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 ![]()
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.
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.
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
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 ![]()
Tanks are dead nearly from the beginning when people complained that tanks are tanking. SHOCKING! So Amazon nerfed tanks.
Healers are next ‘race’ going to disappear. I see more and more healers rerolled on different DPS/Bruiser builds.
Next patch with nerfing Shirking Fortification, the only true ‘defensive perk’, probably we will start to pay or beg for healers in OPR/War.
Before patch could have seen Arena with 3 healers vs 2 DPS + Healer. Now from 10 Arena I see only 1 or 2 matches with a Healer.
But this is what our community wish. So we all gonna run and shoot or left click.
Healers and Tanks will be expedition roles.
shit a lot of times people dont even want tanks for expeditions just 4 dps and healer
I actually had some success recently playing heavy armor with SNS and spear at 150 con. Fairly survivable with tower shield tho the armor itself doesn’t do a whole lot in terms of defense. I get my mobility from weapon skills.
I stand by my previous statement that the fortify buff is far more impactful on defense than any armor rating, light armor can easily become far more defensive than heavy while maintaining strong offense. This is what needs to be adjusted imo.
Light should get limited effect of fortify, heavy should get more, med can prob stay the same.
this is great point , light armor users never ever should be able to stack so much def perks like fortify or Shirking fortification because instead of be “soft targets in pvp” they are inmortal hyper fast ( perma doges) and high dmg gods in pvp , just look at blunderbuss+void g with light armor more tanky then full heavy armor tank with tower shield+sword this make zero sense
Just curious can you post a photo of your HP number, im doing research for Nw.Guides for what the current record is for highest
Well if you are applying rend and disease on point permanently and weakening everyone around you, a full Debuff/Cc tank can be usefull. A lot of times can win fights if they go into an opr fort first drop all their debuffs then the main force chargest in. Its an easy roll when the enemy team is 23% rended, 30% weakened, and 24% healing reduced.