Armor vs Health Vs Energy
HigherMinion
I look at it like this:
Instead of Armour mods, why not use Prot Spirit?
Instead of Armour mods, why not use Prot Spirit?
lursey
ErrantVenture
The point of armor mods is that it's very similar to permanently having a prot on yourself. By running armor mods you can (in effect) give your backline an extra skill slot by permanently maintaining a prot on yourself.
EPO Bot
HigherMinion
It is not enough for Hard Mode ventures anyway, you still NEED to take PS somewhere in your team; push heals don't cut it when luring as a caster.
Xenomortis
Lanier
The problem with + armor mods is that, unless you plan on buying entire multiple sets of armor for certain situations (im not talking about seperate headpieces - im talking about seperate armor sets), + armor mods are often too situational. Some classes, like a paragon for example (a paragon should always be under the effects of an IAS echo) can use + armor insignias on their armor because every single viable build that a paragon could use will always have it under the effects of an echo, if not also under the effects of a shout, at all times. Same goes for an elementalist, who should always be under the effects of an enchantment and should, therefore, use blessed insignias. Many of the other insignias though, are too situational for me to consider buying an armor set for. For example, I don't always spirit spam on my rit, so getting the ghostforge insignias for his armor would'nt be smart. Instead, I stick with survivor.
Therefore, if you know that any and every build that you use will give the +armor benefit, roll with the +armor. If not, i go with survivor.
My question for everyone is whether it is better to use +armor on a weapon or +health. Having +10-15 armor from insignias is better than having +40 health, but is having only +5 armor better than having +30 health?
Therefore, if you know that any and every build that you use will give the +armor benefit, roll with the +armor. If not, i go with survivor.
My question for everyone is whether it is better to use +armor on a weapon or +health. Having +10-15 armor from insignias is better than having +40 health, but is having only +5 armor better than having +30 health?
Xenomortis
Quote:
My question for everyone is whether it is better to use +armor on a weapon or +health. Having +10-15 armor from insignias is better than having +40 health, but is having only +5 armor better than having +30 health?
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For a shield set on a caster it depends a bit more on how you use it; if you only switch when low on health then a fortitude mod might be more useful.
Ximvotn
Health for my Necromancer always. Armor when running a build that relies on spirits, minions, enchants for example. Energy is usually hard to find a use for because I believe having more health makes you less likely to be targeted by aggro and only solo builds or specific builds need that much more in their pool.
Pugs Not Drugs
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Assassin
All Health on armor with 5e on wep, do the math ;p I have this on my gear 90% of the time. Energy is easy as hell to manage, having the health as opposed to conditional armor is always best for me. |
15% more damage>25 health imo.
to answer your question, armor, always armor.
(on warrior, my main) 100 phys and 100 ele (i run sentinels) +5 from wep, +16 from sheild, +10 from shield. total of 121-131 armor depending on the type of damage im taking, which effectively reduces all damage i take by like 70 percent.
Anaraky
What the hell kind of argument against armor is that? You can either a) reduce all damage that is below 10% of your health or b) increase your health and thus increasing the amount of damage a single packet can do to you. Yeah, I'll go with the first alternative thank you very much.
Quaker
I'd say they are about the same. Which is probably why that's the values used. On average, the reduction in damage from +5 armor has roughly the same effect as +30 health.
Some of my Heroes have weapons with +30 health, some have +5 armor (some have neither). I can't say I see any difference overall - I mean, it's not like the +30 health guys keep dying and the +5 armor guys don't.
One big advantage +5 armor mods have is that they seem to be more common than +30 health mods.
Some of my Heroes have weapons with +30 health, some have +5 armor (some have neither). I can't say I see any difference overall - I mean, it's not like the +30 health guys keep dying and the +5 armor guys don't.
One big advantage +5 armor mods have is that they seem to be more common than +30 health mods.
HigherMinion
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What the hell kind of argument against armor is that? You can either a) reduce all damage that is below 10% of your health or b) increase your health and thus increasing the amount of damage a single packet can do to you. Yeah, I'll go with the first alternative thank you very much.
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Now you have 600hp and you're poisoned with PS on. You live alot longer with more health. You're welcome.
Xenomortis
Premium Unleaded
+5ar works at all health values when against regular damage.
+30hp only does anything when your health without said hp mod drops below 30hp.
Using the 55 monk as an example of why fortitude is better is just retarded.
+30hp only does anything when your health without said hp mod drops below 30hp.
Using the 55 monk as an example of why fortitude is better is just retarded.
MArcSinus
I always take Survivor insignia's on my heroes, except for the paragons obviously.
The way I see it it's health > armor, my reasons:
1. Most people run a copy of "Stand Your Ground!" anyway
2. It's a great way to counter the heavy health loss from major and superior runes.
3. The AI tends to attack characters with less health first, you generally don't want that.
4. More survivability against armor ignoring damage, weaken armor and cracked armor.
5. Armor mods only apply to that particular armor piece.
The way I see it it's health > armor, my reasons:
1. Most people run a copy of "Stand Your Ground!" anyway
2. It's a great way to counter the heavy health loss from major and superior runes.
3. The AI tends to attack characters with less health first, you generally don't want that.
4. More survivability against armor ignoring damage, weaken armor and cracked armor.
5. Armor mods only apply to that particular armor piece.
Ximvotn
Protective Spirit works best between those two figures in groups. Not 55 nor 600, but 480-550. Shield of Absorption plus Aegis go well with Protective Spirit. I like Survivor mods even on Monks because if I do bring a monk it's HB and very energy efficient (inspiration skills added). Blessed Insignias goes well with farming. I haven't toyed around with UA hero because I usually bring a Xinrae's Necro.
garethporlest18
In PvE I don't think the +5 armor or the +30 health matters and it's basically personal preference. I take that opinion from my own personal experiences. I've had weapons with both, if I'm going to die..neither of those mods will stop that from happening. I don't have close calls, I either die completely or don't die at all.
Reverend Dr
Even when you look at it like that two big things come to the forefront.
1. There is no damn reason to take more damage. Ever. If you think taking more damage is going to make you or your team play better... I'm not going to finish that.
2. Spirit Bond is still better than Prot Spirit.
1. There is no damn reason to take more damage. Ever. If you think taking more damage is going to make you or your team play better... I'm not going to finish that.
2. Spirit Bond is still better than Prot Spirit.
Anaraky
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Imagine a 55hp monk with PS on, he's poisoned and he watches his health drop and he dies in seconds, even while PS is active.
Now you have 600hp and you're poisoned with PS on. You live alot longer with more health. You're welcome. |
Also;
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Yeah, when you're talking about an 1100% increase in health. |
Surgo
Energy, armor, and HP are an interesting problem.
If you have energy that's higher than hovering around zero when under pressure (but never stopping you from using skills), you probably have too much in the way of energy and should remove any energy bonuses. Those bonuses should go elsewhere, on something that's actually helping you out instead of +energy, which is obviously doing nothing for you.
HP and armor is more interesting. If your job is to draw aggro away from your team, and you aren't a specialized build like a perma sin, having higher HP can actually be detrimental to the tanking process due to the way aggro works (#1 aggro priority being the person with the lowest current HP). So feel free to sacrifice this for some armor.
Armor is useless if you aren't being hit, or are being hit by armor ignoring damage. HP is useful in that it can stop you from getting aggroed. Outside of that though, remember that you only die at HP 0 and not at anything above it.
If you have energy that's higher than hovering around zero when under pressure (but never stopping you from using skills), you probably have too much in the way of energy and should remove any energy bonuses. Those bonuses should go elsewhere, on something that's actually helping you out instead of +energy, which is obviously doing nothing for you.
HP and armor is more interesting. If your job is to draw aggro away from your team, and you aren't a specialized build like a perma sin, having higher HP can actually be detrimental to the tanking process due to the way aggro works (#1 aggro priority being the person with the lowest current HP). So feel free to sacrifice this for some armor.
Armor is useless if you aren't being hit, or are being hit by armor ignoring damage. HP is useful in that it can stop you from getting aggroed. Outside of that though, remember that you only die at HP 0 and not at anything above it.