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Old Jul 03, 2006, 12:00 AM // 00:00   #21
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Quote:
Originally Posted by twicky_kid
What does it matter? Its far less effective than -2 dmg. After 15 attacks you would have reduced 30 dmg. You could take more attacks than that withing in 30 seconds.

Life increase is only good vs spike and does nothing in the long haul of a match.
The same can be said about +5 armour mods vs +30 fortitude mods. And which one is more popular, even at top end GvG?
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Old Jul 03, 2006, 12:05 AM // 00:05   #22
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Sometimes you don't last long enough to survive 15 attacks. That +30 hp buffer sometimes makes the difference between being left with 1 hp and right after that saved by a monk, or becoming ham on the floor.
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Old Jul 03, 2006, 03:08 AM // 03:08   #23
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Hey Guys! I just got a Terror Shield drop from one the Dryders!

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Old Jul 03, 2006, 03:25 AM // 03:25   #24
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http://gw.gamewikis.org/wiki/Terror_Shield Hoax
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Old Jul 03, 2006, 03:45 AM // 03:45   #25
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It was a joke.

Did you not see my primative sarcastic emote face?
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Old Jul 03, 2006, 04:16 AM // 04:16   #26
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Just gotta post this one more time...

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Old Jul 03, 2006, 04:22 AM // 04:22   #27
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Quote:
Originally Posted by Doomlord_Slayermann
Just gotta post this one more time...

That is so funny, did you make that yourself?
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Old Jul 03, 2006, 04:29 AM // 04:29   #28
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Quote:
Originally Posted by -Loki-
The same can be said about +5 armour mods vs +30 fortitude mods. And which one is more popular, even at top end GvG?
Depends on base armor. High base armor needs +hp. Low base armor needs +5 armor.

Wars are the only ones that use sheilds. Candy shields are used for the 10 armor while lowering energy but that's about the only exception.

Its only a 15 hp boost without the -2 dmg reduction. It takes less than 15 hits to equal the value of the 60 hp. The 15 hits was the equivilant example. 8 hits would exceed the 15 hp boost. I'll stick with the good ol 45/2.

Even if it did exist no one would use it (anyone with some mathmatical sense that is). Like the -5/20% when it came out it was all the craze and everyone wanted it. Shortly everyone back to the 45/-2 because it was simply better.
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Old Jul 03, 2006, 04:37 AM // 04:37   #29
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Quote:
Originally Posted by twicky_kid
Depends on base armor. High base armor needs +hp. Low base armor needs +5 armor.

Wars are the only ones that use sheilds. Candy shields are used for the 10 armor while lowering energy but that's about the only exception.

Its only a 15 hp boost without the -2 dmg reduction. It takes less than 15 hits to equal the value of the 60 hp. The 15 hits was the equivilant example. 8 hits would exceed the 15 hp boost. I'll stick with the good ol 45/2.

Even if it did exist no one would use it (anyone with some mathmatical sense that is). Like the -5/20% when it came out it was all the craze and everyone wanted it. Shortly everyone back to the 45/-2 because it was simply better.
a +60 will be usefull for many reason.

example

Infuser.

having +90(60 from shield 30 from weapon) will obtain you

More hp. to resist when you get spiked.

More hp healed for infuse.

plus remeber many damage source completely ignore armor...
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Old Jul 03, 2006, 06:05 AM // 06:05   #30
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Quote:
Originally Posted by lishi
a +60 will be usefull for many reason.

example

Infuser.

having +90(60 from shield 30 from weapon) will obtain you

More hp. to resist when you get spiked.

More hp healed for infuse.

plus remeber many damage source completely ignore armor...
Infuse health only truely heals 100-125 hp. You still have to heal the monk aftwards. Its to prevent spiking. If you don't cast it in the split second the target is dead. Doesn't matter how much it heals for. Its a fast healing spell that diverts majority of the dmg to another target.

Smite, Shadow and degen are the only sources that ignore armor. Everything else gets reduced.

+90 compared to +75. Still only a 15hp difference. That's not going to save you from a spike. The speed of your monk's heals is what's going to save you.

15 hp is negible otherwise people would be using the +hp armor. Use it if you want but numbers don't lie. You can prevent more dmg than that 15hp in just a few seconds into the battle. GvGs easily go to vod most of the time. Over the course of a battle the -2 will prevent more dmg than they 15 hp.
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Old Jul 03, 2006, 06:27 AM // 06:27   #31
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Quote:
Originally Posted by Doomlord_Slayermann
Just gotta post this one more time...

