stam vs resil

if ur not a human I would personally go with the resil( boa trinket), because not only does it provide the resil, but it would auctually be useful in a tight spot, and that 120 hp from the agm will get knocked out in less than one auto-shot from an enemy. These are just my thoughts tho, Iv never had a fc.
 
6 resilience = 3.52% damage reduction. So if you take 3409+ damage it is better then the 12 stam. As an FC with a good healer with a strong opposing offense, then the resilience is better. Otherwise the 12 stam is.
 
Always good to have 2agms. If the trink is up always use it, if trink is down switch to 2nd agm.
 
Since heals are so bloody potent at 19, and FC's typically get healed to full between taking damage, I would value the stamina higher.
 
the stamina is better.
 
forgot where i read it on here but someone did the maths on it and it said something like:



after 1500hp resilience is valued higher than stamina, but then again i did read this a while ago
 
That would be more valid if AGM's stamina did not fully double heirloom's resilience.
 
A much for muchness but i'd prefer the stamina simply for the most stereotypical of situations.
 
boa trinket if not human if human double agm
 
Stamina is just for looks, resilience is what really matters when you are being nuked and healed...



When you're 2000/2500 instead of 1896/2380 you're thinking kinda cool, I still have more hp than I would have with BoA trinket... Stamina owns!

When youre nuked for 2k damage with double AGM and simultaneously (did I get that right) healed back for 2k damage, you would be 2000/2500 again. With BoA trinket, it would be 1963. This might not sound so awesome, in fact it sounds kinda bad compared to AGM.



Now if a rogue can easily do 2k damage in around, lets say 20 seconds, maybe faster, I don't know but yeah, lets say a rogue does 2k dmg in 20 seconds. Now there are 2 rogue against you and your healer in the roof, you have no dps and they don't seem to be dying too easily and your offence is slacking and not doing shit. So they stay there for 3 minutes pounding you continuosly, that's around 15k dmg. Now the BoA trink has already deflected around 600 damage so I'd say it's kinda comparable to agm.



Depends on situation, if you're a druid fc and are good at kiting at tunnel roofs etc, you might just wanna switch to agm when trink is on cd since you're not gonna get nuked down anyways if you're good, unless you get ambushed by 3 rogues at the same time or something, in which case stamina is pretty vital stat to have.



This is just so you can compare where it is wiser to use agm and where the boa trink. (inb4 "tl;dr lulz agm is betta get ova it scrub")
 
Resil saves healer's mana, resil also improves the more you have so PvP wep and shoulders makes the resil on the trinket even better. After you pass 2k buffed you really should be gearing for mitigation. I would take the resil.
 
Stamina is just for looks, resilience is what really matters when you are being nuked and healed...



When you're 2000/2500 instead of 1896/2380 you're thinking kinda cool, I still have more hp than I would have with BoA trinket... Stamina owns!

When youre nuked for 2k damage with double AGM and simultaneously (did I get that right) healed back for 2k damage, you would be 2000/2500 again. With BoA trinket, it would be 1963. This might not sound so awesome, in fact it sounds kinda bad compared to AGM.



Now if a rogue can easily do 2k damage in around, lets say 20 seconds, maybe faster, I don't know but yeah, lets say a rogue does 2k dmg in 20 seconds. Now there are 2 rogue against you and your healer in the roof, you have no dps and they don't seem to be dying too easily and your offence is slacking and not doing shit. So they stay there for 3 minutes pounding you continuosly, that's around 15k dmg. Now the BoA trink has already deflected around 600 damage so I'd say it's kinda comparable to agm.



Depends on situation, if you're a druid fc and are good at kiting at tunnel roofs etc, you might just wanna switch to agm when trink is on cd since you're not gonna get nuked down anyways if you're good, unless you get ambushed by 3 rogues at the same time or something, in which case stamina is pretty vital stat to have.



This is just so you can compare where it is wiser to use agm and where the boa trink. (inb4 "tl;dr lulz agm is betta get ova it scrub")



2 rogues - if fc survives double ambush its over for the rogues if I'm healing... out of the 2k damage they can theoretically do in 20 seconds 1/4 of it come within their opening
 
you will want double agm simply because of the amount of burst from rogues. mitigation is only viable in premades.
 
you will want double agm simply because of the amount of burst from rogues. mitigation is only viable in premades.



I don't see the logic in this. If you were to go mitigation instead of stam you are greatly decreasing the amount of burst actually produced by rogues. By stacking mitigation with armor/resilience/avoidance you can greatly reduce the incoming damage received. Especially over a longer duration fight and with FC debuffs the amount of incoming damage you can prevent greatly outweighs that of having the extra health.
 
okay, let me theorycraft exactly why the 120 hp outweighs the 6 resilience..

my warrior fc has roughly 2.3k hp with rumsey & priest buff.

my warrior would have 2300 - 120 hp without the agm, giving me 2180 hp. rolling w\ Beastlys' stats above, i however have a total of 3.52 extra damage mitigation.

now, 2180 divided by 100 x 3.52 = 76.73

120 - 76.73 = 43.27, this is the amount of health you will have WON trough the agm. the only key figure here, is that you will now have 23.27 extra health to toy with, for the _initial burst_, this is the burst which you cannot "control" by using los, fakejumping, etc, the sort of damage that comes from, say, ambush. now, i cannot stress enough how key this figure is, and why its only viable for pug games! as soon as you're going to be premading, you know that you will never see more than a double ambush, and you know you will be relying on trustworthy healers. in a pug game, you'll often end up facing 3+ rogues, where the resilience doesn't matter if you die during initial burst, where 43.27 extra health would have helped, this is simply to account for the fact that the hardest thing to counter in this bracket is openers, not long fights. arguments about "stressing a mana pool" is invalid in a pug game, since as a warrior you need to be able to rely on killing things fast, not kiting, you dont have self-heals to speak of, and no voicechat communication.

tl;dr: double AGM because you can take more ambushes, and overhealing will be less of an issue. feel free to throw on dat miti trinket if you're vs. a rogue-less team.
 

Users who are viewing this thread

Top