Dark Armor and Fire Armor
Something I have always been curious about with these two sets are the difference between them and the rest of the sets when it comes to KB protection.
I'm more curious as to why these two sets are like this. Is it a thematic choice? Is there a back story that I'm missing? Old game mechanics? I've always wondered and since my next project will be a claws/DA, it sparked even more curiosity. |
Dark Armor had significant Psionic resistance, when it was designed no other set had any resistance at all to that damage type, only Ice and Stone had any protection for it at all, and it was defense, not resistance. It also had fear protection, and end drain resistance, two other things nothing else had in abundance. Dark Armor also had more control options than any of the other armor sets, that is actually mostly still true.
Energy Aura, Electric Armor, Willpower, and Ninjitsu have Psi resistance or defense in them now......but none of those sets existed when Dark Armor was designed.
Fiery Aura originally did more damage than any other defense/resistance set, and remained that way until Shield Defense was released last year. Fire Tanks used to herd entire zones into a single dumpster (this was before agro caps or collision physics) and kill 85-90 baddies at once with Burn (6 slotted for damage of course, that was also before caps on AoEs)
Since those two sets could do things nothing else could do, it seemed fair to give them weaknesses nothing else had. And it wasn't like they were saying DA and FA couldn't have KB protection at all, since Acrobatics did (and still does) exist to fill that hole in the sets.
There have been complaints over the years about that lack of KB protection, but I for one think it's fine how it is. Both sets offer enough that an easily rectified weakness isn't really a weakness at all.
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. |
I had a feeling that it had to do something with the age of the powersets.
I don't have a problem with it and I kind of embrace "weaknesses" because they can make things interesting.
Thanks a lot for the quick reply.
I had a feeling that it had to do something with the age of the powersets.
I don't have a problem with it and I kind of embrace "weaknesses" because they can make things interesting. Thanks a lot for the quick reply. |
If it was just a matter of the 'age', then I'd think castle would have given FA kb protection with the upcoming changes. The fact he hasn't would seem to indicate that the hole is intentional and not some relic of the early game.
DA is a late blooming set, and you need to get the endurance use worked out, so don't give up on it too early. Late game, and especially with IO's, DA is a beast.
It's actually pretty simple. Damage Aura's. Thats basically what they trade for KB protection.
Yes, Elec has a damage aura as well, but their KB protection is substandard at best, and it's also because Elec doesn't have a very reliable heal.
If it was just a matter of the 'age', then I'd think castle would have given FA kb protection with the upcoming changes. The fact he hasn't would seem to indicate that the hole is intentional and not some relic of the early game.
DA is a late blooming set, and you need to get the endurance use worked out, so don't give up on it too early. Late game, and especially with IO's, DA is a beast. |
well then hurry it up already
though with the upcoming changes on FA... thinking of getting me one of those ugly lookin spines. 2 damage auras, FE, throw spines, burn, spine burst then SM and HF to keep me standing... hmm that gives me a bit of time to get plastered on SC2
I'm just going through some old posts here - isn't there a special IO that provides knockback protection? I recall there being one, but I don't know how rare it is, or where it would go, but that could be an option for some builds.
I'm just going through some old posts here - isn't there a special IO that provides knockback protection? I recall there being one, but I don't know how rare it is, or where it would go, but that could be an option for some builds.
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Karma - KB for Defence sets
they run about 3-5 million on the market atm!
Well, until recently it was because both sets had things in them that no other set offered.
Dark Armor had significant Psionic resistance, when it was designed no other set had any resistance at all to that damage type, only Ice and Stone had any protection for it at all, and it was defense, not resistance. It also had fear protection, and end drain resistance, two other things nothing else had in abundance. Dark Armor also had more control options than any of the other armor sets, that is actually mostly still true. Energy Aura, Electric Armor, Willpower, and Ninjitsu have Psi resistance or defense in them now......but none of those sets existed when Dark Armor was designed. Fiery Aura originally did more damage than any other defense/resistance set, and remained that way until Shield Defense was released last year. Fire Tanks used to herd entire zones into a single dumpster (this was before agro caps or collision physics) and kill 85-90 baddies at once with Burn (6 slotted for damage of course, that was also before caps on AoEs) Since those two sets could do things nothing else could do, it seemed fair to give them weaknesses nothing else had. And it wasn't like they were saying DA and FA couldn't have KB protection at all, since Acrobatics did (and still does) exist to fill that hole in the sets. There have been complaints over the years about that lack of KB protection, but I for one think it's fine how it is. Both sets offer enough that an easily rectified weakness isn't really a weakness at all. |
Acrobatics does not feel the hole compared to the other sets it use to before a nerf now it sorta helps along with IO's but you still do not have resistance and why do those sets forced into a pool power to cover a hole that none of the other sets have that go into melee. Will Power and elec have KB protection so the damage aura does not hold water nor psi resistance as a reason. Shields is an offensive set +damage and SC has kb protection.
