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Posts
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Heya Fixer. Check out the updated rules of PWNZ in this thread.
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Quote:lolz thats funny dude, that reminds me of another story where i was on a bad tf. i remember this one dude i temed with he was ok and we did a posi tf and won in 2:22 so i broght my fire/kin farmer/pler (shes the fastest farmer evar)Tell me if I'm wrong on this.
Statesman TF.
1 Tank (Ice/Ice) not built to be the toughest admittedly.
1 Ill/Sonic
1 Fire/Rad
1 Fire/Kin
1 Energy Blaster
1 Fire Blaster
1 DP Blaster (me)
1 BS/WP Scrapper (was tougher than the tank)
...
Go through all the missions pretty much fine. Not to many problems. Fire/Kin complains about the Fire/Rad using their IMPS.
Speed Boost is asked for a couple of times (by two members when running low on END), but never "SB NOW" "SB SB SB" It's never given, and they move on, though I do get a tell from one member asking "Why isnt the Fire/Kin using SB"
I say don't worry, we're doing fine.
Get to the last mission.
Bad pull. Fine. We recover.
Get down to Scirrico and GW.
Pull Scirrico by himself. Team is running low on END due to his end draining attacks. The tank is needing healing.
I ask the Fire/Kin (in tells)...please SB the team and use Tranfusion to keep the tank healed.
I get...
[Name Deleted]: I am doing blind, slow, hold, slow and end drain, what else do you wish of me? Oh and auto heal!
Mind you, the Fire/Kin was also throwing out Fire Blast and Fire Ball.
Which I ask, to please just try my tactics (admitted that was spam the hell out of Transfusion and SB the team).
We beat Sciricco.
Then the Fire/Kin says "They're the only ones debuffing the others are't doing anything."
Now mind you, I'm watching the team, watching the debuffs/buffs.
Ill/Sonic, had all the debuffs going and the team shielded (with just the first shield, didnt have the other).
Fire/Rad, had the debuff toggles going, throwing out the target debuff, and using AM and the AOE heal (which isn't much)...ont he grouped up squishies.
And I was running in, using Drain Psyche for the -regen (slotted up to 147% -regen (so it's not like it was all that much), but using the debuffs I had available as well.
FIRE/KIN: well, speed boosts for pulling more then one AV at a time, is useless and a mootpoint.
So I explained what SB did.
FIRE/KIN: (9i can have my debuffs up more often with SB on me
Now at this point. No was asking for SB anyways, as we didnt need it on GW. We needed ID on the tank, so the tank wouldn't get held.
Now like I admitted to begin with. Tank wasn't the strongest tank out there. The tank needed a backup. Plain and simple. But the Fire/Kin was all upset over being asked. I didn't threaten to kick, I didnt get upset. I just asked.
Now all this time, everyone's asking me in tells to kick her.
FIRE/KIN: I don't tell you how to play a blaster, please don't tell me how to play my alt, please, or I shall leave now.
^^^In tell to me.
Now, I hadn't kicked her. I wasn't going to kick her. THEN SHE SAID THIS!
Sooo...I kicked her.
She of course got upset. Put me on ignore. Went into the global and said we just kept wanting SB, SB isnt going to save the team. ect...ect...which I tried to defend, but she just kept repeating herself, so I gave up, because like I said, I'm pretty sure she put me on ignore.
Now I've played...yes PLAYED...my trollers to 50.
And nope. I don't think that tank was going to stand up against Recluse without alot more help and/or luck.
But tell me...was I wrong in kicking? Was I wrong in asking to please try this tactic?
We werent a team going "SB NOW" for 5 missions. Up untill that point the only deaths had been my blaster vs the VINES (I got to close...okay...look at my sig...I obviously like to play in melee).
But tell me...was I wrong in kicking her?
I mean...look what she said.
