Snakebit Posted June 23, 2019 Posted June 23, 2019 If you have zero other mez protection it's better than nothing. But probably not better than another power choice from pri/sec/epic. I can think of a long list of effects I'd rather have. The KB protection is -7. You can get it in CJ with the right enhancer, Karma has a -4 I think. ________________ Freedom toons: Illuminata Phoebros Mim Ogrebane
Tankshock Posted June 23, 2019 Author Posted June 23, 2019 That's what I'm thinking. The kb is so easy to get, not sure that mag2 will work very often. How many opponents actually hit with a mag 2?
SwitchFade Posted June 23, 2019 Posted June 23, 2019 I'm pondering this myself, as I have several toons that have traditionally used acro. Being that kb mag that we encounter requires either 4 or 11 to overcome, it seems 1 kb io or three is necessary. So, throwing one kb io in, and dumping acro results in a loss of mag 2 stun protection. The only way I can see to buff that is with the blaster ATO, defiant barrage, to proc an increase to mag 3. I have been a bit too lazy to research common mobs that utilize a mag 2 stun, and wonder how prolific it is, or how scarce. So, acro+blaster ATO could be mag 3, and worth it. Otherwise, I'm leaning towards speccing out on all non blasters.
atletikus Posted June 25, 2019 Posted June 25, 2019 I think it's underestimated for squishies. Certainly in a levelling up build it is. I tend to pick it on my Blasters and can't remember being held with it. Acrobatics's mag 2 hold protection will protect your squishy from the large majority of CC since these for a ranged character strongly tend to be holds/kb (while a very large majority of stuns are melee which oftentimes can be avoided by positioning). The hold resistance offers a second layer of defense making enemies less likely to successfully stack holds on you. Especially if you add IOs like Aegis: Status Resistance on top of that. If you build for soft-capped defenses through IO-sets, the usefulness of Acrobatics (and any other defensive powers) is diminished given these automatic defenses will severely reduce the amount of mez actually hitting you and also protect you from incoming damage when the lucky mezzes do land. 2
r0y Posted February 8, 2020 Posted February 8, 2020 (edited) Hate to necro this (heck, it's only been 7-8 months)... I was poking around Mids and noticed that Acrobatics takes KB IO's and there is a base, non-enhanceable mag 7 KB/KU protection, followed by a mag 2 that IS enhanceable (spell check does not like enhanceable, it may not be a real word - but it is today!). Further analysis shows the following: 0 KB IO: Mag 2 1 KB IO: Mag 3.53 2 KB IO: Mag 4.98 3 KB IO: Mag 5.51 So, in theory (but why would you), one could have a mag 12.51 KB protection from a 3-slotted (with level 50 KB IO's) Acrobatics. Note that the mag 2-5.51 is suppressed if mezzed. The base mag 7 is always on. Obviously the HOLD is still mag 2 only. Personally, I feel Acrobatics should LOSE the slots. Make it a slot-free auto-power and call it a day. It is underwhelming now that sets and procs and such exist, and no one would really need to take it unless they want that ghetto hold-only protection provided by Acro+Blaster proc mag 1 BS. No thanks, that'll get old real fast. Would you take Acro if it was FREE of slots? No endurance cost, no slotting. Edited February 9, 2020 by r0y table got mangled 1
Charistoph Posted February 9, 2020 Posted February 9, 2020 Well, until you get those IOs, it is rather useful for Dark and Fire Armor set users. Are you a Wolf, a Sheep, or a Hound? Quote They called me crazy? They called me insane? THEY CALLED ME LOONEY!! and boy, were they right.
