Status Resist for Blasters?


bAss_ackwards

 

Posted

How useful are Status Resists for Blasters? With ~81% Hold/Sleep Resist and Defiance, would I be able to mostly shrug off holds in PvE? I am also wondering if any toggles are supplying the Status Resists if those benefits get shut off while Held/Slept?

This is the build I am currently at with my Dual Pistols/Energy Manipulation Blaster, Infinite Ammo:

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Infinite Ammo: Level 50 Technology Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery

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I'm hoping that the Status Resists along with good Defense will make the character fairly sturdy. Vengeance is pretty much on perma if others die before me as well.

If I needed Confuse/Fear Resists I could also turn on Tactics, which would put me at ~75% for those two. Thanks in advance for any input.


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Samuel_Tow: Your avatar is... I think I like it

 

Posted

Status resistance isn't bad to have, but unfortunately it's not very helpful either. 81% status resistance translates into a 1 - (1 / 1.81) = 44%ish reduction to the duration of enemy mez effects. And it's worth pointing out that getting mezzed will suppress the hold protection and hold resistance in Acrobatics (and the DEF you get from your various other toggles), which will further open you up to stacked mez.

In other words, you're probably going to want to pop a Break Free when you're mezzed, with or without the mez resistance.

As far as Blasters go, you've succeeded in making a fairly sturdy character. Soft-capped DEF to S/L/E and 32% ranged DEF will help you to avoid most mez effects before they hit you, and Acrobatics' albeit meager hold protection gives you a mulligan against the first hold that penetrates your DEF.

I wouldn't bother with the mez resistance IOs. With the three enhancements in question removed (Aegis, Impervious Skin, the 5th Basilisk's Gaze), you already have 48.4% Hold/Sleep resistance just from Acro/Health, and CJ covers you against Immobilize.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Thanks Obitus! Didn't quite understand how Status Resists worked. I guess I can put those slots towards other things.


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Samuel_Tow: Your avatar is... I think I like it

 

Posted

I just want to say thanks for posting the build, it's a lot tighter than the one I have planned on my DP/Fire, some good tips to take from it.

As for acrobatics it is NOT worth the end cost. I thought it sounded like an awesome idea too.. except, as it turns out, almost no enemy in the game actually uses holds. The majority come in the form of stuns and sleeps. The few holds there actually are are also over mag 1... so, it's only really good for the immob protection.

However, stun duration decrease could be significant. I know having AM's protection against malta stun grenades, tsoo claps, and magus stalagmites is very, very noticeable.


"Fascinating. I'm not bored at all, I swear." -Kikuchiyo

 

Posted

Anytime, Bass. It's very nice build.

Why is it that I always forget about Enzymes?

Quote:
Originally Posted by Katten View Post
I just want to say thanks for posting the build, it's a lot tighter than the one I have planned on my DP/Fire, some good tips to take from it.

As for acrobatics it is NOT worth the end cost. I thought it sounded like an awesome idea too.. except, as it turns out, almost no enemy in the game actually uses holds. The majority come in the form of stuns and sleeps. The few holds there actually are are also over mag 1... so, it's only really good for the immob protection.

However, stun duration decrease could be significant. I know having AM's protection against malta stun grenades, tsoo claps, and magus stalagmites is very, very noticeable.
Acrobatics protects you from mag 3 holds. Or rather, it protects you from one mag 3 hold at a time. Depending on your playstyle and your build, that can be a big help or not. On high DEF builds, I favor Acrobatics because it's an extra layer of protection behind your DEF -- an extra layer that also happens to preserve some not-insignificant amount of your DEF, too.

And particularly on a ranged build (which Bass' doesn't seem to be), holds are probably your area of greatest concern, vis-a-vis mez effects. They're more common at range than stuns are, and the only other toggle-suppressing mez effect (sleep) breaks when you're hit. Also, AFAIK there are no non-positional stuns in the game. There are two non-positional holds (Mind Control's Dominate and Illusion's Blind). There is also a very common-in-PvE non-positional sleep power (Mesmerize), but there's not much you can do about that. Fighting Rikti's gonna be a mez fest playing a Blaster. Them's just the breaks.

In any case, the build in question is covered against most stun effects (usually attached to grenades or various melee attacks) by soft-capped S/L/E DEF.

Acro's end cost is much lower than it (IIRC) used to be -- not at all outlandish or even unusual by today's standards (lower than Tough or Weave's, in fact), though certainly if your build has end problems you might want to skip Acro. It's certainly not a panacea. FWIW, though, my high-DEF Blaster notices a significant difference with and without Acro. As an added bonus, Acro gives you hefty KB protection, which can be helpful in slot-tight builds. At the very least, it can save you some influence.

As far as Accelerated Metabolism goes, the Controller version of the power gives 173% status resistance across the board. That's more than double the original bulid's best values, and nearly six times more than the amount of status protection that Bass was getting from IOs (as opposed to the bonuses he had anyway from Health/Acro/CJ). Stun was his worst value at ~32%. I'm sure there are situations in which cutting an opponent stun by 1/4 would be the difference between life and death, but I very much doubt they're anywhere close to common. Chances are, if you're stunned by Malta (and yeah, they do have obscenely long stuns) and don't have a Break Free handy, you're gonna die regardless.

Apologies for rambling.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Katten View Post
I just want to say thanks for posting the build, it's a lot tighter than the one I have planned on my DP/Fire, some good tips to take from it.
You're very welcome!

