Kismet and Stone Armor


Black_Mute

 

Posted

Imagine that you are building a Stone Armor character.

Where would you slot a Kismet +accuracy proc? It's a 120sec proc, so the power it's in has to be on for it to work. But Granite is mutually exclusive with all the other +def toggles, as well as all fly or jump powers. So...

Do you have to take Weave in order to reasonably have an always-on +accuracy proc, or is there a clever trick I haven't thought of?


 

Posted

Take manuevers?


 

Posted

It's a thought! Maneuvers has a pretty low modifier for tankers, as I recall, but it'd be one power pick instead of three.


 

Posted

Well I'd probably be taking Tough anyway to fill out S/L resists, so I expect I'd put it in Weave.


 

Posted

Good question. I usually put my Kismet +acc in combat jumping, but clearly that's not an option for a stoner. I would probably build with tough and weave, though, and put it in weave. If you aren't needing that extra S/L resist from tough, then maneuvers would be the only sensible choice.

RagManX


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Posted

I've got the Kismet +tohit in Weave on my Stone/Fire scranker.

That combined with Focused Accuracy means it takes a hell of a lot of -tohit to stop him burning things <grin>.

I could have put it in Rock Armour easily, since I'm a 'Granite is panic mode only' build, but Weave gets me the benefits in Granite too.

To be honest, just put it in a toggle you're going to be running constantly, like Weave, Rock Armour (if non-Granite), Maneuvers or Granite (if you can find the space). Anywhere you want to put it is fine, so long as you're happy with it

Constantly having to activate a power/toggle every 2 minutes to keep the buff running would be masssively annoying.


Warning:

The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.

 

Posted

Quote:
Originally Posted by Black_Mute View Post
Take manuevers?
Quote:
Originally Posted by seebs View Post
It's a thought! Maneuvers has a pretty low modifier for tankers, as I recall, but it'd be one power pick instead of three.
The modifier only matters if you actually turn the power on.
My stone tank has Maneuvers to hold a Gift of the Ancients +runspeed and a Luck of the Gambler +recharge. I usually don't even turn it on. Now, you obviously have to turn it on for the Kismet to work, but who cares how much defense it gives?


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