1 def = 2 res...Really?
"But it wasn't anything some purples and oranges and lots of screaming in fear couldn't handle." -- Werner
30 level 50's: 12 scrappers, 7 other random melee types, 11 blaster/blapper/support squishies, two accounts, and a TON of altitis since 4/28/04
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
Since his toon is /da he should be able to hit about 35% smashing/lethal resists with just Dark Embrace and three SO's. But 45% resist isn't a "magic number", or one worth writing home about, IMHO.
45% DEFENSE, on the other hand, would be. (And wouldn't the baked-in defense from Cloak of Darkness help in achieving that?)
Regardless, the posted build [which I didn't notice a couple of hours ago, either] seems to be talking about (and exceeding) 45% defense, and it's looking pretty good from here -- especially if "the end issues are melting away"!
"But it wasn't anything some purples and oranges and lots of screaming in fear couldn't handle." -- Werner
30 level 50's: 12 scrappers, 7 other random melee types, 11 blaster/blapper/support squishies, two accounts, and a TON of altitis since 4/28/04
To support what others have said, in the end, the best way to stay alive is layered protection - two or more of defense, resistance and healing and/or the equivalent debuffs.
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And damage output. "The best defense is a good offense" works fairly well in COH/V. My Fire/Fire/Pyre Tanker, for example, only has to live longer than the spawn, and she can make that a pretty short time indeed. Then Healing Flames fixes everything before the next spawn.
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Offense works well to supplement other mitigation methods, but offense alone doesn't do you a lot of good.
Just ask general population solo blasters from a couple years ago. |
I did say 'general population'. Remember, we know for a fact that a couple years ago, blasters were THE worst performing solo core AT blueside.
If offense as mitigation was reliable, this wouldn't be the case. |
Your argument is a bit like if I came into a layered mitigation discussion, focused on just the passive regen from Health, and aggressively kept pointing out it won't keep you alive. It won't -- by itself.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Since your a /da I was assuming you meant resistance instead of defense. Especially since the only defense /da has baked in is from the stealth power. Quite the chore to get 40% with 3.75% being your baseline.
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MA can soft cap s/l pretty darn easy even with that 3.5% from COD
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Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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I think you've taken what I said too seriously. As the quote train above should make clear, I was adding damage to the list of layered defenses, where it very much does help keep you alive, a fact any Fire/Fire Tanker can demonstrate. I'm not claiming damage alone will let you tank Lord Recluse. But then, I guess if the game offered ENOUGH damage, you could just one-shot him and go home. It's really only because the most severe threats tend to be built to survive enormous amounts of damage, and the game won't let you wield that much damage, that it is inadequate.
Your argument is a bit like if I came into a layered mitigation discussion, focused on just the passive regen from Health, and aggressively kept pointing out it won't keep you alive. It won't -- by itself. |
My response to airhammer was due to his contesting my statement, not aimed at you specifically.
The old defiance was made on the belief that blasters would have survived that nasty fight where they had a sliver of health if only they had more damage. And in part, it was true. The problem was that Statesman encouraged "stupid blaster tricks" such as falling from the height cap to get max defiance. Or asking the empathy defender not to heal them unless the health bar was blinking red. Really stupid ideas, and everyone who tried them merely died. The old defiance did help though. Just not as much as the current one does.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
Personally, I loved the old defiance.
Depends on the secondary i have my spines/da sitting at 42% s/l if I wanted i could get to 45% with the pvp IO =3%
MA can soft cap s/l pretty darn easy even with that 3.5% from COD |
I think we'd see a lot more of these builds too, if Kin Combats weren't so expensive.
My Characters
Knight Court--A CoH Story Complete 2/3/2012

My current planned build is pretty awesome end-wise. 2 perf. shifter procs fire off constantly. Stuck in a lot of recovery and the Cardiac Alpha and the end issues are melting away.
![]() This is what I'm working with if anyone is interested: Code:
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Moved some, replaced some... Lost some, gain some......
Got you S/L/E/N softcap with 12 KB prot and no PvP IOs

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question, I have been using the rule of thumb that 1def=2res=20 regen or HP, is that about right, and if not, what is the correct rule of thumb for regen?
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
There is no correct rule of the thumb like that for regen. The "mitigation" provided by Regen is constant whereas that from Def or Res is relative to incoming damage.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
There is no correct rule of the thumb like that for regen. The "mitigation" provided by Regen is constant whereas that from Def or Res is relative to incoming damage.
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Regeneration based survival usually has a rather binary nature: either the damage per second can't outpace your regen and you'll never be defeated, or you're defeated in seconds.
Like the old saying about the original Regeneration powerset used to go: "Being Regen Scrapper is a lot like snowboarding: you either look awesome or you're dead."
Dr. Todt's theme.
i make stuff...
The old defiance was made on the belief that blasters would have survived that nasty fight where they had a sliver of health if only they had more damage. And in part, it was true. The problem was that Statesman encouraged "stupid blaster tricks" such as falling from the height cap to get max defiance. Or asking the empathy defender not to heal them unless the health bar was blinking red. Really stupid ideas, and everyone who tried them merely died. The old defiance did help though. Just not as much as the current one does.
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The biggest difference between D1 and D2 has nothing to do with the damage buff mechanics, or even that there is a damage buff at all, in my opinion. Its that you can shoot through mez on your tier 1/2 attacks (and tier 1 secondary). I believe that saves more blaster lives than anything else.
The thing about getting low is that even if you survive, its only good once. Unless you have an Emp following you around to reset you, you can't really get low often and see that damage buff, because you can't start the next fight in that condition and consistently expect to survive (again, unless you are a very experienced player that has insps on the twitchy finger).
One of the things I'm trying out in my experimental I19 build for my Energy/Energy is to go back to ranged blasting, take both bolt and blast (I respeced out of bolt years ago when I made my I9 build, because back then it sucked big time) and slot them both with Force Feedback procs (actually, I have them slotted in torrent and explosive blast also). That, plus a build with a lot of global speed, and I can almost just cycle bolt and blast constantly (bolt, blast, and torrent are almost a complete chain, and probably will be in the final build). When you can cycle bolt and blast almost continuously, mez becomes much less of a problem. It drops my defensive toggles, but hardly dents my offense, and with it my offensive (kb) mitigation.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
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Another example of what soft capped defense can do... Fighting the crystal titan without using ambrosia, and not getting insta-killed by it's special attack that requires ambrosia to survive. Really funny to see the entire team faceplanting but you, and them demanding to know why you didn't get killed. The one time I fought crystal titan in the trial, that happened. Everyone else was filling their entire tray with ambrosia, I was filling mine with respites, lucks, and catch breaths. Gave every ambrosia I got to the others. Didn't get hit once the entire crystal titan fight.
On the other hand, elude crashed JUST as the sucker died. |
My current planned build is pretty awesome end-wise. 2 perf. shifter procs fire off constantly. Stuck in a lot of recovery and the Cardiac Alpha and the end issues are melting away.
This is what I'm working with if anyone is interested: