Fire Aura's Weaknesses


Heraclea

 

Posted

Hello, I have not played very much since the arrival of IOs. I have just recently created a Fire Aura Tanker and I wish to know the best way to plug the holes of lack of Knockback resistance and Immobilization resistance outside of Burn.

I have been told that since the advent of IOs , investing in the Leaping power pool is no longer required as long as I have sufficient influence to obtain certain IOs. As of now, I am level 10 and I currently have about 2 million influence at my desposal.

How can I obtain Knockback and Immobilize protection outside of the Leaping Pool ?

How much will it cost ?

How effective would this protection be ?

Thank you for your help.


 

Posted

Immob Protection:
Outside of Burn I think best way is still Combat Jumping (Immob Mag -10,7).

KB Protection:
For Fly'ers I'd say keep Hover on an extra mouse button or ALT/CTRL key. Your toon will just do a spin in the air (but can't do anything else like attacking).
Invention set KB Protection:
Karma and Steadfast might be *cheapest* but still won't go for 2M or less (I might be wrong, recipe prices have nose-dived since issue 16 for a lot goodies).
Mag 4 KB protection is not much in the long run though, it's enough for the usual brawls though.
2x Mag 4 is better (Mag 8 KB prot).
Some AVs/GMs, FakeNemesis' staff attack (for bosses your level and higher) and Rikti pylon will still beat that (need 11-12 pts KB protection here).

You can have 2 builds for a single toon btw, in case you don't know, see a trainer and there you can ask to Change/Rename your build.
Both need individual enhancements and a respec will only change 1 build.
Both builds will have the same XP (you don't need to earn extra XP for your 2nd build).
This can be handy if you like to try out powers or like an easy level up build without burning respecs. For example you could just get CJ and Acrobatics on 1 build and later decide where to go after you leveled up a bit (and have more Inf).


 

Posted

Quote:
Originally Posted by New_Dark_Age View Post
Hello, I have not played very much since the arrival of IOs. I have just recently created a Fire Aura Tanker and I wish to know the best way to plug the holes of lack of Knockback resistance and Immobilization resistance outside of Burn.
The Steadfast Protection Knockback Protection IO can be bought for 75 merits. 2 Citadel TFs buy you the recipe, no matter what the market is doing. It goes into any damage resistance power, of which you have several. It is not unique, and you can slot them in several damage resistance powers.

Immobilization protection can still be had in Combat Jumping, which also adds a paltry amount of defense.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Thanks for the information so far.

So there is no IO alternative or another alternative to Combat Jumping in my case ?


 

Posted

Quote:
Originally Posted by munecaroon View Post
Immob Protection:
Outside of Burn I think best way is still Combat Jumping (Immob Mag -10,7).

KB Protection:
For Fly'ers I'd say keep Hover on an extra mouse button or ALT/CTRL key. Your toon will just do a spin in the air (but can't do anything else like attacking).
Invention set KB Protection:
Karma and Steadfast might be *cheapest* but still won't go for 2M or less (I might be wrong, recipe prices have nose-dived since issue 16 for a lot goodies).
Mag 4 KB protection is not much in the long run though, it's enough for the usual brawls though.
2x Mag 4 is better (Mag 8 KB prot).
Some AVs/GMs, FakeNemesis' staff attack (for bosses your level and higher) and Rikti pylon will still beat that (need 11-12 pts KB protection here).

You can have 2 builds for a single toon btw, in case you don't know, see a trainer and there you can ask to Change/Rename your build.
Both need individual enhancements and a respec will only change 1 build.
Both builds will have the same XP (you don't need to earn extra XP for your 2nd build).
This can be handy if you like to try out powers or like an easy level up build without burning respecs. For example you could just get CJ and Acrobatics on 1 build and later decide where to go after you leveled up a bit (and have more Inf).
So it is simply the more KB IOs I have the greater my KB protection will be ?


 

Posted

Quote:
Originally Posted by New_Dark_Age View Post
So there is no IO alternative or another alternative to Combat Jumping in my case ?
I use Burn on my Fire/SS tank, quite a lot so.
If your Secondary can "nail" critters, Burn can add a significant amount of damage.
And it's great to melt static (mission) objects, Rikti portals/drones, Malta gun bots or AVs.

