Any point in going on the defensive side?
Maybe. Some people are capable of it though I definitely am not.
The high armor “requirement” is mostly in the context of zergs due to the high number of incoming damage (and lag too!) requiring a buffer. I would say some buffer (thieves…) is preferred to avoid getting instagibbed, but in smaller groups and especially solo you need damage more. In zergs it’s ok if you hit like a wet noodle because you have many other wet noodles hitting. In a group of 50, you’re only responsible for 2% of the damage if everyone did the same. In group of 5, it’s 20%. Solo well, it’s 100%
This game isn’t balanced around 1v1 though. Some would argue not at all, but it seems optimized for groups of 5 in general.
On a side note, I actually think the meta dungeon speedrunners would actually be more proficient solo/small group (5~) wvw than most of the wvw zerglings due to reliance on “actively try to defend, via virtues, blocks, blinds etc” that you brought up. It’s pretty ironic given the scoffing most wvw’ers have for pve.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
Maybe. Some people are capable of it though I definitely am not.
The high armor “requirement” is mostly in the context of zergs due to the high number of incoming damage (and lag too!) requiring a buffer. I would say some buffer (thieves…) is preferred to avoid getting instagibbed, but in smaller groups and especially solo you need damage more. In zergs it’s ok if you hit like a wet noodle because you have many other wet noodles hitting. In a group of 50, you’re only responsible for 2% of the damage if everyone did the same. In group of 5, it’s 20%. Solo well, it’s 100%
This game isn’t balanced around 1v1 though. Some would argue not at all, but it seems optimized for groups of 5 in general.
On a side note, I actually think the meta dungeon speedrunners would actually be more proficient solo/small group (5~) wvw than most of the wvw zerglings due to reliance on “actively try to defend, via virtues, blocks, blinds etc” that you brought up. It’s pretty ironic given the scoffing most wvw’ers have for pve.
If I get hit for a lot of damage having more that 3k armor, and hit just a bit more, when I have lot less, well, it’s clear to go all out on attack and at least try to outsmart your opponent. Know when to dodge, what to block, when to blind, etc.
Guess, maybe the point of the game is not to relly on passive defense, but on active. Example, gear/weapons all on attack, traits most, then take some defensive utilities. Maybe as a guardian. I’m not sure.
Some are saying 2700-2800 armor is a sweetspot, getting more is a waste. But, why even get that if I still get hit by a warior for a lot. Compare that with a small health pool, almost each auto attack can take 5-7% of our health pool. Each auto. So, a chain would take at least 20%.
I’m kinda lost.
We had a discussion on this a little while back. This should be useful.
https://forum-en.gw2archive.eu/forum/professions/guardian/Toughness-effectiveness
Heavens Rage
Maybe. Some people are capable of it though I definitely am not.
The high armor “requirement” is mostly in the context of zergs due to the high number of incoming damage (and lag too!) requiring a buffer. I would say some buffer (thieves…) is preferred to avoid getting instagibbed, but in smaller groups and especially solo you need damage more. In zergs it’s ok if you hit like a wet noodle because you have many other wet noodles hitting. In a group of 50, you’re only responsible for 2% of the damage if everyone did the same. In group of 5, it’s 20%. Solo well, it’s 100%
This game isn’t balanced around 1v1 though. Some would argue not at all, but it seems optimized for groups of 5 in general.
On a side note, I actually think the meta dungeon speedrunners would actually be more proficient solo/small group (5~) wvw than most of the wvw zerglings due to reliance on “actively try to defend, via virtues, blocks, blinds etc” that you brought up. It’s pretty ironic given the scoffing most wvw’ers have for pve.
If I get hit for a lot of damage having more that 3k armor, and hit just a bit more, when I have lot less, well, it’s clear to go all out on attack and at least try to outsmart your opponent. Know when to dodge, what to block, when to blind, etc.
Guess, maybe the point of the game is not to relly on passive defense, but on active. Example, gear/weapons all on attack, traits most, then take some defensive utilities. Maybe as a guardian. I’m not sure.
Some are saying 2700-2800 armor is a sweetspot, getting more is a waste. But, why even get that if I still get hit by a warior for a lot. Compare that with a small health pool, almost each auto attack can take 5-7% of our health pool. Each auto. So, a chain would take at least 20%.
I’m kinda lost.
Like I said before in my last post, it’s about having the proper buffer. In large scale fights you cannot actively mitigate everything that happens to come your way thus passive defense is needed.
Passive defense and active defense aren’t mutually exclusive. They make each other more effective since you can’t trivially negate all of someone’s attacks if they have half a brain. And also, thieves…
And fights aren’t about just dealing with people’s autoattacks. You may dodge some, you may get hit, and you will heal. So lasting longer does matter. And there’s also burst damage that may just outright finish you off if you have no buffer.
In any case, going all out dps is certainly possible though it’s not as black and white and not to mention that 1v1 scenarios seem to be the exception rather than the norm in wvw.
As I said in the other linked thread, it’s not about conforming to some arbitrary armor value at all times though it’d be much suggested in zergs. Rather, try to maximize your damage without immediately falling flat. This is something you’ll have to find out on your own, most of what you search for on this matter is strictly anecdotal.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
(…)
I have a warior, I know they are a joke, but still.
…. you have the wrong ideia about warriors.
(…)
I have a warior, I know they are a joke, but still.…. you have the wrong ideia about warriors.
Trust me I dont. I refuse to play anymore with my warior, as it makes the game too simple. But that’s me. You do what you like.
Maybe. Some people are capable of it though I definitely am not.
The high armor “requirement” is mostly in the context of zergs due to the high number of incoming damage (and lag too!) requiring a buffer. I would say some buffer (thieves…) is preferred to avoid getting instagibbed, but in smaller groups and especially solo you need damage more. In zergs it’s ok if you hit like a wet noodle because you have many other wet noodles hitting. In a group of 50, you’re only responsible for 2% of the damage if everyone did the same. In group of 5, it’s 20%. Solo well, it’s 100%
This game isn’t balanced around 1v1 though. Some would argue not at all, but it seems optimized for groups of 5 in general.
On a side note, I actually think the meta dungeon speedrunners would actually be more proficient solo/small group (5~) wvw than most of the wvw zerglings due to reliance on “actively try to defend, via virtues, blocks, blinds etc” that you brought up. It’s pretty ironic given the scoffing most wvw’ers have for pve.
If I get hit for a lot of damage having more that 3k armor, and hit just a bit more, when I have lot less, well, it’s clear to go all out on attack and at least try to outsmart your opponent. Know when to dodge, what to block, when to blind, etc.
Guess, maybe the point of the game is not to relly on passive defense, but on active. Example, gear/weapons all on attack, traits most, then take some defensive utilities. Maybe as a guardian. I’m not sure.
Some are saying 2700-2800 armor is a sweetspot, getting more is a waste. But, why even get that if I still get hit by a warior for a lot. Compare that with a small health pool, almost each auto attack can take 5-7% of our health pool. Each auto. So, a chain would take at least 20%.
I’m kinda lost.
Like I said before in my last post, it’s about having the proper buffer. In large scale fights you cannot actively mitigate everything that happens to come your way thus passive defense is needed.
Passive defense and active defense aren’t mutually exclusive. They make each other more effective since you can’t trivially negate all of someone’s attacks if they have half a brain. And also, thieves…
And fights aren’t about just dealing with people’s autoattacks. You may dodge some, you may get hit, and you will heal. So lasting longer does matter. And there’s also burst damage that may just outright finish you off if you have no buffer.
In any case, going all out dps is certainly possible though it’s not as black and white and not to mention that 1v1 scenarios seem to be the exception rather than the norm in wvw.
As I said in the other linked thread, it’s not about conforming to some arbitrary armor value at all times though it’d be much suggested in zergs. Rather, try to maximize your damage without immediately falling flat. This is something you’ll have to find out on your own, most of what you search for on this matter is strictly anecdotal.
The point I wanted to make was, even with 3k+ armor, I was still getting hit for a lot of damage. Lets say, with 3k+ armor, and some buffs, I have 17k HP. If a warior does a full chain on his auto (1.4k,. 1.6k, 2.5k), thats 5,5k – that’s something like 30% (almost) of my HP. With 1 chain. With 3k+ amor.
Now, I know some attacks you’ll dodge, some you’ll block, move away, etc. All that stands. But, considering I geared myself to have 3k armor, would it be better to lose some, and in return do more damage. Maybe if I have 2.5k armor, the difference in mitigation (flat one) will not be so big, but in return I could have some higher offensive stats.
That makes sense?
I know WvW is not balance around 1v1, that’s not the point. I know in zerg, a lot of players (frontline) will be PVT and such, and wont hit as much, but still, I would like to know, if getting armor is really that important. No sure anymore. I heard a soft cap could be 2.6-2.8k and we should aim for that, and the rest go all damage.
