The First Two vs Health, CJ, and Acrobatics


Caffinated_Hero

 

Posted

I've said and thought with the new Defiance we should take the first two powers for when we're slept or held.

Regarding Sleep, Health will get rid of half of the duration. And which enemies will try to sleep me beyond the 20s anyway? I think CoT and The Lost are the ones I recall sleeping me. [Though I mostly play scrappers who have a toggle against that.]

For Holds, since I am taking CJ and SJ on my primary blaster, if I take Acrobatics which protects me from Mag 2, which I'm not sure, but I recall most holds are Mag 1 from enemies, and if it's higher it still cuts the Hold time in half.

And while Immob wouldn't really mess with us so we could only use the first two, it is a mez mitigation so I thought I'd mention it. That's gone with CJ.

These mitigation tools are free or nearly free with the exception of Acro.

So...can I skip Flares and Fire Blast? Is that a bad idea? I never use them.


 

Posted

If you don't plan on sk'ing down to 10 or below then you should be ok.

Mind you I don't think cj will help much it is very low defense unless you slot some good sets but the best mitigation is killing quickly which you should be able to do at those levels.


 

Posted

I just mean Cj's mitigation as far as immob protection. I never slot def, just Kismet +6, Winter -slow, and Steadfast -kb. If I got a LotG7.5, I guess I'd ditch the slow.

So, nothing at higher levels casts sleeps?


 

Posted

Quote:
Originally Posted by Postagulous View Post
I've said and thought with the new Defiance we should take the first two powers for when we're slept or held.

Regarding Sleep, Health will get rid of half of the duration. And which enemies will try to sleep me beyond the 20s anyway? I think CoT and The Lost are the ones I recall sleeping me. [Though I mostly play scrappers who have a toggle against that.]

For Holds, since I am taking CJ and SJ on my primary blaster, if I take Acrobatics which protects me from Mag 2, which I'm not sure, but I recall most holds are Mag 1 from enemies, and if it's higher it still cuts the Hold time in half.

And while Immob wouldn't really mess with us so we could only use the first two, it is a mez mitigation so I thought I'd mention it. That's gone with CJ.

These mitigation tools are free or nearly free with the exception of Acro.

So...can I skip Flares and Fire Blast? Is that a bad idea? I never use them.
You can't skip both. You'll have to take one or the other at 1 level. Myself, I skip Flares.

Rikti Mentalists still use Sleep, and with a high duration too. Beware.


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Posted

With decent recharge you can skip flares. If you have an immob that does damage you can also use that when mezzed.

On my fire/elec I skipped flares, with 90% global recharge from sets I can spam fire blast non-stop.


 

Posted

If you have the Entropic Chaos procs in your tier 1 and 2, you can fire them while you are asleep and if they proc it will break the sleep.


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Posted

Quote:
Originally Posted by Miladys_Knight View Post
If you have the Entropic Chaos procs in your tier 1 and 2, you can fire them while you are asleep and if they proc it will break the sleep.
No wonder I never get slept for long. I always cheapyslot the teir1s with Entropics for the global rech. I was doing something fairly smart when I just though I was being cheap.


 

Posted

Crey Eliminators fire sleep grenades
Devouring Earth fungoids use sleep spores, both PBAoE and ranged AoE
Carnie Illusionist's Blind has a sleep effect built in (but also Holds, so only relevant to FF and Sonic Defenders and the like)
Fortunata bosses use Will Domination I think

Playing my FF Defender like a tank back when sleep turned off all toggles made me quite aware how much sleep there is in the game.


 

Posted

I believe Acrobatics protects against a single hold from most "normal" mobs, but not always from "controller" type mobs like mentalists... they either have a higher base magnitude or they have a chance for an additional +1 magnitude like Controllers. I'm not 100% sure on that but I think it's true.

More importantly, nothing protects from stun. There are a lot of very annoying stuns at high levels... particularly from Malta (insanely long duration stuns at that) but also from others. They're most common in melee but some are ranged. Also, some of the mentalist type mobs have both a sleep and a hold... does sleep de-toggle Acrobatics now? Either way, unless you have a very tight high recharge build I'd take both Flares and Fire Blast. You'll probably want Flares anyway as a filler since it has longer range and better DPA than your immobilize.

If you never use Flares and Fire Blast, you either don't solo much (and therefore just spam AoEs) or like to use melee. In the case of not soloing, you can skip all sorts of powers since you won't really need single target DPS (though it helps on AVs) but if you like blapping you are going to be stunned a lot so you'll want attacks you can use while staggering around. Especially if you fight Malta.


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Posted

I team exclusively. My chain, after someone has grabbed alpha, is shiver+BU+Aim+RoF+Fireball+breath+...uh, the 40 foot powerful one..+Fireblast+whatever's up.

Generally, I only solo a toon if I'm trying to get my cape or a customized weapon, as no one really wants to tag along for those.


 

Posted

Quote:
Originally Posted by StrykerX View Post
does sleep de-toggle Acrobatics now?
Acro suppresses when mezzed, but does not de-toggle. That is usually a big help vs. Gunslingers, who used to be able to sleep me, then hold me since acro had been shut-off, but now I am almost never encased in a block of ice by them. Most of the Malta stuns are of the short variety, just make sure to knock out the Operations Officer lts., they have the long stun grenade (I think Tac-Op bosses have them too).

It used to be that a mob with Gunslingers and Ops Officers presented the tough choice of which mezzer to try to get rid of first, but since toggle suppression instead of toggle dropping was added, the Gunslingers lts. threat level has dropped considerably (if you have Acrobatics).


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Posted

Quote:
Originally Posted by Postagulous View Post
+...uh, the 40 foot powerful one...
Blaze.

I have just Fire Blast on my Fire/Elec Blaster, and I regularly examp. Don't seem to have too many problems. I don't like the Flares animation either.


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Posted

YMMV, but personally I would never skip either of the first two blasts in any set. I find they dish out surprising and constant amounts of damage throughout my blaster's career. Fire Blast, specifically, cycles Flares-Fireblast-Flares-Blaze in an unbroken, AV-incinerating inferno.


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Posted

Quote:
Originally Posted by _Tux__EU View Post
Blaze.

I have just Fire Blast on my Fire/Elec Blaster, and I regularly examp. Don't seem to have too many problems. I don't like the Flares animation either.
Flares actually goes best with my fire/ice blaster's concept, a normal person with supergloves. Firebreath, which I really can't drop, totally messes up my concept.