Defense on Resistance Sets (Advice needed)
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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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.
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.
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. |
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.
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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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.
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.
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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.
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. |
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
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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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.
Generally speaking, when building a resistance set, should I try to softcap S/L def or Melee def?