Caulderone Posted February 9, 2020 Posted February 9, 2020 6 hours ago, r0y said: Hate to necro this (heck, it's only been 7-8 months)... I was poking around Mids and noticed that Acrobatics takes KB IO's and there is a base, non-enhanceable mag 7 KB/KU protection, followed by a mag 2 that IS enhanceable (spell check does not like enhanceable, it may not be a real word - but it is today!). Planner is wrong. Acrobatics does not accept any sets. Just verified that in game. 1 2
r0y Posted February 9, 2020 Posted February 9, 2020 18 minutes ago, Caulderone said: Planner is wrong. Acrobatics does not accept any sets. Just verified that in game. Thank you! I didn't check, as I have no character with it, and didn't want to load up the Pineapple just to see.
Grouchybeast Posted February 9, 2020 Posted February 9, 2020 I recently took acrobatics on my MM while partway through the RWZ arcs. I went from being frequently held by Mesmerists etc to it rarely happening, so I was quite happy with it as a pick. 1 Reunion player, ex-Defiant. AE SFMA: Zombie Ninja Pirates! (#18051) Regeneratio delenda est!
r0y Posted February 13, 2020 Posted February 13, 2020 On 2/9/2020 at 8:01 AM, Grouchybeast said: I recently took acrobatics on my MM while partway through the RWZ arcs. I went from being frequently held by Mesmerists etc to it rarely happening, so I was quite happy with it as a pick. Hmmm... you're making a decent case. Not sure how many holds that I am getting hit with are only mag 1... then again, I get all the mez's (hold, stun, sleep, immob, etc). Then again, I've begun to take hover/fly/afterburner on most toons (non-melee/tank types, anyway), so working in either CJ or Acro would be tough.
Grouchybeast Posted February 14, 2020 Posted February 14, 2020 3 hours ago, r0y said: Hmmm... you're making a decent case. Not sure how many holds that I am getting hit with are only mag 1... then again, I get all the mez's (hold, stun, sleep, immob, etc). Then again, I've begun to take hover/fly/afterburner on most toons (non-melee/tank types, anyway), so working in either CJ or Acro would be tough. IIRC, characters all have a base Hold protection of Mag 1, so Acrobatics will actually stop any holds that are Mag 3 or less. Reunion player, ex-Defiant. AE SFMA: Zombie Ninja Pirates! (#18051) Regeneratio delenda est!
Pixie_Knight Posted February 14, 2020 Posted February 14, 2020 It can be dang useful for squishies. Then again, remember that a group of Tsoo green ink men can easily overwhelm even a scrapper or tanker's mez protection 🙂 1
Gulbasaur Posted February 14, 2020 Posted February 14, 2020 I respecced out of it - Hold is only one kind of mezz and I found myself stunned, slept or feared enough that I decided it was less useful than I though it would be. As with many things in City of Heroes, raising your defence stats is probably a better use of a power slot. 1 Doctor Fortune Soulwright Mother Blight Brightwarden Storm Lantern King Solar Corona Borealis Blood Fortunado Dark/Dark Corruptor Rad/Rad Brute Gravity/Time Controller Storm/Water Defender Peacebringer Dark/Dark Tanker The Good Missions Guide: A Heroic Levelling Journey through Story Arcs Blueside Guide Easy IO Cheat Sheet The Mean Missions Guide: A Villainous Levelling Journey through Story Arcs Redside Guide Fortunatas are the Bestunatas
r0y Posted February 14, 2020 Posted February 14, 2020 13 hours ago, Grouchybeast said: IIRC, characters all have a base Hold protection of Mag 1, so Acrobatics will actually stop any holds that are Mag 3 or less. I did not know this, nor have I ever heard of a base Mag 1 protection... In fact, when I look at my Combat Attributes window, under Status Effect Protection, I see 0.0 for everything but KB (which I have a proc in a power for). Is it a "stealth" protection, you think? I'm curious about this. Thanks!
Glowworm Posted February 14, 2020 Posted February 14, 2020 Someone explained it in detail long ago but my memory of it is that Acrobatics will stop one "normal" hold that lands on you from doing anything. If another hold lands while the first is active then Acrobatics' protection is overcome and you're held. "Normal" holds meaning not outliers like AVs or other oddballs.
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