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Dracyula

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  1. Dracyula

    Champion Bags

    I hear ya, I just want to know if I should expect a token once in a while, or if it is too rare to even hope for.
  2. I will give you the point that attacking a guarded target bypasses tank mitigation, but for the most part, you are wrong. 1. Tanks only have slightly better mitigation than another class. 2. When you are taunted you do 30% less damage to the healer, which means the healer has much better mitigation than the tank. I am not necessarily saying your strategy is wrong, but the points that you make for using that strategy is flawed. D
  3. Dracyula

    Champion Bags

    I have only opened a few champion bags since the patch. Does anyone have an idea of what the new rate of getting a champion token is? If anyone can post how many bags opened versus bags containing champion tokens that would be helpful. I would like to know what to expect going forward. Thanks.
  4. ...And a smart team will remove the tank from you one way or another before killing you...
  5. First, it is not 75%-90% with 100% up time. Secondly, you should attack the tank when you are taunted, this will negate the mitigation completely. When you ask to reduce Taunt/Guard, you fail to realize that tanks don't mitigate much more damage than anyone else in PVP. The usefulness of Taunt/Guard is the only thing that makes tanking viable in WZs, otherwise it is just gimped DPS. D
  6. I am pretty sure this was already pointed out, but guard does not mitigate damage... D
  7. The purpose of taunt is to make enemies attack the tank. If the current version of taunt doesn't force you to attack the tank, it is not strong enough. Personally, I think it is strong enough. You need to disable the healer and kill the tank first to succeed. Remember, in PVP, tanks are only slightly more durable than anyone else. Working as intended. D
  8. In this instance, you gain no time for the healer by adding END. Once again, the only thing that matters for additional time is the difference in over healing, period. To further illustrate my point, I will use an example. Tank 1 - 16k Max HP,,,,,,,,,,,,,,, Tank 2 - 18k Max HP Tank 1 - 80% = 12.8k,,,,,,,,,,,,, Tank 2 - 80% = 14.4k (These are the points when the healer will cast a heal). A heal of 3k will put tank 1 at 15.8k, and tank 2 at 17.4k, neither tank was over healed, so there is no additional time. A crit heal of 5k will over heal tank 1 by 1.8k, and tank 2 by 1.4k. The important thing here is the difference. There is a difference of 400 health. Now for maths sake, lets just say that the additional health for tank 2 adds 2 seconds to the TTD metric. The difference in over healing happens to be 400 health, which is 20% of the initial HP gain (2k). This means that Tank 2 gained 20% of 2 seconds, which is .4 seconds. The point is: this exact instance would have to happen 5 times in a fight to gain the same amount of time that the initial TTD provided. EDIT: Not to mention, the healer has to be very skilled to make effective use of this time. A tank adding WIL has to make no extra effort to add his dps. D
  9. Somewhat. My point is that BOTH tanks will have over healing. The tank with more HP may have slightly less over healing than the tank with fewer HP. The only time that a tank with more HP will increase time for the healer is when there is a crit heal that is wasted on one tank but not the other. This will happen so rarely that it is almost not worth mentioning when talking about adding time for the healer to dps. You were leading people to believe that ALL of the healers dps is attributed to adding 200 END, when they would have almost identical DPS whether you add the End or not. When you make statements that suggest that adding END will equate to more dps from the healer than adding WIL will add to the tank, I feel obliged to point out how grossly incorrect this is. D
  10. In my opinion you are overvaluing crit. We are able to crit very often regardless of our crit rating. Stacking surge will most likely have the greatest benefit to you. D
  11. Your crits are over healing the first tank but not the second tank. As I said previously, this will create extra time. This is why using a heal that crits for tank 1's entire health bar is a problem. Please provide an example where over healing is not present. EDIT: Disregard the edit. D
  12. You went to 15 hits so you could get to a point where both tanks are at 100%. Your thought process is getting mixed up here, as part of your brain is under the impression that the fight is over, negating the fact that the healer healing tank 1 has been able to "do something else" for the last part of the sequence when the healer healing tank 2 had to spend his time healing. I wanted you to continue the sequence to demonstrate that the healer cannot take advantage of the initial burst more than once, even after they reach 100% hp. Please continue the sequence to 20 hits (or 25, or 30, or how many you wish), and show me where tank 2 provides extra time beyond the initial burst. D
  13. Good post, I have the same problem with guarding as a tank. D
  14. The only time you would be correct is if the unexpected heal results in over healing for tank 1 but not tank 2. Please, do yourself a favor and extend your sequence. No matter how long the sequence goes, or how many times the tanks reach 100% hp, both healers will ALWAYS have the same number of hits between heals, resulting in the same amount of time to DPS when they aren't healing. That is all. D
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