Armour vs Toughness, which is best? ( Healers )
Re: Armour vs Toughness, which is best? ( Healers )
Well, any receipt for IB? I got FS which gave me 0% being critically hit, but sorcerers are still owning me because they have 40—50% critical anyway. Have around 750 toughness, but it seems to be comletely useless, i am not feeling the huge difference between 300 and 750. I am talking about ORvR, what IB can do to be immortal in tank wall or focus?

Asmunder — 83+ IB
Asmundor — 82+ Chosen
Asmundus — 78+ KotBS
Asmundarion — 75+ SM
Asmundag — 73+ BO
And lots of other Asmund* toons.
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Re: Armour vs Toughness, which is best? ( Healers )
Did the devs here implement the proposed 1.4.9 Nature's Blade debuffs?
I laughed about it when it was proposed in 1.4.9 because it was pretty evident that the inexperienced devs at Bioware hadn't realised what the initiative debuff would mean for crit chance. I was looking at the base initiative of tanks in offensive warpforged and thinking that those guys won't know what is hitting them because they won't realise that they're debufffed to a 60% base chance to be crit. And now you say that it's been introduced here.
I'm pretty sure there was a reason why the largest Initiative debuff in the game was capped at 80 when other stat debuffs had much higher caps.
I laughed about it when it was proposed in 1.4.9 because it was pretty evident that the inexperienced devs at Bioware hadn't realised what the initiative debuff would mean for crit chance. I was looking at the base initiative of tanks in offensive warpforged and thinking that those guys won't know what is hitting them because they won't realise that they're debufffed to a 60% base chance to be crit. And now you say that it's been introduced here.
I'm pretty sure there was a reason why the largest Initiative debuff in the game was capped at 80 when other stat debuffs had much higher caps.
Re: Armour vs Toughness, which is best? ( Healers )
Ok i see what you mean.Tesk wrote:The point is you need to get soul killer tactic or you are just a bad Black ork.
same goes for parry+ ap (elite training), it's the coevalent of chosen ap aura.
indeed, to specialize in the branch 2 is not very effective in reality.
I have 3 parts of devastator.Tesk wrote:BG have very low defense so you may want to try that build i told you, the points in defense should be good enough but do you have full devastator? anyway with out a chosen +full devastator + heal you are still going to die
I was looking for in vain to be as resistant as possible.
ok, i'll try to get something like that.Tesk wrote:with devastaor and my build with all procs you should have
30% block (20%block rating from shield -10% renown)
22%parry
22%dodge / 67 % (hold the line)
52%disrupt / 97% (hold the line)
(this mean you could use more point in parry lowering the dodge/disrupt for have a 30% parry )
in renown, i'll take 10% block, 12% dodge/disrupt/parry.
ok, I feel reassured because it is a big problem I was trying to solve by adding +xx resist talismans on my equipment.Tesk wrote:Anyway if you don't have a shammy or better a chosen in party you gona melt under BW/am damages.
that's exactly how I felt.Tesk wrote:Don't worry if you dont feel very durable i saw few BG that way for the moment in t3.
and as I play tank, I expect to hold up well, but that's not the impression I had previously.
But anyway, I will try all your advice.
And thank you again for all your help

- Genisaurus
- Former Staff
- Posts: 1054
Re: Armour vs Toughness, which is best? ( Healers )
There were, according to all resources I can find, no changes planned to Nature's Blade in 1.4.9. It has always worked the same way, and with the same values.Annaise16 wrote:Did the devs here implement the proposed 1.4.9 Nature's Blade debuffs?
I laughed about it when it was proposed in 1.4.9 because it was pretty evident that the inexperienced devs at Bioware hadn't realised what the initiative debuff would mean for crit chance. I was looking at the base initiative of tanks in offensive warpforged and thinking that those guys won't know what is hitting them because they won't realise that they're debufffed to a 60% base chance to be crit. And now you say that it's been introduced here.
I'm pretty sure there was a reason why the largest Initiative debuff in the game was capped at 80 when other stat debuffs had much higher caps.
Re: Armour vs Toughness, which is best? ( Healers )
Genisaurus wrote:There were, according to all resources I can find, no changes planned to Nature's Blade in 1.4.9. It has always worked the same way, and with the same values.Annaise16 wrote:Did the devs here implement the proposed 1.4.9 Nature's Blade debuffs?
s.
The change was on the test server in 2013, along with adding weapon dps contribution to caster's abilities, etc.
The Nature's Blade change was an increase in the stats debuff values. On live, the maximum debuff values were 80. The proposed change, that was implemented on the test server, was an increase in the maximum debuff values up to 120, a 50% increase.
I don't currently have a SM but some the posts in this thread have implied that the NB debuffs are much higher than on live. So, what is the maximum debuff values for Nature's Blade in ROR?
- Genisaurus
- Former Staff
- Posts: 1054
Re: Armour vs Toughness, which is best? ( Healers )
Mmm. We're both mistaken. You're incorrect in that the live debuff values were always capped out at 120, not 80. If you put no points into Khaine they were 75, but with 15 points they were 120 - (3 * ability level). This is where they currently are on RoR.Annaise16 wrote:Genisaurus wrote:There were, according to all resources I can find, no changes planned to Nature's Blade in 1.4.9. It has always worked the same way, and with the same values.Annaise16 wrote:Did the devs here implement the proposed 1.4.9 Nature's Blade debuffs?
s.
The change was on the test server in 2013, along with adding weapon dps contribution to caster's abilities, etc.
The Nature's Blade change was an increase in the stats debuff values. On live, the maximum debuff values were 80. The proposed change, that was implemented on the test server, was an increase in the maximum debuff values up to 120, a 50% increase.
I don't currently have a SM but some the posts in this thread have implied that the NB debuffs are much higher than on live. So, what is the maximum debuff values for Nature's Blade in ROR?
I was wrong in saying there were no planned changes - it seems that the 1.4.9 patch would have increased the values by 33%. This would have made the debuff amounts (4 * ability level), making the debuff 100/160 points. This has not been done on RoR.
Source
Re: Armour vs Toughness, which is best? ( Healers )
as if the sm need to debuff spiritual even more :/

