Been doing alot of testing on this latly and toughness is actually alot worse then I initially tought. Got toughness as high as I possible could. Around 800 on my tank and still got hit by sorcs for 1500 instead of the usuall 1800-2000 And the amount of resources I needed to waste on toughness is not worth it. Im actually gonna bump it down to the least usefull defensive stat.
Critreduction>Armor/Ressist>Wounds
>Parry/Disrupt>Toughness.
Armour vs Toughness, which is best? ( Healers )
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Re: Armour vs Toughness, which is best? ( Healers )
At the moment I'm taking a lot of my ideas from this blog post:
https://mrmeh.wordpress.com/2010/06/22/ ... -defenses/
https://mrmeh.wordpress.com/2010/06/22/ ... -defenses/
Re: Armour vs Toughness, which is best? ( Healers )
I overcapped spirit resistance to about 850-900 + have 29% disrupt chance atm on my IB to survive the inevitable sorc instagib rotation, while my thoughness is only at about 500.
Just to somewhat counter one class ofc...
Just to somewhat counter one class ofc...
Re: Armour vs Toughness, which is best? ( Healers )
Casters should be your weak point anyway.Luth wrote:I overcapped spirit resistance to about 850-900 + have 29% disrupt chance atm on my IB to survive the inevitable sorc instagib rotation, while my thoughness is only at about 500.
Just to somewhat counter one class ofc...

Dying is no option.
Re: Armour vs Toughness, which is best? ( Healers )
The problem is not that they can can kill tanks; the problem is that they can do it in 5-10 seconds to any target in 100 feet range without any (real) backdraw.
And cleanse is in most situations no counter here.
Let's say a group has two healers who are not an AM/shaman.
Situation 1: 1 BW/sorc
Under normal circumstances (no zealot/RP cleanse spam) both healers could remove in the best case two BW/sorc debuffs from their 5 second rotation from the target if there are no other (older) debuffs, which would be removed first.
In this situation they only try to cleanse one BW/sorc, which would probably save the target in the best case (no older cleansable debuffs on the target).
Situation 2: 2 BW/sorcs assisting
One RP/zealot has the "cleansespam" tactic slotted and he can remove one debuff every GCD.
In the best case the group could cleanse 1 debuff by healer A and 3 debuffs by healer B (1s delay until he notices the sorc rotatation and starts cleansing and no lag involved).
Situation 3 : 2 BW/sorc assisting
The group has 2 RP/zealots and both have the "cleansespam" tactic slotted. In this case you can be sure that the targets survives 2 decent BW/sorcs in common ingame situations (scenario 12vs12 etc.). But ofc they don't heal anyone else over about 5 seconds and have 120 AP less after.
This is also really theoreticaly, as most groups prefer a different healer setup for good reasons.
All in all it can be said that countering BW/sorcs (and particularly the 5 second rotation) requires a specific healer setup and full attention over the whole fight (+ a modified group UI like enemy), while the rotation itself is so easy that it can be executed by any noob.
And this not even to counter any too high direct damage or the various 2-key bomb groups that celebrate their comeback, both also caused by the absence of mythics lame bandaid fix called "trivial blows".
And cleanse is in most situations no counter here.
Let's say a group has two healers who are not an AM/shaman.
Situation 1: 1 BW/sorc
Under normal circumstances (no zealot/RP cleanse spam) both healers could remove in the best case two BW/sorc debuffs from their 5 second rotation from the target if there are no other (older) debuffs, which would be removed first.
In this situation they only try to cleanse one BW/sorc, which would probably save the target in the best case (no older cleansable debuffs on the target).
Situation 2: 2 BW/sorcs assisting
One RP/zealot has the "cleansespam" tactic slotted and he can remove one debuff every GCD.
In the best case the group could cleanse 1 debuff by healer A and 3 debuffs by healer B (1s delay until he notices the sorc rotatation and starts cleansing and no lag involved).
Situation 3 : 2 BW/sorc assisting
The group has 2 RP/zealots and both have the "cleansespam" tactic slotted. In this case you can be sure that the targets survives 2 decent BW/sorcs in common ingame situations (scenario 12vs12 etc.). But ofc they don't heal anyone else over about 5 seconds and have 120 AP less after.
This is also really theoreticaly, as most groups prefer a different healer setup for good reasons.
All in all it can be said that countering BW/sorcs (and particularly the 5 second rotation) requires a specific healer setup and full attention over the whole fight (+ a modified group UI like enemy), while the rotation itself is so easy that it can be executed by any noob.
And this not even to counter any too high direct damage or the various 2-key bomb groups that celebrate their comeback, both also caused by the absence of mythics lame bandaid fix called "trivial blows".
Re: Armour vs Toughness, which is best? ( Healers )
100 postings, 100 different opinions. thx for nothing...
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)
- Smooshie (Destro)
Re: Armour vs Toughness, which is best? ( Healers )
hmmmk Tiggo...thats life =D
For my Zealot what feels best is:
Critreduction/Initiative>=Ressists>Wounds
The first two nearly to cap if possible and the rest in wounds (as Zealot plus armortactic). Just nearly because the Buffs of your Teamates you mostly wil have so you can buff some of your other stats.
And Healcritt for some Healing. =D
For my Zealot what feels best is:
Critreduction/Initiative>=Ressists>Wounds
The first two nearly to cap if possible and the rest in wounds (as Zealot plus armortactic). Just nearly because the Buffs of your Teamates you mostly wil have so you can buff some of your other stats.
And Healcritt for some Healing. =D

