Defense on Resistance Sets (Advice needed)


ClawsandEffect

 

Posted

Generally speaking, when building a resistance set, should I try to softcap S/L def or Melee def?


 

Posted

S/L. It covers more than melee does by a large margin, including many defense debuff attacks.

If you are able to do two, I would probably softcap melee and range. If three, definitely the positionals.


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Posted

A lot of attacks in incarnate trials are pure energy. If you are able to get two defenses, go for S/L and E/N.

I found that my inspirations were rarely getting used on most of my characters. A strategy that has worked for me is aiming for 32.5% defense instead of going all the way to 45%. Most of the time you won't need it, but one small inspiration can put you at 45% if you have 32.5%. It leaves more room in the build for recharge so you can do better DPS.


 

Posted

Chances are on a set with no inherent defense your best bet is to jam in as much S/L. It covers a lot of attacks in the game. After that see what you can do for E/N.

Just remember, try to avoid gimping your build. 45% defense to everything isn't helpful if your not doing any damage and your attacks recharge slower than the second coming.


 

Posted

Quote:
Originally Posted by Syntax42 View Post
A lot of attacks in incarnate trials are pure energy. If you are able to get two defenses, go for S/L and E/N.

I found that my inspirations were rarely getting used on most of my characters. A strategy that has worked for me is aiming for 32.5% defense instead of going all the way to 45%. Most of the time you won't need it, but one small inspiration can put you at 45% if you have 32.5%. It leaves more room in the build for recharge so you can do better DPS.
This is also a good way to go.

I've noticed that most mobs in the higher levels don't do fire damage, and fewer cold. Outside the winter events it's rare to see anything high level use cold.

Like he said, prioritize S/L then E/N.


 

Posted

I agree with others. Smashing/Lethal, then Energy/Negative. If it's not practical to hit 45%, which it often isn't on a resistance set, 32.5% is a very good goal. It's not worth gimping your build to get higher unless you're dead set on no-inspiration survival challenges at the expense of normal play.


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Posted

One thing to be aware of though, while E/N does come 2nd after S/L in usefulness, it's often fairly easy to cap S/L and Melee Def. Simply because of the fact that you have half value for the other on both of those. My SS/Fire Brute has 40% S/L and Melee defense, mostly thanks to Kinetic Combat and Obliterations.


 

Posted

Quote:
Originally Posted by Vysires View Post
One thing to be aware of though, while E/N does come 2nd after S/L in usefulness, it's often fairly easy to cap S/L and Melee Def.
This strategy is not very good. Almost all melee attacks have a smashing or lethal component to them. The game only checks your highest applicable defense value, so it doesn't help to have both high.


 

Posted

Quote:
Originally Posted by Syntax42 View Post
This strategy is not very good. Almost all melee attacks have a smashing or lethal component to them. The game only checks your highest applicable defense value, so it doesn't help to have both high.
Going to disagree with this. While I agree S/L defense should take priority, there are enough Energy and Negative Energy attacks that have no Smashing or Lethal component (particularly ranged attacks.), Energy attacks being the more common. Fiery Aura and Electric Armor have an advantage in this, as they have decent Energy Resistance, but will really notice Neg. Energy attacks. Dark Armor is in the reverse scenario.

Considering how much Smash/Lethal resistance any resistance set can acquire, soft capping is nice, but not really necessary. Given the choice between 45% S/L defense with very little E/Ne defense or 35%-40% to S/L and E/Ne, I'd chose the latter. Depending on your primary/secondary, mixing Kinetic Combats and Eradications gets you there with minimal sacrifice.


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Posted

Quote:
Originally Posted by Desmodos View Post
Going to disagree with this. While I agree S/L defense should take priority, there are enough Energy and Negative Energy attacks that have no Smashing or Lethal component (particularly ranged attacks.), Energy attacks being the more common. Fiery Aura and Electric Armor have an advantage in this, as they have decent Energy Resistance, but will really notice Neg. Energy attacks. Dark Armor is in the reverse scenario.

Considering how much Smash/Lethal resistance any resistance set can acquire, soft capping is nice, but not really necessary. Given the choice between 45% S/L defense with very little E/Ne defense or 35%-40% to S/L and E/Ne, I'd chose the latter. Depending on your primary/secondary, mixing Kinetic Combats and Eradications gets you there with minimal sacrifice.
Syntax42 was talking about softcapping S/L and melee being pointless, you seem to think he was talking about capping S/L and E/N being pointless. Ok, maybe neither of you meant pointless, but very suboptimal.


 

Posted

Quote:
Originally Posted by Pyro_Master_NA View Post
Syntax42 was talking about softcapping S/L and melee being pointless, you seem to think he was talking about capping S/L and E/N being pointless. Ok, maybe neither of you meant pointless, but very suboptimal.
Yes, I think you're correct.


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Posted

Quote:
Originally Posted by Syntax42 View Post
This strategy is not very good. Almost all melee attacks have a smashing or lethal component to them. The game only checks your highest applicable defense value, so it doesn't help to have both high.
I think the point being made there is that if you sofcap one, the other will be fairly high by default, because any bonus for one will also give half that value to the other.


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Posted

Quote:
Originally Posted by ClawsandEffect View Post
I think the point being made there is that if you sofcap one, the other will be fairly high by default, because any bonus for one will also give half that value to the other.
Pretty much this.

In the Case of my Invulnerable toons who are softcapped to S/L/E/N/F/C they tend to have 23-35% Melee/Ranged/AoE. (I don't recall the exact numbers at the moment) This means that they, technically, have Psi defense. In a round about way.

If you can only softcap S/L though you'll have decent Melee.