And really. Blind? Blind? Yes, I know she meant Smoke. Against the AV? *sigh*
so i knew it was going 2 b bad because he asked me do you have FS?!?! wtf is FS?! he said fucrum shift... lol as if i knew something like that!
my next clue was that the fire/rad was using their IMPS! lol who doses that?! what a n00b amirite? i told the leader what a n00b farmer they were! if you pick fire control all you need to do is farm anyway lol!
so we go through the missions and i use my best powers blind fulcrum shift fireballs while eating cheetos
and they tell me like a billion times to use sb, and i'm all, dude stop yelling at me, gaaah!
i mean they're not doing anything and like draining all their end on doing nothing, lol. the crappy fire/rad dude kept using the toggle thing i dunno. there was a useless sonic, cause LOL SONIC! it does nothing!
so we get to the last missins and they all pulled BADLY!!!!!1 and because of my heals and blinds we recover. we get to sorrocco (lol weird name), and my friend calls and i say yea i have time to talk i'm just doing a tf. so i put my heals on auto while they keep screaming at me for sb GAAAHHH GUSY!!!!
talk about selfish, i'm on the phone here trying to talk to my best friend about how that one avatar smurf movie was so awsome! so i help by using my blinds with my other hand.
lol these useless guys get drained by the boss and the leader is all please SB the team and use Tranfusion to keep the tank healed. how rude!!!! lol i complained to him and said I am doing blind, slow, hold, slow and end drain, what else do you wish of me? Oh and auto heal!
DUH!!! gah how dumb is he?!?! and he's totaly interupting my conversation.
i even told him that it was those useless guys doing nothing's fault that they had a hard time. lol rad, what does it good for anyway? did i say he was a bad farmer? oh yea i did.
now i'm running out of cheetos and get some doritos
he was all no way, and i had to tell him the most OBVIOUS thing in COH well, speed boosts for pulling more then one AV at a time, is useless and a mootpoint.
DUHH!!!!! man this guy is dumb.
he tried telling me something about SB but i know all about it already (9i can have my debuffs up more often with SB on me, DUH!
and now this guy is annoying me. i am on the phone here and can only play with 1 hand, can he not see that?! can't he see how useless everyoen else but me is?! sheesh! and i tell him I don't tell you how to play a blaster, please don't tell me how to play my alt, please, or I shall leave now.
and the n00b kicks me! OMFG!!!!
well i showed him! i went off on him in global! that'll show him! i went and got some bugles after that.
If you can't tell by now, I'm totally kidding. -
Wow. Welcome back Fixer. I'm sure you've heard about PWNZ.
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I've had that happen too. I've also had it break when I moved between a tree in RV and the taunter, so I suppose taunt is on the 'needs to be fixed for consistency' issues.
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No there isn't. I believe it's because of the fact that you can drop it instantly by breaking LOS, even for a split second.
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Only time I've ever seen a stalemate is a long pointless regen vs regen fight.
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Quote:Powers that affect self, as well as other powers can reduce TS time attained from both attacking and getting hit. TS time from attacking is much much shorter than the time supressed from being attacked. With enough recharge on Invis or PFF for example, TS doesn't really threaten a good teleporter unless they're up against 10+ in a zone or something. Assuming they can stay in the air of course. Attack, invis, suppression over in less than a second.
TS does not stack like effects do. Getting hit with 3 powers in a row or DoT means that TS ends after the first application of TS, it doesn't continue until the 3rd power's TS duration ends or for the duration of a DoT... Another round of TS will be applied if this small window of no TS isn''t taken advantage of though, so it is often missed when using any other form of travel, and is often why I don't recommend TP to those brand new to PvP. It does take practice.
[EDIT:] To clarify. The hardest part of this appoach can be having the patience to NOT attack when attacked/webbed/outnumbered (and outnumbered) so that you don't create more TS. Waiting 2 secs for that window can be very difficult and/or fatal at times.
Ah dude? I don't think that's how it works at all. TS is a constant if the number of hits keep coming. The timer resets for every attack landed on you, regardless of who did it.
Case in point. Put a toggle like a rad toggle or snowstorm on someone. You'll notice they'll be stuck in perma travel supression until they shake off the toggle... Reason being is how toggles work. Toggles pulse their effects every half second, and have an active time of about a .7 of a second.... The effects do not stack with self, so it gives the effect of having a power that's always on.
Now if it worked how YOU said it, then there would be a downtime for travel supression when toggled... but there is NOT, and within the 2 seconds from being attacked, you have 4 pulses of the toggle... more than what even you had said from 3 attacks and a DOT.
