How is Resistance without Defense?


bAss_ackwards

 

Posted

Quote:
Originally Posted by UnicyclePeon View Post
TL/DR; -- Can a Resistance set perform well enough without using inventions to push up its defenses?
They did before i9, they can after i9.


 

Posted

Didn't read everyone's responses. But my quick response to the OP...

On teams, resist sets can be great.. they can even out-perform defense sets because resist sets have damage auras thus producing higher damage output. They also have taunt auras which can benifit the teams as well. The lack of having any defense is basically covered up by your team... but that's not anything to be ashamed of... it's a fact of how this game works.

Solo or teamed with only other damage dealers, if you're playing a resistance set with no defense, you're going to have to either play on an easier difficulty setting or spend a lot of time resting.


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Posted

Quote:
Originally Posted by Psara View Post
They did before i9, they can after i9.
Remind me when the Burn nerf was again.

I hated playing my Fire tank (and my Fire/Fire scrapper would be worse) before IO'ing his def up, unless I was on a good team, and then it really doesn't matter what the hell you play. Now he's all sorts of godly, even leading crappy PuGs. Dechs made a nice video post in the Tankers showing what a softcapped DA tank can do. Speaking of my Fire/Fire scrapper, at around 30% S/L def, he's a killing machine that can go many missions w/o even hitting Healing Flames. My Spines/Dark currently only has around 20% S/L def and has to resort to DR quite a bit soloing, but that's playing at +0, x8. Swallow a small purp and DR isn't nearly as needed. Not sure why anyone would want to limit themselves to just one type of mitigation.

Of course, it goes w/o saying YMMV when defining "well enough." Anyone can play on easy mode (+0, x0, or thereabouts) and Rest a lot too.


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Posted

Quote:
Originally Posted by dave_p View Post
Not sure why anyone would want to limit themselves to just one type of mitigation.
Because I'm sick of orienting my power selections and crafting towards defense.

I'll just stick to teaming and small solo situations to cover any weaknesses.

Lewis


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Posted

Hey UP! Long time no see.

Edit: I agree entirely with your comment in the above post.

TL;DR: Dark Armor ROCKS (if you know what you're doing).

Long version:

Alright, so here's the thing: I've always preferred Resistance rather than Defensive.

I know when I'm going to get hit, and for how much, so I know when I will be needing to react accordingly. This is not something you can really do on a defensive set.

For Scrappers, I would say that Dark Armor is my Resistance set of choice.

Pros: Amazing heal, High Psi/Negative resistances, some Toxic resistances, Endurance Drain resistance, Fear/Confuse resistance, +Perception, To-Hit Debuffs, able to completely nullify minions.

Cons: High base endurance cost, no kb res, no immob res, low Energy resistances.

On its own, the set does just fine. It nothing spectacular unless you are facing mobs that most others would fear (Carnies, Malta, Knives, Rikti, Arachnos).

You will be able to laugh at any psi/negative/end drain abilities like they're nothing. You won't even notice the other tankers and scrappers drop like flies as you keep fighting.

Being able to get a couple of key IO's will help Dark Armor greatly: Theft of Essence- Chance for +Endurance is lovely in Dark Regeneration. The proc will give 10 endurance when it fires, and when done in a large group, the chances are high it will go off.
The KB protection IOs are nice, too.

The other powers in the set offer some very interesting customization, and places to slot other sets should you decide you DO want to stack some defense on top of that resistance and godlike heal.

Oppressive Gloom will take minions out of the fight permanently, as long as they are in range. This is good for keeping a few mobs around to heal off of.

Cloak of Darkness and Fear are nice for several reasons: +perception, immob res, +def, tohit debuff. Stacking these two can give you a nice start on your defense stats, if you chose to go for set bonuses.

On average, my Dark Armor Scrappers will run Embrace/Murk/Obsidian/Tough/OG/Shroud/Combat Jumping. If you go for max defense, throw in CoS, CoF and Weave to taste.

Its a solid set- baseline, its average. If you spent time and effort, it will be a beast. The hardest part is learning when to use toggles or turn them off.

It also really depends on your primary.

Dark/MA/Kat or Claws all work very well imo. Endurance light/utility/control/defense options that greatly boost the effectiveness of the secondary.

Spines/DB/BS and Elec conflict with DA in my personal opinion. I know they may work for other people, but to me, they just grate.

Second Edit:

Also, if you've never tried it (or haven't tried it recently), give Regeneration a try.

I'd say it is a tie between Regen and DA for me, on a Scrapper. My DA can do things my Regen can't, and vice versa.


 

Posted

Quote:
Originally Posted by UnicyclePeon View Post
I appreciate the advice, but that set has absolutely no endurance recovery. That was the first resist combo I tried. I played him to level .... 33 or so, and I just didn't like it. It was soul-crushing. Also, I didn't quite like the concept or the look of the powers together. I dunno. That particular combo isn't for me.

I think I'm going to go with either Dark/Elec, Fire/Elec, or Dark/Fire.

Lewis
Hmmm, sorry to hear about your Fire/Dark experience Unicycle

In that case of the three choices, I would guess (not having played this combo myself, just having seen how others have done with theirs), that your First choice Dark/Elec would be pretty solid. You would have two ways to Heal (Siphon, Energize) and two ways to recover endurance (Dark Consumption and Powersink), plus Touch of fear which gives you some control over problem villains. Debuffs in all your attacks which help layer your defenses. Topping it all off, you have Soul Drain which is one of the best "buildup" powers around and Lightning Reflexes.
Plus, as I mentioned in my last post, Endurance drain resistance. I think Elec also has slow resist, but not sure. I could be thinking of Fire.

Your other two choices look pretty solid as well, but Fire/Elec has lots of AoE, but no control or debuff, while Dark/Fire would give you 2 heals/2recovery clicks, but is generally much less resistance across the spectrum. You would get a self-rez though. Some folks are pretty happy with them.


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