Increase Density worth taking?


Arctic_Princess

 

Posted

Like the post title says, is it really worth taking? It only lasts sixty seconds and gets annoying having to re-apply it every time it wears off. Is it really worth taking or should I skip it for something else?


Contact Information!

Twitter: @TonyParkeze

Facebook: www.facebook.com/anthonyjp91

Email: anthonyjp91@gmail.com

 

Posted

Don't buff the whole team with it. Just buff people who

1) Have no Mezz protection and are held, immobed or stunned.
2) Are a melee with no knockback protection
3) are key in surving against a foe who does a large aamount of enrgy/smash damage ( normally a tank against certain AVs ).
4) Are a defender controller who are nice enough to be mez protecting you ( with say Clear Mind ).


All in all, don't let it rule your life. Generally 2-4 are hard to notice, if you use it for only 1, it serves it's purpose.

I would never keep it on a whole team, but I have kept it on one or two. It is a missable power, it is useful though, especially for paying back Clear Minding empaths (4).


@Unthing ... Mostly on Union.

 

Posted

Yes but a Controller / Defender with Empathy wouldn't be taking any aggro from any enemies to become Mezzed as they'd be more concentrated on keeping the team alive with heals and buffs. Also, a Kin would be best keeping SB and FS up rather than checking if people are Mezzed or not, but that's just my opinion. Thanks for the reply, Unthing. I think I'll just skip it.


Contact Information!

Twitter: @TonyParkeze

Facebook: www.facebook.com/anthonyjp91

Email: anthonyjp91@gmail.com

 

Posted

Slotted for damage resist, Increase Density on a defender gives 39% resistance to smashing and energy. It gives protection from knockback and repel in addition to holds and stuns.

I can think of a few situations where it's useful.


 

Posted

A fairly key power (Not up there with the must haves, but pretty important). Whilst skippable, it will be sorely missed.

Its not really feasible to keep it on everyone without turning into a mindless buffbot. Which is pretty dull.

I use it:

Firstly, I keep it on defenders. Defender get's mezzed and its big trouble. Im particularly thinking of "toggle" defenders like radiation, and defenders who can unmez you (Sonic, Empathy, Kinetics), but really any defender.

Secondly, providing not too much hastle, tanks - who wont say No to the big +resistance boost.

Other than that I only use it if somebody actually get's mezzed.

At high levels this is a really vital power - so much mezzing occurs that you really need to keep those defenders working.


 

Posted

[ QUOTE ]
Like the post title says, is it really worth taking? It only lasts sixty seconds and gets annoying having to re-apply it every time it wears off. Is it really worth taking or should I skip it for something else?

[/ QUOTE ]

Yes its worth it.


 

Posted

take it and love it!


 

Posted

I'd say it's worth taking. PvE wise it's always good to use incase you see a team member in trouble. You notice there stunned or held.. chuck and ID on them.

the duration is very short and can be a pain to keep perma on larger teams..

Then PvP.. Well ID vs Repel need i say anymore


 

Posted

It's a great power. Annoying short duration though, but no need to spam it all the time on everyone. Just the squishies and on occasion a tank/scrap for the extra res.

Defs should absolutely take it, you are support toons primarily (even though kins lend themselves very well for an offending role) so being able to demezz your teammates -and to slighter extend buff res- is a must imo.
For trollers it would be lovely if you got it, but not a big hassle when not since the primary already offers so many other nice powers.


 

Posted

[ QUOTE ]
Yes but a Controller / Defender with Empathy wouldn't be taking any aggro from any enemies to become Mezzed as they'd be more concentrated on keeping the team alive with heals and buffs. Also, a Kin would be best keeping SB and FS up rather than checking if people are Mezzed or not, but that's just my opinion. Thanks for the reply, Unthing. I think I'll just skip it.

[/ QUOTE ]

Makes me wonder why you even asked, having come up with an instant reply after just one person.

People of certain sets would more find more value in a Kin who has ID than one without.

[ QUOTE ]
Secondly, providing not too much hastle, tanks - who wont say No to the big +resistance boost.

[/ QUOTE ]

A tanker who found themself subjected to 4 stacked holds is a detoggled tanker or in the case of GW 1, nvm dam resists.


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.

 

Posted

ID has been very valuable for our States TF runs, for GW (as Shannon said) for the tank taking on Recluse if its a fire, for me as a Rad defender, keeping Choking cloud on an ambush while they try and mez me.

Its duration does suck though, and everyone normally asks for a clear mind before it, but its damned helpful for that minute


"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"

 

Posted

[ QUOTE ]
Yes but a Controller / Defender with Empathy wouldn't be taking any aggro from any enemies to become Mezzed as they'd be more concentrated on keeping the team alive with heals and buffs. Also, a Kin would be best keeping SB and FS up rather than checking if people are Mezzed or not, but that's just my opinion. Thanks for the reply, Unthing. I think I'll just skip it.

[/ QUOTE ]

Don't forget mezzers who use AoE or Cone Effect mez powers (Madness Mages and Anathemas spring to mind here). Although the defender may not be attacking, they still might be in mez range.

Equally useful against Freak tanks (that darned AoE grenade attack and it's knockback) - the same goes for Council Assault lieutenants and bosses.

Also, don't forget Kheldians, especially if teaming without a controller to boost their mez resist. Any form of mez protection for Kheldians is useful and, considering you're a Kin/ or /Kin, their damage should be hitting the cap much sooner than with most other defenders. If they're mezzed then that ain't happening.