But no, the travel supression RESETS every time you get successfully attacked. It resets for 4 seconds if you attack, and 2 for when you get attacked. If you are toggle debuffed, you are perma supressed until it's off you.
Edit: Oh looks like Mac got to it before I did. One last thing though. TS kicks in, yes when a hit is successful on you, but this is a matter of perception. TS kicks in the moment the hit is rolled successful and you see the damage incoming icon on your HUD. Meaning the damage is incoming, but the hit is registered and you get suppressed even before the damage lands. -
War mace is actually worse than Axe. It's basically Copy pasted from the broadsword, Same animations, same cast times, same everything... but less damage. Go figure.
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The mods killed PWNZ, true story. All that's left is a sticky in the forum games.
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Hey I'm just gonna nitpick here, Mac, while I agree that Break frees in pvp are utterly worthless, it's a solution to a not nearly as common zone problem... Telekinesis. 2 Break frees still remove the repel effect temporarily.
Just sayin'... I mean I'd still not bring em for THAT, unless I was running a melee character.
Edit: Hey Bill, you need to mention one very important and critical thing as part of the system... Toggle dropping.
Although it's sorta implied with how toggles work in PvE, with the mez changes in PvP toggle dropping is a very crucial part of what happens to some powersets.
Like if some Willpower comes in and gets a quick sleep or hold on him, his RTTC drops every time... or how Radiation Emission can't prevent their toggle drops. -
So anyone have any Left 4 Dead DP theme characters?
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Happy Birthday AZ. As a present I got you an old favorite, the time PWNZ rolled the entire forums.
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Quote:I agree with all of this, only I'll comment on the blasting part.Trollers:
mind/therm - semi easy to play as dam/debuff or support/debuff role
mind/cold - harder to play then therm because of lack of self heal
Blasters:
fire,psy,son,rad.arch/em,dev,elec,psy
Primaries:
- psy seems to hit hardest because of the delay on its damage
- fire fastest attack chain, best dps/end and overall dps
- son has -res stacking and heavy hitting when t3 blast hits on that
- rad no personal comment... havnt played enough, t3 can stun nicely
- arch fast attack chain and heavy hitting t3
Secondaries:
-em best all around sec, has boost range, conserve power for cheaper builds, nice KB attack and heavy hitter melee w/TF
-dev webnade, targeting drone, can give option to run tough over tactics
-elec some consider this a better dueling sec... some nice -recov powers as well as some soft/hard controls
-psy another set with soft/hard controls, has KB melee like EM, really annoying fear, DP
Def -- would not suggest for a starting pvp toon
Scrap/Tank - never start melee as starting pvp toon, way to many bad habits
Heats - WS are pretty worthless, PB need alot of cash to make work
Psi blast - clarifying on that damage, what happens is there's a delay before the actual damage goes off and when the projectile actually hits the target on a few attacks, so when you fire one of those off and then fire a normal hitting move, it clumps all the damage and goes off all at once.
Rad blast - I'll comment on this. The tier 3 alone is a good enough reason for the set. While most other sets have some natural advantages on, this one can cripple a defense build. Your main attacks have a -def that go up in incriments of 7. -7, -14, and tier 3 -21.
Yes they self-stack. The tier 3's -21 defense lasts a good 12 seconds, and you can stack that sucker. It also stuns, so you can just use your regular attack chain to drop unfriendly toggles.
It's good damage, -defense every attack... and you can throw in the Achilles Heel Chance of -Resist in EVERY attack. -
What about difficulty? Does it have to be set at what? -1, +0, +1, +2 or whichever?
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To be more precise, none of your powers work the same way in pvp. By that I mean mostly your defense and resist numbers will go down because of diminishing returns.
Travel suppression will keep you from engaging or retreating effectively. Heck if you start getting hit from debuffs and ranged attacks, it'll damn near prevent any attempts at escape.
All of these flaws are just a part of the inherent I13 system, and phase helps to alleviate it some. -
Higher ability to boost damage and acc, higher ability to boost range, delivers damage in 1 solid hit and without much DOT, fast activation times on all high damage attacks (So much for slow activation = more damage), higher hitpoint base, able to shoot the high damage moves while held, sleeping, and stunned, and can toggle drop offense toggles with the same frequency as a dom.
I have possibly forgotten a few things, but this is most of why. -
Well I guess I should post about myself here then, or better yet, I will allow Leonard Nimoy type for me:
You will now read this with my voice in your head.
He has been known to cure narcolepsy, just by walking into the room.
He once went to a sporting event and the players cheered him.
His organ donation card, also lists his beard.
He’s a lover, not a fighter, but he’s also a fighter, so don’t get any ideas.
When it is raining, it is because he is sad.
His personality is so magnetic, he is unable to carry credit cards.
Even his enemies list him as their emergency contact.
He never says anything taste like chicken… Not even chicken.
He speaks fluent French, in Russian.
His charm is so contagious, vaccines were created for it.
Years ago, he created a city out of blocks. Today over 600,000 people live and work there.
He is the only person to ever ace a Rorschach Test.
Every time he goes for a swim. Dolphins appear.
Alien abductors have asked him to probe them.
If he were to give you directions… You would never get lost. And you’d arrive at least 5 minutes early.
His legend precedes him, the way lightning precedes thunder.
He once had an awkward moment, just to see how it feels.
He lives vicariously through himself.
Even his parents’ advice is insightful.
If there were an interesting gland, his would be larger than most men’s entire lower intestines.
His shirts never wrinkle.
He is left-handed. And right-handed.
Even if he forgets to put postage on his mail, it gets there.
He once knew a call was a wrong number, even though the person on the other end wouldn’t admit it.
You can see his charisma from space.
The police often question him, just because they find him interesting.
He once punched a magician. That’s right. You heard me.
When he orders a salad, he gets the dressing right there on top of the salad, where it belongs…where there is no turning back.
If a monument was built in his honor, Mt. Rushmore would close, due to poor attendance.
His beard alone has experienced more than a lesser man’s entire body.
His blood smells like cologne.
On every continent in the world, there is a sandwich named after him.
He doesn’t believe in using oven mitts, nor potholders.
His cereal never gets soggy. It sits there, staying crispy, just for him.
His pillow talk is years ahead of it’s time.
Respected archaeologists fight over his discarded apple cores. -
Maybe not a tutu, but I am willing to dress like Pete Burns and sing You spin me round. Eyepatch and everything.
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Well they are not very quick on their feet. For example, we had a back and forth match in Issue 12, RV, heroes pushed forward, then villains pushed. All the while, villains kept trying to talk trash to a specific 2 people in my team. I asked:
Me: Hey, ah, you gonna say anything back?
Teammate: lol, no. Those guys are terrible.
Me: Ok, you mind if I?
Teammate: Go for it.
Baddo: He's not saying anything cause he knows it's true.
Me in broadcast: Actually, we were having a discussion about you guys. We were trying to decide if you were incredibly ignorant or just plain stupid. I said, 'whoa whoa there guys! You're being to biast. They could EASILY be both.'
Everyone laughs in broadcast.
He begins to type his response, which my teammate kills him while he is typing.
So he screams obscenities to me in broadcast especially for 'getting him killed', and claims I will be his *****. So I repeatedly chain confuse him the entire time he's there, while his friend for some odd reason is not using thaw on him. -
You know mac, on Victory server we have a number of people like dimwittle there. Luckily most of them left with I13.
I remember one from when this random Thugs/Poison MM challenged my cousin's not-pvp speced Fire/Regen scrap. The Thugs/Poison clamed he was some sort of super anti-melee specialist (lol I know).
So he agrees to fight, and immediately rushes in with MOG to avoid the initial debuff, FSC, Fire breath, Kills all but the bruiser, and then drops him shortly after. He does this many times and ends up beating him 4 to 2. Keep in mind, both were using insps too, and he tells him, "lol well that was a waste of my time, you poping all those pills." And logs out.
Another one was pre I13, in RV when I managed to detoggle and kill a granite brute with my Mind/FF controller.
"Is there anyone here who's NOT an FOTM ***** build?" -
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I'll throw in from my own personal experiences with ALL the sets.
Dark Armor:
Pros: Has the most utility of all the secondaries. Has a fear aura, damage aura, disorient aura. Has a heal that draws from multiple targets. 2 targets are enough to heal to full if slotted correctly. And has a stealth move that when paired with Super speed can make nearly full invisibility in PvE.
