[PvE Debate] Sup Runs vs Health
Melody Cross
Quote:
Originally Posted by Thom Bangalter
there's absolutely no debate: if you run anything other than minors, you're terrible.
I would like to counter this, since its still seems so prevalent in the thread that there is only one way: if you can't keep from getting nubstomped by AI without the use of high HP to keep them from prioritizing you, you are terrible.
lern 2 agroz :P
lern 2 agroz :P
[DE]
Quote:
Originally Posted by superDum
Based on the majority of opinions found here however, I am going to try an all minor runes build. It should not hurt to add a new trick to the bag, right? Thanks for sharing your opinions.
I lol'd irl
Quote:
Originally Posted by Melody Cross
I would like to counter this, since its still seems so prevalent in the thread that there is only one way: if you can't keep from getting nubstomped by AI without the use of high HP to keep them from prioritizing you, you are terrible.
lern 2 agroz :P You completely missed the point. populationcontrol
use superior runesin pve and rune up hp high in pvp. best classes to use superior runes are curses and blood necros who can raise attributes to 18 with awaken blood. pve is always fairly easy nd worth doing the damage over health thing. in pvp however its like a different dynamic, yo realy do need that extra health.
some classes even in pve dont really benefit off superior runes like war, but in the least necros should have superior runes in at least one set of armor. death magic is hardly worth it if ur magic isnt at 16. blood ad curses have the potential of beeing 18 so if your necro pve superior runes are a must. Tarzanboy
Quote:
Originally Posted by Melody Cross
I would like to counter this, since its still seems so prevalent in the thread that there is only one way: if you can't keep from getting nubstomped by AI without the use of high HP to keep them from prioritizing you, you are terrible.
lern 2 agroz :P Learning to aggro is nice for those times where you H&H, but most of the time, the monk is along for the ride. How about the situation where the midline rushes up too soon, causing a break in aggro with the meleers and the mobs following the chain back to the squishies? Or how about the ever popular duck and run, where the assassin or ranger runs past you to pass a mob off on you since he doesn't want to take hits? What of the ever popular raptor patrol that seemingly comes out of nowhere and attacks the backside of the party? I've seen all 3 happen and they all had nothing to do with my aggro. In those cases, more hp was beneficial as I wasn't stuck kiting all over the place and could do what I was there for. Now, you can take either approach, more hp or more heal, it's all personal preference. Much like keeping or kicking people that try to show off by speaking l33t in a group. Cheers, TB Kale Ironfist
Quote:
Originally Posted by populationcontrol
some classes even in pve dont really benefit off superior runes like war, but in the least necros should have superior runes in at least one set of armor. death magic is hardly worth it if ur magic isnt at 16. blood ad curses have the potential of beeing 18 so if your necro pve superior runes are a must.
The strongest skills in the Curses line don't benefit much more from a 16 spec than a 14 spec. Awaken the Blood is a waste of a skill slot since what you care about is activation time, not duration. Recharges are already fairly low for most skills.
populationcontrol
you can have 18 in curses, and yes theres a huge difference compared to 14.as to awaken blood you have to invest in blood magic and should have no problems with its recharge time. pvp its a different story.
Grammar
I've noticed an interesting change in thinking in the GW community over the last year or so when it comes to HP...
Old way of thinking: "Screw HP; the only hit point that matters is the one that takes you from 1 (alive) to 0 (dead)." New way of thinking: "You can never have enough HP" The truth is somewhere in the middle. As a caster, the extra 75HP is probably more important as an aggro preventer than an actual survival tool (PvP spiking aside). 75HP makes about zero difference when being focus-fired while trying to run away (which is usually the case if you're down in the double digits in PvE). The only possible exception to this is the monk, of course, because you have skills such as RoF, PS, ZB, snare removers, etc. that might be able to save you if you are in the above-mentioned situation. Any other caster, however, and you're more than likely boned, extra 75HP or no. As such, I would always recommend sup runes on non-monk casters in PvE, but the monk is a bit of a grey area. Personally, I run a major rune. (see what I mean, the truth is somewhere in the middle ) LightningHell
Quote:
Originally Posted by Grammar
I've noticed an interesting change in thinking in the GW community over the last year or so when it comes to HP...
Old way of thinking: "Screw HP; the only hit point that matters is the one that takes you from 1 (alive) to 0 (dead)." New way of thinking: "You can never have enough HP" Armor got locked in PvP; you couldn't swap armor, so you couldn't swap to a +HP set when you got DP'ed. Generally, when people say that minor runes are all you need, they generally mean when you're using protection spells. Generally, if you play a prot monk correctly, the existence of a superior rune is pretty much negligible. (I think that made sense...did it?) |