Do I really have to take Leaping?


Dante

 

Posted

Hi all.

I've recently been revisiting my first character which I haven't played in a number of months, a Katana/DA scrapper. He was my first character and all my power choices were based on concept rather than on game mechanics. He still plays fine except for the massive hole in DAs armour when it comes to knockback and immobilize.

As a concept toon, I have Fly as my travel power but it seems that all of the /DA scrappers I've ever come across take Superjump to plug the hole with Combat Jumping and Acrobatics. I'm reluctant to do the same and have been using hover with some degree of success. However, I'd like to know if I'm missing anything, some other way I can cover the KB/Immob hole rather than compromise my concept. I can't see one myself but if anyone's got any great ideas, I'd love to hear them.

Thanks.


@Dante EU - Union Roleplayer and Altisis Victim
The Militia: Union RP Supergroup - www.themilitia.org.uk

 

Posted

You could always try and cover the gap with the temp kb protection you get from the empowerment stations. Dont know how effective they are though.


@Mister
Mister Volcano lvl50 Tank SA/FM
Silver Sight lvl 50 Controller Mind/Kin
Cryogenic lvl 50 Tank Ice/Stone
Winters Night lvl 50 Corrupter Ice/Dark
Chaos Agent lvl50 Brute EM/EA

 

Posted

Dante,

I have had much the same problem. My first ever toon was/is a Dark/Dark Scrapper and like you I chose my travel power very carefully for concept rreasons.

Originally he had the TP set but I suffered so badly at the hands of the Council and their fracking grenades that I had to give in and get a different power for some knockback protection.

The leaping set probably does give by far the best protection but there was no way I could reconcile it with the character and so I settled on the flight pool as a just about acceptable compromise.

To answer your question, I am not aware of any alternatives at this time but I am hoping that the inventions system coming on line in I9 will change that. Possibly we may be able to creat a single item that gives Knockback protection or failing that, we will be able to collect a "set" of IO enhancements that will give knockback protection as one of its bonuses.

I live in hope


 

Posted

Empowerment knockback protection is quite effective but only lasts an hour. There are a couple of invention sets that offer KB protection too but that option won't be available until i9.

For now I would go with either Acrobatics or Hover.


Octavian Vanguard
@ohmsEU and @ohms 2

Badging character: Bimble on the Union server, Badgehunter.com and City Info Tracker.

 

Posted

Yes, I'm kind of hoping there'll be some way round it with inventions too. It's unfortunate that wanting protection from knockback and holds has to decide our travel power that way, it's always annoyed me.


@Dante EU - Union Roleplayer and Altisis Victim
The Militia: Union RP Supergroup - www.themilitia.org.uk

 

Posted

I don't remember the exact sets, but Knockback protection is definitely covered by Set Bonuses.


"The Hamidon is a what what of what?" - Brian the mission guy.

 

Posted

[ QUOTE ]
I don't remember the exact sets, but Knockback protection is definitely covered by Set Bonuses.

[/ QUOTE ]
It's not a set bonus. It's an enhancement. It's part of the steadfast protection set.


 

Posted

I've been having success with the flight pool for my Fire/Fire tank. In order to get decent movement you need Hover with 3 slots of flight speed. This gives you faster movement than base run speed. The main problem is you then become susceptible to knockback when some uses a -fly on you. However it is certainly workable.

Immob protection is vital. I use Burn from my primary, which has the downside of having to land to use it. You could use Cloak of Darkness from your secondary, which gives you stealth and immob protection but makes your toon into an invisible dark thingy, it also gives +perception and some decent defence. Another option is Combat Jumping which I believe you can still use when flying/hovering, this is very cheap to run, has no real visible effects and gives a little bit of defence too ( half of Cloak of Darkness ).


@Unthing ... Mostly on Union.

 

Posted

Thanks for the advice. I've been using hover as a semi-knockback protection and apart from being flipped over when hit with a KB attack, I seem to be ok with it. It's already got three slots of fly in it and it's nicely fast, occasionally overtaking people while running.

I managed to miss the immobilise resistance on Cloak of Darkness but I was going to pick that up anyway so that works out pleasantly. I still think that there should be some sort of resistance based pool powers so that our travel power is not dictated to us (used to have a fire tank too) but I'm hoping that inventions will give us some ability to do this.


@Dante EU - Union Roleplayer and Altisis Victim
The Militia: Union RP Supergroup - www.themilitia.org.uk