky these builds can get, or you run one of these builds. Rest assured, they will eventually be properly balanced.
Anyone who has not died can make a claim to the flag.
Heavy armor does not have better sustain than the other weights, it has no cost reduction or recovery that can be buffed by cp or potions. It only surpases the other weights in its ability to sustain block. At base its armor is almost entirely penetrated by most pvp builds. All it really gives is more healing, better block sustain and higher ground if you want to surpass the averge pentration with more armor.
They can't take the flag either because they can't kill you. Its a stalemate.
Gotta love it when these Heavy Armor, unlimited sustain, permablock Magicka Templars/DKs stand on Imperial City District flags and stop them from being taken because nothing happens if the flag is contested.
Well thought out for sure.
That is true of anyone you are unable to kill for any reason.
No, not really. That is true of Heavy Armor builds which are extremely prevalent in PvP this patch. Heavy armor doesn't just provide you greater resources (especially for permablocking) than other Armor weights. It also gives high mitigation, so users cannot die easily from burst. It should also be noted that DoT ticks separately proc Heavy Armor passives, allowing them to constantly reach their full potential.
And if you defend a big oversight by ZOS in their Imperial City District capture system, it's really sad. The tank sits on a flag, contests it, then waits for his group to constantly die/respawn extremely close by until they eventually defeat their opposition. That is bad gameplay right there. Makes people not want to PvP in Imperial City when it happens.
Either you don't know how tanky these builds can get, or you run one of these builds. Rest assured, they will eventually be properly balanced.
Anyone who has not died can make a claim to the flag.
Heavy armor does not have better sustain than the other weights, it has no cost reduction or recovery that can be buffed by cp or potions. It only surpases the other weights in its ability to sustain block. At base its armor is almost entirely penetrated by most pvp builds. All it really gives is more healing, better block sustain and higher ground if you want to surpass the averge pentration with more armor.
They can't take the flag either because they can't kill you. Its a stalemate.
This is where you clearly didn't think through it. Heavy armor does have better sustain because (thread title) you can permablock. Black Rose helps tremedously as well which is why it is fotm on Heavy builds. With Sturdy and other smart sets, you don't have to die to any less than a coordinated small group of strong CP501 players.
That tank fending off 10+ people, already owns the flag. Because it is owned by their alliance, allies can continue to spawn and fight off the players trying to take down the cancer tank and claim their flag. I've seen it happen and don't get involved.
It's really dirty PvP, and stuff like that is why most PvP campaigns besides the central campaign (Scourge on PS4 NA) have emptied out so much.
Gotta love it when these Heavy Armor, unlimited sustain, permablock Magicka Templars/DKs stand on Imperial City District flags and stop them from being taken because nothing happens if the flag is contested.
Well thought out for sure.
That is true of anyone you are unable to kill for any reason.
No, not really. That is true of Heavy Armor builds which are extremely prevalent in PvP this patch. Heavy armor doesn't just provide you greater resources (especially for permablocking) than other Armor weights. It also gives high mitigation, so users cannot die easily from burst. It should also be noted that DoT ticks separately proc Heavy Armor passives, allowing them to constantly reach their full potential.
And if you defend a big oversight by ZOS in their Imperial City District capture system, it's really sad. The tank sits on a flag, contests it, then waits for his group to constantly die/respawn extremely close by until they eventually defeat their opposition. That is bad gameplay right there. Makes people not want to PvP in Imperial City when it happens.
Either you don't know how tanky these builds can get, or you run one of these builds. Rest assured, they will eventually be properly balanced.
Anyone who has not died can make a claim to the flag.
Heavy armor does not have better sustain than the other weights, it has no cost reduction or recovery that can be buffed by cp or potions. It only surpases the other weights in its ability to sustain block. At base its armor is almost entirely penetrated by most pvp builds. All it really gives is more healing, better block sustain and higher ground if you want to surpass the averge pentration with more armor.
They can't take the flag either because they can't kill you. Its a stalemate.
This is where you clearly didn't think through it. Heavy armor does have better sustain because (thread title) you can permablock. Black Rose helps tremedously as well which is why it is fotm on Heavy builds. With Sturdy and other smart sets, you don't have to die to any less than a coordinated small group of strong CP501 players.
That tank fending off 10+ people, already owns the flag. Because it is owned by their alliance, allies can continue to spawn and fight off the players trying to take down the cancer tank and claim their flag. I've seen it happen and don't get involved.
It's really dirty PvP, and stuff like that is why most PvP campaigns besides the central campaign (Scourge on PS4 NA) have emptied out so much.
This is where you didn't read it through I think, I mentioned that it surpass in block sustain. That is not why black rose is FOTM in PvP, see Sribes thread on it. PvE yeah.
1 person holding a flag from 10 people without killing anyone is a meaningless endeavor, and if the group it at all competent could only be possible via reactive and is an issue with reactive. The point of ICP is to kill players not playing color guard.