Shirking heals is not the problem, its Ankh. The buff to shirking heals is not significant and it was available last season. Its more viable because of the buffs and because dodges are equalized amongst the classes but the true culprit most people are overlooking is Ankh. Shirking heals is not giving you the crazy sustain here its Ankh multiplyng your other healing effects which are the following: Defenders resolve heal, regenerating on earring, stoneform, recuperation on sns tree, trenchant recovery, mana pots via refreshing toast, divine, critical comeback on GS and all the other passive healing effects I'm sure I'm missing. Furthermore the "nerf" to ankh made your primary healing pot more effective. Shirking heals is benefitting from Ankh too but its just one piece in a much bigger puzzle where the fnal picture is an artifact amulet called Ankh. The issue is AGS doesn't know how to code so its not so easy to rework Ankh with all the above systems but it is easy to just nerf/blame shirking heals like every one else. Not throwing shade, your montage is great and I love seeing another heavy boy get after it Just highlighting the real issue. I'm a pvp tank too in case you couldn't tell.
I think both are the issue, and I explain: 1) Allowing light classes to dodge so often + to heal approximately 3k HP without Ankh(!) every 5 seconds, it is plain silly. No class that can dish out huge dmg should be allowed to heal the same amount as a HP potion every 5 seconds. 2) Defender's Resolve can be cast once per 45 sec AT BEST. 3) Regenerating on earring = 100 HP per sec if you have like 20k HP. I do not think Ankh making this 125HP per second is game breaking. 4) Stoneform is used by all, HOWEVER, it's effects are not equally affecting everyone. How likely is for an archer to remain in an Oblivion, and how likely for a tank that is face tanking everyone? 5) Trenchant Recovery + Ankh gives an extra 200 HP per swing (heavy). For a light player, it gives more! I agree that Ankh is a piece of a bigger puzzle, and AGS needs to seriously take under consideration the equip load + number of enemies around a player to determine healing amount from SH! :D Thanks for the huge comment ahahahah! :D
@@AlexandrosNewWorld 1) We all have access to this, and we had access to this last season as well. It did not become an issue until Ankh was introduced. A light player at 18.5k hp should be healing for 2.6k hp, this is not the case and this is due to bugs not shirking heals. Tumbler boots have 0 cooldown and SH is scaling with GS plus the boost from Ankh. Also rapier players are proccing SH with riposte and evade (not sure if this was patched). My observation to all the other points you made were that Ankh plus these things are what's making your video highlight so great. It is also your knowledge on 1vX but also your build in general. You are using defiant stance GS with slash conditioning, grit ward vs multiple melees a few who are using slash damage. Not once did I watch this video and say "Wow nerf shirking heals." but I get it, clickbait and all. I'm not saying SH isn't strong, it gave you a few great heals but your sustain is magnified by Ankh. Our conversation on light players is a different topic altogether and I have already explained the bug issues with Tumbler+GS scaling. Anyways man the balance of power came out and it doesn't look like they are changing SH+Ankh anytime soon so let's enjoy the ride. Honestly I should probably stop bringing attention to Ankh as I think it's much more powerful for us as PvP tanks and would rather have SH get nerfed 🤣
Yeah I have heard that too mate. Still I believe that SH should not be usable by any class, and it should not outperform everyother perk in every situation.
@0skillsPVP tbh. It only seems OP because resilient isn't a perk anymore. Now that everybody is stacking a health perk on each armor and neck, and the synergy with tumbler feetwraps, it just feels like it does more. It really isn't that op. Plus it makes the gear PvP exclusive instead of PvX (which if you take PvX gear into PvP. You shouldn't get upset at losing to someone who built for SH, Freedom, Etc)
@@AlexandrosNewWorld doing quick maths, a light roller with 150 con and health on all 5 pieces of armor + neck (a total of 19% extra hp) with SB on boots and the other 4 having SH...you get (200+2%) + (400+6%)...at 17360, that's 1989 HP every 5 seconds. Not busted
Agreed! If we were talking about 2k HP then it wouldn't be an issue. It appears that this situation will stay for a while tbh, at least until S4!@@BusterBosque
Nice video!! Love tank rol! Do you still have 100 str, 100 dex and 350 cons? Do you think they are the best stats for tanking in sieges with acceptable damage?
Well they akready mentioned shirkinh heals and ankh in the last forged in aeternum video. They should make alot of perks equipload based. The difference in hp isnt that huge between dps and tank imo.
This season we nees shirking heals. Going to say this outright it lets skill shine over blind oonga boonga mob mentality. The TTK for light armor is too low without it.
Well, Im still waiting for Nyx to be open, but you know what? If the statistic is right, there is more players on Kronos, and they are open it while Nyx have less players, and its still closed for 2 weeks now xD
ehhh yeh shirking heals, ankh, and a good set of heavy armor makes u almost unkillable. But the only person ur gonna kill is noobs that set in there and fight it. Your never going to catch someone and burst them down, at least no decent player.
I partially agree bro! I think SH are overall great, for EVERY class, at EVERY event. This shouldn't be happening. Also, your statement above, about the tank, is incorrect technically, as a tank can have 100 CON, and a light melee/mage can have 300 CON. :D As a tank, I cannot catch you, and my damage is low, in comparison to other classes. Light armor, has amazing SH regen effects, amazing dmg, the best dodges, and by regaining 6k HP every 5 sec, they are NOT punished for their mistakes. As a tank, I am at the frontlines, and have to tank multiple people at the same time, so that I give space + time to my team to do their work! :D Imo SH should work differently based on: 1) How many enemies are around you 2) Your equip load
@@AlexandrosNewWorld I can mostly agree. Well I come from time to time to NW and i perma played con light melee 🫣 but let's say as ranged dps you allways want to go offensive stats. I can agree that SH should be changed becouse it's basicly must atm. But i ment as tank, yea they can lack dps to catch light armors and probably compared to heavy light is better overall but in some cases becouse of fortifies and SH uber heals, tanks can become nearly unkillable.
5 people is nothing. My next video will show over 10! Tanks are actually supposed to be able to tank multiple people BUT for a limited amount of time without support AND without enough dmg to actually hurt.