Quote:
Originally Posted by Ariena Najea
Physical attacks do not always deal physical damage. Guild Wars defines physical damage as Piercing, Slashing, and Blunt only, so the shield will not reduce wand damage. Also, Ensign put together a good explanation of how damage works that can be found here.
I should note that I would probably use the Amber since the skin is amazing. That kind of stat disparity hardly matters except in a competitive setting.
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Ok, so my calculations might not have been perfect, I had this feeling when typing them down, but the bottom line is still that the -2 WILL be better, because as a quite experienced DoA tank, the only ones that will do any damage with wanding is the Fury group, because for some reason, their wands do retarded damage (ranging from 20-40 sometimes). All the others deal straight up 0's with their silly wands, so the only thing that will damage you is actually physical. The places you get hit the most with physical damage is when doing Gloom Cave prep, first ball in city (without bonds you need to be fast before your energy runs out and you get mashed to bits), doing full trench and when doing Big Room in Foundry.
At the Gloom prep, I've had quite some occasions where I saw my health drop to ~50 because of the Sanity's and the Spirits hitting me whilst burning. I can safely say that the total damage my -2 mod had absorbed was far more than 80 damage, so I might've died with the DoA green.
At big ball you can have occasions where your Emo drops your bonds because either he wasn't paying attention and ran out of your range, or for some reason his energy drained (the latter shouldn't happen, so if it happens you were either being too fast or he was being too slow). At this moment what you need to do is survive long enough for the Emo to bond up the other tank and die afterwards. The only reason surviving there is hard is because you don't have balth spirit, and the Margonites scream FEAR ME very loud. So you will die due to lack of energy. Now, in this situation you will have quite some foes hitting you. These range from Hammer Warriors to Dervishes, to Rangers, all dealing physical damage. The damage my shield reduces there goes in the range of about ~300-1000 damage depending on how long I stay there. Shroud of Distress is the big savior there, because it will regen as well, so with the DoA green you will survive about equally long as someone with a -2 shield.
Not much to say about first ball, the only reason you could die there is due to a slow team.
Now, in trench, I can also safely say that my shield has saved my ass there multiple times, because the only things you will have hitting you, or the main things are Fiends, Earth/Flesh Tormentors, Sanity's, Spirit Tormentors and Stygian Brutes, Horrors and Golems. All of which deal physical damage. The difference between taking 2 damage and 0 damage is quite big and quite vital when doing trench, so also there, a -2 shield will vastly outdo your +30hp shield.
Don't let anyone ever tell you a +30hp shield is better than a -2 shield in DoA. I'm not saying that without a -2 shield you'll die, or with it you will be a better tank, but it is vastly better, whether you want to admit it or not.