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Old Jul 06, 2006, 02:36 PM // 14:36   #1
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Default Best Ele Armor For PVP?

I am going to the forgemaster for my ele armor in a few days time and was wondering what is the best armor / armor combination for pvp? I dont want to buy multiple sets so that option is out of the question. I was thinking Archmage chest and legs with the al vs physical feet and arms. I would mostly being doing ha if that helps...

Thanks in advance.
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Old Jul 06, 2006, 03:22 PM // 15:22   #2
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.vs Physical feet and arms would do next to nothing, as most of the time you will be getting hit in the chest and legs.

I would probably go for a full set of .vs Physical.
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Old Jul 06, 2006, 03:43 PM // 15:43   #3
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im going all hp.
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Old Jul 07, 2006, 08:01 PM // 20:01   #4
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ele armor is by far the most versatile. Nearly every set is viable at this stage in the metagame (+phys since most teams are warrior dps based, +fire for smite, +lighting for fc air spike, +water for soloing enemy runners, +enchant for blindbots/runners, +hp vs armor ignoring spikes). The only set I didn't mention is +earth, as the only earth damage threat right now in the meta is possibly ob flame. Because of this, imo eles benefit the most from armor swapping, and therefore are probably the worst candidates for fow armor if you are thinking stickly pvp.

Anyway, if I HAD to pick a single set to get as fow armor, I would probably go with full battlemage (+phys), or at least +phys chest and legs with maybe +hp hands and feet.

I dunno how serious you are about the pvp usefullness, but you might wanna consider all 15k sets instead (thats what I did). But if pvp isn't that important to you, go with the +phys. Remember though, any small shift in the metagame could make things totally different. I regret my enchanter's mes armor and right now wish I got my fow in rogues.
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Old Jul 07, 2006, 09:12 PM // 21:12   #5
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Quote:
Originally Posted by Big_L
+fire for smite
Much of a smite team's damage is armor ignoring (balths aura and any +damage attack skills). Draining zealot's fire is one of the best known and simplest to execute counters to smite. If I was playing against a smite team as an ele, then I would rather have +health armor or +phys armor. The only time that the +AL vs. fire might make sense is if your team build has no enchantment removal skills whatsoever.

Quote:
Originally Posted by Big_L
The only set I didn't mention is +earth, as the only earth damage threat right now in the meta is possibly ob flame.
Obsidian flame is armor ignoring and hence does not do earth damage.

Quote:
Originally Posted by Big_L
I dunno how serious you are about the pvp usefullness, but you might wanna consider all 15k sets instead (thats what I did).
Armor swapping is useful at times in PvP, but promote function over form and not the other way around. Unless you're looking to burn excessive amounts of in game cash, then why would you buy multiple 15k sets of armor for a PvE char to use in PvP when there are perfectly equivalent 1.5k sets of armor available? Looking "cool" has nothing to do with winning in PvP.
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Old Jul 07, 2006, 10:19 PM // 22:19   #6
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+hp

12345
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Old Jul 07, 2006, 10:19 PM // 22:19   #7
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In my opinion armor vs physical chest and legs and health feet and arms.
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Old Jul 07, 2006, 11:34 PM // 23:34   #8
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I go for hp. Vs Physical is always good too.
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Old Jul 07, 2006, 11:40 PM // 23:40   #9
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Thank you all for your help and advice. I dont really want to use other sets e.g. multiple 15k etc. I like to look good while i pve so thought a set of fow armor would be cool. However I am also getting into pvp and thought getting the right mix of armor would be useful.

I am thinking of either: -
full al vs physical

or Chest and legs vs physical with arms and feet with hp.

Which out of those two would you say would be most useful?

Thanks in advance
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Old Jul 08, 2006, 12:18 AM // 00:18   #10
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Chest and legs vs physical with arms and feet with hp.

I usu. do chest, legs +10 AL ench, HP feet+hand, or full hp..
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Old Jul 08, 2006, 06:24 AM // 06:24   #11
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If your build has a continous enchant(ether prodigy), then the +10 armor while enchanted is almost always better in general. Only if you know the other team is doing hex pressure or armor ignoring spike then does +hp make any sense. Most of the time in pvp +hp mods will delay your death by half a second. Enoght +armor, and if your wielding a gold shield it's even better, you can take up to 1/4 damage off yourself. Thats like effectively increasing your HP by ~100 AND increasing healing by 25%.

Remember, having 60 armor and 550 health isn't really any good in most situations compared to more armor with 455 hp.

But if your pve character for pvp, I'd have a full set of +hp on backup for SBRI or any ignoring spike damage. And a ~ +60 hp staff.
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Old Jul 08, 2006, 04:29 PM // 16:29   #12
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I like either the vs. Physical or + Health.
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Old Jul 08, 2006, 07:23 PM // 19:23   #13
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Quote:
Originally Posted by Juicey Shake
Chest and legs vs physical with arms and feet with hp.
I'm rather curious why people try to be cute by switching up the armor vs. physical and health armor. Arms and feet with HP is only 10 more HP, and that is only better than vs. physical armor against full caster teams. The full physical armor and full health set armors balance out in the end. The hit chance for the pieces of the +armor set is exactly proportional to the +health that you get per piece of armor. Thus, you probably want to go all-out, one or the other. If you want to go half-and-half just to be safe, then you will be gimped against any build, guaranteed, but the armor will at least be halfway viable in all situations. Getting just hands and feet armor of a certain type, on the other hand, seems rather laughable.
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Old Jul 08, 2006, 11:33 PM // 23:33   #14
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Besides a few quirks all the armor types are symmetrical, mixing and matching doesn't give added bonuses anymore.

