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Old Feb 03, 2010, 11:49 AM // 11:49   #1
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Default How good is Disciples Insig vs Health?

Hi there, i have been running a Melandru's monk in RA with Disciples insig and draw conditions. i have noticed it seems that i am more "resiliant" to dmg with the disciples, but would like some professional pvp opinions on the matter..

so, Disciples vs Health for insignia. +15AL on chest and legs vs Health.

Discuss.
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Old Feb 03, 2010, 12:20 PM // 12:20   #2
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It's significantly better.

And run it on all 5 pieces.
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Old Feb 03, 2010, 12:32 PM // 12:32   #3
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thanks bro 123456677
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Old Feb 03, 2010, 03:11 PM // 15:11   #4
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There is really nothing to discuss.

Higher armor means more damage you can take.
Higher health means more armor-ignoring damage you can take.

I only add the +health insignia to the chest and legs for the +25 health, +armor for the rest.
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Old Feb 03, 2010, 03:14 PM // 15:14   #5
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Having Disciple armor is going to reduce about 12% of the damage you take while suffering from conditions (any physical character and fire elementalist uses conditions) so it's quite easy to meet the requirement.

It's up to you to decide on if you want to take 12% less dmg or have +~40 health, but trust me, when you suffer from a condition and get hit by Rodgort's from an ele and seeing how the "113" dmg on the icon turn into actual 80, you won't be able to stop laughing
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Old Feb 03, 2010, 04:44 PM // 16:44   #6
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Quote:
Originally Posted by Nerf Me Haha View Post
Having Disciple armor is going to reduce about 12% of the damage you take while suffering from conditions (any physical character and fire elementalist uses conditions) so it's quite easy to meet the requirement.

It's up to you to decide on if you want to take 12% less dmg or have +~40 health, but trust me, when you suffer from a condition and get hit by Rodgort's from an ele and seeing how the "113" dmg on the icon turn into actual 80, you won't be able to stop laughing
No one is significantly better.

It all depends on situation and build.
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Old Feb 03, 2010, 04:55 PM // 16:55   #7
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Disciple's is since last skill update officially better in every situation.
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Old Feb 03, 2010, 05:00 PM // 17:00   #8
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No more bspikes, all raise the flag.

IMMORTAlMITCH is right btw.
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Old Feb 03, 2010, 07:02 PM // 19:02   #9
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They nerfed so many bonus damage skills so now its a huge amount better, and given you're running some weird melresilience build its always going to be better.
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Old Feb 03, 2010, 08:08 PM // 20:08   #10
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Quote:
Originally Posted by Nerf Me Haha View Post
Having Disciple armor is going to reduce about 12% of the damage you take while suffering from conditions (any physical character and fire elementalist uses conditions) so it's quite easy to meet the requirement.

It's up to you to decide on if you want to take 12% less dmg or have +~40 health, but trust me, when you suffer from a condition and get hit by Rodgort's from an ele and seeing how the "113" dmg on the icon turn into actual 80, you won't be able to stop laughing
Rodgorts hits a monk for ~56 if he's doing it right. 100 armor halves damage.

Last edited by deluxe; Feb 03, 2010 at 08:12 PM // 20:12..
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Old Feb 03, 2010, 08:35 PM // 20:35   #11
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Originally Posted by IMMORTAlMITCH View Post
Disciple's is since last skill update officially better in every situation.
Pretty much this. Before the last update, the +damage from glass arrows and the armor ignoring MoI made at least some argument in favor of survivor insignia's (at least, in GvG or HA). But now that both of them were nerfed there really is no reason to run survivor.
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Old Feb 12, 2010, 12:25 AM // 00:25   #12
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I always run survivor on my monk purely for the fact that health is something that is always there. The decrease in armor ignoring damage is paving the way for cracked armor being added to spikes. Even if you are running a disciple's insignia on a resilience monk, this will effectively negate your armor bonus. Even in gvg, a monk that meets its shield req and has disciple's insignias will suffer a significant armor decrease when under the effects of cracked armor.

Cracked armor does not remove the effect of survivor insignias, and even deep wound won't hurt quite as much with the extra health. The health difference can often mean life or death. Please keep in mind that you can have +18 armor just by equipping the right shields when necessary. You can even add a +armor mod to your shield set weapon if you so wish.

