If u got insta gibbed by moral bomp as backline healer your possitioning is wrong. I woulnt stack neither of them, better mix themGlorian wrote: ↑Mon Oct 15, 2018 9:10 amPretty much that.roadkillrobin wrote: ↑Mon Oct 15, 2018 8:03 am Wounds also might save you from a Morale finisher where no other stat will.
If you run your healer in a guild warband your highest threat is the other realms moral drop.
So a lot of healers use RR Wounds and Taliswounds to survive the moralgeddon.
[AM] Why I chose Wounds not Armour talismans.
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Re: [AM] Why I chose Wounds not Armour talismans.
Mostly harmless
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Re: [AM] Why I chose Wounds not Armour talismans.
I've got a spreadsheet that can very easily tell you this stuff for AM.
Let's start with some real stats: Full Conq + Genesis + SC weapon + 2x futile strikes + 4x spiritual refinement
Left side is 7x armor; right side is 7x health
Health 5880 7420
Chance to Be Crit 0.55% 0.55%
Armor: 2,276 1,100
Spirit Resist: 21.90% 21.90%
Corporeal Resist: 22.43% 22.43%
Elemental Resist: 22.08% 22.08%
Block%: 0.00% 0.00%
Parry%: 0.88% 0.88%
Dodge%: 6.91% 6.91%
Disrupt%: 9.67% 9.67%
So I'm going to give you two numbers for each type of damager. Heal Mod (HM) which is how effective a heal is cast on you when being attacked by this target; and effective health points (EHP) which is how much raw damage you can take without heals before death.
AoE Mara
Heal Mod: 0.9436377965 0.8618289524
Effective HP: 5548.590243 6394.770827
AoE Choppa
Heal Mod: 1.396115001 1.079525739
Effective HP: 8209.156208 8010.08098
AoE Sorc
Heal Mod: 0.637085715 0.6370819663
Effective HP: 3746.064004 4727.14819
AoE Magus
Heal Mod: 1.001514247 1.001474194
Effective HP: 5888.903774 7430.938516
Squig Herder
Heal Mod: 1.330611823 1.028934407
Effective HP: 7823.99752 7634.6933
ST Mara
Heal Mod: 0.8745321358 0.798714953
Effective HP: 5142.248959 5926.464951
ST Choppa
Heal Mod: 1.205717539 0.9323022498
Effective HP: 7089.619132 6917.682693
Witch Elf
Heal Mod: 0.7064641469 0.7064583819
Effective HP: 4154.009184 5241.921194
DPS DoK
Heal Mod: 1.396115001 1.079525739
Effective HP: 8209.156208 8010.08098
ST Sorc
Heal Mod: 0.6197682037 0.619756425
Effective HP: 3644.237038 4598.592673
ST Magus
Heal Mod: 1.079636932 1.079581789
Effective HP: 6348.265162 8010.496872
Let's start with some real stats: Full Conq + Genesis + SC weapon + 2x futile strikes + 4x spiritual refinement
Left side is 7x armor; right side is 7x health
Health 5880 7420
Chance to Be Crit 0.55% 0.55%
Armor: 2,276 1,100
Spirit Resist: 21.90% 21.90%
Corporeal Resist: 22.43% 22.43%
Elemental Resist: 22.08% 22.08%
Block%: 0.00% 0.00%
Parry%: 0.88% 0.88%
Dodge%: 6.91% 6.91%
Disrupt%: 9.67% 9.67%
So I'm going to give you two numbers for each type of damager. Heal Mod (HM) which is how effective a heal is cast on you when being attacked by this target; and effective health points (EHP) which is how much raw damage you can take without heals before death.
AoE Mara
Heal Mod: 0.9436377965 0.8618289524
Effective HP: 5548.590243 6394.770827
AoE Choppa
Heal Mod: 1.396115001 1.079525739
Effective HP: 8209.156208 8010.08098
AoE Sorc
Heal Mod: 0.637085715 0.6370819663
Effective HP: 3746.064004 4727.14819
AoE Magus
Heal Mod: 1.001514247 1.001474194
Effective HP: 5888.903774 7430.938516
Squig Herder
Heal Mod: 1.330611823 1.028934407
Effective HP: 7823.99752 7634.6933
ST Mara
Heal Mod: 0.8745321358 0.798714953
Effective HP: 5142.248959 5926.464951
ST Choppa
Heal Mod: 1.205717539 0.9323022498
Effective HP: 7089.619132 6917.682693
Witch Elf
Heal Mod: 0.7064641469 0.7064583819
Effective HP: 4154.009184 5241.921194
DPS DoK
Heal Mod: 1.396115001 1.079525739
Effective HP: 8209.156208 8010.08098
ST Sorc
Heal Mod: 0.6197682037 0.619756425
Effective HP: 3644.237038 4598.592673
ST Magus
Heal Mod: 1.079636932 1.079581789
Effective HP: 6348.265162 8010.496872
Re: [AM] Why I chose Wounds not Armour talismans.