It comes from an old excuse that never made sense then nor does it now.
Pinnacle
Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50
Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50
Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA
As an aside, Hover provides pretty effective pseudo-KB protection. You flip end over end, but don't go anywhere.
Fiery Aura originally did more damage than any other defense/resistance set, and remained that way until Shield Defense was released last year. Fire Tanks used to herd entire zones into a single dumpster (this was before agro caps or collision physics) and kill 85-90 baddies at once with Burn (6 slotted for damage of course, that was also before caps on AoEs)
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Steadfast -KB for Resist Damage sets
Karma - KB for Defence sets they run about 3-5 million on the market atm! |
Also the set bonus from Kinetic Crash.
Three of the PvP sets offer knockback protection as well, but I think it is safe to ignore them.
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
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Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
Will Power and elec have KB protection so the damage aura does not hold water nor psi resistance as a reason. Shields is an offensive set +damage and SC has kb protection.
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Fire was, for a while, THE tanker set to play, because it could kill entire zones by itself. Not having KB protection wasn't a big deal for a character that A) Had 6 slotted Stamina to run Acrobatics with, and B) had that much offensive potential.
Yes, things have changed since then, but if anything the lack of KB protection is even less of an issue because we now have many more ways of dealing with it.
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. |
Also, Stone Armor and Ice Armor have damage auras, and have KB protection. The only Tanker set on release that didn't have a damage aura was Invuln.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Something I have always been curious about with these two sets are the difference between them and the rest of the sets when it comes to KB protection.
I'm more curious as to why these two sets are like this. Is it a thematic choice? Is there a back story that I'm missing? Old game mechanics? I've always wondered and since my next project will be a claws/DA, it sparked even more curiosity. |
Dark Armors could only be on one at a time(the same held for Stone Armors). It was one of two armor sets that granted Psi resistance. As every armor set had some kind of weakness(usually Psi), Dark lost KB.
Fire Armor was a 'offensive' defense set. It didn't even have any mez protection originally! It's why the mez protection is spread out, there was no mez armor in the set; it was tacked on later. The same is true of Toxic Resistance(originally, there was none in any set), and it was smattered about in weird places in all sets.
The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU
I could see a couple defense-based sets be without KB protection (ala Ninjitsu), but the resistance-based sets ... it's so easy to be knocked back.
Also, Stone Armor and Ice Armor have damage auras, and have KB protection. The only Tanker set on release that didn't have a damage aura was Invuln.
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I'm not entirely sure what disadvantage Ice had, unless it was being a magnet for more agro than you could handle, and being unable to shake that agro even if you wanted to.
I HAVE seen a number of Ice tanks that were rather squishy back when I first started playing (before IOs) Maybe that's what Ice's downside was: being the squishiest tanker set pre-ED, and holding agro better than anything else. (that just doesn't seem fair now that I think about it: "You'll be able to hold agro like nobody's business, but you won't survive it")
They all had SOME kind of disadvantage to make up for what they were good at. That has changed recently into sets that aren't especially good at any one thing, but don't have any real weaknesses either.
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. |
I'm not entirely sure what disadvantage Ice had, unless it was being a magnet for more agro than you could handle, and being unable to shake that agro even if you wanted to. I HAVE seen a number of Ice tanks that were rather squishy back when I first started playing (before IOs) Maybe that's what Ice's downside was: being the squishiest tanker set pre-ED, and holding agro better than anything else. (that just doesn't seem fair now that I think about it: "You'll be able to hold agro like nobody's business, but you won't survive it") |
These days, with IO's, and the ability for Ice to easily softcap their defenses, and have perma Hoarfrost, Ice is regarded as a top notch set, but it wasn't always considered that.
Dark Armor had significant Psionic resistance, when it was designed no other set had any resistance at all to that damage type, only Ice and Stone had any protection for it at all, and it was defense, not resistance. It also had fear protection, and end drain resistance, two other things nothing else had in abundance. Dark Armor also had more control options than any of the other armor sets, that is actually mostly still true.
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Based on how Fire Armor behaves now with Fiery Embrace and NewBurn, I'd reckon, in my eyes anyway, the KB hole is totally fair. My scrapper can one-shot yellow minions with FE and NewBurn. ;D
The Story of a Petless MM with a dream
I have a 50 in every AT, but Scrappers and Dominators are my favorites.
Something I have always been curious about with these two sets are the difference between them and the rest of the sets when it comes to KB protection.
I'm more curious as to why these two sets are like this. Is it a thematic choice? Is there a back story that I'm missing? Old game mechanics?
I've always wondered and since my next project will be a claws/DA, it sparked even more curiosity.