Has the highest Psi and Neg energy resists of all the melee armor sets (within their respective archetypes of course). It also comes with a very handy endurance drain resist to help against sapping. It has all the regular protections against Mezes and adds in Fear as well.
Has a very effective self-rez that can keep you and your allies out of danger for a brief while.
Cons: Does not handle large mobs easily, granted the large mobs do not do neg or psi damage. Has a weakness to Energy and toxic damage, being that that is their lowest resists.
It's very toggle-heavy without any endurance management powers.
How it plays: The set on the whole will FEEL weak at first. That's if you are used to a set that just waltzes in and soaks up S/L damage. On my experience this set is very technical, and the reason people shrug it off at first is because it's just not their run-n'-gun style.
You'll be switching toggles based on what you're fighting and playing strategically. The thing is the vast majority of mobs do some sort of S/L damage, so S/L is some of the most common damage in the game... and Dark Armor does only average against it. People pick up Tough just to cover that, but without Tough, you can get dropped pretty quick.
So if you enjoy a technical game, this is the set for you.
Electric Armor:
Pros: Has the maximum energy resists, has the highest common-damage resists of ALL the armors. Has a decent Self-heal and a good amount of Regen attached. Has a moderate resistance to speed debuffs, and a recharge bonus the same as Super Reflexes Quickness. It also has teleport resist, which is only useful in PvP, seeing as no npcs have tp foe.
Has hands down the best endurance management of all the sets (I.E. Even using SO's you can still have limitless endurance). Nearly unsapable for endurance, as if a Malta Sapper tries to sap you, he'll only total out a half an endurance point per hit.
Has a very good Tier 9, which can max out all resists except Psi and toxic. The tier 9 power grants toxic resist where you had none, and no psi resist where you already had it.
Cons: The same as dark armor, it CAN get overwhelmed in large mobs. Its weaknesses are toxic damage and negative energy damage, being the lowest resists it has (It actually has no toxic resist at all).
Part of it's usefullness as an immob resist and knockback resist requires you to stay on the ground. If you want any Neg energy resist whatsoever you need to stay on the ground. If you even take an inch off the floor while you are getting hit with a knockback, you will go flying.
How it plays: It does not have the utility of the dark armor, or the offense of Firey aura. It's uniqueness lies in the endurance managment. If you can get a set that compliments this secondary, you won't have too many problems.
It does feel squishy at times, like dark armor and firey arua it gets overwhelmed by a lot of S/L damage, since S/L is it's common damage resist. However it does exponentially well vs energy damage, which is also pretty common, so there are particurlar mobs where you shine brighter than all the other sets (ahem Rikti).
Energy Aura:
Pros: Pretty high defense, and excellent defense debuff resists. Like Electric armor, it has very good endurance management. The sapping power gives you HP as well as endurance, which is key in survival. It has a stealth power like dark armor, but this one enhances your basic powers as well since it does not lose its defense bonus when you attack.
Has some interesting mez resists, including Teleport resist, which is only good in pvp though, and Repel Resist, which is used a good number of times in PvE. It also comes with some auto resist powers to soften the damage that does make it through.
A very useful tier 9 power, which gives +HP on top of other things.
Cons: Recognising the problems the set had, the devs put in a self heal in the energy drain. This works, but you have to slot it for both now to keep both uses up.
The defense is not quite as much as Super Reflexes so you will get hit, and the resistances offered are very minimal, so when you get hit, you really feel it. Debuffs and other things that require a hit check are not always damage-type based, so there are times where there is no defense to them.
The thing I thought was the strangest is that seeing how this is energy aura, you'd think energy defense would be the highest... well it is, by 1.8%. Which is to say, very very minimally.
How it plays: In perspective it will probably seem as though you are getting hit a lot more than dodging. Well truth be told you are dodging quite a bit, but since your defenses aren't as high as SR, you were given resists. For that reason, you will take a good number more hits than a SR.
I feel that IO sets and bonuses really help this set out a lot. And this is a pretty late-blooming set. I'm sure others can vouch on how much they like this set... or how much they WANT to like it but can't.
