Heavy armor tank sword shield

the joke is the armor rating of a light SNS. Idc …a round shield should still offer better armor rating then a gd med chest. you have a a sword and shield, yet you have the lowest armor rating in the game at 60

Honestly if they give light a huge damage buff and mobility why can’t heavy get like 10% resilience perk or something?

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Yup this s my point why light armor have extra healing extra dmg extra mobility plus if u go bow/rapier u are god mode in pvp , perma doges etc

Heavy armor has higher defense, which is supposed to mitigate damage the same way light adds dmg/heal %

It might need tweaking but they should really change it just for pvp, bc otherwise theyd have to re evaluate all the pve vs tanks

I wouldnt mind having -30 stam on dodge instead of -50 bc the dodge is so meh, its basically just stepping

Maybe if “tanks” didn’t take a PvE mentality into PvP they would do a lot better.

Yes, 100% Heavy Armour could use some better movement. In particular our forward dodge needs a re-work so we can keep applying pressure and our other dodges need a slight adjustment so they are closer, but not on par with medium dodge.

However, survivability and damage output for heavy armour, given recent adjustments and planned future adjustments to blocking is fine as is.

The harsh reality is that for PvP it takes more effort to put together viable tanky offensive SnS & X builds, then it does just to roll into battle rocking full defenses and high con (150-200 con is more than enough to provide decent levels of survivability if you take time to learn mechanics, iframe and counterplay whilst also allowing you to output impactful damage as well as be super aggressive if done intelligently).

Ofc, if you spec full defences and high con and ignore the movement from leaping strike, then you have no right to complain about being a slow moving punching bag that’s often left for last in game modes such as arenas and then ganked by 3 ppl or just target practice for ranged in OPR.

Wars are a different beast and I think as heavy SnS, impactful roles are limited, but I’ve had some success playing inside and around the edge of point.

Naturally, there are always exceptions. We’ve all probably seen the 1v5 tanky boy comes out on top videos or solo brimstone sands beetle boss kill (Trenchant Recovery a bit OP at times).

For info, I personally play SnS/Greatsword in heavy armour with 200 con in PvP. Previous to Brimstone Sands I was playing SnS/WH with 150-200 con. I’ve won over 150 wars, over 1.5k arena victories and my fair share of OPR. In landscape I’m always PvP flagged.

Hello there!

I also play 625 physical heavy tank. But I have 500 con and maxed survivability (sacrificing any outgoing damage). And I feel like I am pretty heavy.

In numbers I have:

  1. 21k hp
  2. ~70% passive resistance to physical damage
  3. ~60% passive resistance to elemental damage
    (this all does not include fortify/damage resistance buffs)

In current detonate meta to outstand literally everything you need to activate cap of fortify (“Defender’s resolve” / “Fortifying shield rush” with 33% / “Roaring rupture”/ or some other fortify perks) and use “Stone form” with damage absorption. If you will not be cleansed by VG you are immortal for these ~10 seconds.


Actually this game just has how to say it well… perfect logical balance:

  1. When you absolutely maximise your survivability you are very very tanky but your damage is a joke and you have to rely only on your team utility to don’t be useless.
  2. When you want to increase your damage in your build you ALWAYS will lose as much survivability as much your will increase your damage. This build can be pretty tanky but it absolutely has not the best survivability in the game to take it as etalon of max survivability (and damage evidently).
  3. When you build as 5-con full damage “glass canon” you deal insane damage but it is obvious that you will die from 2-3 hits taken.

So I suppose you just play in second category actually not having 0-damage full tank build.

I want to be honest with devs so I think if they will significantly buff tanks in heavy armor this will break the balance.

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I was thinking the same thing, but i still feel like crit resilience or physical ranged (arrow/bullet) damage mitigation might make full heavy armor more useful in war because if your 21,000 hp is up against 3 muskets, its tough to close the gap if theyre dropping what like 2000 damage shots each on you? Thats 6k > 12k > 18k > 24k in under 12 seconds? I might be off but generally speaking

Just block more with your tower shield it absolutely counter ranged classes :slight_smile:

This is souls-like combat game. You don’t need to rely only on your health and resistances.

Yea but what if its 2 muskets and they have a front line melee that goes out to meet you? If you try to fight youre vulnerable while attacking…and if you block the whole time youll get stunnedish, is it only viable to feel tanky if you go full tank? Or can you still build some damage and feel somewhat defensive against ranged?

Block, iframe, use fortify buffs and/or play angles where possible.

This particularly applies when taking fights with melee supported by ranged. Ideally you want to initiate any fight with melee out of line of sight of ranged or even better push ranged and force that melee to come with you. iframe past or a cheeky shield bash to melee and continue pushing ranged often works well.

In arena pillars, line of sight and lifting your shield in intervals only when you have incoming can help you close gaps efficiently + we get empower & fortify buffs.

In wars there is more cover than players realise and often with so much damage flying around movement, iframes and playing those sacred grounds when slugging it out make the biggest difference.

What gems do you run?

They said in last dev blog they are gonna change how stamina damage work as even with tower shiled you cant block much in pvp.
Last perk giving like 20% resistances would be great, the second from last coule be perhaps fixed by lowering the cd on it…

Just add 10% critical resistance for all shields.

It does not disrupt the current PVE situation and will allow tanks to have a better survival chance in PVP.

At the same time it does not make the heavy armour paladin come back in a big way. It also do not add to the cc chain of the Tank.

The last two attributes of the CONSITUTION bar must be improved URGENTLY:

-250 POINTS: 40% reduction of damage to vitality (to withstand with the shield).

-300 POINTS: 30% reduction of physical and elemental damage.

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this might be a bit much. As a tank player I usually 1v2 in arena if the other 2 use bow or are melee. Tanks need grit in PVE and a 15-20% dmg red buff in pvp to be viable. That’s it

maybe move the grit from STR to 250 Con and 300 con should increase your phys/elemental armor by 50% while reducing incoming healing by 20% (only if you use heavy armor)

Another option would be to double hp scling after 200 con if you use heavy armor. 300 con should give you around 20 k hp, not 16k. Most meta builds with 200 con have 13 k hp while dealing double your damage.

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All these affect PVE and I do not think the dev want to unbalance that. …
The buff needs to be specific to PVP only to let them make a decision

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What is clear is that you need to improve the constitution attribute bar or the full set of heavy armor, because otherwise the pvp is always the same, there is no tank, everything is Dps to light or ranks.

Im not sure how youre playing but you need to rely a lot on your cc. You can tank in pvp and roll people. check out atlas on youtube

I know the atlas build, but look how it looks in OPR, you are never in the top 20 if you don’t have a healer with you constantly, that is, in a one on one, it’s fine, but in RPO the Tank is useless. AND ALL THE CONTENT OF THE GAME IN PVP IS NOT 1VS1,

Who plays PVP with 500 con? This is hilarious :laughing:

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