Talk:Quintessence/@comment-3554826-20110527052857/@comment-108.69.43.184-20110904005621

Health quints are so you don't get burst down early levels due to low hp. If you want your build to progress faster, while keeping some early survivability then use health quints. To say 78 health is negligable is absurd. You're gaining 1/25 of your FINAL, 18th level health at the 1st level. Also understand that characters/builds that can gain health back will be safer throughout the game, as they can regen back up to a higher value. Health quints can help pad late-game health requirements as-well for tankier builds. I don't agree that they're "overpriced," simply because they fill a definitive purpose: they replace dorans, allowing you to build your real items faster. Sure, you can go without the health, but your early-game survivability will plunge. Level 1 you're giving up a bit less than 1/6th of your full health, while 6th you'll have given up somewhere around 1/11th. I understand that the health isn't "a lot" when you're 18th level, but honestly that's what hp/lvl seals are for. Honestly I'd be complaining about the hp/lvl quints, or the hp regen/lvl quints, as they just don't compare in any world where demand effects prices. Also, to compare the health quints to mag res and armor is just silly. Health is better. Sure, TANKS benifit more from armor/mag resist, but not really tanky dps, not carries, not support. You don't know what you're going to be fighting in-game damage-wise and a lot of builds won't itemize much resistance anyways, making your quints a shot in the dark. As I said: 1/25th of your final cap health @ the first level. Sounds universally good to me.