If I only got one set it'd be +health, but I like having +physical and +air as backups.

Peace,
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Old Jul 08, 2006, 11:47 PM // 23:47   #15
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Quote:
Originally Posted by Ensign
Besides a few quirks all the armor types are symmetrical, mixing and matching doesn't give added bonuses anymore.

If I only got one set it'd be +health, but I like having +physical and +air as backups.

Peace,
-CxE
Thank you all for your help.

I have decided to go for the full +hp set. As when facing a warrior team i.e. iway I will get the bonus' from the armor same with when facing a caster team. If I wanted full al vs physical I would not get any bonuses when playing a caster team. Therefore although not ideal I receive a bonus whenever I play.
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Old Jul 10, 2006, 03:49 PM // 15:49   #16
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Quote:
Originally Posted by Divineshadows
Much of a smite team's damage is armor ignoring (balths aura and any +damage attack skills). Draining zealot's fire is one of the best known and simplest to execute counters to smite. If I was playing against a smite team as an ele, then I would rather have +health armor or +phys armor. The only time that the +AL vs. fire might make sense is if your team build has no enchantment removal skills whatsoever.
I haven't crunched any numbers regarding armor vs fire reducing standard smite damage, but it was a thought. And armor you chose would obviously also rely on your teams build/playstyle as well, just seems pointless to state that at this point.
Quote:
Originally Posted by Divineshadows
Obsidian flame is armor ignoring and hence does not do earth damage.
which is the reason earth armor wouldn't help....sorry if I wasn't clear.
Quote:
Originally Posted by Divineshadows
Armor swapping is useful at times in PvP, but promote function over form and not the other way around. Unless you're looking to burn excessive amounts of in game cash, then why would you buy multiple 15k sets of armor for a PvE char to use in PvP when there are perfectly equivalent 1.5k sets of armor available? Looking "cool" has nothing to do with winning in PvP.
He is clearly in the market for vanity armor and can obviously afford it. I just gave him a similar priced suggestion that would have a slight advantage in pvp if he is so inclined.
thanks for all the obvious statements though.


As you say, the +hp armor is the least situational, and will always help. Same goes for +hp weapon mods despite other mods being more efficient at times. Its a safe choice.
As for mixing sets: without breaking out my calculator, its fairly clear that 10hp wouldn't make up for the lack of 10AL every 1/4 hits for pure physical damage (by wearing all phys except hands/feet as hp, or legs as hp). The point is to get as much as possible out of a single armor set. Sure, you'll only get 10hp vs non physical based damage, but its something. I'll agree that its probably not the best solution, but I wouldn't call it "laughable", TOMMY =P

Last edited by Big_L; Jul 10, 2006 at 04:21 PM // 16:21..
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Old Jul 10, 2006, 11:53 PM // 23:53   #17
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Well, if i had to take a single armor set for HA id take +10 while enchanted, most ele builds have atleast one enchantment, usually an attunement or 2 and channeling on starburst eles which are all pretty much 100% active, also if your monks are half decent you will be getting guardian/seed/PS when under warrior attack, i'd certainly take +10(e) over 10(phys) any day.

The +health isn't a great all rounder imo, you have a choice between 10AL and 35HP, if i were you id get a cheap 15k set for +hp to swap to when against armor ignoring damage.
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Old Jul 11, 2006, 06:36 AM // 06:36   #18
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Quote:
Originally Posted by Divinus Stella
Well, if i had to take a single armor set for HA id take +10 while enchanted
but it isn't versatile.

for example, you can't run Ether Prodigy with +10 while enchanted (ok, you _can_ but it just makes no sense).

Quote:
The +health isn't a great all rounder imo
it _is_ the allrounder.

it does _always_ give you a benefit.

For example: +10 while enchanted gives no benefit against spikes that remove enchantments.
+10 against physical gives no benefit against caster spike
etc.

+ health is always nice to have. though it isn't always the best... (but always helps you - so to have one +health set is a very good idea)
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Old Jul 11, 2006, 06:49 AM // 06:49   #19
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Quote:
Originally Posted by Schorny
but it isn't versatile.

for example, you can't run Ether Prodigy with +10 while enchanted (ok, you _can_ but it just makes no sense).


it _is_ the allrounder.

it does _always_ give you a benefit.

For example: +10 while enchanted gives no benefit against spikes that remove enchantments.
+10 against physical gives no benefit against caster spike
etc.

+ health is always nice to have. though it isn't always the best... (but always helps you - so to have one +health set is a very good idea)
How many spiker-teams that remove enchantments are currently playing in HA? 99.9879% of the goddamn teams are IWAY!
I'd recommend the +10 while enchanted. Universal armour, and eles generally have an attunement up so you're almost always running 70 AL (on paper).
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Old Jul 11, 2006, 07:31 AM // 07:31   #20
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i prefer all + health which allows you to strech your runes more aggressively, especially with the revised major runes if i have enough health to spare id fit in a physical chest armor
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