View Full Version : Dig In - Why?
Pik'ee
04-08-2005, 09:25 PM
Hi guys, I just got this ability and having looked on the broker for Adept 1, I see this slows caster for 18%, decreases crushing, piercing and slashing by 5, gives +7 defence and +65 to all physical mitigation. For 3 concentration However, I already have Slates Protective Stance, which increases Parry and Defense by 7, with no downsides. Also for 3 concentration. So it's one or the other. So, I just can't bring myself to part with gold to upgrade an ability that will basically give me +65 physical mitigation whilst slowing me, reducing my combat abilities AND reducing (effectively) my parry by 7. So, do you guys actually use it? Or not if you have Slates already? Or only if you're rich? <div></div>
MastikFantastik
04-08-2005, 10:09 PM
Well I for one use it because of just that the +65 vs all melee mitigation. If I am running around more and really concerned about + def I use Soildiers Stance Adept 3 (which is equiv to slates or might be a tad better if I remember correctly). But when I am in an area that I will be fighting up goes the Dig In just to mitigate that much more dmg. It might be trivial but every bit helps.
Drolio
04-08-2005, 11:06 PM
Some guardians are different than others <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />I used to have Selloxias Daunting Cry, and when I respec'ed I chose the Slates Invigorating Improvement On Taunting Challenge On A Different Timer.
I'll take +7 parry over a small amount of AC, offensive penalties, and a perma snare anyday. Im nearly 40 and still using Slate's stance. <div></div>
Ashtaro
04-09-2005, 04:45 AM
<P>The downside is really not that bad, especially if ya got dps in the group. As was mentioned, it doesn't "slow" you (a la EQ1), it snares you. This may be undesirable in a place where mobs are few and far between, but not too bad otherwise. I personally only use it on "close call" fights, and it gives me about a 2% boost to mitigation and 1% boost to avoidance, and lose I about 2% attack.</P> <P>The only thing I'd like to see is an elimination of the recast, and perhaps a more noticable upside and downside (10% mitigation, 5% avoid with 10% less attack for example).</P>
Pik'ee
04-09-2005, 12:01 PM
Thanks for the replies, guys. Interesting to see there's no real concensus on this, hence the reason I am having difficulty in working out if it's worth using. To me, well I have to admit I figured parry would be maybe just as useful as the small extra mitigation, but I'm not the type that parses stuff or does math. I agree that the hit to damage output is insignificant, I'm not really there to do damage but to take it, and the snare is merely an inconvenience. For those close fights I tend to still use Hunker Down anyway, which is a great spell, unless I'm fighting casters. I tend to avoid them if possible when I duo with my wife's 30 wizard, as my resistances aren't the best as I still wear full steel armour as it's still considerably higher mitigation that feyiron, and I simply can't afford any feysteel yet, nor have found any clusters. <div></div>
English Da Gua
04-09-2005, 12:22 PM
<DIV> Just wanted to comment since you said you use hunker down. </DIV> <DIV> </DIV> <DIV> First this spell states it reduces aggro, which unless I missed a thread somewhere, it does not (directly). Hunker Down decreases your attack speed by 10% and stifles you (prevents you from casting). If you have been using this as a deaggro, well don't... turn off attack, at least you can still cast, and that is a 100% decrease in attack speed, as opposed to 10%.</DIV> <DIV> </DIV> <DIV> Also, this spell adds 8 to defense, but it does not stack at higher levels. Now perhaps at your level the +def still does get added, but I would use your normal line of 10 min buffs and see if hunker down really adds to defense, because if it does not, you should basically toss this spell off your hot bar.</DIV> <DIV> </DIV> <DIV> To comment on dig in, it is a great spell. I would not use it soloing when DPS means something, but I guess you could on a named or hard ^^ until the mob was OOP, but I used Slates when soloing, until it no longer actually added anything above the other buffs, as it has no negative side effects. In terms of grouping, you have a spell called entrench, which has a huge pull range, much further then any longbow. Personally, if you have adequate healing, I would not use Dig In as your little added DPS from not using it simply translates into quicker kills which = more exp. Now if you are lacking on healing, things go bad, or it is a hard fight ie named, then using this would be a good thing, as your DPS in these fights is less important then you surviving, or at least your group surviving even if you die, and the extra mitigation simply provides you and your group with 'time'.</DIV> <DIV> </DIV> <DIV> All in all, it is situational, but there is some information to help you make your own decision. Every guardian plays different, there is no set way, although some play better then others. Best thing to do is be as informed as possible and play which ever way you play best.<BR> </DIV><p>Message Edited by English Da Guard on <span class=date_text>04-09-2005</span> <span class=time_text>01:24 AM</span>
Pik'ee
04-09-2005, 03:02 PM
Hmm, it has been a while since I checked if hunker still added to my defence with the normal buffs up, will have to do that. I never use it for deaggro, always when my health and the mobs health are both almost in the red, I've used it many times when duoing with a wizzy to just survive the last bit of the fight, when it hasn't gone quite as well as expected hehe I don't have entrench yet, but it does sound good, so looking forward to that one. And you're right, everyone has their own style, within the limits imposed by class, and I still enjoy my guardian. Thanks for your thoughts <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /> <div></div>
Niter1d
04-09-2005, 08:16 PM
<DIV>I like it, but i hate forgetting that i have it on :-</DIV>
Oakwood
04-12-2005, 07:53 AM
Hunker down goes away at level 24 when you get call of command. Same defensive bonus, no penalties, lasts 10 minutes, and they don't stack.
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