What is your tuffness level and why
I don’t know my toughness level. I go by armor rating. 2.6k+ in a non boon duration setup. 2.5k if I am running my boon duration gear.
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
2,5k-2,6k armor here as well
I can’t remember what I am in PVE. In PVP I change builds a lot (and I make my own so I can’t reference anything), usually I’m below 2.2k, or above 2.8k. The latest build I’m trying has me a little over 2.5k though.
Why under 2.2k (S/D or D/D)? Going for burst; a good offense can be a good defense! This certainly proves true until you find yourself in a 1v3+ (sometimes 1v2).
Why a little over 2.5k (D/D)? Trying to find a good balance for defense and damage to better handle 1vX and the typical tanky warriors and other bunker-like eles. Downside is condition builds - mainly necro - become a greater threat.
Why >2.8k (D/D)? Condition bunker. Build to bunker a node has me focusing on toughness and healing power; condition damage for damage capability allows me to entirely focus on those defensive stats instead of trading a little for precision/crit damage.
EDIT: Incase it wasn’t clear, those are armour stat values. I have no idea what the toughness stat is at =P.
http://www.twitch.tv/impact2780
1076
I mostly take vitality instead. my defense is for burst resistance, not for sustain
1076
I mostly take vitality instead. my defense is for burst resistance, not for sustain
Toughness gives burst resistance. Vitality gives sustain resistance.
I guess I wasn’t clear
baseline armor is about 2k, and baseline health is about 11k. the damage it takes to kill that is 22m
adding 400 toughness bumps the armor up to 2400. damage it takes to kill is 26.4m
adding 400 vitality bumps the health up to 15k. damage it takes to kill is 30.0m
vitality is the best stat for living through burst
toughness is the stat to take to make your heals more valuable. to let you heal off your opponent’s damage. to sustain yourself
Yeah 1 vitality is always going to be better than 1 toughness or 1 healing power. 1 vitality already has the strength of the base toughness+defense, the effectiveness of 1 toughness is pretty low, and becomes less effective as toughness increases. Toughness is only worth investing in when you can frequently heal yourself, which is also when healing power becomes beneficial, and the two together when you sustain yourself eventually work out more beneficial than vitality. This is because vitality is a one-time thing, while toughness is factored in for each bit of damage received and healing power aids with the re-using of those health points, for which toughness will again eventually be factored in.
Basically, for sustain, you need to build up toughness and healing power quite significantly. For simply living through burst to kill your opponent first, you want higher vitality since you’re not concerned with having a long fight, and vitality is one stat as opposed to two, allowing you to better focus on offensive stats.
http://www.twitch.tv/impact2780
1016 toughness / 1936 armour reporting in
Boon Dispenser. Lv80 Guardian 15/25/0/20/10 Boom Dispenser – Lv80 Engineer 30/30/0/10/0
Chuck Thunderstruck – Lv 80 Ele 30/10/10/10/10
2,5k-2,6k armor here as well
I tend to aim for these levels as well.
Once proud member of Extraordinary Gentlemen [EXG]{DESO4LIFE}
1016 toughness / 1936 armour reporting in
This is what I like to run when I staff
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
1076
I mostly take vitality instead. my defense is for burst resistance, not for sustain
Toughness gives burst resistance. Vitality gives sustain resistance.
Wrong, he was right.
Vitality is meant for surviving a single huge burst. toughness is for sustain over duration.
2,500-2,600 armor value is typically what I aim for on my Ele. I feel that it gives me enough survivability for the cost. I tried to go higher than that ages ago and I felt that I lost too much power for very little damage mitigation
(edited by CuRtoKy.8576)
3100 armor roaming
2600 zerging
3250 tpvp build with 100% protection uptime
Bossy B – Elementalist
Pocket Rot- Necro
2641 armor (1721 toughness) for guild WvW with staff
Why?
Less is too risky, a dead player deals ZERO dps/support and could make rally the enemies. Never less than 1700, it’s the rule.
More is too hard to stack, i should sacrifice other stats, and i can’t do it.
http://en.gw2skills.net/editor/?fEAQFAWhImkbvR4QlDAkHwYCLjChUesTOzA-j0CBYjAYLIkIBJ5rIaslho1WERjqaER16FYmzR2gOpeDYCBIYLA-w
(edited by shadowsoul.2134)
For wvw is between 2.5k-2.6k armor max because more experience players require less focus on defensive stats and emphasize more on the offensive ones.
Top of my head 25k toughness, 17~18k hp. I am planning to reduce my toughness down to a 21~22k range soon to try for stronger offence stats Just holding off to see how this new crit change goes down.
(edited by Chaotic Storm.2815)
Running 2300 armor, works with staff and especially with s/f. Obsidian Skin is your friend when the poo hits the fan.
Lord Rhalas: Commander
I run around 2.4k-2.5k. I used to run virtually no toughness, but then we got nerfed every patch for months on end.
Maguuma
Top of my head 25k toughness, 17~18k hp. I am planning to reduce my toughness down to a 21~22k range soon to try for stronger offence stats Just holding off to see how this new crit change goes down.
25k I want your build!!
Top of my head 25k toughness, 17~18k hp. I am planning to reduce my toughness down to a 21~22k range soon to try for stronger offence stats Just holding off to see how this new crit change goes down.
25k I want your build!!