Maybe. Some people are capable of it though I definitely am not.
The high armor “requirement” is mostly in the context of zergs due to the high number of incoming damage (and lag too!) requiring a buffer. I would say some buffer (thieves…) is preferred to avoid getting instagibbed, but in smaller groups and especially solo you need damage more. In zergs it’s ok if you hit like a wet noodle because you have many other wet noodles hitting. In a group of 50, you’re only responsible for 2% of the damage if everyone did the same. In group of 5, it’s 20%. Solo well, it’s 100%
This game isn’t balanced around 1v1 though. Some would argue not at all, but it seems optimized for groups of 5 in general.
On a side note, I actually think the meta dungeon speedrunners would actually be more proficient solo/small group (5~) wvw than most of the wvw zerglings due to reliance on “actively try to defend, via virtues, blocks, blinds etc” that you brought up. It’s pretty ironic given the scoffing most wvw’ers have for pve.
If I get hit for a lot of damage having more that 3k armor, and hit just a bit more, when I have lot less, well, it’s clear to go all out on attack and at least try to outsmart your opponent. Know when to dodge, what to block, when to blind, etc.
Guess, maybe the point of the game is not to relly on passive defense, but on active. Example, gear/weapons all on attack, traits most, then take some defensive utilities. Maybe as a guardian. I’m not sure.
Some are saying 2700-2800 armor is a sweetspot, getting more is a waste. But, why even get that if I still get hit by a warior for a lot. Compare that with a small health pool, almost each auto attack can take 5-7% of our health pool. Each auto. So, a chain would take at least 20%.
I’m kinda lost.
Like I said before in my last post, it’s about having the proper buffer. In large scale fights you cannot actively mitigate everything that happens to come your way thus passive defense is needed.
Passive defense and active defense aren’t mutually exclusive. They make each other more effective since you can’t trivially negate all of someone’s attacks if they have half a brain. And also, thieves…
And fights aren’t about just dealing with people’s autoattacks. You may dodge some, you may get hit, and you will heal. So lasting longer does matter. And there’s also burst damage that may just outright finish you off if you have no buffer.
In any case, going all out dps is certainly possible though it’s not as black and white and not to mention that 1v1 scenarios seem to be the exception rather than the norm in wvw.
As I said in the other linked thread, it’s not about conforming to some arbitrary armor value at all times though it’d be much suggested in zergs. Rather, try to maximize your damage without immediately falling flat. This is something you’ll have to find out on your own, most of what you search for on this matter is strictly anecdotal.
The point I wanted to make was, even with 3k+ armor, I was still getting hit for a lot of damage. Lets say, with 3k+ armor, and some buffs, I have 17k HP. If a warior does a full chain on his auto (1.4k,. 1.6k, 2.5k), thats 5,5k – that’s something like 30% (almost) of my HP. With 1 chain. With 3k+ amor.
Now, I know some attacks you’ll dodge, some you’ll block, move away, etc. All that stands. But, considering I geared myself to have 3k armor, would it be better to lose some, and in return do more damage. Maybe if I have 2.5k armor, the difference in mitigation (flat one) will not be so big, but in return I could have some higher offensive stats.
That makes sense?
I know WvW is not balance around 1v1, that’s not the point. I know in zerg, a lot of players (frontline) will be PVT and such, and wont hit as much, but still, I would like to know, if getting armor is really that important. No sure anymore. I heard a soft cap could be 2.6-2.8k and we should aim for that, and the rest go all damage.
Damage is calculated as a ratio of (his power)/(to your armour) http://wiki.guildwars2.com/wiki/Damage
So if he’s got 3000 attack and you had 2700 armour, he’d be doing 111% of the damage he does to you at 3000 armour.
That’s your call whether you think it matters. You want a build that balances your damage with armour (other priorities, like how much support you provide come into that too) and you generally want to find some sustain (other than your heal skill) to keep you going. Meditation heals, dodge heals, regeneration and protection boons all can play a role in that.
My point is it shouldn’t be just up to your armour rating to get you through a fight.
That was my point too and why I said OP shouldn’t be obeying arbitrary armor numbers thrown out by people.
As for OP; If you don’t think it helps, then feel free to try it out. Someone with 3k armor takes like 20% less damage than someone with 2500 armor. So instead of dying in 5 attacks you’d die in 4. I think that helps in some cases, but if you can make that up with the extra damage, then go out for it and don’t listen to anyone else if it works.
for there you have been and there you will long to return.