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DocterPink
Posts: 4
Joined: 12/22/2006
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There are a couple of pool powers that I see used all the time, like Combat Jumping and Weave. But thanks to that number calculator thingy, I see that those bonuses tend to be really small. Like REALLY small. So I wanted to know, is it smart at all to pick up powers like Weave, Maneuvers, and Combat Jumping and slot them for defense? Maybe you could stack them together? (Combat Jumping and Weave?) I don't know much about any of these powers or their usefulness so before I go making characters with 4 slotted Maneuvers, I wanna know if they're any good.
Oh, and here's a list of some of these "little buff" powers that I don't know about:
Combat Jumping
Weave
Tough
Maneuvers
Temperature Protection (Ok, it's not a pool power, but does Fire Armor really need more Fire/Cold res?)
Permafrost (Same thing as Temp. Protection but for Ice Armor)
Hover
Stealth
Cloaking Device/Cloak of Darkness (Worth putting defense into?)
Thanks for the help!
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| 03/16/08 07:18 |
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bigspeer
Posts: 3
Joined: 02/22/2006
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| QUOTE | Combat Jumping
Weave
Tough
Maneuvers
Temperature Protection (Ok, it's not a pool power, but does Fire Armor really need more Fire/Cold res?)
Permafrost (Same thing as Temp. Protection but for Ice Armor)
Hover
Stealth
Cloaking Device/Cloak of Darkness (Worth putting defense into?)
Thanks for the help! |
The big thing about some of these powers are the overall benefits they provide.
Combat Jumping gives you additional mobility, protection from immobilization and a little bit of defense against everything.
Tough and Weave are debatable power selections, but do provide defense and resistance against EVERYTHING. They are good powers to fill holes in your build.
Permafrost/Temp Protection aren't really needed in a tank's build. I've taken Permafrost because there is one Unique IO that is a res/+3% Def to everything and the only power it can be slotted in is a resistance power.
Hover is mostly selected for knockback protection, even though you just spin in the air.
Stealth/Cloaking Device mostly used so it's harder for you to be seen. The defense is a nice bonus to this.
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| 03/16/08 08:28 |
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White Hot Flash
Posts: 154
Joined: 04/28/2006
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Keep in mind that with IO sets, and certain uniques, like a KB protection, some ATs don't have a power that can take one of these unless they dip into the pools. I have a KB protection slotted into my stealth on a blaster. Many people also take Combat Jumping, for example, in order to get to Acrobatics, which is a much better power for defense.
Some builds have a few throw away powers available, so why not add a little more to your defenses? Leadership powers stack, so if more than a couple of people on your team have a small buff, those buffs add up fast.
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| 03/16/08 10:37 |
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DocterPink
Posts: 4
Joined: 12/22/2006
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Thanks for the tips, but I knew about the whole IO slotting thing. I also knew about these powers being throw away powers to get to later ones (like Acrobatics) but I wanted to know more about the buffing capabilities. Is the defense from Combat Jumping, Weave, Maneuvers etc any good? And is it worth slotting it for defense at all?
Heroes:
Spectral Storm, lvl 50 Illusion/Storm
Powerlevel Man, lvl 50 Fire/Kin
Rider of the Flames, lvl 26 Fire/Fire Blaster
Sound Barrier, lvl 24 FF/Sonic
Cap'n Ghostbeard, lvl 24 DB/Regen
K'zilix, lvl 12 WS
And, lvl 8 Invuln/Fire
Villains:
Lt. Surge, lvl 40 Elec/Stone
Skull Cyborg, lvl 29 Bots/Traps
And various other lowbies...
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| 03/16/08 17:10 |
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pathofwrath
Posts: 1
Joined: 06/02/2006
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On my Grav/Kin, I've got Stealth slotted for defense. The only reason i got it was for the added defense. With Rock Armor from my Epic, my defense is pretty decent.
If you have a defense based build, picking up any of the pool powers that give +Def can be helpful. It really just comes down to how you want to build your toon.
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Miss Trinidad - Ill/Storm/Ice Controller - 50
Miss Cote d'Ivoire - Dark/Regen/Dark Scrapper - 50
Posey Punk - Grav/Kin/Stone Controller - 50
Mr. Azerbaijan - Kin/Psy Defender - 40
Laccolith - Earth/Rad Controller - 30
Geriatric Justice - Willpower/SS Tanker - 21
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| 03/16/08 18:22 |
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Madphinger
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Joined: 03/10/2005
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| QUOTE | | Tough and Weave are debatable power selections, but do provide defense and resistance against EVERYTHING. |
This is incorrect. Tough only provides smash/lethal resistance and weave gives defense to ranged/melee attacks with a little immobilize resistance thrown in.
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| 03/16/08 18:59 |
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Warron Peace
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Joined: 06/06/2006
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| QUOTE | | Tough and Weave are debatable power selections, but do provide defense and resistance against EVERYTHING. They are good powers to fill holes in your build. |
Sorry, but thats wrong. Weave does give defense to everything *but* psi damage, and Tough gives decent resistance, but only to Smashing/Lethal damage.
Weave is generally useless. The one character I have it on has it so that I could fit a couple of Defense Set IOs into the build, such as Luck of the Gambler and Kismet.
Powers like CJ/Manuevers/Weave, and such, are generally useless for their defensive purposes. A force field defender/controller could stack their minor defense with Dispersion Field to get a lil bit more protection, but generally, thats about all they are good for. I take CJ for mobility and immob protection. I don't take Manuevers unless I can stack it with some other form of defense, and I don't take weave for the same reasons. Only exception is like I said, for IO sets that I couldn't put elsewhere.
Hover is somewhat useful to some people, but I generally skip it. It's defense isn't worth slotting up, and I don't like the slowness of it. Stealth is usefull to avoid being seen, but it's defense isn't worth slotting.
About auto powers from defense sets: Generally speaking, these powers aren't worth taking, and certainly not worth slotting. There are some exceptions, such as the Auto powers from SR, which give scaling resistance to almost all damage types. Worth taking for that reason, but the defense they give isn't worth slotting for. Temp Protection and Permafrost are generally not needed, though Bigspeer had a good point about Permafrost being the only Res power in Ice Armor, making it a good recepticle for Resistance IO sets.
Out of all the pool powers that offer defense or resistance, Tough is the only power worth slotting for it, and it only gives resistance to S/L. My controller has it, because it stacks with his Fire Armor epic power, to give him damn good s/l resistance. Tanks can make use of it, especially Fire, Willpower, and Invuln tanks, because it will stack well with their already good s/l resistance, to give them more protection. Scrappers could also take it, though generally a scrapper will obtain more survivability by taking attacks and killing enemies faster than they can kill him/her.
W.P.
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| 03/16/08 19:09 |
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