Quote:
Originally Posted by Obitus View Post
Anytime, Bass. It's very nice build.

Why is it that I always forget about Enzymes?
It wasn't until a half a year or so ago that I even began using Enzymes! Now it feels natural to put em' into my higher end builds. Hahah.

Thanks for the further elaborations! I also realized the pitiful amount of Smashing/Lethal Resist I get from Tough is not really going to make a difference, so I can actually turn that off and my Endurance Recovery goes back to awesome, even with Acrobatics on. Woot!
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Infinite Ammo: Level 50 Technology Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery

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Playstation 3 - XBox 360 - Wii - PSP

Remember kids, crack is whack!

Samuel_Tow: Your avatar is... I think I like it

 

Posted

I could probably switch Tactics over to Assault too, considering the dud-of-an-idea for getting Status Resists on this build. But then again, Tactics does give Perception. I guess that is nice to have, but not particularly worthwhile in PvE and I'd wager that a full team getting a Damage buff outweighs one getting ToHit and Perception.

With Assault toggled on the Endurance Recovery is okay. I'd like to have Conserve Power in the mix if I keep that power on, but I can just as easily use a blue Inspiration every 5 minutes or so.


Playstation 3 - XBox 360 - Wii - PSP

Remember kids, crack is whack!

Samuel_Tow: Your avatar is... I think I like it

 

Posted

Quote:
Originally Posted by Katten View Post
I just want to say thanks for posting the build, it's a lot tighter than the one I have planned on my DP/Fire, some good tips to take from it.

As for acrobatics it is NOT worth the end cost. I thought it sounded like an awesome idea too.. except, as it turns out, almost no enemy in the game actually uses holds. The majority come in the form of stuns and sleeps. The few holds there actually are are also over mag 1... so, it's only really good for the immob protection.

However, stun duration decrease could be significant. I know having AM's protection against malta stun grenades, tsoo claps, and magus stalagmites is very, very noticeable.
Aid self gives 48.44% resistance to stuns for 45 seconds. It's a staple power for all my blasters and used both before and after a battle.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by bAss_ackwards View Post
It wasn't until a half a year or so ago that I even began using Enzymes! Now it feels natural to put em' into my higher end builds. Hahah.

Thanks for the further elaborations! I also realized the pitiful amount of Smashing/Lethal Resist I get from Tough is not really going to make a difference, so I can actually turn that off and my Endurance Recovery goes back to awesome, even with Acrobatics on. Woot!
Yeah, I figure Tough (and especially unslotted Tough) is basically a waste to run when you don't have an APP +RES toggle to stack with it. If you're in an extraordinarily tough situation (no pun intended), then Tough isn't a bad thing to have, but you can save the endurance most of the time.

Enzymes are maybe the best high-end trick for saving slots. Thank heaven for coding oversights, right? I guess the expense is disincentive enough for most people.

I can't look at your new build right now, but I'm sure it's great. Assault versus Tactics is really kind of a toss up. In theory, Assault adds more to a full team in most situations. Then again, in my experience, most large teams at the high end really don't need a whole lot of help killing normal stuff; they might have a hard time against the occasional high-DEF opponent, or the occasional blind effect, or the occasional ToHit debuff, or in the occasional situation where your Tank gets feared or whatever. So it sorta comes down to Assault, which is less useful much more often, versus Tactics, which is more useful much less often.

Your build is strong enough that that question is an afterthought. You can't go wrong.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

I am sorry for maybe the newbie question here but what is the beneifit of the Hami's again? I know on my shield scrap, putting them in adds to my ddr some but I am not sure if that is what they are for here or something else?


 

Posted

For my DP/MM (softcapped S/L/E) the issue isn't so much how long the mez lasts, it's getting hit with one at all. If I dive into a group of enemies and catch a bad stun or hold before HoB goes, unless I hit break free immediately I'm probably dead anyway. The difference between being mezzed for five seconds and ten seconds is pretty much academic.

I like your build otherwise, though.


@Dysc, on virtue:
Virtue blues: Overnight (DP/MM), Kid Ridiculous (FC/rad), Panorama (Ill/time)
Virtue reds: Block Party (SS/SD), Goldcrush (earth/fire), Deadwire (claws/elec), Snowcrush (ice/kin)

 

Posted

Just to toss it out there, I'd say Acrobatics is certainly worth it, and especially on a defensive build like Obitus said. My En/En Blaster was dealing with the mez train of mobs in the 40s, and it was like night and day after he picked up Acrobatics... sure, Rikti could still sleep him, and Malta could still stun him, but those mezzes aren't too common, and can be avoided a little easier than all the holds out there can.

Yes, you can still be held if more than one mob hits you, but I think that has only happened once or twice in a lot of levels soloing for a blaster at x3 or x2. I've soloed a lot of Blasters without Acrobatics, but I'm kind of wanting to fit it in all of their builds (which won't work, alas). I really did like the change that much.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

I'm happy to hear that my decision to go with Acrobatics on my build is worthwhile.


Playstation 3 - XBox 360 - Wii - PSP

Remember kids, crack is whack!

Samuel_Tow: Your avatar is... I think I like it

 

Posted

Yup. It's worth noting that I soloed (and teamed) through a bunch of Carnie and Rikti content, so holds were about in plenty. Before Acro, I actually had to reduce the number of enemies a notch for this guy, as I was getting sick of being defeated occasionally from all the Illusionists that were around and holding me. One was okay as their holds could miss sometimes, but two (or a Master) made for a lot more holds being tossed about.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory