ShrikeAoJ

Informant
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  1. [ QUOTE ]
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    Drawbacks are as follows:

    At level 22, you start facing alot of foes that do more damage, and hence, you need more resistance to smash/lethal.

    I last exponentially longer against large herds of Freaks and Sky Raiders with Tough than without. About this time, you'll also want Stamina, since running acro, FS, PS, and CJ actually puts you at a deficit of endurance when you start burning on top of those toggles.

    By exponential, I mean 10-20 minutes longer than without Tough.

    Running without Acro is very, very bad post-20 or so. KD is horrid and present in about 90% of your foes (mostly luteys and bosses).

    Running without Stamina after 24-ish makes you VERY susceptible to toggle drops, especially when facing end-draining foes en masse.

    Moral: Get Stamina for the added drain of more toggles. Get it by 22 latest. Get Acro next for knockdown. Lastly, Tough is needed to cap smash/lethal. Boxing is needed for Tough, so get it out of the way early so it's not an issue later.

    Fire tanks are VERY tight builds for those who wish to actually tank, and not be glorified scrappers. VERY tight. There is one wiggle possibility, and that's Taunt. Anything else moved later reduces the effectivness of a tanker-type fire tank DRASTICALLY.

    I've actually observed this firsthand, both from my tank (correct build) and 5 other fire tanks (incorrect builds) who I have teamed with.

    I've also come to the conclusion that slotting anything BUT resistance in your shields is a BAD move. Each SO reduces damage by quite a bit. It makes a DRASTIC difference.

    Also, one mistake I continually see or hear: more than 2 resists in Tough/Weave with 6-slotted FS is a complete waste. With 2, and +2 green SOs, you are in the 106% s/l resist bracket. You're at 98% with white (even) SOs. Just don't do it; only 1 or 2 foes reduce damage resistances and they are all post-40. Don't worry about it, it doesn't happen that often.

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    Can anyone confirm or elaborate on the red text? I've read 3 or 4 previous posts in the forums that say everything from you MUST 6 slot weave to only 2 slots in Weave and 3 in Tough or vice versa. Everyone seems to have the ironclad and 'undisputable' confirmation on their facts. Slotting assuming that FS and PS are both 6 slotted for DamRes, with CJ and Acro taken for additional protections)

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    Tough, FS and PS are Resistance, Weave is DEFENSE.
    The only way to mitigate Psionic Damage is through DEFENSE, since we have no Resistance to it.
    It also helps vs our other low Resistance stuff, like Cold, Toxic, and Energy/NegEnergy.

    With Hasten, Combat Jumping, and 6 slotted Weave, we can hit about 38% Defense vs. Melee and Range attacks. (One slotted weave gets you a base of15%, so 25% with Hasten and CJ)
    If you want to dodge that stuff, then a 6 slotted Weave is the best way to go. Oh, with out something like Hover, we have NO Defense vs AOE.

    With 6 slotted FS (PS does not help vs Smash/Lethal), Tough only needs 1 slot to hit the cap at 90%. You might want a extra slot in there, because some things can lower you resistance/defense (Defender type baddies)
  2. I remember rushing to the giant Penny in Kings Row before the servers were going down in Beta to take Penny Group Pictures.

    I remember the first time I walked into Boomtown, and realized there really had been a war.
  3. I bugged it too...
    With Siphion speed on the test serve when testing Issue 3, hover was much slower than on live. Now, it is slower on live too.
  4. And all of the slow attack effects seem to stack, and most of the powers have them. It does slow down the attacks pretty well. It seems to slow down the Recharge of a attack, not the actual attack rate.

    Now with sleep the way it is on the training server, I will dominate (to sleep), siphion power, transfusion, then lance the guy, or will dominate again...

    I still like subdue to hold the runners, or give me a chance to run if I have to.