Acrobatics...


Amy_Amp

 

Posted

First off, I take this power on almost all of my characters. I like the hold and knockback protection. Second, I have never really got into IO Set slotting (I play very casually - but am starting to play more again).

I recently looked at a build for Rad/Rad Defender that was recommended in a guide and the build did not include Acrobatics.

That got me thinking, do most of you take this power? Or do you rely on status resistance from set bonuses?

Am I correct that status protection keeps the status effect from happening, while resistance reduces the time of the effect? If you do not have hold protection on a Rad/Rad, wont a hold being applied to you drop all of your toggles?


 

Posted

mez does not detoggle powers which only provide a self or team buff (they just suppress till the mez is over), it only detoggles powers that affect enemies (oppressive gloom and choking cloud are examples as well as any DoT aura)

its still your option to get acro, but overall its not really needed as a majority of baddies dont mez very much except in a few cases

even then if your toons lvl 50 with incarnate powers, a simple clarion destiny will give you full mez protection for 60-120 sec depending on tier, so if you get clarion core epiphany (tier 4 left tree), you will be able to give yourself perma mez protection ranging from mag 6 to mag ~50 mez protection to everything

also if you build for defense, very unlikely a mez will even hit you


 

Posted

Quote:
Originally Posted by BiohazardMan View Post
First off, I take this power on almost all of my characters. I like the hold and knockback protection. Second, I have never really got into IO Set slotting (I play very casually - but am starting to play more again).

I recently looked at a build for Rad/Rad Defender that was recommended in a guide and the build did not include Acrobatics.

That got me thinking, do most of you take this power? Or do you rely on status resistance from set bonuses?

Am I correct that status protection keeps the status effect from happening, while resistance reduces the time of the effect? If you do not have hold protection on a Rad/Rad, wont a hold being applied to you drop all of your toggles?
Yes, protection will prevent a status effect from affecting you provided that the effect isn't higher MAG than your protection... and Acro only provides MAG 1 protection. Nearly every status effect in the game is at least MAG 3, therefore Acro won't help you... even a minion's hold/stun/etc. will bust through.

If a Rad defender gets mezzed then yes RI and EF will drop. Leadership toggles will keep running though, as will travel powers and anything that doesn't affect enemies. Trying to get a meaningful amount of hold protection on a character without status protection is pointless; there simply isn't any way to get it short of being in a FF or Sonic dispersion bubble or having Clear Mind or similar maintained on you by another character. However... a status effect has to HIT you in order for it to affect you. Because of this many squishy characters are building for defense.

The only real benefit Acro has is it's MAG 10 Knockback protection and it's a fairly expensive toggle to run. Unless you're a melee character you'll almost never get hit by more than a MAG 3 knockback... and one KB protection IO gives MAG 4 protection for the cost of no endurance and a single slot in an appropriate power.

Pre-IO the only characters who ever took Acro were Fire tankers and Dark Armor scrappers... melee sets what lack any KB protection. Since issue 9 most players find a slot or two for a Karma or Steadfast KB IO... or, if you've the inf, you can get the Zephyr universal travel KB IO that fits in any travel power.

Frankly I can't recommend Acro for any character anymore; it just offers too little benefit for it's cost in powers and endurance. Ranged characters will almost never need more than MAG 3 protection and even melee won't often need more than one MAG 4 IO. Acro's a power that served a purpose when the game launched but now it's in real need of a buff as it doesn't provide anything that you can't get through other means at lower acquisition cost in powers and endurance.


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Posted

Quote:
Originally Posted by Call Me Awesome View Post
Yes, protection will prevent a status effect from affecting you provided that the effect isn't higher MAG than your protection... and Acro only provides MAG 1 protection. Nearly every status effect in the game is at least MAG 3, therefore Acro won't help you... even a minion's hold/stun/etc. will bust through.
Actually, Acrobatics is MAG 2 hold protection and everyone starts with 1 point of hold protection (like a minion). That means it takes a MAG 2 hold to affect players normally (technically anything above MAG 1, but holds don't have fractional values), which is pretty much any of them. With Acro added in it takes MAG 4 (again, really anything above 3.0) to hold you which does block most single holds. My Fire/Fire Blaster uses it and I can often fight a single psi using boss without getting held, though if they also have a sleep they sometimes nail me with that and detoggle my damage aura anyway. Acro plus decent ranged defense (I have 27% on the Blaster) makes a huge difference as long as you aren't pulling aggro from multiple hold-using mobs at once, though it is mainly limited to the psychic-type mobs since they're the main ones that use holds but not stuns. It also gives you a second to get out of the stupid Malta Titan hold gas clouds before it stacks enough to get through.


