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Old Nov 16, 2006, 01:34 PM // 13:34   #41
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Quote:
Originally Posted by LightningHell
Incorrect; there is even more justification for +health stats, now that you can't swap for spikes.
For a non armour ignoring spike 10AL will prevent more than 35HP worth of damage, when you pick +hp your only going to see an advantage against armour ignoring spikes.
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Old Nov 16, 2006, 03:37 PM // 15:37   #42
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The majority of skills in a spike are armor ignoring. See: obs flame, eviscerate+executioner's bonus damage, surge, burn.
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Old Nov 16, 2006, 07:25 PM // 19:25   #43
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If you play a lot of RA, AB, or Aspenwood where you can't rely on condition removal, the new condition reduction runes will help a lot more than +10 health or +2 energy. I suggest a -bleeding and -poison at the very least.

In GvG, the -crippled can be nice for a flagger, but most others shouldn't really need it. If your conditions are consistently lasting their full duration there, you're probably pretty much dead anyway.

In PvE, I guess a +health rune is better, though, to be honest, you don't really need the health, energy, or condition reduction.

As far as insignias go, the elemental armors can be nice if you know what you're going to be facing. With the current metagame, pyromancer's armor can be very useful, and aeromancer's can be equally nifty in random arenas. Overall, the +while enchanted is probably the big winner though, since it's a rare ele build that isn't running enchants. For more specific builds, the prismatics are the big winners with an unconditional +10 or so. Personally, I'm not a huge fan of the +health insignias. With an elementalist's low AL, a little bit of bonus there will stop a lot bit of damage, and probably end up keeping you alive longer vs most pressure. Oh, and don't take radiant or battlemage. They suck.

Off topic, why isn't there a +33% burning mod or -20% burning rune?

Last edited by Dr Strangelove; Nov 16, 2006 at 07:29 PM // 19:29..
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