Quote:
Originally Posted by Spura
4 reasons have been brought up.
1. Degen:
Yes there's a common misconception that degen makes extra HP useful. This is false, rarely is 30 HP something to save you from wipe, if you are that low, healers have failed anyway, and if you are wiping then you are probably doing it wrong anyway. The only difference HP mod makes in an area with lots of degen is wiping 2 sec later than usual after healers run out of energy. In 2 sec a monk might squeeze out another heal, but that is just prolonging inevitable.
That's not a misconception. The more HP you have, the longer you stay alive. Armor is useless against degen, HP boosts ain't. You're example is wrong: have you never been the last player alive on a map with no rez shrines, running away from monsters? I use to have a +60hp staff in my 4th slot and it saved my *** many times (and the whole team) under such circumstances.
Quote:
Originally Posted by Spura
2. Runes:
I don't know about you but I usually use 1 sup or 2 major runes so my HP is fine. Rarely do people need extra attributes that much to sacrifise HP. The sup fire major ES example is a nice one. Why sacrifise 35 HP to get 3 max energy when you already have around 60?
With 1 sup rune and 1 sup vigor (why do I doubt you have one?

) and no fortitude mod, you have 455hp. Yes that's fine. But if you compare HP only, 485 is better than 455.
Quote:
Originally Posted by Spura
3. PvP:
Not much point in making pve characters for pvp with armor swapping disabled and all. And I know some enjoy pvping with their pve characters. But somehow I doubt that majority of buyers are making pvp ready characters.
That would be a valid argument against fortitude mods if defense mods were better in PvE, indeed. But they're not (I'm going to explain after).
Quote:
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Originally Posted by Spura
4. Armor ignoring damage:
Here I once again can't see how 30 extra HP is much better than no mod at all. Better have +armor and have it work with the enemy warriors, rangers etc than to have HP mod and have it be a very slim advantage in case you run into a lot of armor ignoring damage. Armor ignoring damage is less of a threat in pve because mobs with lots of it are rare. Also enemies that are level 24 and 28 (practically all the second half of nightfall, all the hard areas) get bonus to their armor affeced damage because of level difference, while armor ignoring damage stays unaffected.
See the comments about degen, as it's actually the same thing.
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Alright now Fortitude vs Defense mods:
When Factions came out I bought a +5e sword for my monk and wanted to know which mod was the best. So I went to the Isles of the Nameless, and compared how much damage I was taking from the obelisk (which deals constant damage) I was taling with and without a +5AL mod, with a 70AL armor (+10 while enchanted), and how many stikes till I die. I don't have the numbers, but the conclusion was with 70 AL the fortitude mod was slightly better (+5Al appeared as the equivalent of a +29.xxx hp mod in this case). So from this point of view we can say there is no real difference.
Yes but: as said above, the +30hp are unconditional, which means the more DP you have the best it is compared to a defense mod. See Jezza's post for numbers.
And again, it helps against degen and unconditional damage: defense mods don't.
Having a fortitude mod is not a requirement in PvE, and you can do very well with a defense mod too, and save your plats for something else. However, it's still better. |