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Posted

Quote:
Originally Posted by BiohazardMan View Post
First off, I take this power on almost all of my characters. I like the hold and knockback protection. Second, I have never really got into IO Set slotting (I play very casually - but am starting to play more again).

I recently looked at a build for Rad/Rad Defender that was recommended in a guide and the build did not include Acrobatics.

That got me thinking, do most of you take this power? Or do you rely on status resistance from set bonuses?

Am I correct that status protection keeps the status effect from happening, while resistance reduces the time of the effect? If you do not have hold protection on a Rad/Rad, wont a hold being applied to you drop all of your toggles?
I haven't taken this power since we got the -KB IOs added to the game. You can use IOs and still be a casual player. I'm not sure where this line of thinking comes from, nor why so much of the player base is scared of the invention system.

Status resistance from set bonuses reduces the time that effects last, it doesn't offer protection. Protection prevents them from actually affecting you.

Yes, the hold will drop (or just suppress) some of your toggles. That's why we build for defense, or as Rad you apply a very large -to-hit debuff that will help with stopping them from landing in the first place. I've had multiple Rad characters and never felt it was an issue. If I'm fighting an AV, where the debuffs matter the most, I'm not likely to get hit by a mez standing in the back. If fighting standard spawns, well, these days they melt so fast at high levels that it isn't an issue. At lower levels it could be a concern, and perhaps valuable then, but it isn't a power I'd ever want in my arsenal at 50.

Slightly OT: I might get flogged for this, but in the current metagame at 50 I could see dropping RI. It's not that useful on AVs (-5% def and -5% to-hit, roughly, after purple patch if slotted to max) and spawns die in a few seconds.

edit: also, clarion.


 

Posted

Quote:
Originally Posted by YoumuKonpaku View Post
Slightly OT: I might get flogged for this, but in the current metagame at 50 I could see dropping RI. It's not that useful on AVs (-5% def and -5% to-hit, roughly, after purple patch if slotted to max) and spawns die in a few seconds.
+1. Oh so very much this. RI on most ITFs get used for EBs and AVs just to toss debuffs on them. Anything else simply dies too fast. Rad isn't the most affected set for end game stuff, but RI's usefulness is minimal these days once teams start to take off.


 

Posted

Quote:
Originally Posted by StrykerX View Post
That means it takes a MAG 2 hold to affect players normally (technically anything above MAG 1, but holds don't have fractional values), which is pretty much any of them. With Acro added in it takes MAG 4 (again, really anything above 3.0) to hold you which does block most single holds.
Holds can have fractional values; although no powers players have access to has a fractional hold, and I can't be bothered to look through the thousands of NPC powers to check for a fractional hold, it is certainly possible. However, players do have access to a fractional sleep: Mesmerize at mag 3.5. (Enough to sleep a boss.)


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Posted

Quote:
Originally Posted by Amy_Amp View Post
+1. Oh so very much this. RI on most ITFs get used for EBs and AVs just to toss debuffs on them. Anything else simply dies too fast. Rad isn't the most affected set for end game stuff, but RI's usefulness is minimal these days once teams start to take off.
I would never drop RI. It's one of the better Rad powers at low levels if you ever exemplar down. It's useful when soloing tough content. It also accepts the Achilles Heel resist debuff proc.


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Posted

Quote:
Originally Posted by BiohazardMan View Post
First off, I take this power on almost all of my characters. I like the hold and knockback protection. Second, I have never really got into IO Set slotting (I play very casually - but am starting to play more again).

I recently looked at a build for Rad/Rad Defender that was recommended in a guide and the build did not include Acrobatics.

That got me thinking, do most of you take this power? Or do you rely on status resistance from set bonuses?

Am I correct that status protection keeps the status effect from happening, while resistance reduces the time of the effect? If you do not have hold protection on a Rad/Rad, wont a hold being applied to you drop all of your toggles?
I often take Acrobatic on my characters who do not have Mez Protection. It's the only Pool power to grant Hold Protection. I slot heavily for Mez Resistance, and Acrobatics offers a good chunk for Hold resistance as well as the Protection.


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Posted

I don't see ANY reason to take acro these days, other than PvP.