Erm, okay no Burn, no CJ .. guess you could teleport your way out of Immob haha, well it's half joking, you know, since I don't know your travel powers.

I guess you're thinking of IO set bonuses for Immob Protection
Last time I checked *all* IO sets I couldn't find anything that grants Immob protection, just resistance (which cuts down the total duration of being mezzed).
For example:
Reactive Armor (2): MezResist(Immobilization) 1,1%
This means a 10,0 seconds Immob would be over after 9,89 seconds instead.
Pretty much useless if you ask me.
Even 5 sets of Reactive Armor wouldn't help enough here.

Quote:
Originally Posted by New_Dark_Age View Post
So it is simply the more KB IOs I have the greater my KB protection will be ?
Yes what Heraclea said.
For example 2x "Steadfast Protection Knockback Protection IO" can be used in 1 build, but 2 different powers.
Or 1x "Steadfast Protection Knockback Protection IO" in e.g. Tough, 1x "Karma Knockback Protection IO" in CJ/Hover and 1x "Blessing of the Zephir Knockback Protection IO" in Super Jump.


 

Posted

Quote:
Originally Posted by New_Dark_Age View Post
Thanks for the information so far.

So there is no IO alternative or another alternative to Combat Jumping in my case ?
IO sets only offer resistance when it comes to immobilize. Nothing really offers protection.

Your options are:

1. Combat Jumping - Offers a little defense as well, and if you want go with Tough/Weave, this can do a decent amount of mitigation when stacked with your resists.

2. Burn - Does damage and makes foes run away. Depending on your secondary, you can always use knockdown to keep them in the fire.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

For KB protection with little cash, you can also do AE missions, and then do Bronze rolls with your tickets. Once, when cashing in my tickets, I got both the Steadfast Protection KB Prot recipe and the Karma KB Prot recipe in one session! (YMMV)


 

Posted

Two birds with one stone: Combat Jumping slotted with a Karma -KB


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

Quote:
Originally Posted by munecaroon View Post
KB Protection:
For Fly'ers I'd say keep Hover on an extra mouse button or ALT/CTRL key. Your toon will just do a spin in the air (but can't do anything else like attacking).
But there's no point to this. Once upon a time, you suffered less penalty (i.e. could act sooner) but that was fixed. The duration during which you can not act is exactly the same whether you are hovering or not.

Well, I guess there could be a point if you're concerned about the lateral distance traveled. But I think most people are interested in the duration during which you are helpless and Hover does NOTHING to reduce that.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Quote:
Originally Posted by Heraclea View Post
The Steadfast Protection Knockback Protection IO can be bought for 75 merits. 2 Citadel TFs buy you the recipe, no matter what the market is doing.
He's level 10. So, first, he should do the Positron TF for 66 merits.
MUAHAHAHAHAHA


Paragon City Search And Rescue
The Mentor Project

 

Posted

Quote:
Originally Posted by Ironblade View Post
He's level 10. So, first, he should do the Positron TF for 66 merits.
MUAHAHAHAHAHA
Well, that'll put a dent in it.

And if (hint, hint) he runs Positron with a full team of 8, he may leave the TF within striking range of Citadel. Rollister just isn't as much fun without a full team of 8.

If not, a Sister Psyche will get him there.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Quote:
Originally Posted by SteelMountain View Post
For KB protection with little cash, you can also do AE missions, and then do Bronze rolls with your tickets. Once, when cashing in my tickets, I got both the Steadfast Protection KB Prot recipe and the Karma KB Prot recipe in one session! (YMMV)
Just to back this up: do bronze rolls for the 10-14 range recipes. Cheap, and easy...and you're bound to get some sort of -KB recipe for the kind of tickets you get off of just one good, long arc.


 

Posted

Quote:
Originally Posted by Ironblade View Post
But there's no point to this. Once upon a time, you suffered less penalty (i.e. could act sooner) but that was fixed. The duration during which you can not act is exactly the same whether you are hovering or not.

Well, I guess there could be a point if you're concerned about the lateral distance traveled. But I think most people are interested in the duration during which you are helpless and Hover does NOTHING to reduce that.
He would still be "tanking" - as in keeping the guys in check.
Mobs would stay put/taunted, no need to run back, collect mobs again etc.
I was just trying to pull more ideas