Seeking critique/thoughts on my Traps/DP Mid's build


Adeon Hawkwood

 

Posted

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Level 50 Natural Defender
Primary Power Set: Traps
Secondary Power Set: Dual Pistols
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership

Hero Profile:
------------
Level 1: Web Grenade
(A) Gravitational Anchor - Chance for Hold: Level 50
(3) Gravitational Anchor - Immobilize: Level 50
(3) Gravitational Anchor - Immobilize/Recharge: Level 50
(5) Gravitational Anchor - Accuracy/Recharge: Level 50
(5) Gravitational Anchor - Accuracy/Immobilize/Recharge: Level 50


Level 1: Pistols
(A) Devastation - Accuracy/Damage: Level 50
(7) Devastation - Damage/Recharge: Level 50
(7) Devastation - Accuracy/Damage/Recharge: Level 50
(9) Devastation - Damage/Endurance: Level 50
(9) Devastation - Chance of Hold: Level 50


Level 2: Dual Wield
(A) Devastation - Accuracy/Damage: Level 50
(17) Devastation - Damage/Recharge: Level 50
(17) Devastation - Accuracy/Damage/Recharge: Level 50
(19) Devastation - Damage/Endurance: Level 50
(19) Devastation - Chance of Hold: Level 50


Level 4: Empty Clips
(A) Positron's Blast - Accuracy/Damage: Level 50
(11) Positron's Blast - Damage/Recharge: Level 50
(11) Positron's Blast - Damage/Endurance: Level 50
(13) Positron's Blast - Chance of Damage(Energy): Level 50
(13) Positron's Blast - Damage/Range: Level 50


Level 6: Acid Mortar
(A) Devastation - Accuracy/Damage: Level 50
(43) Devastation - Accuracy/Damage/Recharge: Level 50
(43) Devastation - Damage/Recharge: Level 50
(43) Devastation - Chance of Hold: Level 50


Level 8: Force Field Generator
(A) Luck of the Gambler - Recharge Speed: Level 50
(37) Luck of the Gambler - Defense: Level 50
(37) Luck of the Gambler - Defense/Recharge: Level 50
(42) Luck of the Gambler - Defense/Endurance: Level 50


Level 10: Swap Ammo
Level 12: Poison Trap
(A) Lockdown - Chance for +2 Mag Hold: Level 50
(29) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 50
(29) Lockdown - Endurance/Recharge/Hold: Level 50
(34) Lockdown - Recharge/Hold: Level 50
(34) Lockdown - Accuracy/Recharge: Level 50
(36) Lockdown - Accuracy/Hold: Level 50


Level 14: Hasten
(A) Recharge Reduction IO: Level 50
(15) Recharge Reduction IO: Level 50
(15) Recharge Reduction IO: Level 50


Level 16: Super Speed
(A) Run Speed IO: Level 50


Level 18: Seeker Drones
(A) Dark Watcher's Despair - To Hit Debuff: Level 50
(46) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 50
(46) Dark Watcher's Despair - Recharge/Endurance: Level 50
(46) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50


Level 20: Bullet Rain
(A) Positron's Blast - Accuracy/Damage: Level 50
(21) Positron's Blast - Damage/Recharge: Level 50
(21) Positron's Blast - Chance of Damage(Energy): Level 50
(23) Positron's Blast - Damage/Range: Level 50
(23) Positron's Blast - Damage/Endurance: Level 50


Level 22: Swift
(A) Run Speed IO: Level 50


Level 24: Health
(A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
(25) Miracle - +Recovery: Level 40
(25) Regenerative Tissue - +Regeneration: Level 30


Level 26: Stamina
(A) Performance Shifter - Chance for +End: Level 50
(27) Performance Shifter - EndMod/Accuracy: Level 50
(27) Performance Shifter - EndMod/Recharge: Level 50
(36) Performance Shifter - Accuracy/Recharge: Level 50
(36) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
(37) Performance Shifter - EndMod: Level 50


