Superior Runes. When are they worth it?
Burton2000
If you say HA is more fast paced which id agree it is surely minors are better as you have more so you dont die instantly by spikes and such or any bit of pressure.
Deadly Eyezz
I didn't get superior runes for my monk. i like the HP more.
Age
Quote:
Originally Posted by Torqual
I put superiors on Minion Masters and on the damage attribute of Elementalists. And that's about it. Seems like this is generally the consensus
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Divinitys Creature
I only resort to majors or superiors if I need that itsy bit more damage to kill before I am killed in RA I find minors do fine with my fire ele.
lacasner
Only superiors on damage dealing characters, preferably melee (Derv, sin, war etc.)
Ensign
I don't really understand the motivation of people who pop into a min/max thread like this to say that it doesn't matter. If you're able to accomplish what you want to accomplish without optimizing your characters more power to you. Some of us are paying attention to what works better and why when playing the game, however, and since some people seem to have trouble with parts of it wouldn't you say it's useful to discuss what works best and why?
There very well may be players and groups that never die when playing Guild Wars, no matter what zone or difficulty they're attempting things on. My expectation when playing is that you're going to take deaths. Judging from the team builds that people run and talk about, I have to assume that they expect to take deaths as well. That's a good thing; if you never take any deaths ever you very likely aren't sacrificing enough health for power. If you never die ever in the zones you're attempting, you should seriously consider putting on a sup or dropping defensive skills.
The important thing to take out of this thread is that the offensive benefits you get from taking a superior rune are *much smaller* than the defensive benefits of that extra health. If you are having trouble with any part of GW PvE, taking off the superior for a minor, in a vast majority of cases, is an *obvious* choice. If you have a ton of armor swaps and you're doing easy content, by all means put on a superior and shave those seconds off of your time. If you're on a budget and aren't going to carry around a full arsenal with you, there's no question you should stick with minors for the most part. In the situations where the choice really matters, the extra defense is always better.
There very well may be players and groups that never die when playing Guild Wars, no matter what zone or difficulty they're attempting things on. My expectation when playing is that you're going to take deaths. Judging from the team builds that people run and talk about, I have to assume that they expect to take deaths as well. That's a good thing; if you never take any deaths ever you very likely aren't sacrificing enough health for power. If you never die ever in the zones you're attempting, you should seriously consider putting on a sup or dropping defensive skills.
The important thing to take out of this thread is that the offensive benefits you get from taking a superior rune are *much smaller* than the defensive benefits of that extra health. If you are having trouble with any part of GW PvE, taking off the superior for a minor, in a vast majority of cases, is an *obvious* choice. If you have a ton of armor swaps and you're doing easy content, by all means put on a superior and shave those seconds off of your time. If you're on a budget and aren't going to carry around a full arsenal with you, there's no question you should stick with minors for the most part. In the situations where the choice really matters, the extra defense is always better.
DreamWind
Quote:
Originally Posted by Ensign
The important thing to take out of this thread is that the offensive benefits you get from taking a superior rune are *much smaller* than the defensive benefits of that extra health.
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I was usually raged at for suggesting the idea though, so I stuck with superiors. =/
Seef II
Quote:
Originally Posted by lacasner
Only superiors on damage dealing characters, preferably melee (Derv, sin, war etc.)
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Improvavel
+40 hp wont save you, not even if its +40*8= 320hp. not even if you are just running minors, the +75 wont save you either.
The minimum health you need for PvE is around 450. If you can get more the best.
If mobs can wipe out a team composed of players with 450hp each, well something is wrong with your team,
Just let the Defy+Endure Pain, that is also enchanted with SoR and PS, Warrior absorb the damage, before the rest of the party engage. Let the Paragon spam "theres nothing to fear" and "save yourselves". Make sure the warrior has some kind of snare, either "Earth Grasp" or "None Shall Pass". Maybe let one of your ele or support casters bring some wards.
