1. Sigh.... I remember back when it was "omfg! You don't use a sup rune?!?! What a nub!" Now it's "omfg! You DO use a sup rune?!?!? What a nub!" My how the times have changed. It seems the only constant in life is that other players must be ridiculed as noobs...
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2. As for the notion that more health keeps aggro off of you...
Quote:
Originally Posted by arcanemacabre
People here are saying 'if you're kiting, you're not doing damage.' Here's some news, if everyone has minor runes to get the most amount of health as possible, well, the mobs have to attack someone. They're not going to look at the group and say "Oh, they're all high in health, f** 'em." No, they will still attack the lowest health, even if that means someone with 590 health. That person will still have to kite, hero or otherwise.
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Precisely.
High health doesn't make aggro go away, it just shifts it off to someone else on the team. I've got 4 thoughts on that:
- Nobody thinks very highly of the mending wammo who avoids aggro through high health/AL/regen until he's the last man standing, then gets torn apart by a dozen monsters. Why is it any better when an ele with a minor rune avoids aggro because of high health, until they're the last man standing, then gets torn apart by a dozen monsters?
- Since aggro has to go somewhere, about the only use I can think of for moving it around via life totals is maybe getting it off the monks and onto the other squishies (since it's already in your backline if monks are being hit). Is having your ele gutted by a big ugly char better than having your monk gutted? Maybe marginally so. If that's the case, then the appropriate maxim would not be: "use minors," but rather "monk use minors, and everyone else use major/sup."
- Unless the idea is to get aggro shifted away from the all squishies to the tanks? But that's just not going to work. Monsters consider more than just health. And you're not going to get a big enough health advantage on your casters to overcome the AL difference and make the tanks look tastier.
- It may not work at all because of monster class bias. I distinctly recall an experiment that showed monsters prefered a 60AL monk with 500+ hp to a full buffet of 7 otherwise-naked warriors wearing 0AL festival hats with sup runes. The experimenters concluded that monsters simply have a "class bias" for certain sorts of casters, particularly monks, all other factors be damned. Now, I'm in no position to say whether that experiment was properly conducted or if the AI has changed since then, but it is something to think about before you redo all your headgear.
In sum: Using high health as a way of avoiding aggro is a pretty silly idea on the whole.
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3. As for the notion of health as a "safety buffer"...
Quote:
Originally Posted by Ensign
You cannot play as aggressively with a superior as without it without getting punished for it. This is obvious. If the chances you take and the limits you push never take you below 75 health when not wearing any superiors, you are never pushing it far enough.
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Quote:
Originally Posted by Avarre
Playing aggressively is what good players do, because killing the enemy is your priority. If you go within 1hp of dying on every character but kill the enemy, you win. Your objective is to break them first, and you do that faster by punching them in the face. If you aggro too much, that is something a poor player will do regardless of their runes.
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Quote:
Originally Posted by odly
Health like energy should be managed.
If you start out in a fight with full health, then continuously loose health and hope to kill the other party right before your own health runs out, you're doing something wrong IMO. As simple as that.
Rather you should start out with a certain ammount, loose some, get some prot, get some healing and your health stops going down, and even starts to go up again *during* the fight. Then it goes down again and up again etc. Thats what monks, ritualists, paragons, self prot and self healing etc are for. If that 75HP made the difference between dying and staying alive, sure your better off with than without, but your team did 'manage' your health badly.
You should be at >75% full health after a fight, not at <75 health.
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I want to start by subdiving this into two separate notions. That should help clarify that Ensign and Avarre are (I think) saying two different things, and maybe go some ways towards clarifying the issue for odly.
Taken abstractly, what happens to your health bars is the result of a comparison between two rates: the rate at which your healer(s) push red bars up, and the rate at which the monsters push those red bars down, as modified by your team's damage-prevention (prot+armor buffs+block+minion damage soak+etc). As long as the former rate exceeds the latter, you'll be cruising along at near max health. This is what Odly thinks is ideal. On the other hand, if the latter rate exceeds the former, your red bars are going to steadily head down towards death. At that point, how much health you have is a measure of how long you can continue "deficit spending" - more health gives you more time to kill enough monsters to get your healing rate above the monsters' post-damage-prevention damage rate. I think this is what Avarre is talking about with dipping down to 1hp on every character. I think it would be better described as a "final resource" than a "safety buffer." The tertium quid here springs from the fact that healing and damage aren't smooth and continuous, but rather bumpy and discrete. How much health you have is also a measure of how big a "bump" you can digest without someone dying. In this sense, health truly is a "safety buffer," and I think that's what Ensign is talking about.