Last edited by AndroBubbles; Feb 12, 2010 at 12:28 AM // 00:28..
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Old Feb 12, 2010, 07:33 AM // 07:33   #13
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Quote:
Originally Posted by AndroBubbles View Post
I always run survivor on my monk purely for the fact that health is something that is always there. The decrease in armor ignoring damage is paving the way for cracked armor being added to spikes. Even if you are running a disciple's insignia on a resilience monk, this will effectively negate your armor bonus. Even in gvg, a monk that meets its shield req and has disciple's insignias will suffer a significant armor decrease when under the effects of cracked armor.

Cracked armor does not remove the effect of survivor insignias, and even deep wound won't hurt quite as much with the extra health. The health difference can often mean life or death. Please keep in mind that you can have +18 armor just by equipping the right shields when necessary. You can even add a +armor mod to your shield set weapon if you so wish.
Survivor's in cast set with cracked armor = 60 AL

Survivor's in shield set with cracked armor = 61-71 AL

Disciple's in shield set with cracked armor = 76-86 AL

Guess what? Disciple's is still 15 armor with cracked armor on! (unless you're sitting in your cast set in a spike, in which case you're doing something wrong.)
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Old Feb 12, 2010, 03:53 PM // 15:53   #14
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Originally Posted by Killed u man View Post
No one is significantly better.

It all depends on situation and build.
Did I say 1 of them is better? "It's up to you to choose whatever you want dmg reducion or ~40hp".
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Old Feb 13, 2010, 06:10 AM // 06:10   #15
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Quote:
Originally Posted by Zodiac Meteor View Post
There is really nothing to discuss.

Higher armor means more damage you can take.
Higher health means more armor-ignoring damage you can take.

I only add the +health insignia to the chest and legs for the +25 health, +armor for the rest.
I'm sorry but why would you add +armor to the pieces that are least hit? I've been gone for quite sometime and unless they changed it, it's smarter to put +armor on your chest and legs because those armor pieces are hit more often. Not to mention that spells almost always target your chest piece.
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Old Feb 13, 2010, 12:55 PM // 12:55   #16
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Originally Posted by ShadowsRequiem View Post
I'm sorry but why would you add +armor to the pieces that are least hit? I've been gone for quite sometime and unless they changed it, it's smarter to put +armor on your chest and legs because those armor pieces are hit more often. Not to mention that spells almost always target your chest piece.
Your question has answered many times already in different topics. Anyway there is basically two reasons. You want to be as consistent as possible when taking damage. If you are low on health and get that hitted to your lower armor piece you might die. Also your monks may get the feeling that you are hitted/attacked harder than you actually are when you get hitted to that lower armor piece. Second reason is that loss of max life and hit % ratio is same in every armor piece. So if you think that it is worth to put armor insignia to your chest piece it is generally worth to put it to rest of your armor pieces too.
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Old Feb 13, 2010, 04:54 PM // 16:54   #17
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disciples is the most powerful insignia in the game, with sentinels and stonefist semi close behind. you want to run it on every piece of armor you have because its just that good. ive never been a fan of mixing insignias, ive always been in favor of all or nothing. the only exception to that is on ranger with radiant chest/legs with survivors head/hands/feet.

+armor is far superior when it comes to negating pressure because of how much damage it negates throughout a match. as for anti spike, i still prefer having more armor and fewer hps because it makes each packet do less damage, so therefore more packets need to get through to kill you. this slows the damage of the spike and gives you more of a chance to survive. as for having a tiny bit more hp to save you from spikes, ive always found this logic to be kinda flawed. with how much damage skills do these days and how huge the spikes can hit for, chances are unless your monks intervene youre going to die either way. by having +armor on you, you take less pressure so your monks are more able to throw around energy when you do get spiked.
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Old Feb 13, 2010, 06:31 PM // 18:31   #18
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what do you think avout armor+10(while on preparetion) for ranger?
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Old Feb 13, 2010, 07:08 PM // 19:08   #19
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Quote:
Originally Posted by leetLoLa View Post
what do you think avout armor+10(while on preparetion) for ranger?
On a main-team ranger maybe, but not on a regular splitranger.
Extra health can mean the difference between winning or losing a cripshotbattle :P
Some run full energy on a ranger, but a +5e bow is usually sufficient.

Keep in mind a ranger has 100 armor vs elemental, and a warrior doesn't go for you because you have stances. If he does, you just cripple him.

Last edited by deluxe; Feb 13, 2010 at 07:11 PM // 19:11..
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Old Feb 13, 2010, 11:26 PM // 23:26   #20
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what do you think avout armor+10(while on preparetion) for ranger?
sometimes your preps gonna be d shotted
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