Firey Aura:
Pros: Often called the most offensive set, no not because it comes with severe body odor, but because it comes with a 2nd build up. It offers maximum fire resist, and average levels of common resists. It now has resistance to recharge as well. Healing flames is very good. People can get it's recharge so fast you can keep it on auto and not worry too much about taking sustained damage.
Strangely enough it has a click resistance to immobilize in Burn. When you lay down the fire, you get 100 seconds of immob protection.
It does have one endurance recovery power, and a self-rez tier 9 that makes you invincible for a while.
Cons: Out of all the elemental armors it has the lowest common resists to damage. It has NO resist to psi damge at all. Granted it has healing flames high healing and fast recharge, but inbetween that, if whatever hit you hard is still hitting you hard, you're going to be in trouble.
The other problem is knockback. It has no knockback protection, therefore you must either cover it with IO bonuses, or take acrobatics.
How it plays: Well at first you're going to be doing ok, you get healing flames very early, and it needs to be used very often. After a certain point, like when you get SO's and put your resists in your 2 toggles and slot healing flames... that's about as good as it gets, defensively. After that, everything else comes from pool powers, IO bonuses, ect.
So your late-game play focuses more on offense, and how much you're going to increase your damage. People tend to use this to farm, seeing the damage potential in the set. Only thing is, the set needs a bit of outside help sometimes, depending on what they're farming.
Invulnerability:
Pros: A set with high potential. A common misconseption of this set is that it's a straight up resist set. Not so, it's actually half and half.
It offers you a moderate ammount of resist all but Psi, and it's highest resist is S/L. For example if you had the auto power and unyielding you'd get around 15% resist to fire/cold/energy/neg/toxic (unenhanced).
So to compensate for that, it offers Invincibility, which gives you a greater defense per person around you. This stacks with the defense auto power. So therefore Invulnerability has a good defense potential.
You also get Dull pain, giving you more HP and a good heal as well. On top of that you get resist to a good number of debuffs, such as endurance draining, recovery, movement, recharge, and defense.
It's tier 9 is superb, and also offers a recovery bonus on top of potentially maxing all but psi resists.
Cons: Well there's the obvious gaping Psionics hole. No defense or resist to psi at all. If something is a ranged npc, you'll have to goad them into your Invincibility taunt aura.
It has no endurance management powers, so you may find yourself running short on endurance often.
How it plays: This is the run-n'-gun set, for those who love to run in there and be able to take em all at once. As I mentioned, endurance management may be a problem if you don't know what you're doing yet. This is where IO sets come in handy.
It's a very active set, and good for beginners and experts.
Shield Defense:
Pros: This is another set similar to Invuln as it's both defense and resistance. It has a high ammout of vector defense (Ranged, Melee, AoE), and it offers a higher natural HP like Willpower does. It has resists to fall back on like Energy arua does, only shields has a lot higher resist than energy aura.
It has a taunt aura that like invincibility gets better the more npcs that surround you. Only this one increases damage potential. Yes it stacks with fury.
It has 2 interesting defensive moves, one that increases your defense (Up to 3 people), for allies that are nearby you, and another that does NOT increase your defense, but gives all your teammates a good defense bonus around you. It's mez protection is click based, which means you don't have to worry about another toggle, and it offers repel resist.
Some people like this one more than firey aura in it has a good ammount of offense abilities, such as the Shield charge, which is only equal to lightning rod.
The tier 9 is by no means uber, it's just very very good. It ups your resist by a good ammount, gives you recovery, and gives more HP. The good part is it has a crash like hasten, which is not something that will cripple you if you crash mid-combat.
Cons: You can't enhance Phalanx Fighting for some reason, your tier 9 is good but won't save you in some situations. Like Invuln it has a huge Psi weakness.
It has no form of self-healing, so enemies can whittle away at your HP without aid-self. It also has no form of endurance management or end recovery debuff protection. Again, that is something that needs to be covered with something else.
The tier 9 is not enhanceable for recharge whatsoever. Not even by outside buffs.
How it plays: It's actually very fun to play. This is a pretty active set. Defensively, you play it and you will take hits about as much (or sometimes even less than) as an energy aura. The difference being that you have a lot more natural HP, and a substantially higher resistance than an energy aura.
