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| < PvP Discussion ~ Why +Armor is so important |
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Posted:
Sun Aug 02, 2009 10:20 am
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Site Admin
Joined: 14 Sep 2006
Posts: 2847
Location: Brooklyn, NY
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The Rundown:
Bring as much +armor as humanly possible. This includes +5armor weapons, btw. Find the body armor that will give you the highest up-time of armor bonus: enchant armor on an Ele, recharge armor on a Mesmer, shout armor on a Paragon, etc. Make at least 4 shields for various scenerios, sometimes even more (metagame-dependent). Too often, I see people just roll basic armor with as much HP as possible and think they're doing the right thing.
The Reasoning:
Midline defense is basically dead right now. Monk bars (read: pre-Prot) have been rendered almost entirely useless, thanks to an over-abundance of enchant strips, hugely diminished party healing skills, and interrupt spam, meaning unless you're playing on a team that knows how to actively pre-kite and maintain some kind of line formation, your 2 Monks are virtually all that's standing between you and death. (note that Armor has always been a vastly under-utilized resource in Guild Wars, but I especially sympathize with people who are just now getting involved in more competitive GvG and are facing an uphill battle against the current play-style).
With that being said, the single largest strain on Monk energy is red-bar assistance. Monks have to keep people above 75% or they become exponentially more susceptible to deadly (or near-deadly) spike damage. Think of +Armor as a shielding hands every time you get hit - it's nearly that impactful. You're basically arming your Monks with a 9th skill slot, all the while allowing them to spend their energy in a more active way (prot, cleans, etc.) Sitting on your 40/40 set while being hit by a Warrior is going to cost your Monks at least 10 points of energy more than if you'd been in a shield set and kiting properly - so unless your actions are resulting in MORE than that being expended by the opposing Monks, you're hurting your own team.
One of the most important differences between good teams and great teams are the little things they do to help their Monks keep them alive. Spending that little bit of extra time to improve your positioning, pack as much +Armor as possible, and study the patterns in your team's play-style that could diminish damage intake will all give you a vastly greater chance of success.
Plus if all that fails, you can just blame the Monks!  |
Last edited by axiom on Wed Aug 26, 2009 6:36 am; edited 1 time in total _________________
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Posted:
Sun Aug 02, 2009 10:38 am
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Joined: 25 Nov 2006
Posts: 94
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or, we can just blame axiom.
thanks for the insight. looks like i'm really out of the loop now, i still run radiant on my ranger, warrior, and mesmer  |
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Posted:
Sun Aug 02, 2009 12:00 pm
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Joined: 21 Feb 2007
Posts: 1010
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| axiom wrote: |
enchant armor on an Ele
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over-abundance of enchant strips |
Doesn't sound like a very good combination to me. =/ |
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Posted:
Sun Aug 02, 2009 12:32 pm
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Joined: 23 Jun 2008
Posts: 404
Location: Kansas
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| I run my armour insignias on my chest and legs since it isn't global, and your most likely to be hit there. Everything else is survivors unless I need the energy for a certain build. On my ranger I still run radiants though. Also, running a restoration rune on everyone is nice, and a clarity for warriors maybe rangers and paragons depending on their skills. |
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Posted:
Sun Aug 02, 2009 12:56 pm
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Joined: 06 Sep 2008
Posts: 162
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Just running +armour on Chest+Legs isn't that great imo, if you are going to run the +armour you should go all out since the chance of being hit on head/feet/hands is fairly substantial (37.5%), especially over time. The +15 health compared to that really doesn't make a lot of difference.
Also, on Ranger I've never really known whether to run armour or health since with the dual stance the only time a ranger will be getting attacked usually is on spikes where a bit of extra health can help a lot, especially since with the already minimal damage I'll be taking with the +armour shield and maybe weapon against elemental, and not a lot vs physical either. Anybody care to help with that? |
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Posted:
Sun Aug 02, 2009 1:12 pm
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Joined: 28 Sep 2007
Posts: 335
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| Ego wrote: |
| axiom wrote: |
enchant armor on an Ele
+
over-abundance of enchant strips |
Doesn't sound like a very good combination to me. =/ |
It does when your enchantments are on a 12 second recharge and are virtually uninterruptible. |
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Posted:
Sun Aug 02, 2009 1:52 pm
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Joined: 05 Feb 2008
Posts: 1300
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| lutz wrote: |
| Ego wrote: |
| axiom wrote: |
enchant armor on an Ele
+
over-abundance of enchant strips |
Doesn't sound like a very good combination to me. =/ |
It does when your enchantments are on a 12 second recharge and are virtually uninterruptible. |
I guess the argument here would be, what situations are you most likely going to be presented with?
