Defense Based Armor Sets


Dechs Kaison

 

Posted

Why do defense based armor sets have clicky mezz / status protections whilst everything else gets toggle protections?


 

Posted

Ice Armor and Energy Aura are defense sets with toggle mez protection.

If you're asking why Super Reflexes, Shield Defense and Ninjutsu have click mez protection...So they don't have to run a separate toggle? I mean, SR already has enough toggles, as does SD. Ninjtutsu? I dunno.

Perhaps it's for uniqueness so they play differently? One advantage I find is, if you get drained of endurance (none of those sets have resist to -end/-recovery) and all your toggles are dropped, you can still run away because you won't get mezzed.

Maybe it has something to do with the concept? SR/SD/Nin might (thematically) have to actively dodge/break away from holds and immobilizes while sets like Invulnerability or Fire tend to simply immune/burn them innately with their powers.


 

Posted

Way back in the day, before powers got suppressed instead of toggled off when you got held, Practiced Brawler was superior to toggle-based mez protection. It self stacks, so so you can have extra-high-mag protection depending on your recharge slotting, and if you got held through your protection (say by a dominator in PvP), it keeps right on proctecting. That was a bigger deal when it was possible to de-toggle.



 

Posted

I do wonder why they don't change all status protection powers to be toggles instead of click powers. The only case I know of off the top of my head where doublestacking your mez prot click power is beneficial is Shield for the extra DDR, and I don't see why they would want people to do that.

I would love it if they were all changed to toggles, as I hate the constant interruption and needing to be mindful if when it's ready to activate, if it comes up during a fight as I tend to queue my next attack while one is casting. But I suspect that if it's even on any list of changes to be made, it's so far down it'll never be done.


 

Posted

Click Mez protections have their benefits and their drawbacks, like anything else. They all cost much less endurance than the toggle counterparts, and they will not be shut off if you are endurance drained.

They do have a weakness to -recharge, but I doubt that's prevalent enough for many players to worry about. They also time and presence of mind to activate.

I'd say they're worth it.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Throw two recharge IOs in there, set it to auto, and pretend it's a toggle. Problem solved.


 

Posted

Back when the activation rooted you when casting Practiced Brawler, you'd see my scrapper flying through the city at the run speed cap, only to pause every thirty seconds or so for a fist pump. Must've looked quite silly to the civilians.



 

Posted

I moderately dislike click mez powers.

This is why I have an Invuln Scrapper and an EA brute. It seems that positional defense sets get clickies, all others get toggles.



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

Posted

I personally like to be affected by mez every now and then. It's why I don't put Practiced Brawler/Active Defense on auto, I just bind them to a button close to my movement keys.

Kind of like on my Electric Armor Brute, it's nice to, every now and again, get thrown back by a KB power while you're jumping, if only to remind you that the effect is there and appreciate that you have said mez protection. With toggles, it's set it and forget it to the extreme. Makes you lazy, really. You switch to a squishy character and suddenly you feel overwhelmed


 

Posted

This was before my time, so maybe I'm mistaken; I don't have first-hand experience with this.

By my understanding, most, if not all, of the toggles in armor sets used to exclusive with each other, much like Granite is with the other toggles in its set. Basically, you had to choose what type of attacks you wanted to be protected from, because you couldn't run all the toggles at once. It was changed fairly early, possibly in Alpha or Beta, before the game's release.

While things were still that way, click mez protect would have been vastly superior, because you could activate your mez protect, while still running a different toggle, while toggling on mez protect on the other sets would detoggle your other defenses.

The devs should make clicky mez protect function like a Break Free. That way both classes of mez protect would once again have something that makes them "clearly" better than the other.


@Roderick

 

Posted

Quote:
Originally Posted by Leo_G View Post
I personally like to be affected by mez every now and then. It's why I don't put Practiced Brawler/Active Defense on auto, I just bind them to a button close to my movement keys.

Kind of like on my Electric Armor Brute, it's nice to, every now and again, get thrown back by a KB power while you're jumping, if only to remind you that the effect is there and appreciate that you have said mez protection. With toggles, it's set it and forget it to the extreme. Makes you lazy, really. You switch to a squishy character and suddenly you feel overwhelmed


Support Guides for all Corruptor secondaries and Fortunatas
The Melee Teaming Guide for Melee Mans

 

Posted

I mildly dislike click mez protection, but I'll admit that they are superior to toggle mez protection in some circumstances. Double-stacking the mez protection in shield defense gives extra DDR for example, and in some cases double-stacking the mez protection will protect you from things that mag 10 protection won't. Rommy's rez in the ITF is the best example of this I can think of.

My main issue with click mez protection is that characters that have it generally have at least one other power (hasten) that I'd like to set on auto-fire, so I have to remember to click something, and it gets on my nerves. The issue would be fixed for me if they would either let us set more powers (preferably at least 3 to make my ss/shield brute happy) to auto-fire or make click mez protection act like a breakfree, so you can use it if you get mezzed to get out.


