Jul 28, 2007, 04:08 AM // 04:08 | #1 |
Desert Nomad
Join Date: Jun 2005
Location: Brooklyn, NY
Guild: [EYE]
Profession: Rt/A
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What is better for survival extra armor or health?
I never really thought about this before because it didn't matter much for the most part...
Right now I made a pre-searing character, and this became very important. Let's say a Charr Hunter hits me for 20 damage using "ignite arrows" and penetrating attack... What would keep me alive better, provided I'm an elementalist? Having a minor vigor rune on the chest that gives +30 hp or using a pyromancer's insignia? What about the other armor pieces? Health or extra armor? I tried finding an answer to this on wiki and presearing.com, but I see noting pertaining to this topic. If anyone can please explain, I'd be very appreciative. Thanx in advance. |
Jul 28, 2007, 04:25 AM // 04:25 | #2 |
Krytan Explorer
Join Date: Sep 2006
Location: 1337ville, California
Guild: Generic Name [Tag]
Profession: R/
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You can use both an insignia and rune on one armor you know. So insignia + Vigor (preferably superior) and other runes works. Most armor insignias are conditional, so if you don't meet or like those conditions, survivor is a nice general purpose survivability insignia. Generally armor is better than health because it prevents damage from even getting there in the first place and usually a lot more than the equal +health thing, that's why they are conditional. Since you have an elementalist, I'd say go with Blessed Insignia (+10 Al while enchanted) because you should always be running an Attunement skill.
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Jul 28, 2007, 04:29 AM // 04:29 | #3 |
Furnace Stoker
Join Date: Mar 2007
Guild: Our Crabs Know True [LOVE]
Profession: R/
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Extra armor means you take less damage from each hit you take. Your armor can have BOTH a rune and an insignia. The only thing that extra health offers more protection from is degen, and spikes. Spikes don't happen in PvE, excpet in extremely rare cases.
You should always use a Vigor rune on one piece of armor, Superior if you can afford it. Insignias vary based on your class and build, but generally the Elem would want one with extra armor. Blessed works well since you will be using Attunements most of the time, and if you know which Element you enemies will use, or take a skill to change that (Winter, Stone Striker) then an insignia to boost armor for that element is good. Degen ignores armor, so extra health gives you a larger window of survival when dealing with degen. However, something like a Fortitude mod on a weapon giving +30 health will only let you survive a few extra seconds. If you face armor ignoring damage, then the extra health also is more beneficial. Lots of variables to consider, but in general, I'd recommend more armor. |
Jul 28, 2007, 06:21 AM // 06:21 | #4 |
Lion's Arch Merchant
Join Date: Aug 2006
Guild: Limited Liability Company [LLC]
Profession: E/
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As an ele, the only 100% way to get extra armor is with +10 armor (while enchanted) insignia. I usually run my characters with exactly 600 health if i can. My ele at 540, due to sup fire. And you don't have to worry about dieing if you play in the backlines. Lastly, consider a run to droknar's forge when you can to get max armor. Best of luck.
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Jul 30, 2007, 09:03 AM // 09:03 | #5 |
Ascalonian Squire
Join Date: Mar 2007
Guild: Dark Dreaming Gods
Profession: N/R
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Assumming you are making a perma pre character,it is entirely dependant on your level, the higher levelyou are the less health you need and the better it is to have armour. You can use your rune of vigor and an armour insignia but you eed to remember that insignia are local protection, i.e. an insignia on the armwont protect you chest. My presearing ele is fully equipped with pyromancer insignia as I find hunters cause the most damage and level 16 my health is sufficient to tank any of the char groups. Weapon mods affect all locations so I generally use them instead of health mods. In my case at lvl 16 a +5 weapon mod gives me on average 2 extra hits more than a +28 health mod
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