The higher the lvl of the enemy mob, the more sense makes to bring less health and more damage. Dead Monsters dont cause damage. Alive ones just keep hitting.
The minimum health you need for PvE is around 450. If you can get more the best.
If mobs can wipe out a team composed of players with 450hp each, well something is wrong with your team,
Just let the Defy+Endure Pain, that is also enchanted with SoR and PS, Warrior absorb the damage, before the rest of the party engage. Let the Paragon spam "theres nothing to fear" and "save yourselves". Make sure the warrior has some kind of snare, either "Earth Grasp" or "None Shall Pass". Maybe let one of your ele or support casters bring some wards.
The higher the lvl of the enemy mob, the more sense makes to bring less health and more damage. Dead Monsters dont cause damage. Alive ones just keep hitting.
Ensign
Quote:
Originally Posted by DreamWind
Did you use minors back when armor swaps were still around? I remember WM claiming they used minor runes on their characters, particularly their melees. And that was when you could still armor swap even. =/
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Snow Bunny
Quote:
Originally Posted by Improvavel
The higher the lvl of the enemy mob, the more sense makes to bring less health and more damage. Dead Monsters dont cause damage. Alive ones just keep hitting.
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And then mob aggro breaks, and that Warrior Afflicted boss at lvl 30 smacks Your Vekk who's using a sup rune and he dies in a hit.
Dumbass.
You want high health so that you're prepared for the worst. You have better chances of killing stuff if your team is resilient enough to withstand the mob's own firepower.
Saphrium
PvE
As an elementalist, ritualist, necromancer, ranger or paragon, I would use superior rune for sure.
Warrior, assassin, mesmer, monk and dervish I will consider using a major rune.
Now rule out armor switching, just think about the chance you get attacked vs. how much damage you could inflict in return. Not +4 damage per hit, but how long if this continues for an hour fight?
As an elementalist, ritualist, necromancer, ranger or paragon, I would use superior rune for sure.
Warrior, assassin, mesmer, monk and dervish I will consider using a major rune.
Now rule out armor switching, just think about the chance you get attacked vs. how much damage you could inflict in return. Not +4 damage per hit, but how long if this continues for an hour fight?
Winterclaw
Quote:
That's a good thing; if you never take any deaths ever you very likely aren't sacrificing enough health for power. If you never die ever in the zones you're attempting, you should seriously consider putting on a sup or dropping defensive skills. |
Quote:
The important thing to take out of this thread is that the offensive benefits you get from taking a superior rune are *much smaller* than the defensive benefits of that extra health. |
IMO what everyone should do instead of taking someone word for it is ask themselves, what break points or other benefits do I get from going with a sup over a minor, are they worthwhile, and do I need them more than I need my health? For example if you wanted to use a Obsidean Flesh/Glyph of Swiftness farming build that needed OF to be up all the time to work, then you need the sup earth rune and depending on who you are farming, the bonus from OF would more than make up for your loss of HP.
Improvavel
Quote:
Originally Posted by Snow Bunny
Uh huh...surrreee.
And then mob aggro breaks, and that Warrior Afflicted boss at lvl 30 smacks Your Vekk who's using a sup rune and he dies in a hit. Dumbass. You want high health so that you're prepared for the worst. You have better chances of killing stuff if your team is resilient enough to withstand the mob's own firepower. |
You win cause you can have a larger pool of skills to chose from. They cant choose. They are always there with the same skills. Thats why you win.
The more time you take to wipe out a mob, the greater the chance they will break.
+75 or +40 hp wont make a difference if the mob break aggro. A player reacting fast enough to start moving away or cast PS on someone thats about to be trampled, will. The Paragon spamming +100 armor and 30% damage reduction to everyone will make a difference.
In GvG, hp make difference, cause everyone work with the same resources, and its about of exploiting a mistake, and when that happens 1-2 guys are enough to drop someone on the ground.
