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Intimacy wrote on 2011-11-01 14:27
With my current build i can max all stat and sp gains in trans with 5 points left over for either hp regen or resistance.
I'm currently wondering, for pure spin to win disregarding all else which would be best to max?
I'm pretty sure with maxed sp gain you can just about non stop slashing high throughout trans if most of my hits connect.
So it comes down to this.
Option 1: Hp gain so i can keep tanking away not caring about my hp ever.
Option 2: Stay standing even after getting hit with a smash outside of slashing high.
I'm about to go to school so i wont be responding to this for the next 8 hours most likely.
Please vote and tell me your reason why you think option one or option two is better, thank you.
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foreignreign wrote on 2011-11-01 17:53
HP Regen skill is worthless. For it to be of any real use you have to lose the 4k or whatever extra HP your stage 2 trans gives you. Because if you're losing only trans HP, you're going to lose that once your trans wears out anyway. And considering you're a Fiona Paladin, you almost have to try to lose HP if you're stacking Sentinels/DEF.
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Royale wrote on 2011-11-01 18:14
didn't know Fionas could spin2win
I don't really play fionas/lann but i think hp Regen is actually pretty good for them. its a second stage skill, and since you won't be getting anymore hp from pally it could save you pot/time and from getting killed.
Resistance on the other other hand is not as good, it's a first stage skill, standing endurance already does most of its job, so does fiona's shield. It might benefit a Lann better but Hp Regen still out weights it. also you do not want resistance to activate when a raid boss comes at you with a muiti hit attack.
so if you are going to get hit anyways, its better to live to fight another day than stay standing and get killed the next hit.
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Intimacy wrote on 2011-11-01 21:36
Quote from Royale;644873:
didn't know Fionas could spin2win
I don't really play fionas/lann but i think hp Regen is actually pretty good for them. its a second stage skill, and since you won't be getting anymore hp from pally it could save you pot/time and from getting killed.
Resistance on the other other hand is not as good, it's a first stage skill, standing endurance already does most of its job, so does fiona's shield. It might benefit a Lann better but Hp Regen still out weights it. also you do not want resistance to activate when a raid boss comes at you with a muiti hit attack.
so if you are going to get hit anyways, its better to live to fight another day than stay standing and get killed the next hit.
That's more along the lines of what i was thinking, since if i do recall iohannahs glas solo correctly she had over 3 sp bars by the time her slashing high was done.
Quote from foreignreign;644857:
HP Regen skill is worthless. For it to be of any real use you have to lose the 4k or whatever extra HP your stage 2 trans gives you. Because if you're losing only trans HP, you're going to lose that once your trans wears out anyway. And considering you're a Fiona Paladin, you almost have to try to lose HP if you're stacking Sentinels/DEF.
Well I'm not fully def stacking, still working on my shield enchants and all that, currently all my accessories are passion/healthy and strong double enchanted. After i get resilient on my grand cross i'll be breaking 8k defense.
All my armor is 5+ since i don't want to be making full raid armor quite yet I'm happy with my bh ingkells, i'm not making any 10+ double enchants armor until dragon.
For now its just zeal fury restoration and enduring on my armor set, my accessories are fine double enchanted since i wont have to replace them anytime soon.
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Invertex wrote on 2011-11-01 21:43
Just going to put this out there as well.
Level 5 HP regen is 150 HP every 5 seconds. 2nd Stage Trans only lasts 70 seconds.
Basic math tells us that it will only give you 2100 HP back, which is about the same as just saving a Corona use for Trans. You're going to get Lv. 1 HP Regen for Destiny (stat boosts), so you're really only going to gain about 1.5k HP each trans. Which honestly isn't that great.
Of course the fact is, you're still getting interupted as Resitance isn't full super armor on activation. Meaning that's not so great either. The one benefit to this though is that it's a 1st Stage skill, meaning it'll help for the full 2 minutes. I don't think you'll have enough SP Regen outside of 2nd Stage to chain SH Spin2win, so there is that.
Pretty much, it all sucks and just pick the one you like the sound of more.
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MareneCorp wrote on 2011-11-01 21:45
There are the goods and bads for each one.
Standing endurance- works like a slashing high without the infinite stamina effect. Lets you constantly pull out damage without stopping, and when hit by something like Glas's 5 combo hit, lets you stand up the first one and prepare to dodge the rest of the combos.
Health Regeneration- works like a slow-acting potion, primes for survivibility. Can be extremely useful in critical times, especially when paired with a capped Life Flare, as you can't have (I might be wrong) 1 health to activate a life flare.
I would say, if you are more of a surviving person, go with HP regen, if you like to pull out more DPS, Standing endurance. My personal opinion would be standing endurance, since it lets you stay standing after getting hit and gives you time to move, gives major DPS, and has overall better versatility. Also, keep in mind that you only have 2 minutes in trans, 70 seconds in 2nd trans, might be a good idea to put in as much damage as you can with the trans buffs.
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foreignreign wrote on 2011-11-02 00:40
Quote from Invertex;645056:
Level 5 HP regen is 150 HP every 5 seconds. 2nd Stage Trans only lasts 70 seconds.
Basic math tells us that it will only give you 2100 HP back, which is about the same as just saving a Corona use for Trans. You're going to get Lv. 1 HP Regen for Destiny (stat boosts), so you're really only going to gain about 1.5k HP each trans. Which honestly isn't that great.Pretty much, it all sucks and just pick the one you like the sound of more.
Oh right, time is also important to consider.
Even if you do the optimum timing for 2nd stage trans, you're
invincible for the first 10 seconds anyway, so at best it's 55 seconds of time that regen will be applicable since the first 5 seconds won't even count because you'll be at full health anyway. So that's really only ( 55 / 5 ) * 120 = 1320 HP restored if you get maxed Regen over a level 1 Regen.
And you also have to consider Conviction use into all this, since if you pop Conviction immediately after stage 2, that's more time you'll be at full HP. Although that's obviously not always the case since you might want to save Conviction for certain attacks.
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Intimacy wrote on 2011-11-02 13:34
Quote from foreignreign;645269:
Oh right, time is also important to consider.
Even if you do the optimum timing for 2nd stage trans, you're invincible for the first 10 seconds anyway, so at best it's 55 seconds of time that regen will be applicable since the first 5 seconds won't even count because you'll be at full health anyway. So that's really only ( 55 / 5 ) * 120 = 1320 HP restored if you get maxed Regen over a level 1 Regen.
And you also have to consider Conviction use into all this, since if you pop Conviction immediately after stage 2, that's more time you'll be at full HP. Although that's obviously not always the case since you might want to save Conviction for certain attacks.
Hmm, i guess 1.3k hp really isn't that big of a deal, i can see how resistance would be better than hp.
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BizarreJuju wrote on 2011-11-02 18:46
I may go for the resistance skill (getting knocked back while charging SP is a nono when you need to chargge it)
Down side is, if you face a boss that combos, since you dont get knocked back (invincibility period) you will continue taking hits from the boss combo which can lead to death if you dont look out for them.
Example:
- Colru Fire Aura- seems to multi hit when your standing endurace or resistance activate
- Aglan Windmill- if you stand in it you will continue taking that heavy damage
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whocares8128 wrote on 2011-11-02 19:53
And here I thought by "HP gain" you were talking about the ones that boost your maximum HP. I guess that's a no-brainer.
:XD:
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Intimacy wrote on 2011-11-02 21:27
Quote from whocares8128;646682:
And here I thought by "HP gain" you were talking about the ones that boost your maximum HP. I guess that's a no-brainer.
:XD:
Haha, no no~
Quote from BizarreJuju;646601:
I may go for the resistance skill (getting knocked back while charging SP is a nono when you need to chargge it)
Down side is, if you face a boss that combos, since you dont get knocked back (invincibility period) you will continue taking hits from the boss combo which can lead to death if you dont look out for them.
Example:
- Colru Fire Aura- seems to multi hit when your standing endurace or resistance activate
- Aglan Windmill- if you stand in it you will continue taking that heavy damage
Yeah, i know the risks of it, but the counter to that is, i can spin to win while fire aura is going on since when he is using fire he only uses a really small hit box 'shooting his fist' smash that i can easily dodge even while spinning. That lets me gain sp tremendously fast.
Aghlan on the other hand would be a problem if i had any reason to run him.
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Royale wrote on 2011-11-02 21:37
the major downside of resistances is it is not full super armor like before, it might prevent knock down but it still causes you to flinch and canceling whatever skills you are using/charging.
Actually both of those skills are not particularly good, mind showing your build? there could be better skills left for you to rank.
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Intimacy wrote on 2011-11-02 21:53
Quote from Royale;646761:
the major downside of resistances is it is not full super armor like before, it might prevent knock down but it still causes you to flinch and canceling whatever skills you are using/charging.
Actually both of those skills are not particularly good, mind showing your build? there could be better skills left for you to rank.
Oh sure, I'll hop on vindi in a second
*edit*....Never mind I'll hop on vindi after maint >.>
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BizarreJuju wrote on 2011-11-02 22:06
well I did end up putting 2 or 3 points on my resistance (60%) unrelated to that I'm a Karok and DK. But I would say the survivability going spinwin will depend on max hp/ def/ your reaction speed to the boss attack. If you know how much point you slapped onto rrsistance allready let us know (simply yes or no). I may just finish ranking magic missile/steal
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Intimacy wrote on 2011-11-02 22:17
Quote from BizarreJuju;646796:
well I did end up putting 2 or 3 points on my resistance (60%) unrelated to that I'm a Karok and DK. But I would say the survivability going spinwin will depend on max hp/ def/ your reaction speed to the boss attack. If you know how much point you slapped onto rrsistance allready let us know (simply yes or no). I may just finish ranking magic missile/steal
0 into resistance