- roadkillrobin
- Posts: 2773
Re: Armour vs Toughness, which is best? ( Healers )
Sugestion: Why not add a secondary effect to toughness. The stat atm is bad, really bad. Every other stat exept Wounds in the game have a seconady function. What about crowd controll time reduction??? Can use the same formula as Parry for WS for example. Toughness / (Level * 7.5 + 50) * .075 * 100 = +% time reduction. So at 850 softcap should be 21% CC time reduction. Dunno if it's possible tho,

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Re: Armour vs Toughness, which is best? ( Healers )
it also could be some minor heal increase since toughness should be the main defencive stat. 100 thoughness = 1% increase healing \or increase heal crits\
I am almost sure that mythic was toying with the idea of changing toughness cos the stat was lacking. May be there is something code from some test server
I am almost sure that mythic was toying with the idea of changing toughness cos the stat was lacking. May be there is something code from some test server
Mostly harmless
K8P & Norn - guild Orz
K8P & Norn - guild Orz
Re: Armour vs Toughness, which is best? ( Healers )
[quote="Genisaurus
s.[/quote]
Mmm. We're both mistaken. You're incorrect in that the live debuff values were always capped out at 120, not 80. If you put no points into Khaine they were 75, but with 15 points they were 120 - (3 * ability level). This is where they currently are on RoR.
I was wrong in saying there were no planned changes - it seems that the 1.4.9 patch would have increased the values by 33%. This would have made the debuff amounts (4 * ability level), making the debuff 100/160 points. This has not been done on RoR.
Source[/quote]
Yeh. That's right. I recall now that an IB in offensive warpforged could have their Initiative debuffed from a base value of 173 down to 13. That was an increase in base chance to be crit from 23% up to 303%. That's a good debuff!
With regard to Werit's post, the proposed Wound's buff/debuff for Phantom Blade was a minimum of 90 (at level 40/100), increasing by 3 for each mastery level in Vaul. The link is to a ss of me testing it on the test server with 1 and then 14 mastery levels. The heal value was 10 times the value of the Wounds buff. Edit: The Phantom Blade buff/debuff still had a 25% chance to trigger but it was given a 10-second cooldown to reduce the amount of healing. but if the SM/BO stayed in combat continuously, they would still be triggering it every 12-13 seconds on average.
http://i1229.photobucket.com/albums/ee4 ... ca4355.jpg
From memory, the proposed additional armor debuff for Heaven's Blade had a value that was a couple hundred points less than the Shadow Warrior's armor debuff at level 40. Edit: I can recall a value in the 900's but I don't remember the Hoeth mastery level needed for that value.
s.[/quote]
Mmm. We're both mistaken. You're incorrect in that the live debuff values were always capped out at 120, not 80. If you put no points into Khaine they were 75, but with 15 points they were 120 - (3 * ability level). This is where they currently are on RoR.
I was wrong in saying there were no planned changes - it seems that the 1.4.9 patch would have increased the values by 33%. This would have made the debuff amounts (4 * ability level), making the debuff 100/160 points. This has not been done on RoR.
Source[/quote]
Yeh. That's right. I recall now that an IB in offensive warpforged could have their Initiative debuffed from a base value of 173 down to 13. That was an increase in base chance to be crit from 23% up to 303%. That's a good debuff!
With regard to Werit's post, the proposed Wound's buff/debuff for Phantom Blade was a minimum of 90 (at level 40/100), increasing by 3 for each mastery level in Vaul. The link is to a ss of me testing it on the test server with 1 and then 14 mastery levels. The heal value was 10 times the value of the Wounds buff. Edit: The Phantom Blade buff/debuff still had a 25% chance to trigger but it was given a 10-second cooldown to reduce the amount of healing. but if the SM/BO stayed in combat continuously, they would still be triggering it every 12-13 seconds on average.
http://i1229.photobucket.com/albums/ee4 ... ca4355.jpg
From memory, the proposed additional armor debuff for Heaven's Blade had a value that was a couple hundred points less than the Shadow Warrior's armor debuff at level 40. Edit: I can recall a value in the 900's but I don't remember the Hoeth mastery level needed for that value.
Last edited by Annaise16 on Wed Feb 10, 2016 11:47 am, edited 3 times in total.
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