Greetings from Chaos...
Spoiler:
Re: Armour vs Toughness, which is best? ( Healers )
Forget about armour unless you want a set for pve. As the dungeons haven't been brought back in yet I'm only playing with a pvp set up. As a healer the choice should be between toughness or wounds. Personally I stack toughness but that's just my own preference they will both get you the desired result
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Re: Armour vs Toughness, which is best? ( Healers )
Early in the game armor talismans is the better value than toughness. But when you enter lategame T4 and are getting some nice gear toughness will scale better and will be more important.
Karak-Norn Destruction, we öwnd.
- roadkillrobin
- Posts: 2773
Re: Armour vs Toughness, which is best? ( Healers )
One gives alot of dmg mitigration against physical attacks only.
One gives really bad dmg mitigration against every attack in the game.
I'd rather min max here and be really good against physical attacks. Wounds is also a stat that keeps you alive longer. Basicly if you play to get hit as little as possible Wounds is by far a better stat then toughness. Miles better. But if you play a class that have to be up close Toughness is much better. However. The amount of toughness you need to make a differece is way to much. Tanks get away with it coz they have natural high armor and can also block every attack. This is probobly about 70% of their dmg mitigration.
Not getting crit is alot cheaper to get from RR then Toughness is. 120 Toughness Wich is not very much costs 34 RP's. While you can get something like 15 crit reduction for 30. And if we go to talisman slots. You got about 8 of em. Thats something like 170 Toughness, Or 1100 armor.
So this is what you got to chose from. 290 Toughness for all Talisman slots and RR, You got 6 RR points left. Or 15% Less Chance to be Critical hit and 33% Less Physical dmg taken. And you got 10 points left to spend.
btw, here's a math test i did with 100 then 500 toughness and 40% Spiritual dmg reduction. Critical hit Disastrous Cascade att 100% DM with 14 points in Mastery and 850 Int. Hit for 490 dmg with 100 toughness. and 375 dmg with 500 toughness.
One gives really bad dmg mitigration against every attack in the game.
I'd rather min max here and be really good against physical attacks. Wounds is also a stat that keeps you alive longer. Basicly if you play to get hit as little as possible Wounds is by far a better stat then toughness. Miles better. But if you play a class that have to be up close Toughness is much better. However. The amount of toughness you need to make a differece is way to much. Tanks get away with it coz they have natural high armor and can also block every attack. This is probobly about 70% of their dmg mitigration.
Not getting crit is alot cheaper to get from RR then Toughness is. 120 Toughness Wich is not very much costs 34 RP's. While you can get something like 15 crit reduction for 30. And if we go to talisman slots. You got about 8 of em. Thats something like 170 Toughness, Or 1100 armor.
So this is what you got to chose from. 290 Toughness for all Talisman slots and RR, You got 6 RR points left. Or 15% Less Chance to be Critical hit and 33% Less Physical dmg taken. And you got 10 points left to spend.
btw, here's a math test i did with 100 then 500 toughness and 40% Spiritual dmg reduction. Critical hit Disastrous Cascade att 100% DM with 14 points in Mastery and 850 Int. Hit for 490 dmg with 100 toughness. and 375 dmg with 500 toughness.

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