Don’t worry it’s just typo it’s 2.5k
Top of my head 25k toughness, 17~18k hp. I am planning to reduce my toughness down to a 21~22k range soon to try for stronger offence stats Just holding off to see how this new crit change goes down.
25k I want your build!!
Don’t worry it’s just typo it’s 2.5k
lol, with 25k toughness Diamond Skin would actually be viable.
1514 toughness, 2434 armor. I cover the gaps in my defense with consumables, generally.
I used to run with 2700 armor, but it honestly seemed to keep me alive the same amount of time, but with less ability to actively nuke the other guy(s).
Other 80s: Any but Warrior
1514 toughness, 2434 armor. I cover the gaps in my defense with consumables, generally.
I used to run with 2700 armor, but it honestly seemed to keep me alive the same amount of time, but with less ability to actively nuke the other guy(s).
I was getting the same returns. I have runned 2000 and 1500 , and i cant tell the difference too much. Maybe thats why daphoenix said 1600 to 1700 is acceptable
I have something like 1,000 toughness and 11k hitpoints. A lot of things in this game can one shot or two shot me.
Mine is 1,250 and my damage isnt even that great :/
But then again, i am 0/10/0/30/30…
Well, you will not have great damage with a bunker build. I am a fan of specialization — if I am gonna do a bunker trait build with 30/30 water arcane, I am also gonna stack Toughness and Vitality or Healing to play to my strengths.
Well, you will not have great damage with a bunker build. I am a fan of specialization — if I am gonna do a bunker trait build with 30/30 water arcane, I am also gonna stack Toughness and Vitality or Healing to play to my strengths.
Yeah that is what i am doing. I went with:
Power/Toughness/Vitality armor
Vitality/Healing Power/Condition Damage Back
Power/Toughness/Healing Power Earrings with Exquisite Sapphire Jewels
power/vit/Crit Damage Amulet with Power/Crit Damage/Vit Jewel
Power/Vitality/Condition Damage Rings with Embellished Bril Chry Jewels
Precision/Vitality/Healing Power Daggers With Sigil of Blood, Leeching and Perception (to be swapped out for one of the other 2 at 25 stacks
Saving up for Travelers runes as well
My WvW staff Ele is 2.5k armor, 16k health, 2.3k power (knight, PVT, zerk mix) geared for stacking might. I was just looking for a good balance between survivability and attack power. With a constant 15 stacks of might on me I get an EPower of 3.9k (3.7 for exotic armor and staff) and EHP of 22.6k. In the process of making another staff so that I can stack some bloodlust then swap to sigil of battle which would kick my Epower up to 4.3k (4.1k for exotic armor and staff).
“…let us eat and drink, for tomorrow we shall die;.”
(edited by Julie Yann.5379)
2.6k toughness. Armor anywhere from 3.4k to 4k+ depending on buffs, attunement, and channeling.
River of Tears – S/D glass ele
Solo and small group roamer
1076
I mostly take vitality instead. my defense is for burst resistance, not for sustain
Toughness gives burst resistance. Vitality gives sustain resistance.
Wrong, he was right.
Vitality is meant for surviving a single huge burst. toughness is for sustain over duration.
Toughness reduces base damage per attack. Most burst class burst you with crit damage . Crit damage is a X of the base damage. For example a thief who back stabs you with 100% crit chance and 100% crit damage mod would do about base * 2.5 damage. By reducing the base damage you reduce the size of that burst lot since toughness is factored in before crit damage X is applied . So toughness is indeed better for dealing with bursts.
1076
I mostly take vitality instead. my defense is for burst resistance, not for sustain
Toughness gives burst resistance. Vitality gives sustain resistance.
Wrong, he was right.
Vitality is meant for surviving a single huge burst. toughness is for sustain over duration.Toughness reduces base damage per attack. Most burst class burst you with crit damage . Crit damage is a X of the base damage. For example a thief who back stabs you with 100% crit chance and 100% crit damage mod would do about base * 2.5 damage. By reducing the base damage you reduce the size of that burst lot since toughness is factored in before crit damage X is applied . So toughness is indeed better for dealing with bursts.
This.
If you have 20k health but only 900 toughness a thief will burst you 100% to 0% in 2 seconds.
If you have 15k health but 1500 toughness the thief will need much longer to burst you giving you time to react.
1076
I mostly take vitality instead. my defense is for burst resistance, not for sustain
Toughness gives burst resistance. Vitality gives sustain resistance.
Wrong, he was right.
Vitality is meant for surviving a single huge burst. toughness is for sustain over duration.Toughness reduces base damage per attack. Most burst class burst you with crit damage . Crit damage is a X of the base damage. For example a thief who back stabs you with 100% crit chance and 100% crit damage mod would do about base * 2.5 damage. By reducing the base damage you reduce the size of that burst lot since toughness is factored in before crit damage X is applied . So toughness is indeed better for dealing with bursts.
This.
If you have 20k health but only 900 toughness a thief will burst you 100% to 0% in 2 seconds.
If you have 15k health but 1500 toughness the thief will need much longer to burst you giving you time to react.
Perfectly said. It would seem that the cross variations of Vit,tuff and Healing power are in the ranges for a DnD ele
16,000 to 19,000 Hit point (Without food and buffs)
1450 to 1750 tuffness
500 to 800 Healing power
I think these would be different for SnD though