Re: Chosen guides?
Posted: Tue Oct 06, 2015 7:36 pm
uhmm, you can never mitigate damage up 100% order end to have some skill that ingore/reduces your defense, also block/parry do not work from behind.
i played recently with dont panic premade and i've done thx to them some sweet sc vs don't "touchmybala.."/ etc groups.
I understand the talk about total remove damage with block/parry vs resistence but...
parry work only vs melee attacks, and chosen have a low block value: this is even worst if you do not get hit by behind.
I prefer a 360 degree protection. I just dont see why i should spec turtle atm when i will be not focussed or most of damage my guard take are not melee related.
Also aoe stag in rvr it's better than a ST KD that anyother of those 93213482 tanks can have and use. It give me more cc zerg controll, when i will unlock root at rank 31 it will be even better.
Ideed toughness apply to all damage but have you even look how many dps it reduces? let'sd say you have 80 tough from aura. Those are -16 dps x hit......
resistence auras buff like 255 for a total of 20% of damage less. of course i still run with a + 43(?) tough aura, so the total overall damage reduction is better vs few high damage hit ( and those are ranged and magic damage) while your is better vs many low damage hit (melee ).
-You play more oriented to face melee train while i prefer a total 360 degree build.
-Parry/toughness oriented build work better as an anti melee train build.
-While my build can face different type of party and be equally good vs any incoming damage
but regard my build: i loose mixed defense tactic but i have warped flesh.
-warped flesh work vs every type of damage, can proc even if you block/parry and refresh itself. It make a good alternative to mixed defense so i can put mastery points on discord path rather than on corrupt.
for me the use of mixed defense is out until i will unlock 3rd tactic, then i will think about it, but i will have to see the meta. BUt atm the higher damage on Orvr are magic/ranged one and even in sc i see only few melee train.
i played recently with dont panic premade and i've done thx to them some sweet sc vs don't "touchmybala.."/ etc groups.
I understand the talk about total remove damage with block/parry vs resistence but...
parry work only vs melee attacks, and chosen have a low block value: this is even worst if you do not get hit by behind.
I prefer a 360 degree protection. I just dont see why i should spec turtle atm when i will be not focussed or most of damage my guard take are not melee related.
Also aoe stag in rvr it's better than a ST KD that anyother of those 93213482 tanks can have and use. It give me more cc zerg controll, when i will unlock root at rank 31 it will be even better.
Ideed toughness apply to all damage but have you even look how many dps it reduces? let'sd say you have 80 tough from aura. Those are -16 dps x hit......
resistence auras buff like 255 for a total of 20% of damage less. of course i still run with a + 43(?) tough aura, so the total overall damage reduction is better vs few high damage hit ( and those are ranged and magic damage) while your is better vs many low damage hit (melee ).
-You play more oriented to face melee train while i prefer a total 360 degree build.
-Parry/toughness oriented build work better as an anti melee train build.
-While my build can face different type of party and be equally good vs any incoming damage
but regard my build: i loose mixed defense tactic but i have warped flesh.
-warped flesh work vs every type of damage, can proc even if you block/parry and refresh itself. It make a good alternative to mixed defense so i can put mastery points on discord path rather than on corrupt.
for me the use of mixed defense is out until i will unlock 3rd tactic, then i will think about it, but i will have to see the meta. BUt atm the higher damage on Orvr are magic/ranged one and even in sc i see only few melee train.