Will Burnout help alleviate Unstoppable's crash?
Hibernate will detoggle with the crash, and Shadow Meld is hardly a panacea for survival.
Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
actually i was not even building for defense at the time mostly recharge +acc and +recovery and got carried away. and that was back in I18 at the time and more or less use that build for off-spec tanking when needed. my second build is still being worked out in mids.
Talos Maltalomar lvl 50 Rad/Rad Corrupter - Triumph Server
Arack BloodThrall lvl 50 BS/SR Scrapper - Triumph Server
Rose's Kiss Lvl 50 Mind/Nrg/Ice PermaDom - Triumph Server
Quote:
IIRC the DE quartz thing gives them so much ToHit that no matter how much defense you have, it won't help much. They need to be destroyed and it's not hard to watch for them, especially when your survival depends on defense.
Actually,there could be a number of times where having ultra high levels of defense,way beyond the softcap,would help. Think nemesis and multi stacked vengeances,devouring earth and their quartzs,all those nasty enemy factions with strong defense debuffs.......90% of the times that a defense based melee character runs into them at high difficulty settings,he gets crushed. All that defense seems wasted,and for the majority of situations it is,but if he wants to have it and can spare the powers and the slots i'd say it's not so bad an idea.
|
Nemesis would be more problematic, but I suppose some excess defense could help. Another thing worth noting is that for them to have stacked vengeances multiple enemies in the spawn must already be dead. So the "kill them first" idea is already coming into play by that point.
I'm simply arguing that 69% would be sufficient for the most part since in normal content SR has so much DDR that you should never be taken below the softcap and should be able to handle enemies with ToHit buffs either with targetting binds to take out the source or by simply killing quickly which isn't typically a problem. I could see how maybe 80% or so would bring additional benefit in Incarnate content, but you'll have a lot of buffs on those normally anyway.
@Rorn ---- Blue Baron ---- Guardian
Quote:
Almost all Scrapper builds will have softcapped defenses with nothing but Shadow Meld and set bonuses active, since Shadow Meld gives such a huge bonus to defense. Softcapped defenses are pretty much the number one thing people go for to increase survival. Shadow Meld gives you time to click a few inspirations and be fully operational even if the crash occurs mid-fight. It can also be used as an alpha absorber the rest of the time anyway, since it can be made to recharge fairly quickly.
Hibernate will detoggle with the crash, and Shadow Meld is hardly a panacea for survival.
|
The Hibernate detoggling is an oversight on my part since I forgot to mention that you have to click a blue inspiration at the proper time. Clicking it just as you crash prevents the detoggle, and I used to use that technique on my /Invuln Scrapper. It is perhaps easier to hit the blue and Hibernate just after the crash, but that does leave you vulnerable for an instant as you actually go through the process. If you are prone to lag, I would suggest against the Hibernate option.
@Rorn ---- Blue Baron ---- Guardian
Actually,there could be a number of times where having ultra high levels of defense,way beyond the softcap,would help. Think nemesis and multi stacked vengeances,devouring earth and their quartzs,all those nasty enemy factions with strong defense debuffs.......90% of the times that a defense based melee character runs into them at high difficulty settings,he gets crushed. All that defense seems wasted,and for the majority of situations it is,but if he wants to have it and can spare the powers and the slots i'd say it's not so bad an idea.