 

Posted

Quote:
Originally Posted by firespray View Post
My main issue with click mez protection is that characters that have it generally have at least one other power (hasten) that I'd like to set on auto-fire, so I have to remember to click something, and it gets on my nerves. The issue would be fixed for me if they would either let us set more powers (preferably at least 3 to make my ss/shield brute happy) to auto-fire or make click mez protection act like a breakfree, so you can use it if you get mezzed to get out.
I emphasized my preferred solution, mostly because we know the tech exists to make a power behave this way (Kheldian Dwarf Forms).

The best workaround I've seen is to bind one of the two/three "auto" powers to either W, Rbutton, or any other key that has another commonly used function.

For example: SR character with hasten leaves hasten on auto and binds W to "+forward$$powexecname practiced brawler"

Now, every time he wants to move forward (which is very often), you will queue up the practiced brawler power. The drawback here is the "power not recharged" sound, but this can be silenced.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Quote:
Originally Posted by Silas View Post
<snip>
A picture worth a thousand words. Well, a pair of them, but still.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Roderick View Post
By my understanding, most, if not all, of the toggles in armor sets used to exclusive with each other, much like Granite is with the other toggles in its set. Basically, you had to choose what type of attacks you wanted to be protected from, because you couldn't run all the toggles at once. It was changed fairly early, possibly in Alpha or Beta, before the game's release.

While things were still that way, click mez protect would have been vastly superior, because you could activate your mez protect, while still running a different toggle, while toggling on mez protect on the other sets would detoggle your other defenses.
Unless it was like that in beta, that's not quite right. At release, really the armor sets were an inconsistent hodge-podge of things that seemed thematic to the makers. For example...
  • Regen had Integration's mez protection free and clear. It was also pretty much all the power did - the lion's share of your +regen tied up in Instant Healing, which was a toggle.
  • Dark Armor and Stone Armor had the exclusive toggle shtick - you could have mez protection or exotic protection or L/S protection, but not combinations. Both were widely panned, though you could make up for a lot with Stone by grunting your way to Granite. Granite, by the way, hasn't really changed much.
  • Invulnerability could only get its mez protection by being forcibly immobilized, leading to many a Scrapper and Tanker with Teleport as their travel power. You could run all your toggles at once, though.
  • Fiery Aura was pretty much just like it is now, not counting fairly major changes to Burn and Fiery Embrace.
  • Super Reflexes was also pretty much just like it is now, ignoring its roller coaster ride of power scales, and the significant revamp to critter attack mechanics in I7.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
Fiery Aura was pretty much just like it is now, not counting fairly major changes to Burn and Fiery Embrace.
Fire didn't have mez protection except Immob resistance from burn. All other mez protection was gained from pool powers. This was back when acrobatics was uber.

To be fair, Roderick did say it was in alpha or perhaps beta. I was about to post the exact same thing you did this morning before I read his post again to be sure.


 

Posted

Quote:
Originally Posted by SinisterDirge View Post
Fire didn't have mez protection except Immob resistance from burn. All other mez protection was gained from pool powers. This was back when acrobatics was uber.

To be fair, Roderick did say it was in alpha or perhaps beta. I was about to post the exact same thing you did this morning before I read his post again to be sure.
Actually, Burn used to provide status protection, but only for a short duration (10-20s?). As I recall, it was set to "not stack from same user", so recasting burn would momentarily drop your protection (and thus your toggles). I have an old demo of me fighting Babbage on my Fire/Stone Tanker where I'd consistently be held for a fraction of a second.


 

Posted

I actually did not remember that all of Fire's mez protection was in Burn.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
The best workaround I've seen is to bind one of the two/three "auto" powers to either W, Rbutton, or any other key that has another commonly used function.

For example: SR character with hasten leaves hasten on auto and binds W to "+forward$$powexecname practiced brawler"

Now, every time he wants to move forward (which is very often), you will queue up the practiced brawler power. The drawback here is the "power not recharged" sound, but this can be silenced.
Iiiinteresting. How do you silence them?


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
The best workaround I've seen is to bind one of the two/three "auto" powers to either W, Rbutton, or any other key that has another commonly used function.

For example: SR character with hasten leaves hasten on auto and binds W to "+forward$$powexecname practiced brawler"

Now, every time he wants to move forward (which is very often), you will queue up the practiced brawler power. The drawback here is the "power not recharged" sound, but this can be silenced.
This is an awesome idea, and I'm totally stealing it.


 

Posted

I've played with binds like that in the past, and unfortunately they drove me nuts because moving would cancel queued powers. Otherwise I'd use this too.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

I've been thinking about changing my "target & follow" bind to include click mez protection. For an */SR, that would mean...

/bind tilde "target_enemy_near$$follow$$powexec_name Practiced Brawler"
With this, every time you change targets (usually done after taking down another target), it'll try to fire off PB. In a prolonged single-target fight, you'd want to hit tilde every once in a while just to make sure it stayed up, but for most spawn-to-spawn fighting it would be a background process.