Level 28: Trip Mine
(A) Obliteration - Damage: Level 50
(40) Obliteration - Accuracy/Recharge: Level 50
(42) Obliteration - Damage/Recharge: Level 50
(42) Obliteration - Accuracy/Damage/Recharge: Level 50


Level 30: Executioner's Shot
(A) Devastation - Accuracy/Damage: Level 50
(31) Devastation - Damage/Recharge: Level 50
(31) Devastation - Accuracy/Damage/Recharge: Level 50
(31) Devastation - Damage/Endurance: Level 50
(33) Devastation - Chance of Hold: Level 50


Level 32: Combat Jumping
(A) Luck of the Gambler - Recharge Speed: Level 50
(33) Luck of the Gambler - Defense: Level 50
(33) Luck of the Gambler - Defense/Endurance: Level 50
(34) Luck of the Gambler - Defense/Recharge: Level 50


Level 35: Super Jump
(A) Jumping IO: Level 50


Level 38: Hail of Bullets
(A) Obliteration - Damage: Level 50
(39) Obliteration - Accuracy/Damage/Recharge: Level 50
(39) Obliteration - Accuracy/Recharge: Level 50
(39) Obliteration - Damage/Recharge: Level 50
(40) Obliteration - Chance for Smashing Damage: Level 50
(40) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50


Level 41: Caltrops
(A) Positron's Blast - Chance of Damage(Energy): Level 50
(48) Pacing of the Turtle - Chance of -Recharge: Level 50
(48) Ragnarok - Chance for Knockdown: Level 50
(48) Positron's Blast - Damage/Recharge: Level 50


Level 44: Maneuvers
(A) Luck of the Gambler - Recharge Speed: Level 50
(45) Luck of the Gambler - Defense: Level 50
(45) Luck of the Gambler - Defense/Endurance: Level 50
(45) Luck of the Gambler - Endurance/Recharge: Level 50


Level 47: Tactics
(A) Rectified Reticle - Increased Perception: Level 20


Level 49: Vengeance
(A) Luck of the Gambler - Recharge Speed: Level 50
(50) Luck of the Gambler - Defense: Level 50
(50) Luck of the Gambler - Defense/Recharge: Level 50
(50) Luck of the Gambler - Defense/Endurance/Recharge: Level 50


------------
Level 1: Brawl
(A) Empty


Level 1: Sprint
(A) Run Speed IO: Level 50


Level 2: Rest
(A) Recharge Reduction IO: Level 50


Level 1: Vigilance
Level 4: Ninja Run
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
------------
Set Bonus Totals:
17.5% DamageBuff(Smashing)
17.5% DamageBuff(Lethal)
17.5% DamageBuff(Fire)
17.5% DamageBuff(Cold)
17.5% DamageBuff(Energy)
17.5% DamageBuff(Negative)
17.5% DamageBuff(Toxic)
17.5% DamageBuff(Psionic)
1.88% Defense(Smashing)
1.88% Defense(Lethal)
2.81% Defense(Fire)
2.81% Defense(Cold)
1.88% Defense(Energy)
1.88% Defense(Negative)
3.75% Defense(Melee)
3.75% Defense(Ranged)
5.63% Defense(AoE)
60% Enhancement(Accuracy)
62.5% Enhancement(RechargeTime)
2.5% Enhancement(Held)
5% FlySpeed
171.7 HP (16.9%) HitPoints
5% JumpHeight
5% JumpSpeed
MezResist(Held) 12.1%
MezResist(Stun) 4.4%
20% Perception
16.5% (0.28 End/sec) Recovery
88% (3.74 HP/sec) Regeneration
5.67% Resistance(Fire)
5.67% Resistance(Cold)
5% RunSpeed



------------
Set Bonuses:
Gravitational Anchor
(Web Grenade)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)


Devastation
(Pistols)
12% (0.51 HP/sec) Regeneration
22.9 HP (2.25%) HitPoints
3% DamageBuff(All)
MezResist(Held) 3.3%


Devastation
(Dual Wield)
12% (0.51 HP/sec) Regeneration
22.9 HP (2.25%) HitPoints
3% DamageBuff(All)
MezResist(Held) 3.3%


Positron's Blast
(Empty Clips)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)


Devastation
(Acid Mortar)
12% (0.51 HP/sec) Regeneration
22.9 HP (2.25%) HitPoints
3% DamageBuff(All)


Luck of the Gambler
(Force Field Generator)
10% (0.42 HP/sec) Regeneration
11.4 HP (1.13%) HitPoints
9% Enhancement(Accuracy)
7.5% Enhancement(RechargeTime)


Lockdown
(Poison Trap)
3% DamageBuff(All)
2.5% Enhancement(Held)
MezResist(Held) 2.2%
2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)


Dark Watcher's Despair
(Seeker Drones)
15.3 HP (1.5%) HitPoints
2.5% (0.04 End/sec) Recovery
5% Enhancement(RechargeTime)


Positron's Blast
(Bullet Rain)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)


Performance Shifter
(Stamina)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
19.1 HP (1.88%) HitPoints
2.5% (0.04 End/sec) Recovery
2.5% DamageBuff(All)
3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)


Obliteration
(Trip Mine)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)


Devastation
(Executioner's Shot)
12% (0.51 HP/sec) Regeneration
22.9 HP (2.25%) HitPoints
3% DamageBuff(All) (Exceeded 5 Bonus Cap)
MezResist(Held) 3.3%


Luck of the Gambler
(Combat Jumping)
10% (0.42 HP/sec) Regeneration
11.4 HP (1.13%) HitPoints
9% Enhancement(Accuracy)
7.5% Enhancement(RechargeTime)


Obliteration
(Hail of Bullets)
MezResist(Stun) 2.2%
3% DamageBuff(All) (Exceeded 5 Bonus Cap)
9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


Positron's Blast
(Caltrops)
2.5% (0.04 End/sec) Recovery


Luck of the Gambler
(Maneuvers)
10% (0.42 HP/sec) Regeneration
11.4 HP (1.13%) HitPoints
9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
7.5% Enhancement(RechargeTime)


Rectified Reticle
(Tactics)
20% Perception


Luck of the Gambler
(Vengeance)
10% (0.42 HP/sec) Regeneration
11.4 HP (1.13%) HitPoints
9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
7.5% Enhancement(RechargeTime)






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Posted

I suggest this. If it were me though, I'd drop one of the travel powers and trip mine in order to get one of the armors from an ancillary pool.

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Defender
Primary Power Set: Traps
Secondary Power Set: Dual Pistols
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership

Hero Profile:
Level 1: Web Grenade -- GravAnch-Immob(A), GravAnch-Immob/Rchg(17), GravAnch-Acc/Immob/Rchg(43), GravAnch-Acc/Rchg(50), GravAnch-Immob/EndRdx(50)
Level 1: Pistols -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Achilles-ResDeb%(17)
Level 2: Dual Wield -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(11), Posi-Dmg/EndRdx(11), Posi-Dam%(13), Posi-Dmg/Rng(13), LdyGrey-%Dam(15)
Level 6: Acid Mortar -- AnWeak-Acc/Rchg/EndRdx(A), AnWeak-Acc/Rchg(19), UndDef-Rchg/EndRdx(19), LdyGrey-Rchg/EndRdx(27), Dev'n-Hold%(27), Achilles-ResDeb%(31)
Level 8: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(42)
Level 10: Swap Ammo
Level 12: Poison Trap -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(29), Lock-EndRdx/Rchg/Hold(29), Lock-Rchg/Hold(34), Lock-Acc/Rchg(34), Lock-Acc/Hold(36)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Super Speed -- Run-I(A)
Level 18: Seeker Drones -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(46), DarkWD-Rchg/EndRdx(46), DarkWD-ToHitdeb/Rchg/EndRdx(46)
Level 20: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(21), Posi-Dam%(21), Posi-Acc/Dmg/EndRdx(23), Posi-Dmg/EndRdx(23), ExStrk-Dam%(31)
Level 22: Swift -- Run-I(A)
Level 24: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25), RgnTis-Regen+(25)
Level 26: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc(43), P'Shift-End%(43)
Level 28: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 30: Executioner's Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(31), Decim-Dmg/Rchg(33), Decim-Acc/EndRdx/Rchg(33), Decim-Acc/Dmg/Rchg(33)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A)
Level 35: Super Jump -- Jump-I(A)
Level 38: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-%Dam(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
Level 47: Caltrops -- Det'tn-Dmg/Rchg(A), AirB'st-Dmg/Rchg(48), Dmg-I(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition



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Posted

Quote:
Originally Posted by Garent View Post
I suggest this. If it were me though, I'd drop one of the travel powers and trip mine in order to get one of the armors from an ancillary pool.
I agree, Traps has very high defense and while in general defense is better than resistance adding about 40% S/L resistance on top of that defense does make a nice difference. Personally my preference for APP would be Electric. The shield covers Energy damage as well as S/L which is pretty common end game and it's got some other usful powers. Alternatively if you've got the slots Dark is a nice set both for Opressive Gloom (useful when toe-bombing and using Hail of Bullets) and Soul Drain (nice bonus damage since you're in close anyway).


 

Posted

The big difference I noticed in your suggested modifications is an extra +20% reccharge, defense stayed about the same, a little more, and damage bonus only took a soso hit. There was one thing I was wondering about though. Why remove the procs from caltrops? Do you suppose you'd get higher dps out of it by just slotting rech/dam? I especially liked the knockdown proc for a little extra control.


 

Posted

I would also note that I am synergizing this build with a friend that I play with regularly. So we figured between our two FFG's, were not gonna need resistance.


 

Posted

Quote:
Originally Posted by Aelya View Post
Why remove the procs from caltrops? Do you suppose you'd get higher dps out of it by just slotting rech/dam? I especially liked the knockdown proc for a little extra control.
That was just a matter of running out of slots. If you're going to always be running with another traps person, then I suggest dropping tactics to 3 slots and moving those slots to caltrops. You can max out damage, recharge, and use two damage procs that way (though at the cost of no end enhancement).

Also, I think I forgot to put knockback protection in the build I posted. You should try to put a karma knockback protection in force field generator.


 

Posted

Quote:
Originally Posted by Aelya View Post
I would also note that I am synergizing this build with a friend that I play with regularly. So we figured between our two FFG's, were not gonna need resistance.
Depends on what you plan to go up against.

Softcap doesn't mean the Random Number Generator can't hate you.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

^ Exactly. If you're playing 2 Traps Defs together (assuming identical builds), I'd say you have too much Defense in the build. Once you softcap, you're softcapped, adding more doesn't do much good (though having a little extra to deal with defense debuffs isn't a bad idea). I'm doing something similar with a Traps/DP and a Traps/AR, we're going with FFG, Maneuvers, both slotted up well and left it at that. Set bonuses are focused on Recharge, Recovery and Damage.

Even softcapped, you're going to get hit about 5% of the time, so some resistance will go a long way toward giving you some breathing room to hit an inspiration if that Nemesis spawn hits Vengeance or the random number generator suddenly decides it hates you right when you've gotten the attention of that boss.

Question: Does putting Karma KB into FFG give full protection since you're only firing it every 4 min? I thought it was only 2 min from when the power fired last. I was planning to drop it in Maneuvers, just to be sure.


 

Posted

Quote:
Originally Posted by Yoru-Hime View Post
Question: Does putting Karma KB into FFG give full protection since you're only firing it every 4 min? I thought it was only 2 min from when the power fired last. I was planning to drop it in Maneuvers, just to be sure.
The -Kb IOs are globals so they work whether or not you use the power. However they stop working if you exemp more than three levels below the IO level.

You are getting them confused with Proc120s (like numina's and the kismet special IO) which require you to use the power every 2minutes in order to get the benefit (but conversely don't care about the level of the IO itself.


 

Posted

Excellent. I'm used to putting them in Shadowfall, which I never turn off.


 

Posted

I admit I had to think about it for a minute. "This'll work in FFG right? ....Yeah. Yeah it will."