One tip to remember is that when you wanna AoE bombard them, remember to get them all around you first, that way you get the damage bonus from Against all odds before you activate your power. Otherwise the damage bonus does not count.
Stone Armor:
Pros: Has an interesting mixture of defense and resistances. Has Dull pain and a built in slowing/immobilizing aoe.
The tier 9 is the best armor of them all... in any of the armors on any of the secondaries. No other single toggle is gonna give that much defense and resist all at once.
Cons: It's SLLLLLOOOOOOOWWWWW! Very slow. Teleport is pretty darn essential to make it functional. Speed boost is another alternative if you have a kin with you.
The thing is, most the armors are simply overshadowed by Granite Armor. You'd need 5 of the inferior toggles just to do what the 1 toggle does, and it does it better than all 5.
1 of the 5 is Rooted, and then you can activate that while in Granite Armor.
The only thing the smaller armors have going for them is the defense to Psi toggle. In the vast majority of the cases that's not enough to justify not using granite over the other 5 toggles.
How it plays: Well, pre-granite armor you'll definately feel slow, seeing how your important mez protection is in Rooted. So pre-granite armor you'll have a decent mixture of defense, resist, and regeneration. Enough to feel pretty solid though. (Pun intended)
After Granite armor, It would take a LOT to bring you down. But you can be taken down.
Super Reflexes:
Pros: Very high defense, and a strange ammount of resist. You get resistance added more and more dependant on how low your HP is.
It has very high defense debuffs, some movement, and recharge resistance. Quickness adds in speed and recharge. It offers a click mez protection, freeing up a toggle spot, and offers confuse resist on top of that.
The tier 9 power adds in a vast ammount more defense than you possibly need. It adds in recovery and movement speed as well.
Cons: Being straight up defense, a few lucky hits in, or some high accuracy bounuses will tear you a new one. Certain Psi attacks can get in, too, bypassing defense completely.
Unlike Stone armor, this doesn't have an overwhelming tier 9, but more like one that will not impress much. Some people have worked their super reflexes so that they have incredible defenses without elude, and elude doesn't add much to their already soft-capped characters.
This set has is no endurance management. And a set based on quickness tends to use a lot of endurance, fast. It also has no form of +HP or self healing, so you need to find a way of covering that.
How it plays: Some might say it's probably the most boring of the armors. It's the least active secondary armor next to Stone armor, just turn on 3 toggles and you're done. There's nothing else to these armors, they just provide defense, no utility at all. As a matter of fact because of this they had to add in a small range taunt aura in Evasion, which does not buff, debuff, or damage like other taunt auras do.
The click mez protection is the only thing in the set that requires your attention. Even then you can auto fire it.
Willpower:
Pros: This is a moderate all-around set. The jack of all trades. It has a lot of HP, moderate ammount of resist-all, moderate ammount of defense, and good regen.
I would call this a 'pro' because adding on any kind of buff to a willpower adds on a lot to them. I mean outside buffs, like a good forcefielder, sonic, pain dom, ect... adds a lot to this set. No buff is overshadowed because of how high one status is... like a forcefielder buffing an already maxed super reflexes.
The willpower can face a vast majority of mobs and do equally as well against most. The self-rez is also a self-buff. The set has very good endurance managment, and high regen as well.
The tier 9 adds a good ammount of resist, it is by far not uber, but does a good job. It's crash is minimal because of that. More like the crash of Hasten.
Cons: Being master of none, a willpower can get overwhelmed by things other armors have very high strengths in. It's defense and resistance numbers aren't as high as the other armors. They are by far the lowest in comparison.
Sometimes regen isn't enough for taking high damage, single targets. Self healing isn't an option for willpower, so that may get ugly.
The tier 9 is not enhanceable for recharge whatsoever. Not even by outside buffs.
Unlike some of the other self-rezes, this one still leaves you open to attack. If you self-rez while you are still surrounded, you may find yourself faceplanted again, fast.
How it plays: This one is also pretty fun to play. With it's good endurance management, you can rock a lot of toggles and keep on ticking. As far as taking on things that deal a heavy ammount of damage, it's not actually willpower's strong suits. But it is kinda the fun part of playing a willpower.
This set has a lot of room for any style of play. It's very good for both beginners and experts.