Weave and Toughness


Adeon Hawkwood

 

Posted

Are these worth putting into my build. I have a level 29 blaster, and I have both of these, for defense and damage resistance, but is it really worth it?


 

Posted

My general opinion is not unless you're doing a high defense IO build but at the same time if you don't have anything else you'd rather take then the extra survivability can help.


 

Posted

I would think that at level 29 there are a lot of other powers that could be quite helpful to a blaster instead.

I agree with Adeon. You often see that on end-game builds for better survivability when everything in place.


 

Posted

They're pretty small values for a Blaster.

The Fighting pool is useful if you're going for a specialised Defence build using IOs - Weave provides Defence and Tough gives you a place to stick the Steadfast IO, but it costs you in terms of power picks and influence.

I'd recommend against it as a general rule.


 

Posted

The only characters, other than scrappers, brutes, and tanks, that I consider this on are the ones where I think I'll be in melee range a good bit more than normal. Some builds with some PBAoE attacks and the like might make it worth a pick some time to supplement your epic pool defense power.


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Posted

Quote:
Originally Posted by thgebull0425 View Post
Are these worth putting into my build. I have a level 29 blaster, and I have both of these, for defense and damage resistance, but is it really worth it?
For a SO or GEN IO, using build...if you have the END...think using Tough to stack with the epic armor isn't that bad. Not anymore, when your toggles don't drop from getting mezzed.

Weave however, just doesn't seem worth it, for so little defense.

Now, if building for Defense with Set IOs, I think it's worth it.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

They are toggles remember. If you want to see if they are really worth it play for an hour with them on then leave them off for an hour and see how your character plays.


 

Posted

I'm planning on taking them both, and slotting Boxing as well (with 4 Kinetic Combat)

I put together a build that softcaps Smashing/Lethal defense, and gets around 30% to Energy/N.Energy, so for me Weave is definitely worth it as I would end up 4% short or so without it.

That said, I'm taking the Fighting pool very late in my build, when the only other things I have to choose are Epic powers (going Cold Mastery for Frozen Armor and Hibernate)


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Yeah, for levelling, their appeal is pretty marginal, but not totally negligible.

Say you're making a Ranged Defence Hover-blaster, which is probably your best bet to leverage some defence through IOs.

In the 30's, you could expect to have a Blaster with 4 sets of Thunderstrike (3 primary + Teir 1 immobilise or 4 primary for Psi) and 2 pairs Blessing of the Zephyr (Hover + Flight) for 23% vs Ranged whilst Hovering.

Weave with Red Fortune (5.6 + 2.5) and Tough with Steadfast IO (+3) will give you an extra 11% Ranged Defence, bringing you up to 32% Ranged Defence. You're paying the END cost for Weave, Tough is just a stepping stone and an IO mule here, and doesn't need to be run unless you want the resistance.

I reckon you could probably get all this in your early to mid 30's, so you're benefitting for typically half your playtime on the way to 50 (at which point I also dump characters).
Add in a full set of Stupefy in a stun power and you're even better off.

You've spent three powers, a pool and 5 extra slots to get this. It means you need 1 small luck pill to cap Ranged Defence instead of 2.

You are of course still wide open to Melee and AoE attacks, unless you can hover out of melee range.


 

Posted

Exactly why I'm going with Smashing/Lethal defense instead.

I plan on playing as a blapper both in melee and at range, and I believe someone once proved that smashing/lethal covers some 65-70% of attacks in the game. I wanted reasonable defense in a variety of situations over nearly unassailable defense in a very narrow situation. Ranged defense does no good at all if you can't stay at range. Try hoverblasting in a low ceilinged cave and tell me how that worked out for you.

Not trying to say that ranged defense + hover isn't a solid tactic, I have a hoverblaster myself and he very seldom gets defeated. Just this time around I want a ranged/melee damage dealer. So for me, I slotted Tough and took Weave in order to achieve what I was aiming to do.

For a strictly team blaster that has a lot of support, no, the fighting pool isn't worth it. If you're trying to maximize what you can get in terms of reliable defense, it is absolutely invaluable.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Exactly why I'm going with Smashing/Lethal defense instead.

I plan on playing as a blapper both in melee and at range, and I believe someone once proved that smashing/lethal covers some 65-70% of attacks in the game. I wanted reasonable defense in a variety of situations over nearly unassailable defense in a very narrow situation. Ranged defense does no good at all if you can't stay at range. Try hoverblasting in a low ceilinged cave and tell me how that worked out for you.

Not trying to say that ranged defense + hover isn't a solid tactic, I have a hoverblaster myself and he very seldom gets defeated. Just this time around I want a ranged/melee damage dealer. So for me, I slotted Tough and took Weave in order to achieve what I was aiming to do.

For a strictly team blaster that has a lot of support, no, the fighting pool isn't worth it. If you're trying to maximize what you can get in terms of reliable defense, it is absolutely invaluable.

If your not going for Hover blasting, then my personal take is to try and even out the positional defences rather than S/L. I have done Tough+Weave+IOs on a defender and I have also gone without Tough/Weave. They do have a noticeable effect once slotted up, just not as much as one would hope.
Plus, once you get your epic Toggle, you would be running it and Tough/Weave, thats alot of endurance drain.

Some things to consider;

Tough slotted up could get you to 15%+ resist S/L, but...
get IOs to bump your hps by 15% and you just gained 15% resist to ALL types (at zero endurance drain).

Weave grants 3.5% defense (5% slotted) plus Immob resist, but...
Combat Jumping slotted with 3 Zephyr IOs grants 1.75% Defense to ALL, plus 3.125% def Rng/AoE, Immob protection and KB Protection, for a fraction of the endurance use.
So if you add in a set of Obliteration someplace, and a set of Devastation, you get right around 5% defense to Melee/Rng/AoE/Psi all at the whopping .07/s cost of Combat jumping.

I know that you are thinking you could stack my idea on top of Tough/Weave, and you would be right. Sometimes its less about survival numbers and more about efficiency and up-time.

Good Luck, whichever way you go with tough/weave.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

I decided to go with Smashing/Lethal when I realized that I didn't have to sacrifice as much from the build to achieve it. And since I was going with Cold Mastery anyway to get Hibernate I figured I might as well build on what Frozen Armor gives me.

I'm not taking a travel power at all on this toon, so the only place I have for Zephyrs is Combat Jumping. My character is Ice/Electric so I don't even HAVE a PBAoE to slot Obliteration in.

I'm kind of limited in what I can use on this particular character, and I've also never softcapped Smashing/Lethal on a squishy, so I figured I'd try it out.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Cool, sounds interesting Claws

Maybe one day defenders will have an Ice epic to help maximize overall defense like that.

Too bad about Obliteration, but I know the feeling, I have all my melee defense IO bonuses in a Hold and an Immobilize (Neurotic Shutdown, Enfeebled Operation). The only Oblit I could have slotted would have been in dark mastery.

Perhaps, you will find another powerset combination lends itself better to this idea.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

I would like to 5 or 6 slot with IO sets for both.
I have hover 6 slotted with Gift of the ancients.

It almost sounds like jump, and the other powers there would have been a better choice.

Thanks for all the input by the way. When I was leveling early on, I gave up taking some powers so I could round my blaster out, but not so sure having read the posts that that was a wise move.

Oh, and he is a NRG/NRG blaster, so I don't mind wading into melee, just not for extended periods depending on the team.


 

Posted

Quote:
Originally Posted by Biospark View Post

Tough slotted up could get you to 15%+ resist S/L, but...
get IOs to bump your hps by 15% and you just gained 15% resist to ALL types (at zero endurance drain).

That's not exactly true. +HP does not = directly +res.

Without counting regen. If you have +100% HP, you now have the double of a normal character. So you'll last twice as long. That's the same as having 50% resistance.

if you count the added regen for having +HP, i'm not sure exactly how much survivability it would give, but i'm sure it's less then the "50% of res" still needed.

Also, you can't reach the 90%-95% mitigation with +HP, like with def or res.


The other thing to remember is that +HP accolades doesn't cost anything in terms of power pick and slots. And for a blaster, you get close to the cap already. So it's better to focus on something else and just get +HP freely. =)


"It's a scrapper. If he can't handle it, no one can." -BrandX

 

Posted

You are correct FireWyvern

I had not looked at the numbers in that way, but the smaller the number, the closer it is to a 1-to-1 trade-off.
So 15% Hps is more like 13% resistance. Still small enough to make me pursue hps rather than Tough.

The ONLY thing that makes me consider Tough, rather than waiting for an Epic Toggle is the ability to slot the Steadfast IO earlier in a build. (POSI TF anyone ?)
With that as my only exception, I prefer getting S/L resist from the epic powers and +HP from sets/accolades rather than tough.

Just one way to look at it


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

It's true that Steadfast is a huge point for tough. It really helped me around lvl 30, when i got it.

Tough was usefull while i leveled, but now that i'm at 50, it's seems a lot less essential since i have an epic shield. (force mastery) Definitively the less usefull of my toggles.

But in a way, i mostly see "fighting" as weave + steadfast unless i really want the s/l resist. (one of my invuln, that's about all...) =P


"It's a scrapper. If he can't handle it, no one can." -BrandX

 

Posted

Quote:
Originally Posted by FireWyvern View Post
But in a way, i mostly see "fighting" as weave + steadfast unless i really want the s/l resist. (one of my invuln, that's about all...) =P
Agreed. Pretty much the nail in the coffin for Tough (at least for me) was being required to take Boxing/Kick to open up the pool. Boxing could be useful prior to Stamina and decent recharge, but after that its a power that doesnt even earn a spot on my bar.
::Edited: Oh when I say useful I mean for a defender, as a blaster it would not even stay on the bar for 5 mins, nowhere near the amount of damage a blaster requires to function::

I really, really have trouble with taking a power that I will not use, when I could have taken something else that I will use the heck out of more regularly.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Well..... i took and use kick on my blapper cause i wanted to be almost 100% melee. =P
And i get my -KB protection from the KB set. (a lot less costy then the procs, specialy when i made the character)

But yeah, it's annoying to have to pick boxing/kick to start the pool on anything else. Never used it.


"It's a scrapper. If he can't handle it, no one can." -BrandX

 

Posted

To the OP: There's something we have maybe been taking for granted and not mentioning.

Defense and Resistance are both things that, the more you have, the better they work. So Weave, BY ITSELF, is not much good. Tough, BY ITSELF, is not much good. If you have Weave, and 3% Defense from somewhere else, and 5% from a third place, you're maybe starting to get somewhere.

An Explanation.


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Posted

Quote:
Originally Posted by Biospark View Post
Agreed. Pretty much the nail in the coffin for Tough (at least for me) was being required to take Boxing/Kick to open up the pool. Boxing could be useful prior to Stamina and decent recharge, but after that its a power that doesnt even earn a spot on my bar.
::Edited: Oh when I say useful I mean for a defender, as a blaster it would not even stay on the bar for 5 mins, nowhere near the amount of damage a blaster requires to function::

I really, really have trouble with taking a power that I will not use, when I could have taken something else that I will use the heck out of more regularly.
I 4 slotted Boxing with Kinetic Combat for a nice 3.75% smashing/lethal defense. I have no intention of using it, but that bonus is absolutely vital to me getting to softcap.

And actually I was mistaken in an earlier statement. I DO have access to 2 PBAoEs in which to slot Obliteration, but I'm not taking either one of them. And Obliteration is a HORRIBLE set to slot in a toggle, unless you have endurance out the wazoo. Lightning Field I'm skipping because other stuff was more important to me. And Thunder Strike I'm skipping because the animation is slightly at odds with my playstyle, which involves a lot of kiting and movement.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by thgebull0425 View Post
Are these worth putting into my build. I have a level 29 blaster, and I have both of these, for defense and damage resistance, but is it really worth it?
It's a trade-off. You can make two builds using the hero planner. One takes tough and weave, and the other does not. You can compared to see what the two powers are replacing, then you can judge whether it is worth it or not. I have a blaster with fire as secondary. I skipped a lot of the secondary powers and ended up with leadership toggles. There is an issue that the endurance can be drained pretty quickly.

In the past, it is inconvenient to have toggles on blasters because of the status effect. I found that I had to keep on re-toggling and this got old really fast. Now, I think it's ok. As mentioned in this thread, you can consider stacking defense from other sources such that the total effect can be more significant.

Lastly, I think there is a fun factor here. Tough and weave are things that you toggle on once, and then forget for the rest of the play time. This is certainly not as entertaining as other blaster powers that you can keep on clicking the entire time.


 

Posted

I have been going for IO sets, so I have been reducing the endurance cost on all of my powers, and I also of course have stamina, which right now is 3 slotted, and when I get around to it, I will slot 4 or 5.