So what do you use then to get 8000 hp without talismans and renown?Korhadreth wrote: ↑Mon Oct 15, 2018 12:06 pmIt's a comparison between armour talismans and wounds talismans in isolation. No renown points.Sulorie wrote: ↑Mon Oct 15, 2018 7:36 amIn your little example you specced full renown wounds?Korhadreth wrote: ↑Mon Oct 15, 2018 4:06 am
This is how I see it playing out:
Wounds AM starts with 9320 hit points vs Armour AM who is on 8000, I've added the extra wounds.
Dying is no option.
- roadkillrobin
- Posts: 2773
Re: [AM] Why I chose Wounds not Armour talismans.
Morale finishers tend to come after some sort of CC, in a perfect world healers would never be caught being in melee range either, yet it's happening all the time.
Blaming it on bad possitioning is not an argument. Ranged get killed in melee range all the freakin time.
Blaming it on bad possitioning is not an argument. Ranged get killed in melee range all the freakin time.
Re: [AM] Why I chose Wounds not Armour talismans.
Yeah but usually because no pre-kite or bad positioning in general. I would only count "being pulled" as an excuse or a hidden ambush.roadkillrobin wrote: ↑Mon Oct 15, 2018 3:04 pm Morale finishers tend to come after some sort of CC, in a perfect world healers would never be caught being in melee range either, yet it's happening all the time.
Blaming it on bad possitioning is not an argument. Ranged get killed in melee range all the freakin time.
Dying is no option.
- anarchypark
- Posts: 2075
Re: [AM] Why I chose Wounds not Armour talismans.
yea mitigation is not a good investment for AM.
you can't reach high enough to see meaningful effect.
AM have worst moving heal.
but good at standing heal.
it leaves little choice,
eat a lot of dmg and then heal a lot.
very dangerous.
you can't reach high enough to see meaningful effect.
AM have worst moving heal.
but good at standing heal.
it leaves little choice,
eat a lot of dmg and then heal a lot.
very dangerous.
SM8, SW8, AM8, WL7, KoBS5, BW5, WP8, WH7, IB7, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm5, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm5, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)
Re: [AM] Why I chose Wounds not Armour talismans.
Kite healing isn't bad anymore. Its not got the low AP costs of RP but its fine at higher level when you have decent ap management. Prekiting is something you're forced to learn quickly on AM. If you cant see fight development, which can take a while of playing to become second nature, then its a pain in the ass. Most deaths you kick yourself shouting "**** why didnt I flee pot and drain!!!"
With snare puddle, ap pots letting you flee drain and kb when they wasted charge/immunity on all that. You have plenty of tools to avoid melee train. Good shaman are pretty much a waste of time melee trying to kill and its not that much better.
Channel the Impala
With snare puddle, ap pots letting you flee drain and kb when they wasted charge/immunity on all that. You have plenty of tools to avoid melee train. Good shaman are pretty much a waste of time melee trying to kill and its not that much better.
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Re: [AM] Why I chose Wounds not Armour talismans.
I slot Armour. Without further investment in gear or renown-points you won´t get enough toughness to have any significant impact.
And:
Sorc -> no immediate burst = no threat
Magus -> a bit trickier, due to range, but also no serious threat
WE -> often delayed their KD -> time to detaunt
dps-shaman ->
dps-zealot ->
All other classes with some resistance-damage also rely on auto-attacks where armour counts.
About slotting wounds, I generally agree with lefze. But yes, it helps against moral-drops and it also somewhat increases the value of desperation-tactic. So might be a good option, depending on your preferred playstyle
In general your defense is your group/team. Have the skills to keep them alive, so they can protect you.
If you want to be über-tanky, disgrace yourself and play a midget.
And:
Sorc -> no immediate burst = no threat
Magus -> a bit trickier, due to range, but also no serious threat
WE -> often delayed their KD -> time to detaunt
dps-shaman ->
dps-zealot ->
All other classes with some resistance-damage also rely on auto-attacks where armour counts.
About slotting wounds, I generally agree with lefze. But yes, it helps against moral-drops and it also somewhat increases the value of desperation-tactic. So might be a good option, depending on your preferred playstyle
In general your defense is your group/team. Have the skills to keep them alive, so they can protect you.
If you want to be über-tanky, disgrace yourself and play a midget.
Arbich-BW/Xanthippe-WP/Schnipsel-AM
Re: [AM] Why I chose Wounds not Armour talismans.
Probably time to start using lifetaps. AM doesn't have to stand still ever in 6 man play.anarchypark wrote: ↑Mon Oct 15, 2018 3:27 pm yea mitigation is not a good investment for AM.
you can't reach high enough to see meaningful effect.
AM have worst moving heal.
but good at standing heal.
it leaves little choice,
eat a lot of dmg and then heal a lot.
very dangerous.
Rip Phalanx
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