So we have now two notions: health as a final resource, and health as a safety buffer.
I don't much care for aggressive play while using health as a final resource. It makes a very dangerous assumption about monsters dying on schedule so that their damage rate falls below your healing rate when you need it to. Frankly, I've never seen a group with such consistency of pace that the amount of damage monsters got off before they died had a variance smaller than 75. In fact, I've never seen a group that even came close to that sort of consistency. Moreover, this style of play requires memorization of monster positions and careful aggro, because a single unplanned-for monster is going to delay the moment when the rates equalize long enough that you die. Not that I have anything against memorizing monster positions and careful aggro, I just wonder why, if you have to be slowing down to do those things anyway, you aren't just using pull-tank-nuke tactics?
As for health as a true "safety buffer," I'm not sure how much difference 75 really makes. If a margin of error is what we're looking for, then, ideally, you want a healthbar that's long enough so there's a point where, if the monk heals you, it won't be an overheal, and, if the monk doesn't heal you, you don't die on the next hit, or next X hits. 75 health only matters if it can increase the number of hits it takes to move you from that point to dead such that the monk gets a significantly larger response window. 75 health doesn't matter fwith 60AL against an aatax, since you're dead in two hits with or without it. 75 health doesn't matter against a spined aloe, since the monk's response window is gigantic with or without it. 75 health would matter in a situation like this: monk has a 120hp heal, the monsters hit for 300, and you're looking at 405hp vs 480hp - in one case the monk can miss the heal and get another chance, in the other you die. How frequent is that sort of scenario as opposed to the other two? I'm really not sure. But I don't think it's hugely common.
Perhaps a more useful way of looking at it is: Given the monsters' damage rate, how much more time does 75 hp give your healer(s) to respond? If it gives them twice as long, or 50% longer, or even 33% longer, maybe it's a good deal to go minor. Less than that, you're probably better off trading that health away for attribute points. It all comes down to what monsters you're fighting. I don't have a clear enough picture of damage rates across the game, but my instinct is that most monster damage rates are going to be either too high for 75hp to make you live a moment longer, or too low for the healer's window to increase by a significant proportion.
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Recap of 2 and 3:
Using minors to shift aggro to the rest of your team is probably not worth it, except
maybe for monks. Using minors so that you can play aggressively while using life as a "final resource" is very risky, and the tactics that reduce the risk are just as slow as the tactics used by sup-users to "play around" their low health. For me, the jury's still out on using minors so that you have a larger "safety buffer" in response times, but it's not looking too promising.
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4. Minion masters....
Quote:
Originally Posted by WildmouseX
i don't know if it has been said, but for necromancers, the -75 health is actually preferible in many cases.. specificly when you are carrying around sacrifice spells. when palying as a MM, the +3 increases the lvl of your minnions while reduceing how much life you sac with Blood of the Master.
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Indeed. This, combined with the increases in minion damage, minion life, minion armor,
and an additional minion make the minion master the paradigmatic clear-cut case in favor of some builds needing a sup rune no matter what.
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5. "Duality" builds...
For the most part, I've held my tongue on this topic, and I'm going to continue to do so. Just one bit of food for thought:
There's nothing new about this concept. It's at least as old as sticking a MM in the group and running the whole party headlong into aggro knowing that the minions will soak all the damage. Running the whole party headlong into aggro and relying on your damage-prevention and healing to see you through has been criticized as the ultimate "noob maneuver" ever since I can remember... regardless of whether or not it worked. So, why is it that when we give it a fancy name and stick the damage-prevention skills on paragons this tactic goes from being a "noob maneuver" to the totally in-vouge "it" build of the century?
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6. "Oh snap" moment of the day:
Quote:
Originally Posted by zwei2stein
Do math.
DP and ED bonus per attribute point: 14.
Gain of health from theese two skills when using sup rune over minor: 56
Loss of health from using sup rune: -75
Net ballance: -19 hp.
Gain of health from theese two skills when using major rune over minor: 28
Loss of health from using sup rune: -35
Net ballance: -7 hp.
Gain of health from theese two skills when using minor: 0
Loss of health from using sup rune: 0
Net ballance: 0 hp.
Gain of health from theese two skills when using vitae over minor: -28
gain of health from using sup rune: 10
Net ballance: -18 hp.
Result? Sup Strength is liability, even with your build.
Minor rune > Major Rune > Vitae > Superior rune (in your case, anyways).
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I laughed.... hard.