YOU DONT USE SUP RUNES ON HEROES, UNLESS THEY ARE MINION MASTERS OR LUT RUNNERS. PERIOD.
You guys also forgetting that a Sup rune = attributes points.
The last ranks take loads of AP. The last 2 ranks take 36 AP points. Thats almost (1 ap short) rank 8 (or 9 with a +1 rune) on another attribute. Whats more important 75 hp, or a 14 secs ward against melee? Or being able to drop a spirit? Or one Aegis even if running healing? Or the likes of Paragons and Rangers that seem to always use 3 attribute? Or being able to cast a heal party while being something else other than a monk?
Those 75 hp can become in a support spell that will make everyone work better or can become a prot monk that can cast a powerfull GoH, can be energy saved, etc, etc.
While not everyone needs a Sup rune, most can use it with very little fear if they know how to play
Spazzer
Death Penalty is calculated before the effects of runes and weapon upgrades. Anyone who is taking the stance of "the extra xx health won't be enough to save you" is a fool.
A player with Radiant insignias, a superior vigor, and a superior attribute rune will have 455 health. That's small enough as it is; a direct hit from many Hard Mode bosses will instantly kill this player. However, if he dies just once, his death penalty is adjusted to 15%. That's 15% less of 480, and then he loses even more health from his runes. Suddenly he is at 383 HP.
A player with Survivor Insignias, a superior vigor, and a minor attribute rune will have 570 health. That same death penalty, and he's at 498 health. Note that the difference in HP between the two before (455 and 570 [21%]) and the difference in HP after (383 and 498[24%]) is increased. The death penalty may be 15%, but the person with the superior rune has lost more health percentage-wise and will have a much more difficult time earning his health back.
A player with Radiant insignias, a superior vigor, and a superior attribute rune will have 455 health. That's small enough as it is; a direct hit from many Hard Mode bosses will instantly kill this player. However, if he dies just once, his death penalty is adjusted to 15%. That's 15% less of 480, and then he loses even more health from his runes. Suddenly he is at 383 HP.
A player with Survivor Insignias, a superior vigor, and a minor attribute rune will have 570 health. That same death penalty, and he's at 498 health. Note that the difference in HP between the two before (455 and 570 [21%]) and the difference in HP after (383 and 498[24%]) is increased. The death penalty may be 15%, but the person with the superior rune has lost more health percentage-wise and will have a much more difficult time earning his health back.
glountz
Quote:
Originally Posted by Spazzer
Death Penalty is calculated before the effects of runes and weapon upgrades. Anyone who is taking the stance of "the extra xx health won't be enough to save you" is a fool.
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Quote:
Originally Posted by Spazzer
A player with Radiant insignias, a superior vigor, and a superior attribute rune will have 455 health. That's small enough as it is; a direct hit from many Hard Mode bosses will instantly kill this player. However, if he dies just once, his death penalty is adjusted to 15%. That's 15% less of 480, and then he loses even more health from his runes. Suddenly he is at 383 HP.
A player with Survivor Insignias, a superior vigor, and a minor attribute rune will have 570 health. That same death penalty, and he's at 498 health. Note that the difference in HP between the two before (455 and 570 [21%]) and the difference in HP after (383 and 498[24%]) is increased. The death penalty may be 15%, but the person with the superior rune has lost more health percentage-wise and will have a much more difficult time earning his health back. |
Spazzer
Vanquishing shouldn't cost any money. If you need consummables, you're doing it wrong.
glountz
Quote:
Originally Posted by Spazzer
Vanquishing shouldn't cost any money. If you need consummables, you're doing it wrong.
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And consumables are far from being the only way to circumvent DP in PVE.
What I meant is that DP is central in PVP, really the least of your concern in PVE. Unless you don't want to use all the tools that are given freely to you most of the time in PVE.
