What's good to slot in Interface?


Blood Red Arachnid

 

Posted

I have a Spines/WP scrapper who is decked pretty good with IO sets including Hecatomb, that has just opened up the Interface slot. I have enough salvage to put something into it but, after looking over the list of available choices, have no idea what would be good to slot because none of the choices looked good to me.

I've got a Tier 3 Spiritual in Alpha and a Tier 2 Void in Judgement. This character is pretty awesome at +2 x3 w/Bosses.

Looking for suggestions for what would could be done with Interface to improve the character. (As usual, 100% solo play, not building for team play at all).

Thanks!


 

Posted

Can never go wrong with Reactive for extra damage.

Really, they are all pretty much the same....

The debuff procs don't do a whole lot but might be noticeable. The mez procs even less. Damage procs do actually add a good deal of damage.



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Posted

Conventional wisdom is that Reactive is the "best" interface, but that's not necessarily true for all builds. My robotics MM, for example, is getting a lot of use out of Cognitive (the confuse one) right now. My Invulnerability tanker uses Diamagnetic to become even more impossible to hit, as well as keeping the rest of the team that much safer if an enemy somehow breaks away from me (though I do have a Reactive that I swap in sometimes when I'm soloing). My energy blaster uses Gravitic for the movement speed debuff so I have time to get an extra shot or two in as enemies close back into melee range with me after being knocked back.

There's also the fact that any given interface only stacks four times at a time, so if an entire team or league is using it, a lot of their procs are going to waste. But that's not a problem here since you're looking at solo play only.

If I were in your shoes, I'd probably go Reactive. It's really never a bad choice.


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Posted

Quote:
Originally Posted by Fritzy View Post
(As usual, 100% solo play, not building for team play at all)
With that in mind I'd say reactive is probably your best choice. You don't have to worry about overstacking interface procs when solo. A point I usually consider (if getting one of the damage procs) is to make sure and get one with a damage type that is different from my normal attacks. Since you're using spines the fire damage can come in handy against mobs with high lethal resistance (or toxic resistance on rare occasions.)

I don't think the damage proc interfaces are always the best choice as many do, but if you don't really want any of the specific debuffs then it never hurts to have some extra damage.


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Posted

S, if I go with Reactive, it seems that taking the Radial branch would be most beneficial to my character.

thanks for the feedback!


 

Posted

I use Preemptive because energy damage fits the character better than fire damage, it's comparable in DoT to Reactive, and fewer people take it and therefore it's less likely to stack beyond the max number of applications on teams.


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Posted

I... picked all of my interfaces for random themes. Sometimes they have better benefits than others. For now I will skip the ones that have that "novelty" aspect like Cognitive.

Now, if you want to do damage, most damage procs will work to your advantage. The best, of course, being Reactive since Fire is heavily unresisted and it will come with a resistance debuff. The drawbacks to procs based upon damage is that not every character can really benefit from that damage too much. If you already have a high damage output or if you have slow but strong attacks, the few extra ticks would do less damage than your damage aura.

If you want to take down AVs instead of the run-of-the-mill enemies, the two powers to look at are Diamagnetic and Degenerative. Most of an AV's defense comes from their regen, and both of these powers can reduce it. Diamagnetic can reduce regen directly, and can be quite effective at doing so. Degenerative will decrease their max HP which will decrease their regen, but it does decrease it less than Diamagnetic. Degenerative does toxic damage, however.

If you want more defense, the three to look at are Diamagnetic, Gravitic, and Paralytic. Diamagnetic has a 5% to-hit debuff, and with the option to have it work 100% of the time essentially adds 5% defense to all of your stats (then 10%, then 15%, ect...). Gravitic and Paralytic are niche powers. Gravitic is good if you have a -recharge powers, but it isn't heavily based on -recharge like psionics. Paralytic is good if you have damage reducing powers (Kin melee, Kinetics, ect). Outside of those two situations, I see little use for either Gravitic or Paralytic.


Of course, if you just want the fun stuff you can slot cognitive and pretend that Quills has Contagious Confusion slotted in it.



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Posted

Quote:
Originally Posted by Blood Red Arachnid View Post
I... picked all of my interfaces for random themes. Sometimes they have better benefits than others. For now I will skip the ones that have that "novelty" aspect like Cognitive.

Now, if you want to do damage, most damage procs will work to your advantage. The best, of course, being Reactive since Fire is heavily unresisted and it will come with a resistance debuff. The drawbacks to procs based upon damage is that not every character can really benefit from that damage too much. If you already have a high damage output or if you have slow but strong attacks, the few extra ticks would do less damage than your damage aura.

If you want to take down AVs instead of the run-of-the-mill enemies, the two powers to look at are Diamagnetic and Degenerative. Most of an AV's defense comes from their regen, and both of these powers can reduce it. Diamagnetic can reduce regen directly, and can be quite effective at doing so. Degenerative will decrease their max HP which will decrease their regen, but it does decrease it less than Diamagnetic. Degenerative does toxic damage, however.

If you want more defense, the three to look at are Diamagnetic, Gravitic, and Paralytic. Diamagnetic has a 5% to-hit debuff, and with the option to have it work 100% of the time essentially adds 5% defense to all of your stats (then 10%, then 15%, ect...). Gravitic and Paralytic are niche powers. Gravitic is good if you have a -recharge powers, but it isn't heavily based on -recharge like psionics. Paralytic is good if you have damage reducing powers (Kin melee, Kinetics, ect). Outside of those two situations, I see little use for either Gravitic or Paralytic.


Of course, if you just want the fun stuff you can slot cognitive and pretend that Quills has Contagious Confusion slotted in it.

That gives me more detailed info to think about.
I don't take on enemies above EB and I fight EB's on -1. I just don't enjoy tough. long drawn out fights. The way I play the game is for relaxing fun.

This character is built around the quickest AoE and PBAoE kills possible. The defense is good at handling Alpha strikes and then is able to keep Bosses off-balance with topped out Ripper and Air Superiority. Longish single target fights just are not in my personal game plan so additional defense is really not a high priority.

I'd love to see the effects of Contagious but honestly most spawns don't last long enough for it to kick in and really make a difference. Diamagmetic then may be the best choice just in case I ever do decide to take on some toughies.


 

Posted

Spines had some toxic damage right? Than I suggest Degenerative for concept and it is actually better dps than reactive (which people doesn't seem to be realised yet)


 

Posted

I was going to suggest cognitive. With quills running you are constantly putting out aoe damage on auto. This should work pretty nicely with the confuse proc in cognitive that is applied based on attacks.


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