PvP armor! :D
5 pages • Page 4
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Originally Posted by Dr Ripley
Ugh. This all sounds great, but I sure hope Anet goes along with Gaile's armor storage idea. I'm already out of room as it is...
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looking at the armors it seems to me that the best new warrior one is legionaires.
the vast majority of warrior builds use speed-buffs, which just happen to be stances, which basically ups their armor from 80 to 90, virtually 100% of the time.
yes, sentinels has 100 all the time, but it comes at the cost of 13 str, so either you will need 12 points and a minor rune, or you can sack 50-75 hp to get to that number; either way its a rather substancial downside. though some builds shouldsnt have a problem with it, warriors that like to diversify their skills will be better off with legionaires. and if you fight physical vs physical, legionares is hands down superior.
i have to say the armor types i am overall least impressed with are the ones increasing HP.
that having been said; i think its a tad unfair that warrior HP armors give the same HP bonus as caster HP armors, when warriors and casters have the same base HP, but not the same base mana.
id have to say in comparing the armors with new stats to GW1 armors; i think still the best alternatives remain energy increasing armor for monks/necros/mesmers/rangers and glads for warriors...eles on the other hand are finally getting an armor that doesnt suck.
i would like to point out the following though:
platemail is, however, officially useless; and heres why.
the new HP armors have a base defense of 80, with an additional bonus of +35 HP.
platemail has a base armor of 85.
so, get a +5 armor pommel on your sword/axe/hammer instead of an HP pommel and get the +35 hp berzerkers armor, and you have a base AC of 85, with +35 hp, compared to platemails 85 AC and +30 hp.
aka, GG platemail.
and this isnt even taking into account that legionares or sentinels are pretty much 100% superior to platemail.
the vast majority of warrior builds use speed-buffs, which just happen to be stances, which basically ups their armor from 80 to 90, virtually 100% of the time.
yes, sentinels has 100 all the time, but it comes at the cost of 13 str, so either you will need 12 points and a minor rune, or you can sack 50-75 hp to get to that number; either way its a rather substancial downside. though some builds shouldsnt have a problem with it, warriors that like to diversify their skills will be better off with legionaires. and if you fight physical vs physical, legionares is hands down superior.
i have to say the armor types i am overall least impressed with are the ones increasing HP.
that having been said; i think its a tad unfair that warrior HP armors give the same HP bonus as caster HP armors, when warriors and casters have the same base HP, but not the same base mana.
id have to say in comparing the armors with new stats to GW1 armors; i think still the best alternatives remain energy increasing armor for monks/necros/mesmers/rangers and glads for warriors...eles on the other hand are finally getting an armor that doesnt suck.
i would like to point out the following though:
platemail is, however, officially useless; and heres why.
the new HP armors have a base defense of 80, with an additional bonus of +35 HP.
platemail has a base armor of 85.
so, get a +5 armor pommel on your sword/axe/hammer instead of an HP pommel and get the +35 hp berzerkers armor, and you have a base AC of 85, with +35 hp, compared to platemails 85 AC and +30 hp.
aka, GG platemail.
and this isnt even taking into account that legionares or sentinels are pretty much 100% superior to platemail.
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Originally Posted by JR-
The health and energy bonuses will stack, the armor bonuses will be locational.
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Now that A-net has a glimpse of the meta-game, there are finally some interesting armor choices. Conditionals are actually relevant with casters getting hexes, monks getting condition help and rangers getting stances. Charles is probably right about health armor being the real winner, but since there seems to be one real pvp choice for armor in most classes this is an improvement.
This is unbalanced in the sense that there is more choice, but many people will stick with their energy making all of this useless. Armor now borders on relevant for people other than warriors. I could see pme pf my trappers using sentry armor since I'm almost constantly in one stance or another. Tanks have some intesting options now.
One theme of Factions seems to be "Save the Elementalist".
This is unbalanced in the sense that there is more choice, but many people will stick with their energy making all of this useless. Armor now borders on relevant for people other than warriors. I could see pme pf my trappers using sentry armor since I'm almost constantly in one stance or another. Tanks have some intesting options now.
One theme of Factions seems to be "Save the Elementalist".
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Originally Posted by Raxxman
Anet stated that Factions only characters will not have an armour advantage over those who are Prophs only.
You think they acheived this goal? |
In general I think the +health armors are reasonably balanced against the +energy armors (I prefer +energy in a vacuum), and since that's the high end the two chapters are pretty balanced on armor. The bigger problem is that chapter 1 armors are terribly balanced, so you either have to obsolesce some of them at some point or hold yourself hostage. Sets like Platemail or Wanderers are garbage statistically, and the only reason you'd ever use them is because they 'look good'. The conditional armors from chapter 2 don't impress me terribly for general use, but they are at least, *coughs*, conditionally better than the alternatives and somewhat interesting because of it.
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Originally Posted by SirJackassIII
B) Why do eles get "Battlemages" robes with +10 vs Physical (unconditional) while mesmers currently have Rogue's Attire which lowers their energy?
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The chapter 2 sets look like they're trying to avoid those problems and actually be balanced against each other. All of the sets are interesting, and should at least see play in PvE where things are more controllable. If some of the chapter 1 sets look awful by comparison, well, buff those up, they're terrible as is right now.
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Originally Posted by Thom
This is unbalanced in the sense that there is more choice, but many people will stick with their energy making all of this useless.
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Armor bonuses help against 'pressure' spikes where a team tries to beat the energy out of monks with warrior trains and statters on defenses. Those make stance or +vs physical armors interesting. Enchanted armor is sketchy there because if your enchantments are sticking the train should be breaking anyway. Of course stance becomes moot if the warrior train knows what they're doing and packs the Wild Blow.
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Originally Posted by Thom
Armor now borders on relevant for people other than warriors.
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At least in PvP. In PvE armor becomes much more relevant because the pace of the game is much slower, physical pressure (from high level warriors and elementalists) becomes much more relevant, and efficiency becomes key. If a team breaks in PvE it's likely not because of a spike or someone not being fast enough, but because the monsters managed to beat the energy out of the party's monks or they simply overwhelmed the rate monks could heal. I'd expect a lot of PvE armor diversity in the expansion because of this.
Armor as a way of fighting distributed pressure in PvP isn't nearly as relevant for two reasons. First, any sort of distributed pressure build in PvP requires a heavy degen component, and, well, that ignores armor. But more importantly that sort of strategy loses singlehandedly to a */Mo with an energy elite and Heal Party. You need to be able to deal damage like iWay does if you're going to overwhelm a powered Party. It might be possible to pull it off, but I haven't seen anyone do it without taking out their backline.
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Originally Posted by Thom
One theme of Factions seems to be "Save the Elementalist".
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But, hey, if I can harden my Blinding Flash turret in the expansion to piss off warriors even more, well, that's enough reason to upgrade to the expansion right there. =)
Peace,
-CxE
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Originally Posted by Forrin
It's nice that elementalist finally have useful armour sets, though.
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So they want to make using cross-elemental skills more viable while still we're what, the only class that can't pump up energy a little more through armor?