And again we tell you it woulda been much funnier if you said "terror" instead of awesome.
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Old Jul 03, 2006, 06:30 AM // 06:30   #32
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^^ Its still freakin funny
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Old Jul 03, 2006, 06:38 AM // 06:38   #33
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I agree with Kijik. Awesome > Terror : )
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Old Jul 03, 2006, 07:49 AM // 07:49   #34
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Can Gaile confirm about this shield existance ?if there is shield like this its price will spike more than you can imagine..and everyone will search for it.
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Old Jul 03, 2006, 09:09 AM // 09:09   #35
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Like i said the guy was 100% sure he saw it, so ill try to ask him mroe questions ingame.
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Old Jul 03, 2006, 02:39 PM // 14:39   #36
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I don't think there is such a shield. As it is, warriors with full berserkers armor and a +30HP shield and +30HP weapon can get up to 625HP I believe. Now, add another + 30 and it becomes too godly. 655HP on a warrior with best armor...
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Old Jul 03, 2006, 02:46 PM // 14:46   #37
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As far as i know the only weapon that has the 2*30hp is the fleshweaver.
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Old Jul 03, 2006, 03:02 PM // 15:02   #38
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Quote:
Originally Posted by Ecomancer
I don't think there is such a shield. As it is, warriors with full berserkers armor and a +30HP shield and +30HP weapon can get up to 625HP I believe. Now, add another + 30 and it becomes too godly. 655HP on a warrior with best armor...
655 is godly? Try Endure/Defy Pain.
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Old Jul 03, 2006, 03:06 PM // 15:06   #39
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Quote:
Originally Posted by zaza
As far as i know the only weapon that has the 2*30hp is the fleshweaver.
The Scar Eater, The Darkwish, Woe Spreader, Amadis' Air Staff, Koosun's Fire Staff, Ssyn's Staff, Bazzr's Staff and Ritual Lord's Staff have it too. And maybe I've missed some, but all of these are staves.

And you can of course mod your own staff with +30 Hale and Fortitude mods.

Last edited by Havelock; Jul 03, 2006 at 03:11 PM // 15:11..
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Old Jul 03, 2006, 03:11 PM // 15:11   #40
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Quote:
Originally Posted by twicky_kid
Infuse health only truely heals 100-125 hp. You still have to heal the monk aftwards. Its to prevent spiking. If you don't cast it in the split second the target is dead. Doesn't matter how much it heals for. Its a fast healing spell that diverts majority of the dmg to another target.

Smite, Shadow and degen are the only sources that ignore armor. Everything else gets reduced.

+90 compared to +75. Still only a 15hp difference. That's not going to save you from a spike. The speed of your monk's heals is what's going to save you.

15 hp is negible otherwise people would be using the +hp armor. Use it if you want but numbers don't lie. You can prevent more dmg than that 15hp in just a few seconds into the battle. GvGs easily go to vod most of the time. Over the course of a battle the -2 will prevent more dmg than they 15 hp.


First, having high HP for infuser and infusing target helps. Most spikes, even high end ones are not perfect. They are usually in 2-3 "stages."(as in some in time, one not quite in time and one is off). Look at EW's spike, they where consistently 2 stages. IGN lag, Vent lag and just the human factor.
With less HP, you give yourself and the infuser less time.

I am unsure where you get 100-125, but a typical infuse is 200-300 hp.
Yes you must heal the monk, but that having a high HP allows for secondary infuse (sB/RI anyone) to buy you more time. Look at Prot Boon - RoF cast. This cannot save you from a pure spike even though it can heal for as much as 200+ with no HP penalty. Infuse is a unconditional direct heal. Speed is only HALF of the equation.

With spike, it does not matter if you go to VoD. The kills is not overtime. Reducing the damage for 1000 HP in 30 minutes is not going to help if they successfully spike you down anyway every 20 seconds. Being saved for 10 hp during a spike with a potential damage of 500-800 is a non factor. The +30 does.

Yes -2 helps but -2 does not help against degen or hard spikes. It works well for pressure builds.

Third, when DP'd, +30 helps more than -2 dmg does.

Even on high end GvG +30 health is popular.

Fourth, it call comes down to your build and situation. Some would benefit from more HP and some more armor. The mods are intentionally created to be close to each other in benefit. There is no absolute between which is better.

Last edited by crimsonfilms; Jul 03, 2006 at 03:18 PM // 15:18..
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