Weave vs Maneuvers vs Combat Jumping...


Aett_Thorn

 

Posted

Weave. Manuever. Combat Jumping. My favorite toon has all three. But staring at my 7th respec, I would like to know which of these powers grants the MOST def and more importantly, which one benfits the most from an extra DEF IO.

Your answer is most appreciated!


 

Posted

....and I must add: all three OF COURSE have to carry a LOTG +rech.


 

Posted

Quote:
Originally Posted by kchammy View Post
....and I must add: all three OF COURSE have to carry a LOTG +rech.
mostly same here, except i rarely take the fighting pool, i think ive only taken fighting pool on 1 toon, ever

the main reason i dont take the fighting pool is cause i hate wasting a power pick on boxing or kick


 

Posted

I highly recommend getting Mid's Hero Builder. You can explore questions like this in there and see which might be best.

But in terms of straight defense value, it goes Weave -> Maneuvers -> Combat Jumping.


edit -> also, hi Necro!

edit2 -> If you don't want to get Mid's you can see the actual values in-game if you click on the "detailed info" section of the power descriptions.


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Posted

Specifically, Weave has the most base defense and thus grants the most with an extra defense IO. Next is Maneuvers, and then Combat Jumping. If you're taking all three already and just shuffling slots, Weave will get you the most for a single slot.

However, Weave requires two other powers and the others are both available without prerequisites. If you're considering dropping one of those three, then you have to make some decisions: Combat Jumping is a very low cost toggle, Maneuvers helps your team since it's an AoE but has a high cost for its bonus, and Weave may free up two other power choices.


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Posted

Agreed with the above. Thing is, Combat Jumping will hold a pile of great enhancements. Kismet Accuracy, LotG +Rech (which also functions as a Def IO), Winters Gift Slow Res, Zephyr -KB, Unbounded +Stealth, Karma -KB, and because the return on slotting for defence is less than for Weave it makes an excellent place to slot this kind of stuff.

So yeah, slot Weave for defence. At base it`s about double the bonus of Combat Jumping.


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Posted

Quote:
Originally Posted by Starflier View Post
Agreed with the above. Thing is, Combat Jumping will hold a pile of great enhancements. Kismet Accuracy, LotG +Rech (which also functions as a Def IO), Winters Gift Slow Res, Zephyr -KB, Unbounded +Stealth, Karma -KB, and because the return on slotting for defence is less than for Weave it makes an excellent place to slot this kind of stuff.

So yeah, slot Weave for defence. At base it`s about double the bonus of Combat Jumping.
/this, i also like combat jumping cause it requires only the 1 power pick, and because it has an extremely low (essentially negligible) end cost

AND aside from doing all of that you mentioned it provides immob protection too


 

Posted

Something else to consider is that while you do need 2 power picks to get weave, one of those two is likely Tough, which can help survivability on it's own, and can serve as a mule for something like steadfast protection. which can grant more defense than Combat Jumping slotted with just the LotGef/+recharge (depending on the AT, some get better numbers out of combat jumping than others)


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Posted

Quote:
Originally Posted by Aett_Thorn View Post
I highly recommend getting Mid's Hero Builder. You can explore questions like this in there and see which might be best.

But in terms of straight defense value, it goes Weave -> Maneuvers -> Combat Jumping.
Since the OP didn't say what AT he's referring to, I'll just mention that Aett is correct, EXCEPT in the case of tankers. Because of the Tanker AT's higher def/res modifier (which applies to CJ and not to Maneuvers) for tanks CJ has slightly more defense than Maneuvers. And at a fraction of the endurance cost, which is why I always recommend it over Maneuvers.

[/nitpick]


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Posted

It hasn't explicitly been stated here but I assume we're talking about defense as it applies to your character only, and probably for a melee toon, correct? That seems to be how everyone has answered.

Does it make any difference if the character is a defender? They get more out of Maneuvers than any other AT don't they?



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Posted

Bit of an oddity:

For Tankers, Combat Jumping, Hover and Stealth actually grant more defense than Maneuvers.

Something most people don't realize. Thought I'd mention it since you omitted what AT we're talking about.

Quote:
Originally Posted by Organica View Post
It hasn't explicitly been stated here but I assume we're talking about defense as it applies to your character only, and probably for a melee toon, correct? That seems to be how everyone has answered.

Does it make any difference if the character is a defender? They get more out of Maneuvers than any other AT don't they?
They do. Their Maneuvers is 3.5% base, tied with Soldiers and Widows.

That said, their Weave is 5% base and the rest of their pool defenses are 1.75% base, so they fit the model of the majority.


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Posted

Quote:
Originally Posted by Necrotech_Master View Post
mostly same here, except i rarely take the fighting pool, i think ive only taken fighting pool on 1 toon, ever

the main reason i dont take the fighting pool is cause i hate wasting a power pick on boxing or kick
Boxing is rarely a wasted power pick. Mule that baby up with 4 Kin Combats or 5 Absolute Amazements, or heck I've even used it for Mako's 3% dmg on a pvp stalker once.


 

Posted

Quote:
Originally Posted by DreadShinobi View Post
Boxing is rarely a wasted power pick. Mule that baby up with 4 Kin Combats or 5 Absolute Amazements, or heck I've even used it for Mako's 3% dmg on a pvp stalker once.
on ranged toons its wasted, and on melee toons i have much better powers to pick usually

personally ive never liked any of the pool attacks, they are just crazy weak and inefficient that i dislike them enough to avoid them greatly

if im making a build for someone though i almost always throw it in though cause i know they either like it or want to have it


 

Posted

Quote:
Originally Posted by Necrotech_Master View Post
on ranged toons its wasted, and on melee toons i have much better powers to pick usually

personally ive never liked any of the pool attacks, they are just crazy weak and inefficient that i dislike them enough to avoid them greatly

if im making a build for someone though i almost always throw it in though cause i know they either like it or want to have it
A "mule" is a power that you don't actually use, just take to slot sets for their bonuses. Kinetic Combats go great in Boxing or Kick since it's a mid-level set that gives a nice amount of defense, but doesn't have amazing enhancement values for a level 50 character. That, and both of them aren't stellar powers to begin with.


 

Posted

Quote:
Originally Posted by Necrotech_Master View Post
on ranged toons its wasted, and on melee toons i have much better powers to pick usually

personally ive never liked any of the pool attacks, they are just crazy weak and inefficient that i dislike them enough to avoid them greatly

if im making a build for someone though i almost always throw it in though cause i know they either like it or want to have it
Yeah, not to use. They're just great for holding set bonuses. Infact they're even better for ranged toons since it allows them to slot melee sets whereas they normally wouldn't be able to. Same goes for Brawl.


 

Posted

Quote:
Originally Posted by Android_5Point9 View Post
A "mule" is a power that you don't actually use, just take to slot sets for their bonuses. Kinetic Combats go great in Boxing or Kick since it's a mid-level set that gives a nice amount of defense, but doesn't have amazing enhancement values for a level 50 character. That, and both of them aren't stellar powers to begin with.
Quote:
Originally Posted by DreadShinobi View Post
Yeah, not to use. They're just great for holding set bonuses. Infact they're even better for ranged toons since it allows them to slot melee sets whereas they normally wouldn't be able to. Same goes for Brawl.
i know, but most of the time i dont have extra slots to spare, most mule powers that i pick have <2 slots mostly to hold stuff like LOTGs or the steadfast +def, ect, i hate dedicating so many slots to a mule power

on the one toon i have fighting pool on (ss/wp brute) i actually use boxing as part of the attack chain which is why i actually got the fighting pool lol