I find verse balanced or euros of some sort a ranger is a a common response to the ele split. Armor really isn't going to save me during that point. Especially if dtouch gets dshot and you have to outlive the degen for 20 seconds.
Plus when lord camping, you really shouldnt be in a position that requires you to negate physical damage. |
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Posted:
Sun Aug 02, 2009 2:09 pm
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Joined: 25 Apr 2007
Posts: 930
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+Armor is possibly the most important thing you can have in any 8v8 situation, since you'll be taking so much less damage and be able to outlast the opponent.
One thing to keep in mind is that armor becomes less effective (relative to +health) as you take DP, so if you're a team like vR who essentially pulls off a victory with lord damage even though half your team is 45'ed, armor isn't the best idea. |
_________________ Dead Alley (dR)
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Posted:
Sun Aug 02, 2009 2:35 pm
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Site Admin
Joined: 14 Sep 2006
Posts: 2847
Location: Brooklyn, NY
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There are a few exceptions to the rule, for example, rangers need as much energy as possible, and usually come with at least one block stance. When playing 8v8, they should be an incredibly hard target to spike because of this. Also, warriors with shock can often benefit from having a larger energy pool. But even on split, as motoko mentioned, that +armor is likely going to mean even more, vastly diminishing damage you'd be taking from archers, fire ele's, rangers, etc. And if you get your self-heal d-shot, you're dead anyway
Ego, if you don't have aura of resto on you, something's wrong buddy! |
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Posted:
Sun Aug 02, 2009 3:10 pm
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Joined: 31 Dec 2007
Posts: 937
Location: Seattle area
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Quality post axiom, I wish I realized this when I played along with fellow guildmates. Might of actually helped win some games which I never seemed to do apparently  |
_________________ Kevin - Twilight Reign, Cay Nine
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Posted:
Sun Aug 02, 2009 3:51 pm
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Joined: 22 Oct 2006
Posts: 674
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| Energy all the way! |
_________________ Farin
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Posted:
Sun Aug 02, 2009 5:24 pm
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Joined: 22 Mar 2007
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Location: Internet Rage
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Lately I've taken to running Pyromancers and Pyrebound chest pieces on ele's and rangers respectively. With block stances and running away, physical damage is just much easier to avoid than a mind blast.
Though as to whether all of the fire spells hit the chestpiece or if it has the same spread as regular attacks, I'm really too lazy to test. |
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Posted:
Sun Aug 02, 2009 6:18 pm
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Joined: 28 Sep 2007
Posts: 335
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| Gladiator Motoko wrote: |
| lutz wrote: |
| Ego wrote: |
| axiom wrote: |
enchant armor on an Ele
+
over-abundance of enchant strips |
Doesn't sound like a very good combination to me. =/ |
It does when your enchantments are on a 12 second recharge and are virtually uninterruptible. |
I guess the argument here would be, what situations are you most likely going to be presented with?
I find verse balanced or euros of some sort a ranger is a a common response to the ele split. Armor really isn't going to save me during that point. Especially if dtouch gets dshot and you have to outlive the degen for 20 seconds.
Plus when lord camping, you really shouldnt be in a position that requires you to negate physical damage. |
Why wouldn't armor save you? I'm assuming that if you're going to die to something, it won't be to only a ranger (if you do get soloed by a ranger on that E/D, then there's something very wrong with the ele), it's probably accompanied with NPCs. If you're going to die, it's probably because you have a Knight or two aggroed, or footies, or archers, all of which will do significantly less damage with +armor.
If you get soloed by a ranger with no NPCs on you, then there's something seriously wrong with the player. |
_________________ Protoss Arcanist
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Posted:
Sun Aug 02, 2009 7:33 pm
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Joined: 14 Jan 2007
Posts: 1689
Location: toronto ontario
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Posted:
Mon Aug 03, 2009 12:24 am
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Joined: 03 Jan 2007
Posts: 3139
Location: Berkel, The Netherlands
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| lutz wrote: |
| Ego wrote: |
| axiom wrote: |
enchant armor on an Ele
+
over-abundance of enchant strips |
Doesn't sound like a very good combination to me. =/ |
It does when your enchantments are on a 12 second recharge and are virtually uninterruptible. |
Well when the other team has 2 strips on a 10 second recharge it's not unthinkable to not be enchanted.. |
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