Please let me know how Magicka is stronger, I'm just not seeing it. In PvP, the bias is against Magicka.
etchedpixels wrote: »
ResidentContrarian wrote: »tomofhyrule wrote: »I'm always curious about these numbers people are pulling out. I main a tank and I like to focus on health - granted I'm not a min-maxer so I probably missed a bunch of possibilities along the way, but I'm sitting right around 50k in my dungeon/trial gear. And because I'm so heavy into health, I hit like a wet noodle.
How are these people ending up with health twice as high with weapon damage and everything else to boot?
It seems that the problem isn't just "Crimson," it's "Crimson + something else." And the "something else" seems to be transformation ultimates, which are giving a massive health buff.
Would it help to make it so proc sets don't proc when you're transformed? I mean, a bone goliath is obviously not wearing armor...
I will admit Crimson is strange to have an 8m radius if melee is 7. Crimson's really helpful when you're surrounded, but if it only hit in melee range, it'd be much easier to get out of. What if Crimson's AoE just got scaled down to melee, and then you took away the ability for transformation ults to cheese scaled procs?
Well for you, since you like HP you will love this album. Thank Gaze of Sithis
https://imgur.com/a/AYuYOkp
Edit: oops forgot these two:
shimmering, only minor toughness:
shimmering, minor toughness vamp:
keep in mind, not optimized.
AgentUriel wrote: »If this goes through I'm using it. Screw it. I've already got a build figured out and it would be crazy. Too crazy. I guess we can all have fun... I'll be at 70k hp without goliath. Thanks for the inspiration.
Oh goodie, another destroy tanks in PvE so I can kill everyone in PvP thread.
Tank damage has been consistently nerfed for years now.
“But PvE tanks don’t need to do big damage in a dungeons!”
Tanks don’t just disappear when the dungeon is over, they have to do dailies, go resource farming, etc. Taking forever to kill the two lions near an ore node is not fun gameplay.
“They can carry around another set of gear for overland stuff.”
...And still do lower damage then a pure dps. OR they can put away their tank stuff, become a pure dps and do overland much, much easier, AND still do all of the content tanks can do, PLUS do solo arenas.
That is why their is so few tanks. Low damage. Extra requirements for overland adventuring. Can’t do all content.
Not. Fun.
Have you considered finding a way you could achieve your goals without affecting PvE?
Lord_Imrhial wrote: »Oh goodie, another destroy tanks in PvE so I can kill everyone in PvP thread.
Tank damage has been consistently nerfed for years now.
“But PvE tanks don’t need to do big damage in a dungeons!”
Tanks don’t just disappear when the dungeon is over, they have to do dailies, go resource farming, etc. Taking forever to kill the two lions near an ore node is not fun gameplay.
“They can carry around another set of gear for overland stuff.”
...And still do lower damage then a pure dps. OR they can put away their tank stuff, become a pure dps and do overland much, much easier, AND still do all of the content tanks can do, PLUS do solo arenas.
That is why their is so few tanks. Low damage. Extra requirements for overland adventuring. Can’t do all content.
Not. Fun.
Have you considered finding a way you could achieve your goals without affecting PvE?
A-flipping-men. I like playing Tanks and my main is a Tank. I shouldn't have to go level and re-do everything as a DPS just to go enjoy doing PvE content (aka, like 90% of the content). Things like zaan's are a literal safe-saver when doing content that has a big boss now and then and I have no idea how to re-gain that sort of damage.
I honestly think sets should just scale completely different when in PvP versus PvE. I get a lot of people play PvP and in PvP balance is a harder beast to tame, but a ton of people also do PvE but they are very different things and yet we are bound to the same tools (set scales) for both.
I truly think sets should have separate stats/scales for PvP versus PvE.
AgentUriel wrote: »If this goes through I'm using it. Screw it. I've already got a build figured out and it would be crazy. Too crazy. I guess we can all have fun... I'll be at 70k hp without goliath. Thanks for the inspiration.
70k without Goliath? Now that I'd like to see. Do it without a transformation ultimate. Because the only way you're reaching 70k without Goliath is with Blood Scion and a serious amount of investment in health, leaving you with zero room to grab damage, or anything else for that matter.
Meanwhile, Necro grabs all the damage they like, pops Goliath and still has more HP than the builds that actually invest in it. While scaling the damage from Crimson, Thews, and the damage on Goliath itself off more HP than anyone else can achieve. ZOS specifically nerfed every other ability that dealt damage based off max HP, but left Gripping Shards and Ravenous Goliath, on the two DLC classes, and let DLC classes achieve more HP than anyone else with Minor Toughness and Goliath.