Aid self question


Hammerfall

 

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When you're interrupted you do NOT need to wait for it to come back up before you use it again.

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I wait for a likely opening between attacks, i have never hammered on it and am aware that you can do this, i just never thought anyone would. Under some DoTs or heavy fire the maximum of half a sec interrupt may not be enough or you could be just plain unlucky hence holding it down will end drain you.


[/ QUOTE ]When you're going to die if aid self doesn't go off, the smart thing to do IS to spam the power, hoping you'll hit a window between the attacks that you can execute the power in. In a situation like that, and EndRdx or two is very useful.


 

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I think you can lose end too despite being interrupted, but its m00t, as often by the time you can use it again end recovery takes away some of of it away if you have stamina.

[/ QUOTE ]If you're interrupted, you can use the power again immidiately. So if you're under fire, spamming an interruptable power can drain your whole END bar in a second. Endurance slotting in aid self is thus very useful.

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Never noticed this happen to me and I use it in pvp quite a lot. Maybe I should check it thou.

edit nevermind youre right. Makes it even less useful for my tank.


 

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I have been reading this whole thread and now I am seriously wondering what this fuss is all about. I don´t think anyone would disagree that both Interrupt Duration and Endurance Reduction are valid slotting options for Aid Self.
And I think all of us know that it depends on the specific toon in question if you get more mileage from the former or the latter.
So, in my opinion, if a tanker is rarely interrupted because he has significant defense and/or some means to buy him the needed time window (AoE knockdown or disorient would spring to mind) he is better off with EndRdx as it helps regardless of being interrupted or not.
However, as soon as a tanker finds himself interrupted regularly during the 1 second interrupt time, things get really complicated mathematically speaking (as there are some unknown variables regarding available "time buying powers" and playstyle). In some cases Interrupt Duration might be better, in other cases Endurance Reduction might still be on top and there might even be some cases where Aid Self will add no survivability at all, because it turns out to be a huge waste of time and endurance (and slots).




If it has
eyes, you can blind it, if it has blood, you can make it bleed, if it has a mouth, you can make it scream.

 

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I was under the impression that Tankers are not a buff class.
They shouldn't have to do anything for defenders other than protect them from aggro

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Thats it too many dont protect defenders from aggro. My trick archer is better off with herders and what do i get in teams alot of the time a bunch of solo artists seeing to themselves or aggro dispersed all over the place.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

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I have been reading this whole thread and now I am seriously wondering what this fuss is all about. I don´t think anyone would disagree that both Interrupt Duration and Endurance Reduction are valid slotting options for Aid Self.
And I think all of us know that it depends on the specific toon in question if you get more mileage from the former or the latter.
So, in my opinion, if a tanker is rarely interrupted because he has significant defense and/or some means to buy him the needed time window (AoE knockdown or disorient would spring to mind) he is better off with EndRdx as it helps regardless of being interrupted or not.
However, as soon as a tanker finds himself interrupted regularly during the 1 second interrupt time, things get really complicated mathematically speaking (as there are some unknown variables regarding available "time buying powers" and playstyle). In some cases Interrupt Duration might be better, in other cases Endurance Reduction might still be on top and there might even be some cases where Aid Self will add no survivability at all, because it turns out to be a huge waste of time and endurance (and slots).

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Thats good to me.

Without seeing the guys build i have made no suggestions at what is best. I have aid self and never held it down, it gets interrupted and i try again at a seemably more opportune moment. The end bar is my second life bar.

The interrupt on trip and timebomb is way worse than aid self giving one person chance to use 3 attacks and interrupt me. I think its about 4 secs. 1 second with 4 foes around me and 1 of them has a good chance compared to 1 foe. 0.5 sec and 8 foes around me and one of them has a really good chance compared to one foe. So if ya get me the more foes around ya the more ya may need interrupts. As the chance to be interrupted is increased.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

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So, in my opinion, if a tanker is rarely interrupted because he has significant defense and/or some means to buy him the needed time window (AoE knockdown or disorient would spring to mind) he is better off with EndRdx as it helps regardless of being interrupted or not.

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Agreed/Signed/Applaud

Play about with it, see what you can deal with and what you can't.

There's been posts in the blaster forums by PvPers who use Aid self regularly during matches... the consensus there appears to be that slotting two interrupts don't allow you to escape any more than one does, and only slot one if you have problems timing Aid Self so it will activate between the average one-second DoT "ticks".

When my Inv/SS tanker tried Aid Self, without interrupts did not ever have a problem activating it even when herding to the mob aggro cap. It only became impossible to activate when he was under the effect of toggle or "patch" debuffs such as Darkest Night or Earthquake: these always automatically interrupted it.


 

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And I think all of us know that it depends on the specific toon in question if you get more mileage from the former or the latter.

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Hi. I`m the original poster.I asked the question for my Super strength/ invul Tanker.As it happens, I brought in whirlwind and since then footstomp. I found them to be excellent at holding off thebaddies long enough to (generally) fire off aid self. So it worked well.

My energy /melee / invul Tanker is slightly different.

With both sets I`m trying to find the best way to counter energy attacks.
In both sets I dropped the two resists (el and en) because, in the face of the damage we have to take when teamed, I find them (since i5 and Ed) derisable.

I wanted, ideally, to take tough. (this actually is my prefered choice for a theme point of view. I dont get off on healing damage. I prefer to take it in the first place.)

But all that does is increase my SL which, while nice, I don`t actually need.

I chose aid self for the SS Tanker really to see what it was like but felt it might be even more desirable for my energy melee Tanker because,in reality,because of Energy Transfer, En mel is the least invulnerable of the invul Tanker sets.

So if im up against circle of thorn (for example), my survivability is even less than my SS Tanker.
(I know energy transfer has a health trade off and from that point of view I`m cool about it.)

But for that reason, plus the fact you reclaim more health than en res or el resist protects against, I hit on aid self.

That`s the theory.

However, Energy melee does not have a knockback or aoe power that deflects enemies long enough to trigger aid self sufficently.

It makes it much tougher to use than on other Tank types or builds.

So I`m kind of in a dilemma.

Anyone out there able to offer me clarity?

Thx


Don't get into a flap. It's only my opinion and I'm thick

Arc 56763 Lord Anarchys heaven

2 mission arc. Bring friends cause Lord Anarchy means business...

 

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I think Whirling Hands (the Energy Melee PBAoE) is meant to have a stun component.
That **should** give you breathing room to fire off Aid Self if you slot it with 2 interrupt SOs...

The alternative is to try to ramp your defense up as high as possible and rely on outside healing and Dull Pain. You can get over 30% defense from just Invincibility (3 Slotted with Defense SOs, with 10 foes foes within range) and Weave and Tough Hide can raise that by just under 8% defense each so that's your toon at the 45% cap. Combat Jumping can help cancel out the leftover -defence from Unyielding.


 

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I think Whirling Hands (the Energy Melee PBAoE) is meant to have a stun component.
That **should** give you breathing room to fire off Aid Self if you slot it with 2 interrupt SOs...


[/ QUOTE ]The stun chance is only 30%, so you'll still have 70% of the group attacking you (On average).