BlackMadara wrote: »@Taylor_MB I had a similar set up with my mDK and found that having pariah on both bars had a better feel.
I see mTemp and mDK being similar in having distinct offensive and defensive phrases. The difference for my mDK though, in the decision to have pariah front bar as well, was being able to go for the power lash finish to also get the heal in low health situations.
Interested to see how your temp performs with your set up though. Good luck man
BlackMadara wrote: »@Taylor_MB I had a similar set up with my mDK and found that having pariah on both bars had a better feel.
I see mTemp and mDK being similar in having distinct offensive and defensive phrases. The difference for my mDK though, in the decision to have pariah front bar as well, was being able to go for the power lash finish to also get the heal in low health situations.
Interested to see how your temp performs with your set up though. Good luck man
i tried to play mag dk like a templar, full defense then full offense, didn't work for me.
mag dk healing defensively kinda sucks where a templar excels, and offensively mag dk healing beats a templar
honor the dead > coagulating blood
power lash > puncturing sweeps
i use wizards on magplar and pariah on magdk... both double barred
pariah can definitely be used back bar on a magplar since when you see you health go to 50% on your front you switch to heal, as magdk you wont switch if u on 50% can cast fossilize and get off a power lash like you said.
Emma_Overload wrote: »I've been going back and forth between all the defensive sets, and NOTHING compares in practice to Impregnable.
Emma_Overload wrote: »I've been going back and forth between all the defensive sets, and NOTHING compares in practice to Impregnable.
Emma_Overload wrote: »I've been going back and forth between all the defensive sets, and NOTHING compares in practice to Impregnable.
For what class?
I would imagine on your sorc 5 light 2 heavy or 5-1-1(light), w/ armor master & dampen on both bars would be pretty decent
Brutusmax1mus wrote: »Emma_Overload wrote: »I've been going back and forth between all the defensive sets, and NOTHING compares in practice to Impregnable.
For what class?
I would imagine on your sorc 5 light 2 heavy or 5-1-1(light), w/ armor master & dampen on both bars would be pretty decent
And where do you get your sustain/ damage
Joy_Division wrote: »@Taylor_MB
I'd be interested in you thoughts comparing Mark of the Pariah with the New Steadfast Hero set. They're both heavy have have the same 2,3,4 bonuses (health, physical resist, spell resist).
Pariah: "Increases your Physical and Spell Resistance by up to 11094 based on your missing Health."
Steadfast: "When you cleanse a negative effect from yourself or an ally, gain Major Protection for 5 seconds, reducing your damage taken by 30%. This effect can occur once every 10 seconds."
The Pariah set I've heard was updated, such that you begin to gain some bonus to resistance at full healrh (not sure what the number is at 100%) and I'm not sure if the 11094 number listed in the Wiki reflects the update. Does your program reflect that update and do you happen to know those numbers?
5465 + 9414 * (1 - Current HP%)which breaks down as-
Mark of Pariah vs Steadfast Hero
@Joy_Division & @Minno + anyone else
TL;DR
Pariah is better for defense.
Steadfast is best if you can time your proccing to carry onto your front bar.
Formula for Pariah resistances is5465 + 9414 * (1 - Current HP%)which breaks down as-
• 2975 from 3pc or 4pc bonus
• 2940 from 5pc at 100% HP
• 9414 remaining from 5pc to be gradually applied at HP loss
Comparing Mitigation
Steadfast 5pc at max uptime gives identical mitigation to Wizard's Riposte 5pc at max uptime. So taking into account the additional resistances that SH gives in 3pc and 4pc bonuses, it is definitely the best pure mitigation set when at 100% HP (Impregnable may still beat it in some scenarios, but unlikely given the nerf).
Pariah will still outperform at around the 65%-70% HP mark (I'll add SH into the spreadsheet this weekend and supply a more accurate result).
Overall the mitigation levels between these two sets are pretty equal. Steadfast will give you higher front bar mitigation, increasing your offensive window. Whereas Pariah will give higher mitigation when you need to go defensive. So the main difference between these two sets is the playstyle and conditions to get the mitigation ...
Comparing Playstyle and Proc Conditions (subjective analysis)
Pariah is undoubtedly the premier defensive set in the game, but its trade off is that it cannot be carried over in anyway to front bar / offensive stage. Pariah won't increase your offensive window, only make you harder to kill when defending.
Steadfast will carry over to your front bar / offensive stage, but it's definitely more tricky to hit maximum uptime and work your proccing into your rotation. Conceivably I can see this working splendidly on a MagDK with Reflective Plate (if that procs it, must test), as you won't be either wasting a GCD just to proc or already be cleansing because you are on the defensive (in which case Pariah would be better). Wyrd Tree's Blessing could also be used to automate the proc (although the cool downs don't exactly align).
Essentially you'd need to expertly time the proc to switch from defensive to offensive bar and drop a 5 second burst to make this set outperform Pariah. It absolutely has the potential to mitigate the most damage of any set whilst on offensive, but your timing would have to be impeccable.
Joy_Division wrote: »@Taylor_MB we should test if forward momentum and mist also procs steadfast too.
Haha Sneaky
There was an info in somewhere but i cant find it. Can anyone please say how much of a mitigation percentage that a 1k armor/s.resist provides?
In math I trust. Thank you so much!
So are there jump points with mitigation or does it scale linearly?
There was an info in somewhere but i cant find it. Can anyone please say how much of a mitigation percentage that a 1k armor/s.resist provides?
armor divided by 660 divided by 100. But you must tally your total armor subtracted by typical penetration, since that is the equation.
Example:
21k resists - 10k pen = 11k resist.
11k resist / 660/100 = 0.1666
About 16.66% mitigation
Then add resist and compare the mitigation gained:
1k added:
22k resist - 10k pen = 12k resists
12k resist/ 660/ 100 = 0.181818
About 18.18% mitigation. So you gained 1.52% in this example.
Edit:
@paulsimonps let me know that the equation for PVP is actually 660 not 662 in my example. TLDR explanation is that PVE gets a base of 100 penetration while in PVP players do not get this 100 base. 662 is still needed for PVE calculations.
NupidStoob wrote: »There was an info in somewhere but i cant find it. Can anyone please say how much of a mitigation percentage that a 1k armor/s.resist provides?
armor divided by 660 divided by 100. But you must tally your total armor subtracted by typical penetration, since that is the equation.
Example:
21k resists - 10k pen = 11k resist.
11k resist / 660/100 = 0.1666
About 16.66% mitigation
Then add resist and compare the mitigation gained:
1k added:
22k resist - 10k pen = 12k resists
12k resist/ 660/ 100 = 0.181818
About 18.18% mitigation. So you gained 1.52% in this example.
Edit:
@paulsimonps let me know that the equation for PVP is actually 660 not 662 in my example. TLDR explanation is that PVE gets a base of 100 penetration while in PVP players do not get this 100 base. 662 is still needed for PVE calculations.
Wasn't base penetration removed with Murkmire?
Also what is the point of the random division by 100? Just dividing by 660 already tells you the percentage value or not?