Again, this is information I haven't seen posted anywhere so I just figured I'd share my personal experience. IMO, it's some of the most useful practical information I've found in applying anything IO. These IOs are now my absolute favorite new addition to the game.
The two IOs in question are -
Karma: Knockback Protection
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On squishies... a 3-second stun is probably survivable, a 6-second stun is likely fatal. It still matters. Especially if it can make their mez non-perma. Toggles still drop, but that's usually just an inconvenience (with the exception of rad/ defenders) (/rad trollers and dark/ defenders have ways of coping, and hurricane's debuff lingers for a bit).
I didn't know the status resist IOs were effectively set bonuses, though -- I thought they only stayed on as long as the toggles were up, which *would* make them useless. Haven't tried them out, though.
And yeah, protection would be better. Except in PvP, where there's too much protection already.
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Beyond that, the fact that there is no really consistent way to keep toggles up for squishies means that the fighting pool's pretty much worthless to them, and the tactics pool is a constant game of "Let's Retoggle!" Hell, if they suppressed the effects of toggles instead of turning them off, things would be better, for that matter. The whole defense system being so dependent on toggles is one of my least favorite things about CoH, really.
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Holds and Sleeps it kind of makes sense... sleep shouldn't be the *only* one, and if sleep didn't drop toggles it'd be no threat whatsoever in PvE.
Yeah, toggle-heavy squishie builds can be a pain... hover isn't so bad since hover has basically no activation or recharge time, but leadership is, or [shudder] Radiation Infection and darkest night, with 3-second activation times and non-negligible recharge.
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The AI *was* changed to try to ignore sleeping targets unless there's no one else to fight, though.
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