The hold protection is laughable. For any time where you're going to be in big trouble from one mininion or Lt level hold, just carry a break free. For anything more, acro wouldn't help you anyway.

I just slot 2 KB IO's on any toon that needs it, and I'm practically immune to KB, with no extra toggle to run.


 

Posted

Thanks for help everyone.

This inspired me to do a respec on my FF/Dark and start into the world of IO's. I don't have anywhere near the cash to do a real build, but was surprised that there actually was some useful stuff to get for super cheap.


 

Posted

Yep, you don't need a fully IO'd build. A few select IO's can make a big difference by themselves.

In addition to the KB IO's, which are only 12-15 million, there's the stealth IO, the +3% global defense, and the miracle and numina +end. Although those last 3 do cost quite a bit.

Plus there are all the damage and debuff procs you can slot in attacks.


 

Posted

Quote:
Originally Posted by BiohazardMan View Post
Thanks for help everyone.

This inspired me to do a respec on my FF/Dark and start into the world of IO's. I don't have anywhere near the cash to do a real build, but was surprised that there actually was some useful stuff to get for super cheap.
As another FF/Dark, I fully endorse this. And if you do want to put in the time/inf, you can softcap at all positions and psi with good s/l res (and -kb IOs) and still have lots of slots left over for your attacks. It's not exactly a strong combination, but you can make it work out all right.


 

Posted

Quote:
Originally Posted by SBeaudway View Post
I would never drop RI. It's one of the better Rad powers at low levels if you ever exemplar down. It's useful when soloing tough content. It also accepts the Achilles Heel resist debuff proc.
And I never said I would skip it. It's usefulness goes down a lot as you level.


 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
Pre-IO the only characters who ever took Acro were Fire tankers and Dark Armor scrappers... melee sets what lack any KB protection. Since issue 9 most players find a slot or two for a Karma or Steadfast KB IO... or, if you've the inf, you can get the Zephyr universal travel KB IO that fits in any travel power.
Zephy can also be purchased with 240 merits(did this last night!)


 

Posted

Quote:
Originally Posted by Cheetatron View Post
Zephy can also be purchased with 240 merits(did this last night!)
Or two a-merits...


 

Posted

Quote:
Originally Posted by streetlight View Post
Or two a-merits...

So much this. 5 tips are pretty fast, usually. 2 days worth and you've got a Hero Merit. Or Villain merit, but you said Def, so I assumed. 4 days worth and you can get most any non-purple, non-PVP IO in the game. That plus regular merits from the occasional TF (and WSTs are worth double merits), and even fairly expensive builds get much more manageable, price-wise.


 

Posted

For KB Protection I go Steadfast or Karma (Karma fits in Combat Jumping or Hover, Steadfast is for my Crab/Bane).

Both my Blaster and my Dom have Acro (KB is the only thing that can shut my Blaster down) - although I'm not sure if I still need it with my Blaster going Clarion and my Dom achieving permanence.

I'd keep it personally.


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Posted

SBeaudway: The intent for the original comment was in regards to level 50 play, without exemplaring in mind.

Quote:
Originally Posted by Supermax View Post
I just slot 2 KB IO's on any toon that needs it, and I'm practically immune to KB, with no extra toggle to run.
The rule is one -KB IO or three. Not two. Two covers the same as one, which is the majority of the game. You need the third to stop the rest.


 

Posted

Quote:
Originally Posted by YoumuKonpaku View Post
SBeaudway: The intent for the original comment was in regards to level 50 play, without exemplaring in mind.



The rule is one -KB IO or three. Not two. Two covers the same as one, which is the majority of the game. You need the third to stop the rest.
MOST of the rest. Nem Staff and some other things (Jack, Rikti Bombs, etc.) will still knock you on your end... I have three and know it, alas. It doesn't happen often, so you tend to remember the times it happens.


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Posted

Quote:
Originally Posted by YoumuKonpaku View Post
SBeaudway: The intent for the original comment was in regards to level 50 play, without exemplaring in mind.



The rule is one -KB IO or three. Not two. Two covers the same as one, which is the majority of the game. You need the third to stop the rest.
what about 2 kb IOs and the 3 piece set bonus for the gladiator IO? is 11 mag protection worth considerably more than 8 or 4?


 

Posted

Well, I usually just grab -KB IOs, but on a new Blaster of mine, I actually took Acrobatics instead.

It fit the concept, saved me a couple slots for elsewhere, and I had the power slot available to take it.

So far, I'm loving the choice.


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