That's the efficiency/health loss which is the problem. I will follow Antheus advice and test damage reducing against the master of damage tonight with and without Minors.
Snow Bunny
This thread should be over. Just read Ensign's posts. They're more than sufficiently explanatory.
gg.
gg.
Antheus
Quote:
Originally Posted by Improvavel
+40 hp wont save you, not even if its +40*8= 320hp. not even if you are just running minors, the +75 wont save you either.
The minimum health you need for PvE is around 450. If you can get more the best. If mobs can wipe out a team composed of players with 450hp each, well something is wrong with your team, Just let the Defy+Endure Pain, that is also enchanted with SoR and PS, Warrior absorb the damage, before the rest of the party engage. Let the Paragon spam "theres nothing to fear" and "save yourselves". Make sure the warrior has some kind of snare, either "Earth Grasp" or "None Shall Pass". Maybe let one of your ele or support casters bring some wards. The higher the lvl of the enemy mob, the more sense makes to bring less health and more damage. Dead Monsters dont cause damage. Alive ones just keep hitting. |
One trick pony. Tank dies, group wipes.
It's been a very long time since I played with tank in PvE group. The only exception are PUGs.
Yes, there's a huge difference between people running 450 or 595 health. For a monk, the difference of 145 health (or 25%) makes a lot of difference.
Because that extra 2 attribute points will not add 25% more damage, nor will they kill everything that much faster.
With tank, your group also can't spread out, since they need to watch agro, so a random nuke will simply wipe half of your group. Why do people complain so much about Shards of Orr and similar places? Only hench AI has problems with them. Wonder why...
In general, high health is more beneficial that 2 extra attribute points. It always depends on the team and the area, but speaking generally, health matters a lot.
And, the biggest reason why casters shouldn't have low health: Mobs target low health party members first
Not only do they have low health, they are also agro magnets.
Quote:
The more time you take to wipe out a mob, the greater the chance they will break. |
Harmless
If health is so entirely more important than attribute level in every single profession, why not just use a superior vigor, the rest of your runes as vitae, survivor insignias and get 610 health! and...and ...two plus 30 health mods on weapons....thats 670 health!!! Then you can totally beat every area.
Damage is highly over-rated. So is energy.
/end sarcasm
Why not just admit that it varies with the profession, the circumstances, the build, and the skill of the player and the team.
It may not give you tons of damage increase to max one attribute level, but it might be significant if you are using 3 attribs that you want to a decent level.
Damage is highly over-rated. So is energy.
/end sarcasm
Why not just admit that it varies with the profession, the circumstances, the build, and the skill of the player and the team.
It may not give you tons of damage increase to max one attribute level, but it might be significant if you are using 3 attribs that you want to a decent level.
Burst Cancel
They've already covered that argument.
Here are the salient points:
- In most cases, the -75hp penalty outweights the +2 attribute bonus.
- Much of PvE is easy. In areas where -75hp doesn't matter (i.e., you never come close to dying anyway), absolutely use the superior rune and get better offensive efficiency.
- In areas where you are having trouble, the superior should absolutely come off, unless it is one of the exceptions (e.g., minion masters).
That's it. Takehome is that superiors are generally slight offensive gain for big defensive penalty. Wear/remove for each area/build as appropriate.
Here are the salient points:
- In most cases, the -75hp penalty outweights the +2 attribute bonus.
- Much of PvE is easy. In areas where -75hp doesn't matter (i.e., you never come close to dying anyway), absolutely use the superior rune and get better offensive efficiency.
- In areas where you are having trouble, the superior should absolutely come off, unless it is one of the exceptions (e.g., minion masters).
That's it. Takehome is that superiors are generally slight offensive gain for big defensive penalty. Wear/remove for each area/build as appropriate.
Improvavel
I think people just keep forgetting there is a thing called Paragon.
Paragon can maintain +100 armor on everyone, throw a 30% reduction for a long period and still increase party damage and make damage of its own.
Anyway, people should just use they feel comfortable about. In PvP, I would say life is more important. In PvE i will keep using a superior rune. There lots of methods to stop mobs, if ppl just ditch their self healings and bring a backup spell, maybe a snare, a KD, a ward, whatever.
Paragon can maintain +100 armor on everyone, throw a 30% reduction for a long period and still increase party damage and make damage of its own.
Anyway, people should just use they feel comfortable about. In PvP, I would say life is more important. In PvE i will keep using a superior rune. There lots of methods to stop mobs, if ppl just ditch their self healings and bring a backup spell, maybe a snare, a KD, a ward, whatever.
Kool Pajamas
Quote:
Originally Posted by Improvavel
I think people just keep forgetting there is a thing called Paragon.
Paragon can maintain +100 armor on everyone, |
Did they get rid of the +armor cap while i wasn't watching?
Lord Sojar
PvE, I believe it is alright unless you are a tank. Then no. Use minors. Majors are decent with certain builds, such as mesmers, rangers (double majors however) and dervish as well as many elementalist. Monks fit nicely with major runes as well.
However, certain builds (especially necros) almost require a sup rune in pve. MMs, SS Necros, and BiP Necros all require Superior Runes to truly let them shine *and in the case of the 55/1hp bip, they are REQUIRED* Certain ele builds revolve around superior runes, and a few monk and mesmer builds have contact with the gold little buggers.
In PvP however, the choice is fairly obvious. Monks should NEVER wear superiors, only minors. Ele's can get away with it in certain types of PvP, but for sake of arguement, let us just say no. Dervish, warriors, and assassins do very well with superiors, especially dervish with their +25hp inherent chest piece.
Mesmers, necros, ritualist, paragons, rangers, and elementalists should stick to either 1 major and the rest minors or all minors. There are few exceptions.
However, certain builds (especially necros) almost require a sup rune in pve. MMs, SS Necros, and BiP Necros all require Superior Runes to truly let them shine *and in the case of the 55/1hp bip, they are REQUIRED* Certain ele builds revolve around superior runes, and a few monk and mesmer builds have contact with the gold little buggers.
In PvP however, the choice is fairly obvious. Monks should NEVER wear superiors, only minors. Ele's can get away with it in certain types of PvP, but for sake of arguement, let us just say no. Dervish, warriors, and assassins do very well with superiors, especially dervish with their +25hp inherent chest piece.
Mesmers, necros, ritualist, paragons, rangers, and elementalists should stick to either 1 major and the rest minors or all minors. There are few exceptions.
HawkofStorms
Quote:
Originally Posted by Kool Pajamas
Did they get rid of the +armor cap while i wasn't watching?
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fenix
I highly dislike anyone in my teams using Sup Runes. The reason being that they aren't needed AT ALL, and in every case (except 55 monking), the 75 health is FAR more valuable. The 2 attribute bonus you get is so small, that it's not at all worth it. In some cases, you might want to meet a break point, so a major is okay (and if you have the RIGHT runes you would still have ~610 health), but Superiors are useless.
People say that the health isn't needed because PvE is easy, but neither is the 2 att bonus. If you NEED 16 in an attribute, you are doing it wrong, and you are bad at the game.
@Rahja; I run my MM heroes with no runes. So 12 Death. They work just as well as 16 Death MMs. Same goes for Curse builds.
People say that the health isn't needed because PvE is easy, but neither is the 2 att bonus. If you NEED 16 in an attribute, you are doing it wrong, and you are bad at the game.
@Rahja; I run my MM heroes with no runes. So 12 Death. They work just as well as 16 Death MMs. Same goes for Curse builds.
Whirlwind
lol people are funny....and biased. I like how some people say never ever use a sup rune because the hp is so much more worth it... then theres the people that say more dmg is better on mm or ele or whatever... Not everyone is going to see this the same way. A -75 rune is only 25 hp less when you buy a 50 hp rune.... and that normaly far outwieghs 25 hps on any class. But then again its just my opinion.
Easiest way to settle this is to just figure it out yourself. If your competant enough to ponder this discussion then you are probably competant enough to look at the individual situation and weigh it one way or the other... Sometimes its better sometimes its not.
Easiest way to settle this is to just figure it out yourself. If your competant enough to ponder this discussion then you are probably competant enough to look at the individual situation and weigh it one way or the other... Sometimes its better sometimes its not.
Zahr Dalsk
I can only see a loss of 75 health being detrimental if you have no healing power in your team build.
Saphrium
As long as I can sustain 2 second with my health, I am not worried about HP.
Perform my job as efficiently as possible without dying is my goal, if I do get spiked by multiple enemies who hit 250 damage each, I know that 430hp or 600hp won't make a big difference.
Perform my job as efficiently as possible without dying is my goal, if I do get spiked by multiple enemies who hit 250 damage each, I know that 430hp or 600hp won't make a big difference.
Punches
As soon as I became a confident and competent player I began using 1 superior rune and 1 major rune. It doesn't cause me any problems having that much less HP and I couldn't see trading the att points to get the health back that I no longer need. But that's just me, and it's something every player has to figure out for themselves. I don't like to think about it in terms of "losing HP" or "gaining attribute points", Looking at what you could have is the wrong way to come to an educated decision imo. Just decide where you feel you need your att points to be, how much HP you feel comfortable running with, and find yourself the common ground.
glountz
Quote:
Originally Posted by fenix
People say that the health isn't needed because PvE is easy, but neither is the 2 att bonus. If you NEED 16 in an attribute, you are doing it wrong, and you are bad at the game.
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PvP is different from PvE. Yes the damage/efficiency boost compared from the loss of 75 HP is minimal. And then? If you're not able to cope with 75 HP loss in PVE, whereas some skills like Asuras Summons, pain inverter, TNTF, SY!, will completely render any PVE walk a piece of cake, seriously, I question your abilities.
We're not saying that HP loss is something trivial, we're saying that not being able to cope with it IN PVE shows a lack of skill/strategy/team build.
Stop insulting people using sups, thanks.
Blackhearted
Personally i see a Sup. Rune as intentionally giving yourself permanent 15% dp. Intentionally hurting yourself so much for an almost always miniscule return is rather pointless and unnecessary. The extra 1-5dmg(physical), 10dmg(caster), or extra 10 health healed can pretty much never justify saccing yourself as such.
X Cytherea X
Quote:
Originally Posted by Blackhearted
Personally i see a Sup. Rune as intentionally giving yourself permanent 15% dp. Intentionally hurting yourself so much for an almost always miniscule return is rather pointless and unnecessary. The extra 1-5dmg(physical), 10dmg(caster), or extra 10 health healed can pretty much never justify saccing yourself as such.
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Zahr Dalsk
Quote:
Originally Posted by Blackhearted
Personally i see a Sup. Rune as intentionally giving yourself permanent 15% dp. Intentionally hurting yourself so much for an almost always miniscule return is rather pointless and unnecessary. The extra 1-5dmg(physical), 10dmg(caster), or extra 10 health healed can pretty much never justify saccing yourself as such.
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Verek
Quote:
@Rahja; I run my MM heroes with no runes. So 12 Death. They work just as well as 16 Death MMs. Same goes for Curse builds. |
zwei2stein
Quote:
Originally Posted by Verek
Eeeer, they don't work 'just as well as with 16 Death' they might be acceptable, but your minions will be considerably crappier.
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MM is THE only case where superior rune is inarguable and a must.
SotiCoto
My Assassin uses two Major runes: One for Dagger Mastery and one for Critical Strikes.
It might sound bloody stupid... but it was that or Superior / Minor ... and I preferred that CS had the option to be at 14 (Dagger mask, not Crit mask) for avoiding the energy-break under weakness (in weak-heavy areas).
Do I care about the loss of 70 health?
Not a shred.
Do I maintain my Dagger Mastery at 15 and Critical Strikes at 14 constantly?
No!
I wear the bigger runes because it allows me to distribute a lot more points into my THIRD attribute (Shadow Arts in this case) while still holding the break-points on the other attributes.
And that is what Major and Superior runes are generally about IMHO. It isn't about having 16 ranks in an attribute.... so much as maintaining 14 or 15 and being able to pile a lot of extra ranks into a tertiary attribute.
Crit Agility + Moebius DB Spam assassin without Way of Perfection? Puh-lease... ¬_¬
So 8 Minions instead of 10 .... each of them 2 levels lower?
You might as well put the build on Razah or Xandria for the extra minion health if that is what you're up to. Spawning Power has some really nice skills for Minion Bombing....
It might sound bloody stupid... but it was that or Superior / Minor ... and I preferred that CS had the option to be at 14 (Dagger mask, not Crit mask) for avoiding the energy-break under weakness (in weak-heavy areas).
Do I care about the loss of 70 health?
Not a shred.
Do I maintain my Dagger Mastery at 15 and Critical Strikes at 14 constantly?
No!
I wear the bigger runes because it allows me to distribute a lot more points into my THIRD attribute (Shadow Arts in this case) while still holding the break-points on the other attributes.
And that is what Major and Superior runes are generally about IMHO. It isn't about having 16 ranks in an attribute.... so much as maintaining 14 or 15 and being able to pile a lot of extra ranks into a tertiary attribute.
Crit Agility + Moebius DB Spam assassin without Way of Perfection? Puh-lease... ¬_¬
Quote:
Originally Posted by fenix
@Rahja; I run my MM heroes with no runes. So 12 Death. They work just as well as 16 Death MMs. Same goes for Curse builds.
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You might as well put the build on Razah or Xandria for the extra minion health if that is what you're up to. Spawning Power has some really nice skills for Minion Bombing....
fenix
Quote:
Originally Posted by glountz
Uh? If you're not able to cope in PVE with the loss of 75 HP, I would say that YOU are bad at the game. If you NEED this 75HP to survive, in PVE, that means that your team lacks seriously damage reduction/healing abilities, in short, it sucks.
PvP is different from PvE. Yes the damage/efficiency boost compared from the loss of 75 HP is minimal. And then? If you're not able to cope with 75 HP loss in PVE, whereas some skills like Asuras Summons, pain inverter, TNTF, SY!, will completely render any PVE walk a piece of cake, seriously, I question your abilities. We're not saying that HP loss is something trivial, we're saying that not being able to cope with it IN PVE shows a lack of skill/strategy/team build. Stop insulting people using sups, thanks. |
The 75 Health is better because you are less susceptible to being spiked. Since I use prot monks instead of healers, the extra health means that my monks don't need to spam spells all day to keep me alive, as I have 630hp, and only need a few prots. If you are running around with 500hp, you are going to die a lot faster even through prots, which means more spamming spells, which means less energy on the monks, which will make you lose.
Regarding the Minion Master build, I only use 12 in Death because I don't see the need for the extra 2 minions. 8 do just as well as 10 would, considering that most mobs die within the first couple of seconds. Even so, I only used an MM hero (actually, two of them) in Vizunah Square Hard Mode. Everywhere else there are far more effective builds for you to bring, that will kill faster, AND provide better party defense.
Blackhearted
Quote:
Originally Posted by Zahr Dalsk
Minimal? I hardly think so. Playing with minor and superior runes at different times I can say with some confidence that minor is a waste of time and Superior is entirely worth it.
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Quote:
Originally Posted by X Cytherea X
but what if you attacked 500 times over the course of a battle? what if you cast a spell